Crystal Project

Crystal Project

Final Fantasy Project Overhaul
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Update: 2 Aug, 2023 @ 11:06am

v1.82

Mystic Knight
Skill Tree: Tweaked LP costs of skills.

Update: 2 Aug, 2023 @ 7:08am

v1.81

Dervish
Trance: Removed AP costs, just made them last 3 turns.

This started because Clear Trance wasn't working for unknown reasons (and I still can't figure out why). But it seems the Trances don't expire when they should in any scenario other than when I make them turn-limited. So they are turn-limited now, and no longer mess with AP.

Update: 1 Aug, 2023 @ 8:18pm

v1.8

NOTICE: Mystic Knight was reworked and passives were moved around for this patch. 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.

Sorry for the inconvenience.

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Status
Veil: Renamed to Astra

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Mystic Knight
This job has been completely reworked. While Mystic Knight had worked properly, it has always had an identity crisis, and felt like a Black Mage with extra steps. I've decided they have an identity now as a support class revolving around enchanting ally weapons with elemental damage. They are masters of the elements and a competent support.

Fire Saber / Blizzard Saber / Thunder Saber / Aero Saber / Quake Saber / Water Saber
These are your new elemental bread and butter skills. They enchant an ally's weapon with the appropriate element.

Re-Fire / Re-Blizzard / Re-Thunder / Re-Aero / Re-Quake / Re-Bio
New spell type! You can cast these spells on an ally and they will counter any damage taken with the basic damage spell enchanted.

Holy Saber / Flare Saber
Stances. Holy Saber is a stance that boosts healing and lowers damage output. It chases attacks with Lesser Holy, which inflicts DeFaith. Flare Saber is an offense oriented stance which gives +33% penetration and chases attacks with Lesser Flare, which inflicts DeShell. The chasers are technically physical! They hit magic defense, but they will be affected by Brave and other physical damage boosters.

Swiftcast
Their new 3 CD skill, which allows their next spell to not consume the turn-- at +20% MP cost.

Astra
They have had the passive Auto: Veil forever. Now they have an active casted version of the spell too (as Astra, taken from FFTA). It is a short duration, so definitely not a set and forget. And quite costly- evading debuffs is not cheap! But it could save you from a timely paralysis.

Force Field
The party will absorb 33% of the elemental damage they receive. It is a Bar-type spell so has the same restrictions. With some clever play, you might be able to use this to heal your allies.

Barriga
Reduces elemental damage by 20%! This is a more maintained buff.

De-Element
The anti-bar! Will make all enemies vulnerable to all elements by 12% more.

Stance Master
Remains as it was

Counter: Force Field
A brand new passive that counters any damage taken with Force Field. Might be useful against encounters with many spellcasters, or bosses with a lot of adds.

Other Changes
Might & Magic: Mult Basic Attack Dmg +25% -> +0%
Might & Magic: Mult Phys Non-Crit Dmg: +0% -> +10%

Basic Battler: Mult Basic Attack Dmg +35% -> +0%
Basic Battler: Mult Phys Non-Crit Dmg: +0% -> +25%

Auto: Astra: Duration 6 -> 3
Auto: Astra: PP Cost 3 -> 2

The changes to Mystic Knight's passives are now tailor made to boost their chasers. They might also be good for Str-based jobs with a low crit rate.
The Auto: Astra change was to match the duration of the actual spell.

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White Mage
Bar-Fire: CD 0 -> 4
Bar-Ice: CD 0 -> 4
Bar-Thunder: CD 0 -> 4

Bar- spells shouldn't be a free ticket out of all elemental damage. You now have a couple turns of vulnerability before you can bring it up again.

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Dervish
Trance: Slightly reworked. Trances now cost 20 MP and award 30 AP. The spells now use 10 AP each, so you get 3 casts before the trance must end. However, you ARE committed to the Trance to the very end.
Clear Trance: Removed

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Agent
Auto: Potion: Moved to Chemist
New Passive: Equip: Medium Armor (Received from Mystic Knight)

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Ninja
Preparation: Fixed a bug where it would eat through CDs and buffs, as well as add buff counts.
Preparation: Fixed a bug where it was flagged as a "Debuff."
Preparation: CD 4 -> 3

--

Time Mage
Quick Charge: PP Cost 4 -> 2
New Passive: Auto: Haste (Received from Dancer)

A case where I felt Quick Charge was more expensive than it was actually worth. If it proves too OP, I'll bring it up to 3.

