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100401 Posts in 4573 Topics by 294 Members - Latest Member: lmm March 12, 2010, 12:42:59 AM
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Author Topic: LFT: An FFT mod (Final Release - Download here!)  (Read 31328 times)
Laggy
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« on: November 22, 2008, 08:40:15 PM »

Last Update: 12/09/09 - Tentative final release
- Download the patch here.
- Download PPF-O-MATIC here to apply the patch to an FFT ISO. Remember that you must apply it to a clean (unpatched) ISO or it will not function properly!

Documentation
* LFT Abilities Reference Document. A list of all abilities in LFT for every PC-playable job, including formulas for each ability, their effects, JP costs, range/CT/MP/effect area values, and what ability are learnable on what class. Innate RSM for jobs are also documented.
* LFT Equipment Reference Document. A list of all equipment in LFT (weapons, armor, accessories) and their effects.
* LFT Stats Reference Document. A list of all stat values in LFT for every PC-playable job, including growth and stat multipliers, job unlocks, and wearable equipment.
* LFT Monster Affinities Reference Document. A list of all elemental properties and innate status properties in LFT for PC-playable monsters.

Foreword

LFT is a modification of Final Fantasy Tactics, making some dramatic changes to its gameplay while preserving non-gameplay aspects (the story, characters, etc. have all been left unmodified). Through all these changes I would like to believe that I have preserved the spirit of the gameplay itself - the vast array of options it offers, the tactical potential it has always boasted over most SRPGs out there, and above all else, the things that make it such an enjoyable game that has weathered the test of time admirably.

LFT has three main goals:
1. To improve the usability and balance in all aspects of gameplay. (classes, items, etc.)
2. To reduce the necessity of grind and other tedious aspects of the game. (faster JP gain, easier class unlocks, better poaches, etc.)
3. To streamline the game's difficulty so that it remained challenging to a well-versed player of FFT, without forcing optimization or extraneous leveling. (Special care has been taken to make sure that SCCs are, as a general rule of thumb, still possible.)

Furthermore, to accomplish these goals while keeping things fun was readily kept in mind. An all too easy trap to fall into is the idea that everything has to be made hard when fan-made. (Special thanks to m.c. for correcting the course for me whenever it looked like I was about to fall into that!)

As far as what was deemed "broken" and what wasn't, the ease at which something could be abused was heavily factored into any balance changes made. Things like Brave/Faith modification and the like were preserved simply because of the amount of effort required to take advantage of them and the decision to leave extensive twinking options available to the player should they feel that was the most enjoyable way to play the game. On the other hand, a good number of abilities that were brutal in terms of power and efficiency (early summons, Auto-Potion, etc.) were nerfed, whether directly or through making them harder to get, because they were simultaneously powerful and easy to obtain. Whenever possible, though, options were either refined or moved in difficulty to acquire, rather than removed from the game outright.

A summary of changes follows:
- Classes have been revamped significantly in every factor - stat multipliers and growths, wearable equipment, ability effects, JP costs, unlock requirements, innate RSM, etc.; they are all still very recognizable from their FFT designs, but have been retooled and rebalanced to all be viable. Special jobs are included in this criteria.
- Monsters have been reworked in a similar manner and are significantly more challenging than their FFT incarnations, as well as being worthwhile PC replacements in their own right. All monsters have innate Monster Skill, which allows them to access new abilities when near each other. Random encounters are now respectable fights rather than fodder.
- Equipment has been tweaked to be more versatile and offer a wider range of effects available. Traditionally underused equipment was given special emphasis in finding new niches and roles to fill.
- All of these changes apply to the enemy side as well, making them more well-rounded and generally more challenging on their own, as even the common Knight and Archer are respectable foes now.
- In-game documentation changes for all of the above have been included in-game.
- Storyline encounters have had enemy job selection diversified to give a wider range of enemies and strategies you face against.
- Bosses have been improved in general (the majority now have innate Defense UP and Magic DefendUP) to give them more of a fighting chance, especially in assassination missions.
- The Beowulf sidequest (Colliery, Nevelska) has been modified to fit with aftergame content and the fights have been redesigned from scratch to be appropriately challenging for optional encounters.
- The Deep Dungeon has 1 specially designed fight per floor (out of 4) designed as optional superfights. END has been changed entirely to custom fights. All Deep Dungeon maps are now automatically lit with a crystal.

Credit goes to:
* metroid composite, for her endless wealth of FFT mechanical knowledge and expertise and for many, many test playthroughs during the infancy of the mod. Without mc, this would not have been completed or expanded as far as it did.
* Tonfa, for working closely with me on feedback and suggestions for months and doing extensive testing and sanity checking whenever I needed it, as well as helping me with the reference documents.
* Zodiac, philsov, and the FFHacktics community in general, for helping me out with several technical problems I was stuck on and for providing such wonderful editing tools that made this mod possible.
* Everyone who played the mod. You all know who you are, and in the end you were the reason I kept this thing up for more than a whole year.

----

What follows is a brief section of LFT's changelog. The primary job changes are listed here; for detailed specifics, and for other changes such as equipment, it is highly recommended you view the reference documents linked at the start of this post.

* All equipment, abilities, job wheel prerequisites, etc. have had their in-game documentation modified to reflect LFT's changes. The select button is reliable for finding nearly all changes. The SP values in abilities' documentation have been converted to CT values.
* For complete detailed information, especially on equipment and stat changes, refer to the reference documents at the start of this post.

-Universal-
* Innate [Gained JP Up] given to all playable PC classes
* [Wish] CT increased from 0 to 5, now Cancels: Dead
* [Split Punch] now adds Don't Move instead of Death Sentence, can be used without a sword
* [Crush Punch] can be used without a sword
* [Lightning Stab] now adds Undead instead of Silence
* Poison CT raised from 36 to 52
* Regen CT raised from 36 to 52
* Wall CT set to 12 (Wall reduces all damage to 1)
* JP scroll glitch fixed
* Secret Hunt is not required to enter the Fur Shop

-Squire-
(The following changes apply only to the base Squire.)
* Move increased from 4 to 5
* HP Multiplier increased from 100 to 110
* MP Growth increased from 15 to 11
* MP Multiplier increased from 75 to 110
* Speed Multiplier increased from 100 to 110
* PA Growth increased from 60 to 50
* PA Multiplier increased from 90 to 110
* MA Multiplier increased from 80 to 110
* Acquired innate [Monster Skill]
* Can equip Knight Swords, Crossbows, Sticks, and Robes
* [Yell] added to ability list
* [Replenish] added to ability list, 1 range, 2 vertical, restores MP (MA*8)
* [Reinforce] added to ability list, 1 range, 2 vertical, can't self-target, adds Defending and Reraise status (100%)
* [Throw Stone], [Dash], and [Counter Tackle] now inflict 100% knockback (barring terrain/special char concerns)
* [Heal] cures additional statii (Undead, Petrify, Confusion, Blood Suck, Berserk, Oil, Frog, Slow, Stop, Charm, Sleep, Don't Move, Don't Act, Death Sentence)
* [Yell] can no longer be self-targetted
* JP Cost Changes
  ... Accumulate: 300 -> 150 JP
  ... Yell: 200 -> 250 JP
  ... Replenish: 400 JP
  ... Reinforce: 800 JP

(The following changes apply to all base Jobs, including base Squires.)
* [Defend] removed from ability list
* [Move +1] removed from ability list
* [Gained JP Up] removed from ability list
* [Gained Exp Up] added to ability list
* [Move-Get Exp] added to ability list
* JP Cost Changes
  ... Counter Tackle: 180 -> 100 JP
  ... Equip Axe: 170 -> 150 JP
  ... Monster Skill: 200 -> 50 JP
  ... Move-Get Exp: 400 -> 200 JP

-Chemist-
* [Distribute] added to ability list
* JP Cost Changes
  ... Ether: 300 -> 100 JP
  ... Hi-Ether: 400 -> 200 JP
  ... Elixir: 900 -> 300 JP
  ... Eye Drop: 80 -> 10 JP
  ... Antidote: 70 -> 20 JP
  ... Echo Grass: 120 -> 30 JP
  ... Maiden's Kiss: 200 -> 40 JP
  ... Soft: 250 -> 50 JP
  ... Holy Water: 400 -> 60 JP
  ... Remedy: 700 -> 200 JP
  ... Phoenix Down: 90 -> 250 JP
  ... Distribute: 200 -> 50 JP
  ... Auto Potion: 400 -> 1000 JP
  ... Throw Item: 350 -> 150 JP
  ... Maintenance: 250 -> 150 JP

