Random tidbits of knowledge regarding general gameplay, mechanics, or PvP scenarios.

Last updated: 10/16/2024

What is the best place to find info on FFT mechanics?
The Battle Mechanics Guide (BMG) is the “bible” of information regarding gameplay mechanics and in-depth stats/effects. This guide was made by Aerostar: https://gamefaqs.gamespot.com/ps/197339-final-fantasy-tactics/faqs/3876

Note: some terminologies are not the same as in WotL since this guide is based on the PSX version.

Qu_Marsh’s WotL guide is also handy for going over changes from the PSX version to PSP and contains the new terminology changes that happened in WotL: https://gamefaqs.gamespot.com/psp/937312-final-fantasy-tactics-the-war-of-the-lions/faqs/50422

Rajinili’s BMG Errata that makes corrections to some of the data from the BMG and the WotL guide:
https://ffhacktics.com/wiki/BMG_errata

As a precaution: the FFT wikia can be edited and revised without full proof of changes. The BMG and the WotL guides have been thoroughly tested and are the best options for understanding mechanics.

What is the % chance for weapons to proc their spells on an attack?
Weapons that can cast a spell, like Icebrand or Holy Lance, have a 19% chance to cast its corresponding spell on hit. This chance does not apply if the initial attack is blocked or missed.

For Tactics League PvP, the % chance for procs is 50%.

If a unit is undead and has gear that has absorb: holy does it cause healing from incoming holy damage?
Yes, holy-absorption gear will still heal the undead unit. Undead units only take damage from curative spells (like cure or raise) and restorative items (like X-Potion or Phoenix Down). Undead units do not receive bonus Holy-elemental damage from them having this status effect. To circumvent this, attempt to steal or use Arts of War to remove the gear in question.

What is the chance to get a critical hit?
The chance to get a critical hit is approximately 5%. This only works with the Attack command, Monk abilities, “sword” abilities from select unique characters and Darkness, and certain monster abilities, and does not apply to magic guns. The damage done is between normal damage and less than double the normal damage and a critical hit has a [Br / (Br + tarBr)] chance to cause knockback if applicable.

For Tactics League PvP, the critical hit chance is 10% and critical damage is strictly 150% of the normal damage.

Does Invisible status guarantee Throw?
Yes, since Invisibility ignores the target’s evasion as a one-time use. However, Shirahadori will still reduce the hit rate of Throw and Sticky Fingers can still catch it (by reducing the hit rate, also this does not add the item to inventory in PvP).

Invisibility can be obtained via Ninja Gear (clothing), Septimé (accessory/perfume), Invisibility Cloak (accessory/cloak), and Vanish (Br% reaction).

What weapons cannot be thrown?
The following weapons are either multiplayer-only obtainable or are not a category that can be learned via Throw:
Orochi
Moonsilk Blade
Francisca
Vesper
Nirvana
Gae Bolg
All Fell Swords (not learnable)
Onion Sword

If a unit is affected by Sleep status and they have a Golem shield will they wake up from an attack?
No, as the shield is absorbing the incoming damage instead of damage to HP which is required to wake up a sleeping friendly or foe. To emphasize, Golem only mitigates against basic attacks, Jump, Aim, and Throw.

Does Soulbind/Mana Shield/Auto-Potion/Cup of Life proc off of similar Reaction-based abilities?
No, as these Br%-based abilities will only proc if you are hit by direct attacks/abilities. They cannot proc if taking damage caused by a Reaction ability. Cup of Life will only proc from being healed from an external source (for example, a chemist throwing a potion at a Cup of Life character can cause it to proc).

Does Atheist/Faith status affect Fell Swords?
No, as these status effects are not calculated when used with Fell Swords. To increase or decrease the basic attack damage of Fell Swords (as well as Abyssal Blade and Unholy Sacrifice if on Dark Knight), you will need to use abilities such as Speechcraft’s Preach (+4 Fa) or Enlighten (-20 Fa) on the target.

As a side note, Atheist/Faith does apply to Marach’s Nether Mantra skillset, causing either 0 (Atheist) or 100% damage (Faith).

For Tactics League PvP, the Nether Mantra inverse is fixed where Faith is 0 and Atheist is 100% damage.

What weapon/hand does Balthier use with Barrage when using Dual Wield?
Balthier will always use the main hand (top-most weapon) for each consecutive attack with Barrage and does not alternate in any way with his off-hand.

Can you purge status effects on a KO'ed unit?
No, if a unit is in KO’ed status, abilities such as Dischord or Harmony will not affect it. Removing statuses must be done while the unit is alive.

Does dealing 0 damage remove Charm/Confuse/Sleep?
Yes, dealing 0 HP damage does remove Charm/Confuse/Sleep. However, if that damage is dealt to MP via Mana Shield or Golem, it will not be considered direct HP damage taken and the unit will still remain in Charm/Confuse/Sleep status they are currently.