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Samurai
Overall: Touched up descriptions for clarity.
Skill Tree: Passives now have pre-reqs. Third Eye now has a pre-req of Combo: Feint.
Combo Charges: Fixed a bug where it would eat through CDs and buffs, as well as add buff counts.
Nogare: Fixed a bug where crit damage was -85% instead of +15%

--

Dancer
Auto: Haste: Moved to Time Mage
New Passive: Cancan Finale (Performs a souped up Carnival Cancan on the party when killed. Usable one time per fight.)

I just wanted to get all the Time Mage themed passives off of Dancer and allow it to have its own flavor.
I don't know what to replace SOS: Quick with, but I am open to suggestions. Like Auto: Haste, it will just move to Time Mage.

--

Chemist
Potion: Removed from skill tree- it's a starter skill now.
New Passive: Auto: Potion (Received from Agent)
Hyper NulAll: CD 2 -> 4

Change was made inline with the philosophy surrounding Bar- spells.

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Blue Mage
1000 Needles: Acc Bonus -5 -> +0

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Beastmaster
Rage: 1000 Needles: Acc Bonus -5 -> +0

Update: 28 Jul, 2023 @ 4:54pm

v1.7

NOTICE: Dragoon has been reworked and its skill tree has changed! 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 still exist and can continue learning abilities as usual.

Sorry for the inconvenience.

--

Dragoon
Elusive Jump: Removed
Spineshatter Dive: Removed
Jump: AP 4 -> 0
Jump: CD 6 -> 3
Dive: Reworked Entirely (Spear/Rapier Only, PAtk 125/50, Power 0/50, 3 AP)
Dragonfire Dive: Reworked Entirely (Spear/Rapier Only, PAtk 150/100, Power 0/125, 11 AP, Hits MDEF, Inflicts Burn x4)
Star Diver: Reworked Entirely (Spear/Rapier Only, PAtk 150/100, Power 0/125, 11 AP, Hits MDEF, Inflicts Weep x2)
Spearfall: Reworked Entirely (Spear/Rapier Only, PAtk 150/100, Power 0/100, 12 AP, AoE)
New Skill: Charge Thrust (Spear/Rapier Only, PAtk 100/50, Power 0/50, 3 AP, 2 CD, Next turn comes 20% faster, Applies Fangs Bared x3 [10% more dmg/pen])
New Skill: Vorpal Thrust (Spear/Rapier Only, PAtk 125/100, Power 0/100, 7 AP)
New Skill: Fang and Claw (Spear/Rapier Only, Fangs Bared Only, PAtk 125/100, Power 0/100, 8 AP, 3 CD, Applies DeShell x6)
Dragon Breath: Power Rate 35/225 -> 60/230
Dragon Breath: Duration 8 -> 10
Lancet: Weapon Restriction Removed

Total rework of Dragoon to make it less unforgivably bad. Jump takes a finisher-style role as the job's 3 CD command, and there is now a melee rotation with a damage buff to maintain, for while it's on cooldown. If you have the AP, you can pay off with strong magic burst damage vs. a resist-lowered enemy (it is the longest duration resist debuff in the game).

--

Archer
Charge +1: AP 4 -> 6
Charge +1: No longer consumes the turn.
Charge +2: AP 6 -> 8
Charge +3: AP 8 -> 10
Iron Jaws: CD 0 -> 4
Windbite: PAtk Rate 150/125 -> 120/75
Windbite: Power Rate: 0/125 -> 0/75
Venomous Bite: PAtk Rate 150/125 -> 120/75
Venomous Bite: Power Rate: 0/125 -> 0/75s
Barrage: Patk Rate 300/90 -> 100/100
Barrage: Power Rate: 0/90 -> 0/100
Apex Arrow: PAtk Rate: 300/200 -> 275/150
Apex Arrow: Power Rate: 0/200 -> 0/150

General tweaking of Archer's kit to make sure it feels good to use. Now if you have the AP, you can jump straight to Charge +2 in one turn. The power levels unfortunately had to come down since you only sacrifice two turns of dps now.

Update: 28 Jul, 2023 @ 4:54pm

Update: 27 Jul, 2023 @ 5:23pm

v1.62

--

Monsters
Knight: Renamed to Guard
Guard: Script altered to match the new Rage.
Grat: Now inflicts Bleed on hit.

--

Bugfixes
Added Beastmaster's Rage jobs & abilities to the exclusion list in the Randomizer.
Added various abilities to the Randomizer exclusion list that are only used in the context of Counters, SOS and command restriction.

If I miss anything re: the randomizer, please let me know.

