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This means certain types of weapons will make your magic deal less damage than it should.
In general, "Mage" characters should use unarmed strikes, daggers, or mace/staff weapons, as these have very low penalties. For armors use the "Cuirass" type armors as they have a miniscule magic interference stat.
Avoid swords, shields, axes, lances, and bows on mages, as these all impose a heavier penalty. Avoid Heavier armor as well. The exceptions to this are the late-game swords, Excalibur and Masamune, which have reduced (Excalibur) or no (Masamune) interference stat.
You absolutely *can* cast spells with these equipments, but you will have a much lower spell accuracy with them, causing damage spells to end up dealing less damage per cast, and status spells to miss much more often.
Well I've been using the Mythril Mace for a while now, mainly because it looked like a casting weapon. Guess I just need to drop that shield now.
Cheers
I still strongly recommend not having armor on though, and using weapons only to make the random encounters go by quicker. Then, unequipping said weapons for the Mages during battle when you come across a strong, difficult encounter. (BTW, All weapons give off a penalty, even a staff gives off a penalty. The weapon type that gives off the least penalty is the dagger.)
2x Mages, 2x Warriors is what I went by. Firion as the Black Mage, who carried a bow and arrow from time to time to get past the random encounters quicker, Maria as the White Mage, who also carried a bow and arrow, Guy as the Monk, and the 4th party member as a Warrior.
I'm not quite understanding what are you saying. Do you mean that by removing her equipement, that he magic will will be automatically more powerful or that it will get more powerful with experience?
Don't equip armor or weapons for your mages and your spells will be more powerful. Equip them and they will be significantly weaker. More than half of their potential is wasted.
I see, does that include gloves and helmet as well (sorry, I'm at the office at the moment, can't try it out for myself)?
Cool, I'll give it a try tonight, cheers!
The only 'safe' gloves and hat for a pure caster are the early leather gloves/hat, the protect rings, Power Armlet, Twist Headband, Gold Hairpin, and the bronze/mythril helms are pretty light at only 8% penalty. Cuirass armors and the black/white robes are great, as well as the Power Sash and Black Garb, all of which have 0 or 1% penalty.
Daggers and Staffs have a 5% penalty, which is generally negligible even when dual-wielding. Heavy Mace type weapons are 20%. A single heavy mace, or two lighter staffs are generally fine. In particular I find the Ripper Dagger to be great, it has only a 5% MI and deals bonus true damage per hit, helping characters do damage with low Strength. If your total MI stat is around 26 or less you should do great anyway, as that is what I tended to have most of the game on my casters. Once your Int/Spirit stat is high enough, smaller penalties generally start to mean nothing.
https://guides.gamercorner.net/ffii/armors/
https://guides.gamercorner.net/ffii/weapons/
These two pages list the Magic Penalty for every weapon and armor in the game. By looking around on there you can also learn more in-depth about how it works.