FINAL FANTASY TACTICS - The Ivalice Chronicles

FINAL FANTASY TACTICS - The Ivalice Chronicles

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Mechanics
By Maraxus
A primer on mechanics.
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Unit Stats

A Character Lv. 21 Unit, with Black Mage (Lv. 1) set as its current Job.

A Unit's 5 Surface and 3 Fixed Stats are determined by it's current Job.

5 Surface Stats
  • ❤️ Hit Points (HP): Represents stamina, receiving damage reduces this value. Some Abilities activate in Critical status, which triggers when a Unit’s HP falls to 1/5 or less of its max ❤️HP. Units are KO'd when their ❤️HP reaches 0, if they are not revived or the battle does not end within 3 turns, they will die permanently.
  • 💙 Magick Points (MP): Your magical resource. Stronger spells consume more 💙MP.
  • Physical Attack (PA): Represents physical attack power, determines physical damage and the success chance of physical Abilities.
  • Magick Attack (MA): Represents Magical attack power, determines magical damage and the success rate of magical effects.
  • Speed (Sp): Represents how fast a Unit gets to act. The greater the value, the faster its ⚡Charge Time (CT) will recharge. Once its ⚡CT reaches 100, the Unit gets to act. See the Combat - Charge Time section.
Each Unit has a hidden Raw Stat for each Surface Stat, and the final value is determined by multiplying the Raw Value by its current Job's Multiplier for that Stat.

Whenever a Unit accumulates 100 EXP it gains a Character level (up to a max of 99). Each Surface Stat increases according to the Unit's current Job's Growth Constant for that Stat.

♂️Male Units have slightly better initial Stats for ❤️HP and PA, while ♀️female Units have slightly better initial stats for💙MP and MA. This makes males slightly better warriors while females slightly better spellcasters. Ramza is the exception, as all his initial Stats are equally good.

3 Fixed Stats
  • Move: Represents how many tiles a Unit can move during its turn.
  • Jump: A Unit can jump up a number of height units equal to its Jump value, horizontally up to half that value, and fall that height many units without taking damage.
  • Physical Evasion (CEv): Chance to evade Physical attacks. It stacks multiplicatively with equipment sources of evasion.
Each Job has its own Fixed Values for each of these Stats. They don’t improve with Character or Job levels, though they can be buffed by other effects.

See the Jobs - Overview section for more information on these Stats.

Brave and Faith
Every Unit also has innate 🪖Brave and 🙏Faith. In general, these Stats determine how strong or accurate most Physical and Magical Abilities are.

🪖 Brave (Br)
Represent the courage of a Unit. It is a factor in unarmed attacks, certain weapon types' basic attacks, a few Special Abilities and the rate at which Reaction Abilities are activated. Units with ≤5 Brave or less will leave the party at the end of a battle due to cowardice. 🪖Brave also negatively affects the Treasure Hunter ability.

🙏 Faith (Fa)
Represents belief in god. It factors into the power and success rate of spells. It is a double-edged sword, as it makes Units equally susceptible to enemy spells as well. A Unit with ≥95 Faith will leave the party at the end of battle due to religious fervor.

❗Every 4-point change in Bravery of Faith that lasts until the end of battle(e.g. via Praise or Preach) will result in a 1-point permanent adjustment to that stat in the same direction.

Equipment Stats
  • Weapon Attack (R), Weapon Parry (R).
  • Weapon Attack (L), Weapon Parry (L).
  • Shield Physical Parry, Shield Magick Parry.
  • Accessory Physical Evasion, Accessory Magick Evasion.
Equipping items will increase these Stats. See the Combat sections for information on how these Stats come into play.
Combat - Charge Time
The 🕛Clocktick is the behind-the-scenes basic unit of time during battle. Each 🕛Clocktick, every Unit's ⚡Charge Time (CT) increase by an amount equal to its Speed value. When a Unit's⚡CT is ≥ 100, it gets its Active Turn(AT). After their turn, depending on whether they:
  • moved and acted, their ⚡ CT is reduced by 100.
  • moved but did not act, their ⚡CT is reduced by 80.
  • acted but did not move, their ⚡CT is reduced by 80.
  • did not act nor move, their ⚡CT is reduced by 60.
Any of the Unit's remaining ⚡CT above 60 will be truncated to 60.

