• Welcome to Talking Time's third iteration! If you would like to register for an account, or have already registered but have not yet been confirmed, please read the following:

    1. The CAPTCHA key's answer is "Percy"
    2. Once you've completed the registration process please email us from the email you used for registration at percyreghelper@gmail.com and include the username you used for registration

    Once you have completed these steps, Moderation Staff will be able to get your account approved.

Sprite

(He/Him/His)
I’m playing it now!

Do jobs have any effect on long-term stat growth? From what I’ve read they affect HP, but not much else? Is there any reason I should keep characters in the same niche the whole game, or can I swap them between physical and magic classes?
 

Paul le Fou

24/7 lofi hip hop man to study/relax to
(He)
That's a good example of one of the problems with the changes that the DS version makes to the job system, and is unique to that version of the game.
Could you go into that in more detail?
PR job levels work the same as they do on DS, so it's not exactly unique to that version. PR does revert jobs back to where you acquired them on FC, so you aren't going to run through 80% of the game as a Monk with no reason to upgrade. You'll probably just end up with a Black Belt that's too strong for Ninja to be worth it though.
I have only the slightest idea of what any of this means!
 

Kazin

did i do all of that?
(he/him)
Which version are you playing, @Sprite ? During research while I was playing the DS version, apparently there jobs will affect long term growths when you level up (i.e. if you're a Viking when you level up on DS, you get more HP, whereas you don't get as much, if, say, you're a Black Mage). Dunno if it works the same way on PR or Famicom.
 

Mogri

Round and round I go
(he)
Staff member
Moderator
I have only the slightest idea of what any of this means!
In FF3DS, the jobs were reordered a bit -- Thief is available from the start of the game, for instance. Pixel Remaster puts the jobs back in their original locations.

As far as I know, all three versions are consistent in making HP the only stat that carries between jobs: if you have one guy as Scholar the whole game and another as Monk, the second will have more HP at the end of the game even if they both end up as Ninjas, but their other stats will be the same.
 

JBear

Internet's foremost Bertolli cosplayer
(He/Him)
Could you go into that in more detail?
In the original Famicom game, job levels did essentially nothing, although there are *many* misconceptions to the contrary floating around the internet. A level 90 Knight was maybe 10% more effective at hitting goblins with sword than a freshly minted level 1 Knight (I did the precise math back on TT 2.0 and showed my work, but I can't be arsed to go digging for the posts, so I'm going from memory here), and the other impacts were even more minor, so you were pretty free to job-hop when it struck your fancy without much downside. (CP technically limited this, but I literally never wanted to switch someone's job and found myself lacking the needed CP, and it was certainly never necessary to grind for it, which is another thing you'll sometimes hear people claim.)

The DS version made job level the be-all end-all, making high job levels dramatically increase effectiveness, which, coupled with job sickness (also unique to that version) instead of CP, highly discouraged regular job switching and experimentation, which is one of the most fun things about FF3.

It seems like the Pixel Remaster falls somewhere in between the two? *shrug*
 

Kazin

did i do all of that?
(he/him)
@JBear ooh, so job levels don't really matter on Famicom? I'm already sitting on a good amount of CP and wouldn't mind goofing around with changing my White Mage to a Red Mage for some offense (though I did get Aero...). So job levels don't affect MP, either? On DS (and PR from what I recall), MP seemed to be tied strictly to character level. EDIT: Er, you know, spell charges. Whatever you want to call them.
 

YangusKhan

does the Underpants Dance
(He/Him/His)
The DS version made job level the be-all end-all, making high job levels dramatically increase effectiveness, which, coupled with job sickness (also unique to that version) instead of CP, highly discouraged regular job switching and experimentation, which is one of the most fun things about FF3.
On the other hand, it made early-game jobs viable to play with the whole game if you wanted to.

I think 3PR strikes a good balance, especially because it completely obliterates any negative penalty or resource for changing jobs.
 

Kazin

did i do all of that?
(he/him)
Alright, got to the Water Temple in Final Fantasy III Famicom. This version has some idiosyncracies compared to later versions - Bombs/Balloons are extremely dangerous, because as near as I can tell they'll explode after they're attacked once, and can do like 400+ damage (which was enough to one shot everyone but my Monk during the Fire Crystal quest). I'd be fine with it if I could be careful and only attack when I want to, but there's no defend command for either of my mages, so they always have to either use one of their spells (which of course have limited casts), or attack either my own party, or the Bombs, which could cause them to be killed. So, I mostly just ran from the Bombs/Balloons, taking my chances with being utterly defenceless while running since the Bombs wouldn't explode if I didn't attack them. This made that dungeon a little frustrating, but I didn't have enough space in my inventory to shuffle jobs around too much - I even ended up using Fat Chocobo, which I'd not done at all in the other versions lol.

