Crystal Project

Crystal Project

Final Fantasy Project Overhaul
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Update: 24 Mar, 2024 @ 7:07pm
by Flux

v2.592

Status
Bar-series: Made sure all names sync with En- series
De-series: Made sure all names sync with En- series

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White Mage
Bar-Ice: Renamed to Bar-Blizzard

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Paladin
Cover: Reworked to function more like Closed Position from Dancer
Cover: Next turn comes 0% -> 25% faster
Cover: Now ends when user is low HP
Cover: CD 3 -> 0
Retaliation: Next turn comes 0% -> 25% faster
Retaliation: CD 2 -> 0
Sheltron: Damage Reduction 25% -> 20%
Sheltron: Stacks x2 -> x3
New Skill: De-Cover (Stop taking damage for allies.)

Paladin needed a bit more attention. Cover also needed some smart functionality so you have finer control over it, and also so the Paladin won't kill themselves when they reach critical HP.

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Dancer
En Avant: CD 1 -> 0
En Avant: Once Per Turn
En Avant: Donate 3 -> 6 AP/turn to Partner
Mincing Minuet: PAtk Rate/Base Power per Target Debuff 15%/25% -> 20%
Closed Position: No longer a free action
Closed Position: No longer has a duration
Closed Position: Next turn comes 0% -> 25% faster
Closed Position: CD 3 -> 0

Currently the +25% healing from dances is not functioning due to hard-coded logic. Until this is resolved, I'm removing the feature and buffing Closed Position & En Avant.

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Shikari:
Quick Charge: Returned to Time Mage
SOS: Quick: Is now taking its place

SOS: Quick fits this job a lot better than Quick Charge did.

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Time Mage
Talent Tree: Reworked
Haste: Removed
Slow: Removed
Regen: Removed
Delay: Removed
Gravity: Removed
Extend: Reworked (6 CD. Main Job Only. Extend most buffs on all allies. Duration depends on buff. Free Action.)
Undo: Renamed to Time Slip
Deployment Tactics: Removed
Chronomancer: Reworked (Enabled: "Extend," "Time Slip")
New Innate: SOS: Time Slip (Once per fight, at critical HP, cast "Time Slip.")
SOS: Quick: Moved to Shikari
Pace Setter: Now also increases CT by 25%
Quick Charge: Restored and is now also an Innate

A rework of Time Mage, doing some spring cleaning on its kit. Now instead of extending casted buffs/debuffs, they can extend the buffs/debuffs currently affecting the entire party. This tends to be only common buffs, so job-specific buffs (which tend to be mechanics anyway) won't get extended.

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Mime
New Innate: Soul of Mimicry (Can use any main job ability)
Imitate: CD 4 -> 3
Observe: Reworked (3 CD. Wait until immediately after the target's turn.)
New Skill: Improvise (Once Per Battle. Reset all cooldowns on user.)
Auto: Reflect: Stacks x6 -> x3

This is the next step in a quest to make Mimic more engaging. The new innate is so they can mimic abilities from jobs they don't have subbed. As for Observe, I figured Mimic would be much more fun this way; you can better plan your turns without having to worry about actions you're uninterested in ruining your observation.

Auto: Reflect was changed to match the actual spell.

Update: 24 Mar, 2024 @ 9:51am
by Flux

Still v2.591

Just some touch ups to dialogue

Update: 24 Mar, 2024 @ 9:36am
by Flux

v2.591

Enemies/Bosses
Bound Dragoon: Altered Stats

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Archer
Iron Jaws: PAtk Rate 150/100 -> 125/50
Apex Arrow: PAtk Rate 150/125 -> 125/75
Apex Arrow: Power Rate 0/75 -> 0/50

Archer's turn economy is far, far better than it used to be- and these skills no longer have CT. They need to be a bit weaker.

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Shikari
All Shikari Arts: Changed to physical
BoltStrike: Can no longer miss

Shikari's magic stuff being flagged "magical" was unfortunately leading to a lack of synergy with its own passives. I decided to stick with physical.

Update: 23 Mar, 2024 @ 10:01am
by Flux

v2.59

This is a major update, and you know what that means: It's too big to fit in Steam's update notes!
So let's talk about what this update covers as a generality, and then I'll go into specifics. I'll be skipping over a lot of things by necessity, unfortunately.

- Mechanical changes to Dual Wield and Double Grip.
- All cast time is overhauled to be in multiples of 8. This is because 8 is 1/11 of a turn, and it means cast time is more generally consistent.
- A number of buffs and changes to all jobs.
- Updates to DoTs and CCs.
- Stage 1 of an overhaul to how elemental bonuses are handled by gear. Generally, I wanted to reduce certain ridiculous bonuses like on Gaia Axe.
- New enemies, bosses and overhauls to existing enemies/bosses
- New animations
- New progression events! The entire game is now covered up to Undercity and Beaurior Rock.

--

Status
Weep: Reworked into Pain (DoT 9%. Acc/Evade Mult -5%)
Demotivated: Removed
Exhausted: Renamed to Demotivated
Breach: Crit Chance/Dmg Boost vs Target +10% -> +15%
Bleed: Reworked (DoT 9%. 5% more likely to receive crits)
Poison: Reworked (DoT 12%. Remove Regen. Nullify Regeneration)
All CC: Updated to apply immunities on removal too.

Poison is a general counter to regeneration now, and also the strongest base DoT.
With the addition of Pain, there is a DoT representing every element.

--

Enemies/Bosses

There's too much to list here, so I'm only listing the most notable changes.

New Species: Plant
New Enemy Type: Malboro

The new species includes the Malboros, but also every plant and mushroom in the game. They're immune to Blind, Sleep and Silence and auto-regen! Nullify their regeneration and you can take them out.

PVP Encounters: Script altered
Gank Squad I/II/III: Added new mechanics, made them generally more interesting to fight.
Duel Master: Reworked into The Ravager
Blade Master: Reworked into The Commando
Shadow Master: Reworked into The Saboteur
New Boss: Bound Dragoon
New Boss: Firemane
New Boss: Sekhret
New Boss: The Brothers

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NPCs/Quests
New Rematch NPCs
Big Gacha: Pool updated
Updated Event: The Undercity Hunt
Updated Event: Gank Squad III
New Event: Barbariccia Returns
New Event: Rubicante in the Volcano
New Event: The Brothers

--

Items/Gear

Waaaay too much to list here.
Generally, I've updated a lot of items that conferred Elemental Bonuses. I'm trying to reduce ridiculous situations like the Gaia Axe and generally standardize the bonuses. I don't want to eliminate elemental damage builds, but I want to make the player have to work a bit harder than "Wear this piece for a 75% damage boost."
Ultimately, I want to raise the bonuses on en-element and de-element, but I can't do it without major changes to gear.

The standardization did include some buffs, and new elemental options, as well as new items in general. So it's not all nerfs :P.

--

From here I'll be listing only the major reworks. There's more, I promise, but again... space.

-

Monk
General: Punch and Kick are no longer separate trees
Bravega/Faithga/Bubblega: Is now a basic art and can start combos
Elixir Aura: Power Rate 0/-170 -> 0/-175

--

Black Mage
Bluff: Reworked into Save (Reduce the MP cost of a Black Magic by 33% in exchange for +100% cast time.)
New Skill: Spread (Spread a Black Magic to all enemies at -25% damage and 3/4 debuff time, for +33% MP cost.)
New Skill: Swift (Reduce the cast time of a Black Magic by 100% in exchange for +33% MP cost.)
Reworked ALL Spells with new animations and new mechanics.

Bluff was removed in exchange for finer interaction with their spell kit. They can de-element their enemies using the -ga spells now.

Yes, they are expensive to master. This is to keep their early burst damage in line.

--

Arcanist
Talent Tree: Reworked
Talent Tree: Fear and Bio are now your starters
Bane: Reworked (3 CD. Use an Arcane Magic instantly on all enemies w/ 3/4 debuff time.)
De-Brave: Reworked into Fear (14 MP. 24 CT. Inflict De-Brave x3 & De-Armor x3)
De-Faith: Reworked into Curse (14 MP. 24 CT. Inflict De-Faith x3 & De-Shell x3)
De-Protect/De-Shell: Removed
Sap: Was given Aero's old animation
Miasma: MP Cost 10 -> 12
Miasma: Potency 8% -> 9%
Miasma: CD 4 -> 3

Improving Arcanist's turn economy to make it more appealing for applying debuffs.

--

Paladin
Cleansing Strike: Potency 10% -> 9%
Gnome Form: LP Cost 400 -> 300
SOS: Recover HP: LP Cost 400 -> 300
Northswain's Strike: LP Cost 200 -> 100
Clemency: LP Cost 200 -> 100
Sheltron: Next Turn is 0% -> 25% faster
Steelguard: Reworked (8 AP. 4 CD. Recover 33% of Max HP & Cleanse debuffs. Guard for one turn & take 25% damage from all sources)
Beacon: Reworked into Guardian (Enabled: "Cover." Also, threat decays 25% slower.)

--

Agent

This has been completely reworked into the new job "Shikari." Shikari is a shadowy hunter from Shoudu that uses three different fighting styles, the Commando (Rapier), the Ravager (Wand) and the Saboteur (Bow). It takes a lot of inspiration from FFXIII and should be agnostic to any job path regardless of damage stat.

