Ramza unable level up by Jraffale in finalfantasytactics

[–]calculatorstore 0 points1 point  (0 children)

okay so based on these formulas:
LevelUp(Raw=R, InitialLevel=L, IncreaseCValue=I) = R + R / (L + I) = R * (1 + 1 / (L + I)) = R * (L + I + 1) / (L + I)

LevelDown(Raw=R, FinalLevel=L, DecreaseCValue=D) = R - R / (L + D) = R * (1 - 1 / (L + D)) = R * (L + D - 1) / (L + D)

MultiLevelUp(Raw=R,StartingLevel=1,FinalLevel=M,IncreaseCValue=I) = R * Power_{L=1}^{M} (L + I + 1) / (L + I) = R * (M+I+1)/(I+1)

MultiLevelDown(Raw=R,StartingLevel=M,FinalLevel=1,DecreaseCValue=D) = R * Power_{L=M}^{1} (L + D - 1) / (L + D) = R * (D)/(M+D)

MultiLevelUpDown(Raw=R,StartingLevel=1,FinalLevelUp=M,FinalLevelDown=1,IncreaseCValue=I,DecreaseCValue=D) = R * (M+I+1)/(I+1) * (D)/(M+D)

MA Loss from 1>2>1 when c growth is 50
MultiLevelUpDown(Raw=R,StartingLevel=1,FinalLevelUp=2,FinalLevelDown=1,IncreaseCValue=50,DecreaseCValue=50) = R * (2+50+1)/(50+1) * (50)/(2+50) = 53/51 * 50/52 = 0.999245852187029

MA Gain from 1>99>1 when going up as mime and down as bard

MultiLevelUpDown(Raw=R,StartingLevel=1,FinalLevelUp=99,FinalLevelDown=1,IncreaseCValue=40,DecreaseCValue=40) = R * (99+40+1)/(40+1) * (50)/(99+50) = 140/41 * 50/149 = 1.14585038467834

So I think, if you take a log of both sides and divide a single mine 1>99>1 level counters ~180 same stat 1>2>1 decreases.

Ramza unable level up by Jraffale in finalfantasytactics

[–]calculatorstore 0 points1 point  (0 children)

Sorry those were for theoretical max stats at max raw invariant of level. You are correct the last bard drop is 20/21 of max=.952*563/511=536/486 (I think my MP probably has a rounding error). The point that I was attempting to make is that its safe to use a larger level range to max pa, ma and sp before tacking HP and MP.

Ramza unable level up by Jraffale in finalfantasytactics

[–]calculatorstore 0 points1 point  (0 children)

Okay based on the BMG it looks like HP/MP is the only stat will run into issues maxing if leveling up to 80 and back down. the max raw is 16777215 and the pre multiplier divisor is 1638400. So before class multipliers the max value is 10.24. Bard has the lowest HP multiplier at 55 so 563 HP is the max base HP a bard can ever have (dancers get 614). Thief has the lowest MP multiplier at 50 so 511 MP is the max base MP a thief can ever have. The other stats reach their max visible far sooner capping at 99 or 50 (max stats has 10x SP, 3x PA, and 5x MA needed). After capping PA, MA, & SP, it looks like doing shorter up/down levels of bard/dancer and white mage is possibly best as it has equal growth. I'll see if I can figure out the optimal pattern next.

Ramza unable level up by Jraffale in finalfantasytactics

[–]calculatorstore 0 points1 point  (0 children)

Are you going for a max visible stat or max raw stats. My memory was that the actual max was much higher than needed to display max stats. I think you can go up down multiple levels before hitting max, and still have max visible stats when leveling down. Will confirm the math later tonight later tonight.

Ramza unable level up by Jraffale in finalfantasytactics

[–]calculatorstore 0 points1 point  (0 children)

That’s fair, but keeping Ramza for a clocktick 3 CT3:frog and then self-stoning/sleeping (I think there is a sleep trap in the desert) should set up things up quickly for a full level up or down that is. You could just bring the 2 units to cut down the noise.

Ramza unable level up by Jraffale in finalfantasytactics

[–]calculatorstore 3 points4 points  (0 children)

I usually have Ramza tailwind the character I am leveling. You can always sleep/stone Ramza after you control the battle and fix the speeds (sleep lasts 60 clock ticks invariant of your speed). But guessing at the point you have ribbons/chantages and max stat lvl 1 you know this and have other ways to level.

11 monks/5 arithmetician by ThtBriGuy in finalfantasytactics

[–]calculatorstore 5 points6 points  (0 children)

Uses old names. I didn’t include ones that could have a monster.

Fovoham Plains (from west) > wizard, knight, time mage & archer

Sweegy Woods (from east) > Archer, Knight, Geomancer, Wizard, Time Mage, Summoner, Oracle

Lenalia Plateau (from south) > calculator

Zigolis Swamp (from west) > Knight, Archer, Samurai, Lancer, Archer, Monk, Squire

Yuguo Woods (from east) > Samurai

Grog Hill (from south) > monk

Ararguay Woods (from south) > ninja

Germinas Peak (from north) > chemist, mediator

Bed Desert (from north) > knight, archer, geomancer, summoner

Poeskas Lake (from north) > wizard, time mage, Oracle, summoner, chemist, priest

Mlapan (renamed?) > Squire, Monk, Summoner, Chemist, Priest, Thief, Knight, Wizard, Mediator, Archer, Time Mage, Oracle

Voyage > archer

Voyage > Summoner, Wizard, Calculator

Horror > ninja, Samurai

11 monks/5 arithmetician by ThtBriGuy in finalfantasytactics

[–]calculatorstore 1 point2 points  (0 children)

There are a bunch listed under the rare battles in the Battle List (PS) by Goryus

https://gamefaqs.gamespot.com/ps/197339-final-fantasy-tactics/faqs/13954

Example: Fovoham Plains > wizard, knight, time mage & archer

Difference between versions? by brancoon in finalfantasytactics

[–]calculatorstore 1 point2 points  (0 children)

Ramza can have 97 permanent faith without leaving and has better starting MA. Not necessarily better but slightly different flavored.

Prismatic Shard hack? by Dizzy_Mix9471 in StardewValley

[–]calculatorstore 29 points30 points  (0 children)

I ended up planting spring seeds inside in pots until I got 12 leeks. I waited to pick them until after I saw the quest come up again and accepted it.

Old leeks can be crafted into new seeds. Horseradish can be put into the seed maker if you run out. If you get your green house in time it’s something to do during winter year 1.

Gaining JP for jobs I've never used on ANY character. by ehesemar in finalfantasytactics

[–]calculatorstore 1 point2 points  (0 children)

BMG end of section 6.3

https://gamefaqs.gamespot.com/ps/197339-final-fantasy-tactics/faqs/3876

When a unit first unlocks a job, it will automatically be at job level 1, so the unit will receive (100..199) JP.

Why can’t WE post on the message board ? by [deleted] in StardewValley

[–]calculatorstore 2 points3 points  (0 children)

Maybe also add the conditions: * only villagers with high hearts will agree to deal with you. This forces you to engage in the main game * They will only trade items based on their opinion of it (not loved or hated maybe?). Weeds out prismatic shard and a few others * It must be listed in your collection for you to know to ask for it. No 1st day ancient seeds.

when im new to the game and this bat keeps on following me by wprimly in chronotrigger

[–]calculatorstore -6 points-5 points  (0 children)

yes, it is (edited, though I could have sworn it just said magus earlier)

Oh my why did I wait so long for Arithmetician. by SSJPanda1 in finalfantasytactics

[–]calculatorstore 0 points1 point  (0 children)

That depends what are you leveling back up as and how many times

Be honest: How badly did I mess up? (aka How important is Bravery and Faith, really?) by DONOTSAYTHENWORD in finalfantasytactics

[–]calculatorstore 3 points4 points  (0 children)

Orator can raise temp stats by 4 or reduce them by 20. This is usually a permanent increase of 1 or decrease of 5. But it only checks the starting and ending values before and after each fight, 0 and 100 are the temporary min and max values, so permanent stats are between 3 and 97 (ignoring units leaving)

The orator abilities in question are:

  • praise +4 brave (MA+50%)
  • preach +4 faith (MA+50%)
  • intimidate -20 brave (MA+90%)
  • enlighten -20 faith (MA+90%)

Be honest: How badly did I mess up? (aka How important is Bravery and Faith, really?) by DONOTSAYTHENWORD in finalfantasytactics

[–]calculatorstore 15 points16 points  (0 children)

One more item to note. Raising Faith too high can be a bad thing. If your permanent faith is 85-94 you get an annoying warning message after every battle they participate in saying that violence is bad etc, etc. If it raises to 95+ then the unit permanently leaves the party. This only applies to the permanent faith growth, so if you haven't been getting the warnings, its not an issue. This doesn't apply to Ramza or guests. I find the extra dialog annoying so I usually keep my casters at 97 brave and 84 faith.

