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Messages - Davzz

1
Celdia's Complete Patch / Re: CCP - Battle Logs
April 24, 2016, 08:40:01 am
Yugioh Woods: An undead heavy fight with 2 Vanquishers on my team. You make the call!

The particular mechanics of Ghostly enemies elude me though - as far as I can tell, you want to hit them plentiful of times instead of going for 1 or 2 big hits because of how their damage reduction works... maybe.

Gates of Riovanes: Every time I play this level, I take off Rafa's equipment and get her killed ASAP to get rid of Malak. That's a free Pro-Tip from me.

The enemies have this tendency to fly to the top of the castle and stay there, which would probably be a wise tactical move if any of them were packing Bows instead of Spears. That's random equipment generation for you I guess. So I just kind of picked off the stragglers at the bottom and then worked my way up.

One of the enemy MK crystallized which gave my Ramza almost the entire skillset - guess he's now a Mage Knight.

Inside Riovanes Castle: Wiggy might be a bit too tough to do "legit" - without any mitigation, he takes off like 200 damage per hit and has Auto-Haste. After juggling my equipment, he does 133 (apparently Swordskills are reduced by Magic Defense here) which I still couldn't quite outdamage before dying - though I admit having a good Reaction would have really helped since Bane does absolutely jack squad here. I could probably do it with Auto-Potion or HP Restore but I didn't have the 400/500 JP needed.

Beat him by remembering the "Absorb Holy" trick to shut off his Swordskills. It can't be helped.

In contrast, Velius was kind of a pushover - Hydro Storm wiped his support demons and as far as I can tell, he only seems to be able to kill 1 unit at a time (500 damage punches are lolz though) so as long as you have 2 Item users and enough Phoenix Downs, you'll win.

Roof of Riovanes: No matter how I tried, I couldn't get Elmdore to go for my naked Ramza bait - he usually just ran up to Rafa and one-shot her, ending the mission right there. I guess I could have redone everyone set-up to have 10 Speed and tried to bumrush one before they even get a turn but I'm not quite sure it can be done with what I had learned.

Eventually I reloaded enough times until Rafa successfully blocked and then it was a pretty huge rush to drop him. Might wanna tune their equipment a bit such that Rafa takes 2 hits to go down instead of 1.

Chapter 3 finished! Time for chapter 4!

I see Ramza actually changed some of his skills, that's kind of interesting.

Rafa and Malak joined with equipment they couldn't actually equip apparently - it gets deposited in your inventory after they join up.
2
Celdia's Complete Patch / Re: CCP - Battle Logs
April 19, 2016, 11:17:41 am
Quote from: Celdia on April 16, 2016, 06:14:38 pm
Also interesting that Ramza is your liability in the party instead of a leading damage-dealer. It doesn't take too much work to make him fairly powerful going into the midgame.

I got a habit of leaving Ramza in classes that work for the current moment and not plan for the future - Ramza has like a whole bunch of levels in classes I actually don't need a lot of JP in because I was just using them as a carrier.

QuoteSo... liked Inside Lionel, did you? :P

It was unique, to say the least.
3
Celdia's Complete Patch / Re: CCP - Battle Logs
April 15, 2016, 02:14:38 am
Current Team after propositions
Ramza: Ironically Least Valuable Personnel because I'm too lazy to grind skills for him.
Mageknight/Gunspinning (Filler secondary)
Dragoon/Gunspinning/Bag of Holding
Vanquisher/Housekeeping
Vanquisher/Imbue

Orbonne 1: Oops, Hydro Storm doesn't maintain friendly fire. Restart!

Bunch of enemies generated Angelic Kites which absorbs Hydro Storm. Mage Knight really wrecks though, 300+ damage with Cursed Cleave on good compat.

Got a bit dicey in the end because my only revival got nuked so I had to finish the battle fast.

Orbonne 2: Izlude helped in me assassinating him by using Dragon Form and taking enough recoil to chip off 1/3 of his health, how nice. I think my Mage Knight had Bad Comp sadly, but one of my Vanquishers had good Comp and chipped off the last of his health with a Dagger.

Orbonne 3: Vanquisher/Vanquisher/Mage Knight/Dragoon with Wiegraf starting in range = dead Wiegraf.

Grog Hill: Chemist had Running Shoes, should have stole it. Petrified 2 guys with Ramza's Bane by complete accident from standing around when AOEs are flying. Didn't take long to follow up after that.

Yardow Fort City: My Hydra Storm V outspeeded the entire enemy team, so I walked forward and dumped one of half of their team before they could react taking out Malak and another.