--

Beastmaster
Descriptions rewritten to clarify if Rage includes a threat gain multiplier.
New Rage: Guard (Attack, Critical, Regen, Threat Up)
Rage: Grat: Now inflicts Bleed on hit.
Rage: Grat: No longer starts with Protect.

I decided if I was gonna pay attention to Beastmaster anyway, that I'd hand everyone a starter Rage so you can preview the kit before you find an Observable monster.
You don't have to do anything, and the talent tree isn't affected. Enjoy the free Rage!

--

Agent
Sonic Sable: Now uses weapon animations instead of a fixed attack animation.

Update: 26 Jul, 2023 @ 6:38pm

v1.61

--

NOTICE: The Archer job tree has been reworked. If you've spent AP before v1.6, you might end up with skills you don't have the pre-reqs for. Likewise, if you've mastered Archer, you will have a new skill or two to learn. This is not a bug, it doesn't hurt anything. Just keep learning skills and it'll fix.

Sorry for the inconvenience. You can view the rework via the patch 1.6 notes below.

--

Bugfixes
Pre-Emptive: I was testing a change and accidentally put it live. Reverted.

Update: 26 Jul, 2023 @ 6:28pm

v1.6

--

NOTICE: The Archer job tree has been reworked. If you've spent AP before v1.6, you might end up with skills you don't have the pre-reqs for. Likewise, if you've mastered Archer, you will have a new skill or two to learn. This is not a bug, it doesn't hurt anything. Just keep learning skills and it'll fix.

Sorry for the inconvenience. You can view the rework below.

--

Bugfixes
Enemy archer kits were altered to bring in line with the new rework.
Semazen was 7 Res Pierce instead of 7% Res Pierce. Oops.
Various descriptions were tweaked.

--

Archer
This job has been completely reworked- no it's not because of Charge L3's damage. Archer is a job whose kit I've never been satisfied with, so I decided to make its kit more cohesive and less clunky. It'd be far too verbose to list the changes, because most of the moves have been repurposed, so I'll highlight what's new instead.

Charge is now a resource used to enable the rest of their kit.

At Charge +1 you can use:
Quick Nock
Aim: Legs
Aim: Arms
Aim: Mouth (new!) - A silence on a physical job at last.
Charge +2

At Charge +2 you can use:
Windbite
Venomous Bite
Iron Jaws
Charge +3

At Charge +3, you are restricted to Archer skills and can use:
Barrage
Apex Arrow (new!) - A powerful AoE, possibly the strongest phys AoE in the game.

Charging costs AP, but it is very flexible. You get more than one turn of the Charge buffs, so you can upgrade immediately or wait and use some of your skills. Or even just use the buff to bolster your sub-job kit instead!

Quick Attack is now cross-class, enabling sub-jobs to get more use out of the kit as well. Every move finally feels like it has its place in the kit.

Feedback is welcome!

--

Thief
Fleetfoot: Accuracy Bonus +7% -> +0%

Thief has a little too much going on passive-wise, and I wanted to give them incentive to sub Archer.

--

Monk
Sifu: Renamed to Cutting Wit
Cutting Wit: Crit Resist +25% -> +0%

Monk, likewise, has a little too much going on & it is already very strong.

--

Chemist
Efficiency: CD Reduction -1 -> +0
Efficiency: MP Cost Reduction +10% -> +15%

Too much is balanced around cooldowns unfortunately. I threw them a bone for this huge nerf.

--

Dancer
Natural Rhythm: Damage Per Repeat Action 20/3 -> 15/2

No other job gets a 60% damage boost. That's nuts. Even 30% might be too much, but I'll let it rest and see what people do with it. Besides, their moves repeat twice, not three times.

--

Agent
Altered Base Stats +HP, +Agi, -Str
Moves scale off of Dex & Agi instead of Dex & Str
Fervor: Changed to AP Bonus on Attack +1
SOS Shadowmeld: Removed
New Innate: Decisive Ambush (On your first turn only, +100% Damage if the attack+100% would have killed)
New Innate: Prepared Mind (On your first turn only, +10% Crit Chance & Evasion.)
Aim: Eyes: PAtk Rate 100 -> 125
Aim: Eyes: PAtk Scaling 50 -> 75
Aim: Eyes: Power Scaling 50 -> 75
Aim: Eyes: Accuracy Bonus 0 -> -5
Aim: Eyes: AP 0 -> 6
Aim: Eyes: CT 25 -> 10
Shadowbind: PAtk Rate 100 -> 125
Shadowbind: PAtk Scaling 50 -> 75
Shadowbind: Accuracy Bonus 0 -> -5
Aim: Eyes: Power Scaling 50 -> 75
Aim: Eyes: AP 0 -> 6
Aim: Eyes: CT 25 -> 10
Aim: Eyes: Accuracy Bonus 0 -> -5
Heartseeker: Is now Bow only.
Heartseeker: CT 0 -> 10
Heartseeker: Accuracy Bonus 0 -> -5
Heartseeker: CD 0 -> 1

