Acknowledgements: The insight into the battle score
computations is provided by Lightning Returns Final Fantasy
XIII Ultimania published by Square Enix (2013). This is the
800 page authoritative guide. The below FAQ is neither a
translation from the Japanese nor a paraphrase. However, the
guide is the source of the facts pertaining to computations.
Only major battles are scored in Lightning Returns. Or, more
accurately, the player is provided a score sheet only for
major battles since there are behind-the-scenes computations
for other battles that influence item drops. A major battle
is a boss battle or a battle to defeat the last member of a
finite species or Omega Form. At the top of the screen, the
mode will be annotated—Easy, Normal, or Hard. Hard mode is
only available in a New Game Plus (NG+). There are three
significant pieces of information provided to the player.
Battle time: The time it took to defeat the enemy
Score: A numerical figure
Rank: A rating in stars relating to the score
The Rank can either be zero stars or it can be 1 to 5 stars
of different types. There are bronze, silver, and gold stars.
The top rank is 5 gold stars awarded for easy and normal mode
scores of 100,000 or more and hard mode scores of 300,000 or
more. The following discussion relates to ranking in easy
and normal modes. The criteria for hard mode ranking is
triple that of the ranking for easy and normal modes. For
example, to obtain one bronze star on normal, the player must
receive a score of 5,000 or more but less than 10,000. To
obtain one bronze score on hard, the player must receive a
score of 15,000 or more but less than 30,000.
This is a synopsis of the ranking for easy and normal modes:
* A score below 5,000 will result in zero stars awarded.
* Bronze stars are awarded for scores of 5,000 or more but
less than 30,000. Starting with one bronze star for a score
of 5,000; an additional bronze star is awarded for each
additional 5,000 points up to a maximum of 5 bronze stars.
* Silver stars are awarded for scores of 30,000 or more but
less than 60,000. Starting with one Silver Star for a score
of 30,000; an additional silver star is awarded for each
additional 6,000 points up to a maximum of 5 silver stars.
* Gold stars are awarded for scores of 60,000 or more.
Starting with one gold star for a score of 60,000; an
additional gold star is awarded for each additional 10,000
points up to a maximum of 5 gold stars. The lowest score
that qualifies for five gold stars is 100,000 points.
Ranking for hard mode requires triple the value of the
ranking for all easy and normal mode scores.
The battle score, on which the ranking is based, is a three
part process. The game uses an internal Score Criterion
Value associated with the bosses and Omega Forms. It also
deducts points based on elapsed time. For every second of
elapsed time, a time penalty point deduction is assessed.
This is the list of the major enemies, their Score Criterion
Values, and the time penalties:
Enemy Name Score Time Time
(Non-Bosses are the Crit. Penalty Penalty
Omega Forms except Value Easy & Hard
Where noted) Normal
*Note: Thhis is the tutorial form of Zaltys. The Omega form
is listed further up in the table.
The computations for easy and normal modes are identical.
The methodology is provided below followed by the battle
score computation methodology for hard mode.
Easy and Normal Modes:
Step One: Computing Max Points Allowed:
100,000 + (6,500 X Score Criterion Value from above table)
Step Two: Applying point reductions for EP use, item
consumption, and HP reduction:
* Each EP point used reduces max points by 300 X Score
Criterion Value
* Each item consumed reduces max points by 300 X Score
Criterion Value
* Each percentage point of HP reduction reduces max points by
15 X Score Criterion Value
Step Three: Applying point reductions for battle time
elapsed
There are three tiers of time penalties. For convenience,
the time penalty is provided in the above table for each
major enemy. This is how the time penalty is derived.
Tier 1: Score criterion value between 1 and 15: 500 point
reduction per second.
Tier 2: Score criterion value between 16 and 30: 300 point
reduction per second.
Tier 3: Score criterion value 31 and above: 150 point
reduction per second.
Hard Mode:
Step One: Computing Max Points Allowed:
300,000 + (46,500 X Score Criterion Value from above table)
Step Two: Applying point reductions for EP use, item
consumption, and HP reduction
* Each EP point used reduces max points by 2,700 X Score
Criterion Value
* Each item consumed reduces max points by 2,700 X Score
Criterion Value
* Each percentage point of HP reduction reduces max points by
135 X Score Criterion Value
Step Three: Applying point reductions for battle time
elapsed
There are three tiers of time penalties. For convenience,
the time penalty is provided in the above table for each
major enemy. This is how the time penalty is derived.
Tier 1: Score criterion value between 1 and 15: 1,500 point
reduction per second.
Tier 2: Score criterion value between 16 and 30: 900 point
reduction per second.
Tier 3: Score criterion value 31 and above: 450 point
reduction per second.
Note: There is a considerable benefit in finishing a battle
at full health. The break-even point in using an item or an
EP point to restore yourself to full health is a 20%
reduction from full health. In other words, if you are below
80% health, your score will improve by consuming one EP point
or one item to restore health to its fullest. If you are
above 80% health, your score will decrease if you consume 1
EP or use one item to restore yourself to full health.