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    Ability Mechanics FAQ by slartifer

    Version: 2.0 | Updated: 08/25/16 | Search Guide | Bookmark Guide

    ===============================================================================
                            FINAL FANTASY DIMENSIONS
    
                            Ability Mechanics FAQ
    
                            by Slartifer
                            (GameFAQs handle: Slartifer)
    
                            v 2.0
                            August 24, 2016
    ===============================================================================
    
    This FAQ compares the skills and abilities available via the Job System in as
    accurate and informative a manner as possible, including comparisons of damage
    modifiers, and statistics.
    
    v2.0 is a MAJOR UPDATE including more accurate damage formulas, stat info, and
    listing skill charge times, thanks in large part to research by Dark Holy Elf,
    as well as some new analysis.
    
    
    ===============================================================================
                                  TABLE OF CONTENTS
    ===============================================================================
    
    [0] Quick and Easy Party
    
    [1] Damage Formulas
            [1.1] Physical Attacks
            [1.2] Magical Attacks
            [1.3] Special Cases
    
    [2] Stats
    
    [3] Skills
    
    [4] Miscellaneous
            [4.1] Quick and Easy Party Explanation
            [4.2] Best Value Skills
            [4.3] Memorists
            [4.4] Sidequest List
            [4.5] Treasure Hunting
    
    [5] Help! I Can't Beat This Boss!
    
    [6] Acknowledgements & History
    
    
    ===============================================================================
                                          [0]
    
                                  QUICK AND EASY PARTY
    ===============================================================================
    
    For those who just want the fruits of this labour -- the strongest no-hassle
    party that requires little to no grinding beyond required dungeon travels, and
    will lubricate said travels with its strength and ease of use -- I offer the
    following plan.  The full explanation behind these choices is in section 4.1.
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    SOL                 AIGIS               SARAH               DUSK
    7875 AP             8325 AP             6640+ AP            6900 AP
    
    Monk 20             Warrior 15          Red Mage 20         Warrior 13
    Dragoon 6           Dragoon 6           White Mage ...      Dragoon 6
    Bard 14             Monk 20                                 Monk 20
    Memorist ...        Paladin 7                               Memorist ...
                        Memorist ...
    
    White Wind          STR +20%            HP +20%             STR +20%
    Final Heaven        White Wind          Chain Magic         White Wind
    Hastega             Mighty Wall         (White Magic)       Final Heaven
    (Recollect)         Final Heaven                            (Recollect)
                        (Recollect)
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    NACHT               GLAIVE              DIANA               ALBA
    8645 AP             7080 AP             6795 AP             5210+ AP
    
    Red Mage 3          Warrior 13          Warrior 13          Warrior 13
    Monk 17             Ranger 20           Ranger 14           Ranger 14
    Dancer 20           Ninja ...           Dark Knight 14      Ninja ...
    Ninja ...                               Ninja ...
    
    HP +20%             STR +20%            STR +20%            STR +20%
    Cure Waltz          Quick Shot          Quick Shot          Quick Shot
    Dance of Veils      Misty Charge        Misty Charge        Misty Charge
    Phantom Rush        Alchemy             Backliner           (Dual Wield)
    (Dual Wield)        Spreadshot          Last Resort
                        (Dual Wield)        (Dual Wield)
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    
    
    ===============================================================================
                                          [1]
    
                                    DAMAGE FORMULAS
    ===============================================================================
    
    The formulas given in this section may be completely accurate; if not, they are
    still very, very close to what the game uses.  (It is harder to check on these
    internal calculations than it is for NES and SNES games.)  The updated formulas
    in this version (which now account for VIT and defensive INT/MND, and have a
    few other tweaks) are thanks to Dark Holy Elf's research.
    
    -------------------------------------------------------------------------------
    [1.1] DAMAGE FORMULAS -- PHYSICAL ATTACKS
    -------------------------------------------------------------------------------
    
    BASE PHYSICAL DAMAGE = ( ( WATK * 1.2 ) - DEF ) *
                           ( ( STR  * 3.0 ) + LV  ) *
                           ( 256 - VIT ) / 4096
    
      WATK = Attack rating of attacker's weapon, with a random
             adjustment of +/- 1/32 (3.125%)
       DEF = Total DEF of defender's armor
       STR = Attacker's STR
        LV = Attacker's LV
       VIT = Defender's VIT
    
    As you can see, there are three factors here: (1) weapon minus armor; (2) a
    strength based multiplier; and (3) a percentile reduction for vitality.  The
    impact of VIT is small but real at greater differences.  A max stats Summoner
    with VIT 37 will reduce incoming damage by 14%, while a max stats Monk with VIT
    94 will reduce damage by 37%, before even looking at armor differences.
    However, at lower levels and lower stats, this effect is very, very tiny.
    
    The base damage is further multiplied by any attack-specific multipliers (for
    elemental weaknesses, special attack multipliers, etc.).
    
    
    -------------------------------------------------------------------------------
    [1.2] DAMAGE FORMULAS -- MAGICAL ATTACKS
    -------------------------------------------------------------------------------
    
    FOR PC ATTACKS,
    BASE MAGICAL DAMAGE = ( MATK / 5.0 ) *
                          ( ( STAT * 2.0 ) + LV + 10 )
    
    FOR ENEMY ATTACKS,
    BASE MAGICAL DAMAGE = ( MATK / 5.0 ) *
                          ( ( STAT * 2.0 ) + LV + 10 ) *
                          ( ( 256 - RES ) / 256 ) *
                          ( ( 480 - INT - MND ) / 480 )
    
      MATK = Attack rating of spell/ability being used
      STAT = Attacker's MND for healing or holy elemental attacks,
                        INT for all others
        LV = Attacker's experience level
       RES = Defender's RES
       INT = Defender's INT
       MND = Defender's MND
    
    As you can see, there are four factors here, but the two defensive factors are
    ignored when PCs cast spells. (1) base spell damage; (2) a stat based
    multiplier; and, for enemy attacks only, (3) a percentile reduction for RES,
    along with (4) a percentile reduction for INT/MND.  The impact of RES is very
    small; the highest possible RES (40, postgame-only) will reduce incoming damage
    by about 16%.  The impact of INT/MND is also small, but real at greater
    differences.  A max stats Monk with combined INT/MND of 23 will reduce incoming
    damage by 5%, while a max stats Summoner with combined INT/MND of 136 will
    reduce damage by 28%.  However, at lower levels and lower stats, this effect is
    very, very tiny.
    
    Note that the stat based component of this formula is slightly weaker than it
    is in the physical damage formula, so mages don't benefit from high stats quite
    as much as fighters do.
    
    The base damage is further multiplied by any attack-specific multipliers (for
    elemental weaknesses, etc.).
    
    Technical note: the MATK divisor, listed as 5.0, could be anything, with spell
    powers adjusted accordingly.  It's listed as 5 because that's how it turns out
    the spell power list I produced four years ago fits with the new formula.  My
    working hypothesis right now is that it's actually 10, which might offer us
    such clean spell power numbers as 15 for Fire, 100 for Firaga, and 200 for
    Flare.  The existing data is a little sloppier, but it's "close enough" and
    certainly adequate for ballpark comparisons of spell power.
    
    
    -------------------------------------------------------------------------------
    [1.3] DAMAGE FORMULAS -- SPECIAL CASES
    -------------------------------------------------------------------------------
    
    Shock (F-Ability) produces magic damage, and incorporates both INT and the
    caster's equipped weapon in the damage formula.  I'm not sure of the exact
    formula used.  It's possible it calculates two attacks, one of each type, and
    combines the damage; or it may run the physical attack formula with INT in
    place of STR.
    
    Phantom Rush (F-Ability) seems to have an additional modifier I haven't been
    able to figure out, which is probably related to its ability to apply racial
    and elemental modifiers repeatedly, when dual-wielding.
    
    White Draw restores an amount of MP based on 25% of the caster's MND stat.
    
    
    ===============================================================================
                                          [2]
    
                                         STATS
    ===============================================================================
    
    HP, MP, and the five basic stats are all determined based on your level and
    your current job.  Base stats are stored for each level.  These base stats are
    the same for all characters and come from an internal table.  Then, adjustments
    are made for your job (these may be positive or negative) and for your job
    level (+1% to each stat for each job level mastered).  Finally, each character
    receives a unique set of tiny bonuses.  Abilities (like HP +20%) and equipment
    can further boost stats.
    
    STR, SPD, VIT, INT and MND are all capped at 255.  However, you will not see
    those stats go above 100 without boosts from equipment or abilities, Recollect
    in particular.
    
    Effects of these five stats are as follows:
    
    OFFENSE:
    
      Most attacks receive a small bonus from certain stats:
      
              Physical attacks ............... STR
              Most magical attacks ........... INT
              Holy element magical attacks ... MND
              Healing abilities .............. MND
      
      As this is a percent-style bonus that simply augments attack damage, bonuses
      and penalties to them have the greatest relative impact when they are low.
    
    DEFENSE:
    
      Defending against attacks also invokes certain stats:
      
              Physical attacks ............... VIT
              Magical attacks ................ INT, MND
      
      The defensive bonus received for VIT is relatively small, and the bonus for
      INT and MND is even smaller.  Additionally, the higher your physical DEF, the
      less damage will get through for VIT to block, so improving VIT is ironically
      more useful for magic-users.  The reverse applies to RES and mental stats,
      although RES will never block much damage at all.
    
    TURN FREQUENCY:
    
      SPD directly determines how often your character gets to act.  There is NO
      padding added to your SPD, so 80 SPD WILL actually act twice as often as 40
      SPD.  This FAQ previously said otherwise; the people responsible have been
      sacked.
    
      Haste increases your gauge speed by 50%, and Slow reduces it by 50%.  This
      applies to charge time as well as wait time between turns.
      
      The Axel Dagger and Longinus Spear reduce charge time, only, by 1/3.
    
    All things being equal, you will get the best return out of investing in SPD to
    boost the frequency of your actions.  But 1 SPD is not worth giving up 2 of
    your primary attack stat; and if your SPD is high but your attack stat is low,
    1 SPD may even be worth less to you than 1 STR, INT, or MND.
    
    STR, SPD, VIT, INT, MND, have no impact on HP and MP totals.  HP and MP totals
    are determined solely by experience level (base total), job (modifier), and
    job level (+1% bonus per job level).
    
    The following table summarizes stats for each job, when mastered (job level
    20), at experience level 99.  Stats at earlier job and experience levels are
    proportional.  The second table lists the inherent adjustment each character
    receives.  These adjustments are constant throughout the game and never change.
    
    -------------------------------------------------------------------------------
    Job             HP    MP  STR  SPD  VIT  INT  MND
    -------------------------------------------------------------------------------
    Jobless       4350   425   42   41   40   25   25
    Memorist      5220   510   --   --   --   --   --
    
    Monk          8520   258   90   52   94    9   14
    Warrior       8280   203   83   42   77   14    9
    Paladin       7980   338   80   44   83   20   41
    Dark Knight   7680   338   94   49   66   41   20
                  
    Dragoon       7500   387   77   62   74   25   22
    Ranger        6900   412   76   60   49   30   34
    Ninja         6480   461   71   71   54   47   26
    Thief         5520   357   52   76   59   34   30
                  
    Red Mage      5220   597   47   50   47   60   60
    Bard          4620   664   30   59   43   36   44
    Dancer        4500   615   43   66   42   44   36
                  
    White Mage    4980   874   31   46   45   37   80
    Seer          4440   892   26   46   42   35   85
    Black Mage    4320   880   28   43   41   80   37
    Magus         4080   904   23   43   38   85   35
    Summoner      4020   923   26   41   37   68   68
    
    -------------------------------------------------------------------------------
    Character       HP    MP  STR  SPD  VIT  INT  MND
    -------------------------------------------------------------------------------
    Aigis          +10   +10   +3   +0   +3   +1   +1
    Glaive         +30    +0   +4   +1   +3   +0   +0
    
    Sol            +20    +5   +3   +3   +2   +0   +0
    Nacht          +20    +5   +2   +5   +1   +0   +0
    
    Dusk            +6   +12   +0   +0   +0   +3   +5
    Diana           +4   +13   +0   +2   +0   +2   +4
    
    Sarah           +2   +14   +0   +2   +0   +3   +3
    Alba            +0   +15   +0   +0   +0   +5   +3
    
    
    ===============================================================================
                                          [3]
    
                                         SKILLS
    ===============================================================================
    
    The following tables present information on all skills, spells, and abilities.
    Damage ratings listed are, in some cases, APPROXIMATE.  They were all generated
    by running a sequence of tests, and they all line up with what I have observed
    in the course of playing the game.  However, some skills may work differently
    in certain circumstances that I have not encountered; errors are possible.
    It is my fervent hope that this FAQ will someday be replaced by a Mechanics FAQ
    that gives more detailed information on how the game processes attacks.  For
    now, however, these tables provide the only broadly comparable estimates of
    attack power that we have.  Feedback and corrections are welcome; reach me at
    the GameFAQs message board.
    
      Job Abbreviations:                                      Magic Abbreviations:
    
      Wr = Warrior       Dr = Dragoon     Rg = Ranger         WM = White Magic
      Bb = Monk          Ba = Bard        Dk = Dark Knight    BM = Black Magic
      Th = Thief         Me = Memorist    Dn = Dancer         MB = Magic Blade
      Rm = Red Mage      Pa = Paladin     Ni = Ninja          SM = Summon Magic
      Wm = White Mage    Wz = Seer        Bz = Magus
      Bm = Black Mage
      Su = Summoner
    
      Target abbreviations:
      
      ST = Single target
      MT = Multi-target (automatic; no penalty)
      VT = Variable target (single by default, can switch to multi at a penalty)
      RT = Random target for each hit
      AT = All targets (enemies as well as allies)
    
    The DPS column multiplies the total CT of an action, and its power (both
    explained below) to give an estimate of the damage over time you can get from
    it.  It is not actually damage "per second".
    
    CT indicates that the ability has a charge time that must be completed after
    you have selected the command and before it will execute.  Longer CTs will
    decrease the frequency of your turns.  SPD and Haste reduce CTs just like they
    reduce wait time.
    
    Some abilities don't have a CT, but instead cause in delay AFTER the action
    executes.  In these cases, the CT column is still use, but it is prepended by
    a >.  For duration effects like songs, this generally indicates the duration.
    
    For physical attacks, damage is listed as a multiplier, where 1.00 is the
    damage dealt by the regular Attack command.  In some cases a different formula
    may be used, and the multiplier I have listed may vary slightly depending on
    offensive or defensive factors.
    
    For magical attacks, damage is also listed as a multiplier, but as there is no
    "base" or "default" magical attack, I have had to triangulate on a set of
    numbers to use for spell power.  These are probably not the internal values
    used by the game, but they should be pretty accurate when used to compare
    the damage output of different magical attacks in relative terms.
    
    For skills with multiple hits, the damage rating listed sums the average total
    for the entire skill.  To find the damage per individual hit, divide by the
    (average) number of hits.
    
    I've listed spells by spell level rather AP because:
      - In many cases, more than one job can access the spells
      - In most cases, the spells can be used wtih zero AP invested
      - However, spell acquisition is tied to storyline progress
    
