Crystal Project

Crystal Project

Final Fantasy Project Overhaul
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Update: 25 Sep, 2024 @ 5:42pm
by Flux

Still v3.06

General
Hard Difficulty: HP/MP Levels: 125% -> 120%
Hard Difficulty: Defenses 110% -> 120%
FF Difficulty: HP/MP Levels 125% -> 130%

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Status
Berserk: Hotfixed to actually work

Update: 21 Sep, 2024 @ 1:14pm
by Flux

v3.06

General
You now begin with a Phoenix Down

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Status
Berserk: Status will now prevent any AP/MP using skill, rather than silence outright. It also now uses Mystic Strike instead of Attack if silenced. This is for Labyrinth.
Berserk: Basic Attack Bonus +100% -> +50%
Berserk: Now sets AP to 0 for duration

The huge attack bonus basically made it a liability vs. enemies and nobody was still using it offensively outside of activating Berserker's innate. So I cut it down hoping to make it more useful as a denial tool. In exchange: You can now use it in Labyrinth!

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Items/Gear
Master's Scroll: X-Fight 100/25/0/25 -> 75/25/0/25

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Enemies/Bosses
General: Stone Cloud Power Rate 125/250 -> 150/250
General: Lava Wave Power Rate 80/250 -> 100/250
General: Barrage Sting Power Rate 80/250 -> 100/250
General: Dark Force Power Rate 60/230 -> 100/250
Isgebind: Altered stats
Cereberus: Altered stats
Hecatoncheires: Altered stats
Halicarnassus: Altered stats
[REDACTED]: Altered stats
Master of Magic: Altered stats
Bahamut: Altered stats
Black Rabite: Altered stats
Black Rabite: Standard & Spell Mode are now stances as intended
Black Rabite: Spell mode icon fixed
Black Rabite: Glow brings next turn 0% -> 25% faster

Some slight buffs to endgame bosses. Black Rabite in particular had out of date potencies.

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Warrior
Bloodbath: HP Return 33% -> 25%

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White Mage
Reflect: MP Cost 30 -> 25

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Blue Mage
Aero: MP Cost 10 -> 8
White Wind: MP Cost 36 -> 32
High Voltage: Threat Gain +0% -> +100%
High Voltage: CD 0 -> 1
High Voltage: Shock Strike Power Rate 50/175 -> 80/150
Angel Whisper: MP Cost 50 -> 45
Reflect???: MP Cost 20 -> 25
Wind Slash: AP Cost 12 -> 13
Bad Breath: MP Cost 28 -> 25
Aqua Rake: MP Cost 28 -> 25
Flamethrower: MP Cost 28 -> 25
Exploder: MP Cost 30 -> 25
1000 Needles: MP Cost 30 -> 25
1000 Needles: CT 56 -> 64
Moon Flute: MP Cost 30 -> 25
Mind Blast: MP Cost 24 -> 22
Quasar: MP Cost 53 -> 50
Azure Masochist: MDef at Full HP +35% -> +50%

Yup, we're playing the MP cost game with Blue Mage again.
High Voltage and Azure Masochist were buffed to help Blue Mage become a more viable tank.

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Red Mage
General: Reordered skill list

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Dark Knight
Dark Arts Ready: Fixed icon
Blood Weapon: PP Cost 2 -> 3

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Mystic Knight
Mind & Matter: Altered description

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Berserker
Wrath: Now disables Lifesteal & Regen at Wrath IV
Wrath I-IV: Recoil 20/25/30/35 -> 15/20/25/30

Lifesteal pretty much destroys the only downside to Wrath with even one source, and Crystal Project has very limited options with lifesteal manipulation at this time. So as far as I know, this was the only solution that would work. It's very heavy handed, it is not ideal, but for now it is all I have. In exchange I reverted the change to recoil from a while back.

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Gambler
Dryad Form: PP Cost 2 -> 3
Dryad Form: All Variance +33% -> +25%

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Bard
General: Reordered skill list
Spellbound: Reworked (2 PP. Buffs applied to you are +1 duration)
Fresco: Bubble Stacks x6 -> x7

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Dancer
Take the Stage: Reworked into AP Turbo (3 PP. Gain 1.5x AP cost as Bonus Dmg. Max AP -10)

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Beastmaster
Battle Ready: Renamed to Pounce

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Tek Knight
All Magitek: Now have +15% default MPen

This is because non-mages tend not to have MPen, which makes Magitek damage underwhelming outside of Lock On. This buffs general damage without buffing Lock On since that grants the full 100% MPen anyway.