-Knight-
* Move increased from 3 to 4
* Speed Multiplier decreased from 100 to 90
* Acquired innate [Defense UP] and [Magic DefendUP]
* [Defend] added to ability list
* [Move +1] added to ability list
* [Weapon Guard] removed from ability list
* All "Break" skill accuracies increased to 100% (still subject to evade)
* [Magic Break] now dispels all positive status (ala Dispel Magic) plus Innocent
* [Speed Break] Speed damage decreased from 2 to 1
* JP Cost Changes
  ... Head Break: 300 -> 150 JP
  ... Armor Break: 400 -> 150 JP
  ... Shield Break: 300 -> 50 JP
  ... Weapon Break: 400 -> 300 JP
  ... Magic Break: 250 -> 150 JP
  ... Speed Break: 250 -> 450 JP
  ... Power Break: 250 -> 300 JP
  ... Mind Break: 250 -> 200 JP
  ... Equip Armor: 500 -> 300 JP
  ... Equip Shield: 250 -> 200 JP
  ... Equip Sword: 400 -> 200 JP
  ... Move +1: 200 -> 400 JP

-Archer-
* MP Multiplier increased from 65 to 100
* MA Multiplier increased from 80 to 100
* C.Evade increased from 10% to 30%
* Acquired innate [Ignore Height]
* [Charge+1] removed from ability list
* [Jump +1] removed from ability list
* [Charge+6] added to ability list, adds 6 power for 5 CT
* [Ignore Height] added to ability list
* [Charge+2] changed from +5 CT to +1 CT
* [Charge+3] changed from +6 CT to +2 CT
* [Charge+4] changed from +8 CT to +3 CT
* [Charge+5] changed from +10 CT to +4 CT
* [Charge+7] changed from +14 CT to +6 CT
* [Charge+10] changed from +20 CT to +9 CT
* [Charge+20] changed from +35 CT to +15 CT
* Can equip Robes
* JP Cost Changes
  ... Charge+2: 150 -> 100 JP
  ... Charge+3: 200 -> 150 JP
  ... Charge+4: 250 -> 200 JP
  ... Charge+5: 300 -> 250 JP
  ... Charge+6: 300 JP
  ... Charge+7: 400 -> 350 JP
  ... Charge+10: 600 -> 400 JP
  ... Charge+20: 1000 -> 500 JP
  ... Speed Save: 800 -> 350 JP
  ... Arrow Guard: 450 -> 250 JP
  ... Equip Bow: 350 -> 150 JP
  ... Ignore Height: 700 -> 300 JP

-Monk-
* Move increased from 3 to 4
* [Move HP-Up] removed from ability list
* [Jump +3] added to ability list
* [Spin Fist] effect area increased from 2v0 to 3v1
* [Revive] vertical tolerance increased from 0 to 1
* [Secret Fist] hit rate increased from +50 to +70, now also inflicts Don't Move
* [Stigma Magic] status cured changed to Undead, Petrify, Blood Suck, Frog, Poison, Slow, Sleep, Don't Move, Don't Act
* JP Cost Changes
  ... Spin Fist: 150 -> 100 JP
  ... Repeating Fist: 300 -> 150 JP
  ... Wave Fist: 300 -> 200 JP
  ... Earth Slash: 600 -> 500 JP
  ... Secret Fist: 300 -> 100 JP
  ... Stigma Magic: 200 -> 150 JP
  ... Chakra: 350 -> 250 JP
  ... Revive: 500 -> 250 JP
  ... HP Restore: 500 -> 300 JP
  ... Hamedo: 1200 -> 700 JP
  ... Jump +3: 1000 -> 200 JP

-Priest-
* Can equip Flails
* [Wall] removed from ability list
* [Move-HP Up] added to ability list
* [Cure] MP cost decreased from 6 to 4, CT decreased from 4 to 2, multiplier decreased from 14 to 10
* [Cure 2] vertical tolerance increased from 1 to 2, MP cost decreased from 10 to 8, CT decreased from 5 to 4
* [Cure 3] effect area increased from 2v1 to 3v3, MP cost decreased from 16 to 12, CT decreased from 7 to 6
* [Cure 4] effect area increased from 2v2 to 4v4, MP cost decreased from 20 to 16, CT decreased from 10 to 8
* [Raise 2] hit rate increased from +160 to +250, CT decreased from 10 to 7, MP cost increased from 20 to 32, made not reflectable
* [Reraise] hit rate increased from +140 to +200, CT decreased from 7 to 3
* [Regen] hit rate increased from +170 to +200, effect area increased from 2 to 3, MP cost decreased from 8 to 4
* [Protect 2] and [Shell 2] effect area increased from 2 to 3, hit rate increased from +120 to +220, CT decreased from 7 to 2, MP cost decreased from 24/20 to 20
* [Esuna] no longer cures Don't Move
* [Holy] MP cost increased from 56 to 60, CT increased from 6 to 7
* JP Cost Changes
  ... Cure 2: 180 -> 150 JP
  ... Cure 3: 400 -> 300 JP
  ... Cure 4: 700 -> 500 JP
  ... Raise: 180 -> 100 JP
  ... Raise 2: 500 -> 400 JP
  ... Reraise: 800 -> 300 JP
  ... Regen: 300 -> 50 JP
  ... Shell: 70 -> 60 JP
  ... Protect 2: 500 -> 300 JP
  ... Shell 2: 500 -> 250 JP
  ... Esuna: 280 -> 200 JP
  ... Holy: 600 -> 900 JP
  ... Regenerator: 400 -> 150 JP
  ... Magic DefendUP: 400 -> 200 JP
  ... Move-HP Up: 300 -> 200 JP

-Wizard-
* MA Multiplier decreased from 150 to 140
* [Fire], [Ice], and [Bolt] CT decreased from 4 to 3, multiplier decreased from 14 to 12
* [Fire 2], [Ice 2], and [Bolt 2] CT decreased from 5 to 4
* [Bolt 2] MP cost increased from 10 to 12
* [Fire 3], [Bolt 3], and [Ice 3] CT decreased from 7 to 5
* [Fire 4], [Bolt 4], and [Ice 4] range increased from 4 to 5, multiplier decreased from 32 to 30, effect area changed from 3v3 to 2v4, CT decreased from 10 to 6, MP cost decreased from 48 to 36
* [Poison] hit rate increased from +160 to +200, effect area increased from 2v2 to 4v3, CT decreased from 3 to 2, MP cost decreased from 6 to 4
* [Death] hit rate increased from +100 to +180, range increased from 4 to 8, CT increased from 10 to 18
* [Flare] multiplier increased from 46 to 52
* [Magic AttackUP] boost dropped from +33% to +25%
* JP Cost Changes
  ... Fire 3: 480 -> 400 JP
  ... Fire 4: 850 -> 600 JP
  ... Bolt 3: 480 -> 400 JP
  ... Bolt 4: 850 -> 600 JP
  ... Ice 3: 480 -> 400 JP
  ... Ice 4: 850 -> 600 JP
  ... Poison: 150 -> 50 JP
  ... Frog: 500 -> 150 JP
  ... Death: 600 -> 300 JP
  ... Flare: 900 -> 800 JP
  ... Counter Magic: 800 -> 200 JP
  ... Magic AttackUP: 400 -> 600 JP

-Time Mage-
* Can equip Books
* MP Multiplier increased from 120 to 140
* Acquired innate [Float]
* [Haste] CT increased from 2 to 4, hit rate increased from +180 to +200
* [Haste 2] effect area increased from 2 to 3, CT decreased from 7 to 2, hit rate decreased from +240 to +220
* [Slow] CT increased from 2 to 4, hit rate increased from +180 to +200
* [Slow 2] effect area increased from 2 to 3, CT decreased from 7 to 2, hit rate decreased from +240 to +220
* [Stop] CT decreased from 7 to 5, hit rate increased from +110 to +160
* [Float] range decreased from 4 to 3, effect area increased to 3v2, hit rate increased from +140 to +200
* [Reflect] hit rate increased from +180 to +250
* [Quick] MP cost decreased from 24 to 12, hit rate increased from 140 to 170
* [Demi] MP cost decreased from 24 to 16, added dark-elemental attribute
* [Demi 2] hit rate increased from +120 to +160, CT decreased from 9 to 7, MP cost decreased from 50 to 32, added dark-elemental attribute
* [Meteor] MP cost increased from 70 to 80
* JP Cost Changes
  ... Haste 2: 550 -> 350 JP
  ... Slow 2: 520 -> 300 JP
  ... Stop: 330 -> 150 JP
  ... Float (spell): 200 -> 50 JP
  ... Reflect: 300 -> 50 JP
  ... Quick: 800 -> 300 JP
  ... Demi 2: 550 -> 400 JP
  ... Meteor: 1500 -> 1200 JP
  ... Critical Quick: 700 -> 150 JP
  ... Teleport: 600 -> 1200 JP
  ... Float (movement): 540 -> 100 JP

-Summoner-
* MP Multiplier increased from 125 to 175
* [MA Save] added to ability list
* [Fly] added to ability list
* [Moogle] MP cost increased from 8 to 12
* [Shiva], [Ramuh], and [Ifrit] multiplier decreased from 24 to 22, CT increased from 4 to 7, MP cost increased from 24 to 28
* [Titan] CT increased to 8, MP cost increased from 30 to 36
* [Golem] MP cost increased from 40 to 50
* [Carbunkle] effect area increased from 3v2 to 4v3, hit rate increased from +150 to +180
* [Bahamut] multiplier decreased from 46 to 38, MP cost increased from 60 to 76, effect area increased from 4 to 5
* [Odin] multiplier decreased from 40 to 26, CT decreased from 9 to 8, MP cost decreased from 50 to 40
* [Leviathan] multiplier decreased from 38 to 32, CT increased from 9 to 10, MP cost increased from 48 to 56
* [Salamander] multiplier decreased from 38 to 36
* [Silf] changed from status to damage (mult 24), 32 MP, 7 CT, wind-elemental
* [Fairy] CT increased from 4 to 5, MP cost increased from 28 to 34
* [Lich] MP cost decreased from 40 to 30
* [Cyclops] multiplier decreased from 50 to 44, MP cost increased from 62 to 64, vertical tolerance increased from 2 to 3
* JP Cost Changes
  ... Moogle: 110 -> 100 JP
  ... Titan: 220 -> 260 JP
  ... Carbunkle: 350 -> 150 JP
  ... Bahamut: 1200 -> 1000 JP
  ... Odin: 900 -> 400 JP
  ... Leviathan: 850 -> 700 JP
  ... Salamander: 820 -> 500 JP
  ... Silf: 400 -> 230 JP
  ... Cyclops: 1000 -> 700 JP
  ... MP Restore: 400 -> 100 JP
  ... MA Save: 450 -> 200 JP
  ... Half of MP: 900 -> 300 JP
  ... Fly: 1200 -> 500 JP

-Thief-
* HP Multiplier increased from 90 to 100
* Speed Growth increased from 90 to 80
* PA Multiplier decreased from 100 to 90
* C.Evade increased from 25% to 40%
* Acquired innate [Two Swords] and [Secret Hunt]
* [Gil Taking] removed from ability list
* [Jump +2] removed from ability list
* [Quick Attack] added to ability list, 1v1 physical attack that uses formula SP*WP, ignores evasion and countergrasp reactions
* [Steal Helmet] base hit rate changed from +40 to +50
* [Steal Armor] base hit rate changed from +35 to +55
* [Steal Shield] base hit rate changed from +35 to +45
* [Steal Weapon] base hit rate changed from +30 to +40
* [Steal Accessory] base hit rate changed from +40 to +60
* JP Cost Changes
  ... Quick Attack: 300 JP
  ... Steal Helmet: 350 -> 200 JP
  ... Steal Armor: 450 -> 200 JP
  ... Steal Shield: 350 -> 200 JP
  ... Steal Weapon: 600 -> 300 JP
  ... Steal Accessory: 500 -> 300 JP
  ... Steal Exp: 250 -> 50 JP
  ... Caution: 200 -> 100 JP
  ... Gilgame Heart: 200 -> 0 JP
  ... Catch: 200 -> 100 JP
  ... Move +2: 520 -> 800 JP

-Mediator-
* HP Multiplier increased from 80 to 95
* MP Growth increased from 18 to 11
* MP Multiplier decreased from 70 to 65
* Speed Multiplier increased from 100 to 105
* PA Multiplier increased from 75 to 105
* MA Multiplier increased from 75 to 105
* Can equip Books
* Acquired innate [Train]
* [Brave Up] added to ability list
* [Faith Up] added to ability list
* [Praise], [Preach], [Threaten], and [Solution] hit rate increased to 100%
* [Invite] hit rate decreased from +20 to +15
* [Death Sentence] hit rate increased from +30 to +65, effect area increased from 1 to 2
* [Negotiate] hit rate decreased from +90 to +55, added Add: Stop, works on sleeping targets
* [Persuade] effect area increased from 1 to 2
* [Insult] hit rate increased from +40 to +60
* [Mimic Daravon] hit rate increased from +40 to +45
* JP Cost Changes
  ... Invite: 100 -> 200 JP
  ... Threaten: 200 -> 100 JP
  ... Solution: 200 -> 100 JP
  ... Death Sentence: 500 -> 100 JP
  ... Negotiate: 100 -> 200 JP
  ... Insult: 300 -> 100 JP
  ... Finger Guard: 300 -> 100 JP
  ... Brave Up: 500 -> 100 JP
  ... Faith Up: 500 -> 100 JP
  ... Mimic Daravon: 300 -> 200 JP
  ... Equip Gun: 750 -> 300 JP
  ... Train: 450 -> 200 JP
  ... Monster Talk: 100 -> 0 JP

-Oracle-
* MP Multiplier decreased from 110 to 90
* Acquired innate [Any Weather] and [Move-MP Up]
* [Blind Rage] removed from ability list
* [Defense UP] removed from ability list
* [Charm Song] added to ability list, hit rate +140, adds Charm, range 4, effect area 2v0, CT 7, MP cost 16
* [Weapon Guard] added to ability list
* [Blind] hit rate increased from +200 to +220, effect area increased from 2 to 3, vertical tolerance increased from 2 to 3
* [Spell Absorb] range decreased from 4 to 3, MP drained increased from 33% to 40%, made reflectable
* [Life Drain] range decreased from 4 to 3, made reflectable
* [Pray Faith] range increased from 4 to 5
* [Doubt Faith] range increased from 4 to 5
* [Zombie] hit rate increased from +100 to +210, effect area increased from 1 to 2v1, CT decreased from 5 to 3, MP cost decreased from 20 to 10
* [Silence Song] hit rate increased from +180 to +200, MP cost increased from 16 to 20, CT decreased from 3 to 2
* [Foxbird] hit rate increased from +140 to +200, MP cost decreased from 20 to 12, Brave drop increased from 30 to 40
* [Confusion Song] effect area increased from 1 to 2v2, CT decreased from 5 to 4, hit rate increased from +130 to +190, MP cost decreased from 20 to 14
* [Dispel Magic] hit rate increased from +200 to +250, effect area increased from 1 to 2v1, MP cost decreased from 34 to 8
* [Paralyze] hit rate increased from +185 to +200
* [Sleep] hit rate increased from +170 to +190
* [Petrify] hit rate increased from +120 to +130, CT decreased from 9 to 8
* JP Cost Changes
  ... Pray Faith: 400 -> 300 JP
  ... Doubt Faith: 400 -> 300 JP
  ... Zombie: 300 -> 100 JP
  ... Charm Song: 400 JP
  ... Foxbird: 200 -> 100 JP
  ... Confusion Song: 400 -> 150 JP
  ... Dispel Magic: 700 -> 100 JP
  ... Paralyze: 100 -> 150 JP
  ... Petrify: 580 -> 270 JP
  ... Absorb Used MP: 250 -> 100 JP
  ... Weapon Guard: 200 -> 250 JP
  ... Any Weather: 200 -> 0 JP
  ... Move-MP Up: 350 -> 400 JP

-Geomancer-
* Class prerequisites changed to: Monk JLV2
* HP Multiplier increased from 110 to 120
* PA Multiplier increased from 110 to 120
* MA Multiplier increased from 105 to 120
* Acquired innate [Move on Lava]
* Removed [Any Ground] from ability list
* [Lava Ball] multiplier increased from 2 to 5
* [Quicksand], [Sand Storm] multipliers increased from 2 to 4
* [Pitfall], [Local Quake], [Blizzard], [Gusty Wind] multipliers increased from 2 to 3
* JP Cost Changes
  ... All "Elemental" abilities: 150 -> 100 JP
  ... Attack UP: 400 -> 500 JP
  ... Move on Lava: 150 -> 0 JP

-Lancer-
* Class prerequisites changed to: Thief JLV2
* Jump increased from 4 to 5
* HP Multiplier increased from 120 to 140
* PA Multiplier increased from 120 to 140
* [Level Jump3] removed from ability list
* [Level Jump5] removed from ability list
* [Vertical Jump3] removed from ability list
* [Vertical Jump5] removed from ability list
* [Vertical Jump6] removed from ability list
* [Vertical Jump7] removed from ability list
* [Ignore Height] removed from ability list
* [PA Save] added to ability list
* [Defense UP] added to ability list
* JP Cost Changes
  ... Level Jump2: 150 -> 100 JP
  ... Level Jump4: 450 -> 300 JP
  ... Vertical Jump2: 100 -> 50 JP
  ... Vertical Jump4: 300 -> 150 JP
  ... Vertical Jump8: 900 -> 450 JP
  ... Dragon Spirit: 560 -> 250 JP
  ... PA Save: 550 -> 200 JP
  ... Equip Spear: 400 -> 250 JP
  ... Defense UP: 400 -> 300 JP

