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If you're low on gil, just keep fighting - steal from monsters, loot all treasures, that sort of thing. And then vendor everything. You also don't need to buy every piece of gear you can each time you get to a vendor; check if they're actually useful first, and who you're actually using a lot.
Don't worry if Hunts are a bit difficult if you do them immediately as they become available - you can wait a bit, if you like. You can never miss or lose Hunts in this game, no matter what. Some Hunts can be quite challenging if you do them right away, but then become very easy once you wait and progress the story a bit further. This game has some nonlinear aspects to it, especially after you complete Tomb of Raithwall - so don't be surprised if you wander into some area that seems super difficult, you don't have to go there just because you can ;) If you just want things to remain easy, simply follow the story progression.
Another question,
why my physical damage character doesn't have any useful technicks skill no matter how much I unlock license most of it is for unlock armor, weapon or increase HP
a physical damage characters in this game only focus on deal damage from normal attacks?
Also take note of how the different weapon types work. There's some hints in the in-game help, but a lot of information can be hard to realize. Weapons generally scale with a variety of stats:
1-hand swords, 2-hand swords, spears, crossbows: Strength only, reduced by enemy Defense
Poles: Strength only, reduced by enemy Magick Resistance
Katanas, staves: Strength + Magick, reduced by enemy Defense
Daggers, ninja swords, bows: Strength + Speed, reduced by enemy Defense
Maces: Magick only, reduced by enemy Defense
Axes, hammers, bombs: Strength + Vitality, reduced by enemy Defense; damage is HIGHLY random
Guns, measures: fixed damage unaffected by your stats or by enemy stats
(Bows, crossbows, guns, poles, and spears can hit flying enemies)
(additionally, bows and crossbows are affected by weather and will miss in rain, wind, snow, etc.)
If you want to properly gear for damage, it's important to know what weapon you're using, and what stats you need to increase that weapon's damage. Note that the weapons that scale with two stats (like e.g. Katana with Strength + Magick) are generally at a disadvantage, because it's harder to raise two stats than one. Also, the Foebreaker weapons (hammers, axes, bombs) are largely not very good as their damage range is random and doesn't average out well due to how damage calculation works in this game (anything that doesn't rise past enemy defense is automatically 0 damage).
Take your time and go slow, explore and kill every enemy you see. If you get the item that doubles your license points acquired, give it to your most important character. Grinding license points are going to save you a ton - it will give your characters access to tons of options you wouldn't have if you didn't kill enemies as you explored and adventured.
This game rewards exploration and combat far more than others - you also have a system to speed up time which makes grinding so much easier. What used to take hours in the original on ps2 will take you minutes. If you chain kill any one type of enemy, you get better loot. The higher the chain, the better the loot. Some of the best spells in the game will be in that random loot barrel in the corner of the dungeon you decided to skip. Do not skip loot, do not rush.
Melee will be king early game until you have access to actual useful spells. Make sure to check EVERY shop in EVERY new town you visit to see if there are any new spells, weapons, armor, etc. I personally use a mod that uses the old license board because I find it superior. Installing mods is for another post though.
You will get access to job combinations and it might be confusing and daunting because it is a permanent decision, so I will give you a basic setup that will work for ANYONE.
Shikari / Foebreaker
Bushi / Knight
White Mage / Machinist
Black Mage / Monk
Uhlan / Time Battlemage
Red Battlemage / Archer
Who you give what to, is your choice. Unless you want to min-max to the very last stat, it doesn't matter. Foebreaker will be your tank who does tons of damage, white mage will be your healer while machinist gives access to a ranged attack option that doesn't require mana. Red battlemage/archer is yet another healer that also does damage/buffs and can do ranged damage free of casting thanks to the archer secondary. Black mage/monk - you will be able to deal melee damage outside of pure casting which enables you to get mana back faster due to melee hits, while being able to provide more consistent dps due to damage outside of casting. Bushi/knight will your biggest melee dps dealer later in the game once you have access to specific items.
This game is very rewarding, push through the beginning, level your characters and you will start seeing the true gem this game is.
Pay attention to what rank the hunts are, as that gives an indication of how tough they are.
You typically can't do the hunts as soon as you get them; they are supposed to be challenges. So while the main story is pretty easy, the hunts are meant to be a more difficult optional quest. You can look them up online but I like to try them once and see how I do, then figure out what I need in order to beat them. A good rule of thumb though is to pay attention the mark's rank; if you can beat a Rank II mark, then you can probably beat another Rank II mark; but if you can't be at a Rank II mark yet, advance in the storyline a little so your characters get stronger and then try it again. Pay attention to what statuses the mark inflicts and what elements it uses so you can have the right equipment for your next attempt.
You get money in this game by selling loot, the trivial items that enemies drop. A great way to get more loot is to get a long chain going. The higher the chain count, the more drops you get and the more likely you'll get rare drops. Find a place where there are a lot of the same kind of enemy and you can hunt them without having to fight a different type of enemy and get that chain up as high as you can.
Don't forget to take the spots on the license grid that increase magic potency and physical damage. Those will give you a huge boost and make your characters much stronger.
I hope these tips are helpful!
another question
why enemy keep target on my mage character
is there any way to keep enemy agro to tank character ?
There is a sort of agro system in place for enemy targeting, much akin to standard MMO's, however there are not abilities that specifically generate high amounts of agro intended for a tank character to use in addition to what they normally do. Its primarily built up by damage and healing, and is slightly influenced by range. The reason your mage character keeps getting targeted is likely they are using aoe spells and hitting things your tank hasnt done much to, or they are doing enough healing or damage to grab the enemies attention in comparison to your tank character. There is also the issue of specific enemy AIs too.
As to keeping agro on your tank character, there is the Decoy spell which inflicts the Lure status. It can help keep more enemies on your tank character, but its not foolproof and some enemies just flat out ignore it.
Outside of the Decoy spell, the best you thing you can do to keep agro on a Tank character is have them engage first. That way they run forward and draw the enemies to them, as it does take a bit for most enemies to switch targets, however, a properly set up black mage (element boosting staff & casting matching element spells) will often get the attention of anything that has a significant amount of HP pretty quickly unless you have melee characters putting out damage comparable to your mage.
I'm also not aware of there actually existing any kind of actual "aggro" system. Targeting seems based on proximity and/or randomness. I've never seen any data as to there actually being any kind of threat mechanic that makes enemies choose targets based on their actions (outside of Lure).
Do you have any sources on that, maybe? I'd like to know more.
This is mostly based on my experiences playing the game, over multiple playthroughs on PS2, PC & Switch, including a few test runs to see how plausible a run similar to NG- was back on the PS2 version. As to enemies ignoring Lure, its typically been bosses or hunt marks. While I didn't use lure often because of it often missing and being short duration, there have been times mid fight when applied or re-applied to a melee character as it was going after one of my casters and it did not retarget to the melee. Lure does't force the enemy to target the character, but increases the chances, likely by multiplying a hidden value.
Proximity does determine a large portion of whom the enemy does target, as the enemy AI likely uses something very similar to the gambit system, and I'd imagine nearly every hostile enemy has something similar to how the gambit target nearest works as their lowest priority and for a number of the fodder enemies, that is all they need. Their abilities are a bit harder to work out, as they don't always use them, and they don't always use them against who is they are targetting with their melee. Entites are a good example, as their MP annulment ability and/or silence seems to have a script where it targets someone that has cast recently, as they very rarely targeted my non-casters with those abilities in the TZA version, ps2 was harder to tell as with the omni-board more of my characters had healing gambits set up, just at lower percents than my main healing character.
As to the agro system, there is definitely something there that causes enemies to switch targets beyond the equivalent of gambits. I haven't looked at code dumps or the like, but its been across multiple playthroughs, and the behavior has been pretty consistent.
The most concrete example I have that something else exists to monster targeting is fights with the Gil Snapper done at the time when Giza is locked in the rains(PS2 version). At times when no character has died or moved enough alter whom was closest or furthest, it has changed targets. Fight can be stable for a decent while, as the GIl Snapper would struggle to get through a main gaunche and available shields at that time, but eventually something would cause it to shift its focus to either the character doing significantly more damage than the main gaunche user or the healer. And once it switched, it did not want to go back to the person with the main gaunche until the whomever it had switched to died. If it was the other damage dealer, it would stay put on the main gaunche user for a while, however if it was the healer, it would switch back to the attacking the healer much sooner. With the same characters and levels, I ended up swapping the prior main gaunche user over to a using a mage masher for silence, and another weapon more for damage as they clearly were not holding the mobs attention. Over the course of the fight, I'd apply silence then swap weapons and eventually the Gil Snapper would change targets again, the funny thing is, when Silence wore out and I needed to reapply it with the mage masher, occasionally the Gil Snapper would go back to attacking the dagger user. After this happening a few times, and Silence wearing off more frequently as things went on, I eventually just left the mage masher equiped and the Gil Snapper didn't swap targets anywhere as often as it did in the prior fight, and when it did, it was almost always to the healer, and wasn't for as long either. So something inherent to the Mage Masher, was enabling that character to keep the Gil Snapper's attention significantly easier, my guess is it was the silence procs. Similar kind of things happened across a number of playthroughs, and almost always the character that gets retargeted onto is my healer late in the fight, or my black mages at the start of fights on anything that doesn't die within the first few casts.
My guess from experience is the underlying agro system only comes into play when the enemy gambit equivalent allows for multiple selections. And they likely have something simple like Target foe targeting -> Target nearest for the bulk of enemies. And its also likely using something akin to FF11's agro code for saving time on development resources. Which is a list based on order character entered the enemy's agro list, and essentially just tracks a single number per character mostly based on damage taken, done, and healed. And for changing targets, there is a threshold that has to be exceeded, and distance from mob does play into that threshold being met. Any unusual enemy gambits, like a target lowest stat should become apparent very quickly if they kill someone, as they should instantly retarget the same person once revived (execpt in the case of HP/MP ones depending on revive used). If they function like player gambits, the enemy shouldn't be retargeting as often as it does if there wasn't anything else at play. I'd guess the check on whom to target is made at the start of each action or if something else forces a change like a higher priority gambit being met, as they will almost always stay targeted to the same person while you flee.
So from the amount of time have played FFXII, I'm fairly confident enemy targeting is based off of something extremely similar to gambits for the most part, with something else under the hood that approximates an agro system for when multiple targets are valid for said gambit. After all, the espers work off of a set of gambits as well, and I believe the knowledge of how they work came out from a datamine at one point. Odds are Enemy AI Scripts/gambits have been datamined at one point too. Though finding the mechanics for determining whom to target if multiples apply is likely a bit harder to dig up.
Edit: While doing a search, to see if could find more definite info for you, found this thread about modifing Enemy AI, those involved in it might be able to give even better info than my anecdotal observations: https://steamcommunity.com/app/595520/discussions/0/1769259642863897636/
As someone who has not only played this for a long time but investigated the mechanics quite thoroughly (including looking at extracted in-game data), there seems to be NOTHING to suggest this in any way, shape, or form. Lure isn't "a chance" or some "hidden value" - if it's on there, enemies will always target the Lure if they can. ALWAYS. The only time this doesn't happen is when Lure falls off (and you may simply not have noticed in time), or if the Lure character is too far away for the enemy to target. Some enemies have really short target ranges (humanoids like Imperial troops, for example), so even just being a moderate distance from them can actually mess up targeting because you're not in range. But if you are, they will always target someone with Lure. ALWAYS.
Well, that has not been my experience with Lure at all. It was on fresh applications of Lure that just landed that they didn't quickly retarget to the melee character that just had lure applied to them in the middle of other characters at melee range. (Note this was on the original PS2 version, and its possible Lure's code was changed between versions) And this is discounting attacks that were already in progress at the time and would not have been able to have been retargeted.
I'll be honest I didn't use Lure very often as the bulk of fights didn't need it, plus its accuracy(unless used a specific accessory) and duration are horrible. I did experiment a few hours trying to see how viable a reverse+lure tank character was, before setting lure aside, as it was more of an MP waste unless you micromanaged accessories.
If Lure has indeed been adjusted to forcing enemies to target a character in TZA, I'll definitely give it another chance as there are some fights where controlling enemy targeting could make a big difference.
My guess is that this is just anecdotal impressions without any methodological rigor behind them, and so you're just misremembering. I've done extensive testing on various aspects of the game over years, including mod work and data analysis, and nothing has ever suggested in any way that Lure somehow sometimes just doesn't work. All the cases where behavior SEEMED funky were explained in other ways, like not being properly aware of what the enemy was doing, interference from effects like immobilize etc., or (this is the most common) simply being out of range.
I'm always happy to learn new things, of course. My knowledge is far from exhaustive. Many things I've never investigated, for various reasons. I'm sure I'll learn a lot of new and old things in the future - but I need more than just "seemed to me like it was that way but idk I don't even use it all that much tbh".
Same, getting the correct info and mechanics for a game is always worthwile. I actually went and fired it up on my Switch to do some testing on Decoy. As it is close to 10 years since I played the PS2 version heavily. So I could be misrembering, and I don't feel like digging out and hooking up my PS2 atm.
The short testing I did on my Switch, does have it seem like Lure was much more reliable at swapping targets and longer lasting than i remember, so will definitely give it more of a try on a next playthrough(used the accessory for acc so can't attest to that yet). Also, did some minor testing on the agro stuff just to verify if I was remembering it correctly, and it does still appear there is something there,
Testing was done in the Giza Plains Wet, used Hyena's and Gigantoads, gambits set to off. The Hyena's were of no use in this, as their script functions off of targeting lowest max HP. Swapped around equipment to adjust defense and max hp, and characters to account for levels (18, 30, 80ish for levels) The Hyena's consistently stayed on the character with the lowest max HP value. The gigantoads however, seem to be using something else that isn't tied to stats, so they were better for testing, and with what I saw there is still merit to the underlying agro system. With two gigantoads, I could consistently change whom they were targeting by standing still and only casting curaja, and they were at differnt times too. First casted the curaja's from Ashe, as they were initially targeting Basch. They both went to Ashe pretty quickly. Then I had Fran cast Curaja repeatedly, first one Gigantoad swapped over to Fran, next curaja cast the second one switched to Fran. Swapped to having Ashe cast Curaja, the 2nd toad to go for Fran swapped back to Ashe, cast it a 2nd time, and the first toad that swapped to Fran, returned to targeting Ashe. I repeated the alternating of who cast Curaja, and the toads consistently swapped who they were targeting in the same order Fran Curaja1:Toad 1->Fran. Fran Curaja2: Toad2->Fran, Ashe Curaja 1:Toad 2->Ashe, Ashe Curaja2: Toad 1->Ashe. I could cast multiple buffs/heals with one after the switch, but after swapping and casting spells with the other, eventually they would swap back in that exact same order every time. Both were casting over 12k Curaja's and Fran's were stronger, so its possible that eventually it would take extra casts for Ashe to pull the Gigantoads back.