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Messages - Gaignun

281
If memory serves me right, there are a few maps I left out last season that people want back in.  I'll add them if I can find their names.

Also, how do we want map sizes ordered?  We usually go small-large-medium, but since most matches are decided after two rounds, we hardly ever get to see the medium maps.  Should we try small-medium-large this time around?
282
Equip Heavy Blade gives access to Knight Swords?  I didn't notice.  In that case... Yeah, Always: Haste is not a good idea.
283
Concerning giving Excalibur Haste, Paladins are typically as slow as snails, so the buff would allow them to keep pace with the other classes.  Bear in mind that Paladins do not have native access to Thief Hat or Secret Clothes, so Excalibur will not add more than 2 SP.  On top of that, the Paladin will not be able to be Hasted by skills for additional speed, as Haste will already be applied.

Excalibur would become an amazing weapon, to be sure, so we could dial back a few of its other features to compensate, as we are with Save the Queen and Ragnarok.

Simply adding 1 WP is fine, too.
284
Quote from: Dokurider on June 10, 2013, 06:00:18 am
I've yet to see a successful Dual Rod build... I don't see this as a big deal as a result.


Yeah, that's valid criticism.  It's probably better just to leave it in, then nerf it if it becomes a problem.

Quote from: Dokurider on June 10, 2013, 06:00:18 am
Or [Kibaku Fuda] can be MA * WP.


I want Ninja to deal damage with it, though.  Ninja's MA is so bad that the damage will hardly make up for that gained by regen.  The damage target on my mind is around 100 (average) ~ 150 (optimized).

Edit:  Does anyone mind if we increase Excalibur's WP to 14 or add a spiffy feature like Always: Haste?  Now that Defender's WP is being boosted, we need to do something to Excalibur to keep pace.   This will also make Ragnarok and Save the Queen weaker by comparison, which I think we can all agree will be necessary.
285
Are you sure?  The Paladin, Thief, and Squire are nearly maximized, too (Barbuta/Twist Headband, Carabini Mail/Power Sleeve, and a +1 PA accessory).  I wouldn't want to boost staff WP any further at any rate, since MA can be effectively applied to support secondaries such as White Magick and Draw Out, whereas PA cannot.  That's the benefit of using a slow, squishy mage as a melee unit, I suppose.

Edit: I've also been calculating rod damage.  Fire, Ice, and Thunder Rods are pretty scary.

2x Fire Rod (with Fire 2 buff)
Oracle: 15 MA, 8 SP, 294 HP, 70 BrFa, (113~158)x2 + (155~218) damage [381~534 total damage]

2x Fire Rod (current)
Oracle: 15 MA, 8 SP, 294 HP, 70 BrFa, (113~158)x2 + (141~198) damage [367~514 total damage]

Ice and Thunder Rods are progressively weaker, respectively.

These are easily the most damaging dual-wieldable weapons in the game, even now in 1.38d.  With 70 Brave and Faith, the oracle is highly susceptible to attacks that ignore evasion (e.g. guns, 1.39 Titan, etc.), but still!  One way to prevent this damage is to forbid these rods from being dual-wielded.  They'll still be viable as two-handable weapons, but the average spell proc rate will drop by 0.5, thereby reducing the average total damage by 80~110.

On a related note, the Ice and Thunder Rods need their WP boosted by 1 to be comparable to Fire Rod.

Finally:

Quote from: DokuriderI'm not sure how everyone feels about my proposal about dropping Ultimus Bow down a WP, perhaps hesitance?


Lowering Mythril Bow's and Ultimus Bow's WP by 1 is a good idea.  Kibaku Fuda is appearing to be pretty broken with its Dmg_B(SP*WP) formula. (e.g. A 14 SP archer deals around 190~260 damage using Kibaku Fuda with a Mythril Bow and Attack UP.  That is too high for what is supposed to be a debuffing skill.)  However, lowering Mythril Bow's WP by 1 only reduces Kibaku Fuda's damage by around 10 points.  For this reason, we probably need to settle on a new formula.  Is it possible to incorporate WP in the Geomancy formula [e.g. SP*(WP+Y)/2]?
286
Black Magick's tier 1 and 2 spells have the same problem as White Magick's tier 2 and 3 Cure: The lower tier with Magic Attack UP is superior in every way to the upper tier with Short Charge (, doubly so since Magic Attack UP is native to the Wizard skill set).  Either the lower tier needs a nerf or the upper tier needs a buff.  With respect to MATK-UP tier 1 and Short-Charge tier 2:


  • Reducing tier 1's multiplier by one makes it about 20~30 damage weaker than tier 2.

  • Increasing tier 2's multiplier by one makes its damage roughly equal to that of tier 1.



Obviously, the first option is a blow to Wizards, which might not be called for.  We could drop tier 2's CT to 4 instead, but I'm hesitant about doing that.

As for Heaven's Cloud, having it ignore M-EV sounds really broken.  It'd be the only 0-CT AoE skill outside of Geomancy that hits at 100%, and it is a lot harder to boost Geomancy's damage.  Surely there's something else we can do with Heaven's Cloud.

Edit: I've been trying to balance staff damage using the next version of the team design tool.  Achieving balance with sword damage is most appropriate in my mind.  Here's what we have using 1.39 numbers:

2x Platinum Swords
Paladin: 13 PA, 8 SP, 420 HP, (122~171) x 2 damage
Thief: 14 PA, 10 SP, 294 HP, (132~185) x 2 damage
Squire: 15 PA, 8 SP, 315 HP, (141~198) x 2 damage

2x Wizard Staves (8 WP) (current)
Oracle: 19 MA, 8 SP, 294 HP, (119~167) x 2 damage

2x Wizard Staves (9 WP)
Oracle: 19 MA, 8 SP, 294 HP, (134~188) x 2 damage

For fair competition, I propose that Wizard Staff's WP is increased to 9.  To keep things rounded out, I also propose that Rainbow Staff's WP is increased to 11.  That way one Wizard Staff can be freely traded with Rainbow Staff for 2 fewer MA and Oil resistance with no damage penalty.  White Staff's WP should also be increased to 8 to keep pace.

With these changes, staves should be just as attractive as swords for melee.
287
FFT Arena / Re: Team Design Tool
June 07, 2013, 10:29:39 am
That's odd.  I don't think it would make a difference either.  What error message is it giving you?
288
Quote from: CT5Holy on June 05, 2013, 03:11:04 pm
Speaking of Oil, is there a way to make it so Oil makes you one 'tier' worse in terms of elemental resistance? So if a unit had Oil and Absorbed an element, that unit would now Null the element, and Null -> Half, Half -> Normal, Normal -> Weak? I agree with Gaignun that Oil overriding elemental weakness is problematic, but if this were possible, then elemental resistance would still be effective, but Oil also wouldn't be completely shafted.


No idea here, since I've never looked at FFT's code, but from my knowledge of programming, I'd say this is tricky.  It sounds like a bunch of conditionals will be required in the code (e.g. If "Null: Fire", then replace with "Half: Fire"; if "Half: Fire", then replace with "Normal: Fire", and so on.)

Two easier ways of fixing Oil could be:

  • Simply have it add the "Weak" flag

  • Reduce the elemental weakness modifier from 2x to 1.5x


The first option is the better of the two (in my opinion), but the second option should require nothing more than a change of constant in the code, so it is easier to implement.
289
Quote from: The Damned on June 05, 2013, 11:16:04 amEldritch Staff/Healing Staff: I can understand being accused of that version being overpowered, but I'm really not understanding why your version ONLY has Strengthen: Dark I guess. Why does it not still have Strengthen: Holy, especially since no other Two Swords-compatible weapon can do that? Also, I'm guessing you came up with "Eldritch Staff", right?


To avoid synergy with the spell Holy.  And yes, I came up with the name.  Thought it was fitting, given that it boosts dark, yet heals on hit.

Quote from: The Damned on June 05, 2013, 11:16:04 am
3. Wizard Staff: ... Really, the only thing that losing Wizard Staff would actually mean is that you can't have attack Priests


We could have attack Time Mages as well depending on what we do with them. 

Quote from: The Damned on June 05, 2013, 11:16:04 am
5. Air Knife: ... That said, if that's the case, then shouldn't Orichalcum be boosted to 13 WP as well since otherwise it's "inferior" to Katar too, especially when Two Handed.


Orichalcum is used to boost MA, though.  It's not supposed to compete with Katar.

Quote from: The Damned on June 05, 2013, 11:16:04 am
6. Throwing Knife: Personally, I think even with 12 WP, that its proc probably won't need to be lowered, especially since unlike the other Knives it can't even be used with Counter due to its range. Also personally though, I thought that only boosting it to 11 WP would be fine, but if people want to go with 12 WP, then I doubt anything will end up broken.


Well, as long as the proc rate isn't touched, I won't object.

Quote from: The Damned on June 05, 2013, 11:16:04 am
12. Cover Fire: ... weren't you the one with the "Patch Me" team? I thought you built that to show off that Cover Fire still needs fine-tuning?


Patch Me has... well, been patched.  I published it when Cover Fire was 1~3.  The team is less effective now.

Quote from: The Damned on June 05, 2013, 11:16:04 am
13. Monk skills: No, I meant "why are the elements switched around from what Raven initially suggested?


Ah, naluhodo.  Thief Hat doesn't enter into the decision.  I reason that if an elemental skill ignores evasion, its element should be Earth.  If the change conflicts with equipment for whatever reason, that equipment can be adjusted.
290
I think it would prevent you from running away when your HP is low.  I could be wrong.
291
I don't have time to comment on every one of your points, Damned, but:

Quote from: The Damned on June 05, 2013, 02:31:59 am
1. White Staff's WP increases from 7 to 8 and it becomes Holy Elemental.


Hmm.  I kept White Staff at 7 WP because it packs a punch when dual-wielded.  A balanced setup (Golden Hairpin, 2x White Staff, 12 MA, 70 Brave) deals 164~230 damage.  Dia procs once on average, adding an extra 50~99 damage (40-40 Faith and 70-70 Faith, respectively) with a chance of Blind.  All things considered, average damage is around 240~305 with a chance of Blind.  By comparison, 12-PA dual-Platinum Swords deal 226~318 damage with zero chance of Blind.

At 8 WP, dual-White Staff damage rises by around 30 HP on average.  It outperforms Platinum Swords, but is susceptible to elemental resistances.  Are we okay with that?

Quote from: The Damned on June 05, 2013, 02:31:59 am
2. Healing Staff's W-EV increases from 10% to 20% and gains Strengthen: Dark & Speed +1 in addition to Strengthen: Holy. (Possible renames: Chaos Staff, Cosmos Staff, Priest Staff, etc.)


I found this overpowering.  Eldritch Staff is the same, but without the W-EV boost, nor Strengthen: Holy.  It's essentially an H-Bag, but with 10% more W-EV, zero chance of wasting turns smacking enemies, and a small boost to Demi, Lich, and Koutetsu.  The W-EV boost is transferred to Gold Staff, which is in greater need of buffs.

Quote from: The Damned on June 05, 2013, 02:31:59 am
3. Rainbow Staff's WP decreases from 10 to 7 and gains Block: Oil & +2 MA.
4. Wizard Staff's loses +2 MA, becomes Dark Element, gains the ability to cast at 50% the spell Harm (basically Dark element version of Dia, except with a 20% chance to Silence) and gets renamed Black Staff.


I'm with Raven in believing that there is no problem with the current Wizard Staff.  Wizard Staff exists for classes that do not have access to Wizard Rod, and vice versa.  This version of Rainbow Staff will overshadow Wizard Rod.  Thus, I cannot agree with a staff getting both +2 MA and immunity to Oil unless Wizard Rod gets something as well.

I am more inclined to making Rainbow Staff Black Staff and leaving Wizard Staff as is.

Quote from: The Damned on June 05, 2013, 02:31:59 am
5. Gold Staff's WP increases from 8 to 10 and its W-EV increases from 10% to 15%


Gold Staff's W-EV is set to 20% so that magick users fancy it simply for resilience to physical-based offense.  Setting its WP to 10 will make it vastly superior to Parry Edge, though, seeing as how Gold Staff cancels positive statii at 100%.  This is another Masamune-killer weapon.  We simply don't see it because stave wielders as a concept are unpalatable.  I think it is better to make the +2-MA staff the beastly DPS weapon (seeing as how... well... it has +2 MA), and leave Gold Staff for its sinister auxiliary effect.

In other words, how does boosting the +2-MA weapons to 10 WP sound?

Then again, Parry Edge sucks in its own right.  Maybe Gold Staff can be bumped up to 9 WP in spite of all this.

Quote from: The Damned on June 05, 2013, 02:31:59 am
2. IIRC, Air Knife is actually getting decreased to 11 WP, not 12, since it will still be the most powerful Knife between Oil and/or Strengthen. It needs to neither beat nor tie with Katar and Orichalcum from the start, even with Thief Hat around halving Wind.


I must have missed this discussion.  Did we seriously agree with dropping Air Knife's WP all the way to 11?  I understand that it's currently very powerful, but I don't want to nerf it into oblivion.  At 11 WP, Air Knife with 108 Gems will be no stronger than Katar.  However, at least with Katar the accessory slot is free for Cherche and whatnot.

