Crystal Project

Crystal Project

Final Fantasy Project Overhaul
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Update: 11 Sep, 2023 @ 7:52pm

v2.15

Status
Bubble: New Icon

--

Thief
Elude: Threat Decay +50% -> +100%
Stone Toss: PAtk Rate 100/50 -> 100/75
Stone Toss: Power Rate 0/50 -> 0/75
Trick Attack: Removed Bottom Threat Requirement
Trick Attack: PAtk Rate 125/100 -> 100/75
Trick Attack: Power Rate 0/100 -> 0/75
Trick Attack: Now requires a dagger or rapier or unarmed.
Eye Gouge: Removed Bottom Threat Requirement
Eye Gouge: PAtk Rate 125/100 -> 100/75
Eye Gouge: Power Rate 0/100 -> 0/75
Backstab: Can now be used unarmed.
Death Blossom: Can no longer miss.
Death Blossom: Can now be used unarmed.
Mug: Fixed a bug where it was still scaling with Dex.

Some more smoothing out of the rework. Also lifted the threat restriction on their interrupt and Eye Gouge. This lets their utility not depend on low threat requirements, leaving that resource for their offensive burst. I thought I'd let Rogue also be a hand-to-hand type job. Unarmed needed more options since it's restricted from a lot of stuff.

--

Red Mage
All Red Magic Spells: CT flattened to 10 across the board.
All Red Magic Spells: New animations (except Libra, Protect, Haste, Brave, Faith, Verraise & Dispel)
New Skill: Enchanted Reprise (T1 Phys Basic Attack. Mnd Scaling. Deals damage as if it were magical. Self Applies Faith II x1 [Mag Dmg +15%] & Haste II x1 [Next turn is 10% faster])
Verfire: Reworked (8 MP, 10 CT, T1 Fire Magic. Burn Stacks +1. Self applies Brave II x1 [Phys Dmg +15%, Regular Attack replaced with Enchanted Moulinet] & En-Fire x1)
Verblizzard: Reworked (8 MP, 10 CT, T1 Ice Magic. Self applies Brave II & En-Ice x1)
Verthunder: Reworked (8 MP, 10 CT, T1 Lightning Magic. Self applies Brave II & En-Thunder x1)
Verholy: Reworked into Verbio (8 MP, 10 CT, T1 Water Magic. Poison Stacks +1. Self applies Brave II & En-Water x1)
Verdark: Reworked into Verstone (8 MP, 10 CT, T1 Earth Magic. Self applies Brave II & En-Earth x1)
Libra: MP Cost 3 -> 0
Mana Fencer: Flat MP Per Attack +3 -> +5
Chainspell: Reworked into Opening Gambit (Your first damage or healing action is 15% more effective) [Note: X-Magic doesn't cost MP, so this is not a nerf.]
New Spell: Veraero (8 MP, 10 CT, T1 Wind Magic. Self applies Brave II & En-Aero x1)
New Passive: Long Game (2 LP, 2 PP, +10% Max HP/MP. Gain +5 Max HP and +2 Max MP per turn & also recover that much.)

A rework for Red Mage, addressing a few long-standing issues I've had with it.
I've removed all the weak self buffs in favor of a combo that enables them to maintain 15% buffs on themselves while attacking. This gives them ample reason to weave between melee and magic, while also generating AP for sub-job skills. I also increased their elemental coverage and gave them access to a second DoT.

That said, I didn't want them to become a DoT job; Being able to maintain two DoTs in one turn effortlessly would step on Arcanist's toes. I decided instead that the spells will add +1 stack of their DoT per cast. This lets them maintain their DoTs with persistent casting & X-Magic, but it comes at a significant opportunity cost.

--

Blue Mage
Aero: CT 18 -> 10
Aero: Power Rate 50/175 -> 40/175

Bringing Aero in line with the Red Magic elementals, since it's basically a Red Magic in all but name.

--

Paladin
Sword Oath: Description corrected.
Shield Oath: Description corrected.
Auto: Cover: Classification changed to "None" to prevent unintended abilities from stripping it.

--

Samurai
Scattered Petals: Can now be used unarmed.

Update: 9 Sep, 2023 @ 4:04pm

v2.12

Status
Accuracy Up: New icon.

--

Thief
Shadow Fang: Threat Dump 20% -> 25%

Just a light touch.