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Materia User
Swift Switch: CD 2 -> 1
4x Cut: Potency 100/25/0/25 -> 75/25/0/25
4x Cut: MP Cost 30 -> 25

Update: 18 Sep, 2024 @ 7:51am
by Flux

Still v3.053

Forgot to update version number

Update: 18 Sep, 2024 @ 7:50am
by Flux

v3.053

Items/Gear
Broadsword: PVar +50% -> +25%
Boomer Sword: PVar +50% -> +25%
Warden's Lopper: PVar +50% -> +25%
Defender: PVar +50% -> +25%
Rune Edge: PVar +50% -> +25%
Force Stealer: PVar +50% -> +25%
Butterfly Edge: PVar +50% -> +25%
Ogre Nyx: Pvar +50% -> +25%
Hard Edge: PVar +50% -> +25%
Ragnarok: PVar +50% -> +25%
Ancient Sword: PVar +50% -> +25%
Ultima Weapon: PVar +50% -> +25%
Rock Splitter: PVar +50% -> +25%
Battle Axe: PVar +50% -> +25%
Gaia Hammer: PVar +50% -> +25%
Ogre Battler: PVar +50% -> +25%
Long Sword: PVar +50% -> +25%
Dai-Odachi: PVar +50% -> +25%
Assault Axe: PVar +50% -> +25%
Lucky Socks: PVar +100% -> +25%
Lucky Briefs: MVar +100% -> +25%
Four Leaf Clover: Loot Chance +15% -> +25%

Variance went unexpectedly too hard. Reigning that in, so you have to at least stack it to reach that kind of power.

Reverting the Four Leaf Clover change because there weren't as many sources of loot chance as I thought.

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Thief
Accelerator: Reverted

I am trying to be mindful of these 20 MP skills power creeping, but I'm not ready to do an overhaul on them yet. I put Thief back until I can decide what my plan is.

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Chemist
Minimizer: Evade Chance +30% -> +35%

Update: 17 Sep, 2024 @ 5:54pm
by Flux

v3.052

Status
Lucky: Lck +100 -> +50
Miasma: Corrected description

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Items/Gear
Ninja Tools: Raised Price
Casino Chip: Raised Price
Loaded Dice: Raised Price
Squirrel Dung: Reworked (Lck +10. Threat Decay +50%)
Prayer Beads: Lck +25 -> +10
Strategy Guide: Lck +100 -> +50
Strategy Guide: Raised Price
Lucky Platter: Lck +50 -> +25
Death Scythe (Replica): Lck +50 -> +25
Death Scythe: Lck +100 -> +50
Wizer Staff: Lck +50 -> +25
Wizer Staff: No longer grants "Learn All"
Wizer Staff: Now grants Momentary Mastery x4 (Learn All)
Siren: Reworked (PAtk +245. Accuracy -15. Threat Decay +25%)
Reaper's Robe: Lck +100 -> +50
Magic Finder: Renamed to Four Leaf Clover. New icon!
Four Leaf Clover: Loot Chance +25% -> +15%
Loot Finder: Renamed to Mover Necklace. New icon!
Muramasa: Death Sentence Rate 25% -> 10%
Assassin Dagger: Instant Kill Rate 10% -> 5%
Farm Scythe: Reworked into Playing Cards (Wand. Gambler Only. PAtk +110. Lck +15. MVar +25%. New Basic Atk: Cut Cards)
Harvester: Renamed to Farm Scythe
Sai: Reworked into Battle Dice (Dagger. Gambler Only. PAtk +150. Lck +25. MVar +25%. New Basic Atk: Dice Roll)
Doom Cannon: Reworked into Reaper's Tarot (Wand. Gambler Only. PAtk +285. Lck +25. MVar +25%. New Basic Atk: Tempt Death [Inflict: Death (25%)]) and relocated
Laevatainn: Reworked into Fixed Dice (Dagger. Gambler Only. PAtk +285. Lck +25. MVar +25%. New Basic Atk: High Roll) and relocated

Reigning in a lot of Lck bonuses here.

New weapon type: Gambler! These are daggers and wands that only Gambler (and Mime) can use properly. There will be darts to come later.

