Final Fantasy Randomizer includes random encounters that occur in a fixed pattern based on steps taken on the overworld or in dungeons. The encounter table is this pattern, which consists of 256 steps and loops as follows:
forward forward backward forward backward backward forward backward forward repeat
To determine how many encounters occur in the 256 step pattern, we use the Encounter Rates section from the Scale tab of the randomizer.
In the image above, we see that the Overworld Encounter Rate is set to 60% of the vanilla value of 10, which results in 6 land encounters per 256 steps or 2 sea encounters per 256 steps. The Dungeon Encounter Rate is set to 70% of the vanilla value of 8, which results in 6 encounters per 256 steps. Adjusting the sliders will update the encounter count on the randomizer site. We’ll come back to this later.
When you generate a seed, the encounter table is set for the seed. It will always operate the same way for the entire seed. One way this is commonly described is like a giant deck of cards. Most of those cards are blank and represent steps you can take without an encounter. Some of the cards are labeled as an encounter. It’s important to note that the cards are only shuffled during the seed generation, not during gameplay itself. Following the loop order above, you’d then reveal those cards in order as follows:
Using our encounter counts from the image above, you could have an encounter table where all 6 of the land encounters occur right in the first 6 steps, then there are 250 steps with no encounters in a row. That represents the first arrow of the looping order. You’d then have 6 encounters in a row again, followed by 250 steps with no encounter for the second arrow. For the third arrow, you’d have another 250 steps in a row with no encounter, then 6 encounters, and so on.
Another way that people describe the encounter table is dots and spaces. For the 6-in-a-row example above, it would look like this:
|...... |
|...... |
| ……|
|...... |
| ……|
Etc.
Good news! The encounter table didn’t change at all. What did change is whether an encounter “card” or “dot” is used. Using the example above, if you’re traversing the sea, only 2 of those 6 cards/dots actually have sea encounters. To illustrate this better, let’s look at a different Encounter Rate scale and encounter table.
Let’s suppose that the dungeon encounter table, being the biggest, looks like this:
The overworld land encounter table might look like this:
Notice that the dungeon encounter at 10 steps was removed from the overworld land table, but all the other encounters happen at the same number of steps as before. Along the same lines, the sea encounter table might look like this:
Using our card method from before, we can think of our encounter cards as having 3 possible sections: dungeon, land, and sea. Every encounter card will have whatever the highest count is - in this example, 1 card will have only dungeon and it’s the 10th card in the deck. 2 of those cards would have both dungeon and land, which would be the 70th and 95th cards. The final 2 cards would have dungeon, land, and sea, which would be the 220th and 240th cards.
Using our dots and spaces method, we might notate this same concept using different symbols. Below, a period represents only dungeon, a semicolon represents dungeon and land, and a colon represents dungeon, land, and sea.
| . ; ; : : |
An encounter group is a specific formation of enemies and every zone in the game has 8 encounter groups. Each of these groups has a set frequency and order in a separate chart based on how many encounters you have taken since the start of the game or the last hard reset and these frequency values are shuffled by the randomizer. There is a separate set of 8 encounter groups for each dungeon floor, each of the 64 overworld tiles on this map for land, northern canoe-able areas, southern canoe-able areas, and the sea. Note that the sea does not use the tiles for land as it’s a single set of encounter groups. Additionally, the encounter groups do not loop on the same schedule as the encounter table. Reaching the 6th dungeon encounter is still the 6th encounter group in the progression.
Why the randomizer confuses things is that the encounter shuffling changes the formations around between their encounter numbers. 1 might suddenly be 8 post-randomization, which means its frequency in the table drops like a rock.
In vanilla, Sky 5 has the following table (simplified but close enough on odds):
If WarMECH goes from 3/64 to 12/64 because of the randomization swapping it with the AIR x1-4 formation, then you're more likely to see the mech in that seed. You have no way of knowing the formation group change prior to getting on the floor. Sky 5 also has an odd trait in that its base encounter rate is higher than other dungeon areas at 24 encounters per 256 steps (3x vanilla dungeon encounter frequency).
There are certain tiles that don’t increment the step counter. On the overworld, the grassy area around Coneria and any tile with a boat dock is a free tile. In dungeons, the bottom wall of interior rooms, doorways, the tile in front of doorways, and damage tiles (lava and icy water in volcano and ice cave, respectively) are free tiles.
First, let’s talk about hard and soft resets. These are available and button-mappable in most emulators.
Using our 5 dungeon/4 land/2 sea encounter table example above, you can use this in several ways. Here are a few examples: