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 Aeronite 43 150 450 Bhunivelze 43 150 450 Bhunivelze+ 43 150 450 Ereshkigal 32 150 450 Chimera 28 300 900 Aster Protoflorian 25 300 900 Cyclops 25 300 900 Dreadnought 25 300 900 Noel Kreiss+ 25 300 900 Snow Villiers++ 25 300 900 Zaltys 25 300 900 Zomok 25 300 900 Chocobo Eater 22 300 900 Gurangatch 21 300 900 Caius Ballad 18 300 900 Earth Eater 18 300 900 Snow Villiers+ 18 300 900 Parandus 17 300 900 Reaver 16 300 900 Grendel 15 500 1,500 Noel Kreiss 12 500 1,500 Snow Villiers 12 500 1,500 Arcangeli 10 500 1,500 Dryad 10 500 1,500 Ectopudding 10 500 1,500 Hanuman 10 500 1,500 Meonekton 10 500 1,500 Miniflan 10 500 1,500 Schrodinger 10 500 1,500 Sugriva 10 500 1,500 Triffid 10 500 1,500 Skeleton 9 500 1,500 Cactuar 6 500 1,500 Desert Sahagin 6 500 1,500 Gaunt 6 500 1,500 Zaltys* 6 500 1,500 Goblin 5 500 1,500 Hoplite 5 500 1,500 Skata’ne 5 500 1,500 Rafflesia 4 500 1,500 Goblot 3 500 1,500 Gorgonopsid 2 500 1,500 Gremlin 2 500 1,500 Niblet 1 500 1,500 *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.