Final Fantasy Tactics: Difference between revisions

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- Randomly created Crystals from dead humans (even your guys) could give you their learned abilities if your character doesn't know them. Kill your old guys off if you want to buff up late characters.
- Randomly created Crystals from dead humans (even your guys) could give you their learned abilities if your character doesn't know them. Kill your old guys off if you want to buff up late characters.
- Some spells/summons can be learned by being hit and surviving it. Your unit must be in the class that learns the spell. All the big damage summons can be learned this way (Bahamut and lower on the list) As well a the top tier spell of each element/effect Fire/Ice/Bolt/Cure 4.


== Jobs ==
== Jobs ==
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- Everything about Time Mages is good, but Haste and Teleport are absolutely the best. Teleport's guaranteed to succeed in the character's normal movement range, and gets less and less likely as you extend beyond that. 3 is always safe, and 4 or 5 will backfire only occasionally. It also completely ignores elevation and obstacles, and is very much in the running for the single best movement skill in the game. Don't bother with Stop, Slow usually does plenty.
- Everything about Time Mages is good, but Haste and Teleport are absolutely the best. Teleport's guaranteed to succeed in the character's normal movement range, and gets less and less likely as you extend beyond that. 3 is always safe, and 4 or 5 will backfire only occasionally. It also completely ignores elevation and obstacles, and is very much in the running for the single best movement skill in the game. Don't bother with Stop, Slow usually does plenty.


- The following skills are awesome: Concentrate (from Archers, 100% hit chance), Blade Grasp (from Samurai, your Brave score becomes your evade chance against almost every weapon), Teleport (from Time Mages, move to any square that you could normally based on your move, but ignore height and obstacles like enemy units)
- With Dragoons, aim for enemies with low CT with Jump, and use spears. Horizontal and Vertical Jump 8 are the only ones you need, don't bother learning the lower numbers. Braveheart is great, but doesn't prevent against one-hit kills. You may want to knock your dude over the head with someone weak, just to trigger it. Ignore Elevation can be used as a poor man's Teleport, if you don't wanna bother getting your melee characters all that Time Mage JP, or just can't resist the urge to teleport across the map in one move.
 
- Geomancers use both PA and MA to calculate their skills' damage, so Ramza usually ends up being the only effective one, and even then, only after a lot of JP. Attack Up is good on any melee character. Lava Walking is useful in exactly one map.
 
- Samurai's Blade Grasp/Shirahadori is completely unfair, and completely awesome. Draw Out is great, but uses MA, and has a 1/8 chance to break the sword.
 
- Calculators are the logical extension of the game's tradition of letting you get away with stupidly overpowered shit if you're willing to grind and micromanage. The AI is very good at using them.
 
- Dancers and Bards are gender exclusive, and go against the genders' statistical preferences. Bards' Move +3 is possibly the best movement ability for males. Dancers are usually better in early-to-midgame.
 
- Be careful with Mimes. As they will mimic every attack and ability your generics have access to using their current facing.


== Monsters ==
== Monsters ==


- Don't use monsters for combat.
- Don't use monsters for combat, with the possible exception of Chocobos, and even then, only if you're dead set on riding an ostrich into battle. The end-game monsters are decent, but by the time you have them, you'll have characters who can do much better.
 
- You can ride on a Chocobo party member by moving a character on top of them. They'll use the Chocobo's move, jump, and movement abilities, but their own stats. Yellow Chocobo can heal, but are mostly garbage. Black Chocobo can fly, but are mostly garbage, and have even less HP than yellow. Red Chocobo can ignore elevation, and take a decent hit, and get Choco Meteor, a damn respectable attack.
 
- Try and invite a Uribo any time you see one. You can raise and poach them and their offspring (Porky/Wildbow) for some useful and otherwise unavailable items.


== Specific Builds ==
== Specific Builds ==


- Build Ramza to be a decent melee fighter, he has two solo duels, one of which is notoriously hard.
- Build Ramza to be a decent melee fighter; he has two solo duels, one of which is notoriously hard.


- Monks with Attack Up make the best item stealers, due to slightly-wonky coding.
- Monks with Attack Up make the best item stealers, due to slightly-wonky coding.


- A Monk with Dual Wield or a Ninja with Martial Arts will destroy anything that so much as looks at him funny. The latter is preferred, as it has higher speed.
- A Monk with Dual Wield or a Ninja with Martial Arts will destroy anything that so much as looks at him funny. The latter is preferred, as it has higher speed, and can wear hats.
 
- Samurai's Draw Out makes an amazing secondary for a Black Mage, who actually has the MA to make use of it.


== Other/Unsorted ==
== Other/Unsorted ==


- White Magic is better than Item, but Item is more user-friendly for a first time player.
- For an amusing time, try playing FFT using the auto-battle. You want to set your guys on "Save fading life" if you're playing PS1 or "Healer" if you're playing PSP. Generally this will give your guys AI with the same rough priorities as the computer players. The only other useful auto battle option is the first one ("fight for life" or "berserker"), which will let you mark a specific unit to kill, but keep in mind this will in most cases cause your units to not give a shit about dead/dying friendlies. Still it can be an easy way to get through "kill Whatsisname" type missions.
 
- The AI's also pretty good at judging Charge (the Archer skill) and you can use it on just about anything except a gun. Play around with it on some melee attackers, though you may want a secondary with more utility to it. It also knows how to float arrows over long ranges from up hill or arc them over obstacles, though bows generally do shit damage and the AI will still generally prefer even piddling damage to a crippling Knight skill.


- Black Magic and Item rule the first chapter. Summon Magic rules the entire game. Math Skill rules the entire game even more.




- Summons only effect one team. Attack summons can only effect your guys if your summoner is confused. But you can target one of your guys who will move before the casting. The summon will be based on his final position.
- Summons only effect one team. Attack summons can only effect your guys if your summoner is confused. But you can target one of your guys who will move before the casting. The summon will be based on his final position.
- Never jump on a target that has more than 50 CT.


- Spam Accumulate/buffs to build 10 experience.
- Spam Accumulate/buffs to build 10 experience.
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- Press the right direction over your attacks. It should show character turns and display if your spell will hit in time. The higher speed of weak spells is much faster and reliable.
- Press the right direction over your attacks. It should show character turns and display if your spell will hit in time. The higher speed of weak spells is much faster and reliable.
- Despite Males being better with physical classes and females being better with magical classes, Bard is a male only magic class opened from magic jobs, and Dancer is a female only physical class, opened by physical jobs.


- Speaking of Dancers, they're most effective earlier in the game.If only because of the speed difference between dances and your enemies. A pack of dancers can cripple an enemy team, giving you free reign to loot all their stuff.
- Speaking of Dancers, they're most effective earlier in the game.If only because of the speed difference between dances and your enemies. A pack of dancers can cripple an enemy team, giving you free reign to loot all their stuff.
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- Never use flails or axes, their damage is too random.
- Never use flails or axes, their damage is too random.
- Try and invite a uribo any time you see one. You can raise and poach them and their offspring (Porky/Wildbow) for some useful and otherwise unavailable items.
- Calculators will break the game in your favor if you figure out how they work.
- Be careful with Mimes. As they will mimic every attack and ability your generics have access to using their current facing.


- Buy a holy robe as soon as they're available, it will give you an edge in a particular solo battle. (There are only two, and one happens before you can buy them.)
- Buy a holy robe as soon as they're available, it will give you an edge in a particular solo battle. (There are only two, and one happens before you can buy them.)
- The effect of Elemental depends on which tile your geomancer is standing on if you don't have the associated ability, it doesn't work. However Counter Flood works regardless of whether you have the ability or not, also hits the surrounding tiles.
- Move find-item is best on people with low brave. Don't bother with it unless you're at Nelveska Temple or the Deep Dungeon.


- Rubber shoes trivialize the part of the Lionel Castle battle that doesn't involve Ramza.
- Rubber shoes trivialize the part of the Lionel Castle battle that doesn't involve Ramza.
- Some spells/summons can be learned by being hit and surviving it. Your unit must be in the class that learns the spell. All the big damage summons can be learned this way (Bahamut and lower on the list) As well a the top tier spell of each element/effect Fire/Ice/Bolt/Cure 4.
- For an amusing time, try playing FFT using the auto-battle. You want to set your guys on "Save fading life" if you're playing PS1 or "Healer" if you're playing PSP. Generally this will give your guys AI with the same rough priorities as the computer players. The only other useful auto battle option is the first one ("fight for life" or "berserker"), which will let you mark a specific unit to kill, but keep in mind this will in most cases cause your units to not give a shit about dead/dying friendlies. Still it can be an easy way to get through "kill Whatsisname" type missions.
- The AI also knows how to abuse Calculators, so if for some reason you feel you're not cheating enough, just look up what jobs you need to train one and enjoy watching the computer blow up the entire field in two seconds. Then restart and play it properly. Calculators have awful speed, though, so you may want to Haste and Yell at them while you grind their JP, and you'll probably feel like you earned it when you finally start obliterating things.


- On a related note, for fans of poaching, the AI is also very good at calculating the Mediator/Orator passive "Train" which converts anyone who gets hit down to critical by that unit. Also it never misses a lancer/dragoon Jump due to the enemy moving, though it will often stupidly kill its target with another of your units first.
- On a related note, for fans of poaching, the AI is also very good at calculating the Mediator/Orator passive "Train" which converts anyone who gets hit down to critical by that unit. Also it never misses a lancer/dragoon Jump due to the enemy moving, though it will often stupidly kill its target with another of your units first.
- The AI's also pretty good at judging Charge (the Archer skill) and you can use it on just about anything except a gun. Play around with it on some melee attackers, though you may want a secondary with more utility to it. It also knows how to float arrows over long ranges from up hill or arc them over obstacles, though bows generally do shit damage and the AI will still generally prefer even piddling damage to a crippling Knight skill.
- Geomancers are horrible. Unless you're cheating, get Attack UP from them and then pretend they don't exist. Even though they use both magical and physical attack, their Elemental powers often hit for about as much as Counter Tackle.


[[Category:Games]]
[[Category:Games]]
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