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The stat growth of the player characters in Final Fantasy Tactics is governed by their gender and jobs they use in battle.

## Base statsEdit

Each unit has five base stats. There are five raw stats the game saves to determine the base stats the player never sees. The base stats are multiplied by the job constants to determine the unit's final stats.

The game takes the background raw stats, and uses the following equations to get the base stats:

HP = [(RawHP * ClassHPMultiplier) / 1638400]
MP = [(RawMP * ClassMPMultiplier) / 1638400]
Sp = [(RawSp * ClassSpMultiplier) / 1638400]
PA = [(RawPA * ClassPAMultiplier) / 1638400]
MA = [(RawMA * ClassMAMultiplier) / 1683400]
If the final value is less than 1, it becomes 1.

Enemy Zodiac beasts, in the special story battles where they are fought, have unique equations that determine their HP and MP:

HP = [(RawHP * ClassHPMultiplier) / 163840]
MP = [(RawMP * ClassMPMultiplier) / 163840]

The division by 163,840 instead of by 1,638,400 accounts for the Zodiac beasts' extremely high HP and MP despite their unremarkable multipliers.

### Raw statsEdit

For human units, the raw stat is a constant for each gender for the Sp, PA, and MA stats. For monsters, which are all one gender and are neither male nor female, only Sp is not random. The following tables explain how to determine the raw stats of a character.

#### Initial valuesEdit

Gender Raw Sp Raw PA Raw MA
Male 98,304 81,920 65,536
Female 98,304 65,536 81,920
Monster 81,920 81,920 - 98,303 81,920 - 98,303

Because the level up bonus is ultimately based on this initial value, females will have better MA growth than males, and males will have better PA growth than females.

Ramza Beoulve is the exception, as he starts with 81,920 of both RPA and RMA (but otherwise is a normal male).

Raw HP and raw MP for each unit is randomized within a certain range.

Gender Initial RHP Initial RMP
Male 491,520 - 524,287 229,376 - 245,759
Female 458,752 - 491,519 245,760 - 262,143
Monster 573,440 - 622,591 8,304 - 147,455

Instead of having truly random stats, bred monsters seem to have their raw stats selected at once from a set of 250-500 preset stat configurations. Bred monsters can have Brave and Faith ranging from 40 to 70, unlike other randomly-generated monsters and units found in battle, which can have Brave and Faith ranging from 45 to 74.

### MultipliersEdit

Multipliers are class-specific constants that mostly fall between 50 and 200. Differences in multipliers are what make the differences in the strengths and weaknesses of Final Fantasy Tactics jobs—a Dragoon, for instance, has a high PA multiplier but a low MA multiplier. Different classes also have different rates of stat growth, but differences in multipliers turn out to be more significant for the surface stats.

There are some consequences of the initial raw stat distribution:

• Females gain more MP and MA on level up than males.
• Males gain more HP and PA on level up than females.
• Monsters gain more HP, PA, and MA than either human sex.
• Monsters gain less MP and Speed than either human sex.

### Leveling upEdit

Raw HP, Raw MP, Raw Sp, Raw PA, and Raw MA are all increased on level up, even when there is no visible increase in the corresponding surface stat. Different classes get different raw stat bonuses on level up, which results in the classes' differing stat growth. The difference in stat growth between genders is only because of the differences in the initial statpoint distribution.

Raw stat growth on leveling up is determined by the following equation:

bonus = [current_RX / (C + Lv)]

"R" is a generic term for any raw stat (Raw HP, Raw MP, Raw Sp, Raw PA, or Raw MA), "Lv" is the level the unit just was, so if the unit is leveling up from 50 to 51, Lv = 50. "C" is a constant that varies for each class. The value of C is what differentiates one class's growth pattern from another's. Since C is in the denominator of this expression, lower values of C yield higher stats.

### Leveling downEdit

Players can use the 'level up/down' trick to build characters with super stats. The idea behind the trick is that the unit levels up in a job with strong stat growth (low C values) such as Ninja or Mime, and then levels down using Mindflare's Level Blast technique, or one of the many Degenerator traps scattered throughout the game's battlefields, with a class with poor stat growth (high C values), such as Bard or Dancer. Though the game adjusts the unit's stats when it levels down so that the player loses the stats that they would have gained as that class, by using poor classes to level down the player can fool the game and lose less going down than the unit gains going up; in this manner, the player can build all the stats up to their maxima if they do enough leveling cycles.

