Gambit System
by Bill Pringle
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Table of Contents
* Introduction <#intro>
* Overview <#over>
o Overview of the Battle System <#over-battle>
o Overview of the Gambit System <#over-gambit>
* Gambit Targets <#target>
o Ally Targets <#targ-ally>
o Foe Targets <#targ-foe>
o Self Targets <#targ-self>
* Sample Configurations <#config>
o Partitioning Gambits <#parts>
o Using Decoy <#decoy>
o Making Money <#money>
o Weakening the Enemy <#weak>
* Tips, Guidelines, Words of Wisdom, etc. <#tips>
o Forming Parties <#tip-party>
o Mixing Weapons <#tip-weapons>
o Changing Things on the Fly <#tip-changing>
o Keeping Everyone Alive <#tip-alive>
o Keeping Things in Order <#top-order>
Introduction
The Gambit System for Final Fantasy XII allows a player to configure
their characters to behave in a sophisticated manner. Behavior can be
customized to match a player's personal style (mostly fighting, mostly
magic, stealing, etc.) When configured properly, the player can spend
time watching the fight rather than mashing buttons, while the
characters do pretty much the same thing as when the player is
controlling that character. Each character will perform according to
their gambit settings, which can be changed during fights, if necessary.
It is important to realize that the gambit system is optional. You can
play the entire game by controlling each character manually, if you
want. (Of course, if that were the case, you probably wouldn't be
reading this document. ;^) Also, even while using the gambit system, you
can manually control any (or all) character and have them do things
different than what they would have done through the gambit system.
This document describes the Gambit System for Final Fantasy XII. In
addition to how it works, some tips and suggestions are given to help
the reader configure the AI of their parties to match the player's
fighting style.
If you find any problems and/or have any questions, you can e-mail me at
wrp103 (AT) psu (DOT) edu. Make sure you
have "Final Fantasy Gambits" in the subject. I get a lot of spam, and
will delete things without looking at them if I don't recognize the
sender and the subject line doesn't stand out as legit (for example, a
message with a subject of "a question" will probably get deleted without
me looking at it.)
Overview
* Overview of the Battle System <#over-battle>
* Overview of the Gambit System <#over-gambit>
Overview of the Battle System
You can have up to three characters in your party. One of the characters
must be the party leader. If you press the /Triangle/ button to bring up
the menu, then select "Party", you can move characters into (left) or
out of (right) the party. If you move the party leader out of the party,
then the top character that is still in the party will be the new
leader. You can also switch party leaders when walking around by
pressing up or down on the D-pad, then moving up or down to select a new
leader.
If you press the /X/ button, the battle/field menu for the party leader
appears. By pressing left or right on the D-pad you can select a
different character to control. Your options are:
Attack
Initiates a physical attack with the current weapon.
Magicks & Techniques
Initiate a magic spell or a Techniques. The magic spells are grouped
by category (white, black, etc.). Techniques are similar to magic
except that they don't cost any MP.
Mist
This is similar to limit breaks in other Final Fantasy games.
You must first obtain a license for up to three mist charges.
Gambits
This option merely turns gambits on or off. You use the "Gambits"
option of the main menu to set up the gambits for each character.
Items
This option allows the character to use an item
If the character is in the process of performing an operation and you
select a different option for that character, they will either finish
the current operation and queue the action you selected, or will
interrupt the current operation and begin the action you selected
instead. (It depends on how far along in the cycle they are, but if you
select the same operation they are performing, the new action will
always be queued.)
Overview of the Gambit System
Each character has a number of gambit slots that can be programmed as
desired. Each slot has a target (and possibly a condition), and an
action. The target could be an ally or a foe. The condition for a target
can refer various aspects of the target, and the action can be a magic
spell, a technique, or an item. For example, one possible target is:
"Foe: flying", that can only be performed if one of the foes is a flying
enemy. Another target is "Ally: status=slow", which is true only if one
of the characters in the party have been afflicted with "slow."
If the target of a gambit exists (including any conditional), and the
action "makes sense", then the gambit can be performed. For example, if
the action heals a condition, then the gambit only makes sense if the
target has the condition.
Each character loops through the gambit steps until it finds one that
can be performed. After the gambit action is performed, the character
begins at the top of the gambit steps again. If no gambit condition is
met, then the character does nothing, and it starts back at the top of
the list again.
