CoN 20th Anniversary: 1997-2017
FFT Trivial knowledge

Posted: 9th May 2017 20:37

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Onion Knight
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I thought I'd start a topic that could be fun for the few people that visit this section of the forums. The goal here is for everyone to post whatever trivia-caliber knowledge they possess about this game. I'm aiming for things that are glossed over in tutorials or practically inexplicable. (Spillover JP, Rapha and Marach's seer damage explanations, Knight spells using PA instead of MA, etc... Somebody can tackle those too if they wish!) I'll start:

If an attacking unit is adjacent to an enemy unit equipped with First Strike, regardless of which enemy unit the attacking unit chooses to attack, the enemy unit adjacent to the attacker will utilize First Strike to interrupt the attack.

PS: Really check your information guys. No need to post incorrect information. Keep those edit buttons at the ready in case you do.

This post has been edited by Mister Beoulve on 10th May 2017 00:01

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Posted: 14th May 2017 03:35

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Chocobo Knight
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Oh goody, my kind of topic:

When a unit is Charmed, it is considered a member of the team that charmed it in many ways. Spillover JP is shared with the team that charmed it. One of the more obscure traits is that when the game removes units in a two part fight in the main game, any units your team have Charmed that are still under the status will remain.

Frog damage uses the barehanded damage formula PA! * (PA * Brave/100) except the game forces PA! to 1. Berserk does work but because it simply multiplies that 1 by 1.5 and truncates it back to 1, there is no actual increase in damage.
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Posted: 14th May 2017 04:36

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Onion Knight
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Nice. Didn't know that one. This thread is working already.

Here's another:

You can use an item on any adjacent unit regardless of difference in height; even without throw items equipped.

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Posted: 17th May 2017 02:17

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Chocobo Knight
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One can find a Great Morbol at Finath River when entering from Zeltenia Castle. I don't think there's a single FAQ which documents this. Must finish up Limberry Castle first before this encounter becomes available.

Algus and Delita's AI will focus on each other at Fort Zekaden. They will only attack another unit if the other is dead or out of range. I like to setup Delita with Equip Armor and Move HP-up (as well as 4 Move, 6 Speed, and Throw Stone) and he can distract Algus for ages.
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Posted: 17th May 2017 17:20

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Onion Knight
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You can be given a height rating with a smaller white subtext also giving a depth, such as in waist-height water (Height&depth1) and shoulder-height water (Height&depth2). The depth readings don't effect casting or ability targeting, only the height rating is significant.

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Posted: 23rd May 2017 01:02

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Chocobo Knight
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Contrary to widespread belief, ice magic does not do extra damage at Fort Zekaden. Similarly, lightning magic will not do extra damage in the slums of Goug story fight.
(wtf GameFAQs message boards?)
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Posted: 23rd May 2017 07:33

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Onion Knight
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The amount of Health Points/Magic Points replenished with Chakra is relative to the casting unit's PA rating.

Chakra recovery = (5 * PA) HP; [(5 * PA) / 2] MP

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Posted: 27th May 2017 05:15

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Chocobo Knight
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If one alters Byblos' Brave during the Elidibs fight, it will be reset to the value it was at the start. (I think this happens with the fights which Cloud and Agrias join after as well but don't have a suitable save file available to test this)

For the Knights on the switches at Bethla sluice, the one on Ramza's side has job Lv 2 in Ninja, the one on team 2's side has job Lv 3 in Samurai. (I'll add this to my FAQ if I ever get around to updating it, really)
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Posted: 27th May 2017 05:47

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Onion Knight
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Using spells and items that restore health on an undead-type unit will have the opposite effect for them. This includes spells/items that reverse KO status, which in turn is a one hit kill if the spell/item is used successfully.

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Posted: 14th June 2017 12:30

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Each character has an individual zodiac symbol. Depending on their symbol they may do well with other party members or they may be more detrimental. You have have to mix and match depending on their zodiac sign.

