Crystal Project

Crystal Project

Final Fantasy Project Overhaul
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Update: 14 Aug, 2023 @ 10:07am

Still v1.94

Corrected Curse description.

Update: 14 Aug, 2023 @ 10:03am

v1.94

Overall: Altered PP Costs on all job innates

This shouldn't affect anyone unless they are playing the randomizer. The randomizer may reward innates standalone, so I want that to be somewhat playable.
I'm not balancing them around the randomizer otherwise.

--

Monsters:
Yawn: Sleep Rate 100% -> 80%
Spore: Sleep Rate 65% -> 80%
Spore: Sleep Stacks x2 -> x3

--

Status
Global: Immunity Timer 6/4 -> 6/3 (status specific/general cc)
Sleep: Immunity Timer 6/3 -> 6/1
Stop: Immunity Timer 6/3 -> 6/1
Blind: Immunity Timer 6/3 -> 6/2
Berserk: Immunity Timer 5/0 -> 2/0
Confusion: Immunity Timer 0/0 -> 2/0
Instant Kill: Overall Rate 50% -> 60%
Death Sentence: Overall Rate 65% -> 75%
Poison: Damage Per Turn 7% -> 9%
Sap: Damage Per Turn 7% -> 8%
Burn: Damage Per Turn 7% -> 9%
Bleed: Damage Per Turn 7% -> 8%
MP Leak: Damage Per Turn 7% -> 9%
Frostbite: Flat Spd Per Turn -15/4 -> -20/3
Frostbite: Removed Frostbite Immunity

Now that all the major reworks are complete and playstyles are set in stone, I'm easing some of the previous nerfs to DoTs, IK and immunities to try and find the sweet spot.
Frostbite no longer needs an immunity timer, since it no longer has Instant Kill associated with it.

Sleep changes are temporary; I have to set every job's magic spells to be unable to wake up manually, which is a great big pain. That's an overhaul for another day IMO.

Stop is meant to be the most reliable (and rarest) CC in the game. It is back to 1x general stack to compensate for this.

--

Thief
Skill Tree: Altered
New Skill: Stone Toss (4 AP, Damage, 90% chance to inflict Confuse x3)
Fleetfoot: Evasion 5% -> 7%
Sleep Bomb: Sleep Rate 75% -> 80%
SOS: Sand Toss: Blind Rate 75% -> 100%

An SOS skill should probably be reliable if it's going to cost 2 PP.
Just returning Fleetfoot to how it was before.

--

Black Mage
Thundara: MP Cost 26 -> 23
Thundaga: MP Cost 50 -> 45
Freeze: Stop Stacks x2 -> x1

--

Dragoon
Dragon Breath: Damage Per Turn 8% -> 9%

--

Arcanist
Miasma: Damage Per Turn 5% -> 7%
Biora: Added a disclaimer to its description Re: Bane
Biora: Daze Stacks x1 -> x2
Confu: Confuse Rate 75% -> 90%
Sleepel: Sleep Rate 75% -> 80%
Curse: Curse Rate 75% -> 90%
Curse: Removed Flags "Phys Evade Never" and "Mag Evade Never"
Curse: Evasion +0% -> -10%
Raspil: MP Leak Stacks x2 -> x4
Raspil: MP Cost 7 -> 8

--

Paladin
Judgment Blade: Stop Rate 25% -> 35%
Judgment Blade: Stop Stacks x2 -> x1

--

Blue Mage
Quasar: Damage Per Turn 8% -> 10%
Mind Blast: Confuse Rate 100% -> 90%

--

Agent
Shadowbind: Stop Stacks x2 -> x1
Prepared Mind: Now decays by 5% per turn, instead of vanishing on turn 2+

--

Dancer
Forbidden Dance: Added 75% chance to inflict Confuse x3

--

Ninja
Needler: Paralyze Rate 65% -> 75%
Needler: No longer interrupts TT (It should function like Pommel now)
Needler: Now generates 25% more threat.