If it's Oil we're afraid of, then we should be fixing Oil.  Oil shouldn't be overriding elemental resistances in my mind.

Quote from: The Damned on June 05, 2013, 02:31:59 am
3. You missed people more or less agreeing that Throwing Knife should get more WP since it's...barely whelming right now. [/YJ Robin] I think the consensus (that Raven gave) was 12 WP, even if that might mean its Death Sentence proc may "need" to lessen a bit later.


I disagreed with this, saying that Throwing Knife is attractive for its Death Sentence proc (particularly on support classes, like Chemists and Mediators, who aren't built for damage to begin with).  Raising its WP and reducing its proc rate turns it into yet another DPS weapon.  That's why I left the change out for now.

Quote from: The Damned on June 05, 2013, 02:31:59 am
2. I'm pretty sure Spell Edge still has its +1 MA. No one had a problem with that combined with 100% Spell Absorb.


I accidentally left this out.  I'll add it back.

Quote from: The Damned on June 05, 2013, 02:31:59 am
1. No one actually agreed on the Phoenix Blade thing and I know that I at least thought there should be quite a bit of discussion about Immune: Critical if it stays around at all.


Okay.  I'll cross it out for now.

Quote from: The Damned on June 05, 2013, 02:31:59 am
Axes


Yeah, I am aware of that.  It's not changed at the moment because I don't have time to dig up the full change description. 

Quote from: The Damned on June 05, 2013, 02:31:59 am
1. Yeah...I'm not really sure the now-elemental--you forgot to mark them as neutral--Spears need W-EV nerfs or even WP anymore, especially if Lancers aren't getting a boost to MA. The Spears could maybe lose their +1 Sp though.


You're the second person to comment on these nerfs, so I'll strike the changes out for now.  You think they really need to lose +1 SP, though?  These weapons don't seem particulary powerful to me to begin with.

Quote from: The Damned on June 05, 2013, 02:31:59 am
These are all fine, though I think even I agreed with Raven and the others that the Headbands should have more HP, even if I'm still really uncomfortable with all of the things that Ribbon/Chakra Band now blocks.[/spoiler]


Any suggestions for how much extra HP they should receive?

Quote from: The Damned on June 05, 2013, 02:31:59 am
1. I like the Power Wrist and Genji Gauntlet changes since the more I thought about Raven's suggested mantles changes, the more they seemed rather overpowered. Yours might have a tad too much EV though, even Power Wrist if only because of Defending still doubling EV.


I'm just trying to make them good.  They're made to compete with Feather and Leather Mantles: either +1 PA/MA or +20 P/M-EV.

Quote from: The Damned on June 05, 2013, 02:31:59 am
1. I agree with the Auto Potion nerf. I'm not sure if anyone else did though.


I'm pretty sure Auto Potion was supposed to be nerfed last patch, but never was.  I'm simply transferring the change to this patch.

Quote from: The Damned on June 05, 2013, 02:31:59 am
2. Even though your listed MP cost for Hawk's Eye is actually more than my suggested 10, it's still too good at 12 MP as something that adds both Poison and Oil on top of guaranteed damage. It really needs to lose Poison or Oil, preferably the former.


Is Hawk's Eye really that much of a problem?  I don't follow the videos thread, so I'm not aware.  Again, I think Oil is overpowered in its own right.  If we could keep Oil from overriding elemental resistances, and if we also reduce Poison's CT, would you still want to see Hawk's Eye nerfed?

Quote from: The Damned on June 05, 2013, 02:31:59 am
3. Something still needs to be done to make Cover Fire less absurdly swingy, I think people agree; it's just no one suggested how, myself included.


We already did, didn't we?  The RNG chooses a value between 1 and 6 now, rather than 1 and 3 as before.  Cover Fire isn't a top-tier skill any more.

Quote from: The Damned on June 05, 2013, 02:31:59 am
Monk
1. Not really sure why Spin Fist needs an MP cost or why we're reshuffling the proposed elemental changes to the redone Punch Art/Martial Arts, but I'll comment on that the next time I post when I have more time to think over it.


The elements give Wind, Water, and Earth some (much needed) representation in skill sets.  The MP cost was a long time coming, I believe.

Quote from: The Damned on June 05, 2013, 02:31:59 am
Even as much as I've kvetched about White Magick being strong and only getting stronger, I really don't think Wall needs to cost that much MP, especially with no MP increase on Iron Will, Dispel getting a boost and Save the Queen & Ragnarok getting boosts. For Wall, 20-25 MP should probably be the "max".


All right.  I'll strike off the MP nerf.

Quote from: The Damned on June 05, 2013, 02:31:59 am
2. I also approve of the changes to Death, though I think that Dokurider has a point about it probably being better off as Nether spell.


I'm liking the Nether formula, too.  Does anyone object to switching the formula?

Quote from: The Damned on June 05, 2013, 02:31:59 am
3. I'm still unsure how I feel about that Demi change ultimately, but it should be...interesting regardless.


It's best to compare it to first-tier Fire.

Demi: faster CT and is relatively independent of caster MA, but costs more JP, can't be boosted by oil, and is less accurate
Fire: costs fewer JP, does more damage on average, can be boosted by oil, applies oil itself, and is more accurate, but has a slower CT, is strongly dependent on caster MA, and doesn't exist on a skill set with support abilities.

I think they more or less complement each other.

Quote from: The Damned on June 05, 2013, 02:31:59 am
3. I approve of both Mushin and the newer Misogi, though I think both of their JP costs should be (at least) 100 JP. Mushin because Innocent boosts Ninjutsu & greatly lessen most incoming magick. Misogi just because it helps potentially quite a bit, even if it's "only" self-targeting. If I had to pick, though, then I'd go with only the former being 100 JP (or more) since the -ton backed by Innocent status on a unit with above average PA still hit like a (non-Suplexable) train.


Mushin is another one of those skills that is good only on paper.  The AI does not use it proactively.  The traditional way of getting the AI to apply Innocent is to put a Scholar on your team, but even then, the AI will only use it on the first turn; once engaged with the enemy, the AI will often choose to attack rather than reapply Innocent.

Misogi could be bumped up to 100 JP, though.

292
Old quotes, but:

Quote from: Dokurider on June 02, 2013, 05:49:15 am
Gastrafitis: 14 WP - Random Add: Poison, Blind, Silence, Don't Move, Forced Two Hands


No complaints here.

Quote from: Dokurider on June 02, 2013, 05:49:15 amWhile I feel that Maintenance is simply not a worthwhile Support, I've been hesitant to support changing it to a Movement, preferring it be switched to being a Reaction.  The reason I feel that changing Maintenance to a Movement is a bad idea is because it too easy for tanky units to add it on painlessly, especially with such a low cost.


