I don't have time to comment on every one of your points, Damned, but:
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?
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.
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.
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.
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.
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.
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.
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.
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.
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.
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?
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.
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.
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?
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.
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.
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.
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?
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.
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.