    ===============================================================================
    PHYSICAL ATTACKS -- SINGLE TARGET
    ===============================================================================
    AP Needed           Skill           MP  DPS    CT    Dmg   Tg Effects
    -------------------------------------------------------------------------------
     400 Wr +    0 Dr   Boost Jump      10  0.76  #3.08  2.33  ST In sky (1.33)
                65 Wr   Bash             5  0.77  >1.10  0.85  ST Confuse
                60 Rg   Aim: Mouth       4  0.77  >1.10  0.85  ST Silence
               200 Rg   Aim: Leg         4  0.77  >1.10  0.85  ST Stun
               720 Rg   Aim: Heart       6  0.77  >1.10  0.85  ST Confuse
              3150 Rg   Aim: Vitals     16  0.85   1.00  0.85  ST Death
               810 Dr*  Jump            --  0.89  #2.25  2.00  ST In sky (1.00)
       0 Rg +  135 Bb   Smash           10  0.90  >2.00  1.80  ST
                20 Rg*  Precise Shot     3  0.90  >1.10  1.00  ST Can't miss
               165 Pa   Pommel          15  0.90  >1.10  1.00  ST Paralyze
                -----   Attack          --  1.00   1.00  1.00  ST
              2660 Th   Mug             --  1.00   1.00  1.00  ST Steal
      65 Wr +   30 Th   Nab Gil          6  1.00   1.00  1.00  ST Gain gil
               (2) MB   Putrid Slash     8  1.00   1.00  1.00  ST Poison
               (2) MB   Muted Slash      8  1.00   1.00  1.00  ST Silence
               (2) MB   Drowsy Slash     8  1.00   1.00  1.00  ST Sleep
               (4) MB   Stoning Slash   20  1.00   1.00  1.00  ST Petrify
     (4) Su + 4125 Dk   Iai             12  1.00   1.85  1.85  ST Death
      15 Bb +   20 Dn   Capoeira        18  ????   1.00  1.20  ST Or 0.4x4, or ???
                -----   (Berserk)       --  1.20   1.25  1.50  RT
      10 Wr /   20 Bm   Thunder Slash    9  1.20   1.00  1.20  ST (Thunder)
                10 Wr*  Strike           4  1.35  >1.10  1.50  ST
                30 Pa*  Charge          28  1.35  >1.10  1.50  ST 1/3 damage as MT
               285 Bb   Aurablast       14  1.39   1.15  1.60  ST (Light)
      30 Pa + 3150 Wr   Valiant Blow    55  1.44+  1.50  2.33+ ST  Dmg+ at low HP
       0 Wr + 1620 Rg   Id Break        20  1.44   1.25  1.80  ST Silence
              3140 Bb   Dropkick        29  1.48   1.25  1.85  ST Confuse
               (1) MB   Burning Slash    8  1.50   1.00  1.50  ST (Fire)
               (1) MB   Freezing Slash   8  1.50   1.00  1.50  ST (Ice)
               (1) MB   Arcing Slash     8  1.50   1.00  1.50  ST (Thunder)
    3825 Ni + 3640 Bb   Sange            6  1.50   1.00  1.50  ST +0.33 per Image
     400 Wr + 2300 Rg   Misty Charge    10  1.66   1.00  1.66  ST Row swap, no miss
                30 Dk*  Darkness         1  1.70   1.00  1.70  ST Consumes 1/4 MHP
              4790 Wr   Double Attack   16  1.74   1.15  2.00  ST 2 hits
              5535 Dk   Ebony Slash     28  1.79   1.30  2.33  ST (Dark)
              5525 Pa   Ivory Slash     28  1.79   1.30  2.33  ST (Light)
    3140 Bb + 5335 Dn   Phantom Rush    34  1.98   1.20  2.37  ST 6 hits
     (2) Su +  665 Ni   Sunder Earth    34  2.00   1.50  3.00  ST Can miss
     (8) WM + 4790 Bb   Final Heaven    35  2.00   1.25  2.50  ST (Light)
    4350 Ni + 5450 Rg   Midareyuki      36  2.08   1.25  2.60  ST 3 hits
              3640 Bb   Raging Fist     30  2.17   1.15  2.50  ST 4-6 hits
               (L) Dn   Saber Dance     34  2.20   1.00  2.20  ST
              5450 Rg   Spreadshot      19  2.70   1.10  3.00  RT 4 hits
              1620 Rg   Quick Shot       9  3.40  >0.25  0.85  ST
    
    ===============================================================================
    PHYSICAL ATTACKS -- MULTI-TARGET
    ===============================================================================
    AP Needed           Skill           MP  DPS    CT    Dmg   Tg Effects
    -------------------------------------------------------------------------------
                15 Bb*  Kick             1  0.50   1.00  1.00  MT Divided
              4125 Pa   Wide Slash      35  0.80  >1.50  1.20  MT
               395 Dk   Onyx Wave        1  1.00   1.00  1.00  MT Consumes 1/3 MHP
              4790 Bb   Earthshatterer  28  1.00   1.50  1.50  MT (Earth)
    
    ===============================================================================
    PHYSICAL ATTACKS -- SPECIAL
    ===============================================================================
    AP Needed           Skill           MP  DPS    CT    Dmg   Tg Effects
    -------------------------------------------------------------------------------
              2160 Dr   Lancet           8  0.14   1.40  0.20  ST Drain; Osmose
               (4) MB   Draining Slash  10  0.50   1.00  0.50  ST Drain
               (5) MB   Osmotic Slash   10  ----   1.00  0.20  ST -MP; Osmose 20%
               (1) MB   Curative Slash   8  1.20   1.00  1.20  ST Heals damage
     165 Pa + 2660 Th   Life Divider    32  0.20   1.25  0.25  ST -2.50, heal 2.25
              3150 Wr   Assault         28  ----   2.50  ****  ST Use CHP-1/8 MHP
              4125 Dk   Final Thrust    16  ----   2.67   MHP  ST Hit = MHP - CHP
              5335 Ba   Dire Dirge      44  ----  #3.50  ****  MT Dmg = MHP - CHP
    4125 Pa + 5335 Ba   Shock           99  ????   1.00  ????  MT Phys + magic dmg
    
    ===============================================================================
    MAGICAL ATTACKS -- SINGLE TARGET
    ===============================================================================
    AP Needed           Skill           MP  DPS    CT    Dmg   Tg Effects
    -------------------------------------------------------------------------------
               (1) Su   Sylph           12     6   1.30     8  ST + MT heal @ 10
               (1) BM   Fire             5     7   1.10     8  VT (Fire)
               (1) BM   Blizzard         5     7   1.10     8  VT (Ice)
               (1) BM   Thunder          5     7   1.10     8  VT (Thunder)
     (1) WM +  (2) BM   Magic Missile    8     7   1.10    10  ST
      15 Bb /   30 Su   Gale Crescent    7     8   1.00    16  MT (Wind) Divided
               (1) Su   Chocobo         12    14   1.30    18  ST
     (1) WM +  (1) BM   Magic Bomb      10    16   1.25    20  ST
     285 Bb +  970 Rm   Piercing Blast  18    18   1.20    24  ST Pierces reflect
               (3) BM   Fira            10    20   1.25    24  VT (Fire)
               (3) BM   Blizzara        10    20   1.25    24  VT (Ice)
               (3) BM   Thundara        10    20   1.25    24  VT (Thunder)
     (3) WM +  (3) BM   Magic Bomb 2    16    20   1.25    25  ST
               (4) BM   Bio             20    22   1.25    28  VT Sap
     (3) WM +  165 Dk   Dark            32    28   1.30    36  VT (Dark)
               (4) Su   Odin            54    34   1.60    54  ST -or- MT Death
               (6) BM   Firaga          32    37   1.45    54  VT (Fire)
               (6) BM   Blizzaga        32    37   1.45    54  VT (Ice)
               (6) BM   Thundaga        32    37   1.45    54  VT (Thunder)
     840 Ni + 2280 Bb   Tempest         42    38   1.50    58  ST (Wind)
    1560 Bm / 1020 Su   Deep Freeze     38    50   1.50    75  ST (Ice) Stop
               (7) BM   Comet           40    58   1.50    88  ST
    3480 Wm / 2400 Bm   Magic Bomb 3    48    65   1.45    94  ST
               (8) WM   Holy            42    70   1.40    98  ST (Light)
               (8) BM   Meteor          58    71   1.80   128  RT 4 hits
                20 Bz   Flare           45    74   1.45   108  ST
    
    ===============================================================================
    MAGICAL ATTACKS -- MULTI-TARGET
    ===============================================================================
    AP Needed           Skill           MP  DPS    CT    Dmg   Tg Effects
    -------------------------------------------------------------------------------
                30 Dr*  Fire Breath     10    16   1.00    16  MT (Fire)
                80 Dr   Blizzard Br.    10    16   1.00    16  MT (Ice)
               240 Dr   Thunder Breath  10    16   1.00    16  MT (Thunder)
     (3) BM +   80 Dr   Aqua Breath     22    18   1.20    22  MT (Water)
                35 Ni*  Flame           18    19  >1.10    21  MT (Fire)
                35 Ni*  Flood           18    19  >1.10    21  MT (Water)
                35 Ni*  Blitz           18    19  >1.10    21  MT (Thunder)
               665 Ni   Tremor          18    19  >1.10    21  MT (Earth)
               840 Ni   Gale            18    19  >1.10    21  MT (Wind)
               (4) Su   Phoenix         99    17   1.55    27  MT (Fire)
               (2) Su   Ramuh           29    21   1.35    28  MT (Thunder)
               (3) Su   Shiva           34    24   1.40    33  MT (Ice)
               (3) Su   Ifrit           34    24   1.40    33  MT (Fire)
               (2) Su   Titan           39    26   1.45    38  MT (Earth)
    2400 Bm /  640 Su   Grand Delta     54    28   1.60    44  MT (Thunder) Para
    2400 Wm / 1020 Su   Meltdown        45    30   1.50    44  MT (Fire) 1/2 to pty
               (7) BM   Quake           40    32   1.50    48  MT (Earth)
               (5) Su   Leviathan       56    35   1.55    54  MT (Water)
              4310 Dr   Holy Breath     48    50   1.20    60  MT (Light)
               (6) Su   Alexander       64    59   1.70   100  MT (Light)
               (6) Su   Diabolos        64    59   1.70   100  MT (Dark)
               (7) Su   Bahamut         78    64   1.90   122  MT
              5780 Bz   Ultima          80    67   1.80   120  MT
    4930 Su / 4260 Bz   Gigaflare       99    73   2.00   145  MT
     (8) BM + 5535 Dk   Dark Star       86    78   1.60   124  MT (Dark)
              1835 Ba   Runic Requiem   34   120   1.00   120  MT Hurts undead only
    