Tense moment - Enemy V immediately returned the favor by using Thousand Blades on Rafa, sending her into Critical immediately - managed to block off the gate and pull her back but I imagine with some variance in equipment rolls that might have just ended the battle right there.

More accidental Bane petrifies, which is really funny.
4
Celdia's Complete Patch / Re: CCP - Battle Logs
April 14, 2016, 12:14:03 pm
Quote from: Reks on April 14, 2016, 11:38:20 am
At this point I'd recommend investing in a Vanquisher, becuase while their higher-end skills cost a lot of MP, they are life-saving and rediculous. Just remember to pack MA too- it's what they scale on.

Otherwise having a Mageknight with an axe can also be pretty handy dandy to have around cause high damage + elemental versatility (Cursed Cleave is delicious)

I haven't unlocked either of those two classes, can you tell me their requirements?
5
Celdia's Complete Patch / Re: CCP - Battle Logs
April 14, 2016, 08:37:55 am
Did Boco get neutered or something? I was hoping for some Red/Black Chocobos but he hasn't laid any eggs.

Gates of Lionel Castle: Gaf killed Ramza the first time which made it impossible to open the gates - fixed that by making him wield the Protect Stick and using Chakra all the way.

Got a better roll on the 2nd try too - only one unit showed up with Alchemy (multiples get very annoying with Phoenix Down spam). My damage potential isn't really high so the battle got kind of tense because by the end of the battle, half of my units had Undead and were relying on Ramza's Chakra to keep them alive.

Gafgarion had a delicious crystal - I think his crystal is empty in Vanilla so this is nice for my Ramza.

Inside Lionel Castle: Well, this should be HOLY COW

In retrospect - bring Stimulants because Sleep is bad (don't know what other status Befoul inflicts) and make sure you can take a few MA-based hits from Corruption. Slow seems to be the only status effect you want to inflict so an Enchanter is nice to try to keep the pressure down. Not really sure if there's anything else I can add to that.

Chapter 2 finished!

Goland Coal City: 3 Enchanters confusing half of my team was scary, but they only did it once - guess they ran out of MP - might want to bring some form of Arrow Guard to protect yourself. Outside of that, this is the map where you have Olan so it shouldn't be too hard.

Gates of Lesalia Castle: Alma has "Magic Barrier" which deals like 200 damage in a health drain form so I don't really have much to say here... I imagine that probably isn't intended though.

As for "legit" strategies... if you have Fly, you can fly on top of the Castle and then fire arrows from above, which is great if you want to hit anyone that isn't Zalmo (because he has Arrow Guard). If you stand on certain tiles, Bane will give you Confuse so building a tanky Ramza with 6 Jump + Bane can disable a lot of the enemy team and give you some room to walk the rest of your army out from behind the gates.
6
Celdia's Complete Patch / Re: CCP - Battle Logs
April 14, 2016, 12:45:23 am
Goug Machine City - Nothing stood out.

Barius Hill - Monsters in story missions! Espers (?) are mostly only threatening to mages, but can be taken out easily as long as you don't try to use Bows. Agrias isn't going to be that useful unless you get lucky with the Stop procs but she isn't going to be a liability either.

Execution Site - Probably the first hard mission of the mod, though I might have gotten lucky with Algus (Auto Hi-Potion is really strong that early). Might do with some slight toning down? I had to spend a lot of money on Hi-Potions and Phoenix Downs of my own for this.

I had good comp with Gaf so he usually killed my Ramza off the bat - got stuck in a bit of a revive loop since someone would kill him as soon as the Phoenix Down went off.

So strategy boiled down to 2 "key" units - one Hawk Knight who flew up to the top of Gate ASAP and one-shot a good comp Canoneer, hurting units and disabling with unit Arm: Aim in general.

Another Gunslinger/Alchemist with Auto Hi-Potion on the ground - he managed to keep triggering reaction and I don't think I could have won if I hit a streak of bad luck. Also kept Ramza from crystallizing.

Everyone runs up to the top of gate ASAP except for him and abuse your range in general. Takes quite a while though - there's A LOT of enemies in this mission and I guess at least the only way they can revive is through Phoenix Mortar.

Set-up changes that would have improved my battle - Bane reactions while standing on the stone tiles - most stages have a kind of iffy Silence proc but on this stage it's Petrify.

Having someone with Sunder Weapon who wasn't using a Bow, since Gaf had a Katana (Arrow Guard) - unfortunately I had to constantly try at a 8% rate until I finally succeeded long after every other unit on the map was dead.

