Current thoughts on class balance.
EDIT: to clarify: when I say Teleport and Math Skill are "gone" throughout this post, I mean "gone until very very lategame".
-Squire-
(The following changes apply only to the base Squire.)
* MP Growth increased from 15 to 11
* MP Multiplier increased from 75 to 100
* Speed Multiplier increased from 100 to 110
* PA Growth increased from 60 to 50
* PA Multiplier increased from 90 to 100
* MA Multiplier increased from 80 to 100
* Acquired innate [Monster Skill]
* Can equip Robes and Crossbows
(The following changes apply to all base Jobs, including base Squires.)
* [Defend] removed from ability list
* [Gained JP Up] removed from ability list
* [Gained Exp Up] added to ability list
* [Move-Get Exp] added to ability ilst
* JP Cost Changes
... Move +1: 200 -> 300 JP
... Move-Get Exp: 400 -> 200 JP
Stats/Equips: Average
(Move 5, 110 speed, and...average. Has uses, but not that exciting).
Skillset: Awful.
R/S/M: ???
Gained Exp Up is one to watch. Notably, Laggy wanted to remove JP-gain stuff, but Gained Exp Up actually provides a small amount of that (your actual level factors in to how much JP you gain per action). Also, it treads on Mime a little--Mime in theory has good growths, but gaining twice as many levels tends to be more valuable than gaining a few more stats per level. If it causes a unit to reach a speed point their teammates haven't hit, then that's enormous--speed+1 is certainly worth an accessory slot. It's more that Gained EXP Up didn't excite me or Laggy at all.
(None of Squire's other R/S/M are anything to worry about.)
-Chemist-
* JP Cost Changes
... Ether: 300 -> 100 JP
... Hi-Ether: 400 -> 200 JP
... Elixir: 900 -> 250 JP
... Eye Drop: 80 -> 70 JP
... Echo Grass: 120 -> 70 JP
... Maiden's Kiss: 200 -> 70 JP
... Soft: 250 -> 70 JP
... Holy Water: 400 -> 70 JP
... Remedy: 700 -> 200 JP
... Phoenix Down: 90 -> 250 JP
... Auto Potion: 400 -> 700 JP
Stats/Equips: Niche
(guns are guns, Throw Item is cool, otherwise eww)
Skillset: ???
The danger of Item is that at the old JP costs everyone set Item very frequently--you were guaranteed to know Phoenix Down. Is 250 JP enough to bump that off?
On the other hand, Chemist's competition has gotten a lot better. Is Item still as viable as it was?
R/S/M: Overpowered
700 JP helps reign in Auto-Potion a little. However, with Teleport and Math Skill basically gone, it's probably now the go-to break the game ability.
-Knight-
* Move increased from 3 to 4
* Acquired innate [Defense UP] and [Magic Defense UP]
* [Defend] added to ability list
* All "Break" skill accuracies increased to 100% (still subject to evade)
* JP Cost Changes
... Head Break: 300 -> 150 JP
... Armor Break: 400 -> 250 JP
... Shield Break: 300 -> 150 JP
... Weapon Break: 400 -> 250 JP
... Magic Break: 250 -> 250 JP
... Speed Break: 250 -> 250 JP
... Power Break: 250 -> 150 JP
... Mind Break: 250 -> 150 JP
... Weapon Guard: 200 -> 300 JP
... Equip Armor: 500 -> 300 JP
... Equip Sword: 400 -> 250 JP
Stats/equips: Possibly overpowered (needs testing)
DU/MDU are really good. To put things into perspective, when we removed the Chameleon Robe trick against Wiegraf, and started talking about how much to nerf his stats...I realized that a skill-less level 15 Knight can win a slugfest against him without any Wiegraf nerfs. (Granted, takes proper equipment/zodiac and some luck with accuracy/counters).
Potentially beastly carrier. Still needs testing, though--one thing that I keep finding from experience is that FFT is very offence oriented. Might not be as good as it looks on paper.
Skillset: Niche
R/S/M: Underpowered/Niche
Just noticed that Weapon Guard went from 200 to 300 JP; yeah, not excited anymore. Without Math Skill I care about Equip Shield a lot less (not to mention every shield using class got upgraded).
