Crystal Project

Crystal Project

Final Fantasy Project Overhaul
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Update: 18 Oct, 2023 @ 3:31pm

Still v2.25

Sorry, last one. This just reverts the buffs to Holy/Flare Saber and removes the bleed from Shadow Bringer.

Update: 18 Oct, 2023 @ 3:09pm

Still 2.25

Pushing again to fix some animation bugs.

Update: 18 Oct, 2023 @ 2:55pm

v2.25

Monsters
Cactuar: Level 30 -> 40
Cactuar: HP 10 -> 15
Cactuar: Money Value 7500 -> 12500

--

Monk
Focus: Recolored animation.
Brace: Recolored animation.
Aura Blast: Fixed order of usable weapons.

--

Red Mage
Shell: Animation tweaks.

--

Blue Mage
Night: New animation.
Moon Flute: New animation.

--

Arcanist
Bane: New animation.
Sleepel: New animation.
Fog: New animation.
Confu: New animation.
Berserk: New animation.
Aspil: Fixed a bug where the animation wasn't playing.

--

Samurai
Fuga: Is now flagged "Once Per Turn"

--

Mystic Knight
Flare Saber: Restored original behavior.
Holy Saber: Restored original behavior.

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Summoner
MP Switch: PP 2 -> 3

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Valkyrie
Bless: Is now flagged as "magic" (and thus unusable during Soul Crush or Silence)
Shield Up: Now unusable during Soul Crush
Shield Bash: Now unusable during Soul Crush
Guard Slash: Now unusable during Soul Crush
Soul Crush: Is no longer flagged as a buff (you can't dispel it!).
Soul Crush: Damage Increase +40% -> +50%
Soul Crush: Damage Reduction +0% -> +25%
Soul Crush: Is now flagged "Once Per Fight"

The vision behind Soul Crush is either a planned one time burst of power, or a gambit to utilize when things look dire.
In exchange for being Once Per Fight, I ramped the bonuses up. They felt like they were a bit too weak for the sort of ability this is anyway.

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Beastmaster
Rage: Heartseeker: Synced previous changes.
Rage: Night: New animation.

Update: 16 Oct, 2023 @ 7:31pm

v2.24

Events/NPCs
Master Black Mage: Fixed the event so she will give out the Ultima hint if you don't have the spell, even if you've mastered the job already.

--

Monsters
Eye Beam: Animation tweaks.

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Blue Mage
Black Hole: New animation. Again.
Fire Breath: Renamed to Flamethrower.
Flamethrower: New animation.
Flamethrower: Power Rate 60/275 -> 80/275
Flamethrower: Burn Stacks x3 -> x4
Lucky Dice: Animation tweaks.
Revenge: Animation tweaks.
Revenge: Damage Based on Missing HP 100% -> 150%
Quasar: Animation tweaks.

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Arcanist
Talent Tree: Fixed a bug where Meltdown required a deleted ability to learn.

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Dragoon
Dive: New animation.
Dragonfire Dive: New animation.
Star Diver: New animation.
Vorpal Thrust: New animation.
Battle Litany: New animation.
Reis' Wind: New animation.
Lancet: New animation.
Lancet: Can no longer miss.
Lancet: Can no longer crit.
Lancet: Damage MP Return 15% -> 10%

--

Ninja
All Throw Skills: Animation tweaks.

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Agent
Enchanting Grin: New animation.
Cutting Reparte: New animation.
Shadowbind: New animation.
Heartseeker: New animation.

--

Time Mage
Extend: New animation.
Stop: New animation.

--

Beastmaster
Rage: Flamethrower: Synced to the Blue Mage spell.

Update: 15 Oct, 2023 @ 1:21pm

v2.23

Status
All En-elements: Element Damage Given +7% -> +15%
All De-elements: Element Damage Received +12% -> +15%
En-Holy: Damage Bonus +3% -> +8%
En-Holy: Now also affects magic damage
Paralyze: Can't Move Rate 55% -> 50%
Going Crazy!: Accuracy Bonus +0 -> -5

These didn't feel effective enough, so it's time to crank them up a bit. It's a big buff, so if it feels like too much, let me know.

Going Crazy! is Berserk's attack. It is a slightly lower accuracy so as to be a better debuff.

Paralyze was still a bit too good, so hitting it just a little bit.

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White Mage
Arise: CT 30 -> 40

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Blue Mage
All Spells: Flagged as "Magic"
Aqua Rake: De-Water Stacks x2 -> x3
White Wind: Recolored the animation.
Wind Slash: Recolored the animation.
Revenge: New animation.
Mighty Guard: New animation.
Death Claw: New animation.
Black Hole: New animation.
Quasar: New animation.
Lucky Dice: Accuracy Bonus -15 -> -10
Lucky Dice: New animation.
Angel Whisper: Revive with HP % 25 -> 100%
Angel Whisper: MP Cost 28 -> 45

They're flagged as magic again. The "phys" spells will still scale off of physical stats, but the visual design is too poor a trade-off for silence immunity.
Angel Whisper should now have utility as an instant Arise.

--

Arcanist
Hold: New animation.

--

Dervish
Sky: Celestial Void: New animation.
Sky: Frozen Space: New animation.

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Mystic Knight
Force Field: Fixed a bug where it wasn't actually absorbing the damage.

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Ninja
Utsusemi: New animation.
Kawakage: New animation.
All Throw Skills: New animations.

Update: 14 Oct, 2023 @ 5:57pm

v2.21

Red Mage
Protect: New animation.
Shell: New animation.

--

White Mage
Protega: New animation.
Shellga: New animation.

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Paladin
Retaliation: PAtk Rate 75/50 -> 100/25

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Dervish
Sky Trance: MP Cost 20 -> 25
Earth Trance: MP Cost 20 -> 25
Earth: Well of Purity: Removed.
Earth: Wave of Life: Power Rate -25/-100 -> 0/-90
New Skill: Earth: Nether Conduit (2 LP, -15% accuracy bonus, Sap 10+1% current MP & convert to 1x stack of Magic Up every hit.)
Holy Voice: Reworked into Blessed Form (Immune to Moogle & Silence)

Dervish's cleanse was completely useless, so I removed it in favor of an MP drain/Magic boost. Now it feels like there's some actual competition between the two stances.

--

Chemist
Digesting Elixir: Updated description to clarify it recovers 250 MP. And remove the comma.

--

Mystic Knight
All Counter- Skills: PAtk Rate 75/50 -> 100/25
All Counter- Skills: Power Rate 0/125 -> 0/75
Flare Saber: Str Rate 0 -> 50
Flare Saber: Mnd Rate 100 -> 50
Holy Saber: Str Rate 0 -> 50
Holy Saber: Spi Rate 100 -> 50

--

Valkyrie
Battle Cry: PAtk Rate 100/0 -> 0/0
Battle Cry: Power Rate 0/0 -> 0/50
Battle Cry: Is now flagged as "Magic" (it can be affected by silence)

--

Beastmaster
Rage: Protega: New animation.
Rage: Shellga: New animation.

Update: 14 Oct, 2023 @ 9:07am

v2.2

General
All Skills: Cleaned up unnecessary NeverMiss and NoReaction tags.

--

Status
All Icons: Reformatted & Realigned. Now properly uses vanilla triangle/circle bg.
IK Immunity: Removed
Immunizing (IK): Removed
General CC Immunity: Now standardized to 4 turns.
Weep: Renamed to Empty
En-Earth: Renamed to En-Stone
New Status: Weep (Healing Taken & Healing Per Turn reduced by 66%)
New Status: Mini (Become smol. Deal 25% outgoing physical damage.)
New Status: Moogle (Become kupo. Deal 25% outgoing magical damage and healing.)
New Status: En-Holy (All damage increased by 3%. Apply Weep x2 on physical attacks.)


--

Items
Dragoon Seal: Fixed a bug where it was still using the vanilla name.

--

Monsters
All Rabites: Now use Ra-Bite! as their normal attack.
Black Rabite: Renamed to King Rabite
Hocus Pocus: Empty Stacks x4 -> x2
Hocus Pocus: Weep Stacks x0 -> x4
Chaos Roulette: Now also applies Weep
Flame Eater: Now uses skill Fire Saber II when alone.
New Boss: Black Rabite

--

Warrior
Provoke: Normalized threat gain.

