• Welcome to Final Fantasy Hacktics. Please login or sign up.
 
March 28, 2024, 10:28:54 pm

News:

Please use .png instead of .bmp when uploading unfinished sprites to the forum!


Newbies guide to the new stuff

Started by Malroth, November 16, 2013, 05:47:50 pm

Malroth

November 16, 2013, 05:47:50 pm Last Edit: November 16, 2013, 06:30:51 pm by Malroth
Here's a Quick guide to skills, abilities and mechanics that weren't in Vanilla FFT. Anything that is sufficiently similar to its vanilla usage remains unmentioned.

Fury/Faith

All weapon attacks except spellguns scale with both your Fury and your Targets Fury, High Fury Means You hit harder and are hit harder in return.  70 Fury increases your damage dealt and taken by 5% above baseline while 40 Fury decreases weapon damage both taken and dealt by 25%

Most Magical jobs Scale off Faith in a similar manner,  70 faith is a 5% increase in magic effectiveness,   40 faith is a 25% decrease in magical effectiveness.   100 Faith is a 35% increase in magical effectiveness  and 0 faith is a 65% decrease in magical effectiveness.

Both Fury and Faith are averaged to determine Reaction% for abilities like Autopotion or Counter,  so if you're relying on those abilities for your build to work you want them both to be high
Quote
Squire Job:
Much higher all around stats than in Vanilla, Squires are now Jacks of all trades that have better equipment choices than any other class.
Squire abilities:
Focus/Alacrity  (named differently between spreadsheet and guide)   +1 MA for duration of battle stacks with itself
Bullrush  Fury independent Heavy damaging PA based attack, slightly harms user and cancels enemy haste.
Throw Stone: Interrupts enemy casting.
Wish:  Free instant low HP revive,  averages about 85% accuracy
Yell:   Haste's 1 target 100% accuracy

Quote
Chemist abilities:
Most items:  Cure more than one status each

Quote
Paladin Job: 
Replaces Knight,  Higher HP MP and MA but lower PA than the old Knight Job Still a physical based job can equip Knightswords Swords Axes and Katana
Paladin Abilities:
Nurse: Heals Self 33% of max HP,  Adds Defend and Regen the AI LOVES to use this
Transfusion: Harms Self to Heal All nearby Allies
Concecration:  Kills target Undead.
Reraise:  Adds Reraise
Southern Cross:  Weapon attack in AOE in front of target.
Grand Cross:  Weapon Attack in AOE that includes user and inflicts Blind, Can heal self if using elemental absorb and an elemental Weapon
Move -1:  User has less move than normal so is less able to charge into the center of the opponent team.

Quote
Archer Job:
High PA and Speed make Archers innately suited to being glass cannons,  They can also equip Guns and shields.  Charge has been replaced with Snipe which has most of the old Knight break skills as well as Mustadio's shutdown abilities.
Archer Abilities:
Hawks Eye:  Speed based weapon attack,  Adds Oil and Poison
Cover Fire:  Highly randomized Fury independent ranged Physical attack
Execute:  Finish off critical foe
Speed Save:  Adds CT when damaged making your next turn sooner.

Quote
Monk abilities:
Warpath:  Raises Fury by 2 when you move increasing Weapon and fist damage both you and your opponent do.

Quote
Priest abilities:
Pilgrimage:  Raises Faith by 2 when you move increasing Spell and Spellgun damage and vunerability.

Quote
Wizard Job:
1st tier elemental spells have an added status proc.   Water spells add elemental coverage. 
Wizard Abilities:
Nether Spells:  Uses Un-Fury in their damage calculation so they deal the most damage to and by 40 Fury units and the least to 70 Fury units.

Quote
Time Mage Abilities:
Comet:  100 guaranteed damage at range Ignores all evasion and defenses
Sinkhole: Minor Damage but interrupts enemy spellcasting.
Balance:  Deals Damage equal to HP lost.

Quote
Summoner Abilities:
Carbuncle:  Restores MP for all allies in Area

Quote
Thief Job:
Now has a large variety of Status inflicting moves instead of his exclusive equipment focus. Gains The "ruin" skills from the old Knight skillset.
Thief Abilities:
Heretic: Adds Innocent to self
Quickening:  +1 speed for duration of battle
Spellbreaker:  MA based weapon attack removes positive statuses
Speed Ruin:  Adds Slow
Bad Luck: Randomly adds Stop, Deathsentence, Dead
Awareness:  All attacks have the same accuracy as attacks from the front.
Flee: +3 move when critical for easier retreating to safety.

Quote
Mediator abilities:
Unyielding:  Reduces effects of all spells and attacks by 20%

Quote
Ninja Abilities:
Tsumazuku:  Physical attack Removes haste
Meiton: Unfaith Dark Elemental attack
Fuuton: Unfaith Wind Elemental Attack
Suiton: Unfaith Water Elemental Attack
Kagesougi: Physical attack, 100% chance to add status
Overwhelm:  Increase all Damage Dealt by 20%

Quote
Scholar Job:
Replaces Calculator. Very High MA while posessing better HP than other mage jobs, Scholars can equip most Mage weapons as well as swords.
Scholar abilities:
Malestrom:  Water magic affects the entire map
Shadow Shade:  Dark magic affects the entire map
Earth Dragon: Earth Magic affects the entire map.
Rime Bolt: Ice Magic Affects the entire map
Thunder Flare: Lightning magic affects the entire map.
Mad Science:  Haste, Regen, Reraise and Float 1 target
Tornado:  Large AOE wind spell
Quake: Large AOE Earth spell
Bio: Non elemental damage spell adds poison
Bio2: Non elemental damage spell adds frog
Bio 3: Dark elemental spell adds Undead
Move = 0: User cannot move from starting location.


reinoe

My dreams can come true!