--

Samurai
Third Eye: Reworked (15 MP, 3 CD, Defend & take 25% less damage. Phys attacks are countered. Counter grants Power Up & Accuracy Up.)
Third Eye: Fixed a bug where it made you invisible (I guess some jobs don't have a guard animation?)
Third Eye: Now a starter skill.
SOS: Bonecrusher: Now requires Combo: Feint.
New Innate: Shirahadori (Third Eye costs no MP)

Thought Third Eye was a little boring, so spiced it up and promoted it to Samurai's 3 CD skill.

--

Dark Knight
Crushing Blow: CD 0 -> 1

Darkness was basically obsolete with this having no CD.

--

Red Mage
Brave: Fixed a bug in the animation.
Faith: Fixed a bug in the animation.

--

Agent
Shadowmeld: Fixed a bug where it decreased crit rate/dmg instead of increasing.

Update: 9 Sep, 2023 @ 8:31am

v2.11

Archer
Maximum Tension: Updated description to reflect intended mechanic.
Charge +2: Updated description to reflect intended mechanic.
Charge +3: Updated description to reflect intended mechanic.

--

White Mage
Bar-Fire: New animation.
Bar-Ice: New animation.
Bar-Thunder: New animation.

--

Mystic Knight
Barriga: New animation.

Update: 8 Sep, 2023 @ 7:40pm

v2.1

-

Overall
Mod Description: Updated.
All Blue Magic: New copyright free casting animation (I just drew my own diamond :P).
All Time Magic: New copyright free casting animation.
All Stances: Reworked to Cost MP (except for Samurai)

I've removed Dex as a damage stat- it's going to govern only crit/crit damage, and no skills will scale off it. All Dex skills are moved to Agi. The current stat philosophy is that stacking Agi comes at the cost of defensive stats. Don't get hit as an Agi character.

--

Status
New Status: Breach (Crits are 7% more likely to occur on victim & they do 7% more damage to victim)

--

Monster
Kenji: Combo Actions Fuga / Gekko / Oka -> Feint / Yukikaze / Kasha
Kenji: PAtk 240 -> 230

Adjusting his difficulty a bit since it's a bit far above vanilla.

--

Warrior
Spirit Break: Animation tweaks.
Decimate: Fixed a bug where its self Armor Down/Resist Down statuses weren't listed in the tooltip.
Defiance: New status icon.
Infuriate: New status icon.

--

Thief
Reworked.

Stats: -Vit, -Mnd, +Agi, +Dex
Command: Renamed to Thievery
All Thievery Skills: Scaling Dex -> Agi
Stone Toss: AP Cost 4 -> 3
Stone Toss: No longer misses when not bottom threat.
Shadow Fang: Reworked (2 CD, T0 physical attack, does not generate threat, dumps 20% of current threat)
Trick Attack: PAtk Rate 150/75 -> 150/100
Trick Attack: Power Rate 0/75 -> 0/100
Eye Gouge: PAtk Rate 125/75 -> 125/100
Eye Gouge: Power Rate: 0/75 -> 0/100
Backstab: Reworked (13 AP, T2 dagger/rapier attack. Cannot miss. No reaction. Miss if not bottom threat. Inflicts Breach x3)
Sneak Attack: Reworked (10 MP stance: +20% phys damage with bottom threat. +10% phys damage if target is asleep. Threat decays 50% slower.)
Sneak Attack: New animation.
Sneak Attack: New status icon.
Elude: Reworked (10 MP stance: +10% evasion, +25% damage taken from magic, threat decays 50% faster, dodge indirect physical AoEs.)
Elude: New animation.
Elude: New status icon.
Death Blossom: PAtk Rate: 200/125 -> 200/150
Death Blossom: Power Rate: 0/125 -> 0/150
Death Blossom: AP Cost 25 -> 24
Death Blossom: Now misses when not bottom threat.
Bloodbath: MP Cost 20 -> 15
Shirk: CD 3 -> 4
Mug: Now uses weapon animation.
Fleetfoot: Removed
Sharper: Mult Phys Damage w/ Bottom Threat +15% -> +7%
New Innate: Sticky Fingers (Loot Chance +25%)

Philosophy for Thief is a burst damage and utility job based around smart threat management. They have no inherent threat mitigation, but several very strong tools to dump threat as necessary. General gameplay would be to setup your burst phase, then have a cooldown phase where you dump threat, using utility as necessary. They are squishier now, so make use of that phys evade!

--

Archer
Stats: -Vit, -Spi, +Dex, +MP
Hide: New animation.
Inrush Current: New status icon.
Sustained Tension: New status icon.
Maximum Tension: New status icon.

