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Final Fantasy Dimensions is an old school Final Fantasy game that would be right at home on the SNES... except that it was released in chapters on mobile devices roughly 20 years after its predecessor. The game is essentially FF5, complete with Job System nearly copy-pasted from it, except with TWO sets of Crystal Warriors, Light and Dark, and a rotating cast of Temps a la FF3/4 in your fifth party slot until endgame where your parties merge.
Similar to FF5, characters can use a number of Jobs and level them up to mix and match skill sets. Unlike FF5, the PCs are a little more distinct from each other. Only mild stat differences (a total of about 15 pts shuffled around) but with different starting equipment and skills, plus over half of the Jobs themselves are exclusive to either one party or the other, and some of the basic jobs get boosts depending on the party.
These factors combined to suggest that each of the 8 main characters has their own claim to each of the 8 starting Jobs. You could make some weaker arguments for the ten advanced jobs as well and make a topic akin the FF5/BD twink setups topics. However, I think most people would prefer a Neutral Job-based topic, so I'm mostly going to approach this topic as one, with the jobs assigned to the characters to get around some issues inherent to the Neutral Jobs.
Conveniently, the 8 main PCs plus the 10 Temps all correspond to each of the 8 starting and 10 advanced Jobs, so this topic will look an awful lot like a straight Neutral Job topic. I will be making notes where the Character assigned to the Job makes a difference. I will be scaling all Temps to endgame (due to how stats are almost completely dependent on Job and static, this was trivial to calculate).
The goal is to make the topic more reflective of in-game performance overall. The major differences between this method and a Neutral Job topic are the representation of some temp-only skills, and the lack of two DL-useless Jobs, Memorist and Jobless. Memorist is FFD's Mime-type job with customizable stats and some luck elements that gets absolutely no skillset without a character to base it on. Luckily the game gives you the Temp Argy, who has both a designated stat build AND a basic skillset to pull from, making the class actually resemble how a Memorist would be used.
Jobless, as the name implies, is the base Job with no skillset whose claim to fame is having more skill slots to put skills it doesn't have any claim for. Instead of Jobless, the seven actual jobs are distributed one each to the 8 mains except for White Mage being handed out twice. This is due both to starting skills (Dusk and Diana both start with the White Magic skill) and because there is a significant difference between a White Mage (and Black) from the Light Warriors side and one from the Dark Warriors side. Dark side White Mages do NOT get access to the final level of White Magic (which notably includes their only damage spell Holy). This helps reflect this limitation that is a major component of the game AND represents likely in game performance perfectly. A player is almost certain to need a White Mage in both parties, but the Dark side White Mage is always going to be inferior to the Light side one and sit around uselessly endgame. Their lack of damage also reflects the expected damage of a Jobless character in a Neutral Job stat topic but still makes the character a viable DL duelist due to the lower levels of the White Mage skillset. But fortunately the averages should still look the same.
Status:
*Disclaimer* Status rates (and damage in some cases, even) are not 100% accurate. A lot of this information was gleaned from online sources and casual in game testing but I am still not 100% sure of the inner mechanics of everything. Take everything with a grain of salt but this should be close enough for hand grenades and horseshoes and online forum battles.
In general, status accuracy for Spells/Skills seems to hover between 2/3 and 3/4. I suspect it is in fact 100% base accuracy but modified by enemy MEvade (something else woefully underdocumented). Status accuracy attached to weapons is roughly 1/3 to 1/2.
Durability:
*Disclaimer* Durability figures are taken using the imperfect damage formulas available to me, so they may not be 100% accurate. Also notably, since defensive stats are subtractive AND used as multipliers, they can be a little unusual at high or low values. So take these numbers with a grain of salt, but again, they're close enough and seem to resemble in-game performance to my experience and corroborated with others who've played the game. Big thanks to those in chat who helped out with this.
Magic Casting Time:
Most attacks and skills resolve once they are selected, so turn speed is the indicator of how fast a character is. However, spells in this game have an additional short casting time that occurs once a spell is selected. For most spells, this is negligible. But for upper-end magic, it can add an additional .3 to a half-turn to the resolve time. This is why most of the Mages can only use 2 of their best spells in the 3-turn damage averages.
Stats:
HP: it is a mystery
MP: mystery points
STR: base stat for physical dmg, added to weapon attack in the Menu, so it essentially counts double in damage formulae that use both STR and ATK.
SPD: Linear speed, very potent.
