Crystal Project

Crystal Project

Apotheosis Reborn (Beta)
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Update: 23 May @ 8:32pm

Uff, while Sequoia Reborn has gotten a TON of changes, this mod has not gone neglected, and due to the sheer quantity of changes, and me forgetting to write everything down, a ton of stuff will go forgotten, but in general, the mod is completely different than from what it used to be.

Dervish: While in vanilla this class can get AP through the use of Vigor Drain, you were then forced to spend it on some sub-class, since unironically, the class didn't use AP at all. These changes make the class have a bigger distinction between its earth spells and its wind spells.
Now Earth spells will be more powerful, but will require AP to use, tons of AP to use, meanwhile Wind spells have more MP cost, but are slightly stronger than before. The innate passive of the class will increase your max AP to 40, but will decrease AP gain on getting damaged, will still recover MP on gaining AP, additionally the class gets an MP recovery skill that requires AP, that will increase the class power greatly while sub-classed.

Assassin: This class was very weird in vanilla, the idea would be that it has skills that apply debuffs with massive CDs, you would apply as many debuffs as you could on an enemy and then Coup de Grace them into the ground, and that had one Bow-only skill that made no sence due to the rest of the kit being mostly dagger focused.
In a nutshell, the class will now enjoy lower CDs, will be much more dependant on being the lowest enemy threat, compared to Rogue, and will need to use its AP wisely to cripple the enemy, and it would eliminate any enemies at low enough HP, it will be mostly dagger focused, while also mantaining some skill that would also be usable with rapier and axe, and its power has generally gone up with the exception of Coup de Grace, which will be nerfed for the greater good.

Berserker: This class is very simple, do a lot of damage, have some HP cost and AP costs, and have some support skills that are based on some healing or doing even more damage, that has not changed, but values have been moved around to make a little bit more sence.
Main difference with other tanks is getting a lot of threat doing damage, but those skills force you to use them 2 turns in a row.

Summoner: While the basic idea of the class remains same to vanilla, some of its summons have gotten changed to be more useful, like Coyote, Pamoa, and Pah.

Rogue: Blind now has a 1 turn CD and costs 14 AP, and Silence a 2 turn CD, to compensate not being required to be lowest threat, the skills have gotten some CD to encourage using them when most optimally rather than whenever you can.
Sneak Attack damage has been lowered and Shadow Cut was increased, to encourage using one over the other rather than Sneak Attack all the time.

Witch: Freeze slow has been reduced and Burn MP cost has been reduced.

Aegis: Ivory Blade damage per buff increased, Extend now costs AP to use, but less MP.

Fencer, Feathercut AP cost lowered.

Hunter: Bear Trap's AP cost went up, and has 2 turn CD, done due to combinations that could make the skill too powerful.

Reaper: Sever Life damage lowered, Guillotine back to costing 50% HP (since it wasn't functioning as expected), Luck scaling with levels lowered.

Update: 9 May @ 9:22pm

Tons of changes here, almost all classes up to Poko Poko Desert have been fully rebalanced, only one left is Chemist, additionally, Scorch, Hemorrhage, and Toxic, status effect that were weaker versions of Burn, Bleed, and Poison, but with a small debuff on top of it (like fire damage taken up on Scorch), had been nerfed and some skills were given their stronger versions back.

Unstable debuff: Crit damage lowered.
Wet debuff: Mult. Water and Thunder damage lowered.
Chilled debuff: Mult. Water and Ice damage lowered.

Warlock: The "Do all, but worse" of the game early on, but now less bad.
- Doublecast: Its MP cost was reduced when using Warlock as a sub-job, but cost remains the same when used as main.
- Heal, Life: Mind stat scaling up.
- Blaze: Now applies Burn rather than Scorch.
- Lunging Strike, Warding Strike: Damage up slightly.

Fencer: A pure damage dealer, the main difference between this and Hunter is that this one will do damage constantly, but has no true burst unless you set it up with the rest of your team. Its on-crit damage was reduced to favor using Tonal Resonance.
- Venomous Sting: Now applies Poison rather than Toxin. AP cost up.
- Lacerating Wing: Now applies Bleed rather than Hemorrhage. AP cost up.
- Feathercut: No longer counts as a basic attack, no longer providing AP on use.
- Swallowtail, Nighthawk: AP cost up.
- Gambit: Crit damage up slightly.
- Tonal Resonance: Now works for the next 3 crits done, has lower crit damage, but it now gives a bit of crit chance.
- Resonating Tune: Crit damage down slightly, but it now gives extra basic attack damage.
- Dove Stance: Increases AP costs a little bit more.

Aegis: This class is very boring, but useful, wanted to spice it up, so now it has a new attack replacing Crystal Form that will allow Aegis to serve some damage when most necessary.
- Cover: Duration of cover is down, its AP cost is up slightly, but now is a Free action (doesn't cost the turn), so if you tank an attack correctly for an ally of your Palad- Aegis! it won't spend most of its time watching the rest of the team die.
- Halo: No longer provides 1 turn of regen and refresh.
- Shield Bash, Shield Toss: Damage lowered.
- Ivory Blade: New skill that replaces Crystal Form, its a magic blade attack, meaning its magical and physical, scales on STR, VIT, and SPI, and has its damage increased for every buff applied to the Aegis, can't be reflected or reacted to.


