Mediator
Mediators fill a very niche role in Final Fantasy Tactics. On their own, they're not particularly good. Their offensive abil-
ities like Threaten and Mimic Daravon are trumped by the Oracle class's Yin Yang magic, their multipliers and growths are
average at best, and their best abilities hover around a 50% success rate.
However, there's simply no other class that can pull off some of the stuff that a Mediator can. It's the only class that
can Invite units (with one narrow exception), and it's also the only class that can raise a unit's Faith value. Thus, you
almost always want at least one hanging around to make your guys more awesome.
One of the best things about Mediators is that they can equip guns, a weapon that only Chemists otherwise can use.
Guns aren't very powerful (and don't get stronger as you gain PA or MA), but their range is incredible. If you ever
enjoyed using the Knight's Battle Skill with an Archer, you'll love using it with a firearm! While not an amazing combo, it
lets you play a pretty sweet 'keep away' game with enemies while you whittle their strength down.
As mentioned, Mediators have poor stat growth, particularly their magical ability. Their Talk skills all use MA for a minor
boost to success rates, so if you aren't interested in using this class, keep in it long enough to grab the four Brave/
Faith modifying skills and turn your unit into a high MA unit like a Wizard or Time Mage. It may only result in increas-
ing your success rate by a few more percentage points, but that's still potentially a lot of saved time.
Just remember that Brave and Faith have boundaries!
Prerequisite: Lv. 2 Oracle
Weapons: Knife, Gun
Helmet: Hat
Armor: Clothes, Robe
Move: 3
Jump: 4
Physical Evasion Rate: 5%
Inherent Support: Monster Talk
Skills to get: Invitation, Praise, Threaten, Preach, Solution
Class Skill: Talk Skill
Invitation: Word skill tricks enemy into becoming an ally (Add: Invitation).
Range: 3,3. Effect: 1. CTR: Now. JP Cost: 100
(The only way to get a non-dragon character to switch sides. While the characters you gain won't tend to be anything
special, you can at the very least strip the equipment off a human unit either for gil or personal use.)
Persuade: Word skill used to ask enemy to wait its turn to act. Resets the CT count.
Range: 3,3. Effect: 1. CTR: Now. JP Cost: 100
(Kind of like a reverse Quick. The success rate is pretty low however, so best to avoid it.)
Praise: Word skill raises Brave level by complimenting the target and raising their confidence (Brave +4).
Range: 3,3. Effect: 1. CTR: Now. JP Cost: 200
(Ramza's 'Cheer Up' skill is much better at raising Brave values than this, but it's still a solid ability.)
Threaten: Word skill lowers Brave level by frightening target (Brave -20).
Range: 3,3. Effect: 1. CTR: Now. JP Cost: 200
(Not as powerful as an Oracle's Foxbird, but your success rate will always be really high. Potentially useful to draw out
a battle or to knock down the success rate of an enemy reaction ability. You'll also want this for late in the game...)
Preach: Word skill used to raise Faith by preaching the miracles of God (Faith +4).
Range: 3,3. Effect: 1. CTR: Now. JP Cost: 200
(This is the ONLY skill in the game that raises Faith, so get it!)
Solution: Word skill used to lower Faith by preaching about other secular theories (Faith -20).
Range: 3,3. Effect: 1. CTR: Now. JP Cost: 200
(While perhaps not as effective as simply outright killing an enemy unit, hitting an enemy with this skill effectively
reduces the amount of magic damage they'll deal substantially. Making at least one unit with an incredibly low Faith
can be awesome against certain units as well. Has a high success rate like Threaten.)
Death Sentence: Word skill foretells the enemy's death (Add: Death Sentence).
Range: 3,3. Effect: 1. CTR: Now. JP Cost: 500
(I'm not a fan of Death, so it should come as no surprise that I'm even less of a fan of a skill that has a lower success
rate.)
Negotiate: Word skill used to negotiate with enemy and receive gil.
Range: 3,3. Effect: 1. CTR: Now. JP Cost: 100
(You can be doing so much more than stealing gil with a Mediator.)
Insult: Word skill used to upset enemy with curses and abuse (Add: Berserk).
Range: 3,3. Effect: 1. CTR: Now. JP Cost: 500
(Berserk is kind of a risky status ailment, but good against enemy casters. A 50% success rate isn't great, but neither
is getting nuked in the face. Still, Solution is probably the more reliable choice.)
Mimic Daravon: Word skill used to put enemy asleep with boring stories (Add: Sleep).
Range: 3,3. Effect: 2,3. CTR: Now. JP Cost: 500
(Not great; the success rate is a little lower than the Oracle version, but potentially a little easier to hit multiple
enemies with. Sleep is a great status effect, so you'll probably want this eventually.)
Reaction Ability:
Finger Guard: Evade word attacks (Trigger: word skills).
JP Cost: 300
(You can count the number of Mediators you fight in the entire game on one hand, and still have enough digits to flip
this skill off.)
Support Abilities:
Equip Gun: Equip gun regardless of Job.
JP Cost: 750
(Expensive, but guns are extremely long range weapons that cannot be evaded, and deal damage regardless of PA or
MA. Magic users will likely want a Support Ability like the Time Mage's Short Charge, but they can be pretty effective
long distance attacks with this skill.)