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Warrior
Inner Release: Power Up stacks x3 -> x1
Defiance: Can now maintain Rampart with Magic damage
Infuriate: Can now maintain Nascent Chaos with Magic damage

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Monk
Chakra: Heals 33% of Max HP -> 25% of Max HP

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Thief
Accelerator: No longer provides Critical Up
Accelerator: Haste stacks x3 -> x4

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Blue Mage
Quasar: Status Stacks x10 -> x8

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Archer
Aim: Legs: Inflicts Slow x4 -> Evade Down x4

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Chemist
Ether: Potency 20 MP -> 25 MP
Hi-Ether: Potency 50 MP -> 60 MP
X-Ether: Potency 125 MP -> 130 MP

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Samurai
Jinpu: MP Cost 15 -> 10
Jinpu: Is no longer unreactable
Draw: Muramasa: Death Sentence Rate 65% -> 100%

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Gambler
General: Can no longer equip Katanas
All Reels: Mysidian Rabbit: Reworked (T0 AoE Heal [Power Rate -50/-35], scales off Lck)
Attack Reels: Altered Power Rate of all results: Ranges from slightly stronger than T2 (60/265) to slightly stronger than T3 (200/325)
Attack Reels: Chocobop: No longer inflicts Daze. Instead Power Rate 80/265
Attack Reels: Mega Flare: Resist Pierce 25% -> 15%
Attack Reels: Evil Gate: Inflicts Stop x1 -> Pain x3
Attack Reels: Falcon Bomber: Chance to Roll +10%
Attack Reels: Can no longer roll Joker's Doom. Evil Gate is now the winning roll.
Break Reels: Altered Power Rate of all results: 0/150 -> 50/165
Break Reels: Now inflicts debuffs x1 & extends those debuffs x1
Support Reels: Now applies buffs x1 & extends those buffs x1
Rigged Reels: Modified to Roll the following: Lagomorph (10%), Mega Flare (20%), Fold Might (20%), Queen of Bounty (20%), Joker's Doom (10%), Joker's Bust (10%), Joker's Boon (10%)
Joker's Doom: Reworked (T4 AoE Magic Attack. Inflict: Instant Kill x1)
Joker's Boon: Reworked (Recover 33% of Max HP to party. Apply: Power Up/Magic Up/Armor Up/Resist Up x2 & extend those buffs x1
Joker's Bust: Reworked (T3 AoE Magic Attack. Inflict: Power Down/Magic Down/Armor Down/Resist Down x2 & Extend those buffs x1
Double or Nothing: Roll for an X% dmg multiplier where X is 10-60 (10/20/30/40/50) -> 0-50 (0/10/15/25/33/50)
Hedge Risk: Renamed to High Roller

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Berserker
Cripple: Reworked into Shin Smash (T0 Phys Attack, Inflict: Slow x4. Remove: Haste, Haste II. Gain Wrath.)
Throat Rip: Reworked into Skull Bash (Requires: Wrath L1+. T0 Phys Attack. Inflict: Daze x4. Remove: Magic Up. Gain Wrath.)
Battle Cry: Reverted- it is an interrupt again
Full Break: Reworked into Shell Split (Requires: Wrath L2+. T0 Phys Attack, Inflict: Armor Down x4. Remove: Armor Up. Gain Wrath.)

Update: 15 Sep, 2024 @ 1:25pm
by Flux

Still v3.051

Hotfixed a bug with Cover and dead Paladins

Update: 15 Sep, 2024 @ 1:19pm
by Flux

v3.051

General
Fixed icons for a number of skills and statuses

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Enemies/Bosses
Archaeoavis: Fixed an exploit where debuffs or CC applied could mess with his Revive cycle.

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Red Mage
Refresh: Fixed icon & cast animation
Refresh: CT 32 -> 40

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Berserker
Throat Rip: Fixed its MP damage potency
Throat Rip: Is now Dual Wield restricted

Update: 14 Sep, 2024 @ 5:54pm
by Flux

v3.05

Status
Haste: Turn Speed +15% -> +20%
Frenzy: Reworked to Aura (All AP Gain +3)

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Enemies/Bosses
All Bosses: Adjusted stats
All Elements: Non-Weakness Element Dmg -100% -> -50%
Cagnazzo: Turtle Remedy now also recovers 100 MP per use
Ancient Reservoir: New troops
Infantry: Adjusted stats and script
Mummy: Adjusted stats
Sand Bomb: Adjusted stats & script
Pitchy Pudding: Adjusted stats & script
Great Malboro: Adjusted stats
Wedge: Adjusted stats
Biggs: Adjusted stats
Firemane: Bushfire CT 40 -> 48

The boss adjustments are general increases of their MP (and in a few cases, reversion of HP nerfs). This is to make it much harder to dry them out.
Some bosses retain enough MP for an MP drain strategy to be viable, but it's not meant to be a blanket approach to all mage-based bosses.

