Crystal Project

Crystal Project

Final Fantasy Project Overhaul
Showing 161-170 of 568 entries
< 1 ... 15  16  17  18  19 ... 57 >
Update: 22 Jul, 2023 @ 3:55pm

v1.5

Overall Changes:

This patch is a major rework of buffing. Generally, it's a bit too cheap and efficient. Especially on Red Mage. So I am hitting all the MP costs. AoE buffs will generally cost juuust under casting 3 individual buffs. If you plan to buff the whole party, it is very efficient. But the duration increase of single target is still valuable.

DPS/Buffer kits like Samurai and Dragoon I have thought hard about, and decided they needed to be efficient but not spammable. They are not meant to replace your support in a drawn out fight- you will see gaps in coverage using them. This is probably frustrating because I'd just buffed all the brandishes, but this is the philosophy I will work around going forward.

--

Red Mage
Bubble: MP 6 -> 8
Brave: 6 -> 8
Faith: 6 -> 8
Protect: 6 -> 8
Shell: 6 -> 8
All Buff Spells: CT 5 -> 6
All Basic Cure/Dmg Spells: CT 10 -> 12
Verholy: CT 25 -> 30
Verholy: CD 1 -> 0
Verdark: CT 25 -> 30
Verdark: CD 1 -> 0

Red Mage was a little bit toooo efficient, so I hit its CT as well.

--

Time Mage
Haste: MP 6 -> 8
Haste: CT 5 -> 6
Slow: MP 6 -> 9
Slowga: MP 30 -> 25
Slowga: CT 25 -> 14
Hastega: MP Cost 16 -> 22
Hastega: CT 12 -> 14
Regen: MP 13 -> 10
Regenga: MP 16 -> 27
Meteor: Power 400 -> 350
Meteor: Scaling 500 -> 450

--

Black Mage
Almagest: CT 60 -> 75

--

White Mage
Pinch Healer: Healing Given +15% -> +10%
Protega: MP 16 -> 22
Shellga: MP 16 -> 22
Reflect: MP 30 -> 20
Reflect: CT 13 -> 14

Just bringing Pinch Healer in line with similar passives like Elementalist. White Mage is a very strong main job as it is!
There wasn't really a reason for reflect to be THAT expensive.

--

Dark Knight
Shadow Wall: Is now a stance.
Shadow Wall: MP 30 -> 0
Shadow Wall: HP 0 -> 12%
Shadow Wall: Now reduces next magic damage taken to 25% and counters it with a no-cost Darkness that doesn't accrue threat.
Shadow Wall: CD 4 -> 5
Shadow Bringer: HP 25% -> 12%
Shadow Bringer: No longer has a fixed duration. Instead it lasts until you take damage three times.
Shadow Bringer: PAtk Rate 100 -> 75
Shadow Bringer: PAtk Scaling 50 -> 25
Shadow Bringer: CD 10 -> 5
Shadow Bringer: No longer accrues threat.
Dark Cutter: HP 10% -> 12%

Dark Knight's self buffs are now unique stances. Shadow Bringer had to be hit because it can now, theoretically, go on forever. The vision behind Shadow Wall is an emergency stance.

--

Monk
Fixed: Various descriptions.
Focus: Threat Gain +20% -> +25%
Focus: Threat Decay -20% -> -25%
Brace: Threat Gain +20% -> +25%
Brace: Threat Decay -20% -> -25%
Revive: MP Cost 5 -> 8
Celerity: MP Cost 18 -> 22
Celerity: No longer flagged as Magic.
Celerity: Now applies regular Haste.
Bubblega: MP Cost 16 -> 22
Bravega: MP Cost 16 -> 22
Faithga: MP Cost 16 -> 22
Chakra: User Max HP Heal 40% -> 50%
Chakra: HP Per Turn 25% -> 15%
Suplex: Crit Dmg +0% -> +25%
Aura: MP 5 -> 7
Aura: CT 12 -> 10
Purifyna: MP 6 -> 7
Purifyna: CT 6 -> 10
Auriga: Target Max HP Heal 50% -> 40%
Auriga: MP 30 -> 32
Auriga: CT 40 -> 30

Just some smoothing out of an already excellent tank job. Their heals and Revive were far too efficient for their MP cost as well as too powerful. Auriga especially was absurd- AoE 50% Max HP heal + Regen for less than Curaga? It should at least cost similarly!