Its unique mechanic is the ability to act multiple times a round, in exchange for a higher wait time between turns.

Let me go into what each role does.

Role: Commando
This is the rapier role and uses Str-based physical skills. The stance boosts Str by 5 flat + 10%, which decays to 5 flat + 5% on turn 4+.

Blitz: 4 AP. A spinning slash vs. all foes. 5% Acc Bonus.
Ruin: 4 AP. Commando's only magic-based skill. Cast an energy shot. Inflict: "Pain" x4 [DoT, Reduce Acc/Eva]
Launch: 4 AP. Launch an enemy sky-high. Apply "Float" x2 [Immune: Earth, +Eva]
Smite: 8 AP. 6 CD. Slam flying foes down to earth. Consume: "Float," "Burn," "Frostbite," "Pain" for extra damage.

Role: Ravager
The wand role, using wand-based elemental bursts that extend DoTs. The stance boosts Mnd by 5 flat + 10%, which decays to 5 flat + 5% on turn 4+.

Flamestrike: 4 AP. A fiery wand attack. Extends Burn x2.
Froststrike: 4 AP. A frosty wand attack. Extends Frostbite x2.
Boltstrike: 4 AP. A crackling wand attack. Deals 33% more damage to a paralyzed foe.
Felgust: 4 AP. A fell wind howls with this wand attack. Dark/Wind element attack. Deals 33% less damage to Undead. Extends Pain x2.

Role: Saboteur
A savage sniper who fires debilitating arrows at their foes. The stance boosts Agi by 5 flat + 10%, which decays to 5 flat + 5% on turn 4+.

Fiery Shot: Fire a burning arrow. Inflict: "Burn" x4 [DoT, -Phys Dmg]
Icecloud Shot: Fire a frosty arrow. Inflict: "Frostbite" x4 [DoT, -Turn Speed]
Shadowbinder: Fire a numbing arrow. Inflict: "Paralyze" x2
Heartseeker: Fire a tainted arrow. Inflict: "Death Sentence" x3

Ultimate: Full Stock
You will stock two extra turns to use now in exchange for 200% turn time. Reduced Power/Buff-Debuff Duration/AP Gain.

Innates:
Paradigm Shift: Gain 4 AP on stance change.
Lifesiphon: When using Shikari Arts, chance to stock 1 turn (effective next time you act).
Deathblow: Killing blow if target HP less than 200% of phys attack dmg.

Passives:
Stance Master: Straight from Mystic Knight
Quick Charge: Straight from Time Mage
Equip: Medium Armor & Equip: Rapier: Carried over from Agent


Every Role feeds into another, so playing Shikari is about knowing when to stay in a role and when to switch. If you can juggle the roles effectively, you can do some serious damage.

Update: 23 Feb, 2024 @ 5:52pm
by Flux

v2.582

Status
Float: Now also nullifies physical earth element damage
Sleep: Fixed a bug where it was not cleared upon damage
Immunizing (INT): Flagged as "None"
All En- Elements: Element Dmg +10% -> +15%
En-Dia: Dmg +5% -> +7%

--

Items
Gaia Vest: Reworked (PDef +80, MDef +40, Magic Dmg Given -75%, Earth Dmg Given +40%)
Soul Wand: Renamed to Candle
Cleric's Hood: Renamed to Fervent Cowl

--

Thief
Bloodbath: No longer main job only
Bloodbath: Lifesteal % 33% -> 25%

--

Monk
Greased Lightning: Now proc'd by magic damage

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White Mage
Undine Form: Fixed a bug where it increased self heals by 15% instead of decreased

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Ninja
Preparation: CD 3 -> 4
Shuriken: Power Rate 150/175 -> 100/175
Venom Star: Power Rate 150/150 -> 100/150
Tack Star: Power Rate 150/150 -> 100/150
Needler: Power Rate 150/100 -> 100/75
Needler: Slow stacks x4 -> x2
All Scrolls: Base Power 60 -> 100

--

Dancer
MP Mambo: Fixed a bug where it gave LESS MP to the dance partner
MP Mambo: Added a tiny bit of Spi scaling
Forbidden Dance: Status list updated

--

Dervish
All Skills: Clarified description

--

Mystic Knight
Force Field: MP Cost 50 -> 40
Astra: MP Cost 25 -> 20
De-Element: Removed

Update: 21 Feb, 2024 @ 8:29am
by Flux

v2.581

Items/Gear
Ashura: Fixed a bug where it was referencing the incorrect En-fire status

--

Archer
Djinn Form: Reworked (+10% Spd, Immunity: Haste, Stop, Slow)
Wisp Form: Damage Reduction 25% -> 20%

--

Chemist
Counter: Potion: Now uses the correct animation

Update: 21 Feb, 2024 @ 5:37am
by Flux

STILL v2.58

Fixed a major issue with Scout/Shadow that prevented save loading.
Your saves are fine. I apologize!