-Samurai-
* HP Multiplier decreased from 75 to 64
* MP Multiplier decreased from 90 to 64
* MA Multiplier increased from 90 to 128
* Speed Multiplier decreased from 100 to 95
* Acquired innate [Concentrate], [Two Hands], and [Walk on Water]
* All "Draw Out" moves now hit both allies and enemies, and if damaging, do not affect the user
* [Asura] now Adds: Dead
* [Koutetsu] multiplier decreased from 12 to 11, now Adds: Slow
* [Bizen Boat] multiplier increased from 4 to 10, area of effect changed to be identical to Kikuichimoji's (linear range 6v3)
* [Murasame] multiplier decreased from 12 to 10
* [Heaven's Cloud] no longer Adds: Slow, now Adds: Sleep
* [Muramasa] multiplier decreased from 18 to 17, no longer adds: Confusion/Death Sentence, now Adds: Death Sentence
* [Kikuichimoji] multiplier decreased from 16 to 12, range decreased from 8 to 6
* JP Cost Changes
  ... Bizen Boat: 260 -> 180 JP
  ... Koutetsu: 180 -> 260 JP
  ... Meatbone Slash: 200 -> 100 JP
  ... Two Hands: 900 -> 500 JP
  ... Walk on Water: 400 -> 50 JP

-Ninja-
* HP Multiplier decreased from 60 to 50
* PA Multiplier decreased from 122 to 102
* Speed Growth decreased from 80 to 90
* C.Evade decreased from 30% to 25%
* Acquired innate [Move on Water]
* JP Cost Changes
  ... Two Swords: 900 -> 1000 JP
  ... Move in Water: 400 -> 50 JP

-Bard-
* Class prerequisites changed to: Summoner JLV3, Mediator JLV3
* Can now equip Knives
* When performing Songs, evasion is now retained but incoming physical damage is increased to 150%
* Acquired innate [Magic Attack UP]
* [Faith Up] removed from ability list
* [MA Save] removed from ability list
* [Fly] removed from ability list
* [Life Song] HP restored increased from 10 to 20
* [Cheer Song] CT increased from 8 to 12, hit rate increased from 50% to 100%
* [Battle Song] hit rate increased from 50% to 100%
* [Magic Song] CT decreased from 10 to 8, hit rate increased from 50% to 100%
* [Nameless Song] hit rate increased from 50% to 100%
* [Last Song] CT decreased from 20 to 15, hit rate increased from 50% to 100%
* JP Cost Changes
  ... Cheer Song: 100 -> 200 JP
  ... Nameless Song: 100 -> 200 JP
  ... Move +3: 1000 -> 1200 JP

-Dancer-
* Class prerequisites changed to: Geomancer JLV3, Lancer JLV3
* When performing Dances, evasion is now retained but incoming physical damage is increased to 150%
* Acquired innate [Attack UP]
* [Brave Up] removed from ability list
* [PA Save] removed from ability list
* [Fly] removed from ability list
* [Jump +3] removed from ability list
* [Move +3] added to ability list
* [Slow Dance] CT increased from 8 to 10, hit rate increased from 50% to 67%
* [Polka Polka] CT decreased from 8 to 6, hit rate increased from 50% to 100%
* [Disillusion] CT decreased from 10 to 6, hit rate increased from 50% to 100%
* [Nameless Dance] can now inflict Undead, Oil, Berserk, Charm, Don't Move in addition to normal statii, can no longer inflict Stop, hit rate increased from 50% to 67%
* [Last Dance] CT decreased from 20 to 15, hit rate increased from 34% to 67%
* JP Cost Changes
  ... Slow Dance: 100 -> 200 JP
  ... Nameless Dance: 100 -> 200 JP
  ... Move +3: 1000 -> 1200 JP

-Mime-
* Class prerequisites changed to: Squire JLV4, Chemist JLV4
* Move and Jump increased from 4 to 5
* HP Multiplier increased from 140 to 200
* MP Growth increased from 30 to 6
* PA Multiplier increased from 120 to 150
* MA Multiplier increased from 115 to 160
* Removed innate [Concentrate], [Monster Skill], and [Martial Arts]
* Acquired innate [Monster Talk]

-Calculator-
* Acquired innate [Teleport 2], [Non-charge] and Cancel: Confusion
* [Distribute] removed from ability list
* [Gained Exp Up] removed from ability list
* [Move-Get Exp] removed from ability list
* [Move-Get JP] removed from ability list
* [Non-charge] added to ability list
* [Math Skill] now has the following spells (and only these) available:
  White Magic    ... Cure, Cure 2, Regen, Protect, Shell, Esuna
  Black Magic    ... Fire, Ice, Bolt, Poison
  Time Magic     ... Haste, Slow, Don't Move, Float, Reflect, Demi
  Yin-Yang Magic ... Blind, Pray Faith, Doubt Faith, Zombie, Confusion Song, Dispel Magic
* JP Cost Changes
  ... CT: 250 -> 900 JP
  ... Level: 350 -> 200 JP
  ... Exp: 300 -> 100 JP
  ... Height: 250 -> 200 JP
  ... Prime Number: 300 -> 200 JP
  ... 4: 400 -> 200 JP
  ... 3: 600 -> 200 JP
  ... Non-charge: 3000 -> 9999 JP

-Ubersquire- (Ramza)
* Can equip Knight Swords in C1-C3 forms
* Can equip Bags, Perfumes, and Hair Adornments in C4 form
* [Cheer Up] no longer increases Brave but now grants 100 CT (Quick effect), MA and faith-based, +255 hit rate, can't be self-targetted

-Engineer- (Mustadio)
* Starts with Mime JLV1 unlocked
* Move increased from 3 to 4
* Speed Growth increased from 100 to 80
* [Equip Gun] added to ability list
* [Leg Aim] base hit rate increased from +50 to +70
* JP Cost Changes
  ... Equip Gun: 750 -> 300 JP

-Holy Knight- (Agrias)
* Starts with Geomancer JLV1 unlocked
* Move increased from 3 to 4
* JP Cost Changes
  ... Split Punch: 400 -> 200 JP
  ... Crush Punch: 500 -> 300 JP

-Hell Knight- (Malak)
* Starts with Samurai JLV1 unlocked
* MA Growth increased from 50 to 40
* Number of hits of Un-Truth attacks increased from 6 to 10, range increased from 4 to 5, no longer hits allies, CT decreased by 1, MP cost added (10/12/14/16/18/20)
* [Exploding Frog] added to ability list, range 1, area 1v1, CT 2, adds Oil/Reraise/Transparent/Frog/Faith at +255 base hit rate
* [Space Storage Back] vertical tolerance decreased from 3 to 1
* JP Cost Changes
  ... Asura Back: 200 -> 100 JP
  ... Diamond Sword Back: 300 -> 200 JP
  ... Hydragon Pit Back: 400 -> 300 JP
  ... Space Storage Back: 500 -> 400 JP
  ... Sky Demon Back: 600 -> 500 JP
  ... Exploding Frog: 700 JP

-Heaven Knight- (Rafa)
* Starts with Ninja JLV1 unlocked
* MA Growth increased from 50 to 40
* Number of hits of Truth attacks increased from 6 to 10, range increased from 4 to 5, no longer hits allies, CT decreased by 1, MP cost added (10/12/14/16/18/20)
* [Scorpio's Blessing] added to ability list, range 8, CT 5, revives with 25% mHP restored at +200 hit rate
* [Space Storage] vertical tolerance decreased from 3 to 1
* JP Cost Changes
  ... Asura: 200 -> 100 JP
  ... Diamond Sword: 300 -> 200 JP
  ... Hydragon Pit: 400 -> 300 JP
  ... Space Storage: 500 -> 400 JP
  ... Sky Demon: 600 -> 500 JP
  ... Scorpio's Blessing: 700 JP

-Holy Swordsman- (Orlandu)
* Starts with Holy Swordsman JLV8 unlocked
* [Shellbust Stab] removed from ability list
* [Blastar Punch] removed from ability list
* [Hellcry Punch] removed from ability list
* [Icewolf Bite] removed from ability list
* JP Cost Changes
  ... Split Punch: 400 -> 200 JP
  ... Crush Punch: 500 -> 300 JP
  ... Dark Sword: 500 -> 300 JP

-Divine Knight- (Meliadoul)
* Starts with Dancer JLV1 unlocked
* [Magic Ruin] added to ability list, MP cost decreased from 20 to 10
* [Speed Ruin] added to ability list, MP cost increased from 20 to 30
* [Power Ruin] added to ability list
* [Mind Ruin] added to ability list
* Can equip Hats
* JP Cost Changes
  ... Blastar Punch: 400 -> 300 JP
  ... Hellcry Punch: 500 -> 400 JP
  ... Icewolf Bite: 800 -> 500 JP
  ... Magic Ruin: 0 -> 150 JP
  ... Speed Ruin: 0 -> 600 JP
  ... Power Ruin: 0 -> 300 JP
  ... Mind Ruin: 0 -> 300 JP

-Temple Knight- (Beowulf)
* Starts with Bard JLV1 unlocked
* Magic Sword abilities now have spell quotes
* [Berserk] removed from ability list
* [Charm] added to ability list, hit rate +140, adds Charm, MP cost 16, identical to other Magic Sword mechanics
* [Aspel] now drains 50% mMP instead of 25%
* [Drain] now drains 33% mHP instead of 25%
* JP Cost Changes
  ... Chicken: 500 -> 200 JP
  ... Charm: 400 JP
  ... Despair: 300 -> 100 JP

