Yep, other people posting theorycraft in this thread is totally fine
---
So...I last redid an old FFT tier list which was the "ban classes in the order that will increase difficulty the most".
Now I'm a little tempted to redo another tier list which is "how much do each of these classes contribute to an optimal playthrough", which should look pretty different. (I got some messages from people who preferred this style of list).
General rules are:
1. Turboing through the game, no stopping to grind; we are stomping. If you want calculator JP, better get it in story battles.
2. Low party coordination. The example that springs to mind is a co-op setting, where three or four humans each control one character, but don't work as a group. (So...you can equip a chameleon robe on yourself, but you can't force other people in your party to do so, and certainly heavy coordination stuff like The Quickening is just not happening).
3. Generics only. Just simplifies the list.
4. While it is a stomp, it's not a speedrun. We don't reset if we miss, we don't avoid using moves cause of animation time.
5. PSX NA version.
note that this tier list will get weird, for instance Knight and Archer might end up ahead of something like Samurai, because going to Samurai, while not the weakest thing to do, is almost never optimal, but using Weapon Guard or Concentrate is reasonable.
Anyway...
1. Wizard How many optimal setups use wizard? Honestly? 90%-95%. How much do they use Wizard? Black Magic in Chapter 1 and often Chapter 2 (it's a fine secondary on summoner for MP reasons, or you might not go straight to summoner), and then the Wizard class with MAU in Chapters 3 and 4. Wizard from its stats is a...decent MA bump, after accounting for some MA boosting gear about 15%-20% more MA than the next best option, and then MAU is another 33% boost (although rounded down granted) for an overall around...55% more damage with the same abilities--something like that?
2. Summoner Shiva/Ramuh/Ifrit are just the best budget spells in the game by a mile, and very portable. You can coast on knowing a single one of these three for...basically the whole game as long as you go MAU Wizard. Short Charge+Big Summon is also pretty good; a small damage bump over MAU Ramuh, and a large AoE increase, in exchange for more MP (and a significantly slower build). Obviously Math Skill can completely eclipse Summon, but if going calc you do lean on your teammates to carry you through a few fights while you learn it, and with the rules the way they are (uncooperative teammates who won't necessarily wear chameleon robes) you may want more than just CT5 (although being a supporting role and running CT5 Pray Faith and CT5 Raise is legit, but that still puts emphasis on summon).
3. Calculator Wizard and Summoner together are basically all you need to stomp the game, but Calc can completely eclipse them in power if you can handle being weak for several fights while you train. I guess the question is whether anything else should be here instead. MAU Wizards with Ramuh don't even need Gained JP Up or Move+1 very much (although they will certainly use them, no complaints), nor do they have a lot of use for Item. They wouldn't mind grinding out Auto Potion at some point, but that's still a lot less impactful than grinding out Math Skill.
4. Chemist So I think the viable options here are Squire, Chemist, Time Mage, and Priest. Priest contributes almost exclusively to Math Skill. Chemist and Time Mage can contribute to summon setups. Squire contributes lesser amounts to every build (and notably Gained JP Up contributes quite a bit to Calc builds, and also contributes quite a bit to short charge+summon builds. Doesn't contribute a ton to MAU+Ramuh builds because they aren't JP hungry, but neither does Time Mage or Priest). Feels like definitely not Time Mage or Priest. So Squire vs Chemist; Chemist is more ignorable than Squire (where you often get spillover JP without trying), but Auto Potion is a huge power spike, and having a couple people with phoenix down drops the risk of full on resets significantly. Auto Potion isn't the power spike that Math Skill is, but it's also a lot easier to get (just wait till guns come out; toss some guests into Chemist and give them a gun if you want some spillover).
5. Squire I think whichever of Squire/Chemist I didn't pick was going here. Both Squire/Chemist have a lot to offer just about every build.
6. Time Mage: Teleport is super OP, and if you have a dedicated Time Mage you can reasonably give Teleport to a lot of people through spillover (or Short Charge for that matter). Dedicated Time Mage isn't unreasonable, since Short Charge Meteor is fine, not as good as Short Charge Summon (7 ctr instead of 5 ctr friendly fire, but hey more damage is cool). The one thing keeping Teleport in check is that it's just...movement isn't that high a priority for damage mage builds--the most busted builds don't really need movement. Another useful spillover ability for non-mages (or calculators) is MP Switch. Short Charge gives a lategame path for summon (while MAU Ramuh is pretty good, Ramuh has a mult of 24, with a 4/3 multiplier for MAU, and a 5/4 multiplier for strengthen from Black Robe, this only gets you to 40, Bahamut has a mult of 46, and you'd pair it with the Light Robe for MP, but that's also a decent HP gain over the Black Robe). None of this stuff is really super critical path for breaking the game, but it's fine. Whereas I think the main competition is Priest for their contribution to calculator, but calc's power level is going to be very high with or without them.
