Showing posts with label final-fantasy-tactics. Show all posts
Showing posts with label final-fantasy-tactics. Show all posts

Saturday, December 17, 2011

What influences the success rate for “errands” in Final Fantasy Tactics?

Question

In FFT, you can send three-person parties off for a few days to fufill optional errands. Sometimes they come back with cool items, sometimes with lots of money, other times with not much to show for it. How can I influence this towards better outcomes?

I imagine sending them off for more days helps (I always choose the max. number of days, in case this is true). Other things that I imagine may help (though I actually have no evidence) are the level of the away team members, and maybe their job composition (perhaps thieves do better on salvage missions?).

Any pointers would be much appreciated.

Answer

When just dealing with success or failure, the important points are as follows (see this FAQ in section 00err1):

Each character contributes a number of "Work Points" based on three factors:
 * Current job
 * Bravery & Faith
 * Exp Level

From the Final Fantasy Tactics page on SquareHaven:

To increase the success of any job, send the maximum amount of units (three). Also, some jobs can be performed best by certain classes or a certain type of class (e.g. physical or magic), which the bartender will sometimes allude to when the job's proposition is selected. (In addition, the correct type of job can be deduced sometimes by reading the proposition.) Specify the maximum amount of days. Finally, recall your deployed units when a job is completed as soon as possible.

So, try to deduce the proper classes to use, and follow the other guidelines you've already been using - send the max number of people, for the max amount of time. Maxing out the time doesn't appear to increase the odds of success, but it does help you to get the best rewards.

For more information, consult this FAQ, specifically section "00err2." There's a list of all the errands in the game, the jobs that they prefer, and some tips for each errand for earning "bonuses" based on the characters Bravery or Faith stats.

Friday, October 14, 2011

How to permanently raise/lower Bravery/Faith stats in Final Fantasy Tactics: War of the Lions?

Question

I've recently started playing FFT: WotL on iOS, and learned from the wiki sites that the Bravery and Faith stats determine various important factors in combat (frequency of reaction commands, effectiveness of spells, etc) and how Ramza's "Steel" ability can raise someone else's Bravery, but the effect of that ability doesn't seem to last after combat.

However, I have been keeping track of some of my characters' Bravery/Faith stats and they do change from time to time, but so far I haven't really found rhyme or reason to it.

Are there any guides that explain whether it's possible to permanently raise the Bravery stat, and if so, how?

Answer

The permanent boost from effects like Ramza's skills and the lectures of a Orator is only a fraction of the change you see during battle. Ramza may be able to raise a unit's Bravery by 5, but the permanent boost is only going to be 1. The same goes for the Orator's skills that raise or lower Bravery and Faith (and, to point, the Orator is the only way to boost Faith in this fashion).

As such, if you want significant boosts to your Bravery or Faith stats in either direction, you need to be using the abilities to alter your Bravery and Faith stats repeatedly during battle. In due time, you'll see the impact. Keep in mind, however, that with the permanent stats: a unit who hits 5 Bravery or lower will leave your army out of fright, while a unit who hits 98 Faith or higher will leave your army out of religious enlightenment (this latter one means the actual Faith stat, so being under the "Faith" status effect doesn't cause this). So be wary while you play around with these and make sure not to go so far as to lose your units!