• Clan: Recruitment

    1. Human Jobs
    2. Moogle Jobs
    3. Bangaa Jobs
    4. Viera Jobs
    5. Nu Mou Jobs
    6. Fighter Jobs
    7. Mage Jobs
    8. Support Jobs
    9. Basic Jobs
    10. Expert Jobs
    11. Special Sets
    A clan is made up of 1-24 members, varying in species and job class who join together in battle. To recruit new members to the clan, you must complete a quest while having less than 24 members currently in your clan, and then roll a successful throw against the hidden RNG (Random Number Generator) for the recruitment set that's applicable.

    There are nine different recruitment sets, each of which contain several different job classes, and it's these sets that determine the chances of you recruiting a new member to your clan. They consist of a list of job classes, each with a CHANCE and a RANGE. The formula is as follows:

    If (Rand{0..RANGE - 1} < CHANCE) Then (Recruit)
    • Rand{x..y} means it rolls a random number on a die with (y - x) + 1 sides, resulting in a random number from that range, e.g.:
      • Rand{1..10} can result in any number from 1 to 10, at 1/10 odds for each number
      • Rand{-3..12} can result in any number from -3 to 12, at 1/16 odds for each number
    This translates as a die with RANGE no. of sides (starting from 0, and going up to RANGE - 1) being rolled, and if the result is lower than the CHANCE, then that character will be recruited.

    The RNG will roll against the first job class in the list, and if recruitment fails, it will then move onto the next one, and so on until it reaches a successful roll. Note that each recruitment set has an empty job class in the list, which will always be successful if rolled.

    Theoretically, the formula for working out the odds of successfully recruiting a character is CHANCE / RANGE. However, the RNG in FFTA is flawed, and as such, the TRUE CHANCE will actually be slightly different. It's actually all very complicated, as can be seen in the formula that follows:

    TRUE CHANCE = (CHANCE * [32768 / RANGE] + Min{32768 MOD RANGE, CHANCE}) / 32768
    • Min{a,b} means it only takes whichever is the lower number out of a and b, e.g.:
      • Min{7,4} = 4
      • Min{15 * 2,70 / 2} = 30
    • x MOD y means it divides x by y, and then takes the remainder, e.g.:
      • 5 MOD 3 = 2
      • 21 MOD 7 = 0
      • 3 MOD 5 = 3
        • The last example needs some clarification: MOD only deals with integers, that is, whole numbers. If the division results in a float, that is, a fractional number, it is automatically rounded down, so in the example, 3 / 5 = 0.6, which is rounded down to 0, leaving a remainder of 3.
    Bear in mind that you do not need to understand how to work out the TRUE CHANCE, just accept the fact that it is different than the theoretical odds.

    When there is a successful roll on an actual job class, the game will then create a character of that species and job class. His/Her level will be determined by the following formula:

    Level = (Sum of Clan Member Levels / Number of Clan Members) + LEVEL MODIFIER.

    Basically, it's the average level of all the clan members, plus the LEVEL MODIFIER. Most jobs have a LVL MOD. of 0, so their levels end up as just the clan average, but some have a LVL MOD. of 1, while all Secret Characters have a LVL MOD. of 4, as can be seen in the Special Sets section at the end.

    The character's stats will then be calculated, with the base stats of his/her job class, and with the assumption that they levelled up to their current in that class as well. This is actually even more complicated than the rest of this entire page, so it's not going here at all.

    The character will finally be created, and will now approach the clan, asking to join. After all of that work put into generating the character, can you really say no?

    The real trick in character recruitment comes in the manipulation of which set is active for each quest. The default for each quest is the Basic Jobs set, while some quests specify a set themselves. You can also change the set by taking along certain Mission Items (see the page to find out which ones).
    • Quest-specified sets take top priority. They cannot be overruled.
    • Mission Item sets take second priority. They overrule undefined quests, and quests that have no set.
      • If you take two Mission Items that define different sets, the active set is chosen by a coin toss, meaning there's a 50% chance it'll be item one, and a 50% chance that it'll be item two.
    • Quests with no set only allow recruitment if you bring a Mission Item.
    • Quests with undefined sets will always use the Basic Jobs set, unless overruled by a Mission Item.
    Mission Items can also add to a set's CHANCE, which can lead to vastly improved odds of recruiting characters, especially those at the top of each set. For example, with both the Ally Finder2 and Ogma Seal taken along, the set is changed to Expert Jobs and each job class has +40 to their CHANCE. A Viera Assassin would normally have a 1.001% TRUE CHANCE of being recruited, but now has a 41.040% TRUE CHANCE. What's more, there is 0% chance of getting a Viera Sniper or anything lower in the set. You're guaranteed to recruit someone!

    Below we have tables fully detailing the contents of each set: