And information about it, for those too lazy to find it...
General Abilities
JP costs of many reduced to roughly 20%, moreso for lower-tier classes to promote enemies having additional skills. Gained JP Up is no longer present, so feel free to get a support abilities on your units off the bat. The cost of some of the "overpowered" reactions (hi autopotion, hi abandon, hi damage split) has been increased, however, and many of the upper tiers have remained the same.
AI Flag Changes:
- Quick now adds a status to allies, hopefully we'll see its use sometime.
- Pray Faith now will only be targetted at allies
- Doubt Faith now will only be targetted at enemies
- Berserk now will only be targetted at enemies
- Golem now targets only allies.
- Dash now classified as random hit, maybe now we'll see less use out of it when it's a 100% killing blow only half the time.
- Seal now adds a status instead of cancels
- Gravi2 now is flagged for HP damage
- Holy breath is no longer random flagged, as per its new form.
- Omnislash now does HP damage instead of de-equipping.
- Blood Suck now is flagged for both HP damage and adding a status. We'll see what effect this has.
- Lick now adds status instead of canceling
- Bad Breath now adds status instead of canceling
Ability changes
White Magic
Cure family - now 4/5/6/7 CTR, now Holy elemental
Raise 2 - Increased successrate to 190 (more than Raise1, less than Protect/Shell), increased MP cost from 20 to 25.
Protect2/Shell2 - Success % doubled, Shell 2's MP cost set to 24.
Wall - Success% boosted to Protect/Shell, MP cost reduced to 12.
Holy - Q value reduced to 40
Black Magic
Elemental Family - now 4/5/6/7 CTR
Bolt - 12 MP
Poison - boosted success % by 10 to make it more favorable
Death - boosted success % by 10 to make it more favorable
Flare - unevadeable, Q value reduced to 38, MP cost reduced to 48
Time Magic
Stop - Now 2v1 instead of 2v0
Float - increased success rate from 140 to 160
Quick - no longer can be countermagicked.
Demi 1 - now 5 CTR
Demi 2'- success rate boosted from 120 to 130, MP cost reduced from 50 to 40
Meteor - Now 15 CTR, nailing the coffin in requiring Short Charge to be viable
Yin Yang Magic
Life Drain - Now only drains 15% of the targets HP to the caster. MP cost reduced from 16 to 12.
Zombie - boosted chance from 100 to 140
Paralyze - reduced chance from 185 to 170
Summon Magic
Shiva/Ifrit/Ramuh - Q values changed from 24 to 20, CTR from 4 to 6, MP from 24 to 30
Titan - Q from 24 to 28, CTR from 5 to 7, MP from 30 to 36
Bahamut - 42 from 46, CTR from 10 to 9, MP from 60 to 70
Odin - now has a chance to inflict Dead to enemies in the zone. Essentially changed to Lich 2. Reduced from 3v3 to 2v2, and success % at 110.
Leviathan/Salamander - 34 from 38, CTR 8 from 9, MP from 48 to 56
Salamander - changed to 3v3 to be on par with Leviathan.
Lich - CTR reduced to 7, success% now 150, MP cost now 50
Fairy - CTR boosted to 6
Draw Out - All offensive DO's reduced in power, Kiyomori was too broken so it was combined and split with Murasame. Both now provide minor healing and either protect or shell.
Asura - 8 to 6, chance to add Don't Move
Koutetsu - 12 to 9, chance to add Blind
Bizen Boat - 4 to 6, chance to add Silence
Murasame - Reduced to 8, now adds Shell
Heaven's Cloud -- 14 to 11
Kiyomori - Heals HP by MA * 10, now adds Protect
Musamasa - 18 to 14
Kikuichimoji - 16 to 12, now can add Don't Act
Sing
All songs CTR reduced by 1.
Angel Song changed from (20 + MA) MP restored to (10 + MA)
Life Song changed from (10 + MA) HP restored to (20 + MA)
Dance
Last Dance's % changed to 50.
Punch Art
Spin Fist is now 2v2 (not 2v0)
Repeating Fist's vert tol is now 2, random range is now 1..11.
