Crystal Project

Crystal Project

Final Fantasy Project Overhaul
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Update: 20 Jan, 2024 @ 4:57pm
by Flux

v2.5

General
Hybrid scaling has been reworked. All physical jobs will now scale off 100% primary stat / 20% secondary stat. All magic jobs scale off of a single stat (Mnd or Spi). Too many moves have been touched to list, but the most important changes are as follows:

- Dragoon is primary Agi
- Phys Blue Mage spells are primary Str
- Ninja and Gambler scaling is currently unchanged
- Arcanist is Mnd

This should be a net buff to basically every physical job.

--

Status
Refresh: Flat MP Recovery/Turn 5 -> 7
Undead: Healing Taken -100% -> -150% (healing damages them again)
Sleep: Is once again a debuff.
Confuse: Is once again a debuff.
Berserk: Is now base x4 stacks single and x3 stacks AoE
Berserk: No longer random targets.

--

NPCs/Events:

Too many adjustments to list individually. I've added new events along progression and tweaked previous events.

Loot has been reworked- there is now an exchange shop in Seaside Camp and Capitol Sequoia where you can buy items if you show the Shards of bosses you've killed. Instead of stealing copies of the loot from the bosses, you now steal tickets to redeem for free copies. The rematch NPCs will no longer give loot, but still award the boss' shard if you don't have it yet.

Due to renaming flags, the Scarmiglione event will be re-triggerable on existing saves- this doesn't hurt anything. Feel free to kill him again if you'd like.

--

Enemies

Likewise, too many adjustments to list individually. I changed the enemy comps of Quintar Fields, Salmon River, Okimoto N.S. and Sara Sara Desert to include new enemies. PVP encounters up to Dr. Cool Aids 2nd have been reworked. I also added some difficulty flags to existing enemies and bosses so they have more lenient behaviors below Hard mode.

--

Items/Equipment

Similarly, too many adjustments to list individually. Sara Sara Bazaar has a new suite of caster hybrid weapons, there's new loot and some existing loot has been reworked. The Chemist pouches have been capped to 1 as intended.

--

Warrior
Provoke: Threat Gain Base 100 -> 300
Heavy Swing: Damage Rate vs. Armor Down +20% -> +25%
Heavy Swing: Maim Phys Pen Flat +5 -> +10
Fell Cleave: Reworked (24 AP, T4 ST Phys Attack, +25% Threat Gain, Inflicts self Evasion Down x2, +25% Dmg to Armor Down)
Decimate: Reworked (24 AP, T4 AoE Phys Water Attack, +25% Threat Gain, Inflicts self Evasion Down x2)
Inner Release: Reworked (6 CD, Fully charge AP and gain Maim)

--

Monk
Talent Tree: Reordered slightly.
Pummel/Kick: No longer increase next turn counter.
Bubblega: LP Cost 200 -> 100
Meditation: Fixed a bug where it would bleed into the next turn.
Meditation: Crit Damage Bonus +20% -> +25%
Purifyna: MP Cost 10 -> 13
Cutting Wit: Reworked into Martial Master (Enabled: "Meditation" Also, +threat gain on turn 1.)
Brawler: No longer innate.
New Innate: Greased Lightning (Phys dmg up when unarmed. Turn speed +15% when you deal phys damage.)

Greased Lightning should help give Monk some turn economy flexibility so long as he keeps dealing damage. This hopefully makes his combos and general kit easier to pull off. Otherwise, just reducing some of the LP costs.

--

White Mage
Cura: MP Cost 18 -> 20
Curaga: MP Cost 30 -> 34
Dia: Resist Down Stacks x4 -> x3
Dia: MP Cost 10 -> 15
Esuna: MP Cost 10 -> 13
Lucky: MP Cost 7 -> 12
Lucky: Now grants +3 AP to target
Lucky: Accuracy Bonus +10% -> +20%
Reflect: MP Cost 20 -> 35
Bar- Spells: MP Cost 25 -> 30
Bar- Spells: CT 20 -> 30
Spirits Within: Reworked (In battle only, return 1% of your heals as MP, but healing is reduced by 15%.)

--

Black Mage
Bluff: Damage Bonus +35% -> +25%

This should bring their burst in line with other jobs.

--

Red Mage
Verblizzard: Power Rate 50/175 -> 40/175
Healna: MP Cost 10 -> 13
Enchanted Reprise: Is now T2 potency

--

Arcanist
Bane: Base Damage Reduction 40% -> 25%
Bio: MP Cost 7 -> 8
Biora: MP Cost 21 -> 36
Miasma: MP Cost 9 -> 10
De- Spells: MP Cost 7 -> 8 (same as the buffs on RDM)
CC Spells: MP Cost 15 -> 20

--

Blue Mage
Scan: Is now main job exclusive.
Goblin Punch: Crit Rate 15% -> 40%
Black Hole: MP Cost 25 -> 35
White Wind: MP Cost 45 -> 60
White Wind: CT 20 -> 30
High Voltage: MP Cost 15 -> 20
Mighty Guard: MP Cost 36 -> 62
Bad Breath: MP Cost 50 -> 56
Mind Blast: MP Cost 20 -> 25
Wind Slash: MP Cost 30 -> 36
Wind Slash: Power Rate 0/100 -> 0/85
Flamethrower: MP Cost 30 -> 36
Aqua Rake: MP Cost 30 -> 36
1000 Needles: MP Cost 20 -> 35
Night: MP Cost 20 -> 30
Death Claw: MP Cost 25 -> 30
Reflect???: MP Cost 14 -> 25
Eyes On Me: Threat Gain Base 100 -> 300

Blue Magic is way too MP efficient, and that is key to a lot of MP-related exploits. This is reeling that in.

--

Dragoon
Dragon Breath: MP Cost 20 -> 25
Dragon Breath: DoT now also decreases Spirit by -6 per turn, min -30
Battle Litany: Lucky Stacks x4 -> x3
Battle Litany: MP Cost 20 -> 25
Reis' Wind: Regen Stacks x4 -> x3
Reis' Wind: MP Cost 20 -> 25
Lancet: MP Return Rate 10% -> 15%
Dive: Buffed to T2 potency
Dragonfire Dive/Dragonice Dive/Spearfall: Buffed to T3 potency

My buffs before were very successful, but they are also a little too good. I didn't want them overshadowing normal cast options.

--

Paladin
Clemency: MP Cost 20 -> 26 (Between Cura and Curaga)
Cleansing Strike: Damage Rate vs. Undead +0% -> +33%
Cleansing Strike: DoT now also decreases Dexterity by -6 per turn, min -30
Phalanx/Bulwark: MP Cost 22 -> 25
Divine Ruination: Fixed a bug where it was usable with a Bow.

--

Archer
Tracking: Is now main job exclusive.
Inrush Current: Accuracy Bonus +5% -> +10%
Sustained Tension: Accuracy Bonus +10% -> +20%

--

Dark Knight
General: Can use Scythes again.
Dark Slash: Damage Rate vs. Undead +0% -> -33%
Dark Wave: Damage Rate vs. Undead +0% -> -33%
Diabolic Eye: MP Cost 15 -> 12
Diabolic Eye: Accuracy Bonus +15% -> +30%
Darkside: Fixed a bug where it didn't always proc.

--

Ninja:
Talent Tree: Lowered LP Costs
Kawakage: Reworked (Nullify magic damage)

Kawakage's evasion was creating usability issues, allowing it to evade positive buffs, healing and X-Magic. This rework obfuscates the evasion a bit to stop that.

--

Dancer
Mincing Minuet: Base Power per Self Buff +0 -> +25
Jitterbug: Power Rate -50/-60 -> -25/-75

--

Mystic Knight
Force Field: MP Cost 30 -> 45
Force Field: CT 20 -> 30
Force Field: Buff classified as "None"
Astra: MP Cost 15 -> 25
Barrier: MP Cost 15 -> 25
De-Element: MP Cost 30 -> 45
De-Element: Condensed into a single debuff
De-Element: Element Damage Taken +15% -> +10%
De-Element: Debuff classified as "None"

--

Dervish
MP-Based Trances: MP Cost 25 -> 30
Ashura: Fixed a bug where it wasn't properly fire elemental.
Cometfall: Fixed a bug where it would repeat indefinitely.
Celestial Void: Fixed a bug where it would repeat indefinitely.

--

Chemist
Protect Drink: Recovery 400 -> 250
Giant Drink: Recovery 400 -> 250
Levi Drink: Recovery 200 -> 250

With these no longer using Hi-Potions, they no longer need to be such big heals.

--

Agent
Cutting Reparte: Threat Gain Base 750 -> 300
Cutting Reparte: Str/Agi Rate 250 -> 400
Safeguard: Next turn comes 0% -> 25% faster.
Fervor: Reworked into Zealous Hero (Enabled: "Safeguard," "The Final Letter." Also, +2 AP bonus on Attack.)
The Final Letter: Base Power Per Debuff: 25 -> 50

--

Summoner
Tsunami: Renamed to Breaker

--

Gambler
Talent Tree: LP Costs Reworked
New Skill: Rigged Reels (3 LP, 3 Casino Coins, 6 CD, Main Job Exclusive, Roll the Reels and guarantee a big win. [Joker's Doom excluded])
New Skill: Double or Nothing (3 LP, 3 Loaded Dice, 6 CD, Main Job Exclusive, Roll for an X% dmg multiplier where X is 10-60. Free Action.)

--

Time Mage
Slowga: MP Cost 23 -> 24
Stop: Added descriptions to clarify that it cannot be used with Extend and cannot be cured by Esuna.

--

Valkyrie
Nibelung Valesti: Now ignores reactions.
Battle Cry: Threat Gain Base 100 -> 300
Raise Series: Next Turn Comes +0% -> +25% Faster

--

Beastmaster
Synced Skill Changes
Rage: Bioga: MP Cost 50 -> 56

Update: 31 Dec, 2023 @ 5:15pm
by Flux

v2.45

Status
Reflect: General Stacks 4x (3x AoE) -> 3x (2x AoE)
Regen: Reworked (Recover 25 + 15% of Max HP per turn)
New Status: Mend (Recover 100 + 25% of Max HP per turn)

I wanted to buff overall Regen's effectiveness, to make those spells more viable healing options.

--

Items/Equipment
Rusty Axe: Removed from shops.
Ring of Mana: Fixed a bug where it damaged MP instead of restoring it.
Ring of Mana: MP Return on Kill 5% -> 7%
New Gear: Cindy's Cowl (Heavy, 47 PDef, 40 Mdef, -10 Spd, Auto: Reflect x2)
New Gear: Mindy's Mincer (Dagger, 82 PAtk, 12% Crit Dmg, 20 Mnd)
New Gear: Sandy's Spirals (Accessory, Unique, +7 Mnd, +7 Spi, +7 Lck)
New Gear: Air Lance (120 Atk, 20 Pdef, Auto: En-Aero x6)
New Accessories: Sprint Shoes (+10 Spd, Auto: Haste x3)
Samurai's Glove: Renamed to Yugake.
Dancing Shoes: Reworked (Accessory, Unique, +10 Agi, Auto: Haste x3)
Nomad's Emblem: Changed to Gauntlet (Accessory, Unique, Two Handed, -5% Crit Dmg Bonus)
Lockon Lens: Changed to The Offering (Accessory, Unique, Dual Wield, -5% Acc Bonus)
Red Hairpin: Changed to Silver Hairpin (Accessory, -7% MP Costs, +10 Spi)

--

Quests/NPCs
New Event: Magus Sisters
New Event: Barbariccia

--

Enemies
New Boss: Sandy, Cindy and Mindy
New Boss: Barbariccia
Fancy Quintar: Altered Stats and Loot
Rescue: Renamed to "Cover" (It is still functionally separate from Paladin's version)

--

Monk
Aura/Auriga: Instead of Aura, grants Mend.
Aura/Auriga: Can now be cast on self.
Aura: Power Rate 0/0 -> -100/0
Auriga: No longer heals directly.
Auriga: Provides Mend x2
Auriga: MP Cost 30 -> 35
Bubblega: Power Rate 0/0 -> -25/0
Bubblega: HP Healed Based on Max HP 10% -> 15%
Purifyna: MP Cost 7 -> 10
Purifyna: Next turn comes 0% -> 25% faster

I may have other spells apply the heal from Aura/Auriga, so I genericized the buff. I also gave Purifyna a reason to actually be used (turn economy boost)
Auriga is meant to be precast when anticipating damage. The mend will last two turns, so it should mitigate a lot.