Celerity was a relic of an earlier version where Dancer and Monk used II buffs that stacked with the normal ones. Needless to say, this was gross and a nerf was necessary. Now Celerity is in-line with how the current buffs work. Now it also costs the same as Monk's other AoE buffs, and is actually unaffected by silence like the description states.

--

Warrior
Shake It Off! CD 2 -> 3

Just bringing it in line with Meditate.

--

Mime
Equip All: PP Cost 4 -> 2

Equip skills are so cheap that there was no reason for this to be so expensive. I might decrease it to 1 PP if it's still not worth it.

--

Blue Mage
Mighty Guard: MP Cost 33 -> 36
Mighty Guard: CT 50 -> 40
Bad Breath: MP Cost 33 -> 36
Bad Breath: CT 50 -> 40
Quasar: Dmg Per Turn 15% -> 8%

15% max HP per turn was absurdly overpowered. Now Quasar is as strong as Burn and Dragon Breath.

--

Dragoon
Reis' Wind: MP 18 -> 20
Reis' Wind: CD 0 -> 6
Dragon Breath: MP 22 -> 20
Dragon Breath: CD 8 -> 6

--

Summoner
Mana Poisoning: MPen Per Turn 0/0 -> 15/3
Mana Draw: CD 3 -> 1
Mana Draw: Now decreases Mana Poisoning duration by 1.
Mana Charge: Renamed to Mana Purge.
Mana Purge: Now requires Mana Poisoning to work.
Mana Purge: Now also halves MP cost of next Summon.
All Summons: Mana Poisoning Duration 1 -> 2
All Offensive Summons: Scaling 500 -> 400

Mana Poisoning in its first iteration felt like a non-mechanic. Now I feel like it becomes more of a proper managed resource. There is an inherent reward for both cleansing it immediately and for maintaining it, with Mana Draw now providing a little flexibility to your sustain strategy.

--

Samurai

Brandish: Kiyomori: AP 8 -> 7
Brandish: Kiyomori: CD 1 -> 6
Brandish: Kiyomori: CT 12 -> 0
Brandish: Murakumo: AP 8 -> 7
Brandish: Murakumo: CD 1 -> 6
Brandish: Murakumo: CT 12 -> 0
Brandish: Masamune: AP 8 -> 7
Brandish: Masamune: CD 1 -> 6
Brandish: Masamune: CT 12 -> 0
Brandish: Muramasa: AP 8 -> 7
Brandish: Muramasa: CD 1 -> 6
Brandish: Muramasa: CT 12 -> 0

I apologize for the whiplash here.

--

Beastmaster
Rage: Protega: MP 16 -> 22
Rage: Shellga: MP 16 -> 22
Rage: Slowga: MP 25 -> 25
Rage: Slowga: CT 20 -> 14
Rage: Mighty Guard: MP 33 -> 36
Rage: Mighty Guard: CT 50 -> 40
Rage: Hastega: MP 16 -> 22
Rage: Hastega: CT 12 -> 14
Rage: Bad Breath: MP 35 -> 36
Rage: Bad Breath: CT 50 -> 40
Rage: Meteor: Power 400 -> 350
Rage: Meteor: Scaling 500 -> 450

Changes copied from other Jobs.

Update: 20 Jul, 2023 @ 1:46pm

v1.45

Samurai
Fixes: To Cooldown Usage during Combos
Brandish: Kiyomori: CD 3 -> 1
Brandish: Kiromori: AP 7 -> 8
Brandish: Murakumo: CD 3 -> 1
Brandish: Murakumo: AP 7 -> 8
Brandish: Masamune: CD 3 -> 1
Brandish: Masamune: AP 7 -> 8
Brandish: Muramasa: CD 3 -> 1
Brandish: Muramasa: AP 7 -> 8
Snow Form: AP 10 -> 8
Snow Form: CD 1 -> 2
Moon Form: AP 10 -> 8
Moon Form: AP Bns on Atk 2 -> 1
Moon Form: AP Bns on Dmg 2 -> 1
Moon Form: All Damage Taken 120 -> 115
Moon Form: CD 1 -> 2
Petal Form: AP 10 -> 8
Petal Form: CD 1 -> 2
Combo Charge: Removed End Combo
Combo: Feint: Daze Duration 2 -> 3
Cobmo: Feint: CD 3 -> 4
Combo: Nogare: Crit Rate +15% -> +0%
Combo: Nogare: Passive effects updated to match.
Combo: Nogare: CD 1 -> 2
Combo: Oka: Description Changes.
Combo: Oka: CD 1 -> 2
Combo: Oka: Encore now requires 3 AP
Combo: Oka: Encore is now same strength as initial Oka.
Combo: Gekko: CD 1 -> 0
Combo: Kasha: CD 1 -> 0
Combo: Satsujin CD 1 -> 0
Combo: Yukikaze: Frostbite Duration 2 -> 3
Combo: Yukikaze: CD 1 -> 0
Scattered Petals: Removed rogue +4 AP cost that snuck in there. It should now only require 25 AP period.
Scattered Petals: Individual PAtk Rate 60 -> 65