-Dragoner- (Reis)
* Starts with Dragoner JLV8 unlocked
* Move increased from 3 to 5
* PA Growth increased from 39 to 30
* PA Multiplier increased from 120 to 160
* MA Growth increased from 38 to 30
* MA Multiplier increased from 110 to 160
* Removed innate [Train] (for Gained JP Up)
* Added innate Absorb: Holy
* Added innate Cancel: Fire/Lightning/Ice
* [Ice Breath] now adds Slow (25%)
* [Fire Breath] now adds Death Sentence (25%)
* [Thunder Breath] now adds Don't Act (25%)
* [Dragon Power Up] now adds 15 Brave (instead of 5) and +3 PA/MA/Speed (instead of 1)
* [Holy Breath] number of hits increased from 4 to 10

-Soldier- (Cloud)
* Starts with Calculator JLV1 unlocked
* Joins at Party Level rather than Level 1
* Materia Blade no longer required to use Limit
* Acquired innate [Short Charge]
* [Cherry Blossom] removed from ability list
* Can equip Robes
* JP Cost Changes
  ... Climhazzard: 450 -> 300 JP
  ... Meteorain: 560 -> 400 JP
  ... Finish Touch: 670 -> 500 JP
  ... Omnislash: 900 -> 600 JP

-Steel Giant- (Worker 8)
* Move increased from 3 to 5
* Removed innate Cancel: Oil, Slow, Don't Move, Don't Act
* HP Multiplier increased from 115 to 165
* [Barrier] added to ability list, self-centered, effect area 3v0, adds Wall status (100%)

-Byblos- (Byblos)
* Move increased from 3 to 4
* HP Growth increased from 6 to 4
* MP Growth increased from 7 to 5
* [Energy] removed from ability list
* [Mbarrier] added to ability list
* [Mbarrier] MP cost decreased from 30 to 20

(Monster changes and cameos in the next post.)
« Last Edit: December 27, 2009, 10:09:13 PM by Laggy » Logged



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« Reply #1 on: November 22, 2008, 09:32:47 PM »

-Monster Changes-
Code:
NAME ABILITY 1 ABILITY 2 ABILITY 3 MONSTER SKILL REACTION POACH ITEM
Chocobo Choco Attack Choco Cure Choco Esuna Choco Ball Counter Elixir
Black Chocobo Choco Attack Choco Ball Choco Esuna Choco Cure Counter Barette
Red Chocobo Choco Attack Choco Ball Choco Meteor Choco Esuna Counter Cachusha
Code:
Goblin Tackle Eye Gouge Goblin Punch Secret Fist Counter Tackle Elixir
Black Goblin Tackle Turn Punch Goblin Punch Stop Breath Counter Tackle Assassin Dagger
Gobbledeguck Tackle Eye Gouge Turn Punch Mutilate Counter Tackle Blood Sword
Code:
Bomb Bite Self Destruct Small Bomb Spark Meatbone Slash Mythril Gun
Grenade Bite Self Destruct Shock Flame Attack Meatbone Slash Red Shoes
Explosive Bite Self Destruct Spark Shock Meatbone Slash Scorpion Tail
Code:
Red Panther Scratch Poison Nail Steal Heart Cat Kick Catch Germinas Boots
Cuar Scratch Cat Kick Poison Nail Blaster Catch Sprint Shoes
Vampire Scratch Poison Nail Blaster Blood Suck Catch FS Bag
Code:
Disco Demon Tentacle Black Ink Mind Blast Wiznaibus Counter Flood Elixir
Squidrockin Tentacle Odd Soundwave Mind Blast Nameless Song Counter Flood Papyrus Plate
Mindrave Tentacle Black Ink Mind Blast Level Blast Counter Flood Dracula Mantle
Code:
Skeleton Knife Hand Thunder Soul Sap Magic Aqua Soul Arrow Guard Holy Water
Bone Scratch Knife Hand Aqua Soul Sap Magic Ice Soul Arrow Guard Ivory Rod
Living Bone Knife Hand Ice Soul Sap Magic Wind Soul Arrow Guard Cursed Ring
Code:
Ghoul Throw Spirit Zombie Touch Revive Shadow Stitch MP Switch Elixir
Gust Throw Spirit Sleep Touch Revive Drain Touch MP Switch Ice Brand
Revnant Throw Spirit Drain Touch Revive Grease Touch MP Switch Vanish Mantle
Code:
Flotiball Wing Attack Death Sentence Difference Look of Devil Finger Guard Elixir
Ahriman Wing Attack Death Sentence Look of Devil Circle Finger Guard Reflect Mail
Plague Wing Attack Difference Look of Devil Look of Fright Finger Guard Zorlin Shape
Code:
Juravis Scratch Up Feather Bomb <Nothing> Beaking Hamedo Gastrafitis
Steel Hawk Scratch Up Feather Bomb <Nothing> Beak Hamedo Ultimus Bow
Cocatoris Scratch Up Beaking <Nothing> Beak Hamedo Yoichi Bow
Code:
Uribo Straight Dash Pooh Oink Nose Breath Critical Quick Cherche
Porky Straight Dash Pooh Nose Breath Oink Critical Quick Salty Rage
Wildbow Straight Dash Nose Breath Oink Please Eat Critical Quick Setiemson
Code:
Woodman Leaf Dance Life Spirit Protect Spirit Fairy Counter Magic Healing Staff
Trent Leaf Dance Magic Spirit Calm Spirit Tornado Counter Magic Sage Staff
Taiju Leaf Dance Life Spirit Magic Spirit Quake Counter Magic Whale Whisker
Code:
Bull Demon Shake Off Wave Fist <Nothing> Mimic Titan Blade Grasp Kikuichimoji
Minitaurus Shake Off Gather Power <Nothing> Earth Slash Blade Grasp Holy Lance
Sacred Shake Off Wave Around <Nothing> Blow Fire Blade Grasp Mace of Zeus
Code:
Morbol Tentacle Lick Chakra Bad Breath HP Restore Elixir
Ochu Tentacle Goo Chakra Bad Breath HP Restore Madlemgen
Great Morbol Tentacle Bad Breath Stigma Magic Moldball Virus HP Restore Ribbon
Code:
Behemoth Stab Up Sudden Cry <Nothing> Giga Flare Damage Split Masamune
King Behemoth Stab Up Sudden Cry <Nothing> Hurricane Damage Split Fairy Harp
Dark Behemoth Stab Up Sudden Cry <Nothing> Ulmaguest Damage Split Ryozan Silk
Code:
Dragon Dash Tail Swing <Nothing> Thund. Breath Dragon Spirit Defender
Blue Dragon Dash Ice Breath <Nothing> Thund. Breath Dragon Spirit Dragon Rod
Red Dragon Dash Fire Breath <Nothing> Thund. Breath Dragon Spirit Dragon Whisker
Code:
Hyudra Triple Attack Triple Breath <Nothing> Triple Flame Regenerator Stone Gun
Hydra Triple Attack Triple Flame <Nothing> Triple Thunder Regenerator Perseus Bow
Tiamat Triple Breath Triple Thunder <Nothing> Dark Whisper Regenerator Chantage

(The following apply to most monsters)
* HP and MA Growth multiplied by 2/3 (rounded up)
* PA Growth multiplied by 4/5 (rounded up)
* Speed Growth multiplied by 3/4 (rounded up)
* Move and Jump increased by 1
* Innate [Monster Skill] given

* Chocobos/Black Chocobos/Red Chocobos became weak to Fire
* Bombs, Grenades, and Explosives have Start: Reraise
* Red Panthers/Cuars/Vampires got Cancel: Don't Move
* Disco Demons/Squidrockins/Mindraves got Cancel: Berserk
* Skeletons/Bone Snatches/Living Bones got Cancel: Sleep
* Ghouls/Gust/Revnants got Cancel: Stop
* Flotiballs/Ahrimans/Plagues have Always: Reflect and Cancel: Death Sentence
* Uribos/Porkies/Wildbows have Always: Haste
* Woodmen/Trents/Taijus have Always: Regen and innate Short Charge, plus actual MP scores and nerfed MA stats
* Morbols/Ochus/Great Morbols got innate Martial Arts and Cancel: Don't Act