--

Dark Knight
Darkness: PAtk Rate 125/100 -> 125/75
Darkness: Power Rate 0/100 -> 0/75
Sanguine Sword: PAtk Rate 125/100 -> 125/75
Sanguine Sword: Power Rate 0/100 -> 0/75
Shadow Wall: HP Cost 10% -> 0%
Shadow Wall: MP Cost 0 -> 15
Dark Cutter: HP Cost 12% -> 10%
Dark Cutter: CD 0 -> 1
Crushing Blow: HP Cost 16% -> 15%
Crushing Blow: PAtk Rate 125/75 -> 125/100
Crushing Blow: Power Rate 0/75 -> 0/100
Crushing Blow: CD 1 -> 0
Dark Wave: HP Cost 15% -> 18%
Shadow Flare: PAtk Rate 0/50 -> 100/150
Shadow Flare: Power Rate: 300/375 -> 200/150
Shadow Flare: Variance +0% -> +25%
Shadow Flare: HP Cost 33% -> 27%

Just some smoothing out of the values here. Shadow Flare scaled poorly, so I moved its power budget around so it would scale better.

--

Red Mage
Counter: Regen: No longer considered magic.

--

Paladin
All Seiken Sword: New animations (except for Cover and Pommel)
Sheltron: New status icon.
Phalanx: Reworked (22 MP, 4 CD, 0 CT. Half incoming physical damage. Cleared when taking any damage or when two turns pass.)
Phalanx: New status icon.
Bulwark: Reworked (22 MP, 4 CD, 0 CT. Half incoming magical damage. Cleared when taking any damage or when two turns pass.)
Bulwark: New status icon.
Sword Oath: New status icon.
Shield Oath: New status icon.
Steelguard: Modified description so the intended mechanic is clearer.
Steelguard: New status icon.
Divine Ruination: Can now be used with a Bow.

Phalanx and Bulwark are being buffed to mitigate turn 1 & speed-related issues. I want to reward smart usage of these skills, so they are clearing on any damage- not just their intended.

--

Arcanist:
SOS: Proshell: No longer considered magic.
SOS: Proshell: No longer a combined action.

--

Dragoon
Stats: -Spi, -Agi, -HP, -Str, +Dex
Charge Thrust: AP Cost 3 -> 0
Vorpal Thrust: AP Cost 0 -> 3
Dive: Fixed an error where 105% accuracy would display (it doesn't actually miss).
Dive: PAtk Rate: 125/100 -> 150/100
Dragonfire Dive: PAtk Rate 150/100 -> 175/125
Star Diver: PAtk Rate 150/125 -> 175/125
Spearfall: PAtk Rate: 150/100 -> 175/110
SOS: Brave: Is no longer considered magic.
SOS: Brave: New animation.

I wanted Dragoon's kit to flow together better, and its jumps felt a bit weak. So here's a soft pass. They now have the highest Dex growth in the game.

--

Blue Mage
Magic Hammer: New copyright free animation.

--

Agent
Stats: -Dex, +Spi
All Val Tudo Skills: Scaling Dex/Agi -> Str/Agi
Counterstance: MP Cost 18 -> 15
Counterstance: New animation
Counterstance: New status icon
Shadowmeld: MP Cost 18 -> 15
Shadowmeld: Mult Crit % +8% -> +0%
Shadowmeld: Mult Crit Dmg +8% -> +0%
Shadowmeld: Crit Chance +0% -> +10%
Shadowmeld: Crit Damage +0% -> +10%
Shadowmeld: New animation
Shadowmeld: New status icon
Cutting Reparte: MP Cost 17 -> 15
Cutting Reparte: No longer inflicts Confuse.
Cutting Reparte: Berserk Stacks 2 -> 3
Cutting Reparte: Threat Gain Flat 1000 -> 500 (about as much as Utsusemi)

Shadowmeld was still using stat mods instead of the crit chance/damage mods. So here that is.
I am giving Agent a slight hit to its effectiveness in terms of threat management, crit and CC. They're due for a bigger pass later.

--

Dervish
SOS: Faith: No longer considered magic.
SOS: Faith: New animation.
Sky Trance: Modified description so the intended mechanic is clearer.
Earth Trance: Modified description so the intended mechanic is clearer.

--

Samurai
Stats: -Agi, +Dex
All Bushido: Stat Scaling Str/Dex -> Str
Combo Charge: Modified description so the intended mechanic is clearer.

--

Dancer
Stats: -Dex, -Vit, -Spi, +Agi, +Mnd, +MP
All Dance Skills: Scaling Dex/Agi -> Str/Agi

--

Mystic Knight
All Counter Skills: PAtk Rate 75/0 -> 75/25
All Counter Skills: Power Rate 0/150 -> 0/125
Holy Saber: AP Cost 12 -> 0
Holy Saber: MP Cost 0 -> 15
Holy Saber: CD 0 -> 2
Holy Saber: New status icon.
Flare Saber: AP Cost 12 -> 0
Flare Saber: MP Cost 0 -> 15
Flare Saber: CD 0 -> 2
Flare Saber: New status icon.
Counter: Force Field: No longer considered magic.
Barriga: Fixed a bug where the Water element is unaffected.
Force Field: Fixed a bug where the Water element is unaffected.
Force Field: CD 4 -> 5

Moving a little of the counter skill power budget out to weapon, to make it slightly less reliant on Mnd.

--

Ninja
All Ninjutsu: Scaling Dex/Agi -> Agi
Counter: Abandon: No longer considered magic.

--

Time Mage
SOS: Haste: No longer considered magic.
SOS: Haste: Haste Stacks 4x -> 6x
SOS: Haste: Fixed a bug where it had an incorrect animation.

--

Valkyrie
All Soul Arts: Stat Scaling Weight is now 50/50 on Str/Vit
SOS: Shield Up: No longer learnable.
Auto: Float: Now requires Soul: Flashing Blade.
New Passive: Sturdy (2 LP, 2 PP, Survive a killing blow from full HP)

--

Beastmaster
Rage: Nutkin: Stat Scaling Dex -> Str/Agi
Rage: Rhizopas: Stat Scaling Dex -> Agi/Mnd
Rage: Magic Hammer: New copyright free animation.

--

Mime
Imitate: No longer consumes the turn.
Imitate: CD 3 -> 4
Counter: Shades of White: No longer considered magic.
Counter: Shades of Black: No longer considered magic.

Update: 31 Aug, 2023 @ 12:42pm

v2.05

Warrior
All Battle Skill: New animations (except for Provoke & Bladeblitz)
Bladeblitz: Now uses weapon animations
Inner Release: Fixed a bug where it was granting 15 AP instead of 12 AP.

--

Monk
Bravega: New animation
Faithga: New animation

--

Dark Knight
Infernal Strike: Reworked (2 CD, MP Drain Based on Enemy Current MP 15%)

--

White Mage
Raise: New animation
Arise: New animation

--

Red Mage
Verraise: Reworked to Raise (MP 18, CT 15, Resurrect w/ 25% HP, New Animation)
Brave: New animation
Faith: New animation

--

Blue Mage
Magic Hammer: MP Cost 5 -> 8
Magic Hammer: CT 10 -> 0

--

Arcanist
All De- Spells: New animation
Drain: Reworked (15 MP, 20 CT, HP Drain Based on Enemy Current HP 25%)
Aspil: Reworked (7 MP, 20 CT, MP Drain Based on Enemy Current MP 15%)
Raspil: MP Cost 8 -> 7

--

Dervish
Mantra: Un-Truth Potency +20% -> +25%

--

Time Mage
Gravity: MP Cost 15 -> 12

--

Valkyrie
Raise: New animation
Arise: New animation
Reraise: New animation

--

Beastmaster
Rage: Magic Hammer: MP Cost 5 -> 7

Update: 28 Aug, 2023 @ 6:27pm

v2.01

Overall
Status Immunity Stacks 6/2 -> 6/3
Overall Confuse Rate: 80% -> 75% (65% AoE)
Confuse Immunity Stacks: 2 -> 3
Berserk Immunity Stacks: 2 -> 3

The new Confuse is really powerful, I think it's deserving of becoming closer to hard CC proc rates.

--

Arcanist
All Hard CC Rates: 80% -> 75%
All Hard CC Spells: 13 -> 15
Death Rate: 65% -> 60%

Likewise, Arcanist is a bit much here. Reeling them back a little.

Update: 28 Aug, 2023 @ 4:03pm

v2.0

Overall
This is it, the big 2.0. And it's easily the largest update I have done on this mod since launch.

There were a several goals with this one.

1. Reduce LP costs. Goal is roughly 20-25 LP to get the base kit, and 30-35 LP to master. Jobs may vary. I just wanted to reduce grindiness since these jobs are packed.
2. Rework tanks. Bring them all in line with each other and enhance their niches.
3. Ensure every job has a compelling reason to main job.
4. Fix status effects once and for all.
5. Reduce the over-restrictive cooldowns.
6. Test the waters with custom sprites and animations.

