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Mediator's talk skill

Posted: 3rd April 2005 04:36

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Do Brave or Faith increase the chance that the Mediator's talk skill will work?

Also-

What exactly does the squire ability that gives monsters special skills do?

I'm thinking that next time, if I succeed with my two-man party attempt, I'm going to make an all monster part (besides Ramza of course) and naturally the skill would be vital.

Thanks for your time!
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Posted: 3rd April 2005 04:39

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I hate to refer to another site for Tactics information, but the ultimate source for all of that is Aerostar's excellent Battle Mechanics FAQ. Everything you'll need regarding what abilities and commands do, including the counter information I directly quoted earlier, is in there.
Quote ( Aerostar @ again)
For TALK SKILL commands, the base success rate is equal to (Caster's MA + K),
where K is an attribute of each TALK SKILL command:

COMMAND        K    EFFECT
--------------  --  --------------------------------------------
Invitation      20  Add: Invite
Persuade        30  Target's CT set to zero
Praise          50  Target's Brave +4
Threaten        90  Target's Brave -20
Preach          50  Target's Faith +4
Solution        90  Target's Faith -20
Death Sentence  30  Add: Death Sentence
Negotiate      90  Steal ((Caster's Lv) * (Caster's Speed)) gil
Insult          40  Add: Berserk
Mimic Daravon  40  Add: Sleep

Despite using MA, TALK SKILL attacks are neutral MOD 1 attacks (see section
3.2 for details), and cannot be evaded.

TALK SKILL will have a 00% success rate if the target has Sleep status,
and cannot be used if the caster has Silence status.

TALK SKILL will miss on monsters unless the caster has the Monster Talk
support ability (Mediators have this inherently).
Good night.

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Posted: 3rd April 2005 04:39

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Monster Skill lets whatever monsters you have in your party gain a temporary special skill; however, the description is wrong and you need to be exactly one space away for it to work.

For instance, a Mindflare will get the "Level Blast" skill which allows it to decrease a target's level by one.

This post has been edited by Shotgunnova on 4th April 2005 04:31

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Posted: 3rd April 2005 19:09

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Quote (Shotgunnova @ 2nd April 2005 23:39)
Monster Skill lets whatever monsters you have in your party gain a temporary special skill; however, the description is wrong and you need to be exactly one space away for it to work.

For instance, a Mindflare will get the "Level Blast" skill which allows it to decrease a target's level by one.

Also with monter skill, the monster must be affected with the status Invitation or in your party as well as being at a range of 1, 3 vertical from the human character with the skill equipped. Monster skills doesn't affect Humanoids (Byblos, Worker 8, Apanda)

Most of the time, A unit will aquire a skill that a monster of the same time has already:

Black Chocobo: *Choco Meteor (Red Chocobo)

Also, the highest grade of a monster type (Red Chocobo, Vampire, Tiamat) will aquire a new unique spell (most of the time):

Vampire: *Blood Suck
Tiamat: *Dark Wisper
Dark Behemoth: *Ulmaguest

As soon as the monster isn't in range anymore, he will automaticly lose the skill.

Hope this was useful

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Posted: 5th April 2005 18:42

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Does anyone know if talk skill's % has anything to do with the person you're using it on? It's frustrating when i'm only getting like a 30% success rate trying to Preach to Beowulf whereas I can usually can between 50-60% on most others.

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Posted: 5th April 2005 19:54

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Talk skill % is increased by one per MA and is affected by Zodiac Sign compability. Well at least that's for most low percentage of success talk skills.

So no beside Zodiac Sign, and Status Immunity, nothing else will change the %

This post has been edited by Zodiac on 5th April 2005 19:55

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Sayonara
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