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FFT: New Class Edition

Started by DeadManWalking, April 08, 2010, 03:55:55 pm

Concerning Draw Out becoming a new Item skillset...

Turn the old Item skillset items into junk that's only use is to be sold
3 (50%)
Reintroduce the Chemist and make the Adventurer an advanced class (thus forcing me to get rid of a class, please post which one you'd like to see go)
3 (50%)

Total Members Voted: 5

Voting closed: May 26, 2010, 01:57:05 am

DeadManWalking

April 08, 2010, 03:55:55 pm Last Edit: May 26, 2010, 01:57:05 am by DeadManWalking
My plans for this project have expanded greatly from simply replacing a few classes on the job tree to changing the job tree in itself, mainly due to the Squire/Skillset problems.  Instead of having Squire/Chemist as the starter classes, you're going to have five starter classes.

-----------Starter-------------

Soldier (Replaces Squire) (Focuses on HP/PA)
Leads to Heavy Fighter Path

Skillset: Basic Skill
Throw Stone
Dash
Heal -> Affects Self Only
Cheer Up -> +5 Brave Self Only
Yell -> % Self-Only Haste

Adventurer (Replaces Chemist) (Focuses on SPD/PA)
Leads to Light Fighter Path

Skillset:
Potion -> Regen
Hi-Potion -> Slight Heal + Regen
X-Potion -> Moderate Heal + Regen
Ether
Hi-Ether
Smoke Bomb -> Adds: Transparent
Glue Bomb -> Adds: Don't Move
Sticky Oil -> Adds: Slow, Oil
Toxin -> Adds: Poison, Death Sentence
Healing Herb -> Cancels: Silence, Blind, Poison
Cold Water -> Cancels: Sleep, Confuse, Oil
Lunar Grass -> Cancels: Frog, Chicken, Petrify
Grail -> Cancels: Undead, Blood Suck, Death Sentence
Phoenix Down

White Mage (Focuses on MP/MA)
Leads to Support Magic Path

Cure
Regen
Raise
Esuna
Protect
Shell
Haste
Slow

Black Mage (Focuses on MA/MP)
Leads to Attack Magic Path

Fire
Ice
Bolt
Demi
Poison
Dark
Don't Act
Don't Move

Red Mage (Focuses on All)
Does not lead to a path
Multipliers are strong, growths are weak.

Combo of Black/White Mage

-----------Heavy Fighter Path-------------

New Skillset: Swordtech

Dispatch, JP 100
Attacks a single enemy.
Formula: Dmg_PA(WP)
Range: 3 Area: 0 CT: 2

Slash, JP 200
Reduces enemy HP by 25%
Formula: Dmg_(25/100)% Hit_(MA+65)%
Range: 2 Area: 0 CT: 3

Straight Slam, JP: 250
Attacks in a straight line
Formula: Dmg_PA(WP+3)
Range: 6, Area: Linear, CT: 4

Empowerer, JP: 350
Drains MP of target
Formula: AbsMP_PA*WP
Range: 2, Area: 0, CT: 5

Stunner, JP: 400
Attacks all Enemies in Area, Add: Stop
Formula: Dmg_PA(WP+4) 25% Stop
Range: 0, Area: 2, CT: 6

Quadra Slice, JP: 450
Randomly attacks enemies 4 times, stronger than Quadra Slam
Formula: Dmg_((MA+16)/2*MA) #Hit_(3+1)
Range: 0, Area: 1, CT: 7

Cleave, JP: 500
An attack that kills all nearby enemies
Formula: Hit_(PA+50) Add: Dead
Range: 0, Area: 2, CT: 8

Reaction

Retort (Counter)

Otherwise it's the same

Guardsman -- This class is designed to actually be the tank people think of when they think Knight, that is, it'll literally be used to protect other units.

Innate: Defense UP

Equip: Spear, Shield, Helmets, Heavy Armor

Skillset -- ??? (Needs a name)

Phalanx - Small AoE version of Defend, affects only allies, Range 0, AoE 1

Draw Fire - Adds performing, performs a version of Angel song,  (With the ASM Hack to allow evasion/extra damage and with Can React added) to draw the enemy AI's fire

Disarm - Weapon Break

First Aid - Recovers HP/MP of a single target, Range 2, AoE 0.