--

Monk
All Advanced Arts: Are now scope locked.
Chakra: No longer applies Aura x1
Chakra: Now applies Regen x1
Aura: MP Cost 7 -> 10
Aura: Now heals 25% of max HP and applies 1x Aura (Heals 25% of max HP)
Auriga: MP Cost 30 -> 40
Auriga: Now heals 25% of max HP to entire party and applies 1x Aura (Heals 25% of max HP)
Revive: MP Cost 8 -> 10
Meditation: Cleaned up description.
Cutting Wit: Fixed a bug where Focus would remove it.

--

Thief
Stone Toss: No longer ignores Reactions.
Elude: Threat Decay +100% -> +150%
Elude: Magic Damage Taken +20% -> +25%

--

White Mage
Pray: New animation.
Esuna: New animation.
Reflect: New animation.
Lucky: New animation.
Holy: New animation.
Holy: MDef Rate 75% -> 100%
Holy: Empty Stacks x3 -> x2
Holy: MP Cost 46 -> 50
Holy: CT 46 -> 50

--

Black Mage
All Thunder Spells: Removed No Reaction Flag.
Leylines: CD 5 -> 4
New Skill: Ultima (25 AP, 150 CT, 10 CD, Stronger w/ more MP: 0/100/200/300/400+. Uses all MP but regens 10%/turn after. Uses +1 turn of buffs/debuffs.)
New Innate: Magus (You have mastery over Ultima. Now Requires MP: 0/0/100/200/350+) [This only unlocks when you unlock Ultima]

New Spell! Perhaps a powerful wizard might be able to clue you on where to find it.

--

Dragoon
Battle Litany: New animation.
Dragonfire Dive: Reworked (2 LP, 12 AP, T3 Phys fire-elemental attack. Applies En-Fire x6 to self [And removes all other En-])
Star Diver: Reworked (2 LP, 12 AP, T3 Phys attack. Applies En-Holy x6 to self [And removes all other En-])

--

Arcanist
Dispelga: Moved to Time Mage.
Meltdown: Reworked (LP 3, MP 45, CT 40, T3 fire-elemental spell, dispels all buffs)

While Meltdown was very strong, the Arcanist didn't need more damage mitigation. Dispelga is also traditionally time magic. So I made Meltdown the dispel.

--

Archer
All Charge Skills: Modified descriptions for clarity.
Windbite: PAtk Rate 125/75 -> 100/50
Windbite: Power Rate 0/75 -> 0/50
Windbite: Fixed a bug where it wasn't a debuff.
Venomous Bite: PAtk Rate 125/75 -> 100/50
Venomous Bite: Power Rate 0/75 -> 0/50
Venomous Bite: Fixed a bug where it wasn't a debuff.
Maximum Tension: Phys Damage Bonus +25% -> +20%
Barrage: PAtk Rate 100/90 -> 100/75
Barrage: Power Rate 0/90 -> 0/75

Archer's dps is bonkers; reiging that in.

--

Ninja
All Ninjutsu: CD set to 4
All Ninjutsu: Accuracy Bonus +5 -> +0
Tool: Gohei: Reworked (2 LP, 4 CD, Removes all buffs & debuffs from a single enemy.)
Throw: Needler: New animation.
Throw: Needler: Reworked (2 LP, 4 CD, T2 Phys Attack. Interrupts & Adds 1x stack of Slow to target.)
Kazeton: Fixed a bug where it was 3 CD instead of 4.

Some of Ninja's skills were a bit too free. This should be more balanced.

--

Paladin
Divine Ruination: Reworked (3 LP, 22 AP, T4 Phys attack. Applies En-Holy x6 to Self [And removes all other En-]. +50% Threat Gain.)

--

Dark Knight
Overall: Animation tweaks
Sanguine Sword: Can no longer crit.
Shadow Bringer: PAtk Rate 75/0 -> 75/50
Shadow Bringer: Str Rate 50 -> 100
Shadow Bringer: Mnd Rate 50 -> 25
Shadow Bringer: Threat Gain -100% -> -75%
Shadow Bringer: Attacks cause Bleed x2
Dark Cutter: Reworked (2 LP, 10% HP, 1 CD, T1 phys attack w/ 25% variance. Strips Armor Up/Resist Up on target. Applies Armor Down/Resist Down x2 to target. Applies Warmage x1 to self.)

Dark Cutter was incredibly difficult for the Dark Knight itself to take advantage of. In practice, it would be bonus damage for another party member only. Now it has utility as a means to strip Armor Up/Resist Up and apply the opposite.