--

Time Mage
Stop: Stop Rate 75% -> 100%
Stop: MP Cost 20 -> 25
Stop: Stacks x2 -> x1

--

Beastmaster
Rage: Mind Blast: Confuse Rate 100% -> 90%
Rage: Spore: Sleep Rate 65% -> 80%
Rage: Spore: Sleep Stacks 2x -> x3
Rage: Yawn: Sleep Rate 100% -> 80%

Update: 12 Aug, 2023 @ 11:11am

v1.91

Normalizing buffs here. The direct % boosts feel more impactful than the stat bonuses, and I'm not sure why that is.

--

Status:
Lucky: Lck Up +35% -> +25%
Lucky: Phys Acc Rating: +15 -> +0
Lucky: Accuracy: +0% -> +10%
Curse: Phys Acc Rating -25% -> +0
Curse: Accuracy +0% -> -10%
Blind: Phys Acc Rating -80% -> +0
Blind: Accuracy +0% -> -90%

Bringing these in line with other buffs.
Curse is not meant to be a replacement for Blind.

--

Monsters:
Plague Bow: SOS: Sand Toss is now a Near Death action instead of a Counter action.

--

Warrior:
Thrill of Battle: AP Bonus on Attack +1 -> +0
Vigor: AP Bonus On Damaged +6 -> +3

Reigning in some of Warrior's insane AP economy here.

Re: Thrill of Battle, the base AP On Turn was already quite good, and they get +6 from attacking already. Removing the AP On Attack also makes Agent's Fervor more of a unique passive.

Vigor was just too powerful, and I didn't want to raise it to 3 or 4 PP.

--

Monk:
Focus: AP Bonus on Attack +6 -> +3
Brace: AP Bonus on Damaged +6 -> +3

Similarly reigning this in.

--

Thief
Fleetfoot: Phys Evade Rating +7% -> +0
Fleetfoot: Evasion +0% -> +7%
Elude: Phys Evade Rating +8% -> +0
Elude: Evasion +0% -> +7%
Bloodbath: CD 4 -> 6
Bloodbath: AP Cost 7 -> 0
Bloodbath: MP Cost 0 -> 20
Bloodbath: HP Return On Hit 33% -> 20%
Bloodbath: No longer consumes the turn.

The turn & AP economy were Bloodbath's biggest enemies. But if it's going to be more accessible, then it needs to be weaker.
20% is still quite a strong HP leech, especially on physical attacks.

I am eyeballing Thief's evasion for now. It might receive a nerf later if this proves too strong.

--

White Mage
Pinch Healer: Critical Cure +25% -> +20%
Pray: Altered description (again) for clarity.

--

Dark Knight
Blood Weapon: Physical Lifesteal +18% -> +15%

--

Chemist
Salve: Altered description (again) for clarity.

--

Ninja
Spd Up: PP Cost 3 -> 2

--

Blue Mage
Conserve MP: PP Cost 4 -> 3

--

Beastmaster
Crit Dmg Up: PP Cost 2 -> 3

--

Summoner
MP Up: PP Cost 3 -> 2

--

Dragoon
Blood for Blood: Removed the baked in SOS: Brave.
SOS: Brave: Is now also a Dragoon innate.

This is for clarity purposes and to prevent them from stacking.

--

Red Mage
Brave III: Phys Attack Up +20% -> +0%
Brave III: Phys Dmg Boost +0% -> +10%
Faith III: Mnd Up +20% -> +0%
Faith III: Spi Up +20% -> +0%
Faith III: Magic Dmg Boost +0% -> +10%
Haste III: TT Next Turn +0% -> -10% (the CT alone is pretty worthless if you're going to X-Magic anyway)
Lucky III: Phys Acc Rating: +15 -> +0
Lucky III: Luck Up +35% -> +25%
Lucky III: Accuracy: +0% -> +10%
Recovery III: Healing Boost +35% -> +10%

These shouldn't be strong buffs because they can stack with the normal buffs and that is quite powerful.

--

Mystic Knight
Skill Tree: Flipped the positions of Holy Saber and Flare Saber.
Skill Tree: Moved Basic Battler up since it has no prereqs.

