Final Fantasy Tactics (PSP)

krunchyfrogg

Explorer
I just started playing this game on my PSP. While I'm not a total powergamer, I don't want to have an ineffective party (besides, I'd rather get a bit of powergaming out in a video game than in a real RP game). I have read many times over that Females are better casters, and Males make better warriors.

Right now, my party is Ramza (squire), Delita (squire), another generic male squire (68/59 Brave/Faith), and two generic female chemists (66/74 and 63/70). Most characters are still first level. Some of my initial characters had pretty low Brave/Faiths (like, in the 40's), so I dismissed them and hired one female squire, and changed her into a chemist right away.

I plan on keeping the males squires and females chemists for now. I've read over and over on how these classes are better than trying to be low level casters, knights and archers early on (although I really am tempted to switch somebody into a knight).

I don't see any need for any more generic characters, but if there is one, please advise me NOW and I'll hire one more character (1400 gil is a lot at this point, but I'd rather make the investment now).

Any and all advice on this game is welcome.
 

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I just started playing this game on my PSP. While I'm not a total powergamer, I don't want to have an ineffective party
Then don't level up to much. FFT has unavoidable level scaled random encounters. This treadmill was why I stopped playing the game pretty quick.

Final Fantasy Tactics bases non-story battles on your party's levels, which can be a problem, because while monsters gain almost all of their stats from leveling up, humans, especially melee fighters, gain most of their stats from equipment.


Final Fantasy Tactics FAQs, Walkthroughs, and Guides for PlayStation - GameFAQs Might give some info.
 

Also, don't rely on Delita... he won't be around for long.

The big thing is to keep having random encounters and build your characters before following the story arc. It's long, it's tedious, but it's very regarding in the end. :) Also, NPC "Named" character's rarely stick around and usually end up fighting against you, so if you build them up, it will come back to haunt you, however if your take their stuff, some of it is really good.

There are some notable exceptions, there are quite a few guides out there that explain in more detail, I would suggest you start there.

Good luck
 

You sound like you're off to a good start.

Here's the Battle Mechanics Guide:

GameFAQs: Final Fantasy Tactics (PS) Battle Mechanics Guide by Aerostar

It details the calculations behind just about everything in the game. It's a very useful guide to the game. You said you're playing the PSP version so keep in mind there are a few small differences, mainly that spells in the PSP version take a bit longer to charge than the original (the original NA localization lowered the charge times from the Japanese version, while in the PSP version charge times remain unchanged).

Some very basic tips:

You physical fighters' damage is usually based on your physical attack score (PA). It varies depending on weapon type, but equipment that raises your physical attack score is usually considered the most optimal choice.

Effectiveness of white/black/time/yin-yang/summon magic is based on a number of factors, including the caster's magic attack (MA), the caster's Faith, and the target's Faith. Generally you want to increase your MA to boost damage spells and your Faith to make buffs and status effects more effective. Zodiac signs also affect spells.

Anyway, you look like you have a good starting party, and those characters should serve you well through most of the game. The chemists should make decent casters eventually, though Chemist itself is a pretty good job as well.
 

Sounds good, thanks all!

I've read that I should keep Ramza as a Squire, and that it's his best class. Really? I was planning on going for Dark KNight, mainly because they sound bada$$ and have such tough requirements!

What about spellcasting? Should I have my two chemists aim towards the basic white mage and black mage routes, or are there better spellcasters?

There are just so many jobs, I'm having a really tough time figuring out what is best!

As I said, I like the idea of a Dark Knight. I also like the idea of a Ninja, a Samurai, a Summoner, a Time Mage, and an Arithmetician.

What the heck is an Onion Knight? What are Geomancers, Mystics and Orators?

Is there a website where I can read the basics of what each class is?
 