--

Samurai
Brandish: Kiyomori: Now also strips Armor Down & Resist Down.
Brandish: Murakumo: Now also strips Haste.
Brandish: Masamune: Now also strips Slow.
Shirahadori: Fixed the description.

--

Dervish
Sky: Heaven's Wrath: Fixed a bug where it would count an extra tick of Sky Trance.
Sky: Celestial Void: Reworked (Requires: Sky Trance. Removes a single buff per strike. -15% accuracy.)
Earth: Well of Purity: Now can affect the user as well.

Dervish is a dps job primarily, and their utility should be limited. Dispel is a rare and valuable utility that makes more sense on them than just inflicting random status effects. And it means I can leave that to the actual debuffers.

The change to Well of Purity is a band-aid until I can figure out a better skill for that slot. The cleanse will eventually be merged into Wave of Life.

--

Chemist
Talent Tree: Rearranged
All Items: Descriptions added for clarity w/ regard to Alchemy & Salve.
Ether: Is now a starter skill.
Salve: Base Healing 66% -> 80%
Salve: Now decreases applied buff duration by 2.
Remedy: HP Recovery 0 -> 10
Mix: Mega Potion: HP Recovery 550 -> 600
Mix: Turbo Ether: MP Recovery -90 -> -100
Mix: Levi Drink: Reworked (1 LP, 2 CD, Uses 2x Potion, Heal 200 HP & apply Float x6 to a single target)
Mix: Giant Drink: Reworked (1 LP, 2 CD, Uses 1x Potion & 1x Hi-Potion, Heal 400 HP & apply Bubble x6 to a single target)
Mix: Mind Drink: Reworked into Protect Drink (1 LP, 2 CD, Uses 1x Potion & 1x Hi-Potion, Heal 400 HP & apply Protect x6 to a single target)
Mix: Vanish Drink: Reworked (1 LP, 2 CD, Uses 2x Potion, Apply Vanish x2 to a single target [Min Aggro until turns pass or damage is taken])
Mix: Hero Drink: Reworked (2 LP, 2 CD, Uses 1x Hi-Potion & 1x Dry Ether, Apply Hero Charged! x6 to a single target [Gain +1 Bonus AP from all actions that generate AP])
Mix: Mega Phoenix: Fixed a bug where it only worked on the living.
Mix: Hyper NulAll: Now requires 2x X-Potion and 2x X-Ether
Mix: Hyper NulAll: CD 4 -> 2
New Skill: Mix: Nega Burst (2 LP, 2 CD, Requires 1x Hi-Potion & 1x Dry-Ether, Remove buffs from one enemy)

This is the first stage of a rework of Chemist & its Mix abilities. These were horribly busted before, but should still be strong now (and also more reasonable to use).

--

Dancer
Four Fold Fantasy: PAtk Rate 75/25 -> 75/50
Four Fold Fantasy: Chaser Threat Gain -100% -> -75%

--

Mystic Knight
All Re- Spells: PAtk Rate 75/25 -> 75/50
All Re- Spells: Str Rate 0 -> 50
All Re- Spells: Mnd Rate 100 -> 50
Quake Saber: Renamed to Stone Saber
Re-Quake: Renamed to Re-Stone
Counter: Stone: New animation
Barriga: MP Cost 20 -> 35
Flare Saber: Reworked (3 LP, 24 MP, Self Only Stance x6. On each turn use Lesser Flare and apply Resist Down x2. -75% Threat Gain on Chaser.)
Holy Saber: Reworked (3 LP, 24 MP, Self Only Stance x6. On each turn use Lesser Holy and apply Magic Down x2. -75% Threat Gain on Chaser.)
Might & Magic: Non-Crit Damage +10% -> +0%
New Innate: Chaser (Non-Crit Damage +15%)

Just bringing Mystic Knight in line a bit. Flare Saber and Holy Saber were way too strong due to the number of times they could proc in a single turn. Re-spells should be more useful on a variety of jobs.

...I hit Steam's character limit again. There's more, but it's minor stuff.

Update: 18 Sep, 2023 @ 6:29pm

v2.18

Equipment:
Aid: Returned to vanilla.

