Crystal Project

Crystal Project

Final Fantasy Project Overhaul
Showing 21-30 of 568 entries
< 1  2  3  4  5 ... 57 >
Update: 3 Jan @ 11:34am
by Flux

Still v3.16

Some sprite cleanup.

Update: 19 Dec, 2024 @ 4:01pm
by Flux

v3.16

General:
Unarmed: Str Bonus +40 -> +50
Interrupts: Most now have an icon indicating whether they are physical or magical
Interrupts: No longer strike twice with Dual Wield

--

Status:
Interrupt: Reworked (Resets turn & delays by 10%. Can affect CC immune targets. Affects enemies once per fight*.)

* This does not apply to enemy interrupts

--

Enemies/Bosses
Dahling: Removed Sunscreen/External Screaming when summoned in Castle Sequoia
Minotaur: Altered stats
Sekhret: Altered stats
Cyrisa: Altered stats
Cyrisa: Uses Shin Smash instead of Charge
Cyrisa: No longer immediately acts after Cover

--

Monk
Aura Blast: CT 48 -> 32
Suplex: CD 4 -> 0

--

Paladin
Pommel: CD 4 -> 0

--

Berserker
Battle Cry: Removed variance
Battle Cry: Now uses the magical interrupt icon to indicate it is magic damage
Battle Cry: CD 4 -> 0

--

Beastmaster
Synced abilities

--

Bard
Spellbound: Fixed a bug where it would fall of after turn 1
Spellbound: Clarified description

Update: 18 Dec, 2024 @ 4:11pm
by Flux

v3.15

General:
Various: Fixed all overridden sprites. There should no longer be conflicts with Clothier's Workshop and other Outfit Passive type mods.

--

NPCs/Quests
Marsel: Changed dialogue
Master Paladin: Is now Lady Paladin
Gank Squad Final: Fixed some dialogue
Masa & Mune: Fixed Mune's facing in pre-fight scene

--

Enemies/Bosses
Ability: Absorb: HP Drain 100% -> 25%
Ability: Counter: Absorb: HP Drain 100% -> 25%
Ability: Air Cutter: Now scales 20% off of Dex

--

Warrior
All Breaks & Bladeblitz: AP Cost 7 -> 8
Fell Cleave: Bonus Threat Gain Removed
Decimate: Bonus Threat Gain Removed
Decimate: Now hits PDef instead of MDef
Decimate: +25% damage vs. Resist Down -> Armor Down

--

Monk
General: New sprites by me!

--

Thief
Accelerator: Self Apply Haste/Critical Up x3 -> Haste x6

Thief was too self-sufficient, needed to rely more on external support.

--

White Mage
Pray: Fixed a bug where it wasn't increasing MP costs on sub-job
Dia: MP Cost: 9 -> 10
Dia: Power Rate 40/175 -> 30/200
Spirits Within: Removed

This is prep for a future update to the job.
Spirits Within caused too many balance issues to leave in.

--

Arcanist
Drain: Potency 0/0/80/150 -> 0/0/75/150
Drain: CT 24 -> 0
Drain: CD 0 -> 1

--

Paladin
General: New sprites by me!
Steelguard: Damage Taken -75% -> -50%

--

Archer
Tracking: Renamed to Sense

--

Dark Knight
Sanguine Sword: Potency 125/75/0/50 -> 100/50/0/50
Sanguine Sword: Phys Var +15% -> +0%
Sanguine Sword: CD 0 -> 1
Blood Weapon: Lifesteal +15% -> +10%
Blood Weapon: PP Cost 3 -> 2

--

Samurai
Satsujin: Potency 125/75/0/50 -> 100/50/0/50
Satsujin: Phys Var +15% -> +0%

--

Dancer
Jitterbug Duet: Potency 125/75/0/50 -> 100/50/0/50
Jitterbug Duet: CD 0 -> 1

--

Mime
Rippler: Now copies only buffs and debuffs to self
Rippler: Can now also target enemies

--

Gambler
Mysidian Rabbit: Potency 0/0/0/0 -> 0/0/33/25
Mysidian Rabbit: Lck Rate 0% -> 100%
Mysidian Rabbit: No longer heals based on max HP
Royal Flush: Potency 0/0/60/230 -> 0/0/100/250
Chocobop: Potency 0/0/60/230 -> 0/0/100/250
Falcon Bomber: Potency 0/0/200/325 -> 0/0/275/320
Mega Flare: Potency 0/0/200/325 -> 0/0/275/320
Evil Gate: Potency 0/0/300/325 -> 0/0/275/320
All Break Reels: Potency 0/0/50/165 -> 0/0/50/175
All Support Reels: Potency 0/0/0/0 -> 0/0/33/25
All Support Reels: Lck Rate 0% -> 100%
All Support Reels: No longer heals based on max HP
Joker's Doom: Potency 0/0/500/325 -> 0/0/350/425
Joker's Doom: Fixed a bug where it wasn't scaling with Lck
Joker's Bust: Potency 0/0/200/280 -> 0/0/100/250
Joker's Boon: Potency 0/0/0/0 -> 0/0/100/25
Joker's Boon: Lck Scaling 0% -> 100%
Joker's Boon: No longer heals based on max HP

A potency rework for Gambler here, to hopefully normalize its damage and make rolling Reels feel worth it.