Update: 20 Feb, 2024 @ 10:30pm
by Flux

Still v2.58

Hotfix to Miasma

Update: 20 Feb, 2024 @ 10:27pm
by Flux

v2.58

Status
All CC: Reverted; this wasn't a popular change and I wasn't sure I liked it either.
Stop: Now has a pink outline ala FF6
Daze: Reworked (+100% CT)
Frostbite: Reworked (9% DoT, +5% TT Next Turn)
Astra: Reworked (Immune to all debuffs and crowd control)
Immunizing (INT): Now applies after 1 interval instead of 1 turn.
New Status: Zap (9% DoT, -5% Magic Damage Given)

--

Enemies/Bosses
Okimoto N.S.: Altered troops
Crasshopper: Altered script
Tira: Intangible status is now flagged "None"

--

Items/Equipment
Assassin's Cloak: Flat Dex 30 -> Dex +10%

--

Warrior
Heavy Swing: No longer main job only
Skip: Defend: Reworked (2 PP, On Skip Turn, apply Defend x1 [Dmg Received -25%])
Str Up: Reworked into Salamando Form (3 PP, +25% Basic Attack Damage)

--

Monk
Kick: Now costs 1 LP
Greased Lightning: Tweaked description.
HP Up: PP Cost 2 -> 3

This is to make Focus -> Kick a conscious setup, rather than something everyone just gets without any effort earlygame.
Yes, I'm aware you can still easily get it early. The intent isn't to make sure it isn't possible, just that you have to go out of your way a little.

--

White Mage
Cura: MP Cost 22 -> 20
Curaga: MP Cost 38 -> 36
Spi Up: Reworked into Undine Form (3 PP, Healing Given +15%, Healing Received -15%)
Tranquil Heart: Fixed description
Asylum: Reworked (18 AP. Main Job Exclusive. Once Per Fight. Grant a party-wide barrier that caps damage at 100. Activate Temperance x1 [Next White Magic is free, instant & AoE].)

This is to discourage using Asylum for offense, without explicitly forbidding it.

--

Black Mage
Mnd Up: Reworked into Luna Form (2 PP, Recover 5 + 20% of your max MP at the beginning of battle)

--

Red Mage
Counter: Regen: Set appropriate animation

--

Dragoon
Disembowel: No longer main job only
Cherry Blossom: No longer main job only

--

Blue Mage
Scan: Fixed a bug where it was unusable
Aero: Sap Stacks x4 -> x3

--

Arcanist
Bio: No longer inflicts Daze
Biora: Replaced with Shock (8 MP, T1 Thunder Magic, Inflicts Shock x6)
Miasma: Now extends Arcanist DoTs (Poison/Shock/Sap) by x3
Miasma: CD 0 -> 4

--

Dragoon
Cherry Blossom: Now reduces PDef instead of MDef

Dragoon no longer has skills that target MDef so this needed addressing.

--

Paladin
Sheltron: MP Cost 10 -> 8
Sheltron: Stacks 3x -> 2x
Clemency: MP Cost 26 -> 20
Clemency: CT 15 -> 20
Auto: Cover: Fixed description
Vit Up: Reworked into Gnome Form (3 PP, +15% Crit Resist)

--

Archer
Iron Jaws: No longer main job only
Agi Up: Reworked into Djinn Form (3 PP, +10% Spd & +10% Dmg Taken)
Accuracy Up: Reworked into Wisp Form (3 PP, Never Miss but -25% Phys Dmg)

--

Chemist
Mix: Vanish Drink: CD 2 -> 4
Mix: Vanish Drink: Clear Stacks x2 -> x3

--

Ninja
Spd Up: Reworked into Shadow Form (3 PP, HP -25%. Begin with 1 stack of Intangible [Evade all attacks]. Regain stack 5 turns after use.)
Initial: Blink: Reworked into Specialist (On first turn, all actions with a cooldown are only 1 CD)

--

Mystic Knight
Shock Spikes: Now inflicts Shock x2 instead of Daze x2
Skip: Astra: Reworked (2 PP, On Skip Turn, apply Astra x1 [Immune to Debuffs])

--

Dervish
Blessed Form: Renamed to Holy Form
Skip: AP Charge: Turn Speed +20% -> +25%

--

Summoner
Silver Wind: CD 0 -> 4
Moonshadow CD 3 -> 4

--

Beastmaster
Synced Abilities

--

Gambler
Lck Up: Renamed to Dryad Form

Update: 19 Feb, 2024 @ 8:03am
by Flux

Still v2.573

Hotfixes to Aura Blast & Aura Bomber