--

White Mage
Cure: New animation.
Cura: New animation.
Curaja: Animation tweaked.
Esuna: New animation.
Diara: New animation.
Holy: New animation (temporary).

More animations to come! This is released early to fix some bugs.

--

Black Mage
Blizzard: Reworked (10 MP, 20 CT, AoE T1 Ice magic. Inflicts Frostbite x2)
Blizzara: Reworked (20 MP, 30 CT, AoE T2 Ice magic. Inflicts Frostbite x2)
Blizzaga: Reworked (47 MP, 40 CT, AoE T3 Ice magic. Inflicts Frostbite x2)
All Thunder Spells: Are now unreactable.

Further diversifying the elemental base spells, to give them niches. Blizzard series is now universally AoE and another source of the rare Frostbite status, to better tie it to Freeze. Frostbite already has an interaction vs. Fire, so it should have some synergy. Thunder spells are expensive, but safe.

The T4 spells (Flare, Freeze, Almagest) remain unchanged.

--

Monk
Aura Blast: Damage Based on Missing HP +18% -> +12%

Endgame bosses have large HP pools, so execute skills like this start to shred them a bit harder than expected. I'm toning that down a tad.

--

Chemist
Mix: Remedy: Changed to Remove All Debuffs instead of specific debuffs

I wanted this to remove only soft and hard CC but it looks like that crashes the game. So now it just works like Esuna.

--

Time Mage
Regen: Corrected Animation Colors.

Update: 15 Sep, 2023 @ 5:35am

v2.17

Dragoon
Dragon Eye: Fixed a bug where death would clear the effect. Also removed the buff flag.

--

Archer
Quick Attack: Is now unreactable.

--

Samurai
Third Eye: Power Up & Armor Up Stacks x4 -> x3

--

Summoner
MP Turbo: Fixed a bug where death would clear the effect. Also removed the buff flag.

--

Chemist
Auto: Potion: Fixed a bug where death would clear the effect. Also removed the buff flag.
Auto: Potion: Renamed to Counter: Potion

--

Ninja
Counter: Abandon: Now also triggers when receiving magic damage. This doesn't mean it will dodge magic!

--

Dervish
Miracle: Fixed a bug where death would clear the effect. Also removed the buff flag.

--

Agent
Decisive Ambush: Fixed a bug where death would clear the effect. Also removed the buff flag.

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Time Mage
Pace Setter: Fixed a bug where it was using duration applied TO the character rather than BY the character.
Pace Setter: Fixed a bug where death would clear the effect. Also removed the buff flag.
Deployment Tactics: Fixed a bug where death would clear the effect. Also removed the buff flag.

--

Dancer
Take the Stage: Fixed a bug where death would clear the effect. Also removed the buff flag.

--

Beastmaster
Battle Ready: Fixed a bug where death would clear the effect. Also removed the buff flag.

Update: 13 Sep, 2023 @ 10:43pm

v2.16

Black Mage
Skill Tree: Reworked slightly.
Stats: -Dex, -Agi, +Spd, +Lck
Blizzara: MP Cost 17 -> 15
Blizzaga: MP Cost 35 -> 30
Flare: CT 50 -> 60
Freeze: CT 50 -> 60
Almagest: CT 75 -> 80
Firaga: Tweaked animation
Blizzaga: Tweaked animation
New Skill: Leylines (30 MP, 18 AP, 5 CD, Applies self Leylines x3 [You have 2/3 casting time, but cannot gain AP. Dodging or taking damage reduces duration.])
New Innate: Between the Lines (Leylines does not cost MP.)

A touch up for one of the first jobs I modified. Goal was to spice up Black Mage's gameplay a little without buffing them too much.

Generally I want Black Mage to be two things:
1. A selfish glass cannon who supports nobody.
2. A simple job with an uncomplicated kit.

So Leylines is a simple -33% CT buff with the only caveat being that you can't maintain it while you're being targeted. I wanted to discourage other jobs from utilizing it, which is why it has the MP cost. But for a main Black Mage, it's just something to do with the AP they're rolling in. Combine it with Quick Charge for some serious casting shenanigans.

--

Red Mage
Overall: Just moved Enchanted Reprise into its own status effect, so you don't get multiple stacks of that.
Haste II: TT Next Turn -15% -> -10%
Opening Gambit: Reworked into Resourceful (+1 to self buff duration)

Haste II was a little bit too much.