A CLOCKTICK is the basic unit of time of an FFT battle. During one clocktick, each unit's CT meter increases by an amount equal to the unit's Speed. Strictly, a clocktick is defined as the period of time between two consecutive S+ phases.
CHARGE TIME (CT) is an indicator of a unit's readiness to act. A unit receives an ACTIVE TURN (AT, or simply 'turn') when its CT is greater than or equal to 100. On each AT, a unit can either move and act, move but not act, act but not move, or neither act nor move. At the end of the AT, CT is decremented according to what the unit did on its turn:
Action | CT Cost |
---|---|
move and act | CT - 100 |
move only | CT - 80 |
act only | CT - 80 |
neither act nor move | CT - 60 |
CTR is a value associated with each slow action that determines its charging time in clockticks. A slow action with CTR = 1 will be executed on the clocktick after it is initiated, and one with CTR = 2 will be executed on the second clocktick after it is initiated. CTR is related to the spell speeds given in the game as CTR = RU{100 / spellspeed} and spellspeed = RU{100 / CTR}. This guide uses CTR instead of spell speed because spell speed is problematic for some slow actions such as CHARGE, and CTR is the actual value stored by the game.
For all slow actions except for JUMP, CHARGE, SING and DANCE
**RU = 'Round Up
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