Stat growth (Tactics)

The stat growth of the player characters in Final Fantasy Tactics is governed by their gender and jobs they use in battle.
==Base stats==
Each unit has five base stats. There are five raw stats the game saves to determine the base stats the player never sees. The base stats are multiplied by the job constants to determine the unit's final stats.
The game takes the background raw stats, and uses the following equations to get the base stats:
:HP = [(RawHP * ClassHPMultiplier) / 1638400]
:MP = [(RawMP * ClassMPMultiplier) / 1638400]
:Sp = [(RawSp * ClassSpMultiplier) / 1638400]
:PA = [(RawPA * ClassPAMultiplier) / 1638400]
:MA = [(RawMA * ClassMAMultiplier) / 1683400]
:If the final value is less than 1, it becomes 1.
Enemy Zodiac beasts, in the special story battles where they are fought, have unique equations that determine their HP and MP:
:HP = [(RawHP * ClassHPMultiplier) / 163840]
:MP = [(RawMP * ClassMPMultiplier) / 163840]
The division by 163,840 instead of by 1,638,400 accounts for the Zodiac beasts' extremely high HP and MP despite their unremarkable multipliers.
===Raw stats===
For human units, the raw stat is a constant for each gender for the Sp, PA, and MA stats. For monsters, which are all one gender and are neither male nor female, only Sp is not random. The following tables explain how to determine the raw stats of a character.
====Initial values====
Gender 	Raw Sp	Raw PA 	Raw MA
Male 	98,304	81,920 	65,536
Female 	98,304	65,536 	81,920
Monster	81,920	81,920 - 98,303	81,920 - 98,303
Because the level up bonus is ultimately based on this initial value, females will have better MA growth than males, and males will have better PA growth than females.
Ramza Beoulve is the exception, as he starts with 81,920 of both RPA and RMA (but otherwise is a normal male).
Raw HP and raw MP for each unit is randomized within a certain range.
Gender 	Initial RHP 	Initial RMP
Male 	491,520 - 524,287	229,376 - 245,759
Female 	458,752 - 491,519	245,760 - 262,143
Monster	573,440 - 622,591	8,304 - 147,455
Instead of having truly random stats, bred monsters seem to have their raw stats selected at once from a set of 250-500 preset stat configurations. Bred monsters can have Brave and Faith ranging from 40 to 70, unlike other randomly-generated monsters and units found in battle, which can have Brave and Faith ranging from 45 to 74.
===Multipliers===
Multipliers are class-specific constants that mostly fall between 50 and 200. Differences in multipliers are what make the differences in the strengths and weaknesses of Final Fantasy Tactics jobs—a Dragoon, for instance, has a high PA multiplier but a low MA multiplier. Different classes also have different rates of stat growth, but differences in multipliers turn out to be more significant for the surface stats.
There are some consequences of the initial raw stat distribution:
*Females gain more MP and MA on level up than males.
*Males gain more HP and PA on level up than females.
*Monsters gain more HP, PA, and MA than either human sex.
*Monsters gain less MP and Speed than either human sex.
===Leveling up===
Raw HP, Raw MP, Raw Sp, Raw PA, and Raw MA are all increased on level up, even when there is no visible increase in the corresponding surface stat. Different classes get different raw stat bonuses on level up, which results in the classes' differing stat growth. The difference in stat growth between genders is only because of the differences in the initial statpoint distribution.
Raw stat growth on leveling up is determined by the following equation:
:bonus = [current_RX / (C + Lv)]
"R" is a generic term for any raw stat (Raw HP, Raw MP, Raw Sp, Raw PA, or Raw MA), "Lv" is the level the unit just was, so if the unit is leveling up from 50 to 51, Lv = 50. "C" is a constant that varies for each class. The value of C is what differentiates one class's growth pattern from another's. Since C is in the denominator of this expression, lower values of C yield higher stats.
