| A Fight action rolls 0–99 once per point of the attacker's attack multiplier and counts the rolls under its hit %; Blind halves the hit %, and when a back-row penalty applies (not for a harp or bow and arrow) an attacker in the back row halves it, and a target in the back row halves it again and adds one evaded hit. The target then rolls once per point of its evade multiplier against its evade %, with no evade rolls when it is a toad, mini, or jumping, and its successes are subtracted from the hits, at least 0. The net hits multiply one damage roll, and none is a miss. Each hand rolls separately. | ff3j.asm L11953–11972ff3j.asm L8151–8210 | Code |
| The damage roll is attack plus a random 0 to half of it, times the elemental multiplier (stored doubled and halved back), plus the crit bonus on a critical, less defense (at least 0; skipped when a character hits a character); that times the net hits, divided by the targets hit, is capped at 9,999. | ff3j.asm L11974–12064 | Code |
| A Fight action rolls once for a critical, 0–99 against the crit probability, and a critical adds the crit bonus to the damage before defense. Both numbers are the first two bytes of the character's job modifiers, so the job sets them. | ff3j.asm L8278–8291ff3j.asm L8234–8235ff3j.asm L8824–8829ff3j.asm L8867–8888ff3j.asm L8773–8782ff3j.asm L8138–8150 | Code |
| A physical attack whose element is one of the target's weak elements gets multiplier code 4; one in the target's byte the disassembly calls absorbed elements gets 1, as does any attack when that byte is exactly 2; otherwise 2. The damage routine halves the code, so a weakness doubles the damage and the other byte halves it. | ff3j.asm L8215–8229ff3j.asm L11979ff3j.asm L11998–12010 | Code |
| Run escapes when a roll of 0–100 is under the runner's run probability plus 25 less the average level of the monsters present (at least 0). The run probability is the third byte of the job modifiers. | ff3j.asm L26703–26763battle-ram.txt L266–268 | Code |
determine attack order gives each of the 12 battle slots a random key of 0–255 and passes the list to a routine the disassembly calls "sort attack order list ???"; it then gives each of the four characters a key of agility plus a random 0 to twice agility, sorts those the same way, and writes the characters in that order into the character entries of the first list. Chance places each character among the monsters, and agility orders the characters among themselves. | ff3j.asm L24351–24425ff3j.asm L23241–23243 | Code |
| On the world map, a step starts a battle when a random byte is under the rate loaded for the current world and vehicle; the listing's comments give those rates as 5 on foot, by canoe, or by ship, 7 underwater, and 18 for one chocobo case the disassembly marks with "???". | ff3j.asm L46599–46659 | Code |
| Final Fantasy II rolls damage, attack plus 0 to attack less defense, and a critical for each hit that gets through and adds them up; Final Fantasy III rolls damage once, attack plus 0 to half of it, and multiplies it by the net hits, and its single critical roll uses the job's crit probability in place of Final Fantasy II's fixed roll under 5. | ff3j.asm L11989–11992ff3j.asm L12042–12046ff3j.asm L8278–8282 | Code |
| Final Fantasy IV keeps Final Fantasy III's physical attack: percentage rolls per point of an attack multiplier, the target's successful evade rolls subtracted, and one damage roll of attack plus 0 to half of it, with the crit bonus added before defense, multiplied by the net hits and capped at 9,999. | ff3j.asm L11959–11970ff3j.asm L11985–12062 | Code |
| Final Fantasy III's physical attack has two elemental outcomes besides normal, double for a weakness and half for the target's other element byte; Final Fantasy IV adds very weak (4×) and immune (0) to weak (2×) and strong (½). | ff3j.asm L8216–8228 | Code |
| The Japanese ROM's credits, as decoded in everything8215's listing, list Nasir for programming, K. Terada for the scenario, Y. Amano for graphics, N. Uematsu for music, H. Tanaka and K. Aoki for design, K. Yoshii and K. Higuchi for programming, K. Shibuya, H. Nakada, and K. Ishii for graphics, H. Sakaguchi as director, and M. Miyamoto as producer. | ff3j.asm L1367–1379 | Code |