(By the way, I love that money is actually an issue in this mod as far as consumables go - saving up for that Bag of Holding had quite the pay-off.)
7
Celdia's Complete Patch / Re: CCP - Battle Logs
April 13, 2016, 10:39:41 am
Chapter 2:
For some reason sometimes Move-Find Item gets me an empty ' ' item, also I wonder if it's just me or if enemies really do not care about Friendly Fire at all in this patch.

Dorter 2/ Sweegy Woods: Not much to say here - Shrapnel all the way

Zirekelle Falls - From here on I kind of ran into the problem of outspeeding most of my enemies, meaning Shrapnel hijinks are a bit harder to pull. Agrias is the only one with 6 Speed + High Mag power to pull it off.

Ovelia's really squishy and can't instantly throw up MBarrier like in Vanilla - at my level, 2 hits from Gaf's Night Sword will kill her making it kind of awkward if she doesn't spawn with Alchemy the first time I tried. I think this must be the only time in the history of FFT mods where I sent Delita to block off the bridge side with Gaf instead of the other one.

Changed one of my units into a Mime for this mission though I think I could probably win it easier with a non-gimmick class - almost accidentally Sunder'd my own units and did hit my units with AOE because I keep forgetting she was there.

Zaland Fort City - Whoops, didn't realize Ovelia was going to participate as a guest here - I guess I could have restarted but I was lazy. Musty rolled Red Magic as a secondary so no contribution there.

At first I thought that this would be easy for Mortaring but outspeeding enemy + enemy Canoneerers put a damper to that since same speed match = they go off first IIRC. Luckily they only used Flashbang and rolled pretty badly all things considered.

Awkward situation #2 - all the Demagogues spawned with Rainbow Mail, leaving Red Mage Ramza and Icicle wielding Champion kind of weak until I individually Sunder'd their Armour one by one, which took a while.

MVP Agrias, who sneaked through the little gate thing and started harassing the Cannoneers with Stasis Swords so I could get my own Mortars off.

Barius Valley - Ovelia + Musty + Agrias + 2 enemy job types... isn't there some kind of sprite limit here?

Goes back to not having much to say - the enemies can't really move out of the way of Shrapnel so it doesn't matter that they outspeed you.

Zigolis Swamp - This is... new. The wards are totally not allied to the monsters so you can just let them destroy them for you while you set up all your buffs and shoot a couple of them with ranged weapons.

Ghosts will probably one-shot units with Ectoplasm so top priority, Skeletons... uh, I think they don't have enough MP to cast their big spells at all.

Strange MVP of this battle but Hawk Knight's Aim deals much more damage than anything I tried on the ghosts for whatever reason.

My "in retrospect" observation is that I should probably bring more Longbows instead of Guns since there's a bunch of obstacles that makes Guns/Crossbows awkward, to say the least.
8
Celdia's Complete Patch / Re: CCP - Battle Logs
April 12, 2016, 10:06:58 am
Started playing this again! Excited to see how it's been changed since the original Beta. Right now, I've beat Chapter 1. Assorted thoughts rather than battle by battle.

- Like the new Warrior skillset, much better than Charge.

- Are Demagogues supposed to affect themselves with their skills? I can see hitting allies with the negative status effect ones, but inflicting them on yourself seems weird.

- Cannoneers are REALLY really good in the early game when used in multiples, speed match and a volley of Shrapnel will basically kill all the casters and cripple the mages. Use Piercing/Hazard for assassinations instead.

I assume this will change in the future as Speed increases but maybe they should swap positions on the job tree with a slightly later class? Still, I never liked FFT's Chapter 1 so wiping out an entire team in a couple of moves makes things swift.

(Also I'm a bit confused as to which damage stat they use, MA I assume?)

- The Blind/Slow/Don't Act cannon skill has 2 range less than it states.

- Quick Fingers (Gunslinger's reaction) doesn't allow you to Throw Items like it says in its description.

That's all.
9
Does ALMA4 still not play nice on real consoles?

Keep up the good work.
10
Completed Mods / Re: FFT 1.3 EZ-8 - a FFT 1.3 Variant
November 30, 2015, 01:46:57 am
Fair enough, should I do anything about this current thread then?
11
Completed Mods / FFT 1.3 EZ-8 - a FFT 1.3 Variant
November 29, 2015, 10:49:04 am
Hello!

I am working on a variant mod based off the latest version of FFT 1.3 (especially the Content version of the mod) for myself but decided that maybe other people might enjoy it as well. It's a collection of balance changes, readjustments and convenient ASM changes compiled in one mod.