===Leveling down===
Players can use the 'level up/down' trick to build characters with super stats. The idea behind the trick is that the unit levels up in a job with strong stat growth (low C values) such as Ninja or Mime, and then levels down using Mindflare's Level Blast technique, or one of the many Degenerator traps scattered throughout the game's battlefields, with a class with poor stat growth (high C values), such as Bard or Dancer. Though the game adjusts the unit's stats when it levels down so that the player loses the stats that they would have gained as that class, by using poor classes to level down the player can fool the game and lose less going down than the unit gains going up; in this manner, the player can build all the stats up to their maxima if they do enough leveling cycles.
If a unit levels up and down without changing classes, it will actually lower their stats, because the level down algorithm is the following equation:
:decrement = [current RX / (Lv + C)]
Lv is the level the unit is leveling down to. For instance, if a unit levels down to 50 from level 51, Lv = 50. However, if the player changes classes while leveling down, this small loss of stats will be compensated for by the higher C values of the poor stat-gaining class that the unit levels down in.
===Brief comparison of job stats===
====Normal jobs====
Job 	HP	MP	Phys Atk	Mag Atk	Speed	Move	Jump	Evade
Squire 	C-	D+	C- 	D+ 	C 	4 	3 	5%
Chemist 	D 	D+	D+ 	D+ 	C 	3 	3 	5%
Knight 	C+	C-	B- 	D+ 	C 	4 	3 	10%
Archer 	C-	D 	C+ 	D+ 	C 	3 	3 	10%
Monk 	B 	C-	B 	D+ 	B 	3 	4 	20%
White Mage 	D 	A-	C- 	C 	B 	3 	3 	5%
Black Mage 	D 	A-	D 	B 	C 	3 	3 	5%
Time Mage 	D 	A-	D 	B 	C 	3 	3 	5%
Summoner 	D 	A 	D- 	C+ 	D 	3 	3 	5%
Thief 	D+	D-	C 	D- 	B 	4 	4 	25%
Orator 	D 	D+	D+ 	D 	C 	3 	3 	5%
Mystic 	D 	B 	D- 	C 	C 	3 	3 	5%
Geomancer 	C 	C 	C+ 	C- 	C 	4 	3 	5%
Dragoon 	C+	D-	B- 	F 	C 	3 	4 	10%
Samurai 	D 	C 	B 	C- 	C 	3 	3 	20%
Ninja 	D 	D-	B- 	D 	A 	4 	4 	30%
Arithmetician	D-	C-	D- 	D 	F 	3 	3 	5%
Bard 	F 	D-	F 	C 	C 	3 	3 	5%
Dancer 	F 	D-	C+ 	C- 	C 	3 	3 	5%
Mime 	B+	D-	B- 	C 	A 	4 	4 	5%
Dark Knight 	D 	C 	B+ 	D+ 	C 	3 	3 	0%
Onion Knight 	F 	D-	D- 	F 	C 	3 	3 	5%
Onion Knight*	B+	A+	B+ 	C 	A 	4 	4 	30%
*Upon mastering the fourteen other jobs, Onion Knight advances to job level 8 and its stats increase substantially. (Squire, Chemist, Mime, Dark Knight, and special jobs that replace Squire do not count towards this fourteen.)
===Story character jobs===
These special jobs are only available to particular story characters.
Character 	HP	MP	Phys Atk	Mag Atk	Speed	Move	Jump	Evade
Squire (Ramza)	C+	B-	C+ 	C- 	C 	4 	3 	10%
Holy Knight 	B+	C+	C 	C- 	C 	3 	3 	25%
Machinist 	C-	D+	C- 	C- 	B+ 	4 	3 	18%
Game Hunter 	C+	B-	C+ 	C- 	C 	4 	3 	10%
Skyseer 	C-	C+	C 	C 	B+ 	3 	3 	10%
Netherseer 	C-	B 	C+ 	C- 	B 	4 	3 	8%
Templar 	C+	A+	B 	C- 	C+ 	4 	3 	14%
Sky Pirate 	C 	C-	C+ 	C- 	A 	4 	4 	25%
Sword Saint 	B+	A-	B- 	C- 	B 	4 	3 	12%
Holy Dragon 	B+	D-	A 	A+ 	B 	5 	3 	5%
Dragonkin 	B+	B+	B- 	C 	A 	3 	3 	7%
Divine Knight 	C+	C-	B- 	C- 	C+ 	4 	3 	10%
Soldier 	C+	C+	C+ 	C- 	C 	3 	3 	20%
===Stat growth rates===
A character's job also affects the rate at which his/her permanent stats change upon gaining an experience level. While all jobs will grow all stats, some jobs grow certain stats faster and slower. For example, Monk will grow HP quickly, while Ninja will grow Speed quickly. These growth rates don't always match up with the stat bonuses when the player is using the job. For instance, almost every job has the same Magick Attack growth rate, but they differ in their current Magick Attack. Move, Jump, and Evade rates do not change with level-up, so there are no growth rates for these stats.
The player can exploit differences in these growth rates by leveling-down as a job with poor growth rates and then gaining levels as a job with a good growth rate.
====Normal jobs====
Job Class 	HP 	MP 	Phys Atk	Mag Atk	Speed
Squire 	★★★ 	★★☆ 	★★☆ 	★ 	★
Chemist 	★★☆ 	★★ 	★☆ 	★ 	★
Knight 	★★★☆ 	★★☆ 	★★★★ 	★ 	★
Archer 	★★★ 	★★ 	★★★☆ 	★ 	★
Monk 	★★★★ 	★★★ 	★★★☆ 	★ 	★
White Mage 	★★★☆ 	★★★★ 	★★★ 	★ 	★
Black Mage 	★★☆ 	★★★★☆	★★☆ 	★ 	★
Time Mage 	★★☆ 	★★★★ 	★★ 	★ 	★
Summoner 	★★ 	★★★★★	★★ 	★ 	★
Thief 	★★★ 	★★ 	★★★ 	★ 	★★★
Orator 	★★★ 	★★ 	★★☆ 	★ 	★
Mystic 	★★☆ 	★★★★ 	★★☆ 	★ 	★
Geomancer 	★★★☆ 	★★★☆ 	★★★☆ 	★ 	★
Dragoon 	★★★☆ 	★★☆ 	★★★★ 	★ 	★
Samurai 	★★☆ 	★★☆ 	★★★☆ 	★ 	★
Ninja 	★★☆ 	★★★ 	★★★★ 	★ 	★★★★★
Arithmetician	★★ 	★★★★ 	★★ 	★ 	★
Bard 	★ 	★☆ 	★ 	★ 	★
Dancer 	★ 	★☆ 	★★★ 	★ 	★
Mime 	★★★★☆	★ 	★★★★★ 	★★★★ 	★
Dark Knight 	★★☆ 	★☆ 	★★★★ 	★ 	★
Onion Knight 	★★ 	★★★ 	★ 	★ 	★
Onion Knight*	★★★★☆	★★★★★	★★★★★ 	★★★★ 	★★★★★
*Upon mastering fourteen other jobs, Onion Knight advances to job level 8 and its stat growth rates increase substantially. Onion Knights never gain experience, so the only way to gain levels as an Onion Knight is to breed Wild Boars and use their Bequeath Bacon ability.
====Story character jobs====
Character Job 	HP 	MP 	Phys Atk	Mag Atk	Speed
Squire (Ramza)	★★★ 	★★★☆	★★★ 	★★ 	★★
Holy Knight 	★★★☆ 	★★★☆	★★★ 	★ 	★
Machinist 	★★★ 	★★★ 	★★★ 	★ 	★
Game Hunter 	★★★ 	★★★☆	★★★ 	★★ 	★★
Skyseer 	★★★ 	★★★☆	★★★ 	★ 	★
Netherseer 	★★★☆ 	★★★☆	★★★ 	★ 	★
Templar 	★★★☆ 	★★★☆	★★★☆ 	★★★ 	★
Sky Pirate 	★★★☆ 	★★★ 	★★★ 	★ 	★★★★★
Sword Saint 	★★★☆ 	★★★☆	★★★★ 	★★★☆ 	★
Dragonkin 	★★★★★	★★★★	★★★★☆ 	★★★★★ 	★★
Divine Knight 	★★★☆ 	★★☆ 	★★★★☆ 	★ 	★
Soldier 	★★★ 	★★★☆	★★★★ 	★★☆ 	★
====Job breakdown====
Note that Ramza and Cloud in the original US translation have different stats from the Japanese and PSP versions. This table reflects their US PSX stats.