Triage - Cancels Petrify/Blind/Poison/Silence/Don't Move/Don't Act/Frog, Range: 2, AoE 0

Wake Up - Cancels Dead, Range 2, AoE 0

         -Reaction-

Damage Split

Redistribute

         -Support-

Equip Spear

Defense Up

        -Movement-

Move-HP Up

Berserker - Since Lancers were rather bland, I decided to replace them with something neat

Innate: Attack Up

Equip: Axe, Helmet, Armor

Skillset: Rage

Overhead Smash - Helmet Break, deals damage if hits
Formula: Equipped:Break Dmg_(PA*WP) NS ELSE Miss  (ASM will be modified to allow damage if they have nothing equipped/maintenance)
Range: Wpn

Shield Smash - Shield Break, deals damage if hits
Formula: Equipped: Break Hit_(PA+WP+X)%
Range: Wpn

Build Rage - Accumulate
Formula: +PA_(1)
Range: 0, auto

Unstoppable Rage: Self: 10% HP Restore, Add: Berserk, Add: Regen
Formula: Heal_(10)% Hit_(PA+100)%
Range: 0, auto

Whirlwind Rage: Add: Berserk, Add: Haste,
Formula: (100%)
Range: 0, auto

Mighty Rage: Add: Berserk, Add: Protect, Add: Shell

         -Reaction-

Second Wind (HP Restore)

Defiant: Dragon Spirit

         -Support-

Attack UP

        -Movement-

None

[Note: Berserk will be changed so that it can only be cured with Esuna 2 or Esuna 3 (See Below), to compensate, it can now counter and Reraise has been added to all status spells/abilities that specifically cause it]

Dragoon
A soldier trained to fight like and kill Dragons

Hellfire -> Range 3, Direct, Linear, Elemental: Fire, Dark.  Add: Oil, Slow (25% Chance)
Whirlwind -> Range 0, Area 1, Elemental: Wind, Add: Float, Confuse (25% Chance)
Dragon Armor -> Self Only Heal: 30%, Add: Protect, Shell, Slow
Dragonslayer -> Add: Dead 100%, Only on Dragons.
Jump -> Range: 4, Vert: 3, Area: 0.  Ranged Physical Attack
Multi-Jump -> Range: 4, Vert: 3, Area: 1.  Ranged Attack, hits up to 7 times.

-----------Light Fighter Path-------------

Scout

Skillset: Trick Shot

Charged Shot - CT 6, Dmg_(PA(WP+3))
Charged Shot 2 - CT 14, Dmg_(PA(WP+7)) *Formulas need testing to see their strength
Jolt Shot: Knockback on hit.
Rapid Fire: Randomly attacks 1-5 times, weapon range.
Bulls Eye: Close range shot that bypasses enemy defenses, Range 2, Special: Not Evadable
Point Blank: Powerful close range shot, Range 2
Explosive: Short to medium range attack with a small AoE, Range 4, AoE 1, Special: Fire Elemental

Otherwise it's the same.

Marshal - My first class

Skillset: Strategy

Invitation - As Invitation, with a range of 1
Warn - Short Charged AoE ability that adds Defending, Range 0, AoE 2, CT 1
Inspire - Charged AoE ability that adds Regen or Reraise, Range 0, AoE 2, CT 3
Rally - Charged AoE ability that adds Protect or Shell, Range 0, AoE 2, CT 3
Warcry - Charged AoE ability that adds Haste, Range 0, AoE 2, CT 3
Piercing Strike - Physical attack that cancels Defending, Shell, Protect, Wall, and Reflect. MP 6
Blood Strike - Physical attack that drains HP, MP 6
Blinding Strike - Physical attack that adds blind, MP 6
Hamstring Strike - Physical attack that adds slow, MP 6

Venom Strike - Physical attack that adds poison

         -Reaction-

Status Guard: Defend against most status spells.
(I'll have to change the formula of most status spells to the talk skill formula/give classes Monster Talk innate)
Analyze Attack: PA -1 on Enemy

         -Support-

Train

Maintenance

        -Movement-

None

Brawler -- A more offensive based Monk.

