ZyroMane: (The attack rates don't work the same in the pixel remaster, or at least they didn't. My master was even being out-damaged by a knight with excalibur. That is taking into account stacking temper and saber, too. It made me think the class isn't as good, but apparently, or at least in the console releases, at max level, the master is still absurd. And with the boosts options, that actually matters.)
The way attacks work in the FF1 versions I'm familiar with is as follows:
* You have a base of 1 attack
* Every 32 accuracy gives you an extra attack
* If the character is an unarmed Monk or Master, double the number of attacks. (But note that Monk/Master has low starting accuracy and doesn't get any accuracy from the weapon.)
* If Hasted, multiply by 2. If slowed, instead multiply by 0 (minimum of 1).
Some version differences to note:
* PSX: No cap on base accuracy (though this doesn't matter unless you're playing Easy mode). The bonus (from stacked Sabers) caps at 255, though it takes 26 uses to reach this point. Maximum possible damage, which can be obtained consistently in a very specific (impractical) situation, is 50,976; note that the RNG doesn't actually affect the damage when you have 255 or more attack and 100% critical rate.
* GBA: Base accuracy is capped at 255. Hence, Thief (who gains 4 per level) will eventually cap out, and Fighter, Monk, and even Red Mage (who gets 3 per level) will eventually catch up. (Note that, in the original, I believe Thief and RM only get 2 per level.) The bonus also caps at 255, so a total of 510 is possible. Max damage is lower than in PSX, but as the game uses a signed 16-bit integer here, it's possible for negative damage to be dealt, which will have a glitched display.
Also worth noting that, in GBA and later, a Monk's unarmed attack power is based on Stamina (and whether the character has been promoted to Master) rather than Level, as it is in PSX and earlier.
From my understanding, the Pixel Remaster is similar to the GBA version mechanically, except for the way MP is handled.
As for an update on my current party:
* Still level 3.
* Have enough XP to reach level 5 or 6 (but haven't actually leveled up).
* I somehow got the fixed Rogue encounter (with a level 6 enemy) to despawn.
* Currently in the Upper Monastery, right by Arnika Road, on the outside side of the door. (In other words, I'm actually out of bounds right now.)
RChu1982: I just figured something out. We were talking about the 4 viable extended ranged, 2-handed staves: Ebon Staff, Flame Staff, Bonebasher Staff, and Staff of Doom.
The Ebon Staff is mediocre, causes blinding 10%, and only one can be made, due to the limitation of there only being one Ebon Gem.
The Flame Staff is also mediocre, also causes blinding 20%, and only one can be gotten, from the Rapax High Priestess.
The Bonebasher Staff is better, 12% KO, +10 to Staff and Wand skill, no blinding, cursed, -1 Stamina drain, two are guaranteed (one in the Rapax Castle Zoo, the other in the Mountain Wilderness Retro Dungeon). Apparently more can be gained from certain monster drops, however...
The Staff of Doom is clearly the best, Paralyze 25%, Kill 15%, Hex 10%, Death Cloud charges, cursed, -1 HP drain. One is guaranteed, in the Mountain Wilderness waterfall. However, according to Flamestryke, Rapax Corpses in the Rapax Rift can drop more Staves of Doom.
According to a Youtube video, there are two set Rapax Corpses near Rafe's cell. In theory, you could farm these for two more Staves of Doom, bringing the total to three. This gives the Alchemist, Psionic, and Mage all Staves of Doom, allowing all three to hit safely from the center formation from extended range, anybody in front of the party, or on the flanks.
There's also the Zatochi Bo, which fits the dscription as well. It's a really nice weapon, except for the fact that only a Samurai or Monk can equip it, and in neither case will you benefit from the class's primary skill bonus while weilding it.
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