🕛Clockticks continue until the next AT. Buffing a Unit's Sp high enough can even allow it to act multiple times before others get a turn.

Slow actions. Many Actions, like some Spells, do not resolve immediately and have their own Speed. Their ⏰Clockticks Till Resolution (CTR) value is (⚡100 / Sp), rounded up, which determines after how many 🕛Clockticks the action resolves. For example, Fira has a Speed of 20 so it's ⏰CTR is 5, meaning it will take 5 🕛Clockticks to resolve.

When it's their turn to resolve, the Action's name and the caster's portrait will appear in the Timeline, as shown in the image.

Slow Actions put the Caster in the Readying state until the action resolves. Performing any other action during Readying will cancel the Slow action. While in this state, the Unit loses all Physical and Magical evasion bonuses and damage/success rate of physical attacks will be 50% more effective against it.
Combat - Actions
Whenever a Unit performs any successful action in combat, it gains Character Experience Points(EXP). It also gains Job Points(JP) in its current Job. If you want to level up faster (and aren't in a difficult fight), try to do something every turn, even if it's just throwing stones!

Scaling Factors
🪖Brave and 🙏Faith. Whenever an Ability scales with one of these Stats, treat that Stat as a percentage. For example, a Unit with 69 🪖Brave would scale by 69% (69/100 or 0.69).

✨Zodiac Compatibility. Basic Attacks and the damage/healing/success% of many Spells and Abilities are also amplified or diminished according to the Zodiac Compatibility between the caster and the target. This is represented as the ✨Z Scaling Factor. See the Zodiac Compatibility section for how Compatibility is determined. When Compatibility is:
  • 🟢 Good, damage/healing/success% increases by 25% (✨1.25).
  • ❌ Bad, damage/healing/success% is reduced by 25% (✨0.75).
  • 😐 Neutral, there is no effect. (✨1).
  • ❕ Best, damage/healing/success% increases by 50% (✨1.5).
  • ❗ Worst, damage/healing/success% is reduced by 50% (✨0.5).

⚔️Attack Command
The basic Attacks damage formula is:
Damage = WP * 💲XA * ✨Z
  • Weapon Power(WP). This is the weapon's attack attribute.
  • 💲 XA. Select the Weapon Type's Value from the table to the right.➡️
  • 💥 Critical Hit. Basic physical attacks have about a 5% chance to critically hit, randomly dealing up to 2x damage and knocking the Target 1 square back 50% of the time.
  • ✊Bare Hands' attacks have their own formula that drop the WP, since no weapons are involved:
    PA * PA * 🪖Brave% * ✨Z.


Crossbows and Guns shoot in a straight line and can easily be blocked by terrain or other units, while bows can arc over obstacles.

🪄Magicks
Magical Damage and healing are calculated as follows:
TotalDamage/Healing = MA * 🔢Q * ✨Z * 🙏CasterFaith% * 🙏🏼TargetFaith%
Spells with variable success rate are slightly different:
SpellSuccess% = (MA + 🔢Y) * ✨Z * 🙏CasterFaith% * 🙏🏼TargetFaith%
🔢Q and 🔢Y are constants unique to each spell.