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Posted: 14th June 2017 14:44

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Onion Knight
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For every 4 points added with a temporary brave-buffing ability, 1 permanent point will retain. So if a unit has 50 brave and buffs are used to increase that during a battle to 58, after the battle the permanent brave stat will have been increased to 52.

This post has been edited by Mister Beoulve on 14th June 2017 14:55

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Posted: 18th June 2017 14:48

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If a Lancer is equipped with a gun, jumps on a target, and the target blocks it with Blade Grasp, the game should glitch (somewhat harmlessly, from what I remember) by showing the lancer walking in midair. I'm sure there's a Youtube video of it somewhere.

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Posted: 18th June 2017 18:56

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Onion Knight
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Fly allows you to travel unimpeded (by enemies and obstacles) from one spot to another.
**
Teleport does the same but with a -10% success rate reduction factored in for each square selected which lie further than the unit is normally capable of moving with impunity. This allows the unit to stretch the reach of it's movement range at the cost of possible movement failure.

**Fly also prevents the unit from taking fall damage.

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Posted: 18th June 2017 21:03

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Generally speaking, if an attack or action's success rate falls below 65%, you would want to try another action if you can. Anything less than that 'feels' to a human mind like it will miss, or at least, it's always my cutoff point when planning my next move.

Midget's Village Tozas is one of the locations you can find on the treasure hunt. It is the 3rd town you visit in Final Fantasy III, and you have to be Mini form to enter it, and also, it's not shown on the map, you have to just stumble on it while mini. You are confined to a very limited space with a healing spring while you do this, though.

NOGIAS is the name of one of the levels of the Deep Dungeon. It is 'Saigon' spelled backwards, which either is or used to be the name of the capital city of Vietnam.

Warjilis Trade City is one of the only places which sell Katanas. If you want to train a Samurai, hang out around there. Barius Hill has 10 monks randomly sometimes biggrin.gif

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Posted: 26th June 2017 17:10

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Onion Knight
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Magic guns that cast spells have a damage formula of:

Magic Gun damage = [(Caster Faith * Target Faith * Q * Weapon Power) / 10000]

Q= Different spell levels (Fire lvl1, fira lvl2, etc.) randomly selected once committing to firing the weapon.

Values for the different level spells are lvl1= 14, lvl2= 18, lvl3= 24.

Basically what you can draw from this, is the only factors you can control when using a unit who you plan to equip with a magic gun, is max out it's faith, and try to aim for enemy units with high faith as well if the opportunity presents itself.

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Posted: 27th June 2017 02:48

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Chocobo Knight
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Those who do propositions are likely aware that the bartender will sometimes give a message that hints which job is well suited to a particular prop. Send a unit in the right job class will show a special "thanks to Chemist (or Archer, or Thief, etc...) message when completing the errand. Due to what appears to be a pointer error, to get the message requires sending a unit in the job above the recommended job on the job list.

This makes more sense once one sees the pattern. Here's an example. For the Phantom Thief Zero propositions, the bartender drops hints about Zero's swordsmanship. Therefore, Knight would be the recommended job. Getting the special thanks message requires sending a Chemist. Job calls for speaking skills? Sending a Thief (right above Mediator on the list) is what will trigger the message. Scare them off with a summon monster? Time Mage. Only times the pattern breaks are the one job that suggests a Dancer acknowledges a Calculator and one where Bard gets the special thanks and I'm not sure what is intended to be recommended.
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Posted: 27th June 2017 03:16

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Elidibs the Magician whom is mentioned in your Online Help Menu (the one you get from pushing select on top of any cursor selection) when you push SELECT on Magic City Gariland (or maybe it's in the Brave Story, don't recall) is the boss of the Deep Dungeon. He has claimed the Zodiac Stone Serpentarius, a made up Zodiac sign that I've absolutely never heard of. When is someone born under Serpentarius? In Smarch I bet. Lousy Smarch Weather...