    ===============================================================================
    MAGICAL ATTACKS -- SPECIAL
    ===============================================================================
    AP Needed           Skill           MP  DPS    CT    Dmg   Tg Effects
    -------------------------------------------------------------------------------
     (6) BM +   85 Bb   Self-Destruct   88  ----   2.00   CHP  ST Damage = CHP, sac
              2280 Bb   Vacuum Wave     18  ----   1.25  ----  ST Reduce HP by 1/2
     (6) Su + 2280 Bb   Dark Judgement  44  ----   1.25  ----  MT Reduce HP by 1/4
               (5) BM   Tornado         50  ----   1.35  ----  ST Set HP to 2-6
               (4) BM   Drain           15    16   1.35    21  ST Drain
                20 Dn > Drain Samba     20    56   1.00    56  ST Drain
               (5) BM   Osmose           1  ----   1.25    22  ST Osmose  ???
               105 Dn > Osmose Dance     5  ----   1.00    44  ST Osmose  ???
     (5) WM + 2160 Dr   White Draw      12  ----   1.80    ??  MT Restore MP
               900 Bz*  Clarity          0  ----   1.10    ??  MT Restore MP [75%]
    
    ===============================================================================
    HEALING ABILITIES
    ===============================================================================
    AP Needed           Skill           MP  DPS    CT    Dmg   Tg Effects
    -------------------------------------------------------------------------------
              1570 Bb   Chakra          24    49   1.15    56  ST Heal, Basuna
                90 Ni   Healing Pill    15  ----  >1.10  ****  ST Heal 30% MHP
              3350 Ni   Restorative P.  26  ----  >1.10  ****  ST Heal 60% MHP
    
               (1) WM   Cure             4    11   1.10    12  VT Heal
               (1) Su   Sylph           12    15   1.30    10  MT Heal + ST atk @ 8
               900 Wz*  Benediction     --    23   1.10    17  MT Heal [75%]
               (3) WM   Cura            14    27   1.25    34  VT Heal
     480 Dr +  935 Ba   Lively Lied     23    41   1.30    27  AT Heal
               480 Dr   Healing Breath  18    44   1.00    22  MT Heal
               (5) WM   Curaja          26    57   1.30    74  VT Heal
               (5) Su   Unicorn         42    68   1.35    46  MT Heal, Basuna
                 0 Dn > Cure Waltz      34    76   1.00    38  MT Heal
               (7) WM   Curaga          36    81   1.35   110  VT Heal
               (7) Su   Argy            56    89   1.40    62  MT Heal, Buff
    1570 Bb +  480 Dr   White Wind      45  ----   1.70  ****  MT Heal by c. CHP
     (7) WM + 5450 Dr   Full Cure      150  ----   1.50  ****  MT Heal max, Esuna
    
    The above abilities are sorted by the power they have when multitargeted.
    Although healing is not normally a DPS concern, it is sometimes an advantage to
    have a cure spell peel off more quickly, so they are specifically sorted by DPS
    as a rough way of accounting for that.
    
               (1) WM   Poisona          3  ----   1.10  ----  ST Remove Poison
               (4) WM   Basuna          10  ----   1.10  ----  ST Basuna
               935 Dn   Heal Waltz      19  ----   1.00  ----  ST Basuna
               (7) WM   Esuna           15  ----   1.25  ----  ST Esuna
     (7) WM + 3915 Ba   Esunaga         82  ----   1.25  ----  MT Esuna
               (3) WM   Raise           22  ----   1.10  ----  ST Revive to ???
               (4) Su   Phoenix         99  ----   1.55  ----  MT Revive to ? + dmg
     (7) Su + 5780 Wz   Mega Raise      99  ----   1.25  ----  MT Revive to 50% HP
              5780 Wz   Araise          54  ----   1.35  ----  ST Revive to 100% HP
              5450 Dr   Dragon Soul    >64  ----   1.25  ----  MT Sac for MT Araise
    
    ===============================================================================
    BUFFS -- STATUS CONDITIONS
    ===============================================================================
    AP Needed           Skill           MP  DPS    CT    Dmg   Tg Effects
    -------------------------------------------------------------------------------
                20 Wz   Dispel          16  ----   1.45  ----  ST Dispel
     (8) WM /  (6) Su   Dispelga        57  ----   1.40  ----  MT Dispel
    
               (6) WM   Regen           12  ----   1.10  ----  ST Regen
               400 Wr   Enrage           5  ----   1.00  ----  ST Atk+, Def- Self
              2310 Wr   War Cry         24  ----  >1.10  ----  MT Atk+
               (3) WM   Protect          8  ----   1.25  ----  VT Protect
               (5) WM   Shell           10  ----   1.25  ----  VT Shell
               745 Pa   Mighty Guard    48  ----   2.00  ----  MT Protect, Shell
     (3) WM +  265 Ba   Aura            16  ----   1.25  ----  ST Atk+, Protect
     745 Pa + 2310 Wr   Mighty Wall     96  ----   2.00  ----  MT Atk+, Prot, Shell
               (6) WM   Haste           16  ----   1.35  ----  ST Haste
     (6) WM + 2605 Ba   Hastega         64  ----   1.80  ----  MT Haste
       0 Wz +  ??? Pa   Alabaster Veil  55  ----   1.30  ----  ST Hst/Rgn/Prt/Shl
               (6) WM   Berserk         14  ----   1.35  ----  ST Berserk
               (7) WM   Reflect         22  ----   1.35  ----  ST Reflect
              3825 Ni   Image            6  ----  >1.10  ----  ST Image x2 (caster)
               (5) WM   Blink            7  ----   1.30  ----  ST Image x2
               (E) Dn   Dance of Veils  36  ----   1.50  ----  MT Image x1
    
                60 Wz   Barfire         24  ----   1.00  ----  MT
               120 Wz   Barblizzard     24  ----   1.00  ----  MT
               200 Wz   Barthunder      24  ----   1.00  ----  MT
               300 Wz   Baraero         24  ----   1.00  ----  MT
               560 Wz   Barstone        24  ----   1.00  ----  MT
              1570 Wz   Barwater        24  ----   1.00  ----  MT
              2200 Wz   Barlight        28  ----   1.00  ----  MT
              3070 Wz   Bardark         28  ----   1.00  ----  MT
    
                60 Bz   Enfire          18  ----   1.00  ----  MT
               120 Bz   Enblizzard      18  ----   1.00  ----  MT
               200 Bz   Enthunder       18  ----   1.00  ----  MT
               300 Bz   Enaero          18  ----   1.00  ----  MT
               560 Bz   Enstone         18  ----   1.00  ----  MT
              1570 Bz   Enwater         18  ----   1.00  ----  MT
              2200 Bz   Enlight         22  ----   1.00  ----  MT
              3070 Bz   Endark          22  ----   1.00  ----  MT
    
    ===============================================================================
    DEBUFFS -- STATUS CONDITIONS
    ===============================================================================
    AP Needed           Skill           MP  DPS    CT    Dmg   Tg Effects
    -------------------------------------------------------------------------------
               (2) BM   Poison           2  ----   1.10  ----  ST Poison
               (2) WM   Silence          5  ----   1.10  ----  ST Silence
               (2) WM   Mini             6  ----   1.20  ----  ST Toggle Mini
               (2) BM   Toad             8  ----   1.25  ----  ST Toggle Frog
               (2) WM   Slow             7  ----   1.10  ----  ST Slow
               165 Dk   Curse           15  ----   1.25  ----  ST Curse, Sap
               (2) BM   Sleep            7  ----   1.25  ----  ST Sleep
               (5) BM   Stop            11  ----   1.25  ----  ST Paralyze
              2520 Ni   Stunner         19  ----  >1.10  ----  ST Paralyze
               (4) WM   Confuse          7  ----   1.10  ----  ST Confuse
               135 Bb   Lotus Strike     8  ----   1.00  ----  ST Slp/Par/Slo/Dth
               (4) BM   Break           18  ----   1.50  ----  ST Petrify
               (7) BM   Death           39  ----   1.40  ----  ST Death
              4350 Ni   Assassinate     36  ----  >2.00  ----  ST Death
    2520 Ni + 3465 Dn   Malediction     18  ----   1.50  ----  ST Status Transfer
    
               260 Ni   Noxious Gas     12  ----  >1.10  ----  MT Poison/Toxin
               375 Ni   Flash           23  ----  >1.10  ----  MT Blind
                 0 Ba > Lovely Lullaby  16  ----   1.00  ----  MT Sleep
               935 Ba   Restful Refr.   28  ----   2.00  ----  MT Paralyze
       0 Th +  720 Rg   Steal Hearts    23  ----   1.00  ----  MT Confuse/C Berserk
              3465 Dn   Wonder Step     44  ----   1.00  ----  MT Slp/Par/Slo/Dth
    
    ===============================================================================
    BUFFS AND DEBUFFS -- STAT MODIFIERS
    ===============================================================================
    AP Needed           Skill           MP  DPS    CT    Dmg   Tg Effects
    -------------------------------------------------------------------------------
              5335 Dn   Trance         >10 x0.90   1.00 x1.66  ST <50% I/M/S/S {3}
               105 Ba > Magic Madrigal  22 x0.96  >3.00 x1.20  MT +33% INT/MND
               265 Ba > Brave Ballad    22 x1.00  >3.00 x1.25  MT +33% STR
              2605 Ba   Swift Shanty    22 x1.06  >4.00 x1.33  MT +33% SPD
               (L) Ba   Heroic Hymn     55 x1.33  >4.00 x1.66  MT +33% I/M/S/S
              2865 Dk   Last Resort     10 x1.50   1.25 x1.75  ST x2 stats, Doom
    
               265 Dn > Frailty Polka   26  ----  >4.00  ----  MT -33% STR ???
              2205 Dn   Slow Minuet     28  ----  >4.00  ----  MT -33% SPD ???
     265 Dn + 3960 Su   Moogle Dance    40  ----   1.10  ----  MT Def-, MDef-
    
    ===============================================================================
    OTHER DURATION-BASED COMMANDS
    ===============================================================================
    AP Needed           Skill           MP  DPS    CT    Dmg   Tg Effects
    -------------------------------------------------------------------------------
                85 Bb   Focus           --  ****  >0.50  ----     +30%; max 90%
               970 Rm   Attune Blade    --  ----   1.00  ----     Abs. next 'spell'
    
              2300 Rg   Backup          --  ----  >2.00  0.50  ST On ally "Attack"
              1050 Bb   Riposte         --  ----  >2.00  0.50  ST May parry/riposte
       0 Dk + 1050 Bb   Bonecrusher      1  ----  >2.00  1.00  ST May parry/riposte
              1215 Pa   Guard           10  ----  >1.33  ----     Block damage
    
              1215 Dk*  Draw Attacks     0  ----   1.00  ----  MT Draw attacks
      65 Wr + 1215 Dk   Taunt           16  ----   1.50  ----  MT Berserk + above
    
                20 Ba > Aiding Anthem   22  ----  >3.00  ----  MT Regen
              3915 Ba   Angelic Aria    54  ----  >4.00  ----  MT HP/MP Regen
    
    ===============================================================================
    MISCELLANEOUS COMMANDS
    ===============================================================================
    AP Needed           Skill           MP  DPS    CT    Dmg   Tg Effects
    -------------------------------------------------------------------------------
    
              4200 Rg   Alchemy         -- x2.00   1.00  ----     Use 2 items
     120 Th +   20 Ba   Battle Orders    6  ----   1.00  ----  MT Row change
              3960 Su   Call            --   ~33   1.70   ~56  MT Random summon
              1280 Me*  Memorandom      --  ----   ----  ----
    
              1545 Ni*  Throw           --  ****   1.00  ****  ST
              3330 Dr   Roar            19  ----   1.25  ----  MT Stun
    
                30 Th   Pilfer          --  ----   1.00  ----  ST Gain gold
               600 Th*  Steal           --  ----   1.00  ----  ST Steal item
    
               120 Th   Flee            --  ----   1.00  ----     100% rate run
              2165 Ni   Smoke Bomb      10  ----   1.00  ----     100% rate run
               (4) WM   Teleport        15  ----   1.25  ----     100% rate run
    
               (1) WM   Libra            1  ----   1.00  ----  ST Display info
    
    ===============================================================================
    PASSIVE ABILITIES
    ===============================================================================
    AP Needed           Skill           MP  DPS    CT    Dmg   Tg Effects
    -------------------------------------------------------------------------------
               170 Rm   HP +20%             ----   ----  ----
               350 Su   MP +20%             ----   ----  ----
              1630 Wr   STR +20%           x1.15   ---- x1.15
              1930 Th   SPD +10%           x1.10   ---- x1.10
               510 Bb   VIT +20%            ----   ----  ----
               300 Bm   INT +20%           x1.12   ---- x1.12
               300 Wm   MND +20%           x1.12   ---- x1.12
              5550 Me*  Recollect          x3.40  x2.00 x1.70
    
              5540 Rm   Chain Magic        x1.88  x1.88  ----
              4350 Bm   Magic Font         x1.50   ---- x1.50
              4350 Wm   Mental Discipline   ----   ----  ----
              2865 Pa   Doublehand         x1.50   ---- x1.50
              5550 Ni*  Dual Wield         x1.50   ---- x1.50
               745 Dk   Backliner           ----   ----  ----
    
               190 Wr*  Counter             ----   ----  0.50  ST
               395 Pa   Cover               ----   ----  ----
              1795 Dk   Absorb HP           ----   ----  0.10  ST Drain
              1795 Pa   "Damage > HP"       ----   ----  0.10  ST Restore MP ?
    
               420 Rg*  Recover             ----   ----  ----
              1350 Th*  Vigilance           ----   ----  ----
               265 Th*  Item Finder         ----   ----  ----
              4480 Th   Treasure Hunter     ----   ----  ----
    
    ===============================================================================
    COMMAND ENABLING ABILITIES
    ===============================================================================
    AP Needed           Skill           MP  DPS    CT    Dmg   Tg Effects
    -------------------------------------------------------------------------------
                35 Rm*  Rm 1                ----   ----  ----
               400 Rm*  Rm 2                ----   ----  ----
              1800 Rm*  Rm 3                ----   ----  ----
              2490 Rm*  Rm 4                ----   ----  ----
              3690 Rm   Magic Blade         ----   ----  ----
                20 Wm*  WM 1                ----   ----  ----
               120 Wm*  WM 2                ----   ----  ----
               560 Wm*  WM 3                ----   ----  ----
               900 Wm*  WM 4                ----   ----  ----
              1560 Wm*  WM 5                ----   ----  ----
              2400 Wm*  WM 6                ----   ----  ----
              3480 Wm*  WM 7                ----   ----  ----
                20 Bm*  BM 1                ----   ----  ----
               120 Bm*  BM 2                ----   ----  ----
               560 Bm*  BM 3                ----   ----  ----
               900 Bm*  BM 4                ----   ----  ----
              1560 Bm*  BM 5                ----   ----  ----
              2400 Bm*  BM 6                ----   ----  ----
              3480 Bm*  BM 7                ----   ----  ----
                30 Su*  Su 1                ----   ----  ----
               640 Su*  Su 2                ----   ----  ----
              1020 Su*  Su 3                ----   ----  ----
              1760 Su*  Su 4                ----   ----  ----
              2730 Su*  Su 5                ----   ----  ----
              3520 Su*  Su 6                ----   ----  ----
              4930 Su*  Su 7                ----   ----  ----
               535 Ba*  Sing                ----   ----  ----
               535 Dn*  Dance               ----   ----  ----
              4260 Wz*  WM 8                ----   ----  ----
              4260 Bz*  BM 8                ----   ----  ----
    
    
    ===============================================================================
                                          [4]
    
                                     MISCELLANEOUS
    ===============================================================================
    
    -------------------------------------------------------------------------------
    [4.1] MISCELLANEOUS -- QUICK AND EASY PARTY EXPLANATION
    -------------------------------------------------------------------------------
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    SOL                 AIGIS               SARAH               DUSK
    7875 AP             8325 AP             6640+ AP            6900 AP
    
    Monk 20             Warrior 15          Red Mage 20         Warrior 13
    Dragoon 6           Dragoon 6           White Mage ...      Dragoon 6
    Bard 14             Monk 20                                 Monk 20
    Memorist ...        Paladin 7                               Memorist ...
                        Memorist ...
    