Elements
🚧

Example: Fira
Spell Speed: 20 | DMG Constant(Q): 18 | Caster's MA: 10 CasterFaith: 85 | TargetFaith: 55 | Zodiac Compatiblity: Neutral Damage: 10 * 🔢18 * ✨1 * 🙏85/100 * 🙏🏼55/100 = 84 ⏰CTR: ⚡100 / 20 = 5

This should give a basic idea of how things are calculated. However, there are many exceptions and a multitude of Abilities with unique results, each with their own formulas and effects, explore and experiment!
Combat - Evasion
Physical Evasion
In general, when a Unit is targeted by a Physical Basic Attack or Ability, it may evade it. There are four types of Evasion (Parry is functionally the same as Evasion, providing another chance to avoid an attack):
  • Physical Evasion (CEv): Set by the Unit's current Job, this Evasion stat only applies to physical attacks.
  • Weapon Parry (WEv). Applies only if the Knight's Parry Reaction Ability is equipped.
  • Shield Physical Parry (P. SEv). Physical evasion chance provided by a shield.
  • Accessory Physical Evasion (P. AEv). Physical evasion chance provided an accessory.
The direction from which a Unit is attacked determines which types of evasion activate.
  • ⬆️ Frontal attacks. All of the defender's available physical evasion sources: Physical Evasion (CEv), Shield (P.SEv), Accessory (P.AEv), Weapon (WEv).
  • ➡️ Side attacks. Shield (P.SEv), Accessory (P.AEv) and Weapon (WEv).
  • ⬇️ Back attacks. Only Accessory (P.AEv).
Thus you want to attack the enemy from the sides or the back if possible, and prevent the enemy from doing the same to you.

Magick Evasion
Many Magical Attacks can also be evaded, they ignore direction and have their own separate evasion sources:
  • Shield Magick Parry (M.SEv). Magick evasion chance provided by a shield.
  • Accessory Magick Evasion (M.AEv). Magick evadsion chance provided by an accessory.

Calculation
Only one source of evasion has to succeed for a Unit to evade an attack. To get the final chance to hit, multiply the Action's chance to hit by the complement[en.wikipedia.org] of each of the target's chances at evasion. For example, the chance to hit of a physical attack from the side is:
HitChance% = ActiontHit% * (100% - WEv%) * (100% - P.SEv%) * (100% - P.AEv%)
Combat - Movement
Terrain
Seasons
Weather
🚧
Status Effects - Positive/Neutral
  • The following tables show regular Jobs methods to add and remove status effects.
  • Some items can provide immunity to certain negative status effects or provide permanent positive ones.
Status
📃
Description

Added by

Canceled by
🕛
Clockticks
Atheist
Sets the Target's 🙏Faith to 0.
Disbelief
Faith
32
Faith
Sets the Target's 🙏Faith to 100.
Belief
Atheist
Harmony
32
Float
Target floats above ground and gains +1 elevation,
it can move over difficult terrain without penalty
and is immune to Earth-elemental attacks.
Float
Harmony
Infinite
Haste
Increases Target's Sp by 50% only for the
purpose of incrementing ⚡CT.
Haste
Hasteja
Masamune
Slow
Harmony
32
Invisibility
Prevents the Unit from being attacked by the
enemy, attacks made while Invisible cannot
be evaded. Breaks at the end of the Unit's
AT if it uses an Ability or takes damage.
Vanish
Harmony
-
Protect
Lowers the damage and success rate of physical
attacks by 1/3.
Protect
Protectja
Wall
Kiyomori
Harmony
32
Reflect
The Target is immune to Magick attacks (good and
bad) and will redirect them to another location.
Reflect
Carbuncle
Harmony
32
Regen
Target recovers MaxHP/8 ❤️HP at the end of
it's AT.
Regen
Masamune
Harmony
36
Reraise
If the Target dies, it will resurrect with MaxHP/10
❤️HP at the beginning of their next AT. Reraise
disappears after resurrection.
Reraise
Nameless
Song
Harmony
until
revival
Shell
Lowers the (non % based)damage and success rate of
Magick attacks by 1/3.
Shell
Shellja
Wall
Kiyomori
Nameless
Song
Harmony
32
Status Effects - Negative
Status
📃
Description

