Current Events > Finally got FFT on my iPad. Quick questions

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Bad_Mojo
07/28/21 4:17:06 PM
#1:


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ROOTFayth
07/28/21 4:26:40 PM
#2:


I'm not sure I remember correctly but I know in the normal version you usually click on an empty square and then I'm still not sure lol, sorry I can't be of much more help
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DoomSwell
07/28/21 4:40:41 PM
#3:


Speaking of turn order, you can also check the 'turn order' of spells by pressing (swiping?) sideways when selecting which spell to cast.

Keep in mind that turn order can change. Normally a turn is given when a character has 100 CT, which they acquire at a rate equal to their Speed stat. However, if you only Move OR Act, then you get 20 CT towards your next turn & 40 if you do neither.

With that said, its possible to 'dodge' or retarget spells aimed at a character by manipulating turn order.

Unfortunately, characters start outspeeding magic more often in the endgame which makes melee classes superior. The game is unbalanced in a thousand ways at that point so it doesn't really matter though. Still fantastic.

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philsov
07/28/21 4:48:30 PM
#4:


Quick is a status effect of sorts that gives you the next active turn. Quick status can be gained by having the spell 'Quick' successfully cast on you or by having the reaction ability 'Critical Quick' triggered. The triggering of Critical Quick occurs when the unit with the ability equipped receives damage that leaves them with under 20% of their max HP.

While Critical Quick might not seem that great there are situations when it is the best reaction ability in the game. For a more reliant way to gain Quick, learn it for 800 JP from the Time Mage skill set. Quick costs 24 MP which might be a little costly but has decent speed (25) and a decent formula (targetsfaith*castersfaith*(MA+140)). Rig some zodiac compatibility between your group and Quick can be very reliable and fun to use.

Quick can be reflected (though not Math Skilled) but the most interesting thing about it is that it can be Counter Magicked! Seriously, that exclamation point isn't one of the fake ones that should be a period, I actually used to get giddy when considering this. Look at the spells that can be Counter Magicked:

- All Black Magic except Fire 4, Ice 4, and Bolt 4

- Holy, Dark Holy

- Yin-Yang Magic except Pray Faith and Doubt Faith

- Slow, Slow 2, Don't Move, Quick, Stop, Demi, Demi 2, Meteor

- Bio, Bio 2, Bio 3

- Melt, Tornado, Quake

- Attacks from the Blaze Gun, Glacier Gun, and Blast Gun

So just how does Quick fit into all this? With the proper setup you can orchestrate a near-endless chain of Quicks within your team (sometimes referred to as The Quickening), acting and acting while almost no in-game time passes and the enemy sits there staring at your chain of constant action.

Ramza: "Restore lost time in a spiral line! Quick!"

~

But for reals, you can see the AT by hitting Menu on the bottom right -> Open battle menu -> Turn List. Hitting left or right when selecting a charging spell will also show when it resolves relative to unit turns
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TheRadiant
07/28/21 4:49:32 PM
#5:


philsov posted...
Quick can be reflected (though not Math Skilled)
Could you imagine how much more broken FFT would be if it could lol

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philsov
07/28/21 4:54:40 PM
#7:


TheRadiant posted...

Could you imagine how much more broken FFT would be if it could lol


On one hand, an order of magnitude more broken as two math skillers could quick volley each other forever and anyone else caught in that AoE is free to attack and slaughter.

On the other hand, it's still math skill which already breaks the game so in terms of IRL time (or in-game rounds) it's not a significant improvement over just plum CT5 holy.
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Remember that I won't rest, 'til we share the same tense
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