* Choco Cure multiplier increased from 3 to 4
* Choco Meteor multiplier increased from 4 to 5
* Goblin Punch hit rate increased from 35 to 65
* Turn Punch area increased from 2v1 to 3v2
* Eye Gouge now inflicts Confusion as well as Darkness, hit rate increased from 45 to 65
* Mutilate hit rate increased from 30 to 75
* Self Destruct area increased from 3v3 to 4v3
* Small Bomb became unevadable, range increased from 1 to 2, vertical increased from 0 to 2, formula changed to PA*4 to both target/user
* Flame Attack multiplier increased from 3 to 6
* Spark multiplier increased from 2 to 3, now adds Reraise (25%)
* Cat Kick 1-8 damage range increased to 1-12
* Poison Nail now inflicts Slow as well as Poison, hit rate increased from 40 to 60
* Vampire's Blood Suck now inflicts Blood Suck 100% of the time (instead of 25%)
* Black Ink is now water-elemental, now deals damage (MA*4)
* Odd Soundwave range increased from 0 to 3, area increased from 3v1 to 4v1
* Mind Blast hit rate increased from 35 to 45
* Level Blast hit rate increased to 100%, range decreased from 4 to 3, effect area increased from 1 to 2, marked to be unused by AI
* Thunder/Aqua/Ice Soul multipliers increased from 2 to 4
* Ice Soul range increased from 3 to 4
* Aqua Soul range increased from 4 to 5
* Wind Soul range increased from 3 to 6, multiplier increased from 3 to 5
* Sap Magic created, dispels positive status and deals 33% mHP damage (no damage if no status to dispel), range 3, effect 2v1, subject to M.Evade
* Zombie Touch range increased from 1 to 2, hit rate increased from 45 to 70
* Sleep Touch range increased from 1 to 2, hit rate increased from 40 to 60
* Drain Touch range increased from 1 to 2
* Grease Touch range increased from 1 to 2, area increased from 1v2 to 2v2, hit rate increased from 50 to 70, now inflicts Slow as well as Oil
* Look of Devil hit rate increased from 35 to 45
* Look of Fright changed to lower PA instead of Brave, PA damage set to 6, base hit rate set to 75
* Circle hit rate increased from 55 to 75, MA damage increased from 2 to 6
* Death Sentence hit rate increased from 40 to 60
* Beaking changed to inflict damage equal to target's mHP-cHP
* Nose Breath hit rate increased from 40 to 70
* Pooh area increased from 1v1 to 2v1
* Leaf Dance area increased from 2v0 to 3v3, does not hit allies, multiplier increased from 3 to 12 (note: reflects MA nerf)
* Protect Spirit area increased from 2v0 to 3v3, hit rate increased from 45 to 75
* Calm Spirit area increased from 2v0 to 3v3, hit rate increased from 45 to 75
* Life Spirit area increased from 2v0 to 3v3, multiplier increased from 2 to 14 (note: reflects MA nerf)
* Magic Spirit area increased from 2v0 to 3v3, multiplier increased from 1 to 10 (note: reflects MA nerf)
* Tornado range increased from 4 to 8, MP cost decreased from 70 to 30, now adds Confusion (25%)
* Quake range decreased from 4 to 0, multiplier increased from 39 to 47, CT decreased from 7 to 5, MP cost decreased from 70 to 30, area increased from 4v3 to 6v5, now adds Don't Move (25%)
* Mimic Titan multiplier increased from 3 to 5
* Blow Fire multiplier increased from 4 to 8, hits 3 directions simultaneously
* Lick vertical tolerance increased from 0 to 3, now inflicts Protect/Shell in addition to Reflect, can now self-target
* Goo range increased from 1 to 4, area increased from 1v1 to 2v1
* Bad Breath range increased from 0 to 1, vertical tolerance increased from 0 to 2, does not hit allies
* Tail Swing 1-15 damage range increased to 1-25
* Ice Breath now adds Slow (25%)
* Fire Breath now adds Death Sentence (25%)
* Thunder Breath now adds Don't Act (25%)
* Triple Breath is now dark-elemental
* Triple Flame vertical tolerance increased from 0 to 1, multiplier increased from 24 to 28
* Triple Thunder multiplier increased from 12 to 20
* Dark Whisper is no longer dark-elemental


-Cameos-
Alex (May 7) - Male Chemist in UBS2
Taishyr (Nov 2) - Male Summoner in UBS3
Gate (Sep 3) - Male Knight in UBS3
Andrew (Nov 3) - Male Thief in Dorter Trade City 2
Soppy (Nov 12) - Male Lancer in North Wall of Bethla Garrison; Male Thief in South Wall of Bethla Garrison
Super (June 17) - Male Knight in Fort Zeakden
C.K. (Apr 4) - Female Ninja in Bervenia Free City
Shale (Sep 9) - Male Wizard in Front Wall of Bethla Garrison
Hinode (Jul 3) - Male Samurai in Murond Death City
Grefter (Apr 22) - Male Knight in Zeklaus Desert
Strago (Mar 7) - Bard in Colierry Underground 2F
Joseph (May 10) - Bard in Germinas Peak
Snow (Jan 11) - Male Oracle in Outside of the Church
Magey (Feb 5) - Male Thief in Grog Hill
OK (Jan 3) - Male Chemist in Germinas Peak
Talaysen (Mar 2) - Bard in Colierry Underground 2F
Richard (May 18) - Male Mediator in Bed Desert
Another (Sep 12) - Male Samurai in Murond Death City
Meeple (Jan 14) - Male Priest in Murond Holy Place
Djinn (Dec 25) - Male Archer in Orbonne Monastary
Ephraim (Jan 24) - Male Squire in Grog Hill
AAA (Jun 23) - Male Mime in Zarghidas Trade City
Nitori (Aug 22) - Male Archer in UBS4
Halbarad (Nov 29) - Male Mediator in Goland Coal City
Yakumo (Aug 18) - Male Monk in Zarghidas Trade City
Brian (Oct 26) - Male Chemist in Goland Coal City
Xeroma (Oct 25) - Male Ninja in Yardow Fort City
Tide (Dec 19) - Male Bard in Igros Castle
Sage (July 13) - Yellow Chocobo in Finath River
Laggy (Jul 2) - Male Mime in Colierry Underground 1F
m.c. (Feb 11) - Female Calculator in Colierry Underground 1F
Excal (May 15) - Male Knight in Colierry Underground 1F
Ciato (May 8) - Female Geomancer in Colierry Underground 1F
Elfboy (Jan 22) - Female (?) Geomancer in Colierry Underground 1F


-Storyline Encounter Changes-

Chapter 1 Encounters
Magic City Gariland: Unchanged (4 Squires, 1 Chemist)
Mandalia Plains: Unchanged (4 Squires, 1 Thief, 1 Red Panther)
Sweegy Woods: Unchanged (2 Goblins, 1 Black Goblin, 2 Bombs, 1 Red Panther)
Dorter Trade City: Unchanged (1 Knight, 3 Archers, 2 Wizards)
Sand Rat Cellar: Unchanged (3 Knights, 1 Archer, 2 Monks)
Thieves' Fort: Unchanged (Miluda, 3 Thieves, 2 Priests)
Lenalia Plateau: Unchanged (Miluda, 2 Knights, 2 Wizards, 1 Time Mage)
Windmill Shed: Knight replaced with Oracle (Wiegraf, Boco, 2 Monks, 1 Oracle)
Fort Zeakden: Unchanged (Algus, 4 Knights, 2 Wizards)

Chapter 1 Enemy Unit Count
Squire: 8
Chemist: 1
Knight: 10
Archer: 4
Wizard: 6
Priest: 2
Thief: 4
Monk: 4
Time Mage: 1
Oracle: 1

Chapter 2 Encounters
Dorter Trade City 2: Wizards replaced with Time Mages (2 Archers, 1 Thief, 2 Time Mages)
Araguay Woods: 2 Goblins replaced by Gobbledegucks, 1 Goblin replaced by Black Goblin (2 Black Goblins, 2 Gobbledegucks, 2 Goblins)
Zirekile Falls: Unchanged (Gafgarion, 5 Knights)
Zaland Fort City: Archers replaced by Oracles (2 Knights, 2 Oracles, 2 Wizards)
Barius Hill: Knights replaced with Lancers, Archers replaced with Geomancers (2 Lancers, 2 Geomancers, 2 Summoners)
Zigolis Swamp: Unchanged (random)
Goug Machine City: Unchanged (2 Archers, 2 Thieves, 2 Summoners)
Barius Valley: Archers replaced with Priests, Wizards replaced with Oracles (2 Knights, 2 Priests, 2 Oracles)
Golgorand Execution Site: Unchanged (Gafgarion, 3 Knights, 2 Archers, 2 Time Mages)
Gate of Lionel Castle: Knights replaced with Monks (3 Monks, 2 Archers, 1 Summoner)
Inside Lionel Castle: Added 2 Knights (Queklain, 2 Knights)

Chapter 2 Enemy Unit Count
Squire: 0
Chemist: 0
Knight: 14
Archer: 6
Wizard: 2
Priest: 2
Thief: 3
Monk: 3
Time Mage: 4
Oracle: 4
Geomancer: 2
Lancer: 2
Summoner: 5

Chapter 3 Encounters
Goland Coal City: Unchanged (3 Thieves, 2 Chemists, 1 Mediator)
Back Gate of Lesalia: Knights replaced with Geomancers (Zalmo, 3 Geomancers, 2 Monks)
UBS2: Unchanged (3 Lancers, 1 Chemist, 2 Time Mages)
UBS3: Added 1 Summoner (Izlude, 2 Knights, 2 Archers, 2 Summoners)
UBS1: Knights replaced with Geomancers, Wizard replaced with Dancer (Wiegraf, 2 Geomancers, 2 Archers, 1 Dancer)
Grog Hill: Unchanged (2 Squires, 2 Chemists, 1 Archer, 1 Thief)
Yardow Fort City: Unchanged (Malak, 3 Ninjas, 2 Summoners)
Yuguo Woods: Unchanged (2 Wizards, 2 Time Mages, 1 Ghoul, 1 Gust, 1 Revnant)
Gate of Riovanes Castle: Unchanged (Malak, 4 Knights, 3 Archers)
Riovanes Castle: Unchanged (Wiegraf, Velius, 3 Archaic Demons)
Riovanes Rooftop: Unchanged (Elmdor, Celia, Lede)