Agent had a LOT of holdovers from Assassin that I meant to get rid of. It is a completely different class fantasy, so that is why the changes. Agent is a duelist who is all about calculated ambushes followed by gaining the advantage through debilitation. I feel like these new passives best capture that.

Update: 24 Jul, 2023 @ 5:10pm

v1.56

This is more an addendum to v1.55, since it's just the rest of the changes I wanted to make there (and also some fixes for those earlier changes).

--

Status
INT Immunity and IK Immunity now show up on ALL skills that afflict them, and have a helpful description explaining what is going on.

--

Blue Mage
Goblin Punch: MP 6 -> 5
Goblin Punch: Def Pierce 25% -> 20%
Goblin Punch: Now using the correct animation.
Magic Hammer: Is now flagged "NeverCrit."
Lucky Dice: Removed flag "NeverMiss."
Quasar: Status Icon Change.
Just some tweaks and bugfixes.

--

Arcanist
Meltdown: Status Icon Change.

--

Time Mage
Demi: Name changed to "Gravity."
Gravity: CT 19 -> 20
Gravity: Accuracy -25 -> -10
Gravity: Damage Rate Current HP 15% -> 10%
Demiga: Name changed to "Graviga."
Graviga: MP Cost 45 -> 50
Graviga: CT 45 -> 50
Graviga: Damage Rate Current HP 15% -> 20%
Swap: CD 2 -> 0
Slow Start: Description fixes.

Fixing up Gravity here. It's powerful, so it shouldn't be reliable. Swap shouldn't have a cooldown.

--

Mystic Knight
All Spellblade Skills: Potencies reworked to scale off of Mnd (or Spi in Holy Blade's case) only. PAtk scaling is no longer present, only base.
Basic Spellblade Skills: Now last indefinitely.
Flare Blade: Using Flare Attack will immediately end the stance (in other words, you only get one).
Holy Blade: Using Holy Attack will immediately end the stance (in other words, you only get one).
Demi Blade: Name changed to "Gravity Blade."
Gravity Blade: Accuracy +0% -> -5%
Might & Magic: AP Bonus On Magic 4 -> 0
Might & Magic: Basic Attack Dmg +35% -> +25%
Might & Magic: Damage hits Magic Defense

This started out as a change to Might & Magic (MK no longer uses AP, so it was out of date), ended up a rework to reign in Mystic Knight's huge damage and find that balance between weapon dependency and Mnd dependency. I settled on using PAtk base only and moving most of the scaling into the Mnd scaling. This lets weapon be important enough to want to equip it, but also lets Mnd play a prominent role in Mystic Knight's damage.

Mystic Knight as a main job will now have anything hit magic defense, which may be a blessing or a curse. We'll see how it goes.

--

Ninja
Counter: Reflex: Is now innate.

Don't worry, it's still learnable.

--

Summoner
Secret of Mana: Removed MP Gain on AP
Secret of Mana: AP Bonus on Magic 3 -> 4

A tweak to their mana management, since they were double dipping on MP gain from this passive.

--

Valkyrie
Hamstring: Now causes Slow instead of Slow II

--

Beast Master
Rage: Magic Hammer: Is now flagged "NeverCrit."

Update: 24 Jul, 2023 @ 12:12pm

v1.55

Overall Changes:

Now that buffs are unified, I am making tweaks. The goal here is to improve the efficiency just slightly of these AoE buffs.

--

Time Mage
Slowga: MP 25 -> 23
Hastega: MP Cost 22 -> 20
Regenga: MP 27 -> 25

--

White Mage
Protega: MP 22 -> 20
Shellga: MP 22 -> 20

--

Monk
Celerity: MP Cost 22 -> 20
Bravega: MP Cost 22 -> 20
Faithga: MP Cost 22 -> 20
Bubblega: MP Cost 22 -> 20