Innate: Two-Swords

Skillset: Brawl

Spinfist

Distracting Fist: Low damage attack that cancels Charge/Performing

Haymaker: Attack with a chance of Knockback

Clobber:  Powerful attack cleans an enemies clock, Damages MA by 2.

Arm Wrench:  Hurt an enemy's arms, making them weaker.  Damages PA by 2.

Groin Attack: % Chance to add Don't Act, Don't Move, separate.

Wave Fist

Repeating Fist

Earth Slash: Range Reduced to 3

         -Reaction-

Sucker Punch (Hamedo)

PA Save

 -Support-

Martial Arts

        -Movement-

Any-Ground

Thief
Changed to be more offensive/faster, able to use Ninja Blades

Mug Gil -> Attack with a 25% chance of stealing Gil
Mug Weapon -> Attack with a 25% chance of stealing a Weapon
Mug Shield -> Attack with a 25% chance of stealing a Shield
Mug Accessory -> Attack with a 25% chance of stealing an Accessory
Eye Gouge -> % Chance to Add: Confuse/Darkness
Blackjack -> % Chance to Add: Sleep
Silent Killer -> 100% Death to Sleeping Units (May heal Undead)

-----------Support Path-------------

White Wizard - White Magic was merged with time magic

Skillset: White Sorcerer

Cure 2
Cure 3
Raise 2
Reraise
Esuna 2 (Cancels all negative statuses)
Protect 2
Shell 2
Float
Haste 2
Slow 2
Stop
Wall
Reflect
Quick


Cleric: This hard to get class will have unique/previously enemy only spells, again, spells are all very expensive, but higher MP Multiplier to compensate.

Skillset: Holy Magic

Cure 4
Full Cure -> Heals 999 HP to one ally)
Raise 3 -> Like Raise 2, but with Area Effect)
Esuna 3 -> Cancels all negative status effects, targets all allies
Bless -> Seperately Adds Protect, Shell, Regen, Reraise, Haste to all allies
Exorcise -> Adds: Petrify to Undead Units
Holy

----------Offensive Path------------

Black Wizard --- Yin-Yang and Black Magic have been merged/split according to power

Skillset: Black Sorcery

Fire 2
Fire 3
Ice 2
Ice 3
Bolt 2
Bolt 3
Drain
Aspel
Dispel
Demi 2
Silence
Sleep
Innocent
Faith

Warlock - As with Cleric, this is a collection of custom and/or previously enemy only spells, they've been made even more prohibitively expensive as with Cleric

Skillset: Dark Magic

Fire 4
Ice 4
Bolt 4
Meteor
Flare
Death 2 -> As Death, but with an AoE
Necromancy  -> 100% Charm on Undead
Curse -> Separately Adds: Slow, Stop, Darkness, Don't Move/Act, Undead to all Enemies
Dispel 2 -> Removes all positive status effects from all enemies

--------------Special-----------------

Mystic Knight, my replacement for the Geomancer, the Geomancer itself will be an enemy only class, this is a new one, utilizing part of a revampled Temple Knight skillset (But not all, so Beowulf will still be unique)  This is meant to be a fairly strong, instant cast physical mage, with the weakness of all it's skills being single target and requiring a sword, (*) denotes Beowulf Only.  Suggestions are really wanted here, as I'm not sure about this class.

Again, suggestions and feedback would be greatly appreciated.

Change Log
- 4-10-2010 - Knight Skillset plan redone, skills added/modified on Berserker, Guardsman, and Brawler
- 4-11-2010 - Whirlwind Rage, Mighty Rage, Defiance Skills added to Berserker, Overhead Smash & Shield Smash modified, implementation of Knight & Berserker begin.
- 4-12/13-2010 Knight & Berserker Skillset Complete, Dragoon implementation begins
- 4-14-2010 Dragoon Skillset Complete, Guard implementation begins
- 4-15-2010 Guard skillset complete, working on sprites until the weekend preview
- 4-28-2010 Job Tree Restructured.