Well, that's the point.  If it's not painless to equip, it never will be equipped.  Besides, tanks that use Maintenance (as a movement ability) pass up on Move-HP UP and soon-to-be Speed +1.  If you're still concerned, we could bump up the JP cost from 0 to 100, or even 200.

Quote from: Dokurider on June 02, 2013, 05:49:15 am
My final item for tonight is concerning Genji Armor. Simply put, it's HP is too low. It loses out to Robes + Iron Boots, which alone grants a higher HP total, making the point of giving Genji Armor low HP in the first place moot. I think it needs to be more competitive with Robes by giving it at least 70-80 HP and possibly 10 more MP.


Genji Armor is a joke item.  FFMaster threw it in because he didn't have the attribute space to make it unique.

Quote from: CT5Holy on June 02, 2013, 03:45:20 pm
Wall doesn't need an MP cost increase, does it? I thought people were fine with leaving it at 25 MP.


Hard to say.  35 MP is pretty steep, though.  It will be easier to judge how much MP it should cost after seeing how effectively the AI exploits it.

Quote from: CT5Holy on June 02, 2013, 03:45:20 pm
W-EV nerf to the spears seem unnecessary.


I think so, too.

Quote from: CT5Holy on June 02, 2013, 03:45:20 pm
I'm not sure Bloody Strings needs the WP nerf.


Me neither.  Seems like a cop-out for those that refuse to run P-EV gear.

Quote from: CT5Holy on June 02, 2013, 03:45:20 pm
Are headbands becoming part of Equip Clothes? Is the lowered HP to compensate for that? Or just simply for their status protection?


I think that Equip Clothes was the idea when Raven proposed those changes.  I'm not sure what FFMaster's opinion on this is, though.  I believe FFMaster was against including headbands in Equip Clothes in the past.

Quote from: CT5Holy on June 02, 2013, 03:45:20 pm
I think Counter Flood can stay at 250 JP. The damage isn't great (well, it's (on average) comparable to Damage Split, actually, haha), but it isn't usually going to hit for AoE, and the main draw to CF for me, at least, is the status procs.


Damage Split doesn't trigger off of status attacks or dodged attacks, though, whereas Counter Flood does.  Counter Flood is very deadly when used by Geomancers, Bards, and Dancers.  Give it a try!

Quote from: CT5Holy on June 02, 2013, 03:45:20 pm
I'm on the fence about Save the Queen and [Ragnarok] granting Always: Protect/Shell. That feels really powerful.


They'll certainly have growing pains!  Rest assured, Save the Queen and Ragnarok can only be used by Paladins, so their application is limited.

Quote from: Reks on June 02, 2013, 11:50:47 pm
As for staves, well.... There are far better alternatives in the MA field that aren't as risky to use as mages, who are the only ones to really use them effectively, are squishy.


Exactly.  What staves need is a job class that can equip them naturally and that has decent HP and MA - a tank mage class, if you will.  I originally wanted Time Mages to be the tank mages because the idea fits so well with their skill set.  Shortly after my proposal, though, FFMaster announced his Druid class.  Let's wait and see if Druids can fill the niche.

Quote from: Reks on June 02, 2013, 11:50:47 pm
Having Time Mages at 10 speed would make it hard to synergize the speed between units.


Well, there are still other mage classes with 8 SP synergy.  Time Magick fits comfortably on a Priest if you're concerned about its user outpacing the rest of the party.  Again, let's wait for Druids before making our final decision.
293
Why are we changing Iga and Koga Knife in the first place?  I thought it was to get around Thief Hats.

Regardless, even if the Ninjatou combo gets changed to Earth+Fire, there is still Spiked Futon for boosting Wind damage.  The odd one out is now Aspergillum.

I added Monk, Ninja, Lancer, and Mediator changes to the proposal summary.  Concerning monks, the changes allow for an optimized monk (FS Bag, Power Sleeve, 108 Gems, and Martial Arts), to push 300 damage on 70-70 Brave.  Keep in mind that many options for reducing Water, Wind, and Earth damage exist, so it's not so bad.
294
Quote from: Dokurider on June 01, 2013, 12:28:05 am
Keeping it as a Faith Formula would do little to remedy that anyways aside from Pilgrimage. Those 40-40 unit are precisely the kind of units that Death would excel in killing if turned into a Nether Spell in the first place. 70 Brave units are usually damage dealers and are optimized for offense and thus would be easy pickings for other kinds of strategies in the first place, as opposed to 40-40 units that are optimized for turtling and a lot harder to kill in the first place.


Point taken.

Quote from: Dokurider on June 01, 2013, 12:28:05 am
This is also a good change as it relaxes Mages' need to be Silence proof, but at the cost of weakening an already weak status.


Silence is weak on paper, but the AI's refusal to cure it makes it strong.  Furthermore, silence is one of the easiest ailments to inflict.  At present, it is inflicted incidentally (e.g. from Kagesougi, the Bizen Boat katana, or Silencer, all of which deal HP damage as well) rather than intentionally (e.g. from Paralyze or Blackmail).  Lastly, at 48 CT, Silence will last a whopping 4~5 turns.  The same argument applies to Blind.  For these reasons, I don't believe that persistence past death is necessary.

Quote from: Reks on June 02, 2013, 03:04:06 am
I noticed the AI tends to use both if they're already targeted with something, whether or not they'd survive even if they had it.


Does the AI use it on team members that are being targeted, or only itself?  Either way, 0 CT Wall should complement this observed behaviour.

Before closing, I'd like to issue a proposal.  What would people think if we made Earth elemental attacks tend to ignore evasion?  The reason is clear: the Earth element is unreliable because of the presence of float.  By making Earth attacks tend to ignore evasion, we give them the reliability they need.  Conversely, from the defenders viewpoint, coping with unevadable attacks is a pain.  (Consider, for example, how annoying Hidden Knife and Magic Guns are!)  So, float becomes a much-needed coping mechanism alongside element absorption.  (Granted, not all Earth attacks will ignore evasion.  Quake, for instance, is good enough as it is.)

Anyway, the reason why I propose this now is because Raven's suggestions for Punch Art and Ninjutsu call for Water to become the unevadable element.  How does the following sound, instead?

