Crystal Project

Crystal Project

Final Fantasy Project Overhaul
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Update: 19 Feb, 2024 @ 7:07am
by Flux

v2.573

Enemies/Bosses
Scarmiglione: Fixed a bug hiding the damage of Toxic Gas and Cursed Elegy

--

Agent
Can now equip Swords
Can no longer equip Rapiers
Skills updated accordingly

Update: 18 Feb, 2024 @ 11:09pm
by Flux

v2.572

General
All SOS Skills: Touched up descriptions

--

Monk
Talent Tree: Reworked slightly
Aura Blast: Power Rate 80/250 -> 0/350
Aura Blast: Spi Rate 200% -> 100%
Aura Bomber: Power Rate 60/230 -> 0/300
Aura Bomber: Spi Rate 200% -> 100%
Elixir Aura: Reworked (10 AP. Require main job. Master Art: T1 AoE Heal)
All Innates: Touched up descriptions

Smoothing out some overpoweredness early on. Made these skills more reliant on Spi, so you are rewarded for building Spi (or using a Monk sub on WHM)
Also made it harder to get the advanced stuff early.

--

Dragoon
All Innates: Touched up descriptions

Update: 18 Feb, 2024 @ 6:40pm
by Flux

Still V2.571

Hotfix to Pep Up

Update: 18 Feb, 2024 @ 4:46pm
by Flux

STILL v2.57

Fixed a bug where Agent did not have the Agent status.

Update: 18 Feb, 2024 @ 4:16pm
by Flux

Still v2.571

White Mage
Talent Tree: Altered

Update: 18 Feb, 2024 @ 4:14pm
by Flux

v2.571

Enemies/Bosses
Scentaur: Altered script
Wisp: Altered script
Nutkin: Altered script
Carreat: Altered script

--

Black Mage
Talent Tree: Altered

A lot of Black Mage's strongest magic is too easy to obtain early. It has a lot of power locked behind it, so that justifies the increased LP costs.

Update: 18 Feb, 2024 @ 12:49pm
by Flux

v2.57

This is an uncharacteristically big update for something that isn't 2.6. 2.6 I am saving for something a bit more special, however.
So for now, here is a lot of stuff.

--

Status
Dauntless: Is now visible
En-Dia: Fixed a bug where it damaged MP instead of recovered
Blind: Reworked
Silence: Reworked
Paralyze: Reworked
Stop: Reworked
Sleep: Reworked
New Status: Petrify (Resets turn and prevents movement.)
New Status: Tunnel Vision (Forced to attack the source of this status for duration.)

Hard Crowd Control has been generally reworked. The first turn of the above CCs will have the full effect and be uncleansable, and then every turn since will be a lesser effect. Immunities are applied now on turn 2+ instead of on expiry, and have been extended by 2 turns to make up for that. CC is no longer a debuff type that can be extended.

--

Enemies/Bosses
Flan: Reworked into Pitchy Pudding, Also New Sprite
Slime: Reworked into Flan, Also New Sprite
Bone Thief: Reworked into Creme Cranium, Also New Sprite
Blood Slop: Reworked into Bloodrose Grutz, Also New Sprite
Gelid Slime: Reworked into White Mousse, Also New Sprite
Absorb: Is now a basic attack, synced to Rage version
Tomb Guard: Reworked into Bone Nix
Tomb Invader: Reworked into All-Seeing Eye
New Enemy: Crystal
New Enemy: Flan Cubed
Parasite: Altered script
Watchman: Altered script
Parasite-X: Altered script
Buttermint: Altered script

New Flan race, and all of the... uh, 6 flans are now represented. There will be more flans in the future!
Check out Blood Slop and Bone Thief's new loot.

Buttermint needed to be fixed to account for Bad Breath being single target now.

The changes to the others are due to Absorb becoming a basic attack on monsters as it is for Rages.

