This is not an FFT BAD post, dw. I just wanna know.

Spells run on the AT system and so take a while to fire off. While you can press Left or Right on the d-pad to see when in the turn order a spell will go off, the time it actually takes from Select Spell to Spell Goes Off seems essentially random. Units can move while being targeted and there’s no way to cancel a spell. NPC units are set to take advantage of it, both by charging into range of Cure spells, which are always multi-tile, or by sprinting into your lines when targeted by (always multi-tile) elemental attack spells.

Are mages just intended to be agents of chaos who cause impromptu kamikaze attacks and accidentally grant enemy squads Haste and shit? Many of FFT’s miniscule battlefields (often 20×20 tiles total and sometimes with less than 8×8 walkable tiles, like the Death Corp hideout with the priests) quickly descend into chaos and become killing fields when a cheeky black mage clicks Bolt3.

Also no big but the way the unit zodiac alignments affect spell damage is absurd. My level 19 black mage was doing a cool ~260 damage to Wiegraf at the Orbonne Monastery book storage battle. Man’s only got like 310hp…

    • take_five_moments [any]@hexbear.net
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      22 days ago

      there is some nuance to it; chemists are godly as long as you keep buying phoenix downs, raise can fuck you if it doesn’t land because your caster doesn’t have high enough faith, also if your ramza is seriously overleveled with a crazy kit it can solo a lot of shit

      • ashinadash [she/her]@hexbear.netOP
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        22 days ago

        Shoutouts to Wiegraf’s chemist and his literally infinite stack of phoenix downs. Do NPCs have inventory limits?

        My whitemage has 63 faith which I hoped was enough, he does okay with raise…