Also I like his portrait and sprite alot (armoured horssse *ahem* lizard). This opinion maybe biased because I picture the Bangaa race as a high endurance class. So, shouldn't the Bangaa should share the same trait being slower than moogles, and looking like big and powerful armoured lizards? (although they look closer to the horses with the headgear, also lizards have scaly skin).Įlse maybe consider an increase Templar's HP stat to something like 7.2->8.6 IMO this seems overpowered since all they do is buff/debuff (i am aiming for the Mediator class to make Montblanc the best tank). The moogles seem to the best tanks (my bard/animist is) and have managable speed. I find this necessary because the moogle Mediator/Gadgeteer is high in DEF and highest in RES, very tanky for the slowest moogle (still faster than Bangaa) with decent attack and magick. Do you find it viable to increase their RES by 1pt to both classes to compound the fact that they are the slowest bangaa. The gameplay feels a lot smoother as units have more MP pool (currently Lv.8 party) to sustain protect/shell/cure/esuna.Īlso the RES stat for Templar's(7.6->6.9) and Bishop's(7.6) feel low, in the vanilla FFTA Templar was a mage-bane class and having low RES seems to be defeating the purpose IMO. Thanks for the feedback about Moogle Lance! I'll fix that ASAP!Īnd thanks for all the feedback- it's very helpful! Let me know how your playthrough goes! Enemies having more abilities than you is intended: it makes you look at battles differently than being able to just brute force them as you could in Vanilla FFTA.Ĭlan Dip is optional superboss material, as stated in the changelog, as reference to how terrible they were originally. Protect, Shell, and Reflect are all very helpful. That said, raising weak allies becomes easier as more defensive skills are given to you. It's not something I've given a lot of thought to though, honestly.Īs far as the listed disadvantages are concerned, they're pretty valid. I always considered changing up Warrior to Monk and Soldier to White Mage. They each cover a niche that's useful in the early battles. I'll begin by addressing the tweak patch: I'm familiar with it and have no problem with it, but I didn't alter the starting team because I like how balanced the starting jobs are to begin with. Ninja sword that may cast Stop upon striking an enemy.Įlegant katana with a chrysanthemum scabbard motif.Hey RRS, thanks for the posts, and welcome to FFH! Ninja sword imbued with the power of wind.īlade thought to have belonged to a famous ninja. Lightweight ninja sword with a medium-length blade. Mighty spear that glows with an inner light.Ĭrude, crescent-tipped fishing spear used by imps. Lance that may cast Holy upon striking an enemy. Ornate spear with a twin-headed axe blade on its head. Heavy lance primarily used by mounted soldiers. Sword whose attack power is bound to its wielder's HP. Sword that may cast Flare upon striking an enemy. May randomly dispatch an enemy in one hit. Organic blade that uses MP to deal criticals. Single-edged sword that sometimes blocks attacks.ĭrains MP and may cast Death upon striking an enemy. Glittering blade cut from an enormous crystal shard. Sword that may cast Thunder upon striking an enemy. Sword with a long, narrow blade made for thrusting. Sword that may cast Break upon striking an enemy.
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Sword that may cast Blizzard upon striking an enemy. Sword that may cast Fire upon striking an enemy. Sword that draws MP from its wielder to deal criticals. Knife that grows in power as its wielder's HP dwindles. Shortsword that sometimes deflects enemy attacks.īlessed dagger with the power to smite evil foes.
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Knife that sometimes steals from an enemy.īlade that may randomly dispatch an enemy in one hit.ĭagger that is especially effective against humanoids. Short dagger that sometimes parries enemy attacks. Sturdy adventurer's knife forged from pure mythril. Also note that the value is truncated to the last two digits, so 64 and C8 will both show as 00%. 02001869: Any value 64-FE also shows as a percentage, but will not click over to a learned spell until it hits FF (presumably - yet to be tested).02001608: EXP level can be manually changed to re-level on the next battle, and thereby gain additional stat boosts from any equipped espers.'Menu' values are tied to specific characters, rather than their battle order, whereas 'battle' values are the opposite.00-63 work as learned percentages FF denotes a usable spell.