-Archer-
* Acquired innate [Ignore Height]
* [Jump +1] removed from ability list
* [Ignore Height] added to ability list
* [Charge +1] changed from +4 CT to +1 CT
* [Charge +2] changed from +5 CT to +2 CT
* [Charge +3] changed from +6 CT to +3 CT
* [Charge +4] changed from +8 CT to +5 CT
* [Charge +5] changed from +10 CT to +7 CT
* [Charge +7] changed from +14 CT to +9 CT
* [Charge +10] changed from +20 CT to +11 CT
* [Charge +20] changed from +35 CT to +15 CT
* Can equip Robes
* JP Cost Changes
... Charge +10: 600 -> 500 JP
... Charge +20: 1000 -> 700 JP
... Speed Save: 800 -> 400 JP
... Equip Crossbow: 350 -> 250 JP
... Ignore Height: 700 -> 400 JP
Stats/equips: Niche
Innate ignore height is kinda neat, as are bows.
Skillset: ??? (check for overpowered)
Charge might be overpowered now (mostly in the earlygame, of course). Some testing needed. There's also a chance it will still go largely unused.
R/S/M: Average
Concentrate was already part of a pretty standard game plan (Move+2 Ninja with Concentrate). Additional stuff looks useable now.
-Monk-
* [Spin Fist] and [Revive] vertical tolerance increased from 0 to 1
* JP Cost Changes
... Spin Fist: 150 -> 100 JP
... Repeating Fist: 300 -> 200 JP
... Secret Fist: 300 -> 150 JP
... Earth Slash: 600 -> 450 JP
... Revive: 500 -> 400 JP
Stats/Equips: Niche
Skillset: ???
Monks are generally average in everything (which isn't good). Still not much of an earlygame skillset (especially with new crowding from Dance). Still doesn't have the raw power of some lategame skillsets. This would peg them as Niche, except...
Except earlygame Mime stat growth is taylor-made for Monks, and Gained EXP Up is also very good for them (+1 PA can be better than Attack Up for them). This merits some testing.
They're also still a good class to throw at newbies, because they do everything from offence to healing to revival.
R/S/M: Average
Some decent stuff here.
-Priest-
* [Cure 4] effect area increased from 2 to 3
* [Raise 2] hit rate increased from +160 to +250, CT decreased from 10 to 6
* [Reraise] hit rate increased from +140 to +170, CT decreased from 7 to 4
* [Regen] hit rate increased from +170 to +200, MP cost decreased from 8 to 4
* [Protect 2] and [Shell 2] hit rate increased from +120 to +250, CT decreased from 7 to 1, MP cost decreased from 24/20 to 15
* [Wall] hit rate increased from +140 to +190, MP cost decreased from 24 to 18
* [Esuna] MP cost decreased from 18 to 8
* [Holy] MP cost increased from 56 to 60, CT increased from 6 to 7
* JP Cost Changes
... Cure 2: 180 -> 200 JP
... Cure 3: 400 -> 300 JP
... Cure 4: 700 -> 600 JP
... Raise: 180 -> 100 JP
... Raise 2: 500 -> 380 JP
... Reraise: 800 -> 350 JP
... Regen: 300 -> 70 JP
... Protect 2: 500 -> 250 JP
... Shell 2: 500 -> 250 JP
... Wall: 380 -> 280 JP
... Esuna: 280 -> 180 JP
... Holy: 600 -> 900 JP
... Regenerator: 400 -> 200 JP
Stats/Equips: Niche
Fastest Robe-wearing class...although actually they're tied with Squires now....
Skillset: ??? (Needs testing, possibly overpowered)
Raise is the new cheapest revival. Raise 2 is now o_O.
Nothing else is all that gamebreaking. (Holy looks kinda bad to me now, on paper; still fine for assassinations, of course).