You can get "higher level" classes after obtaining enough experience in the classes beneath it. So, I would say absolutely explore, make people be different classes. You need to diversify their training if you want any of the later classes available. Because the thing is, you can nab secondary skill set, counter, and move from ANY job class, it doesn't have to be your current one. So you want all your males (not available to females, they have Dancer instead) to obtain Bard so they can get Move +3, for instance. Some melee characters do well going into Ninja for the dual-wielding skill (be a Knight and dual wield two knight blades!!!). Any melee character, or really anyone with high Bravery should strive for Samurai if only to get the Blade Grasp counter, which is AMAZING. Basic mechanic seems to be: chance of enemy hitting you = 100 - your brave score. Give or take a few points up or down depending on what facing they're attacking from.

Also, don't worry about "girls are better casters" or any of that crap. Attributes are all based on brave and faith. Well, zodiac sign also has affinities and effects, but I never got into the game's complexity THAT much... The thing is, once you get Mediator class (and sometime aroun like Act 3, Ramza gets a Brave boosting ability as a squire, too, and it's even better because it works 100% of the time), intial Brave and Faith scores mean nothing. That's because Mediator gets abilties to raise and lower brave and faith in the current combat. Except...for every 4 points you gain or lose in battle, one point is permanently gained or lost (I first observed this when an enemy mediator hit me for -20 brave and it resulted in 5 lower brave after the fight; be careful of that!). So you can tweak your character's brave and faith however you like. Starting with better scores obviously makes the process faster, but it's far from necessary. The highest you can raise a stat is 97 (after that, the score can't temporarily raise by 4, so I ceases to perma gain). I have no idea how low a stat can go, I never had a reason to test that.

One important thing to remember is: Faith is a double edged sword. More faith means more healing, more damage on your attack spells, and better chance of spells working on you. But, it also means more damage taken from spells and...more chance of BAD spells working on you. For non-casters, you may well want to lower their faith scores, though I wouldn't go too far down. Brave is much less a double edged sword. Finding random items on the battle map is apparently inversely related to how high your brave score is, but you only need 1 or 2 scavengers, the rest can have maxed out brave. I don't recall high brave having any other downsides.

But yeah, diversify. Get some levels and job skills in many different classes. You'll have stronger and more well-rounded characters for it in the long run. Certainly, you want your caster hitting ALL the spellcasting classes. Because later on, Calculator lets you use 90% of the Black, White, Time, and Yin-Yang magic lists. Without expending mp and ignoring the Reflect property. You just need to use the right mathematical properties to affect the people you want to -- instead of normal casting, calculators can potentially hit anyone anywhere, they set a parameter such as experience level, elevation, etc... and then pick a divisor. Anyone whose parameter is evenly divisible by that divisor is hit with the effect, instantly. Hard to use class, but VERY, very strong (Calculator class itself has the most abysmal hp, mp, etc... growth per level of any class, though, so get out as soon as you've gotten your skills and make calculator magic your 2ndary skill set for another class). My primary arcanist is always a Summoner/Calculator. Ramza's final combo is Squire/Calculator. I also like having a Geomancer/Calculator. Party's rounded out with a Samurai/Monk and one of the named unique characters, usually. In each case, the class after the / being the secondary skill set.
 
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Also, I highly suggest getting 2-3 folks to completely master every freaking thing in the Thief class to be your designated thieves (again, can be used as 2ndary) when needed. There are so so many awesome items you can steal in this game, many of them that's the only way to obtain them at all. In general, I know I mentioned my final party above, but before then I basically always had 1-2 people that could steal in every fight.

In particular, there is one battle about halfway through the game. I don't want to spoil who it's against or anything, so I'll stick to vague details. The guy has an entire item set (as in, every piece of geat he's wearing is named the same and of awesome power), and this fight is your ONLY chance to obtain it, ever. Problem is, even with maxed out thieves, the steal %'s are low, he can unerringly teleport all over the map, leading to fun chases at times, and the fight itself is pretty hard even if you're not wasting countless turns trying to mug him. Having some thieves ready to go for when that battle comes will be well worth it. My friend went in to the fight unaware of the treasures to be had and no lie...spent FOUR HOURS struggling through to get everything. When I played, I was aware of his experience and went in prepared w/ 3 people with maxed out thievery equipped. I robbed him blind and finished the battle in less than 40 minutes. And it wouldve been half that long if I didn't waste so much time trying to get a secret thingy for Ramza that another enemy in that fight can provide, that I won't spoil for you, other than to say I gave up eventually because you CAN get it later.

