Chrono Trigger/Formulae

Note that an asterisk (*) indicates that the move is magical; in most cases these are elemental techniques that will benefit or suffer depending on the enemy's elemental properties and defensive stats.

Attack
Attacks performed by executing the "Attack" function in battle are the character's default move. These moves are non-elemental, physical attacks that strike an enemy a single time and have the chance to deal almost double damage under what's known as a "crit" (critical strike).

For the calculations used in the game, there are several variables:
 * Hit/HIT: this is the character's "Hit" stat value (an integer). It only applies to Lucca and Marle's calculations.
 * Power/PWR: this is the character's "Power" stat value (an integer). It applies to Ayla's and all of the males' calculations.
 * Level: the character's level. This affects the statistics of a character, and possibly the random value used in calculating damage.
 * Weapon: this is the weapon's power value (integer).
 * Attack: the value next to the small weapon icon, found on the pause menu next to a character's name; this is calculated from the Power and Weapon values. The formulas that produce the attack value first produce a decimal value that is then rounded to the nearest whole number.
 * Damage: the value seen when attacking an enemy.


 * Example: At the start of the game, Crono's weapon, Wood Sword, has a Weapon value of 3. At level 1, Crono has a PWR value of 5. His attack value is first calculated as 8.33333333 recurring, but it is then rounded down to 8.

The base damage for a character is their attack value multiplied by two. Additionally, a random number is generated to modify the damage and give it a more realistic, dynamic appearance. The random number may or may not be affected by character level, and if it is under a certain value (either .5 or 1), the base damage is not modified. Also note that the resulting damage can be modified by an enemy's augmented defense.
 * Damage
 * Formula: Damage = ((Attack * 2) + (Random))
 * Example: Crono at the start of the game (attack 8) deals a base of 16 damage, with a possible increase from the random value.

Robo's Crisis Arm
Robo's Crisis Arm is a very dynamic weapon that can be either very strong or very weak. The damage dealt is based off of Robo's calculated attack value and the last digit of his HP (the attack value is multiplied by this digit). This weapon is best used later in the game when Robo has 999 HP so that the last digit is usually 9. If you want to maximize his damage, all you have to do is keep him healed. Crisis Arm Damage = ((Attack/2 * LDHP) * 2) As you can see from the table, each digit is worth as much as the attack value (132). For each digit, it's like adding Robo's original attack value to the base damage.
 * LDHP: this is the last digit of Robo's current HP.
 * Example: if Robo's PWR is 99 (minimum level 59), then his Attack will be 132 (66 when divided by two). The following expected damages are calculated based on the last digit of his HP:
 * Expected damage:

Ayla's Bronze Fist
On a critical strike, this will deal 9,999 damage. By the time you acquire this, Ayla's crit chance will be extremely high so you can expect major damage from then on.

Lucca's Wondershot
This weapon randomly changes attack power, it can do the following:
 * 1/10 × base damage.
 * 1/2 × base damage.
 * 1 × base damage.
 * 2 × base damage.
 * 3 × base damage.

Magus's Doomsickle
This weapon grows in strength significantly as your allies die.