R/S/M: Average
200 JP? Regenerator is the new Weapon Guard.
-Wizard-
* [Bolt 2] MP cost increased from 10 to 12
* [Fire 2] MP cost decreased from 12 to 10
* [Fire 3], [Bolt 3], and [Ice 3] CT decreased from 7 to 6
* [Fire 4], [Bolt 4], and [Ice 4] CT decreased from 10 to 8
* [Poison] hit rate increased from +160 to +210, effect area increased from 2 to 4, vertical tolerance increased from 2 to 3, CT decreased from 3 to 2
* [Death] hit rate increased from +100 to +160, range increased from 4 to 8, CT increased from 10 to 18
* JP Cost Changes
... Fire 3: 480 -> 300 JP
... Fire 4: 850 -> 600 JP
... Bolt 3: 480 -> 300 JP
... Bolt 4: 850 -> 600 JP
... Ice 3: 480 -> 300 JP
... Ice 4: 850 -> 600 JP
... Frog: 500 -> 250 JP
... Death: 600 -> 450 JP
... Counter Magic: 800 -> 300 JP
... Magic Attack UP: 400 -> 600 JP
Stats/equips: Overpowered
Probably still the best in the game.
Skillset: Overpowered
Was already overpowered in Chapter 1/2 beforehand. Has gotten across-the-board buffs (mostly to the later-game stuff) and a lot of later-game competition has been nerfed (notably Shiva/Ramuh/Ifrit aren't what they used to be).
R/S/M: Overpowered
MAU is still MAU--not much can stop it from being gamebest.
-Time Mage-
* [Teleport] removed from ability list
* [Haste] CT increased from 2 to 4
* [Haste 2] CT decreased from 7 to 1, MP cost decreased from 30 to 20
* [Slow] CT increased from 2 to 4, MP cost decreased from 8 to 4
* [Slow 2] CT decreased from 7 to 1, MP cost decreased from 30 to 10
* [Stop] hit rate increased from +110 to +160
* [Float] range decreased from 4 to 3, hit rate increased from +140 to +200
* [Demi] MP cost decreased from 24 to 16, added dark-elemental attribute
* [Demi 2] hit rate increased from +120 to +170, MP cost decreased from 50 to 36, added dark-elemental attribute
* JP Cost Changes
... Haste: 100 -> 120 JP
... Haste 2: 550 -> 360 JP
... Slow 2: 520 -> 240 JP
... Stop: 330 -> 170 JP
... Float (spell): 200 -> 50 JP
... Reflect: 300 -> 100 JP
... Float (movement): 540 -> 200 JP
Stats/equips: Average
Wizard overshadows them. But otherwise they enjoy second-best land.
Skillset: Average
Haste is good. Lots of little statuses are worthwhile now. With very heavy investment you can do cool stuff with Meteor or Quick.
R/S/M: Average
Short Charge isn't that good, but it's not bad.
-Summoner-
* [Shiva], [Ramuh], and [Ifrit] CT increased from 4 to 7
* [Titan] CT increased to 8
* JP Cost Changes
... Shiva: 200 -> 240 JP
... Ramuh: 200 -> 240 JP
... Ifrit: 200 -> 240 JP
... Titan: 220 -> 280 JP
... Carbunkle: 350 -> 150 JP
... Salamander: 820 -> 480 JP
... Silf: 400 -> 150 JP
stats/equips: Average
Overshadowed by Wizard, etc.
Skillset: Overpowered? (not sure)
Hit with a massive nerfstick, yes. That said, from playing the PSP version, 7 CTR doesn't start being a problem until Chapter 3, and even there only in select fights until Chapter 4. Also, in the absence of Math Skill, SC Summon may become the best setup.
R/S/M: Underpowered
Half of MP...yeah.
-Thief-
* Acquired innate [Two Swords]
* [Jump +2] removed from ability list
* JP Cost Changes
... Steal Heart: 150 -> 200 JP
... Steal Helmet: 350 -> 200 JP
... Steal Armor: 450 -> 300 JP
... Steal Shield: 350 -> 200 JP
... Steal Weapon: 600 -> 300 JP
... Steal Accessory: 500 -> 300 JP
... Gilgame Heart: 200 -> 30 JP
stats/equips: Average
Two Swords makes them hit hard. Excellent speed. Daggers don't suck now.
That said, they're not Ninjas, and otherwise their stats kinda blow.
Skillset: Awful
R/S/M: Average
Move+2 is good, but reasonably priced.