VIT: defensive stat that subtracts from STR in the main physical damage formula
INT: base multiplier for magical damage
MND: subtractive defense from INT in magical formulae, main multiplier for Holy magic damage and Healing skills, notably less potent than VIT as a defensive stat
ATK: taken from equipment + STR + Lvl/2. Factors into physical damage.
DEF: taken solely from equipment, unlike ATK. Subtractive defense that subtracts directly from ATK in the physical damage formula.
RES: taken solely from equipment. Nearly useless due to a bug that divides it by 16 (likely the routine intended for ITD type spells like Flare). Subtracts from spell power.
ACC: physical accuracy, modified by evasion
EVA: taken solely from equipment. Subtracts from ACC to determine actual percent hit rate of physical attacks
MEV: taken solely from equipment. Magic evade that subtracts from spell accuracy to determine actual percent hit rate. Also works on magical status attacks.
JL: Job Level, functions in some damage formulae, also increases all base stats by 1% per level. 20% boosts all around for this topic which is max JL.
Damage Cap:
Several classes run into the 9999 damage cap in the game. If this happens, I'll be listing the true damage as well so it's known how much defense would be needed to actually reduce it below 9999 dmg.
Row:
Like in other Final Fantasies, if a character is placed in the Back Row, they take 1/2 damage from physical attacks, but their own physical attacks do 1/2 damage. Most melee classes are assumed Front Row while any classes that can deal normal damage without Back Row penalty are assumed to be in the Back Row and have roughly double physical durability from their listed stat against non-ranged physical attacks. The melee classes can also opt for a damage penalty and sit in the Back Row as well. The classes assumed Back Row are White Mage, Black Mage, Summoner, Bard, Dancer, Dark Knight, Seer, Magus, and Ninja.
Fusion Abilities:
One thing I wasn't able to really represent in this topic were the F-Abilities. Basically if a character mastered two specific skills from different jobs they can learn a new skill that they can use in ANY job. (This is how you make Jobless not suck.) These are usually the most powerful and cost efficient skills in the game but there's basically no legal claim to any of them due to requiring two Jobs. There are a handful that require spells that can be gotten in a single class (like Magic Bomb requiring a low level white spell and black spell so Red Mage can get it!) and a few others that just require leveling up one Job and then class changing to another just long enough to learn the F-Ability (don't even have to gain any job levels!) and then switching back. This second class could be considered in this topic but most of them are from advanced Jobs and all the advanced Jobs in this topic are Temps who can't change class.
Equipment:
Mostly Storebought equips only all around. The only exceptions were when there were only one or two classes that could use a certain weapon type and there were enough copies of the weapon (or better options) to go around. This mainly applies to the Murasame katana, the Misty Whip, and the Blood Lance. None of these are the best weapon of their class and there are only small number of classes that can use them. Notably, Holy Swords and Dark Swords are truly unique to a single class each, so I allowed their second-strongest option to Paladin and Dark Knight.
Six Weapons of Note:
Rising Sun: Only 2 in the game, and there are 2 better Boomerangs available, plus only a small number of classes can use them. Literally only one class has any use for it since storebought bows are better.
Dark/Holy Swords: Only one class in the game each can use these kind of weapons, so their unique status makes all of them legal. However, since technically multiple PCs can be the same class, I'm only allowing the second-best of each class, the Valhalla and the Ragnarok. (Also Graham's Will because it is technically the Dark Knight's starting weapon.)
Murasame: Only 3 classes can use Katana (and one of them is Memorist who has better options). There are 2 of this weapon in the game, and only two users. Also, there are 4 better Katana in the game should your party be full of Ninja/Thieves.
Misty Whip: Only 4 classes can use Whips (one is Memorist), and none of them particularly care about this weapon, but it's a backup Paralysis option that doesn't suck for magic stats. It's also not the best Whip in the game, so I'm allowing it as a possibility but it's no one's default weapon.
Blood Lance: Only 3 classes can use it (one is Memorist), only one of them cares, and it's only the fourth-best Lance in the game. Allowing it to Dragoon to throw her an option that doesn't suck.