Here is a sample gambit setup:
1 Ally: Any Raise
2 Ally: Any Phoenix Down
3 Ally: HP < 40% Curaga
4 Foe: Party leader's target Attack
And here is an explanation of the setup:
1. Ally: Any / Raise
If any of your allies are killed, this character will cast a raise
spell to revive them.
If more than one character is dead, the first character will be raised.
2. Ally: Any / Phoenix Down
This gambit will only be executed if an ally is dead, and the
character doesn't have enough MP to case Raise. If this happens,
then the character will use a Phoenix Down to revive the dead ally.
This is a good strategy for important curing conditions: first try
magic, and then try an item. It takes two gambit slots, but at least
you are sure that your characters will be revived quickly when killed.
3. Ally: HP < 40% / Curaga
If anyone is the current party drops below 40% of their max HP, this
character will cast Curaga to heal them. (Early in the game, you
will probably want to use "Cure".)
If one of your characters is below 40% HP, then there is a good
chance that the other characters are low as well. You might also
consider using "Cura" or "Curaja" which heals all nearby allies.
This will cost more MP, but will tend to keep your party healthier.
4. Foe: Party Leader's Target / Attack
If none of the previous conditions are met, and if the party leader
is attacking an enemy, then this character will attack it.
No more than one gambit is performed for each cycle, so the order of the
gambits is very important. For example, if the attack gambit was at the
top of the list, then even if the rest of the party was dead, this
character would keep attacking the same enemy. Only after the current
target is dead would the other gambits even get looked at. (If everyone
else is dead, then this character would be the party leader, which means
it would keep attacking the current target. Once that foe was dead, the
party leader wouldn't be targeting any foe, so the other gambits would
be considered.)
Gambit Targets
* Ally Targets <#targ-ally>
* Foe Targets <#targ-foe>
* Self Targets <#targ-self>
Ally Targets
Ally gambit targets apply to the current party.
Ally: Any
This target applies to any character in the active party
If the target "makes sense", then this gambit will be executed.
You would use this gambit for certain conditions (e.g., "Ally: Any /
Raise")
Ally: HP/MP < X%
This set of targets apply to any ally whose HP (or MP) is less than
*X* percent.
If you use more than one of these targets, put the lower values
first. (If you put < 90% before < 10%, the second will never be
executed, since if the character is 5%, the < 90% will be executed
instead of the 10%.)
Ally: Status=/status/
This gambit tests to see if anyone in your party has a specific
status effect (good or bad).
You can use this gambit to set or reset the status of someone in
your party (including this character). For example, "Ally:
Status=slow / Haste" will cancel slow on any character in your party."
Remember that you don't always need to specify the status of a
character. For example, "Ally: Any / Raise" will raise any character
that has been killed off, so you don't really need to use: "Ally:
Status=KO / Raise".
Ally: /name/
You can specify an individual in your party.
For example, if you want Basch to be beserk when fighting, you can
use the gambit: "Ally: Basch / Beserk". Whenver his beserk spell
wears off, this character will cast it again. (You probably don't
want to have Basch cast beserk on himself since the spell misses
sometimes. By having another character cast beserk, Basch can
continue to attack enemies.)
Ally: lowest HP / Strongest Weapon / Lowest Defense / Lowest Magick Resist
These are some odd-ball gambits that you can use for special
occasions. These are most useful if you don't keep the same group
most of the time. (I had two groups that I rotated between, so I
didn't really see any use for these gambits.)
Presumably you could cast bubble (or reverse) on the lowest HP,
protect on the lowest defense, shell on the lowest magick resist,
and beserk on strongest weapon.
Ally: Item >= 10
This gambit can prevent you from running out of an item
automatically. For example, suppose you are in a tough fight, with
people dropping left and right. If you are low on magic, you could
easily run out of phoenix downs if you aren't careful.
By using this gambit, once you have less ten items, this gambit will
not longer be used. You can still use the items manually, but at
least you don't have to worry about some character wiping out your
inventory when you aren't looking.
Self Targets
These gambits allow a character to perform actions upon him/her self
under certain conditions.
Self
This gambit will perform the action if it makes sense.