-Mediator-
* [Praise] and [Preach] hit rate increased from +50 to +80
* [Death Sentence] hit rate increased from +30 to +40
* JP Cost Changes
... Death Sentence: 500 -> 250 JP
... Insult: 300 -> 100 JP
... Finger Guard: 300 -> 100 JP
... Mimic Daravon: 300 -> 200 JP
... Equip Gun: 700 -> 500 JP
Stats/equips: Niche
(Monster Talk, Guns and Robes. Otherwise...eww)
Skillset: Niche
(Used when trying to accomplish something specific)
R/S/M: suck
(Nothing really new).
-Oracle-
* [Defense UP] removed from ability list
* [Blind] effect area increased from 1 to 3, vertical tolerance increased from 2 to 4
* [life Drain] range decreased from 4 to 1
* [Zombie] hit rate increased from +100 to +180
* [Blind Rage] hit rate increased from +120 to +160
* [Confusion Song] hit rate increased from +130 to +170
* JP Cost Changes
... Life Drain: 350 -> 500 JP
... Pray Faith: 400 -> 300 JP
... Doubt Faith: 400 -> 300 JP
... Zombie: 300 -> 100 JP
... Blind Rage: 400 -> 150 JP
... Confusion Song: 400 -> 150 JP
... Dispel Magic: 700 -> 200 JP
... Petrify: 580 -> 280 JP
... Any Weather: 200 -> 30 JP
Stats/Equips: Average
Outclassed by Wizard. Sticks are kinda neat.
Skillset: Average
Lots of good stuff here without anything being really broken.
R/S/M: Average
Move-MP-Up starts looking pretty generally attractive for mages--can't get Teleport now, mages may not want to spend time as Thief, and Move MP Up should be able to muscle out Move+1.
-Geomancer-
* Class prerequisites changed to: Squire 2, Knight 2, Monk 2
* PA Multiplier increased from 110 to 120
* MA Multiplier increased from 105 to 120
* JP Cost Changes
... All "Elemental" abilities: 150 -> 100 JP
... Counter Flood: 300 -> 200 JP
... Attack UP: 400 -> 600 JP
... Any Ground: 220 -> 30 JP
... Move on Lava: 150 -> 100 JP
Stats/Equips: Average +Niches
On the whole, nothing that can't individually be had in other classes. Well...highest MA move 4 class, highest MA shield class. 120 PA and clothes without being fast (matters for Jump where you want to be slower than your opponent). Decent durability (just...Knights smoke them so bad now). Good physical (though now behind Thieves as well as Ninjas).
Kinda like Time Mage's #2 in everything, except with clearer niches.
Skillset: Underpowered
As always, most of their skillset's use comes from being "you use it while you're taking advantage of Geomancer stats".
R/S/M: Niche
Unfortunate that Attack Up doesn't boost Jump or Throw or Dance, and is worse than Martial Arts for Punch Art.
-Lancer-
* Class prerequisites changed to: Squire 2, Archer 2, Thief 2
* [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
* [Defense UP] added to ability list
* JP Cost Changes
... Level Jump4: 450 -> 300 JP
... Vertical Jump4: 300 -> 200 JP
... Vertical Jump8: 900 -> 700 JP
... Dragon Spirit: 560 -> 300 JP
stats/equips: mediocre
(They have spears, and...yeah. Granted, sexy until Power Sleeve shows up in...Chapter 2 now >_>).
skillset: ??? (potentially overpowered)
Jump was always a bit of a write-off for me. Yeah, you could head to Lancer, but you can have Ramuh first. Yeah, you could get Level Jump 8, Vertical Jump 8, but you could have Math Skill first. Math Skill's all but gone, and Level Jump 4 takes about as much time to get as Ramuh now.
R/S/M: Average
Defence Up is good. Dragon Spirit is good. Equip Spear is useful. None wave overbearing "use me" flags.
-Samurai-
* Acquired innate [Two Hands]
* [Bizen Boat] multiplier increased from 4 to 8
* [Heaven's Cloud] multiplier increased from 14 to 15
* JP Cost Changes
... Two Hands: 900 -> 300 JP
... Equip Katana: 400 -> 250 JP
... Walk on Water: 400 -> 100 JP
stats/equips: bad
(Innate Two Hands is cute. Doesn't save them).
skillset: average (maybe overpowered? but...probably not).