Without further ado, here it is.

QuoteFFT 1.3 EZ-8

Design Statement:
FFT 1.3 had some interesting ideas and rebalancing of the game's content, but is marred by a rather frustrating difficulty that always picks "Hard" over "Fun" when a choice between the two is had.

EZ-8 attempts to significantly speed up the early game (Chapter 1) and tone down
several of the more visible display of "egregious difficulty", while still remaining significantly more challenging than regular Vanilla FFT.

Current progress:
EZ-8 is now considered "complete" for the main game and sidequests, subject to testing.

Version updates:
-v1.05: Katanas rework, many more random battles tweaked.

Issues remaining:
*More changes to random battles
*New cutscene to explain Meliadoul's presence as a Guest in Chpt 4.

Quality of Life Features:

SMART ENCOUNTERS
When "passing" through areas, random battles will never occur. In order to trigger them, you will have to intentionally walk onto the exact dot icon.

This should make doing all those Bar Jobs slightly less tedious

CROSS SKIP
Holding down X will cause cutscene text to fly by at a rapid speed, thus speeding up storyline text that you have no doubt seen a billion times already.

(Note that this feature is slightly buggy and may rarely cause graphical glitches within the scene or freeze up for a while. Simply hit O and things should fix itself when these happen.)

CONTROLLABLE GUESTS
Guests are now controllable in Storyline battles. No longer will you have to play around the fact that your supposed allies are frankly, so moronic they wear their pants on their heads.

(Unless you're dumber than the AI, in that case, I can't help you)

IMPROVED JOB MARKET
Special characters such as Mustadio and Agrias may now be sent on Bar Propositions. This should make training up Special Characters much easier and encourage players to use a wider set of units.

INNATE GAINED JP UP
All Player classes now come with an innate Gained JP Up, thus lowering the grind for abilities.

(Onion Knight and Reis excepted - they already have all 4 of their Passive slots filled)

Game Changes:
-ENEMY GEAR CAP
In FFT 1.3, all enemies now scale to your party level even in storyline battles. This generally leads to a situation where being too weak to win a battle will eventually end up in more frustration as trying to grind will simply lead to enemies growing much stronger than the player rocking equipped gear that are impossible to purchase at that point of the story.

No longer is this the case, as Random Equipment Options for the AI is now capped to what is buyable at the store for the current Chapter you are in. Enemies may still have preset equipment that are stronger than usual to use against you (or be stolen!)

-IMPROVED MOVE FIND
Previously, Move-Find Item was completely junk up until post-game content, giving your items you could easily purchase in stores.

Now, many battlefields are guranteed to have gear that is at least 1 tier higher than what is currently purchasable in stores, ramping up in Chapter 3 onwards. Storyline battlefields tend to have better Move-Find Items than repeatable ones, because good luck running around trying to gather items as Elmdore and his two mistresses breath down your neck on the rooftop. Happy treasure hunting!

-SANDBAG BUSTING
Phoenix Down is now marked as "rarely used" by the AI and Elixirs have been completely changed (usable only by players). This should lead to less situations where two turns of an enemy using Phoenix Down -> Elixir causes you to lose several turns worth of progress in a battle, leading to frustration as a single unit keeps another standing and drawing out the battle.

All other forms of revival are untouched due to potential weaknesses of either Range (Wish/Revive), Charge Time or MP (Life/Full Life), leaving holes to exploit.

-SUPERIOR SQUIRES
Your starting party now consists of a group of highly trained individuals that have multiple job levels in a 2nd tier job (Knight/Archer/Black Mage/White Mage) and 72 Brave (the maximum possible in 1.3), speeding up the early game from boring Throw Stones fests. In addition, there are two Squires with Mime unlocked who start with much unspent JP to spend freely as they unlock classes.

-RECRUITMENT FUN
Many Random battles now have Guests who will fight alongside you. They are uncontrollable, but if you keep them alive til the end of the battle, they'll happily join up, providing a much more interesting way of acquiring Monster allies or replacement Generics.

(Due to testing, this is incomplete of the moment so don't expect to see them in every battle)


Balance Changes:
-All Zodiac Beasts and many bosses are now vulnerable to Slow, Blind, Don't Move and Oil and now Halve Dark (instead of Immunity). Zodiac Beasts also have their HP Multipliers reduced and lose Defense/Mag Def Up if possible.