There are a LOT of changes and new toys here. So much that I can't even go into detail on all of it! Seriously, I had this huge write-up and it actually hit Steam's character limit. So I have to stick to the highlights.

Keep in mind the changes listed below are NOT the full scope. There was basically no job left untouched in this update, and gameplay was tweaked across the board. I hope you enjoy the results! And I'm absolutely open to feedback on things changed.

Here goes:

Status
All Hard CC: Can no longer have its duration extended or reset.
Burn: Damage Per Turn 8% -> 9%
Sap: Damage Per Turn 8% -> 9%
Bleed: Damage Per Turn 9% -> 10%
Poison: Damage Per Turn 9% -> 10%
MP Leak: Damage Per Turn 8% -> 9%
Confuse: Reworked (Forced to attack a random ally every turn & may lose the turn. Half AP Gain.)
Confuse: Overall Stacks x4 -> x3 (x2 AoE)
Confuse: Overall Rate 90 -> 80 (70 AoE)
Berserk: Overall Stacks x4 -> x3 (x2 AoE)
Berserk: Overall Rate 90 -> 80 (70 AoE)
Berserk: Is now flagged as a debuff (so Esuna can heal it).
Berserk: Reworked (Forced to attack a random enemy and cannot crit. +200% non-crit damage. Half AP Gain.)
Paralyze: Reworked (Resets turn. High chance to lose a turn & cannot evade while active.)
Paralyze: Overall Stacks x2 -> x3 (x2 AoE)
Curse: Removed

DoT potency is going up again. This is probably the power level I'll hover around.
There is also a change in policy for hard CCs. Since you can't just extend them indefinitely anymore, I can now remove the cooldowns on moves that cause them.

Yes, you are reading those last few lines correctly. We now have proper Berserk, Paralyze and Confuse up in here.
Interested to see how a Basic Battler Berserk build might perform!

Curse felt like an outlier- I wasn't sure how to give it a unique identity other than being a soft blind.

--

Monsters
Grat: Fire Damage Receives +100% -> +120%
Cactuar: Reworked. Has a new sprite!
Rabite: Reworked. Is now Snowy Rabite, and has a new sprite.
Rasten: Reworked. Is now Rabite, and has a new sprite.
Great Rabite: Reworked. Is now Black Rabite and has a new sprite.
Shank Shark: Script reworked.
Shelldin: Script reworked.
Vermage: Uses Berserk instead of Moon Flute.
Blinding Dark: CD 1 -> 0
Death: New animation

Cactuar is now another Dry Kid type enemy, but for gold. Bring attacks that deal lots of hits!

--

General Animations
All Time Magic: New cast animation
All Black Magic: New cast animation
All Blue Magic: New cast animation
All Arcane Magic: New cast animation

--

Monk
Reworked. While the skills work like they used to, how they interact requires a write-up. First, the general changes:

Stats: -Spi, -Dex, +Agi, +Str
Focus: Reworked (3 CD, Use a physical attack that is guaranteed to hit & crit & will grant bonus AP.)
Brace: Reworked (3 CD, Defend & take 25% less damage. Attacks received grant bonus AP. Threat decay -75%.)
Chakra: Reworked (8 AP. 4 CD. Heal 33% Max HP and cleanse all debuffs. Gain 1x Aura and Refresh)
Aura: Stacks 2x -> 3x
Auriga: MP Cost 36 -> 30
Swift Lightning: Restored to Cutting Wit (the changes to focus made the accuracy boost no longer necessary)
Counter: Can no longer crit.
Counter: Can no longer trigger reactions.
Counter: No longer generates AP.

Monk now works off of a chain system.
You have basic arts and advanced arts. Pummel and Kick are your basic arts- they cost 4 AP (so you are at a net positive using them), are weapon-agnostic and using them has a chance to "ready" an advanced art for 2 turns. The advanced arts enabled depend upon the basic art used.

Pummel
-> One Inch Punch
-> Aura Blast

Kick
-> Rockbreaker
-> Tornado Kick

Advanced arts require staff or unarmed, cost 15 AP and have some additional effect. Most of these effects aren't new; it's just the strength and AP costs have been normalized.

You will get the most out of this kit by tanking and using Focus & Brace properly.

Meditate is now Monk's ult. It will grant you Focus, ready all advanced martial arts, and increase your crit damage by 15% (for a total of +40% on any martial art!). It only costs 10 AP, but make sure you also have the 15 AP to use an advanced martial art after!

