Currently, there are two main tiering systems: Boss Tiering and Reward Tiering
There are 49 boss formations (42 before the Rift, plus 7 in the Rift/Void, not counting the final boss) in FFV. The 42 before the Rift are considered a boss check for key items (check the boss locations page for such bosses), except for a few removed (for example, the guardian Gargoyles fight locations do not yield a boss check, they only guard a dungeon's exterior). Bosses are given both a Tier and a Rank based on their original location. Each location's original HP is preserved, then undergoes a series of changes to its new boss upon randomization, including stats and AI of the new boss.
Tiers are an integral part of this system. There are the following parameters per boss location:
Tiers represent major shifts in boss location power. When a boss changes tiers (e.g., from Tier 1 to Tier 2), it will change its AI movepool to reflect this change. A simple example is Shiva, who will cast Ice2 in a Tier 2 location, but will cast Ice3 in a Tier 3 location.
As of v0.79, Ranks represent the individual location where the newly randomized boss will assume. Stats are scaled from 0 - 100% from their rank 1 location (WingRaptor) to their rank 49 location (Necrophobe). Every boss in the vanilla game is assigned both a Tier and a Rank, roughly in order of how the base game progresses.
As part of randomization, every boss at every tier is given specific AI and stats. For example:
Boss | Tier | AI | Magic Power Stat |
---|---|---|---|
Shiva | 1 | Ice1 | 0 |
Shiva | 2 | Ice2 | 0 |
Shiva | 3 | Ice3 | 10 |
Shiva | 4 | Ice3, Snowstorm | 20 |
The following is an example of how boss location randomization might occur:
You can refer to the |boss locations explanation page, and for more details refer to the spreadsheet of statistics per boss tier here. You can easily look up the above example by finding Catastrophe in the “enemy_name” column, and Ifrit in the “loc_name”, which represents Catastrophe's stats at Ifrit's location.
Reward Tiering is a setting of the randomizer upon generating a seed. Reward Tiering is a concept that generally applies to all Rewards in the game, including events (such as collecting Job Crystals or an NPC giving an item), chests, and also all shops. All Rewards are considered part of one large pool per seed.
Collectibles refer to the placed item, ability, job crystal, or magic yielded from a Reward.
Example:
Tiering introduces the concept of assigning a Tier of 1 through 9 to all individual Rewards and all individual Collectibles in the game, such that newly generated Collectibles will be placed in Reward locations that match its Tier value:
High Tier Rewards: | Mirage Village, World 3, Rift of Dimension, The Void |
High Tier Collectibles: | Mimic Crystal, GilToss Ability, Ragnarok |
Mid Tier Rewards: | Crystal from Black Chocobo, Karnak Escape Treasure Chest, Wind Crystal |
Mid Tier Collectibles: | Mix Ability, Ninja Crystal, Fire Bow |
Low Tier Rewards: | Tule Beginner House Treasure Chest, Wind Shrine Treasure Chest |
Low Tier Collectibles: | Leather Armor, Mythril Dagger |
Such that in the above example:
Example:
Because the Reward event “Crystal from Black Chocobo” is a Tier 4 location, a Collectible of a Tier 4 value was chosen to be randomly placed there.
This generally is what occurs among the pool of all Rewards. A few notes:
There is a general flow of Tiering progression from World 1 (beginning of the game) through the Void (the end of the game), with some intentional deviations to encourage certain actions. For example, most Treasure Chests in the Wind Shrine are Tier 1, but defeating the boss and accessing the Wind Crystal event gives a few Tier 4 checks, to reward the player for overcoming the boss and hastening party progression. Areas locked behind Key Items such as Mirage Village, the Pyramid in World 3, and Moogle Village all have high tier Rewards
You can review the list of reward tiers here, and Collectible tiers for items, abilities, magic, and crystals.