--

Dragoon
Reis' Wind: Power Rate 0/0 -> -25/0
Reis' Wind: Now also heals 15% of max HP.
Battle Litany: Now also grants 3 AP to the party.
Battle Litany: Next turn comes 0% -> 25% faster

DRG generally feels like it has better things to be doing than these skills. And with SAM's buffs being as good as they are, it felt like it was time to bump DRG up a notch.
Reis' Wind applies its first 'tick' of Regen on cast so it's also a psuedo heal. Battle Litany now also grants AP.

--

White Mage
Pray: Base Healing 60% -> 75%
Pray: CD 3 -> 2
Spirits Within: PP Cost 2 -> 3
Spirits Within: MP Return 2% -> 1%

Spirits Within was interacting too strongly with AoE heals, resulting in basically anyone using White Wind for a positive MP income.
This should be far less possible now unless your HP totals are very high.

Pray CD was reduced so white mage, as a decicated heal command, can more easily keep up with AoEs. You are still not meant to rely on your white mage 100% of the time; every job has tools to help the party survive.

--

Black Mage
General: Can no longer use Scythes

--

Red Mage
Healna: Power Rate -25/-90 -> -20/-75
Mana Fencer: MP Return Rate 2% -> 1%
Mana Fencer: MP Return Flat 7 -> 8

--

Blue Mage
White Wind: MP Cost 36 -> 45
Bad Breath: MP Cost 40 -> 50
Conserve MP: MP Costs -25% -> -20%

--

Arcanist
Talent Tree: Slightly rearranged
Sap: LP Cost 200 -> 100
Miasma: LP Cost 200 -> 100
Mana Thief: MP Return 2% -> 1%

Arcanist takes a bit too long to get its main dps tools. This is just smoothing that out.
I am also addressing the MP return on AoE spells similarly.

--

Dark Knight
Diabolic Eye: Next turn comes 0% -> 25% faster

I wanted to make it not so hard on DRK's turn economy to use this skill since it's a single target buff.

--

Valkyrie
Battle Cry: CD 3 -> 4

I want to encourage the use of Legendary Wings for threat maintenance.

--

Dancer
Carnival Cancan/Devilement: Power Rate -50/-60 -> -25/-75

--

Chemist
Alchemy: CD 3 -> 2
Salve: Item Potency 80% -> 75%
Salve: CD 3 -> 2
All Standalone Items & Brews: Next turn comes 20% -> 25% faster

This is to bring it in parity with White Mage.

--

Summoner
Radiant Breath: MP Cost 40 -> 45
Radiant Breath: CT 40 -> 45
Mega Flare: MP Cost 85 -> 80
Mega Flare: CT 85 -> 80
Embrace: Power Rate 0/0 -> -25/0
Embrace: % Heal Of Max HP 25% -> 15%
Embrace: Now also removes all debuffs
Embrace: MP Cost 40 -> 45
Embrace: CT 40 -> 30
Silver Wind/Moonshadow: MP Cost 40 -> 45
Silver Wind/Moonshadow: CT 40 -> 30
Sacred Light: MP Cost 99 -> 100

Summoner's MP costs needed a bit of a hit, and so did Embrace. Summoner splashes support, but it definitely shouldn't replace a healer role.
Embrace now basically applies one tick of regen on top of removing debuffs.