Punch Art
Repeating Fist Clay Fist: 1 Range, 0 AoE, 0 Vert, 0 CT, 8 MP, Dmg_B(PA*10), Earth Element, Unevadable, Uncounterable, CounterFloodable
Earth Slash Torrent Slash: 6 Range, Linear, 1 Vert, 0 CT, 12 MP, Dmg_B(PA*8), Water Element, Evadable, Counterable, CounterFloodable

Ninjutsu
Suiton Doton: 5 Range, 0 AoE, 0 CT, 10 MP, Dmg_UF(PA*8), Earth Element, Unevadable, Unreflectable, Counterable, CounterFloodable

Coincidentally, the Vanish Mantle+Black Costume combo will no longer be able to stonewall Ninjutsu teams.
295
Quote from: reinoe on May 31, 2013, 02:57:21 pmWasn't slasher going to be Dual Weildable?  As it stands straight 12 WP makes it inferior to the other axes, even with Battle Axe getting a nerf to Decapitation proc.


Quote from: reinoe on May 31, 2013, 02:57:21 pm
I don't know if it was missed or forgotten but no changes to Refute???  Not even to eliminate cancelling performing?


Quote from: Dokurider on May 31, 2013, 09:06:15 pm
Also let's not forget about the monk overall. They are very good and needed.


Yeah.  Some changes were inevitably missed.  I'll add them later.

Quote from: reinoe on May 31, 2013, 02:57:21 pmI think Golden Hairpin should go down 10 HP-20 HP more than what's in here, but I certainly won't push it.


Other hats are getting buffed, so Golden Hairpin is becoming less attractive by comparison.

Quote from: reinoe on May 31, 2013, 02:57:21 pmHeadbands-  The HP being given seems a bit low considering that Monks are actually quite squishy.


Indeed.  I believe I copied these changes from one of Raven's posts months ago.  Personally, I have nothing to add about them.

Quote from: reinoe on May 31, 2013, 02:57:21 pmI like the Spring Shoes Immune to slow.  It's very thematic and flavorful.


I think so, too.  However, I believe we do not have the attribute space for it at present.  I added it anyway in case we decide to merge or eliminate attributes in the near future.

Quote from: reinoe on May 31, 2013, 02:57:21 pmI also like the boosts to Power Wrist and Genji Gauntlet.


Raven actually proposed a redesign for Power Wrist and Genji Gauntlet, but I was uncertain of its acceptance, so I left it out.

Quote from: reinoe on May 31, 2013, 02:57:21 pmCounter Flood increased to 300?!?


This is one of my personal changes.  Counter Flood is actually really good: it procs off of just about everything and at any range, deals AoE damage at 100% accuracy, and has the chance of inflicting status ailments.  It is at least as good as Auto Potion and Damage Split, which also cost 300 JP.

Quote from: reinoe on May 31, 2013, 02:57:21 pmWith Maintenance moved to MOVEMENT I think it should have a JP cost because now it's much more usable.


Maintenance will be the only movement ability that does absolutely nothing against all but two skill types (Breaks and Steal Accessory).   It'll be like Jump +1: it's only equipped when no other movement ability can be afforded.  That said, a low (50~100) JP cost might not be too bad.

Quote from: reinoe on May 31, 2013, 02:57:21 pmAsura now ignores allies, but what about Heaven's Cloud?


Discussion about Heaven's Cloud was pretty recent, right?  Did we come to an agreement about it?

Quote from: Dokurider on May 31, 2013, 09:06:15 pmIf (and it needs to be done absolutely) Berserk loses it's infinite duration, then Salty Rage and Genji Helmet needs to become Always: Berserk with a possible Blind Immunity.


That's a logical conclusion.  I will update the list accordingly.

Quote from: Dokurider on May 31, 2013, 09:06:15 pmWould it be a problem to change Death's Formula to a Nether Formula? That way, it can be used to bust up tanks.


I can't say, myself.  One 1.39 combination that is on my mind is a Paladin with a protect/shell knightsword and a shell/protect perfume for total defense.  This combination is not entirely broken because the Paladin will have very little P-EV and no M-EV.  In this case, Death might serve a purpose.  Assuming the Paladin has 70 Brave for melee damage, switching Death to a nether formula would preclude this application.  It's easier to have 70 Brave than 40 Faith, after all.

Then again, 40-40 units are obnoxious, so I'm on the fence.

Quote from: Dokurider on May 31, 2013, 09:06:15 pmSucks we still don't have a new shield idea that everyone agrees on. All I know is that Crystal Shield blows.


I am partial to simply handing over Crystal Shield's "Immune: Oil" to Escutcheon II, then killing off Crystal Shield altogether.

Quote from: Dokurider on May 31, 2013, 09:06:15 pmLancers need Robes back. Period.


I agree!

296
I posted the summary.  I probably forgot some changes.  I added a few of my own on the fly:

Dual Cutters: 8 WP.  With extra attack, its average WP is 12.  This makes it the most powerful two-swordable weapon for ninja by 1 WP.

Stone Gun: -1 Range, -1 SP.  This is done to decrease Stone Gun's DPS, which currently dwarfs that of Longbows and Crossbows.  I removed "Init: Petrify" in compensation.  Maybe that's too good of a compensation.

Defense Armlet:  Added Immune: Poison, Blind in addition to Immune: Don't Move, Don't Act.  This makes it the melee-class equivalent of Defense Ring (which largely benefits mages).

Misogi: A new, economical, self-targeting Ninjutsu skill that cleanses benign status ailments.  Obviously, being self-targeting, it cannot cleanse serious ailments such as Petrify or Frog.

Summoner:  Granted a bonus ~20 base MP.  Frankly speaking, the Summoner class sucks due to its abysmally low HP.  By buffing its base MP to the 130~140 range, players may entirely forgo MP-boosting armour for HP-boosting armour to cover this glaring weakness.  This buff also promotes the use of Summoners for Summon Magick (as opposed to slapping Summon Magick on a mage class that doesn't suck), as Summon Magick is the most MP-intensive skill set in the game.

Titan: Made it ignore M-EV.  With their base MP boost, Summoners will be able to comfortably equip Earth Clothes for some serious Titan fury.  Here's a rough build idea using the new numbers:

Female Summoner
70 Faith, Wizard Staff, Black Hood, Earth Clothes
HP 296
MP ~190
MA 13 (effectively 16 with Earth Clothes)

Titan damage
126~176 (with Short Charge)
165~231 (with Magic Attack UP)
220~308 (with Magic Attack UP, Holy Miter, and Magic Gauntlet)

That ought to get people to consider using Vanish Small Mantles, Feather Boots, and Float!

Blind/Silence/Berserk:  Gave each a CT of 48.  The AI does not heal Blind or Silence on its own, so these ailments need a finite duration.  Berserk is given a finite CT to stem Insult shenanigans.
297
FFT Arena / 1.39 Patch - Proposal Summary
May 31, 2013, 07:55:31 am
The following is a (mostly) complete list of changes proposed for FFT Arena 1.39.  This list is for the purpose of display only.  Nothing on this list is final.

