Eyyyyy, an Omi update when I'm at home for once so I don't have to type everything on a little phone keyboard.
That's a 600 dmg attack, after spending an entire turn powering up by casting Fira on himself. In terms of DPS, this is garbage. His attack hits for less damage than Faris's spells, significantly less than Galuf's, and around the same as Lenna despite wasting a turn charging up.
This is consistent with my random encounter experiences, where Mystic Knight is the weakest member of the party, hitting for less damage than not only Lenna, but
the Summoner and Red Mage with Barehanded equipped.
Mystic Knight at this level is performing like shit, and we're going to need a fix soon.
Mystic Knight has a bit of a power curve going for it, honestly. The fact that they need a turn to enchant means that especially outside of boss battles, they aren't that good at this point in the game. However, once they have access to some other particular skills (like dual-wield, as you've already considered) and tier 3 magic, they do something like quadruple elemental damage if not auto-killing some enemies.
Also, at this stage of the game, ABP is frustratingly equal everywhere. It doesn't matter if I'm fighting a Garula in Walse, a goblin in the very first starting area, a pack of Wild Nakks around Karnak, or actually tougher opponents on the Fire-Powered Ship: all encounters give 1 ABP. Not 1 ABP per enemy, 1 ABP period. XP scales with enemy numbers, ABP doesn't. This gets frustrating, but it also means it literally doesn't matter what I do or where I go, all fights are equal for my purposes. Meaning I can go around check out if I missed some content and finding that I did, like, uh, these dancers in one of the early towns flirting with the front character:
To my knowledge, ABP is mostly determined by the actual enemy formation you fight rather than the individual enemies. I'm pretty sure there's
some groups you could access at this point that give 2-3 ABP a fight, but yes it's not until a bit later that you get access to the really good ABP grinding.
Besides, once Galuf has reached job level 2, he unlocks Learn as a passive skill, meaning I can swap him back to Summoner and put Learn as his second skill, allowing him to still learn appropriate spells (although this means forgoing Barehanded and a significant loss in DPS).
Heck, it's not like you have to leave Learn on if you're checking guides anyways; just slap it on whenever there's an encounter coming up you know has some Blue Magic to learn.
Valuable loot if I ever equip Steal again, I'm sure.
IIRC the gloves double your base steal chance, which is actually fairly significant.
Problem is, the only classes that can equip them are Thief and Freelancer, so you need to have one of those in the party to actually make use of it. Of course, now that you have a Main Gauche a Thief becomes surprisingly durable with that block chance, especially stacked with the Elven Cloak...
Galuf challenges the man to reveal his true form. The 'sergeant' laughs, and then reveals himself as THE FAMED BOUNTY HUNTER, IRON CLAW. MORPH!
Fun fact: you can kill this guy so fast in his first phase, he doesn't get a chance to transform. On my most recent run this happened which was both annoying because I missed out on learning Death Claw, but also probably a good thing because I'd wasted so much time in the castle I had... maybe 30 seconds left on the clock.
Okay, as usual, we'll take a break here so I can mull it over. I'll post the job pictures right after this post because they're too cute to leave out but would take too much space in this update, so.
Beastmaster appears to have the ability to control enemy mobs. The primary use for this appears to be forcing opponents to use moves they normally wouldn't so as to ensure Blue Mage can learn spells, and they're almost always referenced in the same breath as BLU rather than an independent class, though they do have a Pokémon "catch and release" mechanic to turn an enemy against their own party which looks fun, if not particularly efficient. I think I'll leave that one out.
Geomancer does what it did in FF3, cast a special magic effect based on the terrain type, but apparently its main appeal is for its support abilities, which grant the group immunity to environmental damage like lava and make floor pits visible. I… guess? I can swap into this one if it ever becomes relevant, I suppose, this seems low-priority.
Ninja, finally, is something I'm interested in in the future. It's back from FF3, but no longer appears to be one of the endgame ultimate classes. Instead, it has some unique weapon access (I think it can use that Ashura sword I got earlier?), as well as the Throw command, which uses consumables to deal momentary high damage. I found Fire and Lightning Scrolls as well as a Shuriken in my escape from Castle Karnak, which are Throw-compatible (and in fact appear useless without it). Also, it seems it has a high-end 'Dual-Wield' ability if you master the class, which lets you dual-wield weapons in the same way Monk dual-wields its fists, which should translate to absurdly high damage. Kinda like the Fighter equivalent to RDM's Dualcast?
So to go down each:
Beastmaster is a niche class, though it's a powerful niche. The !Capture ability lets you play Pokemon with random enemies and often they'll have absolutely ridiculous abilities available. As in, I'm pretty sure now or just a bit later you can have Holy or Flare on demand from some of them. They also learn !Control which is one of the most important skills in the game for learning Blue Magics, but also is
surprisingly good at completely shutting down some random encounters because you just nab the most annoying enemy and now it works for you. I actually had Lenna swapping into one or using !Control for a good while in the midgame.
Geomancer is Geomancer. It's got that free (if random) Geomancy power, and I guess being able to see and dodge pit traps is occasionally relevant? Honestly I wouldn't rate it much higher than Berserker myself, because every other class just offers so much more useful stuff.
Ninja? Ninja is very good. They actually don't get Katanas in FFV, but you get a number of useful abilities like !Smokescreen (Flee under a different name if you don't train a thief), !Image, and of course !Throw. In particular? Some shop or another will sell elemental scrolls soon, and they're extremely cheap to the point that if you plan to run a Ninja for a while, I highly recommend buying a ton of them. I've ended quite a few fights by just going "bored now, Ninja please AoE fire/water/thunder everything in sight", it's basically Ifrit/Shiva/Ramuh except with a slight Gil cost instead of MP. And of course that's not even getting into lategame damage output of chucking high level weapons.
And of course, Dual Wielding is a skill most any physical class is going to drool at.
So in FF3 a large part of the job progression was linear, with the most fun and freedom being in the mid-game. Early on you have Warrior/BLM/WHM/RDM which are all eventually made obsolete. Cleric is a straight upgrade on White Mage, Summoner is a straight upgrade on Evoker, and so on. You're expected to ditch these jobs without looking back, and then in the endgame you just do Sage + Ninja (with a few caveats, like in my own use of a single Dragoon).
FFV seems to be going a different route, though. So far, it's trying hard to make every job viable to some extent, especially with the Freelancer system where a fully mastered job grants its stats and passive skills to the Freelancer job, but not just that. There's no 'Warrior' anymore, we start straight off the bat with Knight which has the Cover support ability and learns the powerful Two-Handed skill, Thief has a bunch of support skills, a dip in Monk has been a crucial part of my playthrough… The Freelancer thing hasn't been relevant yet, but, hmm…
So White Mage and Black Mage only learn their respective magic up to lv 6 spells, right? And Summoner only learns summons up to lv 5. So there have to be some kind of upgrade jobs with the higher tiers of spells. I wonder how that will work? Will White/Black Mage get made obsolete, or will there still be an incentive to master them - say, if the 'upgrade' jobs have access to higher tier spells, but have a weaker Magic stat, so you're still incentivized to learn a 'lower tier' job so Freelancer gets both the high level spells and the high stat boost?
Yeah, overall FFV very much has a design philosophy of "make every class relevant and useful" compared to FIII having a lot of direct replacements. Not always
successful, Berserker exists, but generally every class has its uses.
I think thieves can equip the main gauche?
They can, it's a dagger class weapon. Heck I could have sworn
most classes can equip it. I know at the least, it bounced between my Thief and Ninja a lot.