Storebought Equipment Options:
Axes:
Crystal Axe: 100 Atk 10 Acc 2xDmg to Plant-types
Ogrekiller: 69 Atk 10 Acc 2x Dmg to Humans & Plant-types
Sledgehammer: 88 Atk 10 Eva ~50% Confuse 2x Dmg to Machines
Katana:
Murasame: 93 Atk 20 Acc 2 Spd 2x Dmg to Humans & Constructs
Osafune: 65 Atk 20 Acc 2x Dmg to Humans & Demons
Kotetsu: 72 Atk 20 Acc 2x Dmg to Humans & Beast-types
Kiku-ichimonji: 80 Atk 20 Acc 2x Dmg to Humans & Plant-types
Sasuke Blade: 87 Atk 20 Acc 1 Spd 2x Dmg to Humans & Machines
Claws:
Crystal Claws: 90 Atk 20 Acc 2 Str
Tiger Fangs: 81 Atk 20 Acc 2 Str 2x Dmg to Beast-types
Swords:
Stoneblade: 83 Atk 20 Acc ~50% Petrify
Enhancer: 77 Atk 20 Acc 5 Int 5 Mnd
Knives:
Triton's Dagger: 68 Atk 20 Acc 5 Int Water-element Itemcast Flood
Rods:
Crystal Rod: 50 Atk 10 Int
Amphibian Rod: 31 Atk 8 Int Itemcast Toad
Staves:
Crystal Staff: 60 Atk 15 Acc 10 Mnd
Cypress Pole: 31 Atk 15 Acc 7 Mnd Itemcast Confuse
Rune Staff: 39 Atk 15 Acc 8 Mnd Itemcast Silence
Bows:
Perseus Bow: 85 Atk 15 Acc Wind-element Ignore Back Row
Sagittarius Bow: 77 Atk 15 Acc Wind-element Ignore Back Row, 2x Dmg to Demons & Plant-types
Dark Bow: 43 Atk 5 Acc Wind/Dark-element Ignore BackRow ~50% Blind
Whips:
Star Whip: 76 Atk 15 Acc Ignore Back Row ~50% Paralyze
Harps:
Crystal Harp: 65 Atk 20 Acc Ignore Back Row ~50% Silence
Dream Harp: 33 Atk 10 Acc Ignore Back Row ~50% Sleep
Marchen Harp: 40 Atk 15 Acc Ignore Back Row ~50% Mini
Orpheus' Harp: 45 Atk 20 Acc 2 Spd 2 Int 2 Mnd Ignore BackRow ~50% Curse
Muse's Harp: 55 Atk 20 Acc Ignore Back Row ~50% Frog
Shields:
Crystal Shield: 12 Def 42 Eva
Dragon Shield: 11 Def 37 Eva 50% Fire resistance 2x dmg to Dragons
Armor:
Crystal Mail: 26 Def 5 Res
Dragon Mail: 25 Def 5 Res 50% Water resistance 2x Dmg to Dragons
Vests:
Blackbelt Vest: 19 Def 9 Eva 6 Res 3 Str 3 Vit
Vishnu Vest: 23 Def 13 Eva 8 Res
Scholar's Gown: 18 Def 8 Res 5 Mev 2 Int 2 Mnd Immune Silence
Red Jacket: 21 Def 10 Eva 7 Res 50% Fire resistance
Ninja Gear: 19 Def 15 Eva 6 Res 3 Spd
Robes:
Shining Robe: 18 Def 18 Res 20 Mev 4 Int 4 Mnd
Daybreak Robe: 17 Def 16 Res 17 Mev -2 Int 5 Mnd
Twilight Robe: 17 Def 16 Res 17 Mev 5 Int -2 Mnd
Gold-spun Robe: 12 Def 11 Res 12 Mev Immune Confuse
Helmets:
Crystal Helm: 16 Def 6 Res
Dragon Helm: 15 Def 5 Res 50% Thunder resistance 2x Dmg to Dragons
Caps:
Dueling Mask: 15 Def 13 Res 2 Str 2 Vit, Immune Berserk
Scholar's Hat: 9 Def 7 Res 1 Int 1 Mnd Immune Silence
Black Cowl: 11 Def 8 Res 3 Spd Immune Blind
Hats:
Mystic Veil: 15 Def 16 Res 8 Mev 2 Int 2 Mnd Immune Curse
Cleric's Hat: 6 Def 8 Res 3 Mev 3 Mnd Immune Sleep
Gold-spun Hat: 7 Def 9 Res 4 Mev Immune Paralyze
Lamia's Tiara: 9 Def 11 Res 5 Mev 1 Int 1 Mnd Immune Confuse
Averages up top4721 HP
439 MP
47 STR
45 SPD
47 VIT
40 INT
42 MIND
165 ATK
39 DEF
23 RES
114 ACC
17 EVA
14 MEV
7657 3-turn avg dmg
19142.5 2.5x kill point
w/o Dark Knight's Valhalla:
7147 3-turn avg dmg
17867.5 2.5x kill point
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