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Base Stats
Final Fantasy Tactics uses 4 basic stats: Physical Attack (PA) - Used to gauge a unit's potential to do strength based damage, as with swords, axes and such. Also factors into a character's Hit% (their accuracy score) and their Evade% (evasion scores). Dexterous Attack (DA) - Used to gauge a unit's accuracy for ranged weapons, such as bows and rifles. Also determines their damage for more finesse-based weapons and attacks, such as the use of rapiers. Also factors into a character's Hit% (their accuracy score) and their Evade% (evasion scores). Magical Attack (MA) - Used to gauge a unit's raw magical energy. Used for most spell damage calculations. Mages want high MA! Also heavily factors into a character's Magic-Hit%, and somewhat factors into their Evade% score. Speed (Sp) - A unit's speed. When determining turn order, units with higher speed usually have a much better chance of going first. Factors into Hit% and considerably into Evade%. These basic stats grow slowly. Depending on the race of the character, they may grow faster than normal or may have stunted growth. Characters
with a Great stat starts with 6 in the stat and grows by 1
point every 8 levels. Apart from this is a character's Hit Die and Mana Die. Every level they roll this die and add the results to the respective Health Points or Magic Points meter. Most races roll a d10 as their hit die, except for Dwarves (who have high health and roll a d12) and Moogles (who have poor health and roll a d8). Most races roll a d6 as their mana die, except for Vierans, Nu Mou and Moogles (who have more magic capacity and roll 2 d4s), Goblins (who have poor magic channelling abilities and only roll a d4) and Mako Robots and Burmecians (who are atrocious mages and roll a d3 - roll a d6 and divide the results, rounding up). Characters also have the external stats of Bravery and Faith. These stats are peculiar. Bravery takes a role for mainly fighters, as Bravery increases their Morale scores, is used to determine the chance of counterattacking the enemy, and is factored into use of heavy weapons like Knight Swords. Faith is used for magic accuracy, comprising 1/2 of the Magic-Hit% stat. Regardless of race a player starts off with 20 + 4d12 points in either stat. Humans and Dwarves add 15 to their Bravery scores. Vierans and Nu Mou add 15 to their Faith scores. Moogles add 8 to both scores. Every levelup, a player may add 1 to either score. Derivative
Stats Hit% is used whenever a character attacks another character with a physical attack (non-magic). The character checks his Hit% against the enemy's Evade%. The player rolls a d20 and adds it to his Hit%. If the total is higher than the enemy's Evade% score, or he rolled a 19 or 20 (which is a Critical Hit, dealing double damage) he hits. If the player rolls a 1 or 2 he has made a "Critical Failure", or a "botch", and proceeded to screw up, automatically missing no matter how high his Hit% is. Hit% is derived from the player's PA score plus his DA score, plus the score of his weapon's power (WP) used in the attack, plus his speed. This is all multiplied by two. So it's (PA + DA + Sp + WP of equipped) * 2. Mako Robots have an inheirent +10 to Hit%. Magic Hit% is used as a substitute for Hit% when casting a spell. Nothing else changes but for two things; 1) the player casting the spell does NOT roll a die, as Magic Hit% scores are high enough. So obviously he cannot automatically gain a critical hit. 2) The formulae is different. It's the player's Faith score plus his MA * 5. That's Faith + (MA * 5). Magic Hit% is usually very high, but players do not get dice or the allure of a critical hit - the price they pay for almost guaranteed damage. Evade% is used to dodge targets. It's a unified score, as a player who can dodge arrows should be able to use the same skill towards dodging electric death (though electric death is more accurate). Evade scores are the player's 4 core stats added together, plus defensive bonuses from equipment. That's (PA + DA + MA + Sp) + equipment bonuses. Some equipment bonuses are pretty snazzy - Shields do nothing but up Evade% rates, and with the Weapon Guard feat, your weapon will up Evasion as well. Burmecians have an inheirent +5 to Evade, and Mako Robots have an inheirent +10 to Evade%.
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