Crystal Project

Crystal Project

Final Fantasy Project Overhaul
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Update: 15 Dec, 2023 @ 8:04pm
by Flux

v2.351

Status
Berserk: "Going Crazy!" Power Rate 0/50 -> 0/75
Berserk: Accuracy Bonus -5% -> -7%
Lucky: Lck Bonus +25% -> +15%

This is to make Berserk a bit more dangerous, and possibly useful.

--

Thief
Crit Rate Up: % Crit 15 -> 0
Crit Rate Up: Crit Chance Given +0% -> +15%

--

Archer
Accuracy Up: Fixed a bug where it wasn't learnable.

--

Blue Mage
Learning: PP Cost 2 -> 1

--

Dark Knight
Rage: PAtk Rate 125/65 -> 100/50
Rage: Power Rate 0/65 -> 0/50
Rage: Number of Attacks 5x -> 4x
Pressure: PDmg Given +5% -> +0%
Pressure: PDmg Given While Critical +5% -> +7%

Rage is a setup move, it should be strong but not so strong as to burst for nearly 10k by itself.

--

Mystic Knight
All Re- Skills: PAtk Rate 100/25 -> 100/50
Might & Magic: Phys Non-Crit Damage Given +15% -> +10%
Basic Battler: Phys Non-Crit Damage Given +25% -> +20%

--

Beastmaster
Crit Dmg Up: % Crit Dmg 15 -> 0
Crit Dmg Up: Crit Damage Given +0% -> +15%

Update: 15 Dec, 2023 @ 11:51am
by Flux

v2.35

Enemies:
Bahamut: Mega Flare can now trigger reactions.
King Rabite: Now uses its own version of Living Dead.
Thundara II: Fixed a bug where it was single target.
Bomb: New sprite!
Sand Bomb: New sprite!
Gil Snapper: New sprite!
Gil Snapper: Gold Awarded: 1500 -> 2500
Gil Snapper: Altered stats.
Shelldin: New sprite!
Guardian: Reworked into Land Turtle.
Land Turtle: Altered stats, weaknesses and steals.
Land Turtle: Spark can now respawn.
All Turtle Enemies: Debuff Duration +0 -> -1

Think of this as an experiment. I'm considering approaching bosses with a debuff duration decrease instead of hard resistances (except Bahamut, you need to deal with him).

--

Equipment:
Iron Guard: Reworked to Shell Guard (because you now take it from a turtle).
Stout Shield: Lowered stats slightly.
Escutcheon: Replaces Iron Guard in shops and chests.
Turtle Shell: Renamed to Shell Guard+.

--

Warrior
Inner Release: AP Gain 15 -> 30
Inner Release: CD 3 -> 6
Inner Release: Is now main job only.

Inner Release is probably the closest thing to an "ult" that warrior gets. The Berserk is more something to work around than utilize. Try cleansing it.

--

White Mage
Pray: MP Cost 0 -> 15
Enhanced Healing: Now removes Pray's MP cost.

I flirted with full exclusivity, but decided White Mage should just get better MP efficiency.

--

Black Mage
Bluff: MP Cost 0 -> 15
Between the Lines: Now removes Bluff's MP cost.

See above.

--

Red Mage
Mana Fencer: Flat MP Return +5 -> +7

--

Blue Mage
Revenge: Is now enemy exclusive.
New Skill: High Voltage (15 MP, Assume stance for up to 6 turns. Upon receiving phys damage, counter with AoE "Shock Strike" and reduce "High Voltage" ticks by 1.)

With Minus Strike being Dark Knight's ult, I wanted to give BLU something a little more exclusive. It lacks Thunder damage, but I didn't want to give it just another nuke.

--

Arcanist
New Skill: Dark Mind (Moved over from DRK)

--

Paladin
General: New Icon.
Steelguard: Is now main job only.

--

Dark Knight
Another- and hopefully final- rework. Let's go over what has changed.

General: New Icon.
General: Talent Tree Updated.
Dark Slash: 10% HP, T1 single target phys attack, inflicts Armor Down/Resist Down x2
Dark Wave: 15% HP T1 AoE phys attack
Sanguine Sword: Unchanged- animation updated.
Infernal Strike: Unchanged
Rage: 20% HP, 6 CD, Main Job Only. T1 single target phys attack. Will be used up to five times (or until your HP is low).
Minus Strike: Deal 125% your missing HP. +10% Threat Gain.
Dark Seal: 25 MP, inflicts 100% Death Sentence x3 or 75% Silence x2
Diabolic Eye: 15 MP, applies Diabolic Eye x4 [Final Accuracy +15%, Max HP -20%]
Shadow Bringer: 20 MP, 4 CD. Enter a stance where your shadow attacks every turn. It will absorb 75% of your next physical attack received before dying.
Shadow Wall: 20 MP, 4 CD. Enter a stance where you are shielded. The shield will absorb 75% of your next magic attack and then counter with Darkness.
Living Dead: 100 MP, One Per Fight, Main Job Only. Become invulnerable and immune to debuffs for 3 turns. When it runs out, you are brought to critical and gain Slow x2.

Other changes:
Dark Mind: Moved to Arcanist
New Passive: Blaze of Glory (When killed, unleashed a gout of evil flame upon your enemies. Inflicts Burn x4)

Their entire kit now revolves around Minus Strike. Use Rage to bring yourself low, then burst as much as you can until you take heat. Use Living Dead to extend your carnage or beg the tank to save your skin.

--

Archer
Quick Attack: Is now main job only.
Hide: Is now main job only.
Charge +1: Is now a stance (it cannot be stacked with other stances).
Charge +2: Is now a stance (it cannot be stacked with other stances and no longer uses a turn).
Charge +2: AP Cost 8 -> 12
Charge +3: Is now a stance (it cannot be stacked with other stances and no longer uses a turn).
Charge +3: AP Cost 10 -> 12
Inrush Current: Now also raises magic damage by 5%
Sustained Tension: Now also raises magic damage by 10%
Maximum Tension: Now also raises magic damage by 15%
Venomous Bite: DoT Potency 6% -> 7%
Windbite: DoT Potency 6% -> 7%
Iron Jaws: Is now main job only.

Archer no longer has to sacrifice their actions to enter the next charge stance. But to maintain their turn economy, I raised the AP cost. Since none of their moves actually cost AP, this shouldn't be much of a problem for Archer.

I also opened up Charge to mages. Since it's basically free magic damage for any mage besides Dervish, it's 5% less effective at all tiers than the phys boosts. Try it on Ninja.

The main job only skills are to encourage people to actually main Archer. Its innates alone did not feel compelling enough.

--

Mystic Knight
Swiftcast: New animation.

--

Samurai
Third Eye: New animation.
Third Eye: New status icon.

--

Time Mage
Stop: Animation tweaks.

--

Summoner
Mega Flare: Can now trigger reactions.

Update: 13 Dec, 2023 @ 10:34am
by Flux

Still 2.34

The new Meteor animation bugged out on certain backgrounds due to frame transparency, so I changed it back and just sped the original animation up.

Update: 13 Dec, 2023 @ 10:25am
by Flux

v2.34

Equipment:
General: % Stat Gains reduced across the board. Most stuff now gives 5-7% of a given stat. Exceptions given to stuff that gives HP/MP, or is obtained at endgame or with significant downsides.
Katanas: The Brandish: Katanas are now acquired from the Samurai's events instead of by drops.

--

Monsters:
General: Switched more monsters to the Float status. Only the water monsters should remain using the "Float" tag.
Snow Nymph: Is now immune to sleep.

--

Status:
Float: Phys. Evasion Bonus +0% -> +10%

This will give Float both a purpose and a reason to use it outside of Earth elemental threats.

--

General:
All Equip: (Weapon) and Equip: (Armor) Passives are now equalized to 2 PP

--

Warrior
Provoke: Base Threat Gain 400 -> 100
Provoke: Str Rate 1200 -> 1500

I reverted Provoke to values slightly better than vanilla's.

--

White Mage
Levitate: Stacks x4 -> x6
Levitate: CT 20 -> 15

--

Black Mage
Initial: Faith: PP Cost 1 -> 2
Almagest: MP Cost 70 -> 75

--

Thief
Shadow Fang: Is now considered a basic attack (generates AP).
Shadow Fang: Is now main job only.
Backstab: Breach Stacks x3 -> x4
Shirk: CD 4 -> 6
Sharper: Now enables "Shadow Fang"

--

Archer
Hide: Threat Change Rate -80% -> -75%
Hide: CD 3 -> 6
Quick Attack: CD 3 -> 2
Accuracy Up: Accuracy Bonus +10% -> +15%
Accuracy Up: PP Cost 1 -> 2

--

Blue Mage
Eyes on Me: Base Threat Gain 300 -> 200
Eyes on Me: Mnd Rate 800 -> 1200
Eyes on Me: Recovery Based on Max HP 0% -> 33%
Eyes on Me: Now cleanses debuffs.
Eyes on Me: MP Cost 15 -> 0
Eyes on Me: CD 0 -> 4

Blue Mage now has their very own Chakra to go with their taunt.

--

Dark Knight
Initial: Brave: PP Cost 1 -> 2
Living Dead: No longer restricts commands to "Dark Knight."

--

Ninja
Utsusemi: Agi Rate 500 -> 600
Kawakage: Agi Rate 500 -> 600
Throw: Shuriken: Power Rate 150/200 -> 150/175
Throw: Shuriken: Crit Rate +10% -> +5%
Throw: Shuriken: CD 1 -> 4
Throw: Tack Star: Power Rate 150/200 -> 150/150
Throw: Tack Star: Crit Rate +10% -> +5%
Throw: Venom Star: Power Rate 150/200 -> 150/150
Throw: Venom Star: Crit Rate +10% -> +5%
Throw: Needler: Power Rate 100/100 -> 150/100
Throw: Needler: Crit Rate +10% -> +5%

Made Utsusemi/Kawakage slightly more competitive taunts. Reduced Ninja's overall dps with an attempt to maintain their burst window.

--

Chemist
Mix: Vanish Drink: Threat Change Rate: -80% -> -75%

--

Dervish
Talent Tree: Re-arranged PP costs.

--

Agent
Shadowmeld: Threat Change Rate: -80% -> -25%
Enchanting Grin: Threat Change Rate: 15% -> 25%
Redirect: CD 4 -> 6

Agent doesn't need two full threat dumps- one full and one 25% is enough.

--

Samurai
All Non-Brandish Bushido Arts: CD 0 -> 1
Hissatsu: Rengeki: Fixed a bug where you could use it as a sub job.

--

Dancer
Talent Tree: LP Costs Adjusted.
Closed Position: Now a default skill.
Closed Position: Cooldown 10 -> 3
Forbidden Dance: LP Cost 200 -> 300
New Skill: Ending (Clear all "Closed Position" and "Dance Partner." Becomes available when under Closed Position.)

--

Time Mage
Float: MP Cost 12 -> 30
Meteor: MP Cost 80 -> 75
Meteor: New animation.

--

Beastmaster
Rage: Snow Nymph: Is now immune to sleep.
Rage: Hide: Synced to Changes.
Rage: 1000 Needles: Synced to Changes.
Rage: Nut Munch: HP Recovery 50% -> 33%
Rage: Nut Munch: No longer consumes the turn.
Rage: Nut Munch: CD 3 -> 4
Rage: Nut Gobble: Now recovers 25% of max MP.
Rage: Nut Gobble: No longer consumes the turn.
Rage: Nut Gobble: CD 3 -> 4
Rage: Ingrain: Now grants Armor Up x3, Recovery Up x3, Slow x3
Rage: Ingrain: New animation.