Items:
-Summon Gun/Magic Cannon WP increased from 10 -> 13 WP
-Yagyu Darkness now Earth Elemental

DICTIONARIES REWORK:
Once a lackluster weapon type compared to other Caster choices such as Rods and Poles, Dictionaries have undergone a rework such that the upper tiers are now weighted equally yet tailored for different circumstances and have their availability time changed.

-Battle Dict - 10 WP. Casts Drain on Proc.
-Monster Dict - 13 WP. Casts Morbol Acid on Proc
-Papyrus Plate: Holy Elemental. 16 WP. Casts Holy on Proc
-Madlemgen: No longer Dark Elemental. 18 WP. Casts Dark Holy on Proc

KATANA REWORK:
Another lackluster weapon type gains a new lease on life. Most Katanas are now Forced 2H (with power boosted to compensate) and come with special abilities. Equip Katana may very well be a legitimate Support skill now.

-All offensive Katanas (except Chiri) now cast their Draw Out spell on Proc

-Asura Knife: 8 -> 14 WP. Fire Element. Strengthen: Fire.
-Kotetsu Knife: 9 -> 13 WP, Dark Element. Half: Dark, Cancel: Confusion/Charm.
-Bizen Boat: 10 -> 18 WP, Cancel: Don't Move/Don't Act
-Murasame: 11 -> 16 WP, W.EV 35% -> 60%. Cancel: Sleep/Death Sentence. Add: Death Sentence.
-Heaven's Cloud: 12 -> 15 WP. Move + 1, Half: Wind. Always: Float.
-Kiyomori: 13 -> 21 WP. Cancel: Stop/Petrify. Add: Confuse
-Muramasa: 15 -> 25 WP. Always: Regen
-Kikuichimoji: 16 -> 23 WP. PA/MA +1. Cancel: Slow


Unit Changes:

Specials:
Ubersquire (Ramza - Chapter 4)
*Ultima and Heretic Strike now learnable for 3000 JP (still Learnable on Hit)

Engineer (Mustadio)
*Speed Multiplier up from 110 -> 115
*Immunity to Slow, Stop and Don't Move.
*Seal Evil Hit Rate increased from 40 -> 60%

Holy Knight (Agrias)
*Can learn Esuna in Base Class
*C.EV 25% -> 40%
*JP Cost decreased
-Split Punch - 400 -> 200 JP
-Crush Punch - 400 -> 200 JP
-Lightning Stab - 600 -> 400 JP
-Holy Explosion - 800 -> 600 JP

Sword Saint (Orlandu)
*Improved Stat Growths

Onion Knight
*Can learn Two Hands and Two Swords in Base Class (loses Counter Throw)
*Zodiac Sign now always Scorpio

Rift Traveler (Marche)
*Zodiac Sign now always Cancer

Heaven Knight (Rafa)
*Significantly improved Stat Growths
*C.EV 10% -> 24%
*Can now Equip Shields

Hell Knight (Malak)
*MA Multiplier increased (100 -> 120)

*JP Cost decreased
-Asura / Back - 200 -> 100 JP
-Diamond Sword / Back - 300 -> 150 JP
-Hydragon Pit / Back - 400 -> 200 JP
-Space Storage / Back - 500 -> 300 JP

Dark Knight (Hitoshi)
*Can learn Equip Sword in Base Class


Generics:

Squire
As the only class that has the distinction of being obsolete as the game goes on, these changes are intended to give them a chance to potentially be in your party.

*Improved Stat Growths and Multipliers
*Innate Monster Skill
*Added Yell to abilities list.
*New ability: Mimic Ultima.
MA * 9, Range 5, AOE 2v3, 10 MP, 4CT. JP Cost 800
*Cheer Up now adds Regen & Defend.
*Heal now improved to remove more Status Conditions (same as Esuna)
*Wish now revives with 5% HP, Range 3.
*Defy Pain can now be used under the following conditions - Confusion/Critical/Slow/Death Sentence. Can now be used on other characters at Range 1. JP Cost increased to 300 JP. Also less used on the AI side
*Wild Swing Formula Change - Now (Rdm(1..9)*(PA*3+10)) (a.k.a Repeating Fist Formula). Vertical Tolerance up from 1 to 2. JP Cost increased to 600 JP (AI chance to learn 100% -> 50%)
*Target Damage Formula changed - SP * WP, CT 4
*Can now equip Robes, Poles, Books and Knight Swords.

Note that outside of the skill changes, these changes apply ONLY to Generic Squires.