--

NPCs/Quests
New Rematch NPCs
Big Gacha: Pool updated
Big Gacha: Instituted a limited stock on most items that were meant to be limited

--

Equipment
New Gear: Caramel Crown (+31 PDef, +12 MDef, +10 PPen)
New Gear: Book of Dzemael (+275 PAtk, +20 PPen, +20 MPen, +150 MP)
New Gear: Sapphire Ring (+50% MDef)
Pointy Hat: Reverted to vanilla.
Pointy Hat: Mult MP Costs +35% -> +25%
Pointy Hat: Accuracy Rating -35% -> -25%
Conquest: Paralyze Rate 5% -> 10%

--

Warrior
Provoke: Base Threat Gain 300 -> 500
Provoke: Str Scaling -> Vit Scaling
Defiance: Threat Gain +33% -> +50%

Taunts functioning off Vit encourages tanks to build more for Vit instead of Str. Base effectiveness is going up to compensate.

--

Monk
Completely reworked. I know, AGAIN? I think we're finally good this time. So, here's the lowdown.

Brace/Purifyna/Celerity/Aura/Auriga/Revive: Removed
Bravega/Faithga/Bubblega/Chakra/Suplex: Unaltered

Reworked combo system. Basic Arts (0 AP) -> Advanced Arts (8 AP) -> Master Arts (10 AP). There are now six advanced arts total: three punches and three kicks, and TWO master arts.
The combo is now completely seamless so you won't be ever at a stage unable to proceed unless you or an enemy do something to make that happen.

One Inch Punch
Pummel -> Aura Blast
Steel Peak -> Phantom Rush
->
Kick -> Tornado Kick -> Elixir Aura
Rockbreaker
Aura Bomber

The existing moves haven't changed but for potencies to reflect their new AP costs, so lets focus on the new ones.

Steel Peak (8 AP, Adv. Punch: T1 Phys Attack. Apply to self Armor Up/Resist Up x2. +25% Threat Gain. Enable Master Art.)
Aura Bomber (8 AP, Adv. Kick: T2 Magic Attack. Holy elemental attack. Enable Master Art.)
Elixir Aura (10 AP, Master Art: Channel your chi to heal the party.)

This enables Monk to focus on either building threat or healing the party. It is basically the template for combo-based jobs going forward (all two of them I guess).

--

White Mage
Dia: MP Cost 15 -> 9
Lucky: MP Cost 12 -> 10
Levitate: MP Cost 12 -> 10
Glare: CT 45 -> 40
Reflect: MP Cost 35 -> 30
All Bar- Spells: MP Cost 30 -> 24
Asylum: Status is now applied to the dead.
Asylum: Status now lasts two turns or until you are hit.

--

Red Mage
All offensive spells: They no longer stack En- status. Redid descriptions.

--

Dragoon
Completely reworked. You didn't think I would rework one combo job but not the other, surely?

Dragon Breath/Reis' Wind/Battle Litany/Lancet: Unaltered

Reworked combo system. Basic Arts (0 AP) -> Advanced Arts (8 AP) -> Master Arts (10 AP). There is one basic art, three advanced arts and three master arts.
As with Monk above, the combo is completely seamless.

Disembowel -> Cherry Blossom
True Thrust ->
Full Thrust -> Dragonfire Dive
Doom Spike -> Star Diver
Piercing Talons

Yeah, you see that correctly. The dives are now standalone skills. But what does that do for Jump? Let's see.

Jump (7 CD, Leap into the air for one turn. Cannot be affected by actions or cover allies while airborne. Dive on next turn.)
Dive (T2 Phys Move. Enable Master Arts)

So Jump as an action will now skip you to the end of the combo. **NOTE THAT THIS WILL WORK FOR OTHER COMBO JOBS**

What about their new/reworked moves?

True Thrust (0 AP. Basic Art: T0 ST Phys Attack, Ready Advanced Art)
Disembowel: (8 AP. Advanced Art: T0 ST Phys Attack, Apply Power Surge x6 [+15% Crit Dmg]. Ready Master Art)
Cherry Blossom (10 AP. Requires Power Surge. Master Art: T1 ST Phys Attack, Apply Cherry Blossom x6 [DoT, -6 MDef per Turn, Cap -30])
Doom Spike (8 AP. Advanced Art: T1 AoE Fire-element Attack. Ready Master Art.)
Full Thrust (8 AP. Advanced Art: T1 ST Phys Attack. Ready Master Art.)
Dragonfire Dive (10 AP. Master Art: T2 Fire ST Atk. Applies En-Fire x6)
Star Diver (10 AP. Master Art: T2 Holy ST Atk. Applies En-Dia x6)
Spearfall (10 AP. Master Art: T2 Phys AoE.)