Self: HP/MP < X%
These gambits allow your HP or MP level to trigger a gambit.
One gambit you should probably have on each character is: "Self: MP
< 10% / Charge". This will allow your characters to gain back some
MP when they are low.
Self: Status=/status/
These gambits allow a character to perform an action when the
character has the given status value. Usually you will want to undo
any negative status effects. It is less obvious what to do for any
positive effects.
You probably don't want to use one of these gambits if other
characters have a similar condition for any ally.
Foe Targets
These gambits can target various foes under certain conditions.
Foe: Party leader's target
This gambit targets whoever the party leader is attacking. If the
character is the party leader, this gambit will cause them to keep
attacking the same enemy until it is killed.
If you use this gambit with each character, then the entire party to
concentrate on one enemy at a time. Once that enemy is defeated, the
party leader should have a gambit to choose the next enemy.
Foe: Nearest visible
This gambit causes the character to attack the closest enemy.
This is a good gambit to include after the above gambit for the
party leader. After the current enemy is defeated, this gambit will
cause the party leader to attack the next closest enemy.
If this gambit is used instead of the above gambit, then the
character will always attack the closest enemy, which might be a
different enemy each time. This will tend to fragment your attack,
rather than concentrating on a particular enemy.
Foe: Any
This gambit would target any enemy that corresponds to the action.
For example, "For: Any / Poison" will cast poison on any enemy that
is not already poisoned.
For: Targeting leader / self / ally
This gambit will target any foe that is attacking the specified
character (or, in the case of "ally", any character).
Foe: nearest / farthest
These gambits target the enemy that is closest or furthest from the
character. Notice that "nearest" is slightly different than "nearest
visible".
For: Highest / Lowest HP, MP, Max HP, Max MP
These gambits allow you to target an enemy based on either their
current or their max HP/MP.
You could use one of these gambits to let the party leader pick the
next target. If you are fighting a boss that has a lot of small
minions around, this can allow a character to concentrate on either
the boss or the minions, depending on which gambit you choose.
For: Highest / Lowest level, strength, magick power, speed
These gambits allow you to target an enemy based on one of their
characteristics.
There are a number of ways you can use these gambits. If you have
fighters and magicians, you can start with the lowest / weakest and
work your way up, or start at the strongest and work yourself down.
You can cast slow on the fastest enemy, cast wither on the
strongest, etc.
Foe: HP>X, HPX%, HP=100%
These gambits allow you to perform different types of actions
depending on their current HP.
One possible use of these gambits would be: "Foe: HP=100% / Steal"
If the party leader has this gambit, they would try to steal from an
enemy until they receive damage. (If the other characters have the
"Foe: Party Leader's target" gambit, then the enemy would ahortly
receive damage.) This approach would allow you to attempt to steal
items for each enemy in the attacking party. Once every enemy has
received damage, then the other gambits would take over.
Foe: Status=/status/
These gambits allow you to target enemies based on their status. For
example: "Foe: Status=Oil / Firaga".
For: X-weak, X-vulnerable, undead
These gambits allow you to target enemies based on their weaknesses
(Undead are weak against cure spells.)
If you are fighting a group of enemies that have different
weaknesses, you can use these gambits to make the most out of your
magic spells.
If an enemy is weak against an elemental, it will sustain more
damage than if it is vulnerable against the same elemental.
Vulnerable merely means you can do damage (i.e., not immune), even
if the damage is minimum. Weak against an elemental means the enemy
will receive more damage than most other enemies.
Foe: flying
This gambit allows you to do something special for any flying
enemies. This is very important to characters with short range melee
weapons.
Once you get telekenesis, you should have the "Foe: Flying /
Telekenesis" gambit for all your melee fighters.
Foe: character HP=100%, Item>10, HP/MP > X%, Status=/status/, HP Critical
These gambits allow a character to change strategy depending on
their own status. For example, if their MP is high, they can cast
magic, but when their MP drops too low, they can switch to attacks.
Sample Configurations
* Partitioning Gambits <#parts>
* Using Decoy <#decoy>
* Making Money <#money>
* Weakening the Enemy <#weak>
When setting up gambits, try to envision what you want the various
characters to do in given situations, and then set up the gambits to
mimic your strategy. Next, you should get into a number of easy fights
and pay attention to what each character does. Are they doing what you
think they should be doing? If not, then find out why and adjust the
gambits.
Once you think you have your gambits in good shape, you are ready to try
some harder battles. If you are using a good strategy, you should be
able to sit back and watch a boss fight, and only need to pick up the
controller when things get too far out of hand. I was able to sit beat a
number of bosses without ever touching the controller. Some people might
think that takes all the fun out of the game, but the characters were
doing the same thing I would have commanded them to do if I weren't
using gambits. This way, I'm able to keep an eye out for the big
picture. Often when I'm in the middle of a fight, I'm looking around to
see where I want to go after this fight is over.
Partioning Gambits
When setting up gambits, divide them into the following segments:
High-priority support / recovery actions
These gambits will be performed before the character attacks any of
the enemies. This means that only high-priority actions that only
fire under certain conditions should appear here.
Some example gambits for this group would be: "Ally: Any / Raise"
and "Ally: Any / Esuna", which will make sure that all party members
are alive and not suffering most status problems.
Battle actions
These are the gambits that control the attacking of enemies.
All the characters should have: "Foe: Party Leader's target", while
the leader should then have something like "Foe: Nearest".
Post-battle recovery actions
These gambits only kick in once there are no enemies in the area.
These can be used to recover the party. For example: "Ally; HP<100%
/ Cure".
Using Decoy
This approach causes the enemies to concentrate on the party leader,
while the other members provide backup and only attack when the
targetted character is in good condition.
The gambits for the party leader could be:
1 Ally: Any Raise
2 Self Decoy
3 Foe: Party Leader's target Attack
4 Foe: Nearest visible Attack
5 Ally: HP<100% Cure
The other characters could have the following gambits:
1 Ally: Any Raise
2 Ally: HP<40% Curaga
3 Ally: Any Esuna
4 Ally: HP<70% Cure
5 Foe: Party Leader's target Attack
6 Self Libra
7 Ally: HP<100% Cure
Notice that both sets of gambits start the same way: to raise any fallen
allies.
The party leader puts him/herself into decoy status and then attacks the
enemy. If one of the other characters die, then he/she will revive them,
but otherwise he/she will continue to attack.
The back-up characters make sure that everyone (especially the party
leader) is in good health. As long as the party leader is in decent
health, the backup characters will attack. As soon as his/her health
drops to 70%, they will resuming healing.
Notice that both backup characters have the same gambits, which mean
they will often be doing the same thing. You can change this a bit by
reversing gambits #3 and #4 so that if the party leader is both below
70% and has a status anomaly, each character will be working on a
different problem.
If both characters are casting "curaga" because the party leader is less
than 40%, as soon as the first character casts their spell, the HP of
the party leader will increase. If the new HP is above 40%, the second
character will cancel their spell, since the gambit condition is no
longer true.
After the fight is over, the characters will continue to cure everyone
until everyone is at 100% HP.
This approach works best if you are attacking a single enemey, and the
two backup characters are using long-range weapons. The party leader
should have a melee weapon, and keep up close to the enemy. That way the
backup characters stay out of harm's way.
If the party leader gets killed, you might have to pick a different
leader (depending on how quickly he/she is raised). If that happens, as
soon as the original party leader is revived, make him/her the party
leader again. The party leader will cast Libra (which makes traps and
extra targetting information visible) whenever it times out. If it times
out during a fight, the character will wait until after the fight before
it casts it again.
Making Money
The following set of gambits can maximize the amount of money you
accumulate.
The party leader could have the following gambits:
1 Ally: Any Raise
2 Foe: HP=100% Steal
3 Foe: HP Critical Poach
4 Foe: Party Leader's target Attack
5 Foe: Lowest HP Attack
6 Ally: HP<100% Cure
With the above gambits, the party leader will start out by attempting to
steal from each enemy, and then concentrate on one enemy at a time,
starting with the weakest enemy and working their way up. Whenever an
enemy is close to being dead, the party leader will attempt to poach the
enemy instead of attack it. (Make sure that you don't have all
characters with this gambit, since some enemies are immune to poach,
which means they will never kill off the enemy.)
Weakening the Enemy
The following gambits can be used by one of the backup characters (not
the party leader). Their purpose will be to lower some stat of an enemy:
either the defence, the magic defence, or the strength of the enemy.
