I saw them somewhere, but I don't recall where.

I need something that will calculate stats at level 1, 99, and somewhere in between for given raw stats and class growths and multipliers. If I can then select an ability or a formula and the x/y values for it and have the damage at various levels that would be cool too.

http://www.gamefaqs.com/ps/197339-final-fantasy-tactics/faqs/3876statBonus at any given level = [currentRawStat / (Growth + Level)]

I know there's some math function - probably related to either sequences or series - that deals with this sort of thing, but I can't remember it. I could easily write a loop to figure this out, or even a recursive function... if only I had paid attention in discrete math 2!

EDIT

Screw it, I can make a command line program to do the calculations for me.

http://ffhacktics.com/wiki/Data/Table_LocationsRAM -> File

-0x67000 -> WLDCORE.bin

-0x67000 -> Battle.bin

-0xE0000 -> World.bin

-0xF800 -> SCUS

800610b8 - 0x518B8 - Job Data

` 0x00 - Skillset`

0x01 - Innate Ability 1

0x03 - Innate Ability 2

0x05 - Innate Ability 3

0x07 - Innate Ability 4

0x09 - Equippable Items 1

0x0a - Equippable Items 2

0x0b - Equippable Items 3

0x0c - Equippable Items 4

0x0d - HP Growth

0x0e - HP Multiplier

0x0f - MP Growth

0x10 - MP Multiplier

0x11 - Speed Growth

0x12 - Speed Multiplier

0x13 - PA Growth

0x14 - PA Multiplier

0x15 - MA Growth

0x16 - MA Multiplier

0x17 - Move

0x18 - Jump

0x19 - C-EV

0x1a - Innate Statuses 1

0x1b - Innate Statuses 2

0x1c - Innate Statuses 3

0x1d - Innate Statuses 4

0x1e - Innate Statuses 5

0x1f - Status Immunity 1

0x20 - Status Immunity 2

0x21 - Status Immunity 3

0x22 - Status Immunity 4

0x23 - Status Imminity 5

0x24 - Starting Statuses 1

0x25 - Starting Statuses 2

0x26 - Starting Statuses 3

0x27 - Starting Statuses 4

0x28 - Starting Statuses 5

0x29 - Absorbed Elements

0x2a - Nullified Elements

0x2b - Halved Elements

0x2c - Elemental Weakness

0x2d - Monster Portrait

0x2e - Monster Palette

0x2f - Monster Graphic[\code]

8005fbf0 - 0x503F0 - Ability Data 2

` 0x00 - Range`

0x01 - Effect Area

0x02 - Vertical

0x03: Flags 1

0x04: Flags 2

0x05: Flags 3

0x06: Flags 4

0x07 - Element

0x08 - Formula

0x09 - X

0x0a - Y

0x0b - Inflict Status

0x0c - CT

0x0d - MP Cost

8005e90c - 0x4F10C - Base Data (12 bytes each, 4 total)

Order: 0 = Male, 1 = Female, 2 = Ramza, 3 = Monster

` 0x00 - HP (these * 16384 = Min Raw)`

0x01 - MP

0x02 - SP

0x03 - PA

0x04 - MA

0x05 - Helmet

0x06 - Armor

0x07 - Accessory

0x08 - RH Weapon

0x09 - RH Shield

0x0a - LH Weapon

0x0b - LH Shield

rawStats.csv (4 entries - male, female, ramza, monster)

hp, mp, sp, pa, ma

jobs.csv (0x9a entries - squire 0x00 to 0x9a ultima demon)

hpc,hpm,mpc,mpm,spc,spm,pac,pam,mac,mam

0x0d - HP Growth

0x0e - HP Multiplier

0x0f - MP Growth

0x10 - MP Multiplier

0x11 - Speed Growth

0x12 - Speed Multiplier

0x13 - PA Growth

0x14 - PA Multiplier

0x15 - MA Growth

0x16 - MA Multiplier

abilities.csv (0x001 cure to 0x164 parasite)

formula,x,y

0x08 - Formula

0x09 - X

0x0a - Y