Fft what does bravery do




















Malboros can wreck you with their Bad Breath. Many Zodiac boss abilities still connect. Fortunately, there are only a handful of fights in the game that have a threatening number of enemies who use that small subcategory of attacks. And that's what giving a few of your party members Item and Throw Item is for anyway. Go now, and laugh your way to the conclusion of the War of the Lions. Zodiac, schmodiac — no army in Ivalice will be able to come close to standing up to your forces.

Have any of your own silly FF Tactics party configurations besides Calculators, we all know about those already? I'd love to hear about them in the comments. Join Sign In. FF Tactics Advance is the best. It improves on the original FFT without drastically changing anything. It has the best class system, actually uses the terrain to change how you play and a mature, engaging story. To reply to this: Go to your character abilities and look for the ability set option. Alternatively while preparing for a quest in the embark screen.

Hold your characters portrait and will open a window where you can quickly change their sub jobs. You have to do both of them. These measure the damage and percentages of certain attacks, as well as have their own effects; each with their own amount of endless questions. The rating while in battle is the one used by the game, not your base, or "after battle", stats.

So, if you were affected by the Mediator's skill "Preach", and you had 50 Faith to begin with, the number applied would be This goes on to saying that your "base" Brave and Faith are only for aesthetic reasons; meaning they don't mean anything in battle IF and only IF you raise or lower them besides giving the first alteration the amount it has to either add to or subtract from. I know, it's something so clear and obvious, but I had to include it.

In general, your Brave and Faith tend to be more efficient when at higher numbers, meaning that you'd probably prefer 70 Faith over 50 Faith. The only reasons for lowering them are covered in their specific sections.

It really is a great system, albeit hard to understand. This statistic is a bit easier to understand than the Faith rating, so let's go over it in detail, as to not forget anything.

Effects of alteration in battle Brave's highest and lowest points in battle are and 0, respectively. Now, when below 10, a certain status kicks in, called "Chicken". When under this status, you lose control over the unit if you had control over it to begin with , and it stays away from all battle. However, every turn, the unit recovers one point of Brave. You can let this run through on itself, or you can help out by raising Brave; either way, when it reaches 10, Chicken status will cancel itself.

Chicken status also increases damage recieved by attacks. Maximum and minimum ratings out of battle The maximum permanent Brave is 97, while the minimum permanent Brave is 6. If the unit's rating gets below 6 Brave, it will leave the party after the battle in which you lowered Brave to that level in fear of battle. Don't let this happen! Actual effects Brave is the unit that measures three things. They are: -Chance of using a "reaction" ability except Abandon and Weapon Guard; covered later -Chance of finding an item with "Move-Find Item" movement ability Covered later -Damage of Witch Hunt and Wiznaibus Dance command set And detailed explainations of the above: -With most every reaction ability, the current Brave rating of the unit is equal to the percentage of the ability activating when provoked; for example, say you had 75 Brave, and had "Counter" set as a reaction ability.

It seems that your Brave, when using the Move-Find Item ability, measures the percentage of NOT getting the more rare item hidden beneath a normal item, like in the Deep Dungeon. So, this would be the only legitimate reason to have low Brave or if you tend to use Weapon Guard or Abandon ; for example, say you had 25 Brave and were in the Deep Dungeon equipped with Move-Find Item. They are not affected by equipment, experience level, or job. Instead, only a few abilities and story events listed below will change Bravery or Faith temporarily for a battle.

At the end of the battle, a quarter of this change rounded down also becomes permanent. For instance, raising your Bravery by 4 during a battle results in a 1-point permanent increase at the end of the battle.

Or, a 9-point decrease in Bravery during a battle will result in a 2-point permanent decrease. This calculation means it's not possible for Bravery or Faith to be permanently raised above 97 or below 3 -- you can only get a 3-point change, which is not enough for a permanent change! Generally speaking, a high Bravery is better and, in fact, will help you out quite a lot! So, a high Bravery means you'll use Reaction Abilities more.

This is quite helpful, and the best reason for raising your Bravery. This is true both for human Reaction Abilities, and for the standard Counter ability that every monster has. If you're using a regular sword or fell sword, then your Bravery does not affect these abilities. A few exceptions are Leaf Rain Dryad family and Tri-Breath Tiamat , and the abilities of special "story character" monsters -- none of these depend on Bravery.

And many other Errands aren't affected by Bravery at all. As a Chicken, the character cannot be controlled and will simply flee into a corner and do nothing. Some bosses are immune to the Chicken status. Even if their Bravery drops below 10, they will function as normal and not turn into a Chicken. However, they will still regain 1 Bravery each turn until they get back to 10 Bravery.



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