--

Blue Mage
Goblin Punch: Reworked (5 MP, T1 Basic Phys Attack, 33% phys variance, +50% Threat Gain)
Vampire: Flagged as Phys
Wind Slash: Flagged as Phys
Wind Slash/Flamethrower/Aqua Rake: MP Cost 36 -> 34
Death Claw: Flagged as Phys
Pep Up: Now heals living allies as well as reviving the dead.
Eyes on Me: Base Threat Gain 300 -> 500
Eyes on Me: Mnd Scaling -> Spi Scaling
Eyes on Me: Fixed a bug where the cleanse status was visible

Eyes on Me is a special case, since BLU tanks with its Magic Defense.

--

Paladin
Pommel: CD 3 -> 4

Oops, forgot to sync this with other interrupts.

--

Chemist
Mix: Mega Phoenix: Now heals living allies as well as reviving the dead.

--

Mystic Knight
Runic Blade: Reworked (Applies 1x Tunnel Vision to enemy and 1x Runic Blade [You will absorb 33% of the next magic attack.] to self)

I misunderstood how MaxAggro works, now this skill should function properly.

--

Ninja
Utsusemi: Base Threat Gain 300 -> 500
Utsusemi: Agi Scaling -> Spd Scaling
Utsusemi: Now applies Tunnel Vision x1 to enemy
Kawakage: Base Threat Gain 300 -> 500
Kawakage: Agi Scaling -> Spd Scaling
Kawakage: Now applies Tunnel Vision x1 to enemy
Initial: Blink: Removed an outdated reference to debuff immunity

Spd is ninja's defensive stat, so this should be the scaling used. This also prevents slower tanks like Warrior, Monk and Paladin from taking advantage of these skills as readily. Spd is much harder to come by on them than Agi was.

--

Valkyrie
Battle Cry: Base Threat Gain 300 -> 500
Guardian: Threat Gain +33% -> +50%
Legendary Wings: Threat Rate +100% -> +50%

Battle Cry already scales off Vit, so it just needs the better base.

--

Beastmaster
Synced abilities
Rage: Allure: Base Threat Gain 300 -> 500

Update: 9 Feb, 2024 @ 1:17pm
by Flux

Still v2.54

Status
Judged: New icon
Seared: New icon

--

Mystic Knight
Stats: -Vit, -Spi, +HP, +Mnd

Update: 9 Feb, 2024 @ 1:03pm
by Flux

v2.54

Enemies/Bosses
Cliffwolf: Renamed to Lobo
"Milon the Darrrrk": HP 1750 -> 1650
Intangir: Is now Dauntless
Intangir: Fixed script
Intangir: Altered stats
Dr. Cool Aids I/Quinsey I/Doist I/Kuroi Darkness I: Altered stats
Doist I: Altered Scripts
Doist II: Altered Scripts
Quinsey II/Quinsey III: Now uses Curaga instead of Curaja
Shelldin: Altered scripts
Gigantoad: Mini Melody proc rate 75% -> 100%
Magic Well: Now uses Curaga instead of Curaja
Yasumi: Now uses Pray -> Curaga instead of Curaja
Antlion: Sandstorm HP Damage 75% of Max HP -> 90% of Current HP
Squire: Renamed to Onion Knight
Sandy/Cindy/Mindy: Altered stats
Sandy/Cindy/Mindy: Altered scripts
Mindy: Now has half cast time instead of instant cast time
Bahamut: Mighty Guard changed to Dragon Force (does what Mighty Guard used to do)

--

Items/Equipment
The Offering: Renamed to Genji's Gloves.
Genji's Gloves: Fixed description.
Gauntlet: Fixed description.
Heart Baton: Mnd +38 -> +40

--

Status
Frostbite: Reworked (Lowers overall turn speed by 5%. Receive 10% more damage from Fire. Stacks with Slow.)
Berserk: Reworked (Forced to attack the enemy. +200% basic attack damage. Half AP Gain.)
Berserk: Base Proc Rate 75% -> 100%
En-Dia: Reworked (+5% to all dmg & healing. Dmg hits MDef. Recover 8 MP on phys dmg.)

