Spell Power Reference Tables
Introduction
For those of you who just want the link to the spreadsheets that make up the bulk of the guide and are sorted according to MP Cost, Single Target and Multiple target damage, here you go:
Spell Power Reference Tables[docs.google.com]
Continue reading for a basic explanation of what's on the tables.
Spell Power in FFVII starts as a value (let's call this Base Magic Damage or BMD) calculated from the character's level and their magic stat. The maximum BMD can be is 2124. It's a lot easier to calculate what Spell Damage is if we don't take Magic Defense into account, so all the values on the tables are based on the Maximum Spell Damage or MSD.
In order to get the value of MSD, we multiply a characters BMD by the Spell Power of the spell. The Spell Power is a constant value that is different for every spell. It's the value that makes one spell more powerful then another even if the character casting it has the same BMD. In other words, Spell Power is what makes one spell Fire2 and another spell Fire3. With a few exceptions, all damage on the table is displayed as (Spell Power x BMD).
If a magic or summon materia is linked to an All, Quadra or MP Turbo materia, the Spell Power will be different. More on each specific materia is listed below.
For those of you who want to know the exact formulas that are being run in the game, continue reading. Otherwise feel free to skip the next section.
Spell Formulas
Base Magic Damage = 6 x (Character Level + Magic Stat)After this, the actual spell damage is calculated acording to this formula:
Spell Damage = [(Spell Power x 16) x Base Magic Damage x (512 - Magic Defense)] / (16 x 512)Fortunately for us, making Magic Defense equal to zero gives us the maximum damage of every spell and also gives us two variables: BMD and Spell Power. Spell Power is the value that we're interested in as every spell in the game has it's own Spell Power constant, and it is this constant that determines how powerful spells are in comparison to each other. Maximum Spell Damage is also very easy to calculate:
Maximum Spell Damage = Spell Power x Base Magic DamageTo get from Maximum Spell Damage to spell damage with Magic Defense taken into account, this formula can be used:
Spell Damage = [(Maximum Spell Damage x 16) x (512 - Magic Defense)] / (16 x 512)After the raw spell damage is calculated, any damage changes from All, Quadra, or MP Turbo materia is calculated. After that calculation, Elemental weakness/resistance/immunity/absorption is calculated. Finally, any damage that goes over 9999 is capped. More on those calculations below.
All Materia
The All materia only works with the following materia:
Restore, Heal, Revive, Fire, Ice, Lightning, Earth, Poison, Gravity, Seal, Mystify, Transform, Time, Barrier, Destruct, Master Magic
The All materia enables characters to cast most single target spells at all targets for no MP Cost increase. The trade off is that the spell power is decreased by a third no matter how many targets the character is facing. It's worth noting that the All materia does not decrease the chance that Status Effect spells will work.
Quadra Materia
The Quadra materia works with all Magic and Summon materia except the Escape magic materia and the Knights of the Round summon materia. Casting either Exit or Remove multiple times makes no sense and letting Quadra effect Knights of the Round would make that summon too powerful (like it wasn't powerful enough already).
The Quadra materia causes a spell or summon to be cast four times in secession, but the spell power of each casting has been cut in half. This includes the chance that Status Effect spells will work unless the normal chance is already 100%. If a spell naturally hits a single target, then it will pick a random (but valid) target for each of the four castings. If a spell naturally hits multiple targets, then all targets will get hit four times. If there's only one enemy, then a single target spell will essentially end up doing double damage for the same MP Cost as the normal spell. If there's more then one enemy, single target spells usually do less damage then the normal spell does. Multiple target spells will always hit all enemies for what is essentially double damage.
Worth noting is that it's impossible to link both All and Quadra materia to magic materia at the same time. With few exceptions, the only way to get spells that effect all enemies to do double damage is to use a summon materia linked with a Quadra materia.
MP Turbo Materia
The MP Turbo Materia works with all magic materia and summon materia.
The MP Turbo Materia increases both the MP Cost and the Spell Power of a spell by ten percent for every mastery level it has. A mastered MP will double the MP Cost and the Spell Power of a spell. Status Effect spells have the chance that they will work doubled.
The MP Cost increasing only works up to a point however. The MP Cost of a spell is capped at 255. This sounds high unless we're talking about the Knights of the Round spell which costs 250 MP anyway. Fortunately, the Spell Power increase isn't capped.
Elemental Effects
There are four elemental effects that various enemies have, and all of them effect Spell Power in some way. All of these effects are calculated after the All/Quadra/MP Turbo damage changes have been made.
If an enemy is weak to an element, then the Spell Power is doubled.
If an enemy is resistant to an element, then the Spell Power is halved.
If an enemy is said to be invalid to an element, then the Spell Power is equal to 0 and the spell does no damage.
If an enemy absorbs an element, then the spell heals an enemy.
There are two summons and one enemy skill that have multiple elements. If an enemy is resistant, invalidates or absorbs one of the elements those spells are, then that applies to the whole spell. Which is unfortunate as all those spells have high Spell Power.
Magic Materia
Summon Materia
Enemy Skill Materia
Table Guide
The following tables are organized by what elements spells fall under. Because the values of MP Turbo scale with the normal MP Cost and Spell Power of the spells, those values have been omitted.
The tables use the following values:
MP Cost: How much MP the spell costs to cast.
Single: The Spell Power the normal single target spell has. For Status Effect spells, this is a percent.All: The Spell Power the multi-target version of the spell has. If a spell has the same Spell Power for both Single and All, then the spell naturally targets all valid targets without the use of the All materia. If this column reads as "None" then the spell cannot target multiple targets even with the All materia.
Quadra: The Spell Power of a single casting of the Quadra version of a spell. If this column reads as "None" then Quadra can not link to this spell. This only really comes up with Enemy Skills. For Status Effect spells, this is a percent.
Effect: What Status Effects certain spells apply.
Restoration Spells
Fire Spells
Ice Spells
Lightning Spells
Earth Spells
Gravity Spells
Non-Elemental Spells
Non-Elemental spells don't really lack an element. Instead, the elemental calculations never apply to them. The good part of this is there spell powers can never be halved, invalidated, or absorbed. The bad part is that enemies can never be weak to these spells either.
Some of the Enemy Skills that are of this element have their own custom damage calculations. They are included.
Piercing Spells
Misc. Element Spells
Status Effect Spells
Spreadsheets
https://docs.google.com/spreadsheets/d/19yYD8v0Zc4PLyStXzkakP79FwCFW2xfxDBa6Bkz6QLY/edit?usp=sharing
Credits
This guide would not have been possible without referring to several guides by other people.
The Final Fantasy VII FAQ/Walkthough[www.gamefaqs.com] by Absolute Steve. This is the ultimate Final Fantasy ViI encyclopedia. Go here for anything in the FFVII game. It will be there.
Battle Mechanics FAQ[www.gamefaqs.com] by TFergusson. All the game mechanics that have to do with the battle system are from here.
This guide was created by its original author on the Steam Community. Are you the author and want it removed? Request removal.