--

Mime
Auto-Reflect: PP Cost 1 -> 3

--

Beastmaster
Synced changes

--

Gambler
AP Dice: Is now a free action.
Cleansing Dice: Next turn comes 0% -> 25% faster

Update: 28 Dec, 2023 @ 4:34pm
by Flux

v2.43

Enemies
Various: Instances of "Cover" replaced with the identical "Rescue."
Dr. Cool Aids 1st Encounter: All members have been buffed statistically and kit-wise. They should be a proper boss-level encounter, but maintain previous weaknesses.
Doist (All incarnations): Gave "Archer" status so it can use Quick Nock.
Kuroi Darkness (All incarnations): Now has super special edgy "Shadow" versions of her spells.
Kuroi Darkness (Final Encounter): Firaga replaced with Shadow Flare.
Orchard: "Quick Nock" replaced with "Wide Volley"
Shank Shark: Gave "Archer" status so it can use Quick Nock.
Dark Archer: Gave "Archer" status so it can use Quick Nock.

--

Monk
Stats: Altered

--

White Mage
Dia: Power Rate 30/125 -> 30/160
Dia: Res Pierce +25% -> +0%
Diara: Power Rate 60/230 -> 30/240
Diara: Res Pierce +25% -> +0%
Holy: Power Rate 150/425 -> 150/435

--

Dragoon
Lancet: AP Cost 8 -> 0

--

Arcanist
Drain: No longer deals 25% of enemy's current HP
Drain: Power Rate 0/0 -> 50/150
Drain: Mnd/Spi Rate 0/0 -> 50/50

--

Paladin
Stats: Altered
Steelguard: Reworked (Temporarily max threat, cleanse CC/debuffs & guard [-75% dmg/Immune to CC & debuff] for 2 turns.)
All Seiken Sword: Flipped from Weapon Scaling to Stat Scaling
Cover: Is now main job exclusive.
Retaliation: AP Granted 1 -> 2
Phalanx: Description trimmed.
Bulwark: Description trimmed.

--

Gambler
Lucky Dice: Power Rate 100/150 -> 100/140

Update: 26 Dec, 2023 @ 7:29pm
by Flux

v2.42

NPCs/Quests
Chemist Frog: Moved him off of the stupid penguin.

--

Equipment
Mana Ring: Reworked into Ring of Mana (Return 5% of your magic damage as MP on the killing blow)
Ring of Mana: Removed from Accessory shop.

--

Enemies
Parasite: HP 3750 -> 4000
Parasite/Funk: Added a weakness to Fire and a strength to Earth/Ice
Parasite: % HP Damage Taken 16% -> 18%

Update: 25 Dec, 2023 @ 12:48pm
by Flux

Still v2.41

Events/NPCs
Pale Grotto: Placed chests containing Land Turtle's former drops in the Crystal chamber.
Draft Shaft Conduit: Placed chests containing Aps' former drops in the Crystal chamber.
Yamagawa M.A.: Placed chests containing Scarmiglione's former drops in the Crystal chamber.

--

Monsters
Various: Sprites touched up.
Land Turtle/Aps/Scarmiglione: No longer drop their pouches/consumables (except Hard Shell)
Scarmiglione: Now drops Dark Matter.

--

Gambler
Sprites: Re-aligned.

Update: 24 Dec, 2023 @ 8:05pm
by Flux

v2.41

Status
Confuse: Re-Categorized to "None"
Confuse: No longer confers immunity.
Confuse: Bewildered Rate 15% -> 20%
Stop: Re-Categorized to "None"
Sleep: Re-Categorized to "None"
All CC: No longer immune to re-application (This is a TEMPORARY change to avoid the associated crashes. Once it's fixed, I'll put it back.)

Confuse/Stop/Sleep couldn't be cleansed in classic FF, so now they can't here.
Confuse being mostly a regular battle ailment now, the immunity is no longer necessary.