Holy Saber felt more appropriate in the defensive side of the tree.

--

Archer
Accuracy Up: Phys Acc Rating: +25 -> +0
Accuracy Up: Accuracy: +0% -> +25%
Inrush Current: Phys Acc Rating: +5 -> +0
Inrush Current: Accuracy: +0% -> +5%
Sustained Tension: Phys Acc Rating: +10 -> +0
Sustained Tension: Accuracy: +0% -> +10%

--

Agent
Counterstance: Phys Evade Rating +15% -> +0
Counterstance: Evasion +0% -> +15%

--

Samurai:
Iaijutsu: Threat Gain -15% -> +0%
Combo Charge: Threat Gain +0% -> -15%
Petal Form: Phys Acc Rating +15 -> +0
Petal Form: Accuracy +0% -> +10%

"Free" threat reduction should be Archer's thing. The threat gain was mostly just for the combos, so that's where it was moved.

--

Dervish
Sky Trance: Description altered for clarity.
Sky Trance: Threat Gain -25% -> -20%
Earth Trance: Description altered for clarity.
Earth Trance: Threat Gain -25% -> -20%

A small hit to their threat reduction since it's their main mode of attack.

Update: 10 Aug, 2023 @ 11:16am

v1.91

Items
X-Potion: HP Recovery 1500 -> 1000
Ether: MP Recovery 30 -> 20
Dry Ether: MP Recovery 80 -> 50
X-Ether: MP Recovery 250 -> 125
Mega Potion: HP Recovery 750 -> 550

--

White Mage
Pray: Altered description for clarity.

--

Chemist
Salve: Altered description for clarity.
Alchemy: Fixed a bug where it was nullifying cooldowns.
X-Potion: HP Recovery 1500 -> 1000
Ether: MP Recovery 30 -> 20
Dry Ether: MP Recovery 80 -> 50
X-Ether: MP Recovery 250 -> 125
Mega Potion: HP Recovery 750 -> 550
Turbo Ether: MP Recovery 150 -> 90
Elixir: HP Recovery 9999 -> 2500
Elixir: MP Recovery 999 -> 250

A minor rebalance of Chemist to better account for Alchemy numbers.

Update: 10 Aug, 2023 @ 6:01am

Still v1.9

Dancer
Resist Requiem: Fixed a bug where it would raise resist instead of lowering it.

Update: 9 Aug, 2023 @ 6:56pm

Still v1.9

Fixed another few little oversights that slipped past.
Also-

Valkyrie
SOS: Soul Crush: AP Cost 3 -> 2

Update: 9 Aug, 2023 @ 6:53pm

Still v1.9

A quick bug fix on the Dancer rework.

Update: 9 Aug, 2023 @ 6:49pm

v1.9

NOTICE: Dancer was reworked and passives were moved around. There are new abilities to learn if you mastered it already, and some abilities you know may have been replaced or have prereqs. This shouldn't affect anything; you'll still know the abilities that exist and can continue learning abilities as usual.