Train: When enemy becomes terminal, force them into becoming allies.
JP Cost: 450
(This skill only works on monsters! Therefore, not worth it in the least.)
Monster Talk: Speak with monsters and use 'Word Skill' even if not a Mediator.
JP Cost: 100
(Characters with the Talk skill are out of luck without this ability when trying to Preach to monsters. Darn! Grab a
Dragon or Tiamat and forget about this skill.)
With our lovely Summoner showing off her Weapon Guard skills above, cleverly using her rod to deflect an arrow, I
thought I could take a bit of time to better explore evasion in FFT.
Evasion
Physical Evasion in FFT comes in 4 flavors:
- Class
- Shield
- Accessories
- Weapon Guard
Most of these we've already covered, but to be brief, Class Evasion changes depending on what class a unit is. Dexter-
ous units like Thieves and Monks get a bonus to evade, while more bookish classes like Wizards and Mediators get a
paltry 5%. While Squires have a base 5% as well, many special units (like Ramza, or the newly joined Mustadio) have a
high class evasion (10 and 18% respectfully). Shield evasion differs depending on the shield, with better shields tending
to have better evasion values. Accessories known as "Mantles" can give evasion as well. Finally, units using the
Knight's Weapon Guard have evasion based on their weapon.
When being attacked in battle, which evasion can trigger depend on what direction a character is facing:
Front: All evasion sources apply.
Side: Only Shield, Accessories, and Weapon Guard count!
Back: Only Accessory evade counts here!
Thus, while attacking from behind is always preferred, you will find that attacking from the side is just as effectively
against most non-shield using enemies.
While determining position with a melee attack is easy, ranged attacks from Bows and the like can be much trickier to
figure out, but can be simplified by referring to the below image; Height has no factor in determining evasion!
While most attacks assume a 100% success rate, some like the Knight's Battle Skill have a success rate that is much
lower. You can tell the difference between an attack that misses and one that is evades based on the small message
that pops up on a character.
Adding your sources together will give you pretty inconsistent numbers, because evasion is multiplicative, not additive.
For the math related, here are the equations, as found in the almighty Battle Mechanics FAQ:
from front:
hit% = [(base hit%) * (100 - Class Evade)*(100 - Shield Evade) * (100 - Accessory Evade) * (100 - Weapon Guard
Evade) / (100,000,000)]
from side:
hit% = [(base hit%) * (100 - Shield Evade) * (100 - Accessory Evade) * (100 - Weapon Guard Evade) / (1,000,000)]
from rear:
hit% = [(base hit%) * (100- Accessory Evade) / 100]
Thus, a Knight (Class Evade: 10%) with a Mythril Shield (Shield Evade: 22%), a Leather Mantle (Accessory Evade:
15%) and using Weapon Guard with a Mythril Sword (Weapon Guard Evade: 8%) being attacked would have the
following Evade percentages when being attacked by your average blow (remember, drop decimals!):
Front:
[ 100 * (100 - 10) * (100 - 22) * (100 - 8) * (100 - 15) ] / 100,000,000
= 54% success rate (46% evade rate)
Side:
[ 100 * (100 - 22) * (100 - 8) * (100 - 15) ] / 1,000,000
= 60% success rate (40% evade rate)
Rear:
[ 100 * (100 - 15) ] / 100
= 85% success rate (15% evade rate)
Magical Evasion is a bit easier to calculate, because only two sources count, Shields and Accessories, and positioning
doesn't matter. Shields protect you from a Wizard that's behind you as much as they do when the same Wizard is in
front of you (or, no where to hide):
hit% = [(base hit%) * (100 - Shield Evade) * (100 - Accessory Evade) / 10000]
These percentages count against both magic that damages AND magic that causes status effects.
The same Knight trying to evade a spell would have a 5% Evade from his Mythril Shield, and 15% from his Leather
Mantle. Thus if he was attacked with a spell like Fire 3, he would evade the damage 20% of the time (the Wizard would
have an 80% success rate). Dodging A Frog spell from the same Wizard (for the sake of simplifying, assuming the Wiz-
ard has a 63% chance of success under non-evasion conditions) would have its success rate dropped to 50%.
You can do the math yourself!
There are many different things that affect evasion:- Defending doubles all evasion values (The Ninja's "Abandon" does the same thing, on a more permanent basis.)
- Guns ignore evasion, but skills used from guns do not! Reaction abilities like the Samurai's Blade Grasp however still work,
- Bows and Crossbows have a harder time hitting in nighttime conditions. All evasion percentages are increased by roughly 33%!
- Zodiac compatibility has no effect on evasion, but for many spells does effect the chance of hitting!
That was lengthier than I intended! The battle is now over! Mustadio is going to be our new guest character. I can't
wait until these guest characters leave so I can once again use characters I actually want to use
I think we're going to do one more battle before I make another supplementary post. I hope all this talk about evasion
was a hit! If you've got any other particular game mechanic questions you'd like answered, please let me know!
Next time on Let's Play Final Fantasy Tactics: Summon spells work just as well on us apparently! See you next update!
* * * * * * * * * * * * * * * * * * * * * * * * * * * *
Bonus Money: 7,000 Gil
War Trophies: 2,000 Gil, Mythril Sword, Hi-Potion
Last edited by Eddie; 03-25-2010 at 02:54 PM.
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