Please keep discussion of these and any additional changes confined to the discussion thread.

I will attempt to transfer ideas from the discussion thread to this thread once per week.

Buffs are highlighted in green.
Nerfs are highlighted in maroon.
Neutral changes are highlighted in blue.
Disputed/new changes are highlighted in red.


2-Hand and 2-Sword properties are not changed unless otherwise stated.

Knives
Dual Cutters: 8 WP, 15 W-EV, +1 Move, 50% Extra Attack
Orichalcum: 11 WP, 15 W-EV, +1 MA, +1 Move
Katar: 11 WP, 15 W-EV, +1 PA, +1 Move
Air Knife: 13 WP, 15 W-EV, +1 Move, Wind Elemental, No 2H

Ninjatou
Hidden Knife: 8 WP, 0 W-EV, Always: Transparent, (+1 SP removed)
Short Edge: 9 WP, 5 W-EV, 50% Add: Oil
Ninja Edge: 10 WP, 10 W-EV, 50% Add: Don't Move
Spell Edge: 11 WP, 5 W-EV, +1 MA, 100% Cast: Spell Absorb
Iga Knife: 11 WP, 10 W-EV, Fire Elemental, Strengthen Earth, 2-Swordable
Naruto Koga Knife: 11 WP, 10 W-EV, Earth Elemental, Strengthen Fire, 2-Swordable
Sasuke Knife Orochimaru Fang: 10 WP, 0 W-EV, 50% Add: Blind, 2-Swordable

Swords
Phoenix Blade Kazekiri or Balmung (decision pending)
Coral Sword: 8 WP, 10 W-EV, Water elemental, Strengthen: Water, 25% Cast: Suiton
Parry Edge: 9 WP, 25 W-EV
Lionheart: 10 WP, 10 W-EV, +2 PA

Knight Swords
Defender: 16 WP, 40 W-EV, Immune: Don't Act
Save the Queen: 15 WP, 10 W-EV, Always: Protect
Excalibur: 14 WP, 20 W-EV, Holy elemental, Strengthen: Holy
Ragnarok: 15 WP, 10 W-EV, Always: Shell

Katana
Masamune: 8 WP, 15 W-EV, 50% Cast: Dispel, Initial: Haste, Regen

Axes
Battle Axe: 9 WP, 30 W-EV, 33% Decapitate (Damage: 50% of max HP)
Slasher: 12 WP, 20 W-EV, Two-Swordable

Rods
Thunder Rod: 6 WP, 10 W-EV, Lightning elemental, Strengthen: Lightning, 50% Cast: Bolt 2
Ice Rod: 7 WP, 10 W-EV, Ice elemental, Strengthen: Ice, 50% Cast: Ice 2

Staves
White Staff: 8 WP, 10 W-EV, Holy Elemental, 50% Cast: Dia
Healing Eldritch Staff: 12 WP, 10 W-EV, +1 SP, Heals on hit, Strengthen: Holy, Dark
Rainbow Staff: 11 WP, 10 W-EV, Immune: Oil
Wizard Staff: 9 WP, +2 MA, 10 W-EV
Gold Staff: 8 WP, 20 W-EV, 100% Cancel: Positive Statii

Flails
Aspergillum Desert Rose: 10 WP, 5 W-EV, Earth elemental, Strengthen: Earth

Guns
Blaze Gun: 14 WP, 0 W-EV, 6 Range, Cast: Nether Fire
Glacier Gun: 12 WP, 0 W-EV, 6 Range, Cast: Nether Ice
Blast Gun: 11 WP, 0 W-EV, 6 Range, Cast: Nether Bolt
Stone Gun: 12 WP, 0 W-EV, 6 Range, Init: Petrify, Force Two-Hands

Crossbows
Silencer: 12 WP, 0 W-EV, 4 Range, 50% Add: Silence
Gastrafitis: 14 WP, 0 W-EV, 4 Range, Force Two-Hands, 100% Random Add: Poison, Blind, Silence, Don't Move

Longbows
Long Bow: 14 WP, 10 W-EV, 6 Range, +1 Move
Silver Bow: 13 WP, 10 W-EV, 6 Range, 40% Cast: Holy
Mythril Bow: 14 WP, +1 SP, 10 W-EV, 5 Range
Ultimus Bow: 15 WP, +1 PA, 10 W-EV, 5 Range

Spears
Spear: 12 WP, 5 W-EV, +1 SP, 50% Cast: Ice Bracelet (Damage: MA*8, Ice Element)
Mythril Spear: 12 WP, 5 W-EV, +1 SP, 50% Cast: Fire Bracelet (Damage: MA*8, Fire Element)
Spear: 12 WP, 5 W-EV, +1 SP, 50% Cast: Thunder Bracelet (Damage: MA*8, Lightning Element)
Holy Lance: 10 WP, 15 W-EV, +1 SP, 50% Cast: Holy Bracelet (Damage: MA*8, Holy Element)

Poles
Iron Fan: 14 WP, 15 W-EV, Dark Elemental

Harps
Bloody Strings: 10 WP, 5 W-EV, 3 Range, Absorbs HP

Bags
P Bag: 5 WP, 0 W-EV, Always: Regen, Heals on hit

Helmets
Cross Helmet: 120 HP, 50 MP
Genji Helmet: 120 HP, Strengthen: Wind, Strengthen: Earth (Initial: Berserk removed)
Grand Helmet: 150 HP

Armour
Maximilian: 160 HP

Hats
Twist Headband: 70 HP, +2 PA
Holy Miter: 70 HP, +2 MA
Black Hood: 110 HP, 30 MP
Golden Hairpin: 70 HP, 50 MP, Strengthen: Holy, Dark (+1 MA removed)
Thief Hat: 60 HP, +1 SP, Half: Wind, Earth (Half: Water removed)
Green Beret: 80 HP, 20 MP, +1 Move, +1 Jump, Half: Water

Headbands
Focus Band: 80 HP, 60 MP, Immune: Undead, Charm, Innocent, Faith
Choice Band: 70 HP, 40 MP, Immune: Dead, Frog, Petrify, Berserk, Sleep, Death Sentence
Chakra Band: 60 HP, 20 MP, Immune: Poison, Silence, Blind, Slow, Stop, Don't Act, Don't Move, Oil

Clothing
Brigandine: 120 HP, 20 MP
Santa Outfit: 100 HP, 10 MP, Absorb: Ice, Wind
Black Costume: 100 HP, 10 MP, Absorb: Fire, Dark
Rubber Costume: 100 HP, 10 MP Absorb: Lightning, Water
Earth Clothes: 90 HP, 20 MP, Absorb: Earth, Strengthen: Earth
Secret Clothes: 70 HP, +1 SP

Robes
Silk Robe: 110 HP, 50 MP

Crystal Shield: 20 P-EV, 20 M-EV, Immune: Oil

Power Wrist: 30 P-EV, +1 PA
Genji Gauntlet: 30 M-EV, +1 MA
Sprint Shoes: +1 SP, Immune: Slow
Jade Armlet: Absorb: Water, Immune: Slow, Stop, Petrify
Defense Ring: Null: Ice, Immune: Dead, Death Sentence, Silence, Berserk, Sleep
Defense Armlet: Null: Fire, Immune: Poison, Blind, Don't Move, Don't Act
Cursed Ring: +1 PA, +1 MA, Weak: Fire, Absorb: Dark, Immune: Crystal, Always: Undead (Null: Holy and +1 SP removed)
Salty Rage: Always: Berserk

Skills not listed are not changed.