Hunter: Unlike Fencer, which is always doing damage, this class needs to prepare a little bit, and while it may not have per turn damage, it has more multi target damage and a couple of control tools.
- In general, AP costs went up and its damage was increase slightly.
- Assured shot was removed.
- Bear Trap: No longer applies hemorrhage
- Hunter's Mark: Damage taken was reduced to compensate for its increased overall damage per skill.
- Skin: Now can be used with dagger to increase its usage when sub-classed.

Ninja: While this class has received some heavy changes, due to obtaining it so late into the current content of the Sequoia Reborn mod, it's changes haven't been fully tested yet.
Overall, all skills that use scrolls now use more of them, outside of Raijin, which uses less.
- Dual Wield: Weirdly, while the class passive claims lowering damage when dual wielding, it only did so on basic attacks, meaning that the class would do obscene ability damage, so now dual wield lowers Physical and Magical damage done, the damage debuff is lowered on the learnable passive, so you have a reason to want to use it.
- Shuriken: No longer counts as a basic attack, applies Bleed instead of Hemorrhage. Has a new animation :)
- All Elemental Seals go back to vanilla behaviour.
- Utsusemi, Kawakage: Now cost AP to use.

Seasworn: Another class that hasn't been fully tested since you get it near Poko Poko Desert, but it will be fine for now.
AP and MP costs went up.
- Ice Armor, Tide Guard: Now both go down on turns and times damage is taken.
- Shimmertide: Now heals slightly.
- Chilly Winds: Only applies Chilled (damage up on Water and Ice element)
- Icicle Barrage: Now applies both Freezing and Chilled

Monk:
- Focus Chakra: Base AP gain and scaling increased slightly.

Cleric:
New skill called Sanctus added, does damage to an enemy and removes one random buff from it. Has a new unique Animation :)

Wizard:
- Slightly changed its Skill Tree so getting Arcane Teachings isn't as easy.
- Mind Stance: No longer gives max MP per turn.

Witch:
- Burning Curse: Now applies Burn rather than Scorch.
- Weakening, Quieting, Fatiguing Curse: Now can't be missed. Weakening and Quieting MP cost reduced slightly.
- Unstable Curse: Now always increases debuff duration by exactly 1.
- Voodoo, Puppet: MP and HP cost reduced.

Update: 3 May @ 11:05pm

Dark Knight:
Last Stand: Now applies Expiry when killed after 3 turns, massively reducing damage done and increasing damage taken.

Update: 3 May @ 10:43pm

Where to even start, there are too many changes for me to remember them all, but for good news, on top of Warrior, Rogue, Wizard and Cleric, we now have Monk, Witch, and Reaper (now called Dark Knight) completely rebalanced, with the other 4 classes also receiving major changes.

Changes:
Monk: In a nutshell, skills got few changes in general, but its AP cost have been increased to encourage letting your high HP monk get hurt.
- Myriad Palms, Sweep: AP cost up and damage down.
- Flame Palm, Earth Split, Thunder Chop, Tempest Fist: AP and MP cost up.
- Refreshing Meditation, Reviving Chant: AP cost up.
- Deafening Chant: Now interrupts charging abilities of enemies rather than silencing, AP cost up.
- Cleansing Words: Now is a free action (It still costs AP to use tho)

Witch: My god was this class overpowered, its passive allowed you to regain MP by doing magic damage (infinity MP wizard sure was something), now its function has swapped with Ritual Sacrifice.
- Old passive was changed for Blood Seeker, regaining a small amount of HP of magic damage done.
- Ritual Sacrifice: Regains MP equal to damage done on succesfully killing an enemy, got a CD added to it.
- Weakening, Quieting, Fatiguing, Hallucinating Curse: all are physical damage now, preventing the Witch from healing using those skill.
- Freezing Hex: Now increases Thunder and Water damage rather than Fire (:d)

Reaper (now called Dark Knight): A lot of skills were changed, because they made no sence, and HP and MP costs went up, making its high risk game more dangerous, some skills are now outright gone (Looking at you "Fear of the Reaper")
- Life Sap, Life Harvest: HP absorb went down, only truly matter at half HP use since its higher damage at low health still allows you to fully heal.
- Sandman: Now has a CD.
- Guillotine: Now reduces HP to one on use, but will heal you if it kills an enemy.
- Last Stand: New skill, when used it reduces heavily the max damage that can be done to the Dark Knight, but will kill you after 3 turns, meanwhile, damage, crit damage, and speed are highly increased.

Warrior:
- Defender's Strike and Armor Assault swapped places, now you start the game with Defender's Strike.
- Berserker: Damage increase was reduced, but so was Armor and Resist Decrease.
- Raging Crash: HP cost up, damage up too, and now ignores a percentage of Defence.
- Reckless Crash: No longer applies destroyed defenses, is no longer fire element, but its recoil damage was reduced.
- Rebounding Crash: Damage and life leach up.

Wizard: In a nutshell, its skill tree was slightly changed, now it takes longer to move through, encouraging training a subclass early.

Rogue:
Mug: New skill, do physical damage while stealing from an enemy, only usable while wielding a Dagger.

Update: 29 Apr @ 2:15pm

First Release