--

Mime
Equip: All: PP Cost 2 -> 3

Update: 10 Dec, 2023 @ 5:54pm
by Flux

v2.33

Enemies:
Black Rabite: Water Saber II is now exclusive to Standard Mode
Black Rabite: Water Saber II is now usable below 25% HP.
Black Rabite: Glow is now exclusive to Spell Mode.
Black Rabite: Glow is now usable below 25% HP.
Black Rabite: Change Form is no longer usable below 25% HP.
Bahamut: PDef 400 -> 415
Bahamut: MDef 400 -> 415

I wanted Black Rabite to disrupt the party just a biiit less often. So I reduced his number of available disruptions from 3 to 2 by making them mode exclusive.
He will still use Change Form throughout the fight, until the 25% HP threshold.

--

Equipment:
Katanas: Replaced all natural elements with En-element x6. Will eventually go through all elemental weapons and do this.

--

Status:
En-Element: Element Damage +15% -> +10%
En-Dia: All Damage +7% -> +5%

--

Monk
Focus: Clarified description.

--

Black Mage
Ultima: Fixed a bug where Ultima would be used multiple times in a row as main job.

--

Dragoon
Rend: New status icon

--

Ninja
Preparation: Is now main job only.

--

Summoner:
Overall: New Job Icon
All Summons: New cast animation.

--

Samurai
Jinpu: Accuracy Bonus +0 -> +2
Kasha: Corrected description.
Satsujin: Damage Return 20% -> 25%
Seishin: Current MP Damage 15% -> 10%
Hissatsu: Rengeki: Fixed so it actually enables three Bushido skills.

--

Dancer
All Dances: Buff/Debuff Stacks x3 -> x2
Four Fold Fantasy: Buff Stack x1 -> x2

--

Valkyrie
Guardian: New status animation!
Avenger: New status animation!
Axe Toss: Can no longer miss.

Update: 8 Dec, 2023 @ 8:45pm
by Flux

v2.32

Equipment:
Scythes: Tweaked stats for T4 and T5.

--

Monk
Meditation: Description corrected.

--

Dragoon
Jump: Corrected a bug where it would not apply the Dragonfire Dive & Star Diver En-elements.

--

Mystic Knight
Swiftcast: MP Cost 0 -> 10
Swiftcast: Removed the "+20% MP Cost" factor.
Swiftcast: Buff Type "Strict" -> "None"

--

Beastmaster
Rage: Nutkin Swiftcast: MP Cost 0 -> 10
Rage: Nutkin Swiftcast: Removed the "+20% MP Cost" factor.
Rage: Nutkin Swiftcast: Renamed to "Swiftcast."
Rage: Swiftcast: Now restricts command to "Nutkin Prophet."
Rage: Swiftcast: Buff Type "Strict" -> "None"

--

Valkyrie
Guardian: Description corrected.

Update: 6 Dec, 2023 @ 3:56pm
by Flux

v2.31

Quests
Masamune: Added a backup flag to learn the ability after a rematch, if you somehow don't know it.

--

Status
En-Dia: All Damage +5% -> +7%
En-Dia: Weep Stacks x2 -> x1

--

Warrior
Defiance: Fixed Icon
Inner Release: Corrected description.
Skip: Defend: Damage Reduction 20% -> 25%

--

White Mage
All Damage Spells: Magic Variance +0% -> +5%

--

Black Mage
All Damage Spells: Magic Variance +0% -> +5%

--

Red Mage
All Damage Spells: Magic Variance +0% -> +5%
Verthunder: Magic Variance +25% -> +5%

--

Dragoon
Charge Thrust: Reversed display of weapon types.
Vorpal Strike: Reversed display of weapon types.
Fang & Claw: Reversed display of weapon types.
Star Diver: Corrected description.

--

Paladin
Divine Ruination: Corrected description.

--

Dark Knight
Shadow Wall: Corrected description.

--

Dervish
Skip: AP Charge: AP Gain +4 -> +6
Skip: AP Charge: TT Next Turn 100% -> 80%
Skip: AP Charge: PP Cost 2 -> 1

--

Samurai
Fury: Bonus AP On Attack +2 -> +3
Brandish: Osafune: Single Target -> AoE

--

Dancer
Closed Position: Corrected description.

