to be fair...my failure could be from my lack of skill/luck.
not so much that i lose in the first turn, during random battles, more that either the enemy can heal just as they are about to be defeated (then runs away) or my party get's the doom/death sentence and i am unable to clear the stage before the counter expires.
i think some of the early status elements have shut me down the most ( disable, don't move, blind, and one that broke my weapons/armor )
the damage prediction seems a little off to me...i seem to do 2~6 damage when it predicts 9~24 damage.
* this sometime allows the enemy to live and defeat me the follow turn *
oh and the random teams that have been giving me trouble are:
1st random area (red panthers with yellow chocobo)
2nd random area (blue/purple goblin with skeletons)
as far as the next story stage...i have tried to take out the archers first, but then the black mages twin cast an area fire spell that wipes out 2~3 party members (mainly the two guest members)
also, when i try to take out the mages the knight uses a hi-potion on them an then they start casting a one shot blizzard spell.
* i would love to have any magic resistant equipment...or anything that would increase my evasion rate *
but my party is :
main - squire
black mage lv.3
everyone else is a squire lv.2~3
guests are level 3
while my black mage can take out enemys with 2~3 lv.2 thunder spells...i usually lose the battle when it runs out of mp.
i hope this feedback was helpful...should i start over and grind during the intro levels ?
By the sounds of it, it's just a matter of not really being used to enemies being half competent. Here are some tips that should help you get past Dorter (it'll get easier from there for a bit):
-Job change your Squires. Changing them to Knights is better all around, since they'll be able to use Shields to boost EVD and Heavy Armor to boost HP. They'll also hit a bit harder. As you've seen, breaking/stealing items is a lot more prevalent in KO, so Knights are a great choice. Having an Archer will also prove useful, especially once you get Longbow access shortly after Dorter.
-Fire magick (especially the base Fire spell) may have high AoE, but the Vertical Tolerance on those spells kinda suck. Keeping your units at varying heights will prevent them from getting blasted by a Fire spell. Generally, using level 1 magick is better for Dorter since it'll preserve precious MP. Use magick on the enemy mages first- they're the battle's biggest threat aside from the Archer on the rooftop.
-Damage prediction is correct- unless you use a random-damage skill like Dash or Throw Stone, in which case it'll do varying damage, or unless you do a critical hit.
-Remember that Goblins are weak to Ice and Skeletons are weak to Fire. You can also use healing spells/items to wound Skeletons and other Undead units.
There's no need to start over and grind, you're in a fine position as you are. You just need to change your lineup a bit and keep trying! Dorter is one of FFT's most infamous roadblocks, and it's one of the few fights that I barely even changed in KO. Keep trying and I know you'll be able to win!