Which one you want to use depends on the nature of the enemy.
You probably want to limit this type of setup to a boss. For normal
types of enemies, you would be better off having everyone participate in
the attack.
1 Ally: Any Raise
2 Ally: Any Esuna
3 Ally: HP<40% Curaja
4 Foe: Party Leader's target Expose, Shear, or Wither
5 Ally: HP<100% Cure
With the above gambits, the character continue to hit the current enemy
with whatever weakening technique was chosen. Remember that you can
change gambits even during a fight, so you can let this character switch
attacks at various times. For example, some bosses have times when they
are impervious to physical or magic attacks. When this happens, you can
switch the weakening attack as well as the actual attack from the other
party members.
Tips, Guidelines, Words of Wisdom, etc.
* Forming Parties <#tip-party>
* Mixing Weapons <#tip-weapons>
* Changing Things on the Fly <#tip-changing>
* Keeping Everyone Alive <#tip-alive>
* Keeping Things in Order <#top-order>
This section contains a collection of suggestions on how to get the most
out of your game.
Forming Parties
Your party consists of three people. While you can combine characters in
any way, and let any character be the party leader, if you keep changing
party configurations you will have to keep switching gambits. Depending
on how long it takes you to configure a new set of gambits, it might be
best to have more stable party configurations.
I had two groups that I pretty much always kept together. The first
party was Vaan, Balthier, and Fran. The second party was Basch, Ashe,
and Penelo. Vaan and Penelo are the two leaders, and both are configured
for making money <#money>. Vaan and Penelo use a mele weapon and a
shield. Balthier uses a gun, and Fran uses a bow, and both have a number
of support gambits to heal and cure status problems before actually
fighting. Ashe uses a one-handed weapon and a shield, while Basch uses a
two-handed weapon and is normally in beserk mode.
The advantage of the first party is that Fran and Balthier tend to stay
out of harm's way, even if Vaan doesn't use decoy. This party has taken
out bosses without me needing to even touch the controller. The second
party, however, tends to clear out enemies quicker, especially if are
set up to also cast haste on Basch (or hastega for everyone). I keep
switching between the two parties to make sure they both stay at about
the same level. The official strategy advises against this: it claims
once you get to a high level, you should abandon one of the parties and
concentrate on one. I don't care for that approach, but if you are in a
hurry to finish the game, then that might be the way for you.
Mixing Weapons
You might be tempted to have everyone using the strongest weapons that
are available, but that isn't always the best approach. It is important
to understand how the various weapons behave in order to make an
intelligent decision about what mix to use. For example, some heavy
weapons like axes and hammers have a very high attack power, but they
tend to be slower and tend not to combo very often. A weapon with less
attack power may get multiple hits, which means the total damage per
turn is more than the other weapon. Watch how much damage each character
inflicts and then try changing weapons and see what changes appear.
For distance weapons, the two types I tend to have Balthier and Fran use
guns and bows. Guns tend to be weaker than bows, but guns ignore the
defense of the enemy, which means that for enemies with high defense, a
gun will do more damage than a bow.
Changing Things on the Fly
You can hit the triangle button during a battle and get into the menu
system. At that point, you can change the equipment or the gambits for
any character.
The gambits system allows you to take more time looking at the battles,
since you aren't mashing buttons all the time. Keep an eye out for signs
of problems. For example, if you notice the enemy gets healed every so
often during a battle, check to make sure that one of your characters
doesn't have a weapon with an elemental that the enemy absorbs. If one
character seems to be doing very little damage, consider changing what
type of weapon they are using, or switch then to casting expose or shear
to help increase the damage caused by the other characters.
If you have Libra turned on, then take manual control of the party
leader and target the current enemy. See if it has some kind of
weakeness; if so, then change the attack of your high magic characters
to match the weakness.
If you have all characters with the "Foe: Party Leader's target" gambit,
you can easily change the focus of the fight by manually taking control
of the party leader and attacking whatever enemy you want to target
next. As soon as the party leader targets a foe, the rest of the party
will concentrate on that enemy.
Keeping Everyone Alive
One of the nice features of this game is that the game isn't over until
all of your characters have been killed. Not just your active party, but
all characters. If your entire active party is killed, you will get to
change your party configuration.