--

Mystic Knight
Might & Magic: Corrected description.

Update: 5 Dec, 2023 @ 4:39pm
by Flux

v2.3

This is the largest update since my initial release. The scope is simply too much for the paltry character limit here. So I'm going to instead highlight the changes in passing and leave the specifics for you to discover.

--

NEW BOSSES

The Black Rabite has some new friends. Some of them can be challenged starting at level 45, some might only be tackled at level 55-60. And then there's the Mist Dragon who tests your party's mettle at the end of Spawning Meadows. Find and challenge them all to unlock new gear, a new job and your strongest spells.

--

NEW JOB: GAMBLER

A high roller you can obtain around level 45. Gambler is a support class that is all about spending poker chips and loaded dice to bet on your party. Don't worry, he can make more, so long as you don't run out!

Example Skills:
Counterfeit: Duplicate an existing Poker Chip or Loaded Dice.
Attack Reels: Use a poker chip to run the slots. It will use a random skill that deals AoE damage. Aim for the elusive Joker's Doom that kills all enemies!
Leverage Flip: Flip a poker chip. Heads will Haste x4 to all allies. Tails will Slow x4 to all enemies.
Lucky Dice: Deal random luck-based damage. Damage x2 if user is Lucky.
Element Dice: Set all allies and enemies to a random en-element each.

The abilities are usable nomatter what your main stat is, just pump that luck. A great kit for any role.

--

JOB REWORK: DARK KNIGHT

- The moves themselves work the same as they used to, for the most part. The big change here is that they now cost MP instead of HP.
- The HP cost is moved to their new 3 CD command, Dark Arts, which boosts the power of a Dark Sword skill by 15% in exchange for 20% of your HP.
- Shadow Flare now does a 33% current HP recoil.

Get your HP low and smash them with Minus Strike! Make sure to use Infernal Strike or the new Skip: Dark Mind passive to keep up your MP! Use Living Dead when you feel like you're taking too much heat! It's all about risk, reward, and smart resource management with the new Dark Knight.

--

JOB REWORK: BEASTMASTER

Rages have been fleshed out with new skills and a proper playstyle in mind. Some are still one note joke rages (Cactuar, Intangir, Sand Bomb) but I tried to make it so almost every Rage has some niche or unique skill combo the Beastmaster can utilize.

--

JOB REWORK: DRAGOON

- New main job exclusive: Charge Thrust. Reduce your own cooldowns by 1 every use, with a 2 turn CD.
- Ground combo simplified: Vorpal Thrust now procs Fang's Bared, a 10% phys damage boost you can spend on anything. But while Fangs Bared is active, you can use Fang and Claw to reduce Resist for your magic-based Dives...
- Advanced Dives now use spears only!
- Other skills now allow Daggers.
- Star Diver is now properly Holy element, dealing additional damage to Undead.

Wield a spear to make the most of DRG and keep those cooldowns low. Use the advanced dives to empower yourself with Fire or Light. Dragoon is all about managing your action economy for maximum output.

--

JOB REWORK: DERVISH

- Wields only Scythes.
- Spells are no longer exclusive! Use what you want! But they now have charge time.
- Spells deal more consistent damage. You only have to worry about accuracy.
- Use Sky Trance to convert your MP to AP, for those AP powered Mantras. Use Earth Trance when low to refill your MP and use MP powered Mantras.
- Skip turn when suffering stat debuffs like Power Down or Slow! It will cleanse them.
- Use your spells to target elemental weaknesses, or to strategically grant yourself buffs.

Dervish is a selfish but extremely self-sufficient dps who waxes and wanes based on their resources. They're especially great now as a sub-job for healers or mages, due to half their spells requiring AP.

--

JOB REWORK: DANCER

- No longer encores! Use the Dances you want.
- Can choose a Dance Partner through Closed Position, like in FFXIV. They will donate half their per turn AP gain to their partner, and heal them more.
- Their dances are expensive, but they can use En Avant to convert their MP to AP at needed.
- Use Devilement to grant the party an exclusive Crit Up & Crit Damage Up buff!
- Or stack buffs on the Dancer and use the buff-scaling Mincing Minuet to deal large amounts of damage.