7. Priest Pretty sure I had Priest much lower last time as I weighed their contribution to Calc less. But ehh...the contributions to Math Skill are real (with Holy and Raise being the two best math skill spells). And the stats...while the stats suck in Chapter 2 where you end up having 7 speed when you want 6 speed, there are also fights where I've picked Priest over other classes to get +1 speed without being stuck on a Green Beret (basically from Chapter 3 forward the speed is almost always an upside). The other option here is Oracle, which also contribues to Math Skill (though not as much). Has on paper better overall stats/equipment, but there isn't actually a reason to use them over Wizard (whereas speed is a real reason to use Priest over Wizard). Oracle also has better overall spells outside of Mathskill (and by spells I mostly mean Life Drain for boss fights. But Silence Song also has 3-4 fights where it shines). Although...Holy is a great spell, and also has fights it just kills, and transitions well into mathskill later in the game. Problem with Oracle is that it's a couple of moves that break a couple of fights, but isn't the plan A battering ram.
8. Oracle We are getting to the point that contributions are small and builds are a little bit niche. But Oracle is good at having niches. Life Drain breaks some fights. Silence Song breaks some fights. They probably have the second best contributions to math skill. (If you have uncooperative teammates who won't wear chameleon robes, CT5PrayFaith is still boss, and just about everyone will wear a thief hat, so CT5Paralyze is great).
9. Ninja I'm less and less sold on Ninja when it comes to optimal build paths, since you do have to go through Thief and Archer and suck for a while, and your payoff is being overall worse than a MAU Wizard with Ramuh. But it does cover some weaknesses of mage builds, notably Roof of Riovanes, you can end the fight before the enemies have a chance to kill Rafa. (Whereas Summoner builds have charge times, and Mathskill might not be able to avoid hitting Rafa).
10. So now we get to the really minor contributions. There's stuff that only Ninjas care about (Move+2 from Thief, Concentrate from Archer). There's budget stuff for mages (Weapon Guard, sometimes you'll start at 199 Knight JP, and have a guest go Knight for spillover, and it's like 20% evade, honestly best of the budget reaction options for mage). Equip Sword is also sometimes the highest damage option for a Ninja, but it costs 400 JP when Ninjas can easily pick up Martial Arts for 200 JP anyway so...meh. Excalibur also exists, so one character going Knight in the second half of Chapter 4 just to wear that is completely reasonable (mage or physical character; Excalibur is that good). It's better-used on a non-generic character so this gets slightly less weight, though. There's Monk--Monk itself is kinda whatever, but a dedicated Monk can give HP Restore from spillover, Monk offers Martial Arts as an option for Ninjas, and Chakra restoring MP is nice; Monk can also reasonably transition into Ninja as their endgame. And finally Bard. Ramza going Bard to make gaining Calculator JP easier (and make the character contribute a lot more to the fight while they're in calc) is...legit, and Angel Song is the best MP restoration in the game. Hmm...how real is the give the party spillover HP Restore Plan? Wave Fist (300) + Earth Slash (600) + Stigma Magic (200) + Chakra (350) + Revive (500) + Martial Arts (200) + HP Restore (500) = 2650. 2650/6 = 441. People start with about 150 in the class so...yeah, you really don't need to overstay in the class to get HP Restore to everyone. I think this goes to Monk.
11. Knight: So...there's the good but not super powerful RSM for Ninja, which is already stretching the idea of main line power build, or the earlygame placeholder, but easy to get from spillover 200 JP reaction in Weapon Guard, which works on mages which are a fairly main line build (plus Knight having a few other upsides like easiest class for mages to pop into that has a shield and a robe, also Rune Blade when archer has no weapon that boosts MA, and occasionally Excalibur shenanigans). Bard to Calc...is honestly more something that I see discussed in theory than played out in practice.