The reservoir mob changes are to increase the difficulty compared to desert.

Elements were nerfed so that you aren't stuck without options vs. cases like the Earth Element if you can't bring their weakness or a DoT.

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Items/Gear
Necronomicon: Aura Stacks x7 -> x5
Mythril Bow: Renamed to Elven Bow
Elven Bow: Reworked to Cherry Staff (PAtk +200. Spi +70. Immune: Jynx, Disease.)
Killer Bow: Reworked (Bow. PAtk +245. Crit Dmg +25%. Acc -25.)
Assassin Knife: Instant Kill Proc 15% -> 10%

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Warrior
Defiance: Reworked (1 CD. Stance: User becomes resolute. Crit Resist +5%. Threat Gain +100%. On Phys Hit: Upgrade to Rampart. Rampart: Crit Resist +20%, Threat Gain +100%)
Infuriate: Reworked (1 CD. Stance: User becomes reckless. Crit Dmg +5%. Phys Var +15%. On Phys Hit: Upgrade to Nascent Chaos. Nascent Chaos: Crit Dmg +20%, Phys Var +20%)
Infuriate: New icons & animation
Raw Intuition: No longer grants Defend+

Defiance and Infuriate generally lacked flavor and also lost every time to Monk's stances. I've done this in the hopes of making them more unique and interesting. Warrior's stances are among the most powerful in the game, but they need to be maintained by constantly attacking. This is something Warriors should have no problem with.
Defend+ wasn't actually necessary.

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Monk
Martial Master: Now increases PAtk when unarmed
Greased Lightning: No longer increases PAtk when unarmed
Greased Lightning: Now uses the system I developed for Defiance/Infuriate, meaning it should no longer expire while you're attacking.

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Chemist
Hero Drink: Now grants Aura x4 instead of Hero Charged! x4

Hero Drink no longer needs a unique status effect now that Aura does what it does.

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Dark Knight
Dark Arts Skills: Are now Dual-wield restricted
Infernal Strike: Is now Dual-Wield restricted

The Dark Arts moves have always been Dual-wield restricted, this is just explicitly informing that they are.

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Bard
Hastemarch: CD 0 -> 1

Hastemarch is very, very powerful. This is reigning that skill in.

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Gambler
Joker's Bust: Status Stacks x4 -> x3
Joker's Boon: No longer grants Lucky
Cleansing Dice: Evade Up x2 added to pool

I have to be careful that Gambler isn't actually better than Bard at buff support.
This is going to be an ongoing process, I'm sure.

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Time Mage
Swap: CD 0 -> 1

Swap is very, very powerful. This is reigning that skill in.

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Samurai
Bonecrusher: Can no longer crit

Bonecrusher is already very strong, it doesn't really need to scale with crit too.

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Shikari
General: Descriptions & Icon issues fixed
Role: Commando: Fixed a bug where Role Bonus would persist when changing to non-Shikari stances
Role: Commando: Fixed a bug where Role Bonus would persist death
Role: Ravager: Fixed a bug where Role Bonus would persist when changing to non-Shikari stances
Role: Ravager: Fixed a bug where Role Bonus would persist death
Role: Saboteur: Fixed a bug where Role Bonus would persist when changing to non-Shikari stances
Role: Saboteur: Fixed a bug where Role Bonus would persist death

So many embarrassing little bugs are now fixed.

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Dancer
All Dances: Secondary Scaling Mnd -> Lck
Flirt: Confuse Rate 75% -> 100%
Polka Polka: Fixed a bug where it was 100% Sword Dance rate
Mystery Waltz: Is now Dual-Wield restricted

Dancer is an incredibly high Lck job, so I thought it would be better if their Dances utilized that.