Sprite List

Male Soldier Complete
Female Soldier

Male Adventurer Complete
Female Adventurer Current Project

Male Apprentice Complete
Female Apprentice

Male Healer Complete
Female Healer

Male Red Mage
Female Red Mage

Male Berserker
Female Berserker

Male Guard Complete
Female Guard

Male Scout
Female Scout

Male Marshal Complete
Female Marshal Complete

Male Cleric
Female Cleric

Male Sorcerer
Female Sorcerer

Male Mystic Knight
Female Mystic Knight

         -> Berserker -> Knight
         /
Fighter <       Heavy Fighter Path
         \
          -> Guard -> Dragoon

             -> Brawler -> Thief
            /
Adventurer <        Light Fighter Path
            \
             -> Scout -> Marshal

|<-White Mage -> White Wizard -> Cleric
|                                                          
|<-Black Mage -> Black Wizard -> Warlock
|                                                            
|<-Red Mage
v
\->Mystic Knight

Tigerspike

I like the split between Black/White Mage and the more powerful Wizard counterpart.  One question, how do you plan on differentiating the weaker class from the stronger one, aesthetically speaking?
Oh come now. That doesn't even make sense. How can flimsy paper possibly beat the raw density of stone?

formerdeathcorps

April 08, 2010, 05:11:44 pm #2 Last Edit: April 08, 2010, 05:24:43 pm by formerdeathcorps
Please move this thread to the Job Class sticky.  This isn't a complete project yet and you shouldn't make a post until you can either show screenshots or a PPF file.

EDIT; Otherwise, this seems good in concept but has serious problems:

1) Pick-Me UP can't be done.
2) Samurai was a lot more broken than just blade grasp.  I'd nerf draw outs too.  Also, please be aware that whatever changes blade grasp will also affect counter.
3) Charge spells cannot be the original archer spells.  You need to clarify this.
4) Bull's Eye cannot bypass things like MP Switch and Damage Split.
5) Blood Strike is too much.  Give it an MP cost.
6) Beatdown and Haymaker?  This sounds really familiar.  But besides, know that Haymaker's formula deals random damage, which may affect your implementation.
7) White Wizard > WM in every way except CT.  WM needs better stats and growths to compensate.  Same problem with Black Wizard > BM.
8) Cleric is completely broken, especially with MBarrier and Golem.
9) Setting enemies to critical has no effect unless you mean to say all enemies just lost 90% of their current HP, which is broken.
10) Warlock < Cleric.  I'd rather see summons than what he currently has.
11) I'm not sure you have enough free job classes to modify.
The destruction of the will is the rape of the mind.
The dogmas of every era are nothing but the fantasies of those in power; their dreams are our waking nightmares.

The Damned

(Seconding what formerdeathcrops said.)

Well, it appears that you've been busy since the last Marshal-related post. I'm glad to see your idea is becoming more substantive.

...That said, since I'm an eternal naysayer, I figured I should point out the current inability of some of the things you want to execute:

  • Guardsman with Innate Abandon means that they will be unable to equip any other Reaction abilities. I'm unsure if you want it that way.
  • There is currently no (easy) way to make Pick-Me Up due to the fact that Wish's formula doesn't take status. There might be a work around, but it would be something that I would have to go out of my way to test and I've far too many things to test that I haven't started on right now. Sorry.
  • As someone who originally wanted a Berserker in my original patch idea (among many other things that I ultimately way too stubborn about), I will tell you know that it's impossible for Throw Axe to be in the same skill set as other non-Throw abilities.
  • Similarly, Charge techniques cannot be with non-Charge techniques. To get it out of the way, the same is true of Jump, Item, Geomancy, Draw Out and Math Skill (the vanilla one).
  • Finally, Banish Evil currently can't specifically target monsters that inflicted with (Innate Status) Undead or are Dragon types (which includes Hydras).

Besides that, Tigerspike's comment brings up a good point about things being outright invalidated the further you go down a path.
"Sorrow cannot be abolished. It is meaningless to try." - FFX's Yunalesca

"Good and evil are relative, but being a dick cannot be allowed." - Oglaf's Thaumaturge in "The Abyss"

"Well, see, the real magic isn't believing in yourself. The real magic is manipulating people by telling them to believe in themselves. The more you believe, the less you check facts."  - Oglaf's Vanka in "Conviction"

formerdeathcorps

Banish Evil seems fine to me.  All he needs is the Mustadio Seal Evil formula.