--

Events/NPCs
Aps Rematch Mushroom: It should now actually respect your decision to refuse the rematch.
New Rematch Mushrooms: "Milon the Darrrrk" and "Scarmiglione"

--

Enemies
All Undead: Now immune to Poison
Final Battle: Tweaks to resistances/stats
True Final Battle: Further tweaks to resistances/stats/kit.
True Final Battle: Added some fancy dramatic titles to differentiate from the normal boss.
Most Bosses: Added Confuse/Berserk Immunity
Buttermint: Bad Breath used every 2 turns -> 4 turns
Buttermint: Now randomly casts Aero instead of Peck (making use of that +50% wind damage)
Grub/Regalis/Devil Worm/Land Turtle: Altered resistances/stats.
Land Turtle/Aps: Lowered Exp & LP Gain.
New Boss: "Milon the Darrrk" & Barr-dyguard
Sepulchra: Reworked into Scarmiglione

--

Equipment
Pointy Hat: No longer extends buffs/debuffs applied.
Pointy Hat: No longer increases MP costs.
Pointy Hat: Now extends buffs/debuffs applied to character.
New Weapon: Fishing Javelin
New Weapon: Rusty Axe

--

Warrior
Provoke: CD 4 -> 3
Fell Cleave: Power Rate 0/75 -> 0/80
Decimate: Power Rate 0/75 -> 0/80
Defiance: Threat Gain +25% -> +33%
New Skill: Heavy Swing (0 LP, 7 AP, Main Job Exclusive. T1 Phys Attack. Deals 20% more damage to an enemy with Armor Down. Grants Maim x1 [Your next phys attack has +15% phys penetration.])

Warrior is very weapon dependent, which means they fall behind on damage fast in stretches without weapon upgrades. I'm smoothing this curve out a bit by introducing a starter that should help them become more of a powerhouse when it needs it most.

--

Monk
Focus: Reworked (3 CD. Free Action. Your next physical attack is guaranteed to hit & crit. [It now is used up when you actually deal physical damage.])

Focus was too inflexible. So I decided to make it feel better.

--

Thief
Backstab: LP Cost 200 -> 100
Bloodbath: Lifesteal % 20% -> 33%
Bloodbath: Stacks x4 -> x3
Bloodbath: Is now main job exclusive.
Backstab: Breach Mult Crit Rate/Crit Dmg 7% -> 10%
Sharper: Reworked (Enabled: "Shadow Fang," "Bloodbath." Also damage +7% if bottom of the threat list.)

This should help Thief become more than a CC bot early on. Also, Bloodbath needed the help.

--

Dragoon
Talent Tree: LP Costs Reduced
Equip Spear: Moved from top of tree to bottom.

Dragoon's tree was super grindy early on, in a way it shouldn't be. It felt super bad. Now it should feel much better.

--

Blue Mage
White Wind: MP Cost 26 -> 36
White Wind: CT 20 -> 30
Angel Whisper: MP Cost 45 -> 50

White Wind was replacing other methods of AoE healing outside the earlygame. It needed to be less mana efficient.

--

Paladin
Talent Tree: Switched Retaliation and Steelguard
Retaliation: LP Cost 2 -> 1
Steelguard: LP Cost 2 -> 3

--

Summoner
Embrace: MP Cost 35 -> 40
Embrace: CT 30 -> 40
Embrace: Now heals 33% of max HP
Embrace: Now applies Regen x4
Embrace: No longer removes debuffs.
Mana Poisoning: Healing Given +0% -> -33%
MP Switch: Reworked (Sacrifice 75% of your max MP to gain a shield that reduces all damage by 25% and absorbs it as MP.)

Like White Wind, Embrace was replacing other AoE healing methods. Summoner is not a primary support job, its healing needs to come at a price.
I also finally decided to address how overpowered MP Switch is.

--

Time Mage
Extend: Fixed a bug where it was extending more than 150%

--

Gambler
All Reels: Str Rate 20 -> 50
All Reels: Mnd Rate 20 -> 50
All Reels: Fixed a bug where Reels would continue into the next turn.
Attack Reels: Power Rate (Low) 60/230 -> 75/280
Break Reels: All Debuff Stacks x4 -> x3
Support Reels: All Buff Stacks x4 -> x3
Lucky Dice: Fixed a bug where it was x3 instead of x2.

Update: 22 Dec, 2023 @ 3:57am
by Flux

v2.4

The aim of this patch is to reduce the amount of Reaction ignoring, add more unique buffs and normalize threat dumps.
There's some content and buffs too, don't worry :P.