--

Dancer
Stats: -Agi, -HP, +Dex, +Str
Skill List: Reordered so similar effects are grouped together.
Skill Tree: LP Costs generally lowered.
New Skill: Frail Fandango (AP 4, deals damage, inflicts DeProtectx2 + Frail Flourishx2, Encore 3 times)
New Skill: Flourish (CD 3, Your next dance does not encore, and your next turn comes 20% faster)
New Passive: Counter: Duet (Counter an attack by applying 1x the appropriate debuff)
New Passive: Take the Stage (Open your first turn with a chaser attack- it's a free action!)
All Dances: Agi Scaling -> Str/Dex Scaling
All Dances: Can no longer miss, crit or trigger reactions.
All Dances: Animations changed.
All Dances: Encore now grants a bonus 1 AP per turn.
All Dances: Encore 3x -> 2x
All Dances: Variance removed.
Mincing Minuet: Removed
Heart Beat: Renamed to Mincing Minuet
Mincing Minuet: Top Threat Dmg +0% -> +25%
Roll Beat: Renamed to Fan Dance
Fan Dance: AP Cost 6 -> 7
Fan Dance: Top Threat Dmg +0% -> +25%
Polka Polka: Attack Per Turn -10/3 -> -15/3
Polka Polka: AP Cost 4 -> 3
Jitterbug: Spd Per Turn +10/3 -> +15/3
Jitterbug: AP Cost 4 -> 3
Heathen Frolic: Mnd Per Turn -10/3 -> -15/3
Heathen Frolic: AP Cost 4 -> 3
Resist Requiem: Resist Per Turn -10/3 -> -15/3
Resist Requiem: Fixed a bug where it was resist per level instead of resist per turn.
Resist Requiem: AP Cost 4 -> 3
Brake Dance: Spd Per Turn -10/3 -> -15/3
Brake Dance: AP Cost 4 -> 3
Carnival Cancan: Agi Rate -> Spi Rate
Carnival Cancan: AP Cost 4 -> 5
MP Mambo: AP Cost 6 -> 7
MP Mambo: Agi Rate -> Spi Rate
Alma AP: AP Cost 6 -> 7
Alma AP: Power Rate -2/-1 -> -2/0
Forbidden Dance: AP Cost 6 -> 9
West Side Swing: Renamed to Four Fold Fantasy.
Four Fold Fantasy: Can only be cast when previous action was a Dance.
Four Fold Fantasy: TT Next Turn -10% -> +0%
Four Fold Fantasy: PAtk Rate 125/75 -> 75/25
Four Fold Fantasy: Power Rate 0/75 -> 0/75
Four Fold Fantasy: Can no longer generate AP on attack.
Four Fold Fantasy: AP 12 -> 25
Four Fold Fantasy: CD 0 -> 9
SOS Quick: Moved to Time Mage

A rework of Dancer for kit cohesion and to spice up its gameplay. I felt there were too many redundant abilities, holes in coverage and there just wasn't much of a payoff for playing it well. It was a "set it and forget it" job.

To help with this, without changing its fundaments, I've made it only encore every dance a single time. I've also added Flourish, the new 3 CD that lets you weave between dances without encore. Dancing is a net positive AP gain, and you'll be encouraged to dance so you can use their ult. Four Fold Fantasy lets the party perform chasers for two turns, and it's a free action aside the AP cost, so the dancer can get right back to their jig.

It had too many redundant feeling moves, between its ult West Side Swing and Mincing Minuet. Now the effects of Minuet are moved into (formerly) Heart Beat and Roll Beat, and the ult- now Four Fold Fantasy- is a spender to build up to. Four Fold Fantasy causes the whole party to perform chasers for two turns, while the dancer is free to move onto another dance.

I've also made it a STR/DEX job, because there aren't as many of these two stat options as there should be (Agi already has enough!). A dancer that wants to heal will be devoted to Spi however, so be aware of that.

It should overall be a tighter and more compelling kit.

--

Red Mage
B/W Magic: Renamed to Red Magic

--

Chemist
Brew: Antidote: Made a free skill, and removed from the skill tree.
New Skill: Brew: Eye Drops (Recovers Blind, Heals 10 HP)

Decided to add the last big item I felt Chemist was missing.

--

Thief
Fleetfoot: Mult Phys Dmg Bottom Threat +15% -> +0%
New Innate: Sharper (Mult Phys Damage Bottom Threat +15%)

I just didn't like that Fleetfoot had a damage passive on it, didn't fit the name.

--

Dark Knight
Shadow Bringer: Can no longer crit, miss, trigger reactions or generate AP.

These chaser attacks have the potential to be very strong. I can't let them get out of hand.

--

Ninja
Counter: Reflex: Renamed Counter: Abandon.

--

Mystic Knight
Lesser Flare: Can no longer crit, miss, trigger reactions or generate AP.
Lesser Flare: Power Rate 0/150 -> 0/75
Lesser Holy: Can no longer crit, miss, trigger reactions or generate AP.
Lesser Holy: Power Rate 0/150 -> 0/75

Bringing them inline with Shadow Bringer's power level.

