Projects => Completed Mods => FFT Arena => Topic started by: Andrew on April 30, 2016, 07:55:00 pm
Title: Discord Suggestions Compilation
Post by: Andrew on April 30, 2016, 07:55:00 pm
I'll update this post whenever we finish a Discord discussion. Many of the edits I make are corrections (usually addressing misinformation, or adding things I forgot to during the latest session). If I can't make it to a discussion, feel free to make a new post with what I missed, and I'll add it. Everything here is up-to-date for 1.4 testing.
ARCHER - General consensus is that this job is fine
BARD - General consensus is that this job is fine
CHEMIST - General consensus is that this job is fine
DANCER - General consensus is that this job is fine
GEOMANCER - Females get 135 base HP, 61 base MP, 10 base MA and 8 base PA - Jump gets lowered to 3 (it's 4, unlike the master guide says) - Males get 144 base HP, 57 base MP, 8 base MA and 10 base PA
LANCER - Gain access to robes - Speed gets raised to 9
NINJA - General consensus is that this job is fine
ORACLE - Lose access to books
PALADIN - 5% base C-Ev - Gain access to flails, but lose access to katana
PRIEST - 4 base Move
SAMURAI - Gain access to longbows
SCHOLAR - Females get 11 base MA and 77 base MP - Lose access to books, clothes, and knives (master guide says otherwise), but gain access to armor - Males get 9 base MA and 72 base MP
SQUIRE - Gain access to axes and poles, but lose access to books and flails
SUMMONER - General consensus is that this job is fine
THIEF - Females get 125 base HP - Gain access to crossbows, but lose access to swords - Males get 134 base HP
TIME MAGE - Gain access to shields
WIZARD - Gain access to knives
BASIC SKILL - Caution: Grants its user the ability to evade whilst charging/performing, but loses its ability to add Defend, 200 JP, moves to Summon Magic - Equip Clothes --> "Luck UP": Increases a proc's base chance by 50% (example: 20% chance going to 30%), 300 JP - Heal: Gains Berserk removal, but loses Silence removal - Throw Stone: Becomes unavoidable, 100 JP - Ultima: Gains smart-targeting - Yell: Gains MP Regen, 10 MP
BLACK MAGIC - Death: Becomes non-elemental (still absorbable by undead units) - Fire: Loses its proc - Flare: Counter Flood no longer triggers, no longer reflectable, moves to Lore - Frog: Pierces Reflect - Poison: Smart-targeting ~ NEW --> "Dark Holy": 6 range, 0 AoE, 5 CT, 30 MP, dark elemental, Dmg_UnFury(MA*16), M-Evadable, yes Reflect, CM, CF, 400 JP
CHIVALRY - Counter: 200 JP, moves to Ninjutsu - Grand Cross: 12 MP and 2 vertical range - Reraise: Follows its target ~ NEW --> "Lay on Hands": 2 range, 0 AoE, 2 vertical, 3 CT, 16 MP, Heal_(50%) Hit_UnFury(PA+80)%, Cancel: Dead, 250 JP
DANCE - Brave Up: Triggers like Faith Up does - Disillusion/Polka Polka: Merge, 50% chance to remove 1 MA or 1 PA (if not possible, increase their accuracy to 50%) - Nameless Dance: Loses its chance to apply Silence, but gains a chance to apply Don't Move instead - Slow Dance: Remove from the game
DRAW OUT - Bizen Boat: (MA*8) HP damage instead of MP damage, holy elemental - Heaven's Cloud: (PA*7) HP damage, and loses its Slow proc - Koutetsu: Lower vertical by 1 - Masamune: 300 JP - Meatbone Slash: 100 JP - Two Hands: 400 JP ~ NEW --> "Desperation" (support): Deal double damage with "Attack" while in Critical, 150 JP
ELEMENTAL Some maps offer more terrain type diversity, which allows for more Elemental skill types to be used - Blizzard: Only procs Darkness - Counter Flood: 300 JP - Lava Ball: Inflicts Berserk instead of Dead - Non-elemental skills become ((PA+4)/2*MA) - Sand Storm: Becomes non-elemental; inflicts Darkness instead of Stop
ITEM - Echo Grass: Loses its Silence removal - Hi-Potion: 150 JP - Maintenance: Becomes a Movement skill instead, 200 JP - X-Potion: 200 JP
JUMP Skills use Jump instead of Speed for determining when they activate (consequently, Lancer base Speed will be increased to 9, and base Jump lowered to 4) - Ignore Height: 100 JP, moves to Snipe - Level Jump 2: 0 JP - Level Jump 3: 100 JP - Level Jump 4: 200 JP - Level Jump 5: 350 JP - Vertical Jump 2: 0 JP - Vertical Jump 3: 50 JP - Vertical Jump 4: 100 JP - Vertical Jump 5: 150 JP - Vertical Jump 6: 200 JP - Vertical Jump 7: 250 JP - Vertical Jump 8 --> "Vertical Ignore": 255 vertical range, 350 JP
LORE - Bio: Has a 20% chance to proc MP Poison instead of HP Poison - Bio 2: Procs Oil instead of Frog, 150 JP - Bio 3: 300 JP - Damage Split: Moves to Chivalry - Earth Dragon/Maelstrom/Rime Bolt/Shadow Shade/Thunder Flare: 20 MP - Equip Magegear: Gains robes - Tornado: 4 range, 2 vertical, F_(MA*7) HP damage - Quake: 2 vertical, 3 CT, F_(MA*8) HP damage ~ NEW --> "Melt": 3 range, 3 AoE, 3 vertical (linear like Earth Slash), 0 CT, 12 MP, Deals F_(MA*8) MP damage, M-Evadable, no Reflect, CM, CF, 150 JP
NINJUTSU - Kagesougi: Doesn't have a chance to proc Silence anymore - Overwhelm: Moved to Jump - Shuriken: 5 vertical, (Speed*8) HP damage (strikes once), 25% chance to proc HP Poison, can't phase through walls, affected by Attack UP, but not Fury - Tsumazuku: 5 MP cost and removes Haste and HP Regen, but no longer Reraise ~ NEW --> "Misogi": Affects the user only, removes Darkness, Don't Move, HP Poison, Slow, 0 CT, 0 MP, 100 JP
SING - Brave Up: Triggers like Faith Up does - Cheer Song: Remove from the game - Life Song: (MA+15) HP healing, and a 20% chance to proc HP Regen and MP Regen - Nameless Song: 60% accuracy
SNIPE - Hawk's Eye: Evadable, now affected by Darkness, and only procs HP Poison - Jump +1: 50 JP (due to Speed being changed to Jump in the Jump skill formula), moves to Basic Skill - Jump +2: Moved to Jump, 200 JP (due to Speed being changed to Jump in the Jump skill formula) - Leg Aim: Afflicts Don't Move or Stop, (Speed+45)% accuracy, 150 JP - Weapon Break: Removed from the game
STEAL - Bad Luck --> "Roulette": 3 range, 0 AoE, 3 vertical, 2 CT, 12 MP, enemy-only, randomly adds one of the following: Dead, Frog, Haste, Petrify or Reraise, 200 JP - Equip Light Blade --> "Equip Light Gear": Allows its user to equip clothes, hats, knives, ninja swords, and swords, 200 JP - Quickening: Adds self-Haste instead of +1 Speed, 5 MP cost, 100 JP - Steal Accessory: Evadable - Steal Heart: (MA+40)% accuracy ~ NEW --> "Gil Toss": (Rdm(2-5)*(Speed+15)), 3 range, 0 AoE, 3 vertical, 0 CT, 0 MP, evadable, C, CF, 200 JP, affected by Attack UP, but not Fury ~ NEW --> "Steal Weapon": 1 range, 0 AoE, 2 vertical, (Speed+40)% accuracy, evadable, C, 300 JP
SUMMON MAGIC - Bahamut: 6 CT - Carbunkle: 0 MP cost - Fairy: F_(MA+90)% accuracy and 150 JP - Half of MP --> "1/3 of MP": Reduces the MP cost of skills by 66%, 200 JP - MP Restore: 200 JP, and moves to Black Magic - Salamander: 1 AoE, non-elemental, F_(MA*9) HP damage, 20% chance to proc Berserk (instead of Oil) - Shiva/Ramuh/Ifrit: F_(MA*7) HP damage, 150 JP - Silf: F_(MA*7) HP damage, 250 JP - Zodiac: F_(MA*10) HP damage, 20% chance to proc MP Poison ~ NEW --> "MP Switch" (reaction): HP damage affects MP first, with the remainder then affecting HP, 350 JP
TALK SKILL - Mimic Daravon: Vertical range lowered to 1 - Monster Talk: removed from the game (until monsters are actually introduced...) - Refute: Removes MP Poison, MP Regen and ignores Finger Guard ~ NEW --> "Warn": 3 range, 0 AoE, 3 vertical, 0 MP, 0 CT, (MA+75)% chance to add Reflect, ignores Finger Guard, 200 JP
TIME MAGIC - Chrono Trigger --> "Piety": Adds Faith to the user when attacked, 200 JP, triggers like Auto Potion, moved to White Magic - Demi 2: Becomes non-elemental - Haste/Slow: F_(MA+80)% accuracy - Haste 2/Slow 2: F_(MA+90)% accuracy - Stop: F_(MA+60)% accuracy
WHITE MAGIC - Cure 4: 2 CT and F_(MA*15) HP healing - Dia: 6 range - Esuna: Loses its Silence removal, but gains MP Poison removal - Protect/Shell: Adopted Protect 2's/Shell 2's stats - Protect 2/Shell 2: Removed from the game - Regen: 0 CT - Regenerator: Applies HP Regen and MP Regen, 250 JP, moved to Time Magic
AXES - Battle Axe --> "Tomahawk": 9 WP, 10% W-Ev, 3 range, yes Two Hands, no Two Swords - Giant Axe: 12 WP, 20% W-Ev - Slasher --> "Gambler's Axe": 10 WP, 30% W-Ev, 1 range, 50% chance to proc the new skill "Gil Toss", yes Two Hands, no Two Swords
BAGS - P Bag: Gains HP Poison immunity
BOOKS Book damage formula becomes MA*WP - Madlemgen: 11 WP, 15% W-Ev - Monster Dict: 13 WP, 15% W-Ev, 20% chance to lower MA and PA by 1 - Necronomicon: 11 WP, 15% W-Ev - Papyrus Plate: 9 WP, 15% W-Ev, 50% chance to proc Lich (instead of Flare)
CLOTHS - Cashmere: Loses initial Shell, but gains a 25% chance to lower MA and PA by 1 - Persia: 10 WP, gains initial Shell - Ryozan Silk: 14 WP
CROSSBOWS - Bow Gun: 10 WP, 20% W-Ev, no longer procs Armor Break - Hunter Bow --> "Provoke Bow": 10 WP, 0% W-Ev, 4 range, 20% chance to proc Berserk, no Two Hands, no Two Swords - Night Killer: It's 9 WP, unlike what the master guide says; raise to 12 WP - Poison Bow --> "Athiest Bow": 10 WP, 0% W-Ev, 4 range, 33% chance to proc Innocent, no Two Hands, no Two Swords - Silencer --> "Crude Bow": 10 WP, 0% W-Ev, 4 range, 20% chance to proc Oil, no Two Hands, no Two Swords ~ NEW --> "Atma Bow": 8 WP, 0% W-Ev, 4 range, 33% cast: Dmg_(CasMaxMP), no Two Hands, no Two Swords
FLAILS - All flails gain +1 WP
GUNS - Blast Gun/Blaze Gun/Glacier Gun: 5 range - Mythril Gun --> "Healing Gun": 10 WP, 0% W-Ev, 4 range, heals instead of dealing damage, no Two Hands, no Two Swords - Stone Gun: Loses initial Petrify
HARPS - General consensus is that this weapon category is fine
KATANA - Asura Knife: 14 WP, absorbs fire instead of strengthening, forced two-hands - Bizen Boat: 10 WP, +2 PA instead of procing Silence - Chirijiraden: 16 WP, +1 move instead of +1 Speed, forced two-hands - Heaven's Cloud: 14 WP, forced-two hands - Kikuichimonji: 16 WP, no longer procs Quake, forced two-hands - Masamune: 9 WP, -1 Speed instead of -2 Speed, and gains Slow immunity - Muramasa: 10 WP, loses its +1 MA bonus, but gains 20% chance to proc Decapitate (100% chance to deal 85% of the target's HP as damage) instead of its current proc, forced two-hands
KNIGHT SWORDS - General consensus is that this weapon category is fine
KNIVES - Orichalcum: 11 WP, gains Two Hands access, but loses two swords access (master guide is incorrect) - Mage Masher: Holy elemental, deals MP damage instead, and gains Two Hands access ~ NEW --> "Gladius": 8 WP, 15% W-Ev, 1 range, +1 Move, 33% chance to proc Slow, no Two Hands, yes Two Swords ~ NEW --> "Toy Knife" 0 WP, 0% W-Ev, 1 range, +1 Move, 100% cancel Faith and Innocent, yes Two Hands, yes Two Swords
LONGBOWS - Atheist Bow --> "Poison Bow": 13 WP, 10% W-Ev, 5 range, 50% chance to proc MP Poison, forced two-hands - Ice Bow: Loses its +1 Speed bonus - Lightning Bow: Loses its +2 MA bonus - Long Bow: +2 Jump instead of +1 Move - Ultimus Bow: It's 15 WP, unlike what the master guide says, leave at 15 WP - Windslash Bow: 11 WP ~ NEW --> "Rain Bow": 12 WP, 10% W-Ev, 6 range, water elemental, 33% chance to proc Suiton, forced two-hands
NINJA SWORDS - Hidden Knife: Loses its Two Swords access - Ninja Edge: 15% W-Ev - Short Edge: 10 WP and 50% proc chance - Spell Edge: 10 WP
POLES - Iron Fan: 13 WP, 30% W-Ev - Whale Whisker: 25% chance to proc Undead
RODS - Dragon Rod --> "Meteor Rod": 8 WP, 10% P-Ev, 1 range, 25% chance to proc Meteor (functions just like Bahamut), yes Two hands, yes Two Swords - Flame/Ice/Thunder Rod: +2 WP, chance to proc respective nether spells instead - Wizard Rod --> "Battle Rod": 12 WP, 20% W-Ev, 1 range, Don't Move immunity, yes Two Hands, yes Two Swords
SPEARS - Holy Lance: Loses its proc - Javelin: 8 WP, 4 range, loses its +2 Speed, but gains a 33% chance to proc Don't Move, loses Two Hands access - Mythril Spear --> "Demon Spear": 9 WP, 10% W-Ev, 2 range, dark elemental, 50% chance to proc Life Drain, yes Two Hands, no Two Swords - Obelisk: +1 Jump (due to Speed being changed to Jump in the Jump skill formula) - Partisan --> "Heavy Spear": 10 WP, 10% W-Ev, 2 range, 20% chance to proc Shellbust Stab (100% chance to break body armour and deal weapon damage, but deals no damage once body armour is broken, 100% hit chance), no Two Hands, no Two Swords - Spear --> "Ethereal Spear": 11 WP, 10% W-Ev, 2 range, deals MP damage instead of HP damage, yes Two Hands, no Two Swords ~ NEW --> "Vaulting Lance": 9 WP, 20% W-Ev, 2 range, +2 Jump, yes Two Hands, no Two Swords
STAVES - Gold Staff: 10 WP, 10% W-Ev, cancels MP Regen - Healing Staff: Loses strengthen holy and Two Swords access - Rainbow Staff: It's non-elemental, remains non-elemental (master guide error) - White Staff: 10 WP, 20% chance to proc Bizen Boat instead ~ NEW --> "Black Staff": 8 WP, 10% W-Ev, 1 range, dark elemental, 20% chance to proc Bio 3, yes Two Hands, yes Two Swords
SWORDS - Blood Sword: 9 WP and gains Two Swords access - Coral Sword: Absorbs water instead of strengthening Water - Ice Brand: 13 WP - Mystic Blade --> "Thunder Blade": 12 WP, 10% W-Ev, 1 range, lightning elemental, 33% chance to proc Bolt 1, no Two Swords, no Two hands - Phoenix Blade: 14 WP, 10% W-Ev, no Speed penalty - Platinum Sword: Gains Berserk immunity - Rune Blade: 8 WP, 0% W-Ev, loses its +2 MA, but gains always MP Regen and MP Poison immunity - Shieldrender: 9 WP with 33% proc chance - Tactician's Blade: 13 WP - Ultima Weapon: 50% proc chance
- Aegis Shield: Loses its Silence immunity - Crystal Shield: 15% P-Ev, 10% M-Ev, initial Reflect instead of Oil immunity and all-element neutrality - Elemental shields lose their respective weaknesses - Genji Shield: Gains Death Sentence immunity - Kaiser Plate: 15% M-Ev - Mythril Shield --> "Dewdrop Shield": 10% P-Ev, 20% M-Ev, absorbs Water - Swift Plate: Known as "Zephyr Shield" in-game; change name in FFTacText ~ NEW --> "Round Shield": 15% P-Ev, 20% M-Ev, absorbs Earth ~ NEW --> "Secular Shield": 10% P-Ev, 15% M-Ev, Faith and Innocent immunity ~ NEW --> "Wyvern Shield": 20% P-Ev, 10% M-Ev, absorbs wind
ARMOR - Crystal Armor: Loses its Faith and Innocent immunity, but gains Slow immunity - Diamond Armor: Loses its Darkness immunity - Gold Armor: Loses its Silence immunity, but gains Death Sentence and Oil immunity (due to old Oil+ being introduced) - Reflect Mail: 145 HP
HEADBANDS - Chakra Band: 35 HP, -1 Speed, and loses its Berserk immunity and "Petrify immunity" (master guide error), but gains Slow immunity - Choice Band: 70 HP, loses its initial Haste, but gains Berserk and Sleep immunity - Focus Band: 70 HP, 70 MP, +1 PA, and +1 MA
HELMETS - Cross Helmet: Gains MP Poison immunity - Crystal Helmet: Loses Don't Act immunity, but gains strengthen earth, holy and water - Diamond Helmet: Gains Don't Act immunity - Genji Helmet: 75 HP and +1 Speed, but loses its initial Berserk - Gold Helmet: Loses its Don't Move immunity, but gains Darkness immunity - Mythril Helmet: 120 HP, +1 Jump, but loses Innocent immunity and Slow immunity (due to Speed being changed to Jump in the Jump skill formula)
ROBES - Light Robe: Gains HP Poison immunity - Robe of Lords: Loses its Silence immunity
- 108 Gems: Gains HP Poison immunity and MP Poison immunity - Battle Boots --> "Combat Boots": 1 PA, 1 MA, 1 Move - Chantage: Loses Frog immunity and Sleep immunity, but gains Undead immunity, Stop immunity, and water absorb - Cursed Ring: Loses its null holy - Defense Ring: Loses its wind absorb and Silence immunity - Dracula Mantle: 10% P-Ev, 15% M-Ev, loses its Berserk immunity, but gains Oil and holy immunity - Feather Boots: Gains earth immunity (to negate earth weapons) and +1 Jump (due to Speed being changed to Jump in the Jump skill formula) - Jade Armlet: Loses its water absorb - Magic Ring: Loses its earth absorb and Silence immunity, but gains Charm and HP Poison immunity - Red Shoes --> "Hyper Wrist": 2 Speed, always: HP Poison, immune: HP Regen - Reflect Ring: Gains always Reflect - Rubber Shoes --> "Sandstorm Treks": +1 Move, absorbs wind, Sleep immunity - Small Mantle: 20% P-Ev, 15% M-Ev, loses its holy immunity, but gains Frog immunity - Vanish Mantle: 15% P-Ev, 20% M-Ev, loses its water immunity, but gains HP Poison immunity - Wizard Mantle: 15% P-Ev, 10% M-Ev, gains water immunity
- Innocent: 48 CT - Oil: Makes you take double damage from all elements while it's active - Protect: 64 CT - Shell: 64 CT - Silence: Removed from the game - Sleep: 40 CT ~ NEW --> "MP Poison": Takes MP damage at end of every turn, 0 CT, doesn't persist upon death ~ NEW --> "MP Regen": Gains MP at end of every turn, 48 CT, persists upon death
Skill - Dark: (7) Dark Holy, Kotetsu, Shadow Shade, Bio 3, Meiton, Odin, Demi
Initial - Reflect: (3) Ryozan Silk, Crystal Shield, Reflect Mail
- 007 Inside of Riovanes Castle: Flatten out the upper portion and remove the torches - 009 Citadel of Igros Castle: Have team 1 start on the western middle side, and team 2 on the eastern middle side, and remove the water - 015 At the Gate of Limberry Castle: Add a bridge that connects the gate and doorway (2-4 panels wide) - 023 Beoulve Residence: Make the entire roof an obstacle - 026 Weapon Storage of Yardow: Lower left section has its elevation increased - 033 Hospital in Slums: Change the team's starting position (that spawns in the small room) to the room across from it, and widen the door of that room that goes into the third room; add a new, two-panel-wide door to the small room where the team used to be located - 036 Church Outside of Town: Change starting positions to