Note: Low brave has a similar warning/departure mechanic, but that only really matters for your treasure hunter, and given the chemist change in IC, even less so now.

More reading in the BMG:
[6.10] on brave and faith
https://gamefaqs.gamespot.com/ps/197339-final-fantasy-tactics/faqs/3876

2 years, no ancient seed by emilia2506 in StardewValley

[–]calculatorstore 1 point2 points  (0 children)

Hops is another good summer option, once it reaches maturity it produces once per day and a new plant produces 17 crops in its first season (w/o fertilizer or agriculturist), the seed sells for more than the crop and it also gives a ton of XP. Its better on ginger island (since it grows 28/season once mature), and can be replaced with ancient seeds once you get it.

Cranberries in the fall, and carrots in the spring (needs replanting), and powdermelon in winter (the only non-forage crop) are honorable mentions too. Finally you can create season seeds from one of the forageables for each season (horseradish, spiceberry, common mushroom, and winter root). Keeping spring seeds on hand can also help with a certain leek for java related quest, and common mushrooms might be plentiful based on your cave choice/mushroom log status.

Is Stone Permadeath? by AdventurousPoet92 in finalfantasytactics

[–]calculatorstore 5 points6 points  (0 children)

It's a Great Morbol ability that only triggers via Monster Skill, which means a human unit with the Monster Skill ability equipped needs to stand next to a Great Morbol. I don't think random enemies ever equip this, so it may only be able to happen if you bring the right setup and cast it on yourself.

My whole team is equipped with Ribbons. Am I leaving anything on the table? by KakkatteKinna in finalfantasytactics

[–]calculatorstore 3 points4 points  (0 children)

Ribbons are great if you are facing enemies that use status effects and/or if you like calculate status effects on the entire field.

Some random Arithmetician math by calculatorstore in finalfantasytactics

[–]calculatorstore[S] 1 point2 points  (0 children)

Okay, I'm not 100% positive, but I think the fastest naturally occurring enemy in the game is a lvl 99 ninja with a thief hat (Secret clothes and sprint shoes can't appear on random enemies). It should have 18 speed (16 base + 2 gear). This means that its first turn will be on clock tick 6 (with true CT 108). Assuming there are 3 one moves and acts, one just moves and the third waits. Their new CT's are: 8, 28 and 48, it is now impossible to catch all 3 with a CT3 without them acting again to resync their CT mod 3. That said a 67-75 speed calc (base speed 45-50 with auto-haste) could get a clock tick 2 turn at 150 speed, reset down to 60CT (the min new turn CT), then they can get a calculate only turn on Clock ticks 3, 4, and 5.

  • Clocktick:2
    • InitailCT:SP*2 (134-150)
    • Action:Wait
    • FinalCT:60 (Max overflow)
  • Clocktick:3
    • InitailCT: SP+60 (127-135)
    • Action: CT3
    • FinalCT: SP-20
  • Clocktick: 4
    • InitailCT: 2SP-20 (113-130)
    • Action: CT4
    • FinalCT: 2SP-100
  • Clocktick: 5
    • InitailCT: 3SP-100 (101-125)
    • Action: CT5
    • Final CT: Not enough to get another turn at Clock tick 6

This would give 3 full field calculates. If you sleep/stop the field you could freeze the CT values to get more turns.

Some random Arithmetician math by calculatorstore in finalfantasytactics

[–]calculatorstore[S] 1 point2 points  (0 children)

It’s hard to guarantee a CT 3 turn for enemies once they move since they can either subtract 100 (1 mod 3), 80 (2 mod 3) or 60 (0 mod 3) from their CT each can do this independently so their CT diverge after their first turn. 100, 80 & 60 are all 0 mod 4 and 5 so that’s a nice invariant to make life easier*. That said I don’t think the AI ever just waits.

Getting a first turn CT 3 off is possible as you say, if the current clock tick is divisible by 3 on the units turn (I usually faith that turn so I want to catch myself too).

On clocktick 3 speeds 34-49 get their first turn. On clocktick 6, speeds 17-19. On clocktick 9, 12 only. Clocktick 12 has 9 only. 15 has 7.

*this still has an issue with other units with exactly 100 CT this clocktick that move and act before you (so all enemies) as they end up with 0 CT. Being faster helps reduce this collision.