--

Arcanist
Reworked.

Overall Hard CC: Rate 75% -> 80%
All De-Status spells: No longer deals damage
All De-Status spells: MP Cost 6 -> 7
All Hard CC spells: No longer deals damage.
All Hard CC spells: CD 1 -> 0
All Hard CC spells: MP Cost 15 -> 13
Curse: Reworked into Hold (13 MP, Chance to Paralyze x3)
Bio: Is now a starter spell.
Bio: MP Cost 6 -> 7
Biora: MP Cost 22 -> 21
Sap: MP Cost 19 -> 8
Miasma: MP Cost 15 -> 9
Death: Power Rate 60/230 -> 200/280
Death: Death Rate 60% -> 65%
Meltdown: Power Rate 250/300 -> 200/280
Meltdown: MDef Rate 50 -> 100
Miasma: Damage Per Turn 7% -> 8%
Miasma: DoT Amplify +30% -> +20%
Miasma: CD 1 -> 0
Death: New animation
SOS: Proshell: Protect Stacks 4x -> 6x
SOS: Proshell: Shell Stacks 4x -> 6x
Hex Master: MP Leech 1% -> 0%
MP Guard: Reworked into Mana Thief (MP Leech 1%)
Mana Thief: No longer learnable.

Arcanist getting some much needed TLC and buffs. Now they can land debuffs without disrupting CCs or triggering reactions. This puts the focus of their damage on their DoTs, Meltdown and Death. As I want Arcanist to be the best at landing status, they get a 5% boost to all their rates.

--

Paladin
Reworked.

Paladin has now transitioned to a mitigation playstyle. They no longer have any natural threat gen (except for Steelguard) and must focus on using their tools to prevent damage. To help facilitate this, Armor/Barrier have been merged into Sheltron and buffed severely. And their Seiken Sword attacks now are much more reliable in terms of inflicting Hard CC.

--

Time Mage
Skill Tree: Reordered.
Extend: MP Cost 0 -> 10
Slow Start: Reworked into Pace Setter (2 PP. Your turns are 25% slower, but your applied buffs & debuffs are +1 duration.)
Stop: CD 1 -> 0
Gravity: Is now affected by magic defense.
Gravity: Damage Based on Current HP: 10% -> 25%
Gravity: Accuracy Bonus -10% -> -5%
Graviga: Is now affected by magic defense.
Graviga: Damage Based on Current HP: 15% -> 33%
Graviga: Accuracy Bonus -15% -> -5%
Meteor: Magic Variance +0% -> +33%
New Innate: Chronomancer (Extend costs no MP)

Finally took some time to give Time Mage TLC. Gravity/Graviga were useless in their previous state.
Meteor is traditionally a multi-hit in FF games, and the animation will eventually reflect that. For now I've added the variance to help simulate it.

--

Dark Knight
Reworked. Their gameplay hasn't changed that much. They now have a new ult- Shadow Flare- that replaces Soul Eater. Dark Cutter applies a new buff to the user called "Warmage." This halves CT... which is useful for casting Shadow Flare in a reasonable timeframe. This, along with their new Pressure innate (Gain +2 Mnd and +1% Crit Dmg every turn. Max: 30 Mnd and 15% Crit Dmg) forms the core of their gameplay.

It should hopefully flow much better now.

Update: 19 Aug, 2023 @ 4:15pm

v1.96

Status
Confuse: Now halves AP Gains
Confuse: Repeat Attack Mult -30%/2 -> -50%/1

Confuse now takes Fatigue's place as the AP dampening status. It is meant to be crippling for physical characters.

--

Monk
Skill Tree: Reworked.
Focus: Now guarantees the hit.
Focus: Is now a starter skill.
Pummel: Phys Variance +25% -> +33%
Pummel: Now costs 1 LP to learn.
Cutting Wit: Renamed to Swift Lightning
Swift Lightning: Accuracy +0% -> +7%
Aura: Now costs 1 LP to learn.
Earth Slash: AP Cost 10 -> 11
One Inch Punch: Can now miss.
One Inch Punch: Is now Thunder elemental.
One Inch Punch: Now also inflicts Sap x4
One Inch Punch: Defense Pierce 10% -> 0%
Aura Blast: Is now flagged as physical.
Aura Blast: Now hits Magic Defense as though it were a spell.
Aura Blast: Power Rate 0/700 -> 0/750
Bravega: New animation
Faithga: New animation
Bubblega: New animation
New Skill: Tornado Kick (10 AP, Wind elemental damage, +25% Crit Dmg. 90% chance to inflict Confuse x3)

Just smoothing out Monk a bit. Focus and Kick seem like a more useful starter kit than Pummel and Kick were. To that, I also made Pummel more high variance to simulate a large number of hits.