Added by

Canceled by
🕛
Clockticks
Berserk
The Target's PA increases by 50% but becomes
uncontrollable and attacks only using only the Attack
Command.
Fervor
Insult
Esuna
infinite
Blindness
Charmed
Chicken
Confusion
Disable
Doom
Immobilize
Oil
Poison
Sleep
Silence
Slow
Stop
Toad
Traitor
Undead
Vampire
Jobs - Overview
A Unit's current Job determines:
  • Its Surface Stats (❤️HP, 💙MP, PA, MA, Sp). Units have a hidden Raw Value for each Surface Stat, and every Job has a Multiplier for each of these Stats that, when multiplied together, determine the final displayed value.
  • Surface Stat Growth Rates. Each Job has a hidden Growth Constant for each Surface Stat. When a Unit gains a Character level, its current Job's Growth Constants for each of these Stats determine how much their Surface Stats grow (PA, MA, Sp grow much more slowly than ❤️HP, 💙MP).
  • Its Fixed Stats (Move, Jump, and Evade). Each Job has its own Fixed Stats, which do not change with Character or Job level.
  • Gear. Each Job determines which types of equipment the Unit can use.
  • Main Abilities. Each Job determines which Abilities the Unit can equip in its Main Abilities slot.
In general, Physical Jobs have better Multipliers and Growth Constants for Physical Stats (❤️HP, PA). Likewise, Spellcaster Jobs tend to have higher values for Magical Stats (💙MP, MA), and "fast" Jobs for Sp. The next 2 sections include tables that show how good each Job is in each Stat.

Job Points(JP)
  • The formula for gained JP is:
    JPGained = 8 + 2 * JobLv + CharLv / 4 JobLv = the Unit's currently equipped Job's level. CharLv = the Unit's current Character level.
  • Spending JP acquired in a Job allows Units to learn new Abilities in that Job.
  • Whenever a Unit gains JP normally in battle, every ally gains 25% of that value as Spillover JP in that Job. This lets you strategically assign Abilities to Units in Jobs they have never even equipped before. Special Jobs (Ramza's Squire, Agrias' Holy Knight, etc) count as Squire for the purpose of Spillover JP.

Abilities
  • Main Job Abilities: The Unit's current Job's Main Abilities.
  • Secondary Job Abilities: A Unit may select another Job's Main Abilities for this slot. It can use any Abilities it has already learned from that Job.
  • Reaction Abilities: Activate when attacked. The chance of activation is equal to the Unit's 🪖Bravery Stat.
  • Support Abilities: These bring a wide variety of utility, for example: increase JP gain, higher Evasion, improved Stats, use weapon types normally restricted to a Job, etc.
  • Move Abilities: These Increase movement or are otherwise movement related.
Units can equip any Abilities they’ve already learned outside their current Job, using their other Ability slots. Be sure to find synergies between different Jobs!

Job EXP & Job Levels
  • A Job's EXP is the total aggregate JP a Unit has gained in that Job. JP spent on Abilities do not subtract from a Job's total EXP. Jobs level up when they reach a certain amount of Job EXP. The table on the right shows how much JP EXP is needed to advance in Job levels. ➡️
  • ⭐ Mastery of a Job requires the purchase of all its Abilities.
  • You can switch Jobs at any time, experiment and mix and match Abilities, some combinations are very OP!
  • Most Jobs require Units to have a certain number of levels in other Jobs (the Unit must also have fulfilled the prerequisites of the prerequisites, no Job jumping through Spillover JP). The graph below shows these prerequisites. ⬇️

https://www.youtube.com/watch?v=DZ7L6VB-8JA
Jobs - Stats and Equipment
The following table lists each Job's Surface Stats Multipliers, Fixed Stat values and the type of Equipment they can use. Main story character unique Jobs are covered in spoiler text.