Chapter 3 Enemy Unit Count
Squire: 2
Chemist: 5
Knight: 6
Archer: 8
Wizard: 2
Priest: 0
Thief: 4
Monk: 2
Time Mage: 4
Oracle: 0
Geomancer: 5
Lancer: 3
Summoner: 5
Mediator: 1
Ninja: 3
Dancer: 1

Chapter 4 Encounters
Doguola Pass: Knight replaced with Samurai, Wizards replaced with Priests, Archer replaced with Monk, added 1 Monk (2 Lancers, 2 Monks, 2 Priests, 1 Samurai)
Bervenia Free City: Added 1 Ninja (Meliadoul, 2 Archers, 2 Summoners, 2 Ninjas)
Finath River: Unchanged (random)
Outside of the Church: Knights replaced with Samurai (Zalmo, 3 Samurai, 2 Oracles)
Bed Desert: Knights replaced with Mediators, Wizard replaced with Time Mage, Archers replaced with Geomancers (Balk, 2 Mediators, 2 Geomancers, 1 Time Mage)
South Wall of Bethla: Knights replaced with Samurai, Archers replaced with Mediators, added 1 Thief (3 Samurai, 2 Mediators, 2 Thieves, 1 Ninja)
North Wall of Bethla: Summoner replaced with Dancer, added 1 Monk (2 Lancers, 2 Archers, 2 Monks, 1 Dancer)
Bethla Sluice: Unchanged (4 Knights, 2 Archers, 2 Wizards)
Germinas Peak: 2 Archers replaced with Chemists, 1 Archer replaced with 1 Bard, added 1 Ninja (2 Thieves, 2 Ninjas, 2 Chemists, 1 Bard)
Poeskas Lake: 1 Archer replaced with 1 Oracle, added 1 Oracle, added 1 Revnant (3 Oracles, 3 Revnants, 1 Archer, 1 Summoner)
Gate of Limberry Castle: Unchanged (Celia, Lede, 4 Apandas)
Inside of Limberry Castle: Unchanged (Elmdor, Celia, Lede)
Underground Cemetery of Limberry Castle: Unchanged (Zalera, 2 Knights, 1 Skeleton, 1 Bone Snatch, 1 Living Bone)
Inside of Igros Castle: Unchanged (Dycedarg, Adramelk, 5 Knights)
Murond Holy Place: Unchanged (2 Geomancers, 2 Mediators, 1 Priest, 1 Summoner)
Hall of St. Murond: Unchanged (Vormav, Rofel, Kletian)
Chapel of St. Murond: Unchanged (Zalbag, 2 Archaic Demons, 1 Ultima Demon)
UBS4: Knights replaced with Lancers, added 1 Archer (3 Lancers, 2 Archers, 2 Monks)
UBS5: Wizards replaced with Oracles, Summoners replaced with Priests, added 1 Time Mage (Rofel, 2 Oracles, 2 Priests, 2 Time Mages)
Murond Death City: Unchanged (Kletian, 2 Time Mages, 2 Ninja, 2 Samurai)
Lost Sacred Precincts: Unchanged (Balk, 1 Chemist, 1 Hyudra, 1 Hydra, 1 Tiamat, 1 Dark Behemoth)
Graveyard of Airships 1: Unchanged (Hashmalum)
Graveyard of Airships 2: Unchanged (Altima 1, Altima 2, 4 Ultima Demons)

Chapter 4 Enemy Unit Count
Squire: 0
Chemist: 3
Knight: 11
Archer: 9
Wizard: 2
Priest: 5
Thief: 4
Monk: 6
Time Mage: 6
Oracle: 7
Geomancer: 4
Lancer: 7
Summoner: 4
Mediator: 6
Ninja: 7
Bard: 1
Dancer: 1

-----

Final LFT Enemy Unit Count
Squire: 10
Chemist: 9
Knight: 41
Archer: 27
Wizard: 12
Priest: 9
Thief: 15
Monk: 15
Time Mage: 15
Oracle: 12
Geomancer: 11
Lancer: 12
Summoner: 14
Mediator: 7
Ninja: 10
Samurai: 9
Bard: 1
Dancer: 2


-Random Encounter Changes-

Dolbodar Swamp
* Uribos can be found more commonly from either direction

Bervenia Volcano
* North entrance randoms now have Hyudras and Hydras
* North entrance rare fight changed to a superfight (hardest in the game, can learn Zodiac, stealable Blood Lance and Paladin Shield)
* Encounters altered to have more enemy Geomancers

Zirekile Falls
* East entrance rare fight changed to 11 Mages, stealable Sage Staff and Dragon Rod

Lenalia Plateau
* South entrance rare fight changed to 11 Calculators, stealable Whale Whisker and Madlemgen

Grog Hill
* South entrance rare fight now has stealable Snow Muffler and Maximillian

Araguay Woods
* South entrance rare fight changed to 11 Ninjas, stealable Koga Knife and Scorpion Tail

Yuguo Woods
* East entrance rare fight changed to 11 Samurai, stealable Masamune and Dragon Whisker

Bed Desert
* North entrance rare fight changed to 11 Archers, stealable Ultimus Bow and Yoichi Bow

Zeklaus Desert
* South entrance rare fight changed to Richard's Revenge and the Flying Morbols
« Last Edit: December 09, 2009, 05:10:37 PM by Laggy » Logged



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« Reply #2 on: November 22, 2008, 10:10:42 PM »

You've heard me comment a few times on this, but... let's see.

Looking it over, Death feels a bit absurd for its range, but I guess this is balanced by accuracy. Still, 50% chance to knock out something that can't attack you for two rounds unless it itself has range... nyeh, I suppose enough does have range? Mm.

Am I reading it wrong or are Haste/Slow 2 now faster than Haste/Slow?

What happened to the list of EXPANDED CALCULATOR?

...hm. Can Innate Dragon Spirit be given to Lancer? Impulse is that it'd make some stuff more interesting in general (a more usable PC version, but certain fights become harder in exchange). Also, does Chakra have vertical height tolerance? Even 1 might make it even more useful.

Also, re: cameo, is there a battle with a guest Behemoth that appears anywhere, out of curiousity?

Edit: Firstly, still typing, but I posted this. Secondly, if it's too much hassle to look up the Behemoth thing, tell me so and I'll think of something else. >_> Or I can look for it myself, just kinda working on a paper as I think through this and that at the same time.
« Last Edit: November 22, 2008, 10:20:28 PM by Taishyr » Logged

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« Reply #3 on: November 22, 2008, 10:45:59 PM »

Haste 2 and Slow 2 are indeed faster. They were beyond worthless before (slower, more costly, etc. for the benefits of marginally higher accuracy and ignore reflect?). Now they're still more expensive but fast-casting panic spells.

I can't do innate Reaction Abilities is the main problem (it's why Weapon Guard got taken out of Knight innates and replaced with the Def UPs. Arguably a winning trade for them.)

Expanded Calc abilities weren't working. I tried. I know we all wanted to see CT5 Throw Stone. ;_;

I don't think there's any battle with a guest Behemoth (unless a random encounter has it, but I certainly don't remember that and it'd be rather out of the way.)
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« Reply #4 on: November 22, 2008, 11:02:53 PM »

Minor thing, but maybe give Cloud Short Charge as a purchasable ability in Soldier? Cloud's gotten so late that anything to reduce the amount of work to make him useful would help.

Oh, you should post screenshots of some of the changes/cameos so far.
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« Reply #5 on: November 22, 2008, 11:10:19 PM »

Oooh, MP cost. Right. Tai r smrt.

I'd so take Boco except he's got a fixed name already. Um... Summoner in the first Protect Rafa mission? Wait, those are female. I'm trying to think of what matches gave you/me/Gate issues and going from there. Izlude match... has a male summoner! Right, I'll go for him. Taishyr works for the name. Can you do fixed other skills? >_>
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« Reply #6 on: November 22, 2008, 11:15:05 PM »

Lots of cool stuff, yay.

I don't suppose it's possible to change Poison damage to something like mHP/4 or mHP/3? FFX and WA4 prove that this is basically needed to make Poison a status worth caring about.

If it's not, I approve of the thing getting a longer duration, but go the extra step and just make the poor, pitiful status permanent.
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« Reply #7 on: November 22, 2008, 11:33:05 PM »

Mmm, I suppose I'd want Regen to match Poison, but otherwise that'd be cool.
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« Reply #8 on: November 22, 2008, 11:45:26 PM »

Rafa and Malak with 10 hits and not being able to hit allies? Could be...effective. I could see boxing an enemy in and dropping all the hits on them. I like some of the no-brainer-choice equipment changes (Thief hat). Looks neat- could insipire me to replay FFT when it's done! I'll post again if I can think of a cameo I want.
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« Reply #9 on: November 22, 2008, 11:52:13 PM »

Sagittarius Lancer on the level with Izlude? I think there's Lancers there, right?