None of this is damning or anything - if anything, it made the dungeon itself pretty tense. The tree dungeon was actually pretty easy, which surprised me - it's tough in the DS version, at the very least. Hein didn't do too much damage to me, though physical attacks were useless, so I'm glad I kept all those damage-dealing items to throw at him while my Scholar scanned his weakness. The worst part of that dungeon were the random battles that would confuse my party members, who were much more dangerous in that state than anything else in that dungeon lol.

Kraken took a few tries on DS, so we'll see if he's as hard here as he was there. Still having a good old time with the game. I will say that the soundtrack is best on Famicom/NES, though I did quite like the Pixel Remaster versions of the songs too.
 

Kazin

did i do all of that?
(he/him)
Kraken was easy, as was Goldor. Garuda, on the other hand... sheesh. All four of my characters were fully decked out Dragoons, and it took me several tries, just because turn order is so random. Definitely the hardest version of that boss in any version of the game.

Currently level 21 heading to Doga's place. Honestly at this point, I just want to see the last dungeon - it's probably my favorite part of the game in the other two versions, and probably will be here (which is weird to say, considering its reputation, generally).
 

Kazin

did i do all of that?
(he/him)
The splitting monsters: are you fucking kidding me?! I can't hit them very hard, they split endlessly (the remake and pixel remaster halves their health every time they split, I think, meaning battles eventually fucking end). I can't get any Dark Knight weapons yet because I don't have the fucking Invincible. What the fuck am I supposed to do? I can't even run from them!
 

Kazin

did i do all of that?
(he/him)
I beat it. Absolutely abysmal design. I even looked up what to do - I'd have had to grind a ton to be able to damage things relatively well, or just run from everything and pray RNG favors me. Guess what I did? Lol thank fuck for save states.

Rolling into the Darkness Cave with 3 Dark Knights and a White Mage. Gonna be a pleasure ripping those monsters apart in there.
 

Mogri

Round and round I go
(he)
Staff member
Moderator
The monsters don't split on magic damage, though. You could've just used magic.
 

Kazin

did i do all of that?
(he/him)
Yeah, I know, but magic wasn't doing much damage except for high level black magic spells, which I run out of charges for well before the end of the dungeon (on top of needing to grind gil anyway to kit out my other characters who hadn't been using magic in the first place).

I suppose I was underleveled? That'd be a shame, too, since I hadn't needed to grind much at all to that point (with the Doga/Unei fight coming up, I'm probably gonna grind lol).
 

JBear

Internet's foremost Bertolli cosplayer
(He/Him)
It's been a while, but pretty sure I used magic to soften and then physical killings blows. And I certainly didn't grind, before or after, since I don't grind.
 

Kazin

did i do all of that?
(he/him)
That's what I'd read on GameFAQs, but the math wasn't making sense on my end. I'd run out of spell charges on my mages, and my physical attacks were barely hitting just over 200 damage. I'm assuming I was somehow underleveled.
 

JBear

Internet's foremost Bertolli cosplayer
(He/Him)
Oh, just remembered: another big thing for me was using BuildUp on my Karetka. If he spends a turn or two doing that, he can kill one from full health, IIRC. Still not as useful as a Dark Knight in the Earth Cave, but good enough for the tutorial splitters that they throw at you before the Earth Cave to introduce the mechanic.
 

Kazin

did i do all of that?
(he/him)
Oh, just remembered: another big thing for me was using BuildUp on my Karetka. If he spends a turn or two doing that, he can kill one from full health, IIRC. Still not as useful as a Dark Knight in the Earth Cave, but good enough for the tutorial splitters that they throw at you before the Earth Cave to introduce the mechanic.
Hmm, that must stack and get stronger and stronger, though I swear I tried that... Karateka's being easy to equip, what with not needing weapons lol.

Anyway, just watched the credits. I love the game again! It was just that one dungeon, really, that felt like hitting a wall. The last dungeon was a delight - very challenging, even with my Ninjas and Sages. The 2 Headed Dragon one shot anyone it hit, so I did as much damage to it as I could while raising whoever was last killed with Life2 (and was lucky he never killed both my Sages, though I did hoard FenixDowns the whole game so I'd have used those). I'm glad I kept my Elixers, too, as I needed them to get through the boss gauntlet in the Dark World. Ahriman was probably harder than the final boss! Which, you know, I knew what to expect going in (have both Sages spam Cure 4, and throw Shurikens at the Cloud until it dies, which I didn't even have enough and was able to eke out a victory using regular weapons. Using Shurikens is weird on Famicom - there's no throw command, so you have to equip them and then Fight regularly, and then do this every turn and for each hand, which I had to look up how to do lol).

