LogFAQs > #931448290

LurkerFAQs, Active DB, DB1, DB2, DB3, DB4, Database 5 ( 01.01.2019-12.31.2019 ), DB6, DB7, DB8, DB9, DB10, DB11, DB12, Clear
Topic List
Page List: 1
Topicplaying Final Fantasy Tactics for the first time AMA
Notti
12/11/19 9:52:35 PM
#82:


Ricemills posted...
they even provided the list in game ffs


duh.

But consider several issues.

1) Your ninja'd mage is speed 15 (not even considering Haste and haste equips), that means any spell that takes over 7 ticks to cast now takes TWO of your action turns. (since you will get your second turn before the spell casts) Is 1 spell worth 2 turns? Or is it better to instead use 2 instant attacks? Especially late game, you'd probably be better served with the instant attacks. (on top of MP usage and MP Switch reaction abilities being a strong case for MP usage instead)

2) You have your Ninja leveled mage of speed 15, that takes 7 clock ticks to get your turn on avg. Then your enemy of speed 14 will take about 8 clock ticks to get their turn. There is no charged attack in the game that can hit in that time. This will be an issue for the whole battle. However if it was reversed, and your mage had speed 14 and the enemies are at speed 15, now you have a huge window to land your charge spells on the average.

3) You can say "use the charge speed support skill!", which can be counter replied with "or better yet, use attack up support or another more helpful support instead of trying to mitigate a weakness you dont need by speeding up charging."

4) This shows that speed isn't always a good thing.

In other words, there is absolutely a conflict between going first or last (speed) and charge times, rather than the contention made earlier in the thread of "Why wouldn't you just min max always level up as a Ninja for the speed on your mage?"

It's a game design issue that might be better solved another way by the devs. But whatever, these are picky 20 year old game debates.
---
... Copied to Clipboard!
Topic List
Page List: 1