    White Wind          STR +20%            HP +20%             STR +20%
    Final Heaven        White Wind          Chain Magic         White Wind
    Hastega             Mighty Wall         (White Magic)       Final Heaven
    (Recollect)         Final Heaven                            (Recollect)
                        (Recollect)
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    LIGHT WARRIORS:
    The ultimate goal here is to produce one doublecasting white magic user, and
    three strong, recollecting fighters, while picking up the best buffs and
    support abilities available.
    
    Initially, Monk and Warrior offer good damage output, while Red Mage offers
    good enough healing.  Sarah and Dusk have wiggle room to learn Flee and Item
    Finder from Thief, if you wish.
    
    Around the time you hit Chapter 4 (Mysidia), Recollect starts producing by far
    the best damage output in the game.  Memorists gain full advantage of Recollect
    at level 0, but as using regular abilities as a Memorist is annoying, they have
    extra incentive to make use of Final Heaven (a great ability anyway).  This
    combo provides strong characters for the endgame, and is ready for use against
    the superbosses, too.
    
    Given the time in Monk, it's a short dip into Dragoon to pick up White Wind.
    Aigis dips into Paladin and Warrior for Mighty Wall, while Sol dips into Bard
    for Hastega.  If you make him a Bard right away, while Sarah is still a Red
    Mage, this lets him use Brave Ballad on three melee attackers, which is a good
    contribution to offense and keeps his Bard time from being as painful as it
    looks.  Once he learns the superior song of Swift Shanty, you have the other
    option of having him master Bard in order to learn Heroic Hymn later on.
    
    Sarah is the only mage in either party, because you really only need one
    healer, and offensive magic, unfortunately, doesn't measure up in FFD.  I put
    her in White Mage instead of Seer because White Mage gets about 400-500 more
    HP.  I prefer that to Araise, which is the only serious benefit of time in
    Seer (and which requires almost 6000 AP to get, anyway).
    
    You could swap Sol and Sarah if you wanted; I prefer Sarah's slightly better
    magic defense and casting ability to Sol's 1 additional SPD.
    
    Going further: After mastering Memorist, the fighters can go in other classes:
    likely either Dragoon to learn Dragon Spirit and Full Cure, Monk to gain
    in-battle access to Raging Fist (as a way around the damage cap), or Bard for
    late-game Heroic Hymn.
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    NACHT               GLAIVE              DIANA               ALBA
    8645 AP             7080 AP             6795 AP             5210+ AP
    
    Red Mage 3          Warrior 13          Warrior 13          Warrior 13
    Monk 17             Ranger 20           Ranger 14           Ranger 14
    Dancer 20           Ninja ...           Dark Knight 14      Ninja ...
    Ninja ...                               Ninja ...
    
    HP +20%             STR +20%            STR +20%            STR +20%
    Cure Waltz          Quick Shot          Quick Shot          Quick Shot
    Dance of Veils      Misty Charge        Misty Charge        Misty Charge
    Phantom Rush        Alchemy             Backliner           (Dual Wield)
    (Dual Wield)        Spreadshot          Last Resort
                        (Dual Wield)        (Dual Wield)
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    DARK WARRIORS:
    Given the strength of Recollect, as well as the superiority of light side
    white magic users (who have access to Holy), it's likely that at least two of
    these PCs won't be used in the final party.  For that reason, the goal here is
    slightly different: to produce one strong character who can take full advantage
    of Phantom Rush; one utility Ranger with Alchemy plus a strong attack; and for
    the other two, simply to grease the rails as much as possible.
    
    Nacht's our Phantom Rusher, who therefore masters Monk and Dancer, the longest
    requirement considered in this "little to no grinding" recipe.  His time in
    Dancer conveniently provides the party with a decent healer.  Up until that
    point, I suggest simply using Cure spells outside of battle, and making Alba a
    White Mage for boss fights.
    
    To make up for the Dancer's low HP, Nacht does want to pick up HP +20%.  The
    other three all pick up STR +20% from Warrior, and then head to Ranger.  Glaive
    is our utility Ranger character, but the others do this too simply because STR
    +20% and Misty Charge offer superb, no-hassle offense boosts.
    
    Ninja, like Memorist, provides a superb damage boost available as soon as you
    switch to the class.  For that reason, I have Alba switch over right away.
    Diana could too; here, I have her in Dark Knight first, for some variety.
    Of course, as there are no mages, everyone will want to end up in Ninja
    eventually.
    
    If you do want two casters for some reason, Diana is the obvious choice for
    a second one.  Red Mage, then Summoner will allow her to spam Phoenix/Argy --
    in concert with Sarah, if you wish.  I don't recommend it, but YMMV.
    
    Going further: Conspicuously missing from this team is Enlight.  It's a good
    ability, but I find Magus to be painful, like Summoner, due to its low SPD and
    lower HP.  If you do want to use Enlight, it'll fit on Glaive (who will just
    have to use Midareyuki instead of Spreadshot).  If you go this route, his AP
    requirement will clock in a little higher than Nacht's.
    
    
    -------------------------------------------------------------------------------
    [4.2] MISCELLANEOUS -- BEST VALUE SKILLS
    -------------------------------------------------------------------------------
    
    Many skills can be useful.  The following skills represent the best values, in
    my opinion, taking into account both the power of the ability, and whether or
    not you need to detour from strong job choices, or do a whole bunch of
    grinding, in order to acquire it.
    
    HP +20%
          In the early game, this relatively easily obtainable ability will make
          your life easier.  Especially nice for mages.  (170 AP -- Red Mage)
    
    STRIKE
          4 MP for a better attack.  Get this for everyone when you first get jobs,
          and use it with auto-battle to make random battles go faster and more
          smoothly.  (10 AP -- Warrior)
    
    QUICK SHOT
          If everything runs on autobattle, Quick Shot is actually the best DPS
          skill in the game (outside of weakness-intensive Phantom Rush scenarios).
          It's expensive (36 MP per "turn" of commands) and the flurry of command
          windows is hard to manage if you aren't on autobattle.  Nonetheless, this
          is a high DPS damage option, and it's available remarkably early.  (1620
          AP -- Ranger)
    
    MISTY CHARGE
          Misty Charge is unique and great.  It changes the user's row, and it also
          ignores row.  It has a fairly good damage multiplier, and it apparently
          never misses.  This means you can get back row damage reduction half the
          time, but front row offensive ability all the time; and you can use
          strong weapons like axes without fear of missing.  A real mainstay
          ability for the Dark Warriors for much of the game.  (Fusion -- 400 AP
          Warrior + 2300 AP Ranger)
    
    SPREADSHOT
          Despite all the hype Final Heaven and Phantom Rush have received,
          Spreadshot is a more damaging physical ability, in typical, generic
          circumstances.  The targeting is less reliable in random battles with
          multiple enemies.  However, Spreadshot only costs 19 MP, compared to
          28-36 MP for the other top tier physical attacks.  It's less chaotic
          than Quick Shot in delicate battles, too.  (5450 AP -- Ranger)
    
    FINAL HEAVEN
          This skill gets a lot of hype.  It IS the best melee skill for the light
          warriors, but it's expensive (35 MP) and not as good as dark warrior
          options, like Spreadshot.  Nonetheless an excellent skill for any light
          warriors who will be in melee jobs, especially melee Memorist, once the
          parties have combined.  (Fusion -- 4790 AP Monk + White Magic Lv 8)
    
    PHANTOM RUSH
           A top tier damage-dealing skill if you make use of racial/elemental
           weapon properties, which it multiplies.  It takes a very long time
           to build up the prerequisites, but at least Bard isn't involved.
           (Fusion -- 3140 AP Monk + 5335 AP Dancer)
    
    DEEP FREEZE
          This F-Ability, first available in the Memorist chapter, is the strongest
          magic attack available to the light warriors in the Memorist and Paladin
          chapters, as well as the first part of the Seer chapter.  At 38 MP it's
          not cheap, but it is powerful for its MP cost, much like Comet.  The
          chance of setting Stop status is an added bonus.  It is better than the
          -aga spells -- and unlike those spells, a Red Mage can use it.  (Fusion
          -- 1560 AP Black Mage or 1020 AP Summoner)
    
    COMET
          Like Deep Freeze, but slightly stronger; non-elemental; and it can be
          used with Chain Magic.  The animation is particularly short and pleasant,
          making this spell great for auto-battle even once you've learned level 8
          magic.  (Black Magic Lv 7)
    