It's weird, because there's parts of each version of Final Fantasy III that I like more than others. The 3D remake and Pixel Remaster both do that splitting enemies dungeon better (it's not an enormous difficulty spike in those like it was on Famicom. By far the hardest part of the game in that version). The last dungeon on Famicom is preferable to me - you don't get fully healed after every boss and instead have to tough it out on your own, and the random battles in the World of Darkness are all either ambushes, back attacks, or pre-emptive attacks, meaning you really have to be on your toes. I used all the 99 Hi Potions I brought into the Crystal Tower, and then like four Elixers once in the World of Darkness. The challenge of that final dungeon is quite a thing - though it's fair (for the most part - the 2 Headed Dragon and Ahriman fights could have easily wiped me, so that would have been infuriating, since those happened to be the last two I fought before heading to the final boss lol). Meanwhile the 3D version and Famicom original don't let you buy Phoenix Downs, but you can buy them in the Pixel Remake (I think I prefer them not being purchaseable). I'm torn on running being super risky on Famicom and not very risky in the later versions of the game - running being easier (or at least with a higher chance of success) would mitigate a lot of the problems I had with the Ancient Cave, but would make the mini dungeons too easy, too. If it weren't for that pesky dungeon that was such a difficulty spike for me, I'd probably say the Famicom version is the best version - it probably still is, but I was infuriated at the game last night lol. Oh well.

Kinda blows my mind I've beaten Final Fantasy III four times in the past few months (2x Pixel Remaster, 1x 3D remake, and the Famicom just now), when prior to the Pixel Remaster coming out, I didn't even like it.
 

Mogri

Round and round I go
(he)
Staff member
Moderator
It's a good game!

It's interesting you think of the 3D version as a hard mode - while I thought the bosses were more interesting, the jobs were stronger, and the 3 enemy cap made random encounters much simpler. Do you still feel like it's the most difficult version?
 

Kazin

did i do all of that?
(he/him)
Nah, I take that back - Famicom is definitely the hardest version (and not even just because of the splitter dungeon - Famicom is harder all around), and Pixel Remaster is the easiest.
 
Last edited:

Mightyblue

aggro table, shmaggro table
(He/Him/His)
Probably gonna start a III PR playthrough (and drop it temporarily when IVPR drops because, well, yeah), but I think I'm gonna use the FFRK sprite replacements for the jobs.
 

Mightyblue

aggro table, shmaggro table
(He/Him/His)
Yeah, pretty much anything 1:1 as far as size goes is pretty easy to swap out (you do need the modded UnityPlayer dll though). Now that people are actually putting together documentation on how the various files control things it sounds like they'll be more detailed swaps coming out. Bodes well for randomizers too, since text/events/area entrances all seem to be serial entries in json files/etc.
 

Kazin

did i do all of that?
(he/him)
I think the only game I may want to actually mod the sprites in is VI to put the original sprites back in, though I'll probably have beaten the game by the time that mod comes out lol.

Still, the modders have their priorities straight - those fonts had to go.
 

R.R. Bigman

Coolest Guy
I beat Omega Weapon, so I think I’m done with FFX. I ended up spending over a hundred hours playing it, with the majority of that time in the endgame doing ~most~ of the Celestial Weapons stuff and powering up the party.

Pro Tip: If you kill the mimics in Omega Ruins with Rikku in the party equipped with Godhand, it’s Gillionaire ability will get you 100,000 gil per fight. It really helped me rake in the money to bribe monsters for Level 3 and 4 Lock Spheres.
 

Sprite

(He/Him/His)
Ugh, in FFIII I’ve no idea how to beat the Hecatoncheir. The walkthroughs I’ve found say that he just does physical attacks until at low health, but he just spammed Quake with me from turn one. Is it just a gamble? Did they screw up his AI? It seems like he has pretty low health but that’s small comfort when he’s two-shotting most of my party.
 

Kazin

did i do all of that?
(he/him)
Ugh, in FFIII I’ve no idea how to beat the Hecatoncheir. The walkthroughs I’ve found say that he just does physical attacks until at low health, but he just spammed Quake with me from turn one. Is it just a gamble? Did they screw up his AI? It seems like he has pretty low health but that’s small comfort when he’s two-shotting most of my party.
I think he does spam Quake in the Pixel Remaster, though I think he has a chance of doing other stuff, such as a single target physical attack. What's your highest Cure spell? You may be able to survive a few more rounds if your healer spams that while everyone else does as much damage as they can.

Also: the Famicom and Pixel Remake versions of the game have different HP totals for most enemies, as far as I'm aware (Famicom usually has lower HP totals), so sometimes a strategy for the Famicom version may not work as well on PR.
 
Top