But theft is extremely useful throughout the game in general, so no matter what, it's in your interest to get some thief training under way.
 

You've already been given some excellent advice, but I just wanted to add that Final Fantasy Tactics is one of my favorite RPGs of all time and the only Japanese RPG I'd put into a top 5 list.

If you pick up all the hidden named NPCs to add to your party, you will find you will not have much room for the misc squires and chemists the game starts you off with.

I've beaten the game with all the secret characters, then played through again and eventually dumped all the characters so I could finish the game solo with Ramza. If you level him high enough in Squire, Ramza eventually gains a speed boost ability that makes him almost unstoppable. Squire is Ramza's special character class (something I didn't realize until another play through). I wouldn't keep him as a squire, though, as he is more effective with mixed class abilities.
 

Here's a brief rundown of the jobs:

Squire: basic starting job for the warrior path. Squire itself isn't a great job, but it has JP Boost which is good to get early on to get more JP for your characters. Move +1 isn't bad either.

Note that Ramza's Squire job set is unique, he gets several good party support abilities the basic squire doesn't. His equipment is also slightly different which means he can't equip axes (which suck anyway).

Chemist: Unlike Squire, Chemist stays useful much longer because they can equip guns. Your key abilities here, besides the individual item skills, are Safeguard and Auo-Potion.

Knight: Knight is an ok job, particularly earlier in the game, but they're less useful later. First, they can't equip clothes and hats, so they lose out on much of the PA boosting gear. Second, their job set isn't that great. They are the only generic job that can equip Knight Swords, but meh. You get some good story characters that can equip Knight Swords in their base job anyway (like Ramza who can wear all that nice stuff that boosts his PA). Parry is an ok reaction ability and Equip Sword is useful for some of the unique characters.

Archer: Archer's an ok ranged attacker. The main ability here is Concentrate, which lets you ignore enemy evasion.

White Mage: The basic FF healer job. You get the usual healing spells here, plus Protect and Shell, and Holy.

Black Mage: Another classic FF job. This has the usual elemental damage spells, plus Death, Flare (Holy is better though), and Toad. There's also Arcane Strength for boosting your MA.

Monk: This is a pretty good job. You get a good mix of offensive and support abilities (I usually use this as Ramza's second skill set). There's also Counter, which is a decent Reaction ability, and Hamedo which is very good when used for the right battles. First Strike lets you counter a weapon attack by attacking before the attacker attacks, but it's pretty useless against monsters.

Thief: not a strong job on its own, but it has a good set of skills that you can combine with other jobs. First, there's the stealing abilities which you can use during certain story battles to grab rare or unique gear. Move +2 is one of the better movement abilities especially for battles that take place on flat open maps with few obstacles. Poach is important for getting some rare pieces of gear.

Time Mage: This gives you Time Magic, so you get stuff like Haste and Slow, as well as damage spells like Demi and Meteor. The job itself isn't great on its own but you get several very good secondary abilities: Mana Shield, Swiftness and Teleport.

Mystic: Mystic is a very good caster. It uses a lots of status effect spells, and unlike a lot of games, these can be pretty effective. You can petrify enemies or turn them into chickens, or mess them up in all sorts of fun ways. Not a lot of direct damage from spells, but there's Life Drain (apparently called Invigoration in the PSP version) which is pretty good on its own, and it can be used pretty effectively against bosses. There's also the fairly useful Defense Boost ability as well. Mystics also fight fairly well for casters, they use staffs and sticks as weapons, both of which calculate damage based on the character's MA rather than PA. So this job is used to neutralize an enemy with negative status effects, then you poke it hard with a stick until it's dead. ;)

Geomancer: Geomancers can use the terrain to make attacks on enemies. They're also a good base for characters that use both physical and magical attacks because they have a both a decent PA and MA score. They also have one of the best equipment sets in the game: swords, shields, clothes (some of which boost PA), robes (some of which boots MA), and hats (which can boost PA, MA and/or Speed). And they get Attack Boost as well.