If a unit levels up and down without changing classes, it will actually lower their stats, because the level down algorithm is the following equation:

decrement = [current RX / (Lv + C)]

Lv is the level the unit is leveling down to. For instance, if a unit levels down to 50 from level 51, Lv = 50. However, if the player changes classes while leveling down, this small loss of stats will be compensated for by the higher C values of the poor stat-gaining class that the unit levels down in.

### Brief comparison of job statsEdit

#### Normal jobsEdit

Job HP MP Phys Atk Mag Atk Speed Move Jump Evade
Squire C- D+ C- D+ C 4 3 5%
Chemist D D+ D+ D+ C 3 3 5%
Knight C+ C- B- D+ C 4 3 10%
Archer C- D C+ D+ C 3 3 10%
Monk B C- B D+ B 3 4 20%
White Mage D A- C- C B 3 3 5%
Black Mage D A- D B C 3 3 5%
Time Mage D A- D B C 3 3 5%
Summoner D A D- C+ D 3 3 5%
Thief D+ D- C D- B 4 4 25%
Orator D D+ D+ D C 3 3 5%
Mystic D B D- C C 3 3 5%
Geomancer C C C+ C- C 3 3 5%
Dragoon C+ D- B- F C 3 4 10%
Samurai D C B C- C 3 3 20%
Ninja D D- B- D A 4 4 30%
Arithmetician D- C- D- D F 3 3 5%
Bard F D- F C C 3 3 5%
Dancer F D- C+ C- C 3 3 5%
Mime B+ D- B- C A 4 4 5%
Dark Knight D C B+ D+ C 3 3 0%
Onion Knight F D- D- F C 3 3 5%
Onion Knight* B+ A+ B+ C A 4 4 30%

*Upon mastering the fourteen other jobs, Onion Knight advances to job level 8 and its stats increase substantially. (Squire, Chemist, Mime, Dark Knight, and special jobs that replace Squire do not count towards this fourteen.)

### Story character jobsEdit

These special jobs are only available to particular story characters.

Character HP MP Phys Atk Mag Atk Speed Move Jump Evade
Squire (Ramza) C+ B- C+ C- C 4 3 10%
Holy Knight B+ C+ C C- C 3 3 25%
Machinist C- D+ C- C- B+ 4 3 18%
Game Hunter C+ B- C+ C- C 4 3 10%
Skyseer C- C+ C C B+ 3 3 10%
Netherseer C- B C+ C- B 4 3 8%
Templar C+ A+ B C- C+ 4 3 14%
Sky Pirate C C- C+ C- A 4 4 25%
Sword Saint B+ A- B- C- B 4 3 12%
Holy Dragon B+ D- A A+ B 5 3 5%
Dragonkin B+ B+ B- C A 3 3 7%
Divine Knight C+ C- B- C- C+ 4 3 10%
Soldier C+ C+ C+ C- C 3 3 20%

### Stat growth ratesEdit

A character's job also affects the rate at which his/her permanent stats change upon gaining an experience level. While all jobs will grow all stats, some jobs grow certain stats faster and slower. For example, Monk will grow HP quickly, while Ninja will grow Speed quickly. These growth rates don't always match up with the stat bonuses when the player is using the job. For instance, almost every job has the same Magick Attack growth rate, but they differ in their current Magick Attack. Move, Jump, and Evade rates do not change with level-up, so there are no growth rates for these stats.

The player can exploit differences in these growth rates by leveling-down as a job with poor growth rates and then gaining levels as a job with a good growth rate.