Dancer is an AP-based support that debuffs the enemies and donates their AP to lucky party members. Their newfound flexibility makes them more adaptable to Crystal Project's strict turn economy, and their AP-based dances make them a fine subjob for MP users.

--

JOB REWORK: SAMURAI

- Eschews its old combo system for something more freeform. No more stances! Use their skills, and a portion of their effects will bleed into your next.
- Some of these effects work with spells! Use Gekko to make your next heal or damage spell AoE! Use Domo to bolster its power! Use Seishin to recover 2% of your damage as MP!
- New ult Hissatsu: Rengeki lets you use three Bushido arts at once.
- Brandish skills are stronger, but they are now unlocked by finding and dueling optional Samurai.

Flexibility is the name of the Samurai game. And they are extremely flexible. They can deal high damage by using their skills, and managing their MP. Or they can play the support. And their new kit lends itself very well to supporting others. There are a lot of combo possibilities.

--

JOB REWORK: VALKYRIE

- Can now use their stances to become a Guardian or an Avenger.
- Each stance shifts their AP gain (Guardian gains more from getting hit, but less from other sources. Avenger gains more from basic attacks, less from other sources) and grants them both a unique 3 CD and a unique ultimate. Use the ult to maintain each stances' unique properties!
- Use the iconic Nibelung Valesti to gain axes that throw themselves at the enemy every turn, or Legendary Wings to refresh your re-raise and maintain threat.
- Brand new kit that is effective for tanking or for dps. It's all in the chosen playstyle.

Valkyrie is another ambitious one, changing it to a stance-based job which can tank or dps depending on the chosen stance. Choose your playstyle and be a selfish dps or a party-oriented tank and see your team to victory.

--

MINOR JOB REWORKS:

Every job has been touched in some way.

- The MP and AP economy have been revamped for most jobs.
- New passives and abilities to learn!
- Smoothing out of mechanics. Like Monk no longer relies on RNG for their advanced arts.
- Fully main job exclusive commands, lending purpose to main jobbing.

That's just a small taste of what I've done. Needless to say, there is a lot to uncover.

--

FLOATING AND UNDEAD MONSTERS

Flying monsters are now given the float status, and undead monsters are given the undead status. This confers some universal resistances, mechanics and counters to each. Spells like Gravity can now strip float status, making flying monsters vulnerable to Earth element skills (and they often are VERY vulnerable). Undead monsters are now damaged by recovery magic, resistant to Dark elemental skills, and weak to Holy element skills, as well as a suite of status resistances.

--

EQUIPMENT REWORK: SCYTHE AND KATANA

These are minor reworks to suit the jobs they are meant for. Scythes are now a Spi and MPen-based weapon suited to Dervish.

--

EQUIPMENT REWORK: JOB ARMOR

The Job Armor has had their effects reviewed to make sure they actually match the job they represent.

--

PHYSICAL DAMAGE REBALANCE

I have scaled back all physical damage and reworked a lot of AP costs to go with it. Crit is generally harder to achieve. There are jobs now where weapon matters more than stats (and vice versa!)

--

QOL:

The Final Fantasy Frog rests near Nan's Cottage. He'll let you unlock some features early, for those who don't want to wait until level 45 to play with Beastmaster or Gambler.

Update: 20 Oct, 2023 @ 5:14pm

v2.27

General
This is an update to the CT economy. Basically charge time is nonexistant outside of top level spells, so I'm dialing it up a bit.
This lets CT buffs like Leylines and Faith III become much more valuable and also hits White Mage without hitting its healing so much.
Also, MP steals are now generally on a 3 CD. This is so they are used more for their intended purpose, instead of getting around MP damage spells like Raspil.

