Final Fantasy Tactics: Madness at Mandalia Plain Ch 3 (Powerleveling buffs Random Encounters/Loot)
Special thanks to @Muuhiro1 for asking a question and getting me to practically clip show my playlist for this game. When you are in a random encounter (at least in chapter 3 being overleveled), the human enemies equip gear from chapter 4 (I couldn't get runeblades that have magic attack +2, or Artemis bow here as archer dropped black garb that is immune to stop and has 100 hp boost).
I did steal the thief's cap that speed +2 to make the game easier (no idea how anyone could possibly guess this), which in chapter 4, is available. Alternatively, the orator can permanently invite monsters (at lower percentage) and people to keep all equipment/higher levels.
Save scum is a pain though maybe formation may influence more humans if all monsters/animals though I would reset vs mindflayer on Zeirchele Falls as the mind blast to confuse/berserk the party can make anyone lose if they're not abusing arithmeticians' infinite range.
To explain setup:
1) I have a dark knight who let me spawn a black chocobo over level 60 (have a monster if you're gonna do random battles, and red chocobos are the best, with black ones going into God mode past level 50 with high stats). Black chocobos can fly whereas red have more hp and ignore elevation. The yellow ones just have a decent jump and all can "swim" to attack in depth 2 water.
2) My dark knight has arcane strength to buff unholy Sacrifice, which is based off magic attack. Squire DK Ramza with this build and nerfed ultima in chapter 4 is definitely viable. Squire has good magic attack for Ramza/Luso (Game Hunter with tailwind/poach) and can also buff oracle builds with defense boost and life drain.
3) Vehemence is kinda risky, and I did show blood sword to heal even when prompting golem to block. Blood sword helps after unholy Sacrifice pays HP, and a physical dual wield build will one shot once you get icebrands.
4) Agrias is definitely viable as a Knight in Chapter 3 given freedom of motion, unlike when she rejoins in chapter 2 with very low stats as a Holy Knight (5 compared to 7 as a knight), with no hallowed bolt/divine ruination if RNG for her skillset screws you) I went all in with ranged Divine Ruination (Northswain's Strike KO is better than hallowed bolt's silence but you sacrifice area of effect) to confuse the squire, which I feel makes the geomancer build a bit redundant.
I'd rather just leave her a knight until she gets equip sword to be a white or time mage (mystic has the lowest attack) if raise/quick are needed (or equip swords monk with barrette hair adornment for 20 hp with some debuff immunity as male monks can't equip headgear nor this, if I go all in for first strike as divine ruination is better than shockwave).
Getting improved equipment (if a hat class, headband buffs physical attack by 2) can make her playable even at a low level.
5) Golem can block physical attacks (including friendly fire as blood sword even drained surprisingly) only from humans. Surprisingly I did an auto battle with it and it helped a ton (won't work vs monsters/magic). https://youtu.be/Zwuu99twlNw
6) Swiftness helps anything holy (13 charge time) or faster (including bard/dancer), and is on my summoner, though 1000 jp is too expensive unless doing win more. White mages are the fastest (primarily holy/raise as the rest are crap), time has the best support, summoner the best range, and black magic the most damage. The mystic is for status anomalies and life draining 25% formulas by invigoration (faster than time mage 50% graviga) though arithmetician does practically everything if you can get jp every turn (even damage split to have enemy take half your damage) and is slow until you change jobs.
Final Fantasy Tactics: War of the Lions (mobile version played on iPad) had another surprising hurdle I didn't know after all my crazy playthroughs (leave your hardest work on cloud save as I got back my dark knight instead of start from scratch after deleting).
I did learn the bard helps Luso/Ramza monk shout builds to double buff. monk benefits with bravery for more attack and you could buff magic for ultima, which is underpowered.
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