--

Blue Mage
New Spell: Goblin Punch (PAtk 100, PAtk Scaling 50, Scaling 50 [Str-Agi], Crit Rate +10%, Acc Bonus -5, Phys Var 25%, Def Pierce 25%, MP 6)
New Spell: Vampire (Power 125, Scaling 75 [Str-Agi], MP 21, HP Drain 75%)
Moon Flute: MP 10 -> 15
Magic Hammer: Is now flagged physical.
Magic Hammer: MP 7 -> 10
Magic Hammer: CT 30 -> 20
Lucky Dice: Is now flagged physical.
Lucky Dice: Accuracy Bonus +0% -> -15%
Lucky Dice: Is now 777 power flat
Lucky Dice: MP 17 -> 18
Lucky Dice: Now doubles damage vs. a Lucky buffed target.
Exploder: MP 15 -> 25
Revenge: Is now flagged physical.
Revenge: Is now flagged "NeverCrit"
Revenge: MP 15 -> 18
Revenge: New animation!
Pep Up: MP 35 -> 42
Pep Up: CT 25 -> 0
Aqua Rake: MP 12 -> 23
Aqua Rake: CT 15 -> 20
Aqua Rake: Now inflicts De-Water
Aqua Rake: Now removes Bar-Water
Wind Slash: Is now flagged physical and targets PDEF.
Wind Slash: CT 25 -> 0
Wind Slash: Now inflicts Armor Down
Death Base: Base Power 9 -> 10
Reflect???: CT 40 -> 30
Bad Breath: CT 40 -> 30
White Wind: CT 12 -> 20
Black Hole: MP 40 -> 35
Aero: MP 7 -> 8
Aero: CT 16 -> 18
Aero: Power Scaling 190 -> 175
Aero: Now inflicts Sap (short duration)
Mind Blast: MP 21 -> 20
1000 Needles: Is now flagged physical.
1000 Needles: CD 2 -> 0
1000 Needles: New animation!
Eyes on Me: CD 1 -> 0
Quasar: Base Power 300 -> 250
Quasar: Scaling 280 -> 300
Quasar: CT 80 -> 60

Blue Mage sweep that was sorely needed, since its CT and MP costs were all over the place. I balanced those to similar values of their tier, and even made some CT efficient.
Its other attack spells were lacking compared to Fire Breath and Quasar. Since the name of the Blue Mage game is utility, I added utility to those spells.
1000 Needles needed a snappier animation so that it isn't such a chore to sit through.

There are also now physical class spells to both reduce Blue Mage's handicap vs. silence and to enable more jobs to get something out of subbing it! I'll detail below. Hint: Red Mage is built to use everything Blue Mage gets!

The new Blue Magic spells are classics, and you don't need to do anything special to get them. They come with the job! Goblin Punch is a high RNG basic attack (so it's buffed by Basic Battler!) that pierces 25% defense. Vampire is Zoo Bat's signature and drains HP.

The Lucky Dice rework I think makes for an interesting interaction. Setup for it, and you can do some pretty good, consistent damage for just 18 MP.

--

Beast Master
Rage: Vampire: HP Drain 100% -> 75%
Rage: White Wind: CT 12 -> 20
Rage: Exploder: MP 15 -> 25
Rage: Quasar: Power 200 -> 250
Rage: Quasar: Scaling 275 -> 300
Rage: Quasar: DoT Duration 6 -> 8
Rage: Quasar: CT 80 -> 60
Rage: Aqua Rake: MP 12 -> 23
Rage: Aqua Rake: CT 15 -> 20
Rage: Aqua Rake: Now inflicts De-Water
Rage: Aqua Rake: Now removes Bar-Water
Rage: Magic Hammer: Is now flagged physical.
Rage: Magic Hammer: MP 7 -> 10
Rage: Magic Hammer: CT 30 -> 20
Rage: Eyes On Me: CD 1 -> 0
Rage: Reflect???: CT 40 -> 30
Rage: Angel Whisper: Flagged "NeverMiss"
Rage: Mind Blast: Base Power 90 -> 100
Rage: Mind Blast: Scaling 275 -> 280
Rage: Mind Blast: Confuse Duration 3 -> 4
Rage: Death Claw: CD 1 -> 3
Rage: Death Claw: Flagged "NeverMiss"
Rage: Death Claw: Now interrupts CT
Rage: 1000 Needles: Is now flagged physical.
Rage: 1000 Needles: CD 2 -> 0
Rage: 1000 Needles: New animation!
Rage: Protega: MP 22 -> 20
Rage: Shellga: MP 22 -> 20
Rage: Slowga: MP 25 -> 23
Rage: Hastega: MP 22 -> 20

Coped changes over. Since I haven't touched Blue Magic as much as the others, a lot of spells were really out of date. I made sure to sync them up with the current versions.