12) Anything that adds performing without tying it to some charged spell will glitch the AI.
The destruction of the will is the rape of the mind.
The dogmas of every era are nothing but the fantasies of those in power; their dreams are our waking nightmares.

The Damned

I meant more that having Seal Evil also affect Demons type enemies (Archaic Demons, Ultima Demons, maybe Apanda and maybe others) is currently impossible...unless you make them all have Innate Undead too.

I shouldn't have been so vague.
"Sorrow cannot be abolished. It is meaningless to try." - FFX's Yunalesca

"Good and evil are relative, but being a dick cannot be allowed." - Oglaf's Thaumaturge in "The Abyss"

"Well, see, the real magic isn't believing in yourself. The real magic is manipulating people by telling them to believe in themselves. The more you believe, the less you check facts."  - Oglaf's Vanka in "Conviction"

DeadManWalking

I asked on the Chatroom where I should post this, Zodiac told me the new projects forum.  *shrugs*

Anyway,

1.  Didn't know that, I'll probably switch it to innate Defend UP, may give him abandon, but I'm not sure on adding that in.

2.  It's my patch, I can test it, what's the work around?

3.  Eh, that's fine.  Like I said earlier, I'm tempted to just drop every primary skill except Build Rage and Unstoppable Rage.

4.  Yeah, heard about that in the chat room, I'm likely going to replace them with attacks with CT.

5.  Yeah, I intend to make Archaic/Ultima demons undead, but also intend to add the ASM Hacks that make curative stuff just not work on the undead, rather than damage them.

As for how I'm going to differentiate them mechanically, I'm going to basically make the physical stats/growth weaker, and weaker, and even weaker.  The Black/White Mage are going to be pretty balanced, physical stats that might be as high as the Squires, but they won't have too great of a MP/MA Growth or Multipliers, where as Warlock/Cleric will have downright pitiful HP/PA growth, low SPD Multiplier, but the best MA/MP growth/multipliers in the game

As for graphically, I was thinking of maybe trying something like how they worked White Mage/White Wizard, Black Mage/Black Wizard in FFI.

But, I don't believe I'll be able to make sprites for every new class on my own, so as work starts getting done I'll be asking for support from some spriters.

Edit: And, drat about perform.  What's a good ability I can give it, then?  Any suggestions?

The Damned

Quote from: "DeadManWalking"2.  It's my patch, I can test it, what's the work around?

Try using one of the slots that uses a formula that ends with "NS" but still takes status, such as Nameless Song or Nameless Dance.

As I said, I'm unsure/I forget if it should work (and you'll have to fix the animations yourself).

As for Taunt, you could sort of still get what you want. As formerdeathcrops said, Performing (and Charging...and let's not even talk about Jumping) screw up when you try to add them without tying them to an ability.

So, simply type the Performing aspect of Taunt to an ability that Perseveres and your unit will keep Performing (provided you give the proper slot or maybe animation--I've still yet to test animations for most things despite adding it to the Wiki) while the spell goes off. Now, what you make that ability to do is up to you and I'm sure the CT will be kind of tricky, too.

Personally, I would test out it would with an ability that adds Defend to the self and Perseveres. That way, the unit should draw the AI and yet won't take as much damage as a normal Performing person would (unless you're not using the Defense cuts physical damage to 75% ASM hack, then it would just up evasion).

*shrugs*
"Sorrow cannot be abolished. It is meaningless to try." - FFX's Yunalesca

"Good and evil are relative, but being a dick cannot be allowed." - Oglaf's Thaumaturge in "The Abyss"

"Well, see, the real magic isn't believing in yourself. The real magic is manipulating people by telling them to believe in themselves. The more you believe, the less you check facts."  - Oglaf's Vanka in "Conviction"

Lydyn

Quote from: "The Damned"I meant more that having Seal Evil also affect Demons type enemies (Archaic Demons, Ultima Demons, maybe Apanda and maybe others) is currently impossible...unless you make them all have Innate Undead too.

I shouldn't have been so vague.