--

Monsters
All: Added New Drops & Steals
Mist Dragon: Self Debuff Duration +0 -> -1
Land Turtle: Tweaked Stats and Kit.
Canal Beast: Replaced with Aps (FF7).

--

Equipment
Thief's Catsuit: Threat Decay Mult +100% -> +50%
Dark Mail: Damage Bonus When Critical +10% -> +7%
Mime Garb: Damage Given Bonus +7% -> +5%
Mime Garb: Added Daamge Taken Bonus +0% -> -5%
Beastmaster Mail: Added Pre-emptive Passive.
Ink Stick: Replaced with Barbed Tail (T1 Weapon, 20% chance of Accuracy Down x2 on hit).
Earrings: MP Bonus 10% -> 5%

--

NPCs/Quests
New NPC: Big Pharma to sell the new chemist ingredients and their sacks. They're fairly pricey!
New NPC: Rematch mushroom for Land Turtle. Can be found in the Crystal Room of the Pale Grotto.
New NPC: Rematch mushroom for Aps. Can be found in the Crystal Room of Draft Shaft Conduit.

--

Status
All CC: Immunity Specific/General Stacks 8/6 -> 8/4
Confuse: Immunity Stacks 4 -> 3
Confuse: Bewildered Chance 20% -> 15%
Berserk: No longer confers immunity.

--

Warrior
All Break Skills: PAtk Rate 100/50 -> 100/75
Fell Cleave: PAtk Rate 200/125 -> 200/130
Fell Cleave: Power Rate 0/50 -> 0/75
Decimate: PAtk Rate 150/100 -> 150/105
Decimate: Power Rate 0/50 -> 0/75

I might have hit Warrior a little too hard. I'm giving it some of its power back.

--

Thief
Stone Toss: AP Cost 3 -> 4
Stone Toss: No longer ignores reactions.

--

Monk
Pummel: Next turn comes 10% faster.
Kick: Next turn comes 10% faster.
Rockbreaker: No longer ignores reaction.
Rockbreaker: Now applies "Exhausted" x1
All Spells: Now flagged "magical" so they can be used in the labyrinth. Unfortunately, this means they can be affected by silence. Chakra still isn't, though.

--

White Mage
Pray: Flagged "magical" so it can be used in Labyrinth.

--

Black Mage
Bluff: Flagged "magical" so it can be used in Labyrinth.
Ultima: Fixed a bug where it wasn't expiring during the Labyrinth.

--

Red Mage
X-Magic: Flagged "magical" so it can be used in Labyrinth.

--

Dragoon
Jump: No longer removes "Auto: Cover"
Jump: No longer removes "Cover"

Back when Jump had a lower CD and Dragoon was in the air multiple turns at a time, this made sense. Now it doesn't make as much sense, so I'm allowing it.

--

Blue Mage
1000 Needles: Fixed a bug where it wasn't expiring during the Labyrinth.
Eyes on Me: Fixed a bug where the "EOM: Cleanse" status is not removed.

--

Paladin
Clemency: No longer applies "Safe."
Sword Oath: Threat Decay +25% -> +50%
Shield Oath: Threat Decay -25% -> -50%

--

Archer
Talent Tree: Altered
Quick Attack: No longer main job exclusive.
Hide: Replaced by Swift Switch (1 CD, Main Job Exclusive, T0 Phys ST Attack. Cannot miss. Does not trigger reactions.)
C1: Quick Nock: Replaced by Quick Nock (1 CD, Main Job Exclusive, T0 Phys AoE Attack.)
Camouflage: Reworked (When you skip turn, dump 15% threat & apply "Camouflaged" x1 [-25% Threat Gain, +50% Threat Decay until you deal or take damage])
Swift: Reworked (Enabled: "Iron Jaws," "Swift Switch," "Quick Nock")

A minor rework of Archer as part of normalizing threat dumps and reaction ignoring. Archer should basically be second to Samurai for safe damage dealing, and Camoflage now being an active innate should make it more interesting that hide was. Swift Switch and Quick Nock no longer require charges, but have a CD.