One of Monk's biggest problems, especially early game, is their poor accuracy. And they suffer so hard if they cannot land that first hit, because they have no taunts. I didn't want to give them accuracy bonuses, because I want to encourage solving this problem with sub-job synergy. At the same time, they need to be able to tank at baseline as that is their role. I thought giving (formerly) Cutting Wit a very small accuracy bonus would help them suffer less in this regard.

Enjoy the new skill!

--

Mime
Skill Tree: Reordered abilities.
Repeat: Is now Mime's starter.
Copy: Now requires Repeat.
Copy: Now costs 3 LP to learn.
Observe: Now requires Copy.
Observe: Now costs 3 LP to learn.
Observe: CD 4 -> 3
Rippler: Now requires Observe.
Rippler: Now costs 4 LP to learn.
Rippler: CD 0 -> 3
Imitate: Now requires Observe.
Imitate: Now costs 4 LP to learn.
Imitate: CD 0 -> 3
Imitate: Now applies "Temporary Mastery," allowing you to use all of your main and sub-job kits for 3 turns.
New Passive: Auto: Reflect (1 PP, applies self Reflect 6x)
New Passive: Counter: Shades of White (2 PP, Counters damage by casting a random self buff at 2x stacks)
New Passive: Counter: Shades of Black (2 PP, Counters damage by casting a random debuff at 2x stacks to the attacker. Cannot apply hard CC.)
New Passive: Counter: Roulette (1 PP, Counters damage with a 10% chance to instant kill the enemy)

Mime was the last job that was using its vanilla kit (because honestly; what else can you do with it?) but I've found it to be kind of lacking in execution. Imitate is the biggest offender, requiring the Mime to know the entire kit you're mimicking. I gave it "Temporary Mastery," a buff that lets it use the entire sub job command (as well as learn the entire main job command for 3 turns). This alone is a pretty huge buff to the job, that lets you apply Imitate in a number of interesting ways. This also lets you choose to grind for the easier turn economy if you like.

It needed some more fun stuff to learn as well (so I could also lower its LP costs across the board) and so I gave it a few passives as well. Shades has a BIG pool, and only applies one status at a time, so I doubt it will be overpowered, but let me know. Both Shades have "winners" (reraise x2 and death sentence x1) so good luck fishing for them.

--

Red Mage
Skill Tree: Reworked entirely, included an LP cost rebalance.
Verfire: Is now a starter skill.
Protect: Is now a starter skill.
All White Magics: Now use White Magic cast animation.
All Black Magics: Now use Black Magic cast animation.
All Time Magics: Now use Time Magic cast animation.
Brave: New animation
Faith: New animation
Bubble: New animation
Refresh: New animation
New Spell: Haste (8 MP, 6 CT, single target Haste x6)

This is a minor rework to smooth out Red Mage and give them the one major buff they're missing.
LP costs were way too high.

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White Mage
Pray: Removed from skill tree (don't worry, it's still here)
Esuna: No longer has a requirement.
Dia: No longer requires Esuna.

All White Magics: Now use White Magic cast animation.

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Black Mage
Skill Tree: Lowered all LP costs by 1.
Bluff: Removed from skill tree (don't worry, it's still here)
All Black Magics: Now use Black Magic cast animation.

Black Mage's LP costs were too high.

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Blue Mage
Bad Breath: No longer inflicts Fatigue.

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Dervish
Celestial Void: No longer inflicts Fatigue.

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Dancer
Forbidden Dance: No longer inflicts Fatigue.

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Time Mage
All Time Magics: Has a new cast animation.

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Beastmaster
All Rages: CD 5 -> 0
All Rages: Are now stances.
All Rages: Can no longer be dispelled.
End Rage: Skill removed.
All White Magics: Now use White Magic cast animation.
All Black Magics: Now use Black Magic cast animation.
All Time Magics: Now use Time Magic cast animation.
Cooling Down: Is just aesthetic now.

End Rage was bugged, and didn't work, and to this day I am not sure why. I decided that committing to the Rage would be best.

The rages being stances now let them benefit from Stancemaster and removes the ability to go into them with stuff like Charge L1 or Sentinel (they come baked in with a lot of buffs in the first place). The cooldowns were unnecessary given Rages lock you into their command set.