Squire
Heal: 1 Range, 0 AoE, 2 Vert, 0 CT, 0 MP, Cancel: Stop, Blind, Silence, Poison, Charm, Oil, 150 JP
Yell: 3 Range, 0 AoE, 3 Vert, 0 CT, 8 MP, 100% Add: Haste, 100 JP
Wish: 3 Range, 0 AoE, 3 Vert, 0 CT, 0 MP, Heal_(5%), Hit_(PA+70)%, Cancel: Dead, 200 JP
Defend: Given to Chemist
Equip Clothes: Given to Monk

Chemist
Auto Potion: Decrease HP healed from 80 to 70
Maintenance: Change to a movement ability, 150 JP
Defend: Received from Squire

Paladin
Consecration: 1 Range, 0 AoE, 3 Vert, 0 CT, 0 MP, Hit_(SP+70), Undead targets only, Add: Dead, 250 JP
Reraise: 3 Range, 0 AoE, 1 CT, 16 MP, 100% Add: Reraise, 100 JP
Equip Armor: 350 JP
Move -1: Given to Mediator

Archer
Leg Aim: Wpn Range, 0 AoE, Wpn Vert, 0 CT, 0 MP, Hit_(SP+55), Add: Don't Move, 100 JP
Seal Evil: Wpn Range, 0 AoE, Wpn Vert, 0 CT, 0 MP, Hit_(SP+60), Undead targets only, Add: Petrify, 150 JP
Hawk's Eye: Wpn Range, 0 AoE, Wpn Vert, 3 CT, 12 MP, Dmg_(SP*WP), 100% Add: Poison, Oil, 200 JP
Execute: Wpn Range, 0 AoE, Wpn Vert, 0 CT, 0 MP, Dmg_(40)%, Hit_F(MA+255), Critical targets only, 150 JP

Monk
Spin Fist: 0 Range, 2 AoE, 0 Vert, 0 CT, 6 MP, Dmg_B(PA*9), 150 JP
Repeating Fist Clay Fist: 1 Range, 0 AoE, 0 Vert, 0 CT, 8 MP, Dmg_B(PA*10), Earth Element, Unevadable, Uncounterable, CounterFloodable, 250 JP
Wave Fist Gale Fist: 3 Range, 0 AoE, 3 Vert, 0 CT, 10 MP, Dmg_B(PA*9), Wind Element, 250 JP
Earth Slash Wave Palm: 6 Range, Linear, 2 Vert, 0 CT, 12 MP, Dmg_B(PA*8), Water Element, 350 JP
Equip Clothes: Received from Squire
Stigma Magic: 1 Range, 1 AoE, 0 Vert, 0 CT, 0 MP, Hit_(PA+120), Cancel: Petrify, Charm, Silence, Blind, Frog, Poison, Sleep, Don't Move, Don't Act, 150 JP
Revive: 1 Range, 0 AoE, 0 Vert, 0 CT, 0 MP, Heal_(20)%, Hit_(PA+70), Cancel: Dead, 250 JP

Priest
Cure: 5 Range, 1 AoE, 1 Vert, 0 CT, 10 MP, Heal_F(MA*7), 100 JP
Cure 3: 5 Range, 1 AoE, 1 Vert, 5 CT, 16 MP, Heal_F(MA*15), 150 JP
Cure 4: 5 Range, 0 AoE, 3 Vert, 3 CT, 16 MP, Heal_F(MA*16), Ignores reflect, 200 JP
Regen: 4 Range, 2 AoE, 3 Vert, 1 CT, 8 MP, Hit_F(MA+100), Add: Regen, 50 JP
Protect: 4 Range, 1 AoE, 1 Vert, 1 CT, 6 MP, Hit_F(MA+80), Add: Protect, 50 JP
Shell: 4 Range, 1 AoE, 1 Vert, 1 CT, 6 MP, Hit_F(MA+80), Add: Shell, 50 JP
Wall: 4 Range, 0 AoE, 0 CT, 25 MP, 100% Add: Protect, Shell, 200 JP

Wizard
Frog: 5 Range, 0 AoE, 4 CT, 18 MP, Hit_F(MA+60), Add: Frog, 150 JP
Death: 5 Range, 0 AoE, 6 CT, 24 MP, Dmg_(100)%, Hit_UB(MA+50), Add: Dead, 150 JP
Flare: 6 Range, 0 AoE, 7 CT, 40 MP, Dmg_F(MA*18), Unevadable

Time Mage
Haste: 4 Range, 1 AoE, 1 Vert, 2 CT, 12 MP, Hit_F(MA+70), Add: Haste, 100 JP
Haste 2: Hit_F(MA+100), 250 JP
Slow: 4 Range, 1 AoE, 1 Vert, 2 CT, 12 MP, Hit_F(MA+70), Add: Slow, 100 JP
Slow 2: 4 Range, 2 AoE, 3 Vert, 4 CT, 22 MP, Hit_F(MA+90), Add: Slow, 300 JP
Sinkhole: 5 Range, 0 AoE, 2 CT, 12 MP, Dmg_(25)%, Hit_F(MA+75), Cancel: Charging, Performing, 200 JP
Comet: 5 Range, 0 AoE, 1 CT, 8 MP, Dmg_(100),100 JP
Balance: Given to Oracle
Demi: 5 Range, 2 AoE, 1 Vert, 2 CT, 12 MP, Dmg_(33)%, Hit_F(MA+85), Dark element, 200 JP
Critical Quick: 200 JP
Half of MP: Received from Summoner

Summoner
Half of MP: Given to Time Mage
Titan: 4 Range, 2 AoE, 3 Vert, 5 CT, 35 MP, Dmg_F(MA*10), Earth element, Ignores M-EV, 300 JP
Bahamut: 4 Range, 2 AoE, 3 Vert, 6 CT, 40 MP, Dmg_F(MA*12), 300 JP