    HOLY
          Much like Comet, this spell single-handedly makes using the White Mage
          (or Seer) in random battles a reasonable proposition. (White Magic Lv 8)
    
    CHAIN MAGIC
          Arguably the strongest ability not named Recollect, Chain Magic nearly
          doubles a spellcaster's damage output, but even better, it dramatically
          expands their flexibility.  Buff and heal in the same turn, heal and
          attack, buff twice, attack twice, even spam Phoenix + Argy against the
          superbosses on auto-fight.  Basically required if you want spellcaster 
          damage output to even approach melee damage output late game.  Amazing.
          But Red Mages are not amazing jobs in the second half of the game, so
          start on this one early.  (5540 AP -- Red Mage)
    
    DUAL WIELD
          Increases your total damage output by 50% -- and is an innate ability on
          Ninjas, who also have the best melee-relevant stats of ANY class
          (outside of Recollect).  Not since the original version of FF3 have
          Ninjas been so much better than other melee classes.  (5550 AP or Innate
          -- Ninja)
    
    BACKLINER
          Deal front row damage with great weapons like hammers or swords, while
          sitting in the back row and taking half damage from melee attacks?  All
          for just 1 slot?  And at a reasonable AP cost?  Yes, please!  (745 AP --
          Dark Knight)
    
    RECOLLECT
          Takes up three slots, but sets your stats to be a Memorist's.  Can
          potentially multiply your DPS quite a bit.  Makes a fair replacement
          (with some trade-offs) for a Chain Magic Magic Font magic-user, or for
          a Dual Wield melee fighter.  The best melee option the light warriors
          have, and potentially the best in the game.  (5550 AP -- Memorist)
    
    HASTEGA
           Originally, I did not recommend this skill due to the fact that you
           can achieve the same effect with a few rounds of dualcast White
           Magic.  However, looking at charge times, it turns out that it will
           take about 2.8 turns to doublecast 4 Haste spells, compared to 1.8
           turns for Hastega.  (The fifth Haste will be less efficient, of
           course, pushing it to 4.2 turns.)  However, you actually save more
           than the 1-2 turns above, since most of the party gets hasted
           earlier: altogether, Hastega effectively gives you the gift of 3-4
           "extra" actions at the beginning of tough battles, compared to
           just using Haste!  That's pretty great.  I regret the error.
           (Fusion -- 2605 AP Bard + White Magic Lv 6)
    
    MIGHTY WALL
           Mighty Wall does not have the same kind of bonus as Hastega: you
           can duplicate its entire defensive effect faster with one turn of
           dualcasting.  However, the Atk+ buff is very nice and there aren't
           many ways to consistently get it on the whole party.  War Cry is
           the only other one, and it requires using two slots for Battle Arts.
           (Fusion -- 2310 AP Warrior + 745 AP Paladin)
    
    There are a few skills that I have left off the list despite being popular,
    or being previously recommended by this FAQ.  Here's why:
    
    SMASH and BOOST JUMP
          In the original version of this FAQ, I recommended these skills.  I
          regret the error.  Once you look at Boost Jump's charge time and
          Smash's delay in recovery time, you discover that both skills offer
          *worse* DPS than the Fight command!  Smash might still be useful in
          one-round random battles, and Boost Jump if you need to jump, and
          don't have a slot to spare for Jump; but in general, avoid these.
    
    METEOR
          While this spell is still impressive, it turns out that Flare's shorter
          casting time actually gives it a slightly better DPS rating than Meteor
          achieves.  Who knew?
    
    MAGIC FONT
          Like a Dual Wield or Doublehand for magic-users, this adds 50% to spell
          damage/healing output.  Should be superb; unfortunately, magic just
          isn't the best source of damage by the end of the game.  Also, not as
          good as Chain Magic, and you can only equip both when at level 19 or 20
          of a job, so this is worth it only for certain builds.
    
    DOUBLEHAND
          Doublehand is an awesome ability.  Unfortunately, it comes up short
          against both other high-powered melee boosters: Recollect will produce
          stronger, faster damage output, while a dark warrior with Dual Wield has
          the advantage of superior stats, better special attack moves, and
          potentially more slots (since Ninjas, unlike Paladins, get it as innate).
    
    
    -------------------------------------------------------------------------------
    [4.3] MISCELLANEOUS -- MEMORISTS
    -------------------------------------------------------------------------------
    
    Memorists are potentially very powerful, but difficult to use.
    
    * The class can use all equipment except for Holy and Dark Swords.
    
    * The class has NO slots to set other learned abilities in.  Instead, it has
      access to Memorandom and Recollect.  Memorists do retain access to Fight,
      F-Abilities, Item, Defend, and Change.
    
    * Recollect is very powerful.  It sets your base stats, except for HP and MP,
      to 10, but allows you to augment them with memories.  Augmentation may be
      reset late in the game.  If you collect all the memories, Recollect will
      allow you to have key stats (SPD and one of STR, INT or MND) dramatically
      higher than other characters.  120 SPD and 100 MND, say, is not out of the
      question, allowing you to run laps around other characters and outperform
      them at the same time.
    
    * When you use Memorandom, your regular battle options are replaced (for that
      turn only) with 4 random action abilities you have learned from other jobs.
      It is possible to "seed" Memorandom by being very picky about what jobs to
      train in before Memorist.  However, Memorandom has some major drawbacks.
      One is that it won't work with auto-fight at all -- you just fight instead.
      Two is that since Memorandom doesn't bring up a new window, it doesn't
      activate Wait mode -- and since abilities appear in random spots, you are
      likely to waste some time assessing your options, finding the right one and
      clicking on it.  Since the biggest single benefit of using Memorists is being
      able to buff your SPD, this is a huge drawback -- as that finger fumble time
      may be wasted time for your other characters, too, and the faster they are,
      the more likely this is.  Not being able to auto-fight efficiently can be a
      real pain for random battles, too.
    
    * Mastering Memorist allows you to set Recollect with other classes.  However,
      it takes up 3 slots, so you can't use it with Doublehand, Chain Magic, OR
      Magic Font.  Chain Magic + Magic Font makes mages nearly as powerful as
      Recollect does, and doesn't take much longer to master, considering the delay
      in Memorist becoming available.  Doublehand, on the other hand, isn't even
      available until late in the game, and only half as good as CM + MF.  So
      Memorist may make a bit more sense for melee characters.
    
    * Unfortunately, using Memorist as a class is tough, given Memorandom's
      drawbacks.  F-Abilities can help, but the light warriors have a lack of great
      melee F-Abilities until late in the game, when they can get Final Heaven.
      This is actually the one circumstance where Berserk status is useful; it's a
      small damage output boost, but it's better than nothing, and a Memorist with
      this stat set isn't going to do much besides attack, anyway.
    
    * For a magic-oriented Memorist, Deep Freeze and Magic Bomb 3 are your most
      reliable attacks early on.  They consume a LOT of MP, however.
    
    There are 46 memories, providing a total of +235 stat points to play with.
    You MUST have a Memorist in the active party to find memories.  They are found
    in the following locations:
    
    Dragoon Chapter (4)
    - Highwind Tower
    - Deist
    - Dragon Grass Clearing
    - Dragon Valley
    
    Bard Chapter (3)
    - Rusalka Sewers
    - Pirate Island
    - Feymarch
    
    Memorist Chapter (8)
    - Fabrica (3)
    - Phoenix Forest (2)
    - Ashmont Forest (2)
    - Airship Cave
    
    Paladin Chapter (7)
    - Berth (2)
    - Mt. Wells (2)
    - Mt. Burtgang
    - Burtgang Castle
    - Unicorn Forest
    
    Twilight Chapter (6)
    - Mysidia (3)
    - Mysidia Cavern
    - Airship (2)
    
    Final Chapter, First Part (10)
    - Liene Castle
    - Liene Town
    - Lux Town (3)
    - Harmonia (3)
    - Lufenia
    - Crystal Temple
    
    Final Chapter, Second Part (8)
    - Lux Castle (2)
    - Elfheim
    - Fargabaad
    - Burtgang
    - Gate Area
    - Forest Area
    - Castle Area
    
    Check out Gothann's Memory Location FAQ for exact locations, with screenshots,
    of all memories.
    