The Brandish skills aren't nearly powerful enough to warrant such a large cooldown, and they aren't exactly spammable effects. That said, I felt they are also slightly too accessible for a job that is meant to dps. I want Samurai support to come at more of a cost.

The tweaks to Moon Form were to bring in line with the changes made to Agent's Counterstance.

The combo system got a slight overhaul both to be easier on Samurai's AP and to make it so the Samurai can't just use combos to eat through their cooldowns. I also did a pass on the combo skills so that they are consistent with the effects they carry over. The change to Oka and Nogare is just so they can't be used multiple times per combo. Also, they were far and away the BEST combo skills. I wanted them to be situational like the others (Oka being for AP dumping, and Nogare being for crit builds).

Scattered Petals was just bugfixes, and a slight buff to its potency due to one of the hits being elemental.

--

Paladin
Steelguard: AP 0 -> 10
Steelguard: CD 5 -> 7
Steelguard: Immune to Debuffs while Active
Steelguard: Now indicates the turn it falls off with an animation.

Okay, turns out I don't want them just using Steelguard turn 1 without some setup. The additional CD is just to take into account the duration of Steelguard (there will be a 5 turn CD left after it expires).

Update: 19 Jul, 2023 @ 4:37pm

v1.4
Fixed: Updates some descriptions for clarity & accuracy.

--

Red Mage
New Innate: Mana Fencer (MP Gain 3 + 1% Damage on physical attacks)

I decided to give Red Mage a reason to occasionally melee, as well as utilize its Brave III buff on Verfire. There might be some actual incentive to main class it, now!

--

Paladin
Judgment Blade: AP 9 -> 8
Judgment Blade: CD 1 -> 0
Cleansing Strike: CD 1 -> 0
Cleansing Strike: Target Dmg Taken +10% -> +0%
Cleansing Strike: DoT Duration 6 -> 8
Northswain's Strike: AP 8 -> 10
Northswain's Strike: PAtk Scaling 100 -> 125
Northswain's Strike: CD 1 -> 0
Hallowed Bolt: AP 14 -> 12
Hallowed Bolt: CD 1 -> 0
Armor: Now +100% PDEF for the next two physical attacks taken, instead of lasting six turns.
Armor: Now targets Other Only
Armor: CT 7 -> 10
Armor: CD 0 -> 2
Barrier: Now +100% MDEF for the next two magic attacks taken, instead of lasting six turns.
Barrier: Now targets Other Only
Barrier: CT 7 -> 10
Barrier: CD 0 -> 2
Retaliation: No longer has an outline, so that it can't be mistaken for Protect.
Retaliation: Mult ThreatGain -25 -> 0
Retaliation: Now counters the next four attacks taken, instead of lasting six turns.
Retaliation: MP 20 -> 12
Retaliation: CT 0 -> 10
Retaliation: CD 10 -> 2
Phalanx: CD 2 -> 3
Phalanx: No longer flagged magic.
Bulwark: CD 2 -> 3
Bulwark: No longer flagged magic.
Steelguard: MP 30 -> 0
Steelguard: Now consumes all remaining AP on use.
Steelguard: Can no longer be OHKO'd while affected.
Steelguard: Applies a status animation.
Steelguard: Fixed description.
Clemency: CT 20 -> 18
Clemency: Cures Based on Self Max HP 55% -> 60%
Sword Oath: Str Up 20% -> 0%
Sword Oath: Spi Up 20% -> 0%
Sword Oath: All Dmg Taken +0% -> +10%
Sword Oath: All Dmg Received +0% -> +10%
Shield Oath: HP Regen Per Turn 0% -> 5%
Shield Oath: Heal Return 25% -> 33%

A big rework of Paladin's kit. Buffs were standardized & distinguished better from other jobs & made more generally accessible. My vision for Pally's buffs is to make them something you utilize situationally, not something you must maintain like Red Mage or Monk. The Paladin should be encouraged to use Steelguard, not buffer himself with Armor/Barrier.