--

Warrior
Provoke: CD 3 -> 2
Heavy Swing: Threat Gain +0% -> +25%

Warrior should be the best overall at maintaining single target threat. However, they seem to struggle against high burst damage allies. This is my attempt to make their lives easier.

--

Monk
Focus: Fixed a bug where it couldn't be used while Phantom Rush was ready.
Brace: Fixed a bug where it couldn't be used while Phantom Rush was ready.
Phantom Rush: Ready window is now 2 turns instead of one.
Phantom Rush: Fixed a bug where buff would not vanish after use.
Phantom Rush: Can no longer miss.

--

Thief
Stats: -Mnd, +Str
Flee: Is now a starter skill

Giving them a bit of natural phys penetration.

--

White Mage
Talent Tree: Altered a LOT of LP costs (for the cheaper)
Pray: Cleaned up the descriptions that referenced old mechanics and inaccurate numbers.
Pray: Base Healing 70% -> 75%
Cure: Base Power -50/-150 -> -60/-150
Cura: Base Power -80/-250 -> -150/-250
Cura: MP Cost 20 -> 24
Curaga: Base Power -250/-320 -> -300/-320
Curaga: MP Cost 34 -> 38
Curaja: Removed
Dia: Is now single target
Dia: Power Rate 30/160 -> 40/175
Diara: Renamed to Glare
Glare: CT 30 -> 45
Glare: Power Rate 60/260 -> 60/275
Holy: CT 60 -> 75
Holy: Power Rate 150/435 -> 150/450
New Skill: Asylum (Main Job Exclusive, 18 AP, Once Per Fight, Erect 1x party-wide barrier that caps damage at 100. Also, gain two free turns where CT & MP costs are 0%.)
Enhanced Healing: Reworked (Healing Given +10%.)
New Innate: Tranquil Heart (No MP Cost: "Pray." Also enabled: "Asylum.")

A rework of white mage, to generally buff its ability to handle emergencies-- which before was its biggest weakness compared to other healers.
Base power is increased to boost its early game healing capability.

--

Black Mage
Blizzard: CT 20 -> 30
Blizzara: CT 30 -> 40
Blizzaga: CT 50 -> 60
Leylines: AP Gain -100% -> -50%
Flare: CT 60 -> 75
Freeze: MP Cost 60 -> 65
Freeze: CT 60 -> 75
Almagest: CT 60 -> 90

The T4 spells need a bit more CT so they're riskier than using T3 and below; especially Almagest. Generally I want Blizzard to be less efficient than the other spells in a similar way. This should also encourage more use of Leylines.

--

Blue Mage
High Voltage: Charges x6 -> x4
Flamethrower: CT 30 -> 40
Aqua Rake: CT 30 -> 40
Magnitude 8: CT 50 -> 60
Quasar: Stacks x8 -> x10
Quasar: CT 60 -> 75

--

Paladin
Beacon: Fixed a bug where it decays threat faster instead of slower.

--

Archer
Charge +3: LP Cost 300 -> 200
Apex Arrow: LP Cost 300 -> 200
Barrage: LP Cost 300 -> 200

--

Chemist
All Items/Brews New animation!
Brew: Eye Drops: Now also recovers Accuracy Down and Evasion Down
Brew: Echo Herb: Now also recovers Daze and MP Leak
Mix: Elixir: New animation!
Mix: Elixir: HP Recovery 2500 -> 1500
Mix: Elixir: MP Recovery 250 -> 150
Mix: Mega Phoenix: New animation!
Mix: Mega Phoenix: Is now main job exclusive.
Mix: Life Shield: New animation!
Mix: Minimizer: New animation!
Mix: Minimizer: CD 2 -> 4
Mix: Hyper NulAll: New animation!
Mix: Life Shield: CD 2 -> 4

--

Mystic Knight
Reworked. Their kit was condensed and their identity brought more in line with the classic FF5 implementation.
Here are the highlights:

Reworked Innate: Might & Magic
Now when casting an En- spell on yourself, you will equip the associated elemental blade. This changes your basic attack to deal elemental damage that scales off 20% of your current HP. This enchantment remains even after the En- spell expires or you have another En- cast on you. Be warned it may not stack well with weapon attack overrides or Red Mage's Enchanted Reprise.