Stats/Gear➡️
Job⬇️
❤️
HP
💙
MP

PA

MA

Sp

Move

Jump

Evade
⚙️
Gear
Squire
C-
D+
C-
D+
C
4
3
5%
⚔️(Daggers, Swords, Axes, Flails), 🛡️(Hats, Clothing)
Chemist
D
D+
D+
D+
C
3
3
5%
⚔️(Daggers, Guns), 🛡️(Hats, Clothing)
Knight
C+
C-
B-
D+
C
4
3
10%
⚔️(Swords, Knight Swords), 🛡️(Helms, Armor, Robes, Shields)
Archer
C-
D
C+
D+
C
3
3
10%
⚔️(Bows, Crossbows), 🛡️(Helms, Hats, Clothing)
Monk
B
C-
B
D+
B
3
4
20%
🛡️Clothing
White Mage
D
A-
C-
C
B
3
3
5%
⚔️Staves, 🛡️(Hats, Clothing, Robes)
Black Mage
D
A-
D
B
C
3
3
5%
⚔️Rods, 🛡️(Hats, Clothing, Robes)
Time Mage
D
A-
D
B
C
3
3
5%
⚔️Staves, 🛡️(Hats, Clothing, Robes)
Summoner
D
A
D-
C+
D
3
3
5%
⚔️Rods, Staves, 🛡️(Hats, Clothing, Robes)
Thief
D+
D-
C
D-
B
4
4
25%
⚔️Daggers, 🛡️(Hats, Clothing)
Orator
D
D+
D+
D
C
3
3
5%
⚔️(Daggers, Guns), 🛡️(Hats, Clothing, Robes)
Mystic
D
B
D-
C
C
3
3
5%
⚔️(Poles, Rods, Staves, Books), 🛡️(Hats, Clothing, Robes)
Geomancer
C
C
C+
C-
C
4
3
5%
⚔️(Swords, Axes), 🛡️(Hats, Clothing, Robes, Shields)
Dragoon
C+
D-
B-
F
C
3
4
10%
⚔️Polearms, 🛡️(Helms, Armor, Robes, Shields)
Samurai
D
C
B
C-
C
3
3
20%
⚔️Katanas, 🛡️(Helms, Armor, Robes)
Ninja
D
D-
B-
D
A
4
4
30%
⚔️(Daggers, Ninja Blades, Flails), 🛡️(Hats, Clothing)
Arithmetician
D-
C-
D-
D
F
3
3
5%
⚔️(Poles, Books), 🛡️(Hats, Clothing, Robes)
Bard
F
D-
F
C
C
3
3
5%
⚔️(Instruments), 🛡️(Hats, Clothing)
Dancer
F
D-
C+
C-
C
3
3
5%
⚔️(Daggers, Cloth), 🛡️(Hats, Clothing)
Mime
B+
D-
B-
C
A
4
4
5%
-
❤️HP
💙MP
PA
MA
Sp
Move
Jump
Evade
⚙️
Gear
Squire (Ramza)
C+
B-
C+
C-
C
4
3
10%
⚔️(Daggers, Swords, Axes, Flails), 🛡️(Hats, Clothing)
Holy Knight (♋Agrias)
B+
C+
C
C-
C
3
3
25%
⚔️(Swords, Knight Swords), 🛡️(Helms, Armor, Robes, Shields)
Machinist (♎Mustadio)
C-
D+
C-
C-
B+
4
3
18%
⚔️Guns, 🛡️(Hats, Robes, Clothing)
Sword Saint (♏Orlandeau)
B+
A-
B-
C-
B
4
3
12%
⚔️(Ninja Blades, Swords, Knight Swords, Katana), 🛡️(Helms, Hats, Armor, Clothing, Robes)
Divine Knight (♑Meliadoul)
C+
C-
B-
C-
C+
4
3
10%
⚔️(Swords, Knight Swords, Crossbows, Polearms), 🛡️(Helms, Armor, Clothes, Robes)
Jobs - Stat Growth Rates
The following table shows each Job’s Growth Rate ratings for Surface Stats.

⬇️Job/Stats➡️
❤️HP
💙MP
PA
MA
Sp
Squire
⭐⭐⭐
⭐⭐½
⭐⭐½
Chemist
⭐⭐½
⭐⭐
⭐½
Knight
⭐⭐⭐½
⭐⭐½
⭐⭐⭐⭐
Archer
⭐⭐⭐½
⭐⭐
⭐⭐⭐½
Monk
⭐⭐⭐⭐
⭐⭐⭐
⭐⭐⭐½
White Mage
⭐⭐⭐½
⭐⭐⭐⭐
⭐⭐⭐
Black Mage
⭐⭐½
⭐⭐⭐⭐½
⭐⭐½
Time Mage
⭐⭐½
⭐⭐⭐⭐
⭐⭐
Summoner
⭐⭐
🌟🌟🌟🌟🌟
⭐⭐
Thief
⭐⭐⭐
⭐⭐
⭐⭐⭐
⭐⭐⭐
Orator
⭐⭐⭐
⭐⭐
⭐⭐½
Mystic
⭐⭐½
⭐⭐⭐⭐
⭐⭐½
Geomancer
⭐⭐⭐½
⭐⭐⭐½
⭐⭐⭐½
Dragoon
⭐⭐⭐½
⭐⭐½
⭐⭐⭐⭐
Samurai
⭐⭐½
⭐⭐½
⭐⭐⭐½
Ninja
⭐⭐½
⭐⭐⭐
⭐⭐⭐⭐
🌟🌟🌟🌟🌟
Arithmetician
⭐⭐
⭐⭐⭐⭐
⭐⭐
Bard
⭐½
Dancer
⭐½
⭐⭐⭐
Mime
⭐⭐⭐⭐½
🌟🌟🌟🌟🌟
⭐⭐⭐⭐
❤️HP
💙MP
PA
MA
Sp
Squire (Ramza)
⭐⭐⭐
⭐⭐⭐½
⭐⭐⭐
⭐⭐
⭐⭐
Holy Knight (♋Agrias)
⭐⭐⭐½
⭐⭐⭐½
⭐⭐⭐
Machinist (♎Mustadio)
⭐⭐⭐
⭐⭐⭐½
⭐⭐⭐
Sword Saint (♏Orlandeau)
⭐⭐⭐½
⭐⭐⭐½
⭐⭐⭐⭐
⭐⭐⭐½
Divine Knight (♑Meliadoul)
⭐⭐⭐½
⭐⭐½
⭐⭐⭐⭐½
Jobs - Abilities
🚧
Zodiac Compatibility
Every Unit in FFT has a Zodiac Sign. Affinity between these Signs influences the interactions between Units. In general, Units with Good Compatibility have their damage/healing/success% increased, while Bad Compatibility reduces these effects. The ✨percentage by which effects are scaled due to Compatibility is displayed next to the 3 stars in the UI when Units interact. ➡️


⬅️The table shows the Compatibility between different Signs, in general when the Compatibility between two Units' is...

  • 🟢 Good, their effects are scaled to ✨125% of their base value.
  • Bad, their effects are scaled to ✨75% of their base value.
  • Best, their effects are scaled to ✨150% of their base value. However if one or both Units are monsters, they instead they have❗Worst Compatibility, which scales their effects to ✨50% of their base value.