Offensively, I just wanted to remove unnecessary restrictions and ease up their AP use. Northswain's was the only exception because it was actually between T1 and T2 levels in terms of strength and cost. I corrected it to a full T2 strength & AP cost, which gives Paladin more to do offensively than spam Hallowed Bolt and maintain DoT.

The idea behind Sword Oath was to enable the Paladin to do Spi-based nuking. As Spi is also a defensive stat, this felt counterproductive. Now Sword Oath increases all damage given/taken by 10%, opening up some synergy with mages. It still reduces healing output by 25%.

Shield Oath needed a boost to make it better for actually tanking, and to be an appealing alternative to Warrior's Sentinel. I'm experimenting with a natural regen to that effect.

--

Dervish
Semazen: Mult Repeat Dmg 10/3 -> 0/0
Semazen: Mult ThreatGain -15 -> 0
Semazen: Flat MPen +0 -> +7
Semazen: MVariance +0% -> +25%
All Trance Spells: Acc -10 -> -15
All Trance Spells: Variance +50% -> +75%

Dervish had painfully little reason to main class it. I gave it a powerful and distinct passive in exchange for higher RNG on its skills. That passive will also allow them to go over 100% magic variance on their own skills with the right setup.

--

Beastmaster
Savage: PVariance +50% -> +25%
Rage: Phalanx: Copied changes from Paladin.

For consistency, and to hit the likes of Zoo Bat and Nutkin, which are already very strong.

Update: 14 Jul, 2023 @ 8:11pm

v1.3
Fixed: Dispelga MP cost was not 30 like it should be.

--

Arcanist
Miasma: Removed ApplySpecificDebuffDuration as that wasn't doing what I expected.
Miasma: Apply Duration 4 -> 6

It appears that function applies the debuff if there is none. So my choices boiled down to removing it or making Miasma increase ALL debuff duration. That would be overpowered, so I compensated by increasing its own duration.

Update: 14 Jul, 2023 @ 4:35pm

v1.3
Fixed: Meltdown clearing when it wasn't supposed to.

--

Status
Instant Kill: Now has a common application rate of 50% (40% AoE). All job skills that cause it are affected. Frozen Space is the exception.
Death Sentence: Now has a common application rate of 65% ST (55% AoE). All job skills that cause it are affected.

Death should need Lck to reliably inflict. DS is meant as a more reliable option, but neither should be 100% consistent without Lck.

--

Thief
Elude: PEva +7% -> +8% (15% w/ Fleetfoot)
Eye Gouge: PAtk 50 -> 100
Eye Gouge: PAtk Scale 25 -> 50
Shirk: Flagged to Never Miss

Some tweaks to standardize the blinds and threat transfers. A small bonus to Elude.

--

Arcanist
Dispelga: MP Cost 35 -> 30

--

Archer
Hide: MP Cost 20 -> 15

--

Paladin
Cover: AP cost 3 -> 0
Cover: CD 0 -> 1

Some tweaks to standardize the two Cover skills.

--

Agent
Rearranged skills so the attack skills are grouped together.
Aim: Eyes: Blind Chance 50% -> 75%
Aim: Eyes: CT 30 -> 25
Shadowbind: CT 30 -> 25
Redirect: MP 12 -> 15
Redirect: CD 1 -> 3
Escort: Now applies Cover, is no longer limited by duration.
Escort: MP Cost 6 -> 0
Escort: CD 4 -> 1
Shadowmeld: MP Cost 20 -> 18
Shadowmeld: Now only loses a turn of duration when damaged, instead of being cleared completely.
Shadowmeld: CD 3 -> 2
Shadowmeld: Crit Rate +25% -> +8% (15% w/ Fervor)
Shadowmeld: Crit Dmg +25% -> +8% (15% w/ Fervor)
Counterstance: MP Cost 20 -> 18
Counterstance: Unlimited turns to 3 turns
Counterstance: Now loses a turn of duration when damaged.
Counterstance: CD 3 -> 2
Counterstance: PEva +25% -> +15%
Counterstance: PDmg Taken +25% -> +15%
Counterstance: MDmg Taken +0% -> +15%
Counterstance: ThreatGain +0% -> +50%
Counterstance: AP Bns On Turn 0 -> 1
Counterstance: AP Bns On Atk 0 -> 1
Heartseeker: AP 12 -> 13

Agent had a consistency problem, and needed its resource usage smoothed out. Its Escort is now brought in-line with Paladin's cover, and its Redirect in line with Thief's Shirk. This allows them to more easily spread debuffs to setup the Final Letter, making them more reliable at their role overall.