Update: 17 Aug, 2023 @ 10:19pm

Still v1.95

Cleaned up Alchemy & Salve's description a bit.

Update: 17 Aug, 2023 @ 10:15pm

v1.95

Overall
Updated all 3 CD command descriptions for clarity.

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Status
Overall Immunity Stacks: 6/3 -> 6/2 (specific status/general cc)
Sleep: Overall Rate 80% -> 75%
Burn: Damage Per Turn 9% -> 8%
Burn: Now reduces physical damage output by 7%
Daze: CT Up 200% -> 150%
Daze: Now reduces magical damage output by 7%
Sap: Now increases overall damage taken by 7%
Bleed: Damage Per Turn 8% -> 9%
En-(Element): Now also boosts damage of matching element by 7%

I didn't like having so many outliers. I think hard CC should generally all follow the same rules.
I want to flag all magic to not wake sleeping monsters. The only thing stopping me is that I can't make it a universal rule; I need to flag each and every magic spell in the game individually. And I wouldn't want to edit monster magic, either, so I'd end up with inconsistent application. We'll have to see.

The En-(Element), Daze, Sap and Burn (inspired by Pokemon) buffs are exploratory. I'm starting low as a cautionary measure. Daze had to be buffed to obscene levels to feel effective before, so in bringing it back to "normal" I wanted it to act as a soft magic debuff.

Currently, it's setup so all the DoTs that don't have an additional effect are the ones that are stronger.

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Monsters
Demon Wall: MP 150 -> 200
Blinding Dark: CD 0 -> 1
Blinding Dark: MP Cost 20 -> 35
Blinding Dark: Blind Stacks 3x -> 2x
Bioga: Daze Stacks 2x -> 4x

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Thief
Eye Gouge: AP Cost 12 -> 8
Eye Gouge: PAtk Rate 100/50 -> 125/75
Eye Gouge: Power Rate 0/50 -> 0/75

Bringing Eye Gouge down a tier and setting its damage appropriately. It should be comparable to Aim: Eyes now.

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Monk
Suplex: Fixed a bug where it was doing Thunder Damage.
Suplex: AP Cost 9 -> 8

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Blue Mage
Bad Breath: CD 0 -> 1

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Red Mage
Libra: Fixed a bug where it was not correctly flagged as magic.

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Dervish
Celestial Void: Overall Status Rate 15% -> 25% per hit
Celestial Void: No longer inflicts Poison
Celestial Void: No longer inflicts Blind
Celestial Void: No longer inflicts Sleep
Celestial Void: No longer inflicts Paralyze
Celestial Void: Now can inflict Frostbite x3
Celestial Void: Now can to inflict Daze x2
Celestial Void: Now can inflict Curse x3
Celestial Void: Now can inflict Berserk x3
Celestial Void: Now inflicts one random status per hit, instead of multiple like Bad Breath could.
Celestial Void: Base Power Bonus from Debuffs +5 -> +10

This spell is not about inflicting Hard CC or DoTs and should not have been. It's about soft disruption and increasing damage based on afflictions.
Dervish is already very strong; it does not need hard CCs on top of its high elemental dps.

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Arcanist
Bio: Daze Stacks 2x -> 4x
Biora: Daze Stacks 2x -> 3x

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Agent
Aim: Eyes: AP Cost 7 -> 8
Shadowbind: AP Cost 8 -> 12
Heartseeker: CD 0 -> 1
Heartseeker: AP Cost 13 -> 12
The Final Letter: CD 1 -> 0
The Final Letter: AP Cost 24 -> 23

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Dancer
Forbidden Dance: Now afflicts the same status effects as Bad Breath. Rate and # of procs allowed per cast is unchanged.

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Samurai
All Combo Action Status: Now are labeled "C. Action"
Oka Encore: Renamed to "Encore: Oka"
C. Action: Nogare: Updated description to clarify it no longer ups crit rate.

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Summoner
Mana Poisoning: MPen Per Turn 15/3 -> 20/3

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Valkyrie
Shield Bash: Daze Stacks 2x -> 4x

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Time Mage
Stop: MP Cost 25 -> 30
Stop: CD 0 -> 1

A guaranteed CC should be more expensive.

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Beastmaster
Rage: Bad Breath: CD 0 -> 1
Rage: Blinding Dark: CD 0 -> 1
Rage: Blinding Dark: MP 20 -> 35
Rage: Blinding Dark: Stacks 3x -> 2x
Rage: Bioga: Poison Stacks 3x -> 4x
Rage: Bioga: Daze Stacks 2x -> 4x