How does Speed priority work?
Regarding your own team:
If a unit is Speed-tied with another ally, the unit that was placed first in the battle formation/pre-game screen when placing units will break the tie and will act first.

Regarding your opponent:
The “guest” player (the non-host) player will break Speed-ties first if Speeds match against an opposing unit.

What are the Host and Guest advantages in Melee?

This hasn’t been 100% confirmed, but from testing gameplay and observation, there is confidence in this answer:

Host player (player who selected “Host Melee Battle”)
Reduced tick rates for charge-time abilities, such as magicks or Bardsong/Dance. Jump is not considered for this benefit.

Guest player (player who selected “Join Melee Battle”)
Characters will gain turn priority when there are ties in Speed with opposing characters.
For example, if Unit A is 14 SP and Unit B is 14 SP and Unit B is the guest player’s character, Unit B will act first if both characters are at 100 CT at the same time.

Charge-Time Abilities (excluding Jump)
For short and optimal cast times (including Swiftness where applicable), make sure to avoid applying Haste status on your casters/performers, including units prepping to start a Bardsong/Dance. The positive, Haste status will increase the CT fill rate causing more frequent turns. The negative, it seems to increase the amount of time it takes to charge cast-time abilities, making certain strategic plays harder when relying on longer-tick abilities.

Regarding Bardsong/Dance, applying Haste after they are already in mid-performance seems to not negatively impact the current tick rate as the game looks at the number of turns needed when initially cast not afterward. However, changing performances after Haste should greatly increase the charge-time for performances to proc.

How do knockback calculations work?
Previously it was mentioned that knockback occurrences (critical strike, Rush/Stone) were just a 50% chance to happen. However, it actually uses a formula based on Bravery: [Br / (Br + tarBr)] to determine if a knockback occurs or not.

How much does 1 point of PA/MA translate to in power?
1 point of Physical Attack/Magick Attack = 19 – 20 points of damage/healing per point.

Regarding Marach's Nether Mantra - Why does a target with Equip: Faith take 0 damage while inflicted with ability-sourced Atheist?
Because Nether Mantra looks at the target’s Faith stat as a value and gear-sourced Faith has the utmost priority in this case, the target’s Faith is considered 100 when using Marach’s abilities if the target has ability-sourced Atheist status.

Note that in all other cases, Atheist always prioritizes over Faith status even if Faith is gear-sourced, treating the target’s Faith as 0. This is a unique case based on the formula used for Nether Mantra.


How Do You Break Speed Ties During Deployment (multiplayer)?
This image depicts the priority order if your units are the same Speed and which one goes first, starting with #1. The same applies to the backrow.



How does Speed & CT work and Why Wait at Times?
A character’s Speed stat affects how often that character gains their Active Turn or AT. For each clock-tick mid-game, each character’s Speed increases their Charge Time gauge until it reaches 100 or higher, resulting in their upcoming AT. During a character’s turn, that character’s CT gauge will be set based on the kind of actions they have done during their turn:

  • Move Only: CT = 20
  • Act Only (includes Reequip and Defend): CT = 20
  • Move and Act (includes Reequip and Defend): CT = 0
  • Wait: CT = 40

Using the Wait command more often can be useful especially for mid-to-late game because it can allow you to utilize the Turn Order to set up for more specific combos or back-to-back character actions that can help win games.


How does Jump work?
When a character performs Jump, there are a few additional parameters that happens:

  • The character cannot be targeted or affected by an ability or attack (since they are considered out-of-play).
  • The clockticks of status effects that have a duration will pause, such as Slow. This means that time that passes while mid-jump does not reduce the duration of the negative effect on the character.
  • The character’s CT will still increase while mid-jump.
  • Swiftness support ability does not apply to Jump.
  • Jump is considered a physical attack and is subject to physical damage reduction such as Protect, but cannot be evaded.
  • The more Jump abilities learned by the character, the further the range can be selected to target for the ability.

Jump is affected by the character’s Speed stat. So the higher their Speed, the faster they can land and deal damage to the targeted tile. You should check the target’s Speed against your own to determine if you can land before they get a chance to act and move from their position. The formula to calculate the jump time is:

clocktick = 50 / Character Speed
Note: Haste is not applied to this calculation as Haste affects the CT gauge not the Speed stat directly.

  • A character will land in approximately 50 CT.
  • The jump time calculation ticks against each dead or alive character.

How to calculate Jump’s damage:

dmg = (PA * WP) * 1.5, if equipped with a Polearm
dmg = PA * WP, if equipped with a non-Polearm weapon
dmg = PA * PA * (Br / 100), if barehanded