New Innate: Vivacious Pulse
AP gains now recover your HP by X% where X is the number of AP.

New Innate: Tenacity
Max HP +15%, but All Dmg & Healing Received +15%.

New job-exclusive skill: Runic Blade
For 1 turn: Become temporarily top aggro & absorb 33% of the next magic attack's damage.

En- spells
Generally unchanged, saved for their new main job interaction. It's worth noting Mystic Knight can enchant their weapon with Rage: Fire Saber II as well!

Replaced Spells: Re- are now Blaze Spikes, Shock Spikes and Frost Spikes
These are similar to the re-spells on the surface- they counter received physical attacks with elemental damage. Where these are different, is that they scale off 33% of missing HP (meaning they will do more damage the lower you are) and inflict an element-based status. Blaze Spikes inflicts Burn, Frost Spikes inflicts Frostbite and Shock Spikes inflicts Daze.

Barrier/Re-Water/Re-Stone/Re-Aero
Removed

Astra/Force Field/De-Element
Unchanged

Holy Saber
Now increases healing given and received by 10%. Rather than Magic Down, Lesser Holy inflicts Judged- a debuff that decreases enemy magic penetration by 10 flat + 10%

Flare Saber
Now inflicts Seared, a debuff that reduces magic defense by 10 flat + 10%

New Passive: Mind & Matter
Phys Dmg +5% & Elemental Dmg +5%

The new Mystic Knight wants basic attack damage, elemental damage and Max HP. They are very squishy, but keep them healed up and they'll take advantage of enemy weaknesses like a pro.

--

Summoner
All elemental summons: CT 75 -> 90
All support summons: CT 30 -> 45
Wrathquake: CT 80 -> 100
Mega Flare: CT 80 -> 100

Likewise, I want Summoner more dependent upon CT reduction.

--

Time Mage
Meteor: CT 60 -> 90

--

Valkyrie
Battle Cry: CD 4 -> 3

--

Beastmaster
General: Synced abilities
Rage: Intangir: Fixed a bug where Clear Sleep was permanent, even after the Rage ends.
Rage: Allure: Synced with Provoke

Update: 25 Jan, 2024 @ 11:04pm
by Flux

v2.51

Events/NPCs
The Final Fantasy Frog: Now offers to teach all Blue Magics
The Final Fantasy Frog: Now offers to teach all Summons
The Final Fantasy Frog: Now offers to teach all Rages

--

Warrior
Fell Cleave: No longer adds Evasion Down
Fell Cleave: Now has 15% damage recoil
Decimate: No longer adds Evasion Down
Decimate: Now hits Magic Defense
Decimate: Now deals 25% more damage to enemies with Resist Down
Decimate: Now has 10% damage recoil
Inner Release: Reworked (4 CD, Gain +12 AP and Self apply Power Up x2)

--

Monk
Greased Lightning: Proc Stacks x2 -> x1
Rockbreaker: No longer applies Exhausted.
Rockbreaker: Now applies Slow x2
All AoE Buffs: CT 15 -> 20
Auriga: MP Cost 30 -> 40
Auriga: CT 30 -> 40
One Inch Punch: No longer inflicts Sap.
Meditation: Reworked into Phantom Rush: (4 CD, Main Job Exclusive. Requires "Ready: Phantom Rush." T3 Single Target Phys. +100% Threat Gain. Free action.)
All Advanced Arts: Redid descriptions.
All Advanced Arts: There is now a 25% chance to self apply "Ready: Phantom Rush" x1

--

Blue Mage
White Wind: CD 0 -> 2
White Wind: MP Cost 60 -> 46
Mighty Guard: No longer gives Haste
Mighty Guard: MP Cost 62 -> 48
Bad Breath: Reworked (42 MP, 40 CT, Single Target Spell. 100% chance to inflict Slow x2 & Poison x2, 65% chance to inflict Blind x2 & Silence x2)
Bad Breath: New animation!
Flamethrower: Burn Stacks x4 -> x3
Magic Hammer: No longer inflicts Magic Down
Angel Whisper: MP Cost 55 -> 50
Death Claw: MP Cost 30 -> 27

--

Summoner
Bahamut: Added a description.