the lower section of the map and remove the tree - 038 Goug Machine City: Add stairs, lower height - 039 Underground Passage in Goland: Add stairs in team 1's side of the map, near the middle - 041 Besrodio's House: Remove the golden teleporter machine thinger in the middle - 042 Warjilis Trade City: Add a small patch of land in-front of the body of water, facing the houses - 047 Zarghidas Trade City: Change starting positions to the lower section of the city, in the middle on either side - 050 St. Murond Temple: Remove two-panel wide patch of land near the back of the church; widen 1 panel bottleneck by two panels - 052 Chapel of St. Murond Temple: Have the teams start together on either side of the middle section - 057 Underground Book Storage First Floor: Have the teams start together on either side of the side of the room that has the book stands - 059 Underground Book Storage Third Floor: Lower the height of the archway paths by 1 (so, from 4h to 3h); issue for 3 Jump units - 062 Chapel of Orbonne Monastery: Remove railings, have teams start on either side of the stair-like archways on the bottom OR make the bottom portion inaccessable - 064 In Front of Bethla Garrison's Sluice: Have the teams start on either side of the bottom portion - 066 South Wall of Bethla Garrison: Lower the vertical of the high part of the middle section, and have the teams start together on either side of said middle section, switch the bottom stone pathway and rocky ground around - 067 North Wall of Bethla Garrison: Remove left wall and have the teams start on the bottom left (where the wall was removed) and top right (large snowy patch) - 070 Nelveska Temple: Move the pillars in-front of the entranceway; have one team start in the back corner behind the entranceway, and the other in one of the corners in-front of the entrance way. - 077 Zigolis Swamp: Change the "poison marsh" property to "marsh"/"swamp" to remove its HP Poison property - 081 Grog Hill: Have the teams start together on either side on the highest elevation part of the map - 082 Bed Desert: Remove the structure beside the 1 panel bottleneck where the ruins are; remove the ruins/boxes/stairs from where the one team starts - 083 Zirekile Falls: Duplicate the bridge and place the duplicate side-by-side the original (becomes 2 panels in width) - 093 Broken Down Shed-Wooden Building: Remove the stairs, and raise the elevation of that side of the map to be the same as the rest; have one team start in the back portion of where the stairs used to be - 097 Inside Castle Gate in Lesalia: The terrain will be "labeled" so the blue targeting panels will make sense; some inner "walls" will be built in-front of the gate to prevent the units from getting back there - 098 Outside Castle Gate in Lesalia: Cut out the grass areas on the side, and make on top of the gate in accessable - 104 Beoulve Residence: Remove the bed, and widen the bottom-right portion by 1x2 panels - 107 NOGIAS: Flatten the highest elevation area and have the teams start together on either side - 111 MLAPAN: Scale down the high elevation part of the map to match the progressive elevation of the hill on the one side - 114 END: Reworked - it's disc-shaped with lava in the center; teams start on either side of the disc - 115 Banished Fort: Raise the flat part of where the one team starts (near the fort) and turn it into stairs to match the stairs on the other side; chop the bottleneck side of the map off (where the ramp is)