The perfect place to ask for advice, post tips, and discuss any of the Final Fantasy Tactics games!.No posting links to emulators or roms.No spamming.No personal attacks.Tag posts that container spoilers with Spoilers.No pornographic content.Adhere to the 1:5 self-promotional post ratio, and tag these posts with Promotion.No karma farmingPlease report any posts that do not adhere to these rules, or Reddit's sitewide rules.Games:.(Playstation).(PSP/iOS/Android).(Game Boy Advance).(NDS)Related Subreddits:Emulators can be found by Googling, not by asking here. I've been playing a lot of FFT lately after 20 yrs of it sitting on my shelf (I played it a lot back in the day too!) I like to spend a lot of time thinking about what the 'best' composition is for these types of games and this is what I've come up with so far:Ramza: Ubersquire/Calculator.
Final Fantasy Tactic Beginner Tips. What are some basic tips when playing Final Fantasy Tactics. I find that my party becomes very under-powered after the first few hrs of playing time. I kept the other few to send on propositions to earn me money and stuff. Though u thought there would be a bigger reason for these side quests beside money. Also known as Propositions, are short sidequests in Final Fantasy Tactics. After completing the first chapter, Errands are available in taverns across Ivalice.
Yell helps level Calculator early on (it's so slow otherwise) and Cheer Up helps set up high brave on your units in late game. Plus you can wield Excalibur for boosted calculated Holies. Gear is Excalibur, Aegis Shield, Flash Hat, Wizard's Robe, and Magic Gauntlet. Abilities are Guts, Math, Auto Potion, Magic Attack Up, and Move +3. I personally like Auto Potion better than Blade Grasp because it's far easier to grind out and also helps against magic attacks but YMMV.Generic 1: Ninja/Monk.
A well known uber-unit that can dish out a lot of damage per turn and also has a lot of movement/reach. Unfortunately, it cannot wear Chameleon Cloak to absorb Holy but it is not too hard to work around this.
The important thing is having a meta speed unit for those fights that you can lose before you get a turn ('Save NPC'). Gear is Twist Headband (or Thief's Hat to all-in on speed), Power Sleeve, and Bracer. Abilities are Throw, Punch Arts, Auto Potion, Martial Arts, and Move +3.Generic 2: Wizard/Summoner. Summoners are the best damage dealing unit in the game aside from Calculators and Wizard has high Magic Attack for the Summons. I thought about Time Mage/Summoner for more utility and less overlap but MA is a bit less so it's personal preference. I prefer units that are less versatile but strongly focused on what they're built for. Time Magic is nothing special in late game anyway (battles don't take enough turns to see much benefit).
Gear is Wizard's Rod, Flash Hat, Chameleon Robe, and 108 Gems. Abilities are Black Magic, Summoning, Auto Potion, Magic Attack Up, and Teleport.Generic 3: Priest/Summoner. I like Priest more than Chemist for healing. They have better stat growth, better MA, bigger healing radius, and can cast Holy. However, with a Summoner secondary, the last two are not very special.
You won't do as much damage as Wiz/Summoner but you won't really need that much damage with your other units. Gear is Zeus Mace, Flash Hat, Chameleon Robe, and 108 Gems. Abilities are White Magic, Summoning, Auto Potion, Short Charge, and Teleport. Short Charge is a nod to the fact that this is more of a healing unit than damage although the damage factor is nothing to scoff at.Specials:Agrias: Geomancer/Holy Knight. Good stat growth, increased range and status effects.Orlandeau: Heavenly Knight/Calculator (to take advantage of a 2nd Excalibur) or Heavenly Knight/Item (because he doesn't need anything else).This is a group that has a good mix of abilities and I think is pretty close to optimal barring quadruple Calculator or Calculator/Mime type setups. The grind for most of the abilities is reasonable and allows you to have pretty balanced groups while leveling, plus you can put the gear the game gives you to the best use (e.g. Two Excaliburs).
I really wish the Ninja could wear the Chameleon Robe for convenience but I think a speed unit (that deals that kind of damage) is too good not to include in an optimal group.What do you all think of this set up? Are there set ups that you like more?. No team with unrestricted Math Skill is worth discussing.
CT5Holy with the right effective SP values kills almost everything. For everything else, there's CT5Flare (Ultima Demons have no M.Ev), or CT5Holy #2. When your goal isn't just to kill things, there's also CT5Sleep.If you allow Math Skill, other units almost don't matter. If you allow a second Math Skill, bringing in other units is just a waste of time. Math Skill is ridiculously overpowered.(The right effective SP values are ones that reach their first turn in 5.N ticks. Those values are 1, 2, 4, 5, 7, 10-11, 21-24.
For CT4, the right SP values are 1, 5, 9, 13-14, 25-33.)Unfortunately, it cannot wear Chameleon Cloak to absorb Holy but it is not too hard to work around this.A strong team isn't just made up of the strongest units you can think of. Good teambuilding should not ignore team dissonance.The Ninja can take 03 Faith, but then your Priest can't heal it. Meanwhile, everyone else in your team can be healed using CT5Holy, so the Priest's healing is obsolete.Agrias: Geomancer/Holy Knight. Good stat growth, increased range and status effects.Geomancer is nice before Knightswords, but Knightswords have too much WP to ignore.Geomancer's PA growth is not great. It's at 45, while Knight is at 40 (lower is better). Agrias/Priest has 50.
Stat growth differences should not guide the build decisions of the vast majority of players anyway, since they're so small. Almost everyone talking about stat growth when discussing builds does not really understand stat growth.The formula for stat growth is: newStat = oldStat. (1 + levelDiff/(jobGrowth + levelFrom))Note that it's multiplicative with other (pre-equip) factors, such as gender and job multiplier. Over 98 levels, Knight (jobGrowth=40) gets 16% over Holy Knight (jobGrowth=50). That's an increase of 0.73% per level, which is a lot of work for nothing if you're just in the class for growth.
Not super familiar with the PS1 version, so take this with a grain of salt. This mostly depends on whether or not you allow leveling down to stat grind.Your best setup should mostly be derived from characters with sword techniques. Aim for 50 speed and 99 physical attack, then equip Excalibur, Crystal Shield, Ribbon, Genji Armor, and Chantage; Holy Sword, Items, Shirahadori, Safeguard, Teleport.Female characters are better because they can equip Ribbon, but find some workaround for Orlandeau. Ramza as an Arithmetician is good; since Rod of Faith is only available in WotL, it's best to use him since you can get him up to 97 faith.
Obviously switch to Black Mage for the actual casting, with Arithmeticks being a secondary. I can't imagine any build which includes a Calculator in any form can be considered 'reasonable grind' (especially since actually trying to grind a calculator is a pain in the arse) unless it's achieved through very specific usage of Bar Propositions - especially not if the Calculators are Ramza and Orlandu, two uniques who can't use those and the latter joins near the end of the game.If you have even one Calculator blowing up the field with Holy then the rest of the team is mostly gravy. Even the Ninja isn't really needed for single-target because you can kill bosses with Demi / Demi 2 / Life Drian / Lich in a pinch.White Mage is a fairly poor job for a caster and I would never use it as a carrier if I wasn't intending to earn JP for the job.