Thief
Bad Tough Luck: 1 Range, 0 AoE, 2 Vert, 3 CT, 6 MP, 33% Add: Death Sentence, Blind, Silence, Stop, Don't Move, Don't Act
Heretic: Remove from the game
Quickening: Remove from the game

Mediator
Persuade Stall: 3 Range, 0 AoE, 3 Vert, 0 CT, 0 MP, Hit_(MA+45), Add: Stop, 300 JP
Solution: 3 Range, 0 AoE, 3 Vert, 0 CT, 0 MP, Hit_(MA+60), Add: Innocent
Refute: 3 Range, 0 AoE, 3 Vert, 0 CT, 0 MP, Hit_(MA+55), Cancel: All Statii except Charging and Performing
Move -1: Received from Paladin

Oracle
Beguile: 5 Range, 0 AoE, 4 CT, 16 MP, Hit_F(MA+45), Add: Charm, 100 JP
Dispel Magic: 5 Range, 1 AoE, 2 CT, 20 MP, Hit_F(MA+80), Cancel: Float, Reraise, Regen, Protect, Shell, Haste, Faith, Innocent, Reflect, 200 JP
Paralyze: 5 Range, 1 AoE, 0 Vert, 3 CT, 20 MP, Hit_F(MA+60), Add: Don't Act, 150 JP
Balance: Received from Time Mage

Geomancer
Counter Flood: 300 JP

Lancer
Ignore Height: 150 JP

Samurai
Asura: No longer ignores allies
Bizen Boat: M-EV now applies

Ninja
Tsumazuku: Remove from the game
Kagesougi: Wpn Range, 0 AoE, Wpn Vert, 0 CT, 8 MP, Dmg_B(PA*WP), 100% Random Add: Blind, Silence, Poison, Don't Move (Add: Don't Act removed)
Meiton: 5 Range, 0 AoE, 0 CT, 11 MP, Dmg_UF(PA*9), Dark Element, M-EVable, Reflectable, Not counterable
Fuuton: 5 Range, 0 AoE, 0 CT, 16 MP Dmg_UF(PA*10), Wind Element, M-EVable, Reflectable, Counterable
Suiton: 5 Range, 0 AoE, 0 CT, 10 MP, Dmg_UF(PA*8), Water Element, Unevadable, Unreflectable, Counterable
Kibaku Fuda: 4 Range, 1 AoE, 1 Vert, 0 CT, 12 MP, Dmg_B(SP*((PA+6))/2), 100% Cancel: Haste, Regen, M-EVable, Unreflectable, Counterable, 300 JP
Mushin: Self-targeting, 0 CT, 5 MP, Add: Innocent, 50 JP
Misogi: Self-targeting, 0 CT, 0 MP, Cancel: Poison, Blind, Silence, Slow, Don't Move, Oil, Faith, 100 JP
Speed +1: Movement ability, +1 SP, 500 JP

Scholar/Druid
FFMaster's changes are pending.
Tornado: 5 Range, 2 AoE, 2 Vert, 2 CT, 30 MP, Dmg_F(MA*9), Wind Element, 250 JP
Quake: 5 Range, 2 AoE, 2 Vert, 2 CT, 30 MP, Dmg_F(MA*9), Earth Element, 250 JP

Bard
Last Song: 0 Range, 255 AoE, 255 Vert, 10 CT, 5 MP, Hit_(40)%, Add: Quick, 200 JP
Brave UP: 100 JP

Dancer
Last Dance: 0 Range, 255 AoE, 255 Vert, 10 CT, 5 MP, Hit_(40)%, 00 CT, 200 JP
Brave UP: 100 JP

Time Mage
(M) 113 HP, 77 MP, 10 SP, 4 PA, 7 MA, 3 Move, 3 Jump, 5 C-EV
(F) 106 HP, 82 MP, 10 SP, 3 PA, 9 MA, 3 Move, 3 Jump, 5 C-EV

Summoner
(M) 103 HP, ~130 MP, 8 SP, 3 PA, 9 MA, 3 Move, 3 Jump, 5 C-EV
(F) 96 HP, ~140 MP, 8 SP, 2 PA, 11 MA, 3 Move, 3 Jump, 5 C-EV

Thief
(M) 144 HP, 24 MP, 10 SP, 9 PA, 3 MA, 4 Move, 4 Jump, 20 C-EV
(F) 135 HP, 25 MP, 10 SP, 7 PA, 4 MA, 4 Move, 4 Jump, 20 C-EV

Lancer
Can now equip robes

Blind: Increase CT from 0 to 48
Silence: Increase CT from 0 to 48
Oil: Change to only set the "weak" flag
Berserk: Increase CT from 0 to 48
Poison: Decrease CT from 96 to 64
Regen: Decrease CT from 96 to 64
298
Quote from: The Damned on May 29, 2013, 11:19:59 pm
I'm still not really sure how people feel about Balance the spell when it comes to, well, mages actually using it.


I thought Balance is going to Oracle.  Would anyone mind if I maintain a list of proposed changes in a separate thread so we're all on the same page?

Quote from: The Damned on May 29, 2013, 11:19:59 pm
IIRC, I think "everyone" (who responded...which was probably only a couple of people) agreed that Quake & Tornado should go back to being CT 3, so there's that too.


I didn't respond, but I am fine with Quake and Tornado being 2 CT.  It gives Tornado and Quake something over Black and Summon Magicks.  Their speed is compensated by their high MP cost.  They are also countered by the current Thief Hat.

Quote from: The Damned on May 29, 2013, 11:19:59 pm
I kind of agree that Secret Clothes could use a buff and about the status immunity thing on a piece of clothing. I'm rather unsure as to what that buff or those statuses "should" be though and I'm also unsure as to how that work-around to the very limited Item Attribute space turned out. So right now I'm not going to say anything else on this.


Currently, it is going to receive +10 HP (for a total of 70). This puts it in the same ballpark as Power Sleeve and Wizard Outfit. 
299
Iron Booters using MP-regen bags is fine with me.  Bags have no W-EV or stat bonuses, so there's a tradeoff.  I say we let the cards fall where they may.

That is, if the cards fall at all.  Judging by the lack of activity on these boards, I'm guessing FFMaster is busy with other things.
300
I'm partial to creating MP regen/poison as a set of new status effects, entirely.  Then have White Magick Regen (and not Masamune) add both HP and MP regen.  Not sure how straightforward this is, though.  Could we just copy Regen's code over an unused status effect (such as blood suck), then change the active stat from HP to MP?  If the status effect table is evenly partitioned, it could be possible.

Also, we can add a bag that imparts MP regen so mages don't need to equip Move-MP UP all the time.