Name him "
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« Reply #10 on: November 23, 2008, 12:02:10 AM »

Mad Fnorder: Yeah, at least they'll always hit an enemy once at least that way! (And possibly just nuke them from orbit. The Truth is harsh that way. Shin seriously.
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« Reply #11 on: November 23, 2008, 12:20:39 AM »

Actually if you're posting a cameo, post an exact birthdate as well (month/day; game uses that info rather than the constellation sign, oddly). This means the generic unit will always load with your zodiac sign, but I don't have a big issue about doing this >_>

NEB, poison's effects are hardcoded, sadly. Duration is pretty much all I can do.
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« Reply #12 on: November 23, 2008, 12:22:13 AM »

First of December then, mate.
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« Reply #13 on: November 23, 2008, 12:36:27 AM »

Second of November for Taishyr, Male Summoner of Dropping Shit On Your Head.
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« Reply #14 on: November 23, 2008, 01:56:54 AM »

Super, June 17th.
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« Reply #15 on: November 23, 2008, 08:47:59 AM »

I approve of Reis getting better!  Also bards!  I'd totally play this.

Are there any NPC bards?  I'd take one of those as a cameo but I don't think there actually ARE any.
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« Reply #16 on: November 23, 2008, 01:10:22 PM »

I share the same sentiments as Tal in terms of IMPROVED REIS, I absolutely love that.

The Bard and Dancer changes are also really nice too, I've gathered. This would be something I would definitely play, and this looks totally awesome.

also: Ooh, cameos? Sounds neat. Hmm... how about one of the archers in the Bervenia Free City battle with Meliadoul? The name would be Risea, September 9th.
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« Reply #17 on: November 23, 2008, 02:45:58 PM »

I'm thinking Meliadoul could use more a boost, frankly.  Reasoning mainly being that while Hats help, she still has no real reason to use her over Orlandu, beyond the female factor, which...not really sure is enough considering all his other advantages.

Is it possible to do something like give her Zalbag's Destroy Sword skills to her Mighty Sword skill set?  Unsure what kind of things you can actually change in the hack, hence why I question this.  Alternatively, is it possible to fix Mighty Sword's issue where it fails if the enemy lacks an equipment in that slot, much like the way WotL fixed it?  Again, I don't know how much you can actually hack <_<

I agree that Soldier should have Innate Short Charge; gotten late and low leveled, he's practically unusable the way he is even with a boosted Materia Blade.  He'll need any minor boost he can get, and since Short Charge was basically a lock on his skill set, putting it innately does free up his Support slot for something else that could be useful.
Oh, let Cloud use Robes as a Soldier too.  Lets him actually twink for MA or physical damage (Ice Brand + Black Robe combo can now be used with a Bracer, which is better than Power Suit + 108 Gems.)

Also, PLEASE raise Malak's MA.  At very least, make it as high as Cloud's Soldier class (IOWs, Oracle Level IIRC, which isn't WOMG AMAZING! but still acceptable for a mage); Malak having less base MA than Orlandu is rather *psyduck*

Also, give Mimes godlike MP Mults!  Why? I don't know, just a way of randomly having more fun >_>
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« Reply #18 on: November 23, 2008, 07:20:06 PM »

Cameo request! I'd like to be one of the lancers at the Northern Wall of the Bethla Garrison. Always liked that map for some reason. Was a tough call between that and the Sluice Gate. Birthday is November 12. Guess you can use the name Soppy or Hunter S. What was the character limit on names?
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« Reply #19 on: November 23, 2008, 07:24:55 PM »

It's in the first post. And another post somewhere here. 8 chars max.
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« Reply #20 on: November 23, 2008, 07:42:04 PM »

Hmm... Yeah, go with Hunter S on my cameo char.

EDIT: Fine, go with Soppy, Lag. Stop harassing me >.>
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« Reply #21 on: November 23, 2008, 08:00:44 PM »

* Squires and Archers can equip Robes
* Malak and Rafa's MA Growths increased from 50 to 40
* Meliadoul's Mighty Sword given [Magic Ruin], [Speed Ruin], [Power Ruin], [Mind Ruin] (all @ 300 JP each)
* Cloud's Soldier job given innate [Short Charge], can equip Robes

Re: NEB, the main problem I see with permanent Poison is that it matters for pretty much only two things - the Poison spell (which already got massively upgraded, with an effect the range of Leviathan and increased accuracy) and Balk 1 (which would make it downright obnoxious). At 52 CT, odds are it's already going to be on all the way till something dies, so <_<

As far as godlike MP mults go, it's already been rewarded to someone, I'm afraid. Zalmo 2 is now the proud owner of 700+ MP (and an MP Growth of 1), and absolutely no other changes. mc refuses to let me make his fights competent.
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« Reply #22 on: November 23, 2008, 08:10:29 PM »

I dunno if you've noticed, but the Poison spell still more or less sucks. This isn't your fault, but rather FFT's, which is why I was hoping there was a way to change it mechanically. There's no way to do one of the two things that make poison worth noting: up its damage, or attach some damage to the poison spell itself (unless you drop poison's rate to 25%, and then who cares about it).

Balk 1... making poison last longer doesn't really make the battle any harder. Generally you should be able to heal poison, kill Balk, or die before 50 clockticks pass or whatever anyway.
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« Reply #23 on: November 23, 2008, 09:01:05 PM »

I think you've made the Knight Breaks too good.  Yes, a Weapon Breaking strategy is chancy, but also potentially broken (haha).  Not that many enemies have maintenance, and those that don't in the endgame can get seriously screwed over by Meliadoul/Orlandu.  Some mechanics are "unfun" at a high-level and so should intentionally be a bit weak - they're still an option, but not a go-to thing.  The original Knight Breaks are usable - my way of handling Gafgarion in his two final fights was two-swordy Knight Ramza getting double opportunities to break his sword.  (Well, Gaf3 at least, the duel.  Forget if I took him out that way at the Execution site.)  And Speed Break isn't bad either in the right circumstances.  I'd say only make the ability breaks 100%, and keep the other breaks near their original hit percentages.  (This is also because enemy equipment break attempts are plain annoying, and ubering them would make them even more annoying.)

I suspect giving the Knight innate Defense UP and MDef UP will help the Knight fit the theme of "tanky warrior."  And Knights aren't even totally useless in the endgame if you're playing only Generics, their problem is that the uniques compete with them for the cool Knight Swords in a normal endgame.

I also agree with some of the others that Wizard's Death might be too good at its new stats.  Maybe keep its range at 4 so you can beat the Wizard up to prevent him from casting it?

Most of the changes look good, though.  As a random comment, the change I most approve of is the increasing of the damn vertical tolerance on Monk's Revive.  The Monk is not a bad class at all with several options, but man is that incredibly annoying.  I remember the Sluice mission, with its little staircase of no-two-squares the same height, was rather more exciting than I expected when I discovered my Monk I'd sent on revival duty was going to shirk her job.

Cameo: One of the Squires whose noble goal is to kill Algus on the Mandalia Plains.  Hopefully it'll succeed this time.  Snow for the name I guess (despite confusion with the other Snow here), and a birthdate of August 3 (not mine, but the same sign).
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« Reply #24 on: November 23, 2008, 11:47:50 PM »

I think you've made the Knight Breaks too good.  Yes, a Weapon Breaking strategy is chancy, but also potentially broken (haha).  Not that many enemies have maintenance, and those that don't in the endgame can get seriously screwed over by Meliadoul/Orlandu.
Meliadoul/Orlandu ignore evade, have more range, and deal damage while they break stuff.  Despite this, Meliadoul isn't even considered a particularly great character.

Quote
The original Knight Breaks are usable - my way of handling Gafgarion in his two final fights was two-swordy Knight Ramza getting double opportunities to break his sword.  (Well, Gaf3 at least, the duel.  Forget if I took him out that way at the Execution site.)
If you have two swords already, can't you just kill Gafgarion instead?

Quote
I'd say only make the ability breaks 100%, and keep the other breaks near their original hit percentages.  (This is also because enemy equipment break attempts are plain annoying, and ubering them would make them even more annoying.)
This was actually part of the argument--encouraging the player to use the Maintenance support ability (which doesn't get much love as-is).


Quote
I also agree with some of the others that Wizard's Death might be too good at its new stats.  Maybe keep its range at 4 so you can beat the Wizard up to prevent him from casting it?
The new Wizard's Death takes two full rounds to cast (18 CTR).  This design would not work well at all with range 4.

Yeah, you can do nasty things with Short Charge, but Meteor/Bahamut already have range 7 with Short Charge.  I mean, don't get me wrong: it's neat; maybe even worth building a setup around (maybe) but hardly broken.
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