Compatibility Visualization - The Zodiac Wheel
  • Bad Compatibility: If we visualize Signs as connected by drawing squares (every third Signs forms a vertex of one of these squares), then Signs that are directly connected to each other have Bad Compatibility. Ex: Aries has bad comp with Cancer and Virgo. Cancer with Aries and Libra, etc.
  • Best/❗Worst Compatibility: Signs opposite to each other have Best/Worst Compatibility.
  • 🟢 Good Compatibility: If we visualize Signs as connected by drawing triangles (every fourth Sign forms a vertex of one of these triangles), then Signs that are in that triangle have Good Compatibility. Ex. Aries, Leo and Sagittarius all have good compatibility.
Under the hood: Surface Stats 🤓
Raw Stats and Multipliers
The following formula determines the final displayed value for each Surface Stat.
DisplayedStat = RawStat * JobMultiplier / 1638400

Initial Raw Stats Values. The following table shows the initial Raw Stats Values.
Gender
❤️RawHP
💙RawMP
RawPA
RawMP
RawSp
♂️Male
491520 - 524287
229376 - 245759
81920
65536
98304
♀️Female
458752 - 491519
245760 - 262143
65536
81920
98304

Growth Constants
The following formula determines the Bonus each Surface Stat gains when a Unit gains a Character level.
RawStatBonus = CurrentRawStat / (C + CharLv) CharLv = The Unit's Character level before it leveled up C = Job's Growth Constant for that Stat(the lower the better).

Multipliers and Growth Constants Values
  • The left side of the table shows each Job's Stat Multipliers.
  • The right side shows each Job's Growth Constants.
  • The tables in the Jobs sections are derived from this one.
Stats➡️
⬇️Jobs
❤️HPM
💙MPM
PAM
MAM
SpM
❤️HPC
💙MPC
PAC
MAC
SpC
Squire
100
75
90
80
100
11
15
60
50
100
Chemist
80
75
75
80
100
12
16
75
50
100
Knight
120
80
120
80
100
10
15
40
50
100
Archer
100
65
110
80
100
11
16
45
50
100
Monk
135
80
129
80
110
9
13
48
50
100
White Mage
80
120
90
110
110
10
10
50
50
100
Black Mage
75
120
60
150
100
12
9
60
50
100
Time Mage
75
120
50
130
100
12
10
65
50
100
Summoner
70
125
50
125
90
13
8
70
50
100
Thief
90
50
100
60
110
11
16
50
50
90
Orator
80
70
75
75
100
11
18
55
50
100
Mystic
75
110
50
120
100
12
10
60
50
100
Geomancer
110
95
110
105
100
10
11
45
50
100
Lancer
120
50
120
50
100
10
15
40
50
100
Samurai
75
75
128
90
100
12
14
45
50
100
Ninja
70
50
120
75
120
12
13
43
50
80
Arithmetician
65
80
50
70
50
14
10
70
50
100
Bard
55
50
30
115
100
20
20
80
50
100
Dancer
60
50
110
95
100
20
20
50
50
100
Mime
140
50
120
115
120
6
30
35
40
100
HPM
MPM
PAM
MAM
SpM
HPC
MPC
PAC
MAC
SpC
Squire (Ramza)
120
105
111
102
107
11
11
50
48
95
Holy Knight (♋Agrias)
140
100
100
100
100
10
11
50
50
100
Machinist (♎Mustadio)
100
75
95
100
115
11
13
50
50
100
Sword Saint (♏Orlandeau)
160
120
122
100
110
10
11
42
42
100
Divine Knight (♑Meliadoul)
125
80
90
105
120
10
15
39
50
100
Sources
AeroStar's Battle Mechanics Guide.[gamefaqs.gamespot.com]
Unbelievable resource.

Fandom's Final Fantasy Wiki on stats.[finalfantasy.fandom.com]
Fandom's Final Fantasy Wiki on jobs.[finalfantasy.fandom.com]
Easily reference-able graphs, hidden values, formulas and tables.

FFT Hacktics Discord[discord.gg]
God-tier modders.
3 Comments
Maraxus  [author] 2 Oct @ 7:12pm 
Hey thanks, I am still learning new things and adding/fixing stuff, some things might be different in the remaster compared to previous version too, if you know of any please let me know. ^^
JRahhk 2 Oct @ 4:18pm 
Great primer - thanks!
Pastor of Muppets 2 Oct @ 7:27am 
Great one stop shop if you dont want to play the game black box.