Dragoon: another classic FF job, these are the jumping spear guys.

Summoner: another classic FF job. You summon various creatures that either inflict damage or use a healing or support effect on the party. It also gets Half MP.

Orator: This job has a variety of skills it uses by talking to enemies. It's mostly a support job, but there's three main abilities: you can invite enemies to join your team, and you can permanently adjust your Brave and Faith scores. It's also the only job besides Chemist that can equip guns and it gets the Equip Gun ability. Otherwise, it's a job that's only useful in certain situations.

Samurai: The Samurai uses katanas to either damage enemies or heal/support the party. This is another job which isn't great on its own, but which has abilites that are very good combined with another job. Since the abilities are MA dependant, it's often good when combined with a Black Mage for the damage potential or a Geomancer which can equip MA boosting gear (unlike the Samurai). Note that katanas have a small chance of breaking, so be careful when using the rare ones. There's also Blade Grasp which lets you avoid nearly any physical attack in the game.

Ninja: This is the fastest job in the game. Ninjas can dual wield, which can be very powerful when used with other jobs. There's also Abandon, which is one of the best reaction abilities in the game. It basically doubles your Evasion, and it's a passive ability which is always active. It also isn't dependant on Brave either, so it can be effectively used by a character with a low Brave score.

Arithmetician: Arguably the most broken job in the game. It's also the slowest job in the game, but it can use its skills to cast certain magic spells the character has learned without any casting time, without MP cost, and at unlimited range. Did I mention how utterly broken this job is?

You don't use Arithmetician on its down because of how slow it is. You use Math Skill with another casting class to get access to most of the White/Black/Time/Yin-Yang magic you've already learned. It doesn't calculate some of the most powerful spells, but since you're casting a spell instantly for free anywhere on the battlefield, it's a fair trade-off. The only downside is that the calculations target eveything equally, both enemies and allies. Here's the various caster combinations:

Black Mage + Math Skill: Black Mage has the highest MA in the game, so this gives you the best damage potential.
White Mage + Math Skill: White Mage is generally the fastest caster in the game, so you get more turns.
Mystic + Math Skill: Mystics fight better than the other casters, so this can be useful when you can't make a calculation that only targets enemies.
Summoner + Math Skill: You can't calculate summons, so this gives you the biggest possible selection of spells in the game.
Time Mage + Math Skill: no real reason to pick this unless you want to cast Meteor (which can't be calculated).

Bard/Dancer: These jobs are similar, but are gender restricted, only males can become Bards, and only females can become Dancers. Bards have abilities which heal or buff your entire team, while Dancers damage or inflict statuses on enemies. Since there is no range limit, you can keep them at the back of the battlefield while the rest of your party fights. The Bard gets Move +3, but Dancer is stuck with Jump +3 which is junk when both of them get Fly.

Mime: this is probably the hardest of the jobs to use, but it can be very powerful when used right. A mime doesn't have any abilites and can't equip anything, but it repeats any action your characters make that isn't part of a unique job set. To use it right though, you have to be very careful about how you position it. How does this work? Say one of your characters attacks an enemy in front of him. The mime will also attack whatever is in the square in front of him. If you cast a spell, the mime will cast the same spell, in the same direction and at the same range. This get powerful when combined with Arithmeticians, Dancers and Bards, because the mime will repeat whatever calculation, dance, or song the character just used, and remember these affect the entire battlefield.
 

Honestly, I never found the game (original or PSP) difficult enough to really require optimization. Go with what sounds cool.

Often, the story characters have better skill-sets than any class. You'll find yourself using them heavily.

In general, you'll want at least two front line people to take big hits. Optimally they'll be decent at dealing damage as well.

You'll want at least two people that can buff the party. Buffs are the number one way of winning a battle, since the computer can and will maneuver around you.

Ideally you'll have three people capable healing (through magic or items). Two can work later into the game. Personally I like items for non-mages and white magic for mages.

Ideally you'll have two ranged people - chemists w/ guns, archers, so on. Black magic is, in my opinion, almost useless until higher levels.
 

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