    
    -------------------------------------------------------------------------------
    [4.4] MISCELLANEOUS -- SIDEQUEST LIST
    -------------------------------------------------------------------------------
    
    Dragoon Chapter
    - Ramuh
    - Deist Cave / Protect Bangle
    
    Ranger Chapter
    - Titan
    - Skull Eater / Elven Bangle
    
    Bard Chapter
    - Shiva
    - Merchant Chests
    
    Dark Knight Chapter
    - Ifrit
    - Ore
    
    Memorist Chapter
    - Phoenix
    
    Dancer Chapter
    - Odin
    - Casino
    - Damascus Ore
    
    Paladin Chapter
    - Memories (ongoing)
    - Unicorn
    
    Ninja Chapter
    - Dance of Veils
    - Leviathan
    
    Twilight Chapter
    - Diabolos
    - Alexander
    
    Final Chapter, First Part
    - Argy
    - Talos / Reflect Bangle
    - Earth Eater / Moogle Charm
    - Elder Dragon / Regen Ring
    - Coliseum
    - Fang/Tail Farming/Trading
    
    Final Chapter, Second Part
    - Bahamut
    - Saber Dance
    - Heroic Hymn
    - Soul Eater / Miracle Shoes
    - Graham's Will
    - Excalibur
    
    Post-Game
    - Development Office
    - Superbosses
    
    
    -------------------------------------------------------------------------------
    [4.5] MISCELLANEOUS -- TREASURE HUNTING
    -------------------------------------------------------------------------------
    
    All enemies have two drops: a common drop and a rare drop.  We don't know exact
    drop rates, but they are very low without intervention from abilities,
    especially the rare drop rate.
    
    Available evidence suggests (but does not prove) that abilities and items that
    increase the drop rate all stack, including multiple copies, multiple abilities
    on one character, etc.  Those abilities and items are:
    
    Common Drops:
    - Item Finder (Thief Innate / 265 AP)
    - Bauble Band (trade casino coins or fangs for it)
    
    Rare Drops:
    - Treasure Hunter (Thief 4480 AP)
    - Treasure Band (trade fangs for it)
    
    Precise Impact Unclear:
    - Ruffian Knife (find in chests)
    
    Equipping even 1 or 2 of these things will have a visible impact on the drop
    rate... but rare drops will still be pretty rare.
    
    Most rare items aren't really useful enough to justify the massive investment
    of time spent grinding for them, grinding for fangs for treasure rings,
    levelling up thieves, etc.  But here are the most interesting drops:
    
    Giant Gauntlet
    - Statues in Liene Castle
    - Ogre in Dragon Valley, Ramuh's Cave, Titan's Cave, near Kurgis
    - Ogre Chief in Mt. Fargabaad
    - ??? in Water Rift
    
    Giant Helm
    - Fire Giant in Gurgu Volcano
    - High Ogre in Phoenix Forest
    - Giant Soldier in Lufenia Ruins
    - ??? Giant in Nil
    
    Giant Armor
    - ??? Ogre in Tower of Training
    - Iron Giant in Nil
    
    Giant Shield
    - ??? in Mysidia Cave, Lufenia Ruins
    - ??? Giant in Nil
    
    Giant Axe
    - Ogre King in Final Chapter (Coliseum for sure, maybe Void: Earth)
    
    Aqua Rod
    - Oceanus in Sea Shrine
    - Undine in Water Rift
    
    Earth Staff
    - Baba Yaga in ???
    - Gnome in Earth Rift
    
    Hurricane Staff
    - Gale Hound near Berth
    - Eale under Castle Lux
    
    Power Sash
    - Kurohabaki in Tower of Trials
    
    Athena's Mirror
    - Medusa in Rosetta Tower
    
    Small Fang
    - Radon in Rosetta Tower
    
    Fang
    - Pantera in Barrier Grove
    
    Giant Fangs
    - ??? in Rosetta Tower
    - Gorchimera in Mysidia Cave
    - Earth Dragon in Final Chapter Overworld
    - Hydra under Lux
    - Blue Dragon in Nil
    - Red Dragon in Nil
    
    Large Fangs
    - Vampire in Lufenia Ruins
    - Behemoth in Second Mysidia Cave
    - Jormungand in Nil
    
    Valkyrie Coat
    - Lamia Queen in Lufenia Ruins
    
    Vishnu Vest
    - Slagworm in Burtgang Town
    
    Stone Blade
    - Black Lizard in Mysidia Cave, Lufenia Ruins
    
    Red Tail (trade for Blood Lance)
    - Chimera in Cave to Deist, near Deist in Final Chapter
    
    Green Tail (trade for Auto Crossbow)
    - Torosaurus in Mazewood, near Alfheim in Final Chapter
    
    Blue Tail (trade for Mermaid's Harp)
    - Shell enemy in Sea Shrine, near Rusalka/Capo in Final Chapter
    
    Gray Tail (trade for Valhalla Dark Sword)
    - Gorging Rabbit in forest NW of Fargabaad, near Fargabaad/Kurgis in Final Ch.
    
    Gold Tail (trade for Ultima Blade Holy Sword)
    - Gold Dragon in Castle Burtgang, near Burtgang in Final Chapter
    
    Silver Tail (trade for Yoto-Muramasa Ninja Sword)
    - Silver Dragon in Akame Valley, near Hagakure in Final Chapter
    
    Yellow Tail (trade for Rocket Punch Claw)
    - Great Avian near Fabrica in Final Chapter
    
    Pink Tail (trade for Axel Dagger)
    - Flan Princess on island NW of Gardenia in Final Chapter
    
    
    ===============================================================================
                                         [5]
    
                             HELP! I CAN'T BEAT THIS BOSS!
    ===============================================================================
    
    There are few bosses in this game that require unique tactics.  The following
    general tips should help you overcome most regular bosses:
    
    * If you don't have a White Mage or Seer, make one.  If you have one and you
      still need more healing, make a second one.  This is very reasonable late
      in the game, especially if you don't have Chain Magic.
    
    * Cast buffs, especially Protect, Shell, and Haste, at the start of the battle.
      If damage comes in quickly enough that you White Mage must always heal and
      doesn't have time to buff, this is a sign that you may want a second healer.
      The Dancer's Dance of Veils is also a superb buff.
    
    * Make sure you have top-notch weapons and armor equipped.  If not, buy some.
      Weapon attack rating, and armor DEF, make a huge difference in this game.
    
    * If the boss abuses status effects (like Confusion), equip gear that prevents
      those status effects.
    
    * Every character who is not on healing duty should have access to a strong
      attack.  Give melee characters Strike (in Battle Arts) at the very least.
    
    * Use auto-battle as much as possible -- sometimes I will leave it on for most
      of my characters, then toggle it off when my healer is about to have a move.
      This avoids wasted time where you characters are waiting for you to input a
      command, which can seriously cut into your damage output.
    
    * Go to the Config menu and set the battle speed to 6 (the slowest) so you
      have more time to choose your moves.  Also, set battle mode to Wait.
    
    
    Tips for specific battles:
    
    * Skull Eater: Frog a fast character and attack for a guaranteed 1 damage.
    
    * Green Defender #3: Do not cast Slow; Green Defender auto-responds to Slow
      with Haste and other spells.
    
    * Matoya/Asmodeus battle: Have Matoya use Third Eye constantly, unless
      Asmodeus is visible and you need a Cure Waltz.
    
    * Sword Dancer: Focus on your strongest attacks.  This battle will be easy if
      you use strong offensive abilities like Dual Wield + Spreadshot and Chain
      Magic + Meteor.  With those, you can beat the dancer with time to spare on
      the doom clock.  If you don't have many good offensive abilities, you may
      need to do some grinding or switch around your character roster.
    
    
    ===============================================================================
                                         [6]
    
                              ACKNOWLEDGEMENTS & HISTORY
    ===============================================================================
    
    Acknowledgements:
    
    Big thanks to Holy Dark Elf for figuring out more accurate damage formulas,
    and doing most of the legwork on non-F ability charge times.
    
    Thanks to Varylor for extra item drop info.
    
    Thanks to the contributers of the wiki.livedoor.jp wiki who provided a helpful
    starting point for my own testing.
    
    Thanks also to the other users on the GameFAQs FFD board who discussed stats
    and abilities with me, including GoodluckBuck, locutus442, saberchan2, and
    zyraquis.
    
    History:
    2.0 - August 2016 - Major corrections to damage formulas, stats section, and
                        addition of ability charge times and "DPS".
                      - Revised recommended abilities.
                      - Added quick and easy party plan section.
                      - Some new item drops & other small additions/clarifications.
    1.0.1 - October 2012 - Minor additions & clarifications
    1.0 - October 2012 - Initial release - Some details ignored in favor of
                         getting most of this information out more quickly

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