--

Time Mage
Stats: -Str, -Vit, +Agi
Equip: Can now equip Bows
SOS Quick: Received from Dancer

All the Time Mage-related passives are now on Time Mage! I also gave it back its Bow proficiency from Weaver, because FFT allowed them to use Crossbows.

--

Valkyrie
Guard Slash: Fixed a bug where it was applying Shield Upx1 to the enemy instead of the user.
Soul Crush: Damage Up +25% -> +40%
Soul Crush: Repeat Action Damage -50% -> -25%
Soul Crush: Mult TT Next Turn 50% -> 75%
Soul Crush: Altered description for clarity.
Shield Up: AP Cost 6 -> 5
Hamstring: AP Cost 8 -> 7
Raise: Removed internal comments placed in the wrong field :P.
Arise: Removed internal comments placed in the wrong field :P.
Soul: Icicle Disaster: AP Cost 10 -> 9
Soul: Justice Stream: AP Cost 8 -> 7
Soul: Final Blast: AP Cost 16 -> 15

Soul Crush needed to be more impactful since it kills you. I also reduced the punishment for ability spam on it. It's not completely free, but it's not crippling. At least not compared to dying :P. The AP cost changes are just smoothing them out a bit.

Update: 7 Aug, 2023 @ 3:27pm

Still v1.85

Just some further tweaks to Woke Egg, Star Spark and Doist.

Update: 7 Aug, 2023 @ 3:06pm

v1.85

Enemies
Intangir: Spd 75 -> 70
Intangir: Spi 95 -> 80
Intangir: MDef 150 -> 125
Grat: PDef 70 -> 120
Grat: MDef 120 -> 70
Doist (Rolling Quintar Fields): Now starts using Quick Nock on Turn 3+, and only once every two turns.
Itachitori: Mnd 60 -> 50
Itachitori: Now only uses Aqua Rake below half HP, and only once every two turns.
Sand Blaster: Reverted to Vanilla
Gaulem: Reverted to Vanilla
Gabriel: Reverted to Vanilla
Kamaitachi: Will now have only a chance to use Aero, instead of spamming it.
Musher: Now only uses Stop if it is by itself.
Fiendish Quintar: Now may use Bad Breath only once, on turn 3+.
Brutish Quintar (Nest): PAtk 140 -> 125
Snail: Now only has a chance to use Aqua Rake after an ally dies, and only once every two turns.
Colonizer: Altered Kit (Attack, Spore, Thundaja, Storm Stance)
Star Spark: Now only uses Quasar if nobody else is.
Quintar Egg: Restored Roost
Woke Egg: Restored Roost
Woke Egg: Now only has a chance to use Bad Breath, and only once every three turns.
Seafeeder: Restored Roost

A long overdue sweep on monsters.

I don't typically touch stats, but you encounter the Intangir early enough in the game that its magic weakness should be way more pronounced. Likewise, Grat is a physical tank and fire damage should absolutely eviscerate it.

Gabriel, Gaulem and Sand Blaster were simply out of scope.

So was Colonizer, but the original Thunder became Almagest and that's... wayyy too strong. I restored its original kit with the original Thunder re-added as "Thundaja."

The other changes were to limit the power of these enemies in the early stage of the game they are encountered, since these abilities either scale off of a new stat or were replacing a completely different ability. Around mid-game or so I'm fine with them doing more difficult stuff.

The intention of this mod isn't to create a hardmode- changes are strictly to accommodate the job kit updates (including replacing changed attacks with something roughly equivalent or interesting), Blue Magic, and Beastmaster Rages. So if any enemy I've changed somehow feels way too overpowered, tell me and I'll look at it.

--

Thief:
Flee: Fixed a bug where it wasn't displaying on the job grid.

Sorry! I hadn't meant to remove it!

--

Archer:
New Skill: Disengage (40 CT, 1 CD, attempts to flee)

With this, you should have another option to flee fights in the early game. This is meant to be accessible, but risky.