I tend to want to play this with Cecil The Knight, Kain the Lancer, Edge The Ninja, Rosa the White Mage, and Rydia the Summoner, because, hey, it lets me do it. Looking through trainee applications right at the start of the game to do this is a pain in the butt and has ended my enthusiasm for playing the game quite often in the past, but it is worth it when you finally get them together and have good brave and faith and compatible zodiac signs in the pattern you desire. smile.gif

One of the musics is called Bloody Excrement, which is the grossest name for a song I've ever heard. Thank you Squaresoft for the nightmares.

Calculating by height is the easiest way to nail an enemy, but it requires immobilizing them on the height they are standing on, and also standing on a different height, or multiple of a height. Height Prime is usually when I know I'll nail 'em, I just stand on an even numbered height. Also, Calculation doesn't cost MP and goes off immediately against all targets. It's nice.

Odin is my favorite summon, simply because it's the only time I've seen a bloody mess in a game that didn't disgust my stomach. The summon animations in FFT are gorgeous.

This game has some of the best music I've ever heard in anything, movie, show, band, anything. My gosh, what lovely themes.

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Posted: 27th June 2017 04:20

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Serpentarius is an old / outdated name for Ophiuchus, the serpent-bearer. It's also the 13th Stelazzio in FF IX. The reason Ophiuchus is sometimes called "the 13th Zodiac" is because it's in the modern path of the sun.

Basically, the 12 Zodiac constellations *were* the twelve that occupy the path the sun takes throughout the year when the western horoscope was developed in ancient Greece. Each Zodiac "month" is when the sun is located in that northern hemisphere constellation. However, the gradual shift and wobble of the position of the stars in the night sky means that the path of the sun in the constellations has changed. I don't know exactly what dates or times Ophiuchus would be on a modified Zodiac, but it's between Scorpio and Sagittarius.

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Posted: 27th June 2017 14:07

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Onion Knight
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Man that errand message one is crazy Dragon Knight. :0 Good one!

I'll tackle the gimmes in the OP since they happen to be particularly informative to new players and no one's snatched them up yet!

Spillover JP

Each time a unit earns JP from performing an action in battle, every friendly unit participating in said battle earns for the same job (whether unlocked or not) 1/4 of the JP of what the acting unit would earn without JP Boost. (Unless the friendly unit has KO status.)

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Posted: 14th August 2017 02:47

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Chocobo Knight
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Battle Mechanics Guide errors edition -

For those who may be inclined comb the BMG for fodder for this topic (please don't, I don't find it in the spirit of it) there are a few errors in there.

Holy Swordsman has slightly above average Speed growth (C value of 98, not 100)

Ninja has slightly more PA than Knight or Lancer (122 to 120)

Samurai has an MP multiplier of 90, not 75. This one's sloppy since while the other two are difficult to notice a difference with, this is easy to test. Class changing from Knight (with its 80 MP mult) to Samurai is enough to spot this.

Luso's Game Hunter class has slightly better MP growth than Ramza's Squire (C value of 10 rather than 11)

Credits to whoever posted this in the depths of GameFAQs WotL boards.
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Posted: 21st August 2017 17:17

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Onion Knight
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I don't want to know how you know those things. I prefer to assume you're some sort of videogame wizard from the late 80s.

I'm going to post another helpful gimme from my original post: Rapha and Marach's seer damage.

From what I could dig up (Someone PLEASE correct me if I'm wrong because this one is a little sketchy) it looks like Rapha uses only MA to calculate her seer spell damages. Change her faith however you like, but her MA needs to be high to do the most damage with her default abilities.

Marach on the other hand uses inverse faith and ignores MA. The lower his faith is, the more damage his nether abilities can do. This sort of makes him terrible right up until the very end of the game. (Terrible might be a strong word, but honestly with the other characters you have by time you get those sorts of things, you may as well just use them since they have equal tactical value without the equipment requirements.)

This post has been edited by Mister Beoulve on 21st August 2017 17:50

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