- FINAL FANTASY TACTICS ADVANCE GAMESHARK CODES MAX ACCURACY HOW TO
- FINAL FANTASY TACTICS ADVANCE GAMESHARK CODES MAX ACCURACY FULL
The Monk gets fairly ridiculous in the GBA remake.Without a magic user or two in the party, you're screwed, especially if you're going for an all-Monk run. note It should also be noted that this is only when a Monk/Master is part of a balanced team. The Monk is always more powerful when using his hands, since he's the only character in the game who dual-wields. It's very possible that the Nunchaku were added to the game in an attempt to stop players from realizing how unbalanced the class was. The Monk/Master class, especially if you stay two or three levels above the expected level.Even a solo run with the Fighter is considered the most doable of them all, to the point that speedruns favor a layout of two Fighters and the rest of the party being dead. Indeed, while all-one-class runs are normally a Self-Imposed Challenge (four White Mages, four Thieves, etc), four Fighters is regarded as one of the more effective party layouts, bordering on easy mode (the only issue becomes grinding enough money to equip them.and grinding just makes them stronger anyway!). Most of the time, the Fighter is going to be carrying the rest of the party. Though they don't quite hit the absurd damage values of the Black Belt/Monk, they more than make up for it in terms of both durability and usability from beginning to end. The Fighter/Warrior can equip basically everything, hits hard, is tougher than everyone else put together, and has access to healing magic later on.
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FINAL FANTASY TACTICS ADVANCE GAMESHARK CODES MAX ACCURACY FULL
The most famous use of this is in V, which provides you with a joke sword that has the highest attack power in the game in the Equip screen but is programmed to always do only 1 damage per hit however, Goblin Punch is calculated to use your statistical attack power, allowing you to hit with the full force of the blade. The latter effect has obvious potential for chaos, but the former effect is extremely useful for getting around situations where something prevents you from using normal attacks.
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A spell that does more damage if the user has less HP.Bad Breath will attempt to inflict every negative status ailment in the game.White Wind always heals at the current or half max HP of the user, bypass Shell and Reflect checks, and may heal status effects.Normally the actual magic that applies these buffs can only single target and cost more MP to cast total than Mighty Guard. Mighty Guard at the minimum gives the team physical and magic defense buffs.This is useful if you either come across this early on (and survive getting hit) or if you face an enemy that has absurd defenses, but low HP. 1000 Needles does exactly 1000 HP of damage, no matter what.A lot of these however, do require some Guide Dang It!. Enemy skills (or Blue Magic) from any given game tend to be abused due to their potent effects at the earliest they can be obtained.And completely ineffectual if you play in Wait, or even Recommended. In VII, effects that drain HP over time (like the Waterpolo's attacks) and things like Death Sentence are actually quite rapid and threatening on Active.This was specifically nerfed in the DS remake of Final Fantasy IV, wherein the ATB pauses every time a player character performs their turn's action.Not to mention actions that ignore the action queue and take place immediately, such as Quick turns in V and VI and Limit Breaks in VII and VIII.Or you can simply pause the ATB while your characters are performing their attack animations, while leaving it running while the enemy performs theirs. This is a great way to curve when the enemy gets its turn. If you put it on Wait, input a few actions but keep one in some menu (items, magic, etc.), the action queue will empty out and then the next character will have their turn immediately.
FINAL FANTASY TACTICS ADVANCE GAMESHARK CODES MAX ACCURACY HOW TO