12. Thief: Between a fringe option of dipping Bard before Calc, Move+2 which basically every Ninja will use, and Concentrate which...will be used sometimes but Ninjas will sometimes use Martial Arts, Throw Item, Attack Up, or even Equip Sword instead...Move+2 just seems like the cleanest of them. It's always good. It's super free for Ninjas. It actually boosts Ninja's throw range. I've seen it in practice way more than Singing Calc.
13. So...ok, how good is Concentrate on a Ninja really? It...exists, but having recently re-read through Elfboy's Geo/Archer/Mediator playthrough, there was a decent amount of using Attack Up over Concentrate. And then we can throw in Martial Arts in there as well as another support fighting for Ninja attention. (Concentrate does boost Throw, though, which Attack Up does not, a factor fairly relevant when the main selling point is boosting Ninjas. On the flip side, when Ninja is in a supporting role supporting a party of mostly mages, Ninja's main job...other than being Phoenix Down errand boys, is to hit enemy mages and archers that are charging to cancel the charge by killing the target--a role where Concentrate does not add anything. Ninjas don't really need to kill Feather Mantle'd Knights, the mages can handle those enemies). Does this mean it's time for Geo to go with Attack Up? Ehh...I feel like Martial Arts, Throw Item, and Concentrate are still making Attack Up not that big of a deal. Bard for singing calculator? Meh. Honestly? Samurai, for all that you need to be kind-of weak for the first three chapters, and end up arguably not as good as Summoner overall, Samurai can still bring party diversity. Kiyomori is the best at what it does. Blade Grasp is...mechanically solid, just way more expensive than Auto Potion. Samurai bring instant-speed no friendly fire AoE, which technically neither Summoner nor Calc can boast (Calc having friendly fire, Summoner having charge times). Although...hold on, Samurai is a fringe option you realistically only ever do on Ramza. Bard into Calculator is also a fringe option you realistically only do on Ramza, and it...sounds better. For the first two Chapters you're better than the Samurai path cause you're either a mage or a gun user with a robe who is still not bad at casting magic. And you're not that bad when you're a singing calculator as Sing is not heavily speed dependent (like...the lowest lows of the Samurai path include 350 Thief JP, which might contribute less to the team than a calculator with Sing). And obviously after gaining some Calc JP you become a god, so.
14. Samurai And then sure, I guess we get the fringe but semi-justifiable Ramza build paths one right after the other. See above for comments on Draw Out--yeah, it's overall worse than summon, and does involve being bad for a while, but brings party diversity--Kiyomori, instant speed AoE, Blade Grasp.
15. ok, so it's some combination of Archer/Geo next. Archer contributes to Ninja...maybe, they might want martial arts or throw item or attack up instead. They also contribute Charge to training in Chemist (and sometimes Charge Ninja for some assassination fights). Geo...contributes attack up to...Ninjas sometimes, Monks (who go back to Monk instead of going Ninja) is a solid carrier for Samurai, and a comfortable carrier for Monk. Ehh...Archer is feeling more main-line here. Contributing to more optimal paths Chemist/Ninja rather than Ninja/Samurai/Monk. Concentrate (and Martial Arts) gets picked up while unlocking Ninja, Attack Up is a detour for Ninjas.
16. Geomancer the remaining options are Mediator (held back by the "we are stomping, through efficiently not grinding" ground rules) Dancer, Lancer, and Mime.
17. Mediator Shackled by the rules that were set out for this list (low grind, stomp quickly, any grindy stuff needs to happen in story battles). Even though it can boost the best builds, it's just slow at doing so, and comes with making yourself weaker in those fights. The one time it does pay off is Bard->Calc Ramza, where you need to spend some time in Mediator anyway, and probably boost a bit of faith during the 3-4 battles when you're required to be there. Still...it does things.
18. OK, so the options are Lancer and Dancer. Lancer can be temporarily strong in Chapter 2 when armour is good, but...not as strong as a summoner, and not really worth unlocking just for that. You can stick Jump on Samurai to make them suck less. Dancer...you could stick dance on Samurai or Calculator, but it does involve going through the physical side of the job tree as female (female admittedly being the gender that wants to end up in Samurai or Calc, but you are very weak the whole time you're in classes like Monk and Thief). Still...I think it's Dancer just for more successfully having a niche.
19. Lancer Lancer still has niches points. Reasonable damage, invincibility frames, range 8, works ok on weird weapons like Katanas and axes. Also able to be unlocked in a sane amount of time.
20. Mime