--

Bard
All for You: CD 8 -> 10

Update: 25 Nov, 2024 @ 3:08pm
by Flux

Still v3.1

Hotfixed a dirty edit to the Quintar Shop, that resulted in an unintended incompatibility with Free Golden Quintar.

Update: 21 Nov, 2024 @ 3:13pm
by Flux

Still 3.1

Red Mage
Acceleration: Removed
Fleche: Now adds Acceleration (CT -33%) instead of Cast Speed Up (they stack now)

Update: 21 Nov, 2024 @ 12:27pm
by Flux

Still v3.1

Hotfix to Interrupts

Update: 21 Nov, 2024 @ 12:09pm
by Flux

v3.1

Status
CCs: Immunity Specific/General 12/8 -> 18/6
Interrupts: Now only work once per fight & confers General Immunity x3.
Poison: Clarified description
Poison: Now strips Refresh
Shock: No longer strips Refresh
Vit Zero: No longer affects Gravity-type damage (and thus, DRK's HP costs)
Critical Up: Crit Chance +20% -> +15%

--

Gear
Last Surprise: No longer has Auto: Ambush. Now has Auto: Initiative
Ninja Gear: No longer has Auto: Ambush. Now has Auto: Initiative
Wizer Staff: Corrected PAtk to 230
Sage's Staff: Corrected PAtk
Full Metal Staff: HP +10% -> +25
Flail: HP +10% -> +35
Mace: HP +10% -> +50
Cypress Pile: HP +10% -> +75
Death Tarot: Fixed typo in Instant Kill Rate
Change Rhythm (Skill): Now also provides Power Up x1
Embolden (Skill): Now also provides Power Up x1
Gale Hairpin: Initiative is now a status. Now has Auto: Initiative
White Plume: Reworked (Accessory. 10 Mnd. 10 Spi. Auto: Refresh x7)
Sneak Ring: Reworked (Accessory. 15 Agi. Auto: Sneak Attack)

--

NPCs/Quests
The Final Battle: Fixed a bug where it may not spawn without reloading the area.

--

Enemies/Bosses
Raspil (Skill): Now damages 20% of max MP
Grand Rider: No longer counters attacks with Pommel
[REDACTED]: Phase III CT -50% -> MPen +10%

--

Monk
General: Tree altered
General: Combo Stages now last 3 turns instead of 2
Suplex: Removed Crit Damage Bonus
Bootshine: Phys Variance +33% -> +25%
Phantom Rush: Removed Crit Damage Bonus
Phantom Rush: Phys Variance +33% -> +25%
Dragon Kick: Removed Crit Damage Bonus
Dragon Kick: Phys Variance +15% -> +25%

Counter was swapped with Suplex so the latter is easier to obtain earlier.
A lot of loaded innate bonuses were streamlined and variance is retained only for "multi-hit" moves.
Combo Stage time extended for more flexibility.

--

Thief
Dash: Potency 100/50/0/50 -> 100/25/0/25
Dash: Is now flagged "No Dual Wield"
Backstab: Is now flagged "No Dual Wield"
Death Blossom: Is now flagged "No Dual Wield"
Death Blossom: Potency vs. Sleep +33% -> +25%
Dagger Mastery: Reworked into Sneak Attack (On Turn 1, Attack +20% & No Threat Gain)

--

White Mage
Arise: MP Cost 36 -> 32

--

Red Mage
General: Tree altered
Fleche: Self Apply Evade Up x2 -> Cast Speed Up x1
Dualcast Mastery: Reworked (Dualcasted spells cost -5 MP. Enabled: "Fleche.")
Acceleration: Reworked (300 JP. 6 CD. Apply Stance for 2 turns: Turn Speed +33%. CT 0. +33% MP cost. AP Gains -50%.)
Manafication: Removed

--

Dragoon
General: Combo Stages now last 3 turns instead of 2

--

Time Mage
Swap: CD 1 -> 2

--

Mystic Knight
General: Can no longer use Rapiers
General: Can now use Katanas and Shields
Tenacity: Removed
Counter: Force Field: Reworked into Counter: Shell (2 PP. When Damaged, Cast "Shell.")

--

Bard
Hastemarch: CD 0 -> 2

--

Materia User
Full Cure: Reworked into Curaja (60 MP. 40 MP. Recover 2500 HP.)
Tornado: Reworked (60 MP. 88 CT. 99% Wind damage to current HP. Does not work on bosses.)
Break: Reworked (60 MP. 88 CT. ST T4 Earth damage. Inflict: Petrify x3. Once per fight.)

Update: 30 Oct, 2024 @ 6:54am
by Flux

Still v3.07

Black Mage
Applied MP cost & Base Power changes to Freeze/Burst as well.

Update: 30 Oct, 2024 @ 6:51am
by Flux

v3.07

Status
Slow: Effectiveness 15% -> 20%
Demotivated: AP Gains -100% -> -50%
Regen: HP Flat 20 -> 10
Mend: HP Flat 50 -> 25
Daze: CT 135% -> 133% (1/3)
Critical Up: Crit Chance +25% -> +20%
Float: Can now disrupt Earth Regen. Currently it is permanent. In a later update the enemies will re-apply it when they can.

--

Items/Gear
Scylla: Fixed description
Spiky Suit: Counter: Spikes now ignores Reflect
Defender: Fixed a bug where it still had 50% variance
Ancient Sword: Demoted to a T4 Weapon (Attack +300. PVar +25%. Inflict: Drowsy x3)
Artemis Bow: Demoted to a T4 Weapon (Attack +300. Acc Rate -25. Auto: Lucky x7)
Gaia Hammer: Fixed an error in description
Warrior Braces: Fixed a bug where it didn't properly apply Defiance

--

NPCs/Quests
Famed Mimic Gogo: Fixed a bug where Mastering Mimic would lock his dialogue choices.

--

Enemies/Bosses
Eukaryote: Cling is no longer an interrupt
Garula: Lowered DoT resistance even further.
Cagnazzo I: Fixed a bug where Turtle Remedy would damage his MP instead of restore it.
Cagnazzo I: Turtle Remedy now requires 10 MP
Firemane: Bushfire CT 48 -> 56
Plague Horror: Fixed a bug where his default action "Cackling" could be chain cast indefinitely.

--

Monk
Suplex: Is now flagged "No Dual Wield"
All Combo: Is now flagged "No Dual Wield"
Dragon Kick: Now deals +25% damage vs. Bleed

--

Black Mage
All Blizzard Spells: Adjusted to be 20% less MP cost & 20% less base power from Fire series
All Thunder Spells: Adjusted to be 20% more MP than Fire series.
All Spell Forms: Are now flagged as buffs. This means buff duration should work on them.
Umbral Ice: MP Cost -10% -> -15%
Astral Thunder: CT -10% -> -15%

--

Red Mage
Vercure: Power Rate -50/-150 -> -70/-150
Counter: Regen: Stacks x6 -> x3

--

Dragoon
Dive: Is now flagged "No Dual Wield"
All Combo: Is now flagged "No Dual Wield"
Lancet: Is now flagged "No Dual Wield"

--

Blue Mage
Mind Blast: Confuse Rate 75% -> 100%
Death Claw: Is now flagged "No Dual Wield"

--

Arcanist
Confu: Confuse Chance 75% -> 100%
Counter: Plague: Stacks x1 -> x2

--

Paladin
General: Command is now "Seiken"
Pommel: Is now flagged "No Dual Wield"
Hallowed Bolt: AP Cost 13 -> 8
Judgment Blade: Is now single target
Judgment Blade: Potency 100/50/0/50 -> 125/75/0/50
Judgment Blade: Stop Rate 65% -> 100%
Banishing Strike: Potency 150/100/0/50 -> 125/75/0/50
Hallowed Bolt: Is now single target
Hallowed Bolt: Silence Rate 65% -> 75%
Divine Ruination: Can now miss
Clemency: MP Cost 18 -> 20
Clemency: Potency 65% -> 75%
Phalanx: CD 4 -> 6
Bulwark: CD 4 -> 6

Paladin needed to be taken down a notch, as it trivialized normal encounters from the outset.

--

Archer
Quick Nock: Fixed a bug where it still required a bow
Aim: Mouth: Inflict: Silence x2 (75%) -> Magic Down x4

--

Dark Knight
Dark Cutter: Renamed to Darkshock
Darkshock: Fixed a bug where it didn't scale with missing HP
Sanguine Sword: Is now flagged "No Dual Wield"
Infernal Strike: Is now flagged "No Dual Wield"

--

Shikari
SOS: Quick: Fixed a bug where it couldn't be learned

--

Samurai
Satsujin: Is now flagged "No Dual Wield"
Seishin: Is now flagged "No Dual Wield"

--

Dancer
Tempting Tango: Removed
Jitterbug Duet: Is now flagged "No Dual Wield"
Mystery Waltz: Is now flagged "No Dual Wield"

--

Time Mage
Pace Setter: Reworked (Turn Speed -25%. Buffs Applied +1. Debuffs Applied +1)

--

Berserker
General: Removed any lingering accuracy penalties

--

Materia User
Throw: Synced moves to Ninja

Update: 25 Sep, 2024 @ 5:49pm
by Flux

Still v3.06

Fixed version number