Chemist
*Improved Speed Growth
*Power Source changed - now adds a random buff from Regen/Protect/Shell/Reraise/Haste

Mediator
*Innate Train
*Invitation Base Hit Rate increased from 0% -> 10%

Wizard
*Gains "Don't Move"
*Gains "Zombie"
*Zombie AOE increased from 0 -> 1
*"Comet" - now 5 CT, 40 MP, Fire Elemental, Faith-Independent MA Formula. 500 JP.
Essentially an boss-killing nuke alternative to Dark Holy.
*Cyclone - 200 -> 150 JP
*Meltdown - 280 -> 80 JP

Oracle
*Pray Faith/Doubt Faith range increased from 4 -> 5
*Silence Song CT 3 -> 2
*Paralyze JP cost 100 -> 25 JP

Monk
Many of the lesser used skills have their JP cost reduced

*Spin Fist - 150 -> 0 JP
*Repeating Fist - 250 -> 100 JP (AI Chance to learn - 0% -> 50%)
*Wave Fist - 250 -> 100 JP
*Secret Fist - 300 -> 150 JP (AI Chance to learn - 0% -> 50%)

Geomancer
*Significantly improved Growths (Especially Speed).

Bard
*Nameless Song no longer rolls Reflect from the list of potential buffs


Monsters:
Special Monsters such as Boco have had several experimental improvements made to them. Note that there's only so much I can do since they're used as enemies as well, which means any buff I make to them might roll over to the enemy versions.

Secondary + R/S/M.
Boco: Steal. Hamedo. Monster Skill. Ignore Height
Worker 8: Move-Find Item. Removed Immune: Haste.
Holy Dragon: Talk Skill. Dragon Spirit. Monster Talk. Move-HP Up
Archaic Demon: Time Magic Secondary. Counter. Magic Defense Up. Move-Find Item


REACTION CHANGES:
Many reactions were too expensive/weak to see much use. While changing them to be stronger may be beyond the scope of this project, there has been some adjustments made such that these weaker abilities may gain some usage.

MP Switch - Moved from Dancer to Knight, 300 -> 50 JP
Counter - 300 -> 100 JP
Distribute - 150 -> 50 JP, moved to Chemist.
Finger Guard - 250 -> 50 JP

Regenerator - 350 -> 150 JP.

MP Restore - 400 -> 25 JP
Absorb Used MP - 200 -> 25 JP

Critical Quick - 700 JP -> 150 JP

Catch - 200 -> 50 JP
Gilgame Heart - 0 JP (Unsalvageable!)
Caution - 150 -> 200 JP. Now adds Haste + Poison instead of Defending

Mediatate - 800 -> 400 JP, Moved from Sage to Summoner.

(MP Switch got a knee jerk nerf in the latest version of 1.3 where damage would now "spillover" into actual HP, making it almost pointless. I still don't think anyone is going to use it at this cost but I can't revert the change so thems the break.)

A Save - Moved to Geomancer
MA Save - Moved to Meditator


MOVE ABILITY CHANGES:
Like above except less salvagable.

Jump +1/2/3 - 100/200/300 -> 25/75/125 JP. Jump +3 moved to Meditator
Move MP Up - 350 -> 150 JP, moved to Oracle

Float - 300 -> 100 JP
Fly - 600 -> 300 JP

Move-Get EXP/JP: 0 JP
Any Weather/Any Ground/Move in Water/Move on Lava: 0 JP


SUPPORT ABILITY CHANGES:
JP Cost Tweaks for the lesser used abilities

Equip Sword - 350 -> 200 JP
Equip Spear - 350 -> 200 JP
Equip Gun - 350 -> 200 JP

Half of MP - 750 -> 300 JP

Defense Up - 350 -> 200 JP
Magic Def Up - 350 -> 200 JP

Gained EXP Up - 300 -> 0 JP

Train - 400 -> 200 JP
Martial Arts - 600 -> 350 JP

Monster Skill - 400 -> 200 JP


STARTING JOB UNLOCKS:
Most characters now begin with more JP than usual in their unlocked jobs.

Mustadio - ? -> Thief 5
Agrias - ? -> Geomancer 4
Rafa - Sage 3 -> Ninja 7
Malak - Ninja 3 -> Samurai 6
Orlandu - Ninja 3 -> Ninja 8
Meliadoul - Mime 1 -> Dancer 3

Rad - Lancer 5 -> (Dancer 1)
Alicia - Oracle 5 -> 6
Lavian - Mediatator 5 -> 6

Onion Knight - Thief 3 -> Samurai 5
Marche - Summoner 6 -> Bard 2 (THE GREATEST FINAL FANTASY TACTICS HERO)
Hitoshi - Geomancer 8 -> (Dancer) 4

Beowulf: Oracle 8 -> Sage 5
Reis: Sage 3 -> Sage 5

Cloud: Base 6 -> Samurai 6


POACH CHANGES:
Like Move-Find item, Enemy Poaches have been reworked. Enemies now have their (generally useless) Common poach set to their Rare poaches. Poaching should overall be much more rewarding with less hassle of reloading.