--

Chemist
All Brews & Mixes: Recipes altered
Mix: Mega Potion: Replaced with Mix: Life Shield (2 CD. Require: Phoenix Down x1, Dark Matter x1. Grant 6x IK Immunity & 6x Reraise to a single ally.)
Mix: Mega Ether: Replaced with Mix: Minimizer (2 CD. Require: Nuts x1, Small Claw x1. Grant 6x Minimize to a single ally [Mini State & Evasion +25%].)
Mix: Vanish Drink: Reworked (2 CD, Require: Small Claw x1, Dark Matter x1, Applies Clear x2)

A major rework of Chemist. Though none of the abilities themselves have been altered but for Mega Potion/Ether (I never found a use for them anyway) and Vanish Drink, Brews and Mixes now require six new ingredients spread throughout the game: Nuts, Milk, Antidote Leafs, Hard Shell, Dragon Fang, Dark Matter. They can be farmed from enemies of the appropriate species (universal 33% drop rate, and 50% chance to be avail for steal) or bought from Big Pharma- a frog in Capitol Sequoia.

The job should now have far less strain on your potion, ether and phoenix down stash. Supplies should generally last longer on the whole.

--

Ninja
Shuriken: No longer ignores reactions.
Venom Star: No longer ignores reactions.
Tack Star: No longer ignores reactions.
Pre-Emptive: Fixed a bug where it wasn't actually making you go first.

--

Dervish
Sky Trance: Flagged "magical" so it can be used in Labyrinth.
Earth Trance: Flagged "magical" so it can be used in Labyrinth.
All Mantras: Fixed a bug where they weren't expiring during the Labyrinth.
Miracle: PP Cost 2 -> 3

Miracle is proving very powerful in combos with Quick, X-Magic and other multi-cast abilities. It's well worth the +1 extra PP.

--

Dancer
Ending: MP Cost 999 -> 0
Ending: Now requires "Closed Position."

--

Agent
Escort: Replaced with Safeguard (15 MP, 6 CD, applies Safe x2 to target [Temporary Bottom Aggro])
Shadowmeld: Threat Gain -33% -> -25%

Giving Agent a tool more uniquely its own, instead of using one of Paladin's. (Yes, I realize the irony.)

--

Samurai
Gekko: Damage Bonus -10% -> +0%
Gekko: Buff/Debuff Duration Applied -1 -> +0
Gekko: Healing Reduction -40% -> -65%
Gekko: Mult Buff/Debuff Duration Applied +0% -> -50%

--

Beastmaster
Mnd/Spi Based Rages: Flagged "magical." This allows them to be usable in Labyrinth.

Update: 17 Dec, 2023 @ 8:33pm
by Flux

Still v2.352

General: Fixed a bug where Blaze of Glory would infinitely loop with lifesteal active.

Update: 17 Dec, 2023 @ 7:20pm
by Flux

Still 2.352

General
Undead: Healing Damage Bonus: -200% (Reversed) -> 100% (Null)

Update: 17 Dec, 2023 @ 4:53pm
by Flux

v2.352

General
Various Skills: Removed a bunch of stray NeverMiss tags.

--

Warrior
Spirit Break: MP Leak Stacks x1 -> x2
Skip: Defend: Fixed a bug where the status would expire on apply.

--

Ninja
All Shurikens: Spd Rate 0% -> 50%

This might help balance out their damage a bit.

--

Dark Knight
Diabolic Eye: Max HP Reduction 20% -> 15%
Diabolic Eye: Stacks x4 -> x6

--

Samurai
Jinpu: Fixed a bug where MP cost reduction was mislabeled. It is 10 MP reduction, not 5.
Brandish: Masamune: Haste Stacks x4 -> x3
Brandish: Masamune: Regen Stacks x4 -> x3
Brandish: Kiyomori: Armor Up Stacks x4 -> x3
Brandish: Kiyomori: Resist Up Stacks x4 -> x3
Brandish: Osafune: Refresh Stacks x4 -> x3
Brandish: Osafune: MP Leak Stacks x1 -> x3

--

Valkyrie
Justice Stream: Fixed a bug where it was Ice element instead of Wind.