#### Normal jobsEdit

Job Class HP MP Phys Atk Mag Atk Speed
Squire *** ** ** * *
Chemist ** ** * * *
Knight **** ** **** * *
Archer *** ** **** * *
Monk **** *** *** * *
White Mage **** **** *** * *
Black Mage ** ***** ** * *
Time Mage ** **** ** * *
Summoner ** ***** * * *
Thief *** ** *** * ***
Orator *** * ** * *
Mystic ** **** ** * *
Geomancer **** **** **** * *
Dragoon **** ** **** * *
Samurai ** *** **** * *
Ninja ** *** **** * ****
Arithmetician ** **** * * *
Bard * * * * *
Dancer * * *** * *
Mime ***** * ***** **** *
Dark Knight ** * **** * *
Onion Knight ** *** * * *
Onion Knight* ***** ***** ***** ***** *****

*Upon mastering fourteen other jobs, Onion Knight advances to job level 8 and its stat growth rates increase substantially. Onion Knights never gain experience, so the only way to gain levels as an Onion Knight is to breed Wild Boars and use their Bequeath Bacon ability.

#### Story character jobsEdit

Character Job HP MP Phys Atk Mag Atk Speed
Squire (Ramza) *** *** *** ** **
Holy Knight **** **** *** * *
Machinist *** *** *** * *
Game Hunter *** **** *** ** **
Skyseer *** **** *** * *
Netherseer **** **** *** * *
Templar **** **** *** *** *
Sky Pirate **** *** *** * *****
Sword Saint **** **** **** *** **
Dragonkin ***** **** ***** ***** **
Divine Knight **** ** ***** * *
Soldier *** **** *** * *

#### Job breakdownEdit

Note that Ramza and Cloud in the original US translation have different stats from the Japanese and PSP versions. This table reflects their US PSX stats.

Job Class HPM MPM SpM PAM MAM Move C.Ev HPC MPC SpC PAC MAC Jump
Squire 100 75 100 90 80 4 05% 11 15 100 60 50 3
Chemist 80 75 100 75 80 3 05% 12 16 100 75 50 3
Knight 120 80 100 120 80 3 10% 10 15 100 40 50 3
Archer 100 65 100 110 80 3 10% 11 16 100 45 50 3
Monk 135 80 110 129 80 3 20% 9 13 100 48 50 4
Priest 80 120 110 90 110 3 05% 10 10 100 50 50 3
Wizard 75 120 100 60 150 3 05% 12 9 100 60 50 3
Time Mage 75 120 100 50 130 3 05% 12 10 100 65 50 3
Summoner 70 125 90 50 125 3 05% 13 8 100 70 50 3
Thief 90 50 110 100 60 4 25% 11 16 90 50 50 4
Mediator 80 70 100 75 75 3 05% 11 18 100 55 50 3
Oracle 75 110 100 50 120 3 05% 12 10 100 60 50 3
Geomancer 110 95 100 110 105 4 10% 10 11 100 45 50 3
Lancer 120 50 100 120 50 3 15% 10 15 100 40 50 4
Samurai 75 75 100 128 90 3 20% 12 14 100 45 50 3
Ninja 70 50 120 120 75 4 30% 12 13 80 43 50 4
Arithmetician 65 80 50 50 70 3 05% 14 10 100 70 50 3
Bard 55 50 100 30 115 3 05% 20 20 100 80 50 3
Dancer 60 50 100 110 95 3 05% 20 20 100 50 50 3
Mime 140 50 120 120 115 4 05% 6 30 100 35 40 4
Squire (Ramza) 125 105 107 111 102 4 10% 11 11 95 50 48 3
Holy Swordsman (Orlandeau) 160 120 110 122 100 4 20% 10 11 100 42 42 3
Dragonkin (Reis) 140 115 120 120 110 3 7% 5 10 95 39 38 3
Engineer (Mustadio) 100 75 115 95 100 3 18% 11 13 100 50 50 4
Skyseer (Rapha) 90 100 115 80 100 3 10% 11 11 100 50 50 3
Netherseer (Marach) 100 110 110 105 100 4 8% 10 11 100 50 50 3
Holy Knight (Agrias) 140 100 100 100 100 3 25% 10 11 100 50 50 3
Temple Knight (Beowulf) 122 145 105 125 105 4 14% 10 11 100 48 45 3
Divine Knight (Meliadoul) 125 80 105 120 90 4 12% 10 15 100 39 50 3
Soldier (Cloud) 125 116 100 123 120 3 20% 11 10 100 42 46 3

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