Chocobo: Chameleon Robe
Black Choco: Kiyomori
Red Choco: Flash Hat

Goblin: Magic Gauntlet
Black Goblin: Heroic Gloves
Gobbledeguck: Carabini Mail

Bomb: Sprint Shoes
Grenade: Scorpion Tail
Explosive: Angel Ring

Tonberry: Elixir
Master Tonberry: Ryozan Silk
Blood Stalker: Tonberry Knife

Pisco Demon: Aegis Shield
Squidlarkin: Magic Ring
Mindflare: Whale Whisker

Skeleton: Circlet
Bone Snatch: Air Knife
Living Bone: Crystal Shield

Ghoul: Reflect Mail
Gust: Elixir
Revnant: Cursed Ring

Flotiball: Heaven's Cloud
Ahriman: Wizard Rod
Plague: Slasher

Juravis: Feather Mantle
Steel Hawk: H Bag
Cocatrois: Engineer Rifle

Uribo: Barette
Porky: Ribbon
Wildbow: Cherche

Woodman: Gastrafitis
Trent  Fairy Harp
Taiju: Cupid Bow

Bull Demon: Power Sleeve
Minitaurus: Earth Clothes
Sacred: FS Bag

Morbol: 108 Gems
Ochu: Cacusha
Great Morbol: Madlemgem/Whale Whisker

Behemoth: Holy Lance
King Behemoth: Sasuke Knife
Dark Behemoth: Rubber Costume

Dragon: Crystal Mail
Blue Dragon: Ice Brand
Red Dragon: Dragon Rod

Hyudra: Salty Rage
Hydra: Chantage
Tiamat: Setiemson


SPECIFIC BATTLEFIELD CHANGES:

Chapter 1:
Orbonne Monastery: Lezales now a naked Level 1 Knight so you can get this fluff battle over with quickly.
Mandalia Plains: Algus can now Equip Helmets. Enemy Squires Job Levels lowered.
Sweegy Woods: Unchanged
Dorter Trade City: One of the archers got drunk and forgot to bring his bow again
Sand Rat's Cellar: Monks level and job levels lowered.
Thieves Fort: Unchanged
Lenalia Plateau: Unchanged
Windmill Shed: Wiegraf level lowered, always equipped with Linen Robe. Backup Generics job level decreased
Fort Zeakdan: Algus level lowered

Chapter 2:
Dorter Trade City: General lowering of Levels
Araguay Woods: Unchanged
Zirekile Falls: Gafgarion Thief Levels lowered
Zaland Fort City: Unchanged
Bariaus Hill: Summoners Level decreased
Zigolis Swamp: Unchanged
Slums in Goug: Mustadio now slightly better equipped
Barius Valley: Enemy Priests nerfed. Agrias now always equipped with Wizard Robe
Golgorand Execution Site: Gafgarion Thief Levels lowered. General lowering of Levels. Enemy Archer now always equipped with Cross Bow
Gates of Lionel Castle: General lowering of Levels. Heavy Armor Archer slightly nerfed
Inside Lionel Castle: Queklain's Level decreased

Chapter 3:
Goland Coal City: Unchanged
Back Gate of Lesalia: Zalmo Level - 5
Book Storage 2: Unchanged
Book Storage 3: General Lowering of Levels
Book Storage 1: Wiegraf Level - 5, Brave - 20. Always equipped with Linen Robe
Grog Hill: General lowering of Levels. One of the female Samurai is now removed (her equipment has been distributed as War Trophies)
Yardow Fort City: Rafa now always comes equipped with an Octagon Rod, Earth Clothes and Feather Mantle. General Lowering of Levels. Summoners no longer have Short Charge.
Yuguo Woods: Significant Level Decrease for all enemies (There were like Party Level +12 enemies in this fight wtf). One of the two Wizards removed.
Gates of Riovanes Castle: General lowering of Levels. Added Light Robe War Trophy
Inside Riovanes: Wiegraf Super Nerf
Reaction/Support set to Gilgame Heart/Monster Talk.
Always equips Linen Robe on Torso.
Brave dropped to 50.
General lowering of Levels.
Riovanes Rooftop:
Rafa now a Ninja (with matching equips) for this battle.
Elmdor's Muramasa -> Kiyomori
Rafalak both join with a set of Earth Clothes.