The stance changes were to both normalize the two stances (make them work in a consistent way) and also to balance them. As it was, it felt like there wasn't a good reason to bother with Counterstance, and Shadowmeld was both really powerful and really frustrating to use. Now they both only lose duration when hit. Shadowmeld's bonuses were lowered to something less extreme, and Counterstance now a risky threat & AP generation stance.

Update: 13 Jul, 2023 @ 2:03pm

v1.22
Fixed: Typo in Frostbite making it far stronger than intended.

Update: 13 Jul, 2023 @ 1:44pm

v1.21
Fixed: Rage: Thundaga using the wrong animation.
Fixed: Rage: Wai Fu now appropriately details its main stats.

Update: 13 Jul, 2023 @ 1:32pm

v1.2
Status
Burn: DoT 10% -> 8%
Poison: DoT 8% -> 7%
Sap: DoT 8% -> 7%
Bleed: DoT 6% -> 7%
MP Leak: DoT 10% -> 7%

The 'standard' DoTs should be mostly uniform due to how they can be stacked. Burn should still be the most powerful.

--

Thief
Elude: Is now a stance ability. Stance is permanently applied.
Elude: PEva Rating +25 -> +7 (combined w/ Fleetfoot with is +14% total evade)
Flee: AP 12 -> 10
Shirk: AP 9 -> MP 15
Shirk: CD 4 -> 3

Thief had too many moves competing for its AP, so I made their defensive options more accessible. Elude no longer needing to be maintained meant it needed to be a less significant boost. Flee was put at 10 so it is within range to be used while Initial: Aura is equipped.

--

Arcanist
Miasma: DoT 7% -> 5%
Miasma: Potency Up 100% -> 30%
Miasma: Now also increases the duration of all applied DoTs by 2 (this includes DoTs specific to other jobs, like Windbite and Quasar).
Poison: Renamed to Bio.
Bio: Renamed to Sap.
Sap: Now causes Sap.
Sap: Nerfed to T1 spell power like the other debuffs.
Sap: Made Wind element.
Sap: CT 30 -> 20
Raspil: No longer damages MP.
Raspil: Now causes MP Leak for 2 turns.
Scourge: Made enemy exclusive (Beastmaster can still use it), renamed Bioga
New Spell: Biora - T2 AoE, causes Poison and Daze.
Meltdown: No longer causes Burn and Fatigue.
Meltdown: Now causes Meltdown (Next Dmg Given -10%).

So Arcanist is really strong, perhaps too strong. I'm addressing this by making it more of the utility job I intended. This unfortunately involves nerfs, but to soften the blow, they now have new DoT "Sap" that also reduces armor/resist slightly.

Re: Miasma, 30% is still a fairly strong damage boost (especially when DoTs are stacked), and it now increases the duration of all other DoTs on the target, allowing Arcanist to not just maintain its own DoTs easier but to help maintain the rest of the team's.

That said, I can't let them have like 4 different DoTs, so Burn had to go. Instead Meltdown now functions like a defensive Dark Cutter, making the enemy's next hit 10% weaker (it still lowers evasion).

--

Archer
Quick Attack: Renamed to Quick Shot (from SaGa).
Hide: Is now a stance ability. Stance applied lasts one turn. Also allows the Archer to dodge indirect physical AoEs.
Windbite: DoT 5% -> 6%
Windbite: CD 3 -> 2
Venomous Bite: DoT 5% -> 6%
Venomous Bite: CD 3 -> 2
Iron Jaws: CT 20 -> 15
Barrage: PAtk Rate 75 -> 100

Just some incentive to actually play with maintaining their DoTs. Barrage felt weak, so every hit is now as strong as a T1 physical AoE.

--

Dark Knight
Dark Cutter: Next Dmg Taken +15% -> +10%

Dark Knight is powerful enough as it is, it just needed a light touch.

--

Samurai
Third Eye: PEva Rating +0 -> +10
Third Eye: All Dmg Taken -20% -> -25%

There didn't feel like enough incentive to use Third Eye, and delay your dps.

Update: 12 Jul, 2023 @ 3:01pm

v1.01
Fixed: Beastmaster was flagged as a starting job. NOT intended.

Update: 12 Jul, 2023 @ 12:07pm

v1
Release