Talk Skill
Persuade's Success% boosted to 50
Elemental
Damaged increased slightly to remain competitive with Draw out. The new formula is [(PA + 6) / 2] * MA
Battle Skill
Equipment breakage now ignores evasion. Stat breakage skills reduced by 5%.
Snipe
All skills boosted by 10%
Dragon
Holy Bracelet now just like Fire/Ice/Lit, though with a Q value of 15.
Math Skill
Rather than implement a new class, I instead kept the Calc class mostly as is, and simply reduced the number of spells which are math skillable in the first place to mostly low/mid tier spells.
Spellbook = Cure, Cure 2, Raise, Regen, Protect, Shell, Esuna, Black element 1/2, Poison, Haste, Stop, Float, Reflect, Demi, Blind, Pray Faith, Doubt Faith, Zombie, Silence Song, Dispel, Petrify.
Truth/Untruth
All skills are now 2v1 instead of 2v3.
Swordskills
Holy Sword is no longer Holy. Based off programming it will still assume the element of the weapon, but this means no more Chameleon Robe exploit.
MP Cost added for all swordskills.
Monster Skills
In general, many skills now hit harder. Not only will this make random battles slightly harder, but also make monsters in your own party slighly more welcome. Also, Worker 8 is now less masochistic. All monsters are given their innate Monster Skill ability for regular use.
Goblin Punch's success % increased by 20.
Flame Attack is now MA * 4 (not 3)
Spark is now MA * 3 (not 2)
Thunder/Aqua/Ice Soul is now Ma * 3 (not 2)
Wind Soul is now MA * 4 (not 3)
Grease Touch now adds Slow. Goodbye worthless status.
Look of Fright's success % increased by 10.
Leaf Dance, Protect Spirit, Clam Spirit, Spirit of Life, Magic Spirit now 2v3.
Leaf Dance is now MA * 4 (not 3)
Protect/Clam Spirit's success % boosted by 20.
Spirit of Life now restores MA * 4 (not MA * 2)
Magic Spirit now restores MA * 2 (not MA * 1)
Mimic Titan is now MA * 4 (not 3)
Fire/Ice/Thunder Bracelet is now MA * 6 (not 5)
Triple Thunder/Flame + Dark Whisper is now 2v1. Balk II haters rejoice.
Destroy now deals Damage / 10
Compress now deals Damage / 8
Dispose now deals Damage / 6
Crush now deals damage / 6
Charge
All Charge skills now have the CTR of their respective +X, with +10 actually at 9 CTR and +20 at 15. Doubt +20 will get used still, but oh well.
JOBS!
In general, all boss-types were given an HP boost, and immunity to most statii, most notably slow and darkness for almost everyone, and the famed Altima 1 Don't Act is no longer possible.
Specials:
Lune Knight
240 HPM, Innate DU/MDU, immune to dark.
Holy Knight (Agrias)
120 PAM from 100.
Hell Knight
Innate two swords, can now equip daggers
Holy Priest
Given the White Magic skillset. HPM boost from 160 to 180.
Arc Knight
240 HPM + Genji armor boost, 140 MAM to bring his Draw out effectiveness back to where it was. No longer has Teleport2. However, he now has 4 base movement. Innate DU, MDU.
Divine Knight Vormav + Rofl
200/225 HPM, innate Def Up, Magic Def Up
Sorcerer
180 HPM, innate Non-charge, innate Def Up, Magic Def Up. Immune to Don't Move.
Engineer (Balk)
200 HPM.
Assassins
180, 175 HPM.
Arc Knight (Zombag)
190 HPM, innate Magic Def Up, Def Up
Warlock (Velius)
HPM 175, immune to Don't Move. Now has Catch.
Angel of Death (Zalera)
HPM 240. Now has Meatbone Slash.
Regulator (Hash)
HPM 255. immune to Don't Move. Now has the reflect status.
Holy Angel (1st Altima)
HPM 140. SpM boosted to 125. Immune to Blind, Slow, Don't Act. Now has Damage Split.
