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Quote from: "formerdeathcorps"OK, I have a list of classes you shouldn't combine as in you cannot add more skills into the moveset.
Quote from: "formerdeathcorps"Really, because R999 would feel differently? This sucks if this is true. See below for his quote.Quote from: "Jack of All Trades"Anyway, is there a list of animations that are compatible with both humans and monsters floating around out there?All the monster animations are incompatible with humans. Their sprites are a completely different type so none of the animations will look right.
Quote from: "R999"There are certain animation codes that work for both human and monsters. Some people are fine with that. But if you really want to keep the original animations, you should consider making new skills using existing ability slots (since you only have a handful, that should be easy to do, just override the blank slots).
Quote from: "R999"[li]Calculator - ***Dramatically delayed AoE special effects (see video below) **[/list]
Quote from: "formerdeathcorps"The point is to not change the job number.
If monk knows A, B, and C in skillset 01 and summoner knows D, E, and F in skillset 02, then the swap makes "monk" (now properly called summoner) have D, E, and F in skillset 01 and "summoner" (now properly called monk) have A, B, and C in skillset 02.
Quote from: "Kaijyuu"I quite like all the original jobs, just not necessarily their implementation. Case and point: Calculator was a great idea, I think, but not charging and no MP cost = what the hell?!
So in my personal patch, all I did was redistribute some abilities, remove gained JP up, balance out total JP cost to master jobs, bump up JP requirements for raising job levels, and other minor tweaks. No giant changes to any one job.
Quote from: "formerdeathcorps"I care more for overall balance between generalized categories (magic vs. physical; status vs. damage; specials vs. generics) than making all unit classes roughly equal in capacity or use. Personally, I prefer difficulty and tedium over what most people on here consider balance.
More specifically? I have a massive list. If you want, I can PM you it. I'll just say that I consolidated bard/dancer, replaced calculator with red mage, and redid almost all the previously boring unit classes (yes, even partial workarounds for mime, samurai, lancer, and geomancer). All the specials except Mustadio and most enemies have been replaced with personal RP characters or various online personalities from the various forums I visit.
As for abilities? I deleted blade grasp (and hamedo, effectively) from player use. I redistributed all the counter abilities and created FFTA's bonecrusher ability. Moved Gained-JP Up to a master class. Made two key unit classes dependent on spillover JP for proper mastery (partly as a workaround, partly as a restriction on the number of physical fighters). In every instance except one, JP costs for abilities or levels either stayed the same or were increased, but effectiveness was rarely reduced except on the most broken attacks.
Quote from: "formerdeathcorps"The player can only have access to the following skillsets except in the original player controlled job classes each came in:
1. Charge (08)
2. Item (06, I believe)
3. Elemental (11)
4. Throw (13 or 14)
5. Jump (12)
6. Draw Out (13 or 14)
7. Math Skill (15)
8. Mimic (18)
Quote from: "Jack of All Trades"2. Is it possible to free up some slots for new unique classes by eliminating and almagating classes like Princess & Cleric. (ie. By eliminating princess and making both Ovelia and Alma into Clerics.)
3. Correct me if I'm wrong but aren't some of the NPC class slots taken up by characters who never enter a battle. Couldn't some of those be amalgamated into one class shared between multiple characters, in order to create new classes?