Chapter 4:
Almost all battles in this Chapter have a General Lowering of levels unless otherwise stated to be unchanged.

Many enemies with the "Immortal flag" (granting them immunity to many status conditions including crystallization) have their flag removed, especially Item using enemies, making them easier to deal with.

Doguola Pass: Hitoshi always equipped with Heroic Gloves
Bervenia Free City: Default changes.

From this battle onwards, Meliadoul will appear as a Guest for all story battles

Finath River: 1 Black Chocobo and Red Chocobo removed. Phoenix Dawn War Trophies changed to Elixirs. New White Chocobo NPC on player's side
Church: All Generic Enemy Sprites changed to Monks (due to technical graphic glitch issues)
Bed Desert: Balk's Brave dropped from 70 to 31. Oracle Sprite changed to Dark Knight.

South Wall: Mediatator removed. Existing Assassin enemy now moved to take her place
North Wall: One Elite Marksman removed.

Bethla Garrison Sluice: One Bard removed. Other Bard has Sprite changed to Onion Knight. Added Flash Hat War Trophy.

Germinas Peak: Default changes. Hell Knight sprite changed
Poeska Lake: Default changes. Oracle sprite changed

Gate of Limberry: Default changes.
Inside Limberry Castle: Elmdore loses Magic Attack Up, Brave lowered from 70 to 31.
Celia's Sprite changed to Lede
Underground Cemetary of Limberry: Default changes.

Inside of Igros Castle: Default changes.

Murond Holy Place: Holy Priest equipped with Green Beret instead of Thief Hat
Hall of St Murond Temple: Default Changes
Chapel of St Murond Temple: Zalbag's HP Multiplier decreased

Book Storage 4th Floor: Samurais equipped with Mythril Armor instead of Carabini Mail. Divine Knight boss's Angel Ring removed
Book Storage 5th Floor: All Time Mages equipped with Holy Miters instead of Flash Hats. Generic Divine Knights base class changed to Dark Knight.
Murond Death City (Kletain): Kletain no longer has Maintenence. Ninjas equipped with Green Beret instead of Thief Hat. Generic Sorcerers base class changed to Sage.
Murond Death City (Balk): Generic Engineers base class changed to Mediatators and Support ability changed from Two Swords to Maintenance.
All Flash Hats changed to Green Beret.
Two Enemy Worker 8s removed.
Balk Brave down from 70 to 31, loses Feather Mantle and Move-HP Up. Summon Guns replaced with Magic Cannons, Robe of Lords replaced with Wizard Robe

Graveyard of Airships (Vormav): Vormav (during 1v1 duel) has significant Equipment nerfs
Maximillian -> Plate Mail
Ragnarok -> Slasher

These items are now available as War Trophies after the battle

Hashmalum has Short Charge instead of Non Charge

Graveyard of Airships (Altima): Alma equipped with Sage Staff, Non-Charge and Move + 2.
One of the Ultima Demons is now on your side
Altima 1 - Feather Mantle changed to Leather Mantle. Concentrate removed
Altima 2 - Bravery lowered to 75. Short Charge instead of Non Charge.
Both forms have significantly less HP.
Grand Cross nerfed - now has a longer CT and checks Evasion
Level ? Angelic nerfed - now has Longer CT and maximum number of hits down from 6 to 3.
Awakening nerfed - Base Hit Rate down from 100% to 40%

Sidequests:
Colliery Sidequest now tuned to be "main-game" content rather than delegated to post-game content, though still on the tough end of things.

Colliery 3rd Floor: All White Knight enemies are now Geomancers
Colliery 2nd Floor: All Engineer enemies are now Mediatators
Colliery 1st Floor: All Assassin enemies are now Dancers
Underground Pass in Goland: Huge lowering of levels

Nelveska Temple: Huge level nerfs to all enemies. Worker 7 no longer has ???-level stats.

Zarghidas Trade City: The 2 Dancers, Monk and 1 Thief now have Zodiac signs of Leo, Scorpio and Taurus respectively. (In other words, bad compatibility with Cloud). Magic Gun Thief now has 31 Faith and many enemies have weaker equipment

The Deep Dungeon now has all enemies at a set level of 40, allowing you to potentially outlevel them if you wish.


Please report any bugs or suggestion on balance/battles. I'm interested in knowing if any battles are still considered "too hard" even after me toning a lot of them down.