Seems like there's too many limitations (on cash and storebought Katana sequence). Great in the aftergame when everything's in the store and cash is limitless.
The counteragument is that Mathskill is all but gone, and Summon Magic has been nerfsticked.
R/S/M: Average
Blade Grasp is good. Worse than Auto Potion, and harder to get. No real problems here.
-Ninja-
* JP Cost Changes
... Move in Water: 400 -> 100 JP
stats/equips: Overpowered
120 speed, 120 PA, innate two hands. Yep.
skillset: underpowered
Throw won't be set outside of Ninja. Sees more than enough use in that role, though.
R/S/M: Niche
(Abandon and Sunken State both technically have uses; not seen that often on final parties, though, and with good reason).
-Bard-
* Class prerequisites changed to: Chemist 2, Priest 2, Wizard 2, Time Mage 2, Summoner 2, Oracle 2, Mediator 2
* Acquired innate [Magic Attack UP]
* [life Song] HP restored increased from 10 to 30
* [Cheer Song] hit rate increased from 50% to 100%
* [Battle Song] hit rate increased from 50% to 100%
* [Magic Song] hit rate increased from 50% to 100%
* [Nameless Song] hit rate increased from 50% to 100%
* JP Cost Changes
... MA Save: 450 -> 300 JP
... Face Up: 500 -> 300 JP
... Fly: 1200 -> 500 JP
Stats/equips: Average
Innate MAU doesn't save their bad multipliers, male requirement, and lack of robes (and doesn't boost sing, BTW).
That said, Harps. Doubling their WP and giving them speed+2 makes Bards sorta like what was done to Thieves.
skillset: Average
Speculation but...it's got clear uses (Cheer Song >>> Yell, Angel Song is crazy as always, Battle Song >>> Accumulate, Life Song trances etc). At the same time there's better options for breaking the earlygame (ahem: Dance).
R/S/M: Average
They have Move+3, and don't have to compete with Teleport now.
-Dancer-
* Class prerequisites changed to: Squire 2, Knight 2, Archer 2, Monk 2, Thief 2, Geomancer 2, Lancer 2
* Acquired innate [Attack UP]
* [Jump +3] removed from ability list
* [Move +3] added to ability list
* [Polka Polka] hit rate increased from 50% to 100%
* [Disillusion] hit rate increased from 50% to 100%
* [Last Dance] hit rate increased from 34% to 50%
* JP Cost Changes
... A Save: 550 -> 300 JP
... Brave Up: 500 -> 300 JP
... Fly: 1200 -> 500 JP
Stats/equips: Below average (Niche?)
Innate Attack Up is...cool, but I can't see how it would be used. Agrias would be better-off as a Geomancer with AU than a Dancer with Equip Sword, for instance (well...ignoring that Dance >>> Geomancy).
skillset: Overpowered?
Can easily have Dance mid Chapter 1 now....
R/S/M: Average
Move+3.
-Mime-
* Class prerequisites changed to: Squire 3, Chemist 3
* Acquired innate [Maintenance]
* Can equip Hair Ornaments and Perfumes (regardless of gender)
* Acquired innate Immune: Dead, Undead, Petrify, Invite, Darkness, Confusion, Silence, Blood Suck, Berserk, Chicken, Frog, Poison, Slow, Stop, Faith, Innocent, Charm, Sleep, Don't Move, Don't Act, Death Sentence
stats/equips: Average??
Kinda cool in Chapter 1-2 when you don't have R/S/M abilities anyway (where presumably innate mimic is good enough). Gives neat stat growth.
skillset: none
R/S/M: none
-Calculator-
* Class prerequisites changed to: All classes Lv4 (except Samurai/Ninja)
* [Gained Exp Up] removed from ability list
* [Move-Get Exp] removed from ability ilst
* [Move-Get JP] removed from ability list
* [Teleport] added to ability list
* The following abilities have been removed from [Math Skill]:
... Raise 2, Holy, Death, Flare
I shouldn't need to go into detail here; one question though: does JL4 of every class besides Ninja/Samurai include Mime/Bard/Dancer? (Bard/Dancer should presumably never be prerequisites due to the gender issue. Mime...what are you going to do with that 550 JP that you can't spend on anything?)