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Berserker
Throat Rip: No longer damages MP
Throat Rip: Now inflicts Choking x3 (100%)
Bloodlust: Is now a free action
Second Wind: Renamed to Last Stand
Last Stand: Is now a free action

Throat Rip needed a big change due to the dynamic shift on MP damage. So now it is a T0 physical attack that inflicts Choking.
Bloodlust/Last Stand were the only self-buff skills that still lasted a whole turn. Now they should be on par with the others.

Update: 12 Sep, 2024 @ 1:13pm
by Flux

v3.041

Enemies/Bosses
Flame Eater: Stats adjusted
Firemane: Stats adjusted
Minotaur: Stats adjusted
Veil Dancer: Stats adjusted
Tonberry: Stats adjusted

Just smoothing out the HP curve a bit.

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Items/Gear
Hyper Wrist: Removed HP/MP penalties
Craftwork Wand: Fixed typo in description

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Black Mage
Freeze: MP Cost 55 -> 52

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Red Mage
Veraero/Verwater/Verstone: Power Rate 50/150 -> 70/150

While Red Mage scales really hard on Sara Sara and beyond, its early output is... not that great. I'm hoping to bolster its early damage with this.
A light touch here, because +50% damage is easy to scale out of control.

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Archer
Charge +1: Is now once per turn
Charge +2: Is now once per turn

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Samurai
Jinpu: Reworked (15 MP. 1 CD. T0 Phys Attack. No Reaction. Next turn is +25% faster and MP costs -10)

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Gambler
Joker's Boon: Now also grants Lucky x3
Cleansing Dice: Accuracy Up x2 is in the pool of statuses

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Time Mage
Old: Reworked (10 MP, 24 CT. Inflict: Daze x3, Evasion Down x3 to one enemy)

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Bard
Allegro Con Moto: Fixed icon
Hastemarch: Fixed icon

Update: 11 Sep, 2024 @ 1:02am
by Flux

v3.04

Status
Burn+: No longer stacks with Burn
New Status: Bleed+ (12% HP DoT. While bleeding, +25% Defense/Resist)

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Quests/NPCS
New NPC: Dolcinaea's Notes

Dolcinaea's Notes will appear in the Dance Hall near Dolcinaea when you are on that stage of her quest. You can use them to unlock any songs you might be missing due to the changes below. This can also help recover any compatibility issues from another mod updating and thus, locking songs.

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Items/Gear
Mythril Bow: Reworked (Bow. PAtk +200. Acc -25. Spi +40.)
Blazing Blade: No longer auto-equips
Blazing Blade: Stats +9/turn -> +8/turn
Blood Ruby: Now grants +15% lifesteal and stacks with other lifesteals
Blood Sword: Now grants +15% lifesteal and stacks with other lifesteals
Cursed Roningasa: PDef +80 -> +75
Cursed Roningasa: Now grants +15% lifesteal and stacks with other lifesteals
Bloody Veil: Now grants +15% spell lifesteal and stacks with other spell lifesteals
The Contract: Reworked into Blue Saber (1h Sword. Patk +60. Acc +5. Mnd +20. On Phys Atk: Use "Vampire" [4 CD])
Knicked Knackers: Reworked into Crimson Choker (Accessory. Spell Lifesteal +15%)
Lohengrin: Regen Stacks x6 -> x7
Slime Coat: Reworked into Thornlet (Medium Head. No Auto-Equip. PDef +125. MDef +125. Auto: Bleed+)

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Dark Knight
Blood Weapon: Now grants +15% lifesteal and stacks with other lifesteals

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Berserker
Wrath I-IV: HP Recoil from 15%-33% -> 20%-35%
Wrath IV: Fixed a bug where the incorrect % was displayed

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Bard
General: Reworked which instruments give which songs.

Summary:
Quintar Flute: Ditty, Swift Shanty, Battle Chant, Magical Madrical, Allegro Con Moto, Warden's Paeon, Hastemarch
Ibek Bell: Troubador, Magical Refrain, Angel's Song, Foe Requiem
Owl Drum: Mage's Ballad
Salmon Violin: Endless Lullaby
Salmon Cello: All for You
Quintar Ocarina: Song of Hope

The goal is to allow more of Bard's core tools to be usable sooner. This will disrupt Bard progression for anyone currently on the quest, so be sure to review Dolcinaea's notes and get the songs you should have! (See above)

Soul Voice: Fixed a bug where it would extend Acceleration (a stance) instead of Cast Speed Up
All For You: CD 6 -> 8