If your active party dies, switch to your other party. As soon as the
fight resumes, take control of the party leader and cast "Raise" for
each of the original party. Keep away from the enemies so that your
party leader doesn't take damage. Basically, you want the other
characters to keep the enemy busy while you are reviving the original
party.
Once the first party is alive and fully healed, you can either continue
to attack with your current party, or switch back to your original
party. I tend to stay with the other party, since the two have different
fighting styles sometimes one group will tend to do better than the other.
Keep Things in Order
The order in which you arrange the gambits is very important. It is very
easy to arrange gambits so that some of them will never be selected. It
is also possible that you can end up getting killed off because you
arranged the gambits in the wrong order.
For example, suppose you want to keep your party healthy, and decide to
cast "Cure" when a character gets below 90% HP. However, if a character
takes a lot of damage, you might also want to cast "Curaga" if the
character is below 30%. Suppose you set up the following gambits:
The wrong order:
1 Ally: HP < 90% Cure
2 Ally: HP < 30% Curaga
There is a serious problem with the above arrangement: the second gambit
will never be selected. Remember that the first gambit with a valid
condition will be executed, and then starts at the top of the list
again. Suppose a character is at 70% HP. Since 70% is less than 90%,
gambit 1 will be executed. However, if the character is at 20% HP, that
is still less than 90%, so gambit 1 will be executed again. Gambit #2
will never be executed, and your character will probably die, since this
character will only cast "Cure" even when you want them to case "Curaga".
The correct order:
1 Ally: HP < 30% Curaga
2 Ally: HP < 90% Cure
Now, if a character is at 70% HP, the condition for gambit #1 is false,
so gambit #2 is examined. Since 70% is less than 90%, gambit #2 is
executed. However, if the character is down to 20% HP, the condition for
gambit is true, so the character will cast "Curaga."
Here is another example:
1 Ally: Any Vox
2 Ally: Any Poisona
3 Ally: Any Esuna
The above arrangement will help you save MP. If another member of the
party is Silenced, this character will cast Vox to cure them. Likewise,
if a character is poisoned, this character will cast Poisona to cure
them. The Esuna spell will cure a wide variety of status ailments,
including silence and poison, but it also costs a lot more than the more
specific spells. This means that you can save MP by casting Vox instead
of Esuna to cure Silence.
Notice, however, if you had the above gambits in a different order,
things wouldn't work quite right. If Vox or Poisona appeared /after/
Esuna, it will never get cast, since the character would cast Esuna
instead.
A more subtle problem appears below. Suppose you want to make a lot of
money, so you try to poach whenever possible. (You can poach a foe who
is down to critical HP. You finish off the foe and get some loot, even
if you have stolen loot from the enemy earlier.)
This gambit setup has problems:
1 Foe: HP Critical Poach
2 Foe: Party Leader's target Attack
There are two problems with the above setup: (a) some enemies are immune
to poach, and (b) stronger foes can be in HP Critical, but still have
too much HP to poach.
If either of the above conditions are true, then this character will
never kill such an enemy. They will continue to try to poach the foe,
and continue to fail. I had my party get killed once while fighting a
mark once when I was distracted and doing something else (not related to
the game). Make sure that at least one of your characters keeps attacking.
A similar problem appears in the gambits below:
1 Foe: HP < 10% Attack
2 Ally: Any Raise
3 Ally: Any Esuna
4 Ally: HP < 50% Curaga
5 Foe: Party Leader's target Attack
The idea with the above gambit setup is that if a foe is almost dead,
have everyone pile on until it is dead, and then go back to the normal
routine of heal and attack. The idea is that if you hurry up and kill a
weakened enemy, you reduce the amount of damage your party will receive,
since you have one less enemy attacking.
The above gambit works great most of the time. The problem, however,
comes when you are up against a boss, or any other foe with a huge HP.
For normal foes, it doesn't take long to do away with 10% of their HP.
However, you can have the boss below 10% HP, and it could still be a
long time before you defeat it. During that time, other party members
could easily get killed off if you aren't paying attention.
An easy solution to the above situation is that, when facing a boss,
simply go into the Gambit systems for your characters and turn gambit #1
off. After the boss fight is over, go back in and turn them on again.
Version History
1.0
Initial draft
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