--

Monk
Bubblega: CT 14 -> 20
Celerity: CT 14 -> 20
Bravega: CT 14 -> 20
Faithga: CT 14 -> 20
Aura: MP Cost 10 -> 12
Aura: Animation changed.
Auriga: MP Cost 40 -> 30

--

Thief
Eye Gouge: 2 LP -> 1 LP
Bloodbath: 2 LP -> 1 LP

Just cutting down on Thief's LP consumption a little.

--

White Mage
All Bar- Spells: MP Cost 16 -> 25
All Bar- Spells: CD 3 -> 6
All Bar- Spells: CT 13 -> 20
Protega: CT 13 -> 20
Shellga: CT 13 -> 20
Cura: CT 18 -> 20
Curaga: MP 34 -> 30
Curaga: CT 20 -> 30
Curaja: CT 30 -> 40
Curaja: MP 55 -> 50
Esuna: MP 5 -> 10
Esuna: CT 13 -> 15
Lucky: CT 13 -> 15
Reflect: CT 14 -> 15
Dia: CT 18 -> 20

--

Black Mage
Leylines: Leylines Stacks x3 -> x4

--

Red Mage
All Spells: CT 10 -> 15
Healna: MP Cost 8 -> 10

--

Blue Mage
Goblin Punch: Crit Chance Bonus +10% -> +15%
Vampire: MP Cost 21 -> 20
Aero: CT 10 -> 20
Aero: Power Rate 40/175 -> 50/175
Aero: Sap Stacks x2 -> x4
Aqua Rake: MP Cost 23 -> 25
Aqua Rake: Power Rate 60/275 -> 80/275
Aqua Rake: CT 20 -> 30
Wind Slash: CT 0 -> 30
Death Claw: MP Cost 22 -> 25
Flamethrower: CT 0 -> 30
Mighty Guard: CT 40 -> 30
Bad Breath: MP Cost 36 -> 40
Mind Blast: Now also applies self Faith x3
Magic Hammer: MP Cost 8 -> 0
Magic Hammer: CD 0 -> 3
Magic Hammer: Can no longer trigger Reactions.
Moon Flute: MP Cost 20 -> 33
Moon Flute: CT 20 -> 30
Lucky Dice: MP Cost 18 -> 20
Eyes On Me: MP Cost 15 -> 0
Eyes On Me: CD 0 -> 1
Eyes On Me: Threat Gain 250 -> 200

Blue Mage was a bit out of date, so tweaking their skills in general to be in line with the other jobs.

--

Arcanist
Raspil: MP Cost 6 -> 10
Aspil: MP Cost 8 -> 0
Aspil: CD 0 -> 3
Aspil: Can no longer trigger reactions.

--

Mystic Knight
All Saber Spells: MP Cost 13 -> 15
All Saber Spells: CT 13 -> 15
All Re- Spells: New animation.
Astra: MP Cost 17 -> 15
Barriga: Reworked into Barrier (2 LP, 15 MP, 15 CT, Apply Anti-Element x6 [15% elemental damage reduction] to a single ally)
Force Field: MP Cost 25 -> 35
Force Field: CD 4 -> 6
Holy Saber: MP Cost 24 -> 25
Flare Saber: MP Cost 24 -> 25

--

Chemist
Hyper NulAll: CD 2 -> 6

--

Time Mage
Haste: CT 6 -> 15
Hastega: CT 18 -> 20
Float: CT 12 -> 20
Stop: CT 24 -> 20
Regen: CT 10 -> 15
Regenga: CT 15 -> 20
Swap: MP Cost 25 -> 15
Graviga: MP Cost 50 -> 40
Graviga: CT 50 -> 40
Delay: MP Cost 9 -> 15
Undo: MP Cost 35 -> 40
Undo: CD 2 -> 3
Chronomancer: Reworked (Extend & Undo cost no MP)

Undo should be a Time Mage "exclusive" command. So I am adding it as a 3 CD.