Impure King (King Hippo)
65 HPM, immune to slow. Now has Arrow Guard.
Ghost of Fury (Adramelk)
HPM 120, immune to Silence, Darkness, slow. Now has Regen.
Arch Angel (Altima 2)
HPM 255! Immune to slow, now has Damage Split.
Generics:
All generics' growth/multipliers altered slightly to penalize career-long physicals making a swap into the mage family, and vice versa. The physical tree, for example, has increased PA growth, but reduced PA multipliers. However, their MA growth/multipliers remain the same. The same (opposite) is true for the mage classes.
Squire
Can now equip Crossbows + Spears. Cannot equip Gauntlets, Armlets.
Chemist
Cannot equip Gauntlets, Armletss.
Knight
Cannot equip Robes, Armlets, Rings. Given the counter Reaction ability, increased HP.
Archer
Jump stat of 4. Cannot equip Rings, Gauntlets, increased PA, Sp.
Monk
Cannot equip Gauntlets, Armlets. Loses the counter ability, gains Meatbone Slash.
Priest, Oracle, Time Mage, Summoner, Wizard, Calculator
Cannot equip shoes, Gauntlets.
Priests can equip flails.
Wizards can equip daggers.
Thief
Can now equip Swords. Cannot equip Gauntlets, Rings. Given more sp.
Mediator
Cannot equip Gauntlets, Rings. Slightly increased PA and MA.
Geomancer
Cannot equip Gauntlets, Rings.
Lancer
Cannot equip Robes, Armlets, Rings. Slightly reduced PA and slightly increased Sp.
Samurai
Innate two hands, MAM boosted. Cannot equip Rings. Loses Meatbone Slash,
Bard
Cannot equip gauntlets
Dancer
Cannot equip gauntlets
Mime
Can now equip any accessory.
Monsters:
-All given innate monster skills, at the expense of some of the... more worthless skills. However, these skills are still available to the AI, and monsters themselves have innate Monster Skill, so two monsters side by side is stronger than either seperated. Because of this, however, Ghosts can now enter water. Happy poaching.
- All recieved HP boost, from 33% to 100% more.
Items
Weapons:
Zorlin Shape is now purshable after Elmdor's defeat.
All ninja swords' WP decreased by 1.
Defender is now purshable at C4 Start.
All axes and flails are now wind elemental, and have an innate strengthen:wind.
All Xbows recieved a roughly 25% WP boost.
Ultimus bow is now purchasable after Beltha Garrison.
Sleep Sword now has +1 WP and an increased gil cost.
Dragon Rod now absorbs all elements.
All swords W.Ev value boosted by 5-10%.
Shields:
5% M. Evade added to many mid level shields.
Aegis gains +5 P.Ev.
Genji gains 10 M.Ev.
Helms:
Helmets gain anywhere from +10 to +50 HP relative to their placement in the game.
Platina Helmet is now available at Orbonne, reducing its redundancy with Circlet, and features +1 MA.
Mythril Helm and Crystal Helmet adds +1 PA.
Barbuta adds +10 MP.
Cross Helmet adds +15 MP.
Heavy Armor:
Anywhere from +10 to +50 HP relative to the game.
Maximillian now grants immunity to Don't Act/Move.
Crystal Mail now blocks Sleep and Death Sentence.
Mantles:
Overall reduced in effectiveness of 5% - 20%
Perfume:
Chantage is now initial:reraise and always:regen.
Skillsets/R/S/M
Squire - Gained JP Up removed from the game. Again, the JP cost of many abilities was reduced by 5-25%, so the difference won't be as hard hitting while allowing for support skills to be equipped with good concious in early game.
Ramza - Now has the invite skill.
Orlandu - Loses Lightning Stab, Holy Explosion, Icewolf Bite, Hellcry Punch. Gains Destroy Sword skillset.
Status:
Haste's duration reduced to 24, in line with Slow.
Job Levels
All basic teir jobs boosted by 1. Only exceptions being Mime, Bard, and Dancer, who still need level 4 jobs at both end of their tree. Not only will this boost enemy difficulty, but spending a total of 2 actions as a squire shouldn't entitle you to advanced jobs.
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