Job Class 	HPM	MPM	SpM	PAM	MAM	Move	Jump	C.Ev	HPC	MPC	SpC	PAC	MAC
Squire 	100	75 	100	90 	80 	4 	3 	05% 	11 	15 	100	60 	50
Chemist 	80 	75 	100	75 	80 	3 	3 	05% 	12 	16 	100	75 	50
Knight 	120	80 	100	120	80 	3 	3 	10% 	10 	15 	100	40 	50
Archer 	100	65 	100	110	80 	3 	3 	10% 	11 	16 	100	45 	50
Monk 	135	80 	110	129	80 	3 	4 	20% 	9 	13 	100	48 	50
Priest 	80 	120	110	90 	110	3 	3 	05% 	10 	10 	100	50 	50
Wizard 	75 	120	100	60 	150	3 	3 	05% 	12 	9 	100	60 	50
Time Mage 	75 	120	100	50 	130	3 	3 	05% 	12 	10 	100	65 	50
Summoner 	70 	125	90 	50 	125	3 	3 	05% 	13 	8 	100	70 	50
Thief 	90 	50 	110	100	60 	4 	4 	25% 	11 	16 	90 	50 	50
Mediator 	80 	70 	100	75 	75 	3 	3 	05% 	11 	18 	100	55 	50
Oracle 	75 	110	100	50 	120	3 	3 	05% 	12 	10 	100	60 	50
Geomancer 	110	95 	100	110	105	4 	3 	10% 	10 	11 	100	45 	50
Lancer 	120	50 	100	120	50 	3 	4 	15% 	10 	15 	100	40 	50
Samurai 	75 	75 	100	128	90 	3 	3 	20% 	12 	14 	100	45 	50
Ninja 	70 	50 	120	120	75 	4 	4 	30% 	12 	13 	80 	43 	50
Arithmetician 	65 	80 	50 	50 	70 	3 	3 	05% 	14 	10 	100	70 	50
Bard 	55 	50 	100	30 	115	3 	3 	05% 	20 	20 	100	80 	50
Dancer 	60 	50 	100	110	95 	3 	3 	05% 	20 	20 	100	50 	50
Mime 	140	50 	120	120	115	4 	4 	05% 	6 	30 	100	35 	40
Squire (Ramza) 	120	105	107	111	102	4 	3 	10% 	11 	11 	95 	50 	48
Holy Swordsman (Orlandeau)	160	120	110	122	100	4 	3 	20% 	10 	11 	100	42 	42
Dragonkin (Reis) 	140	115	120	120	110	3 	3 	7% 	5 	10 	95 	39 	38
Engineer (Mustadio) 	100	75 	115	95 	100	3 	4 	18% 	11 	13 	100	50 	50
Skyseer (Rapha) 	90 	100	115	80 	100	3 	3 	10% 	11 	11 	100	50 	50
Netherseer (Marach) 	100	110	110	105	100	4 	3 	8% 	10 	11 	100	50 	50
Holy Knight (Agrias) 	140	100	100	100	100	3 	3 	25% 	10 	11 	100	50 	50
Temple Knight (Beowulf) 	122	145	105	125	105	4 	3 	14% 	10 	11 	100	48 	45
Divine Knight (Meliadoul) 	125	80 	105	120	90 	4 	3 	12% 	10 	15 	100	39 	50
Soldier (Cloud) 	125	116	100	123	120	3 	3 	20% 	11 	10 	100	42 	46
==External links==
*Download mirror for Ganon's Level Up Simulator
Category:Stats in Final Fantasy Tactics
Category:Gameplay in Final Fantasy Tactics
Category:Character growth systems