--

Beastmaster
Rage: Aqua Rake: Synced to changes.
Rage: Flamethrower: Synced to changes.
Rage: Mighty Guard: Synced to changes.
Rage: Mind Blast: Synced to changes.
Rage: Bad Breath: Synced to changes.
Rage: Protega: Synced to changes.
Rage: Shellga: Synced to changes.
Rage: Magic Hammer: Synced to changes.
Rage: Regen: Synced to changes.

Update: 19 Oct, 2023 @ 4:35pm

v2.26

General
Wanted to normalize all ult skills' AP costs to be multiples of 6. Typically an ult is going to be 24 or 30 AP.

--

Monsters
Ioske: Fixed a bug where he would spam Body Slam.

--

Monk
Focus: Can no longer use during "Ready to Sting." (Meditation)
Brace: Can no longer use during "Ready to Sting." (Meditation)
Pummel: Advanced Art Rate 55% -> 60%
Kick: Advanced Art Rate 55% -> 60%
Meditation: Flagged "Next Turn Comes Immediately."
Meditation: AP Cost 10 -> 8

Making Monk's RNG a little more forgiving.
Setting up Meditation's AP costs so you need 24 AP to use an advanced art with it. But you can use it earlier for a super-powered kick or something if you please.

--

Dragoon
Lancet: Now factors in physical defense.

--

Arcanist
Raspil: New animation.
Sap: New animation.
Miasma: New animation.

--

Dark Knight
Sanguine Sword: CD 2 -> 3
Sanguine Sword: MP Cost 15 -> 20
Sanguine Sword: PAtk Rate 125/75 -> 100/50
Sanguine Sword: Power Rate 0/75 -> 0/50
Infernal Strike: CD 2 -> 3
Crushing Blow: PAtk Rate 125/100 -> 125/75
Crushing Blow: Damage Variance 5% -> 25%
Dark Wave: New animation.
Shadow Bringer: HP Cost 25% -> 20%
Shadow Bringer: Applied stacks x6 -> x4
Shadow Bringer: CD 5 -> 4
Shadow Wall: MP Cost 15 -> 20
Shadow Wall: Is no longer a stance & cannot be dispelled.
Dark Cutter: HP Cost 10% -> 12%
Dark Cutter: CD 1 -> 2
Shadow Flare: HP Cost 27% -> 25%
Shadow Flare: Power Rate: 0/150
Shadow Flare: Can now crit and miss.
Shadow Flare: CD 3 -> 6
Living Dead: Added Instant Kill Immunity.
Living Dead: Is now flagged "Once Per Fight"
Darkside: Reworked (The power of darkness grants Bubble x2 on every critical hit.)
Pressure: Reworked (+15% physical damage when at critical HP)

A rework of Dark Knight.

The original Darkside passive has always been a problem, being unable to distinguish what it can/cannot work on. I've replaced it with something more controllable. The Dark Knight can essentially upkeep Bubble permanently as long as they continue to crit.

I've also normalized the damage of Dark Knights' basic moves so you choose for effect instead. With this new focus on critting however, it made no sense for Shadow Flare to remain as-was. So it has now graduated to a fully physical ultimate skill that can crit.

I also wanted to hit their sustain. If DRK still feels like they don't have to manage their resources, then I'll hit their HP costs.

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Agent
Aim: Eyes: Changed animation.
Shadowbnd: Changed animation.
Heartseeker: Changed animation.
The Final Letter: AP Cost 23 -> 24
Decisive Ambush: Reworked (On your first turn, deal +100% phys. damage if the target would be killed. On Turn 2+, +15%)
Prepared Mind: Reworked (On your first turn, +10% Crit Chance & Eva Rating. On turn 2+, +5%.)

A case of "the animations look right, just not for the move they were on."
I allowed the passives to not fully decay, to give Agent more of a reason to main class outside of turn 1 kill scenarios.

--

Samurai:
Scattered Petals: AP Cost 25 -> 24

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Dancer:
Flourish: Renamed to Motif.
Four Fold Fantasy: AP Cost 25 -> 24

I noticed this Flourish shared a name with Agent's Flourish and it needed to be distinct. A motif is a short choreographic dance unit, so I think it fits.