Okay, not sure who had 'learned' me this, but the Seal Evil formula (40) actually reads the M. Graphic byte, so I believe if you set demons to "M. Graphic: 6" then the Seal Evil formula (40) will work on them. Of course, I'm not sure how this will change their appearance.

Note: I may be wrong, of course, but if it's not M. Graphic then it's the M. Portrait.

DeadManWalking

Quote from: "formerdeathcorps"Please move this thread to the Job Class sticky.  This isn't a complete project yet and you shouldn't make a post until you can either show screenshots or a PPF file.

EDIT; Otherwise, this seems good in concept but has serious problems:

1) Pick-Me UP can't be done.
2) Samurai was a lot more broken than just blade grasp.  I'd nerf draw outs too.  Also, please be aware that whatever changes blade grasp will also affect counter.
3) Charge spells cannot be the original archer spells.  You need to clarify this.
4) Bull's Eye cannot bypass things like MP Switch and Damage Split.
5) Blood Strike is too much.  Give it an MP cost.
6) Beatdown and Haymaker?  This sounds really familiar.  But besides, know that Haymaker's formula deals random damage, which may affect your implementation.
7) White Wizard > WM in every way except CT.  WM needs better stats and growths to compensate.  Same problem with Black Wizard > BM.
8) Cleric is completely broken, especially with MBarrier and Golem.
9) Setting enemies to critical has no effect unless you mean to say all enemies just lost 90% of their current HP, which is broken.
10) Warlock < Cleric.  I'd rather see summons than what he currently has.
11) I'm not sure you have enough free job classes to modify.

1) Yeah, I'll likely have to change that, it's unfortunate.  I liked the idea.
2) If that's the case, I'll drop Blade Grasp, and tweak Draw Out (Although, the goal of this patch isn't difficulty, just to add variety to those bored with the old classes)
3) I'm in the process of changing it now.
4) Meant it bypasses Evasion, not stuff like that.
5) Has an MP cost of 6 in game right now, as do all of the other Strike skills
6) I dunno about how familiar they are, but yeah, I know the damage is randomized.
7) Yeah, WM is going to have better physical stat growth, and WW is going to have much more expensive spells (I'm thinking approx. 1.5x as much, with the MP Modifiers increased to compansate) White/Black Wizard is meant to be an upgrade, and White/Black Magic are meant to be good secondaries for Non-Mage classes
8) Barrier is going to be a modified version, made more in line (Like how 1.3 treated Sage) the statuses will probably be made Separate and not All-or-Nothing, and the class itself has been made much harder to acquire (I think the requirements have quadrupled?)
9) Yeah, I mean they lose 75% of their current health.  I think it's a good replacement for Secret Fist, the AI won't ignore critical units and It won't affect undead, and that's what most of the special bosses are going to be.  Also, Monk has been made harder to acquire, it's in the Ninja skillset now.
10) Warlock is one of the classes I'm iffiest on on the abilities, I don't want it to be just straight up summons, though.
11) The closest thing to 'new' classes according to FFTPatcher would be the Mystic Knight and Berserker, and even then the only thing I change is the skillset
12) I was thinking of trying to add a self-heal or a clone of Angel Song to it, it's probably what I'll end up doing.

DeadManWalking

In any case, about the Lancer replacement--berserker, should it have only two skills, Build Rage and Unstoppable Rage, or should it branch out with the other skills I used to have up there?  Shockwave (a user based earth elemental AoE attack I.E. draw out style) Roar (% chance to inflict don't act on a single target), Howl (% chance to inflict confuse on a single target)

Edit: Also, to those saying I should wait until I release a patch to make a thread, I could release a patch with my Marshal at the moment, but I don't like releasing demos.

Timbo

I have an idea for a class, how about an Arcane Archer?  It would be a great way to modify your existing archer, and add some much needed magic to your patch.  Give it a skillset called infuse, Bow Range Spells, 2D formual spells, CT charge with follow target flag, Give it a few elemental strikes, Cupid's Arrow, Death Arrow, Leg Aim, Arm Aim, Sleep Arrow, Poison Arrow.  You may need to eliminate the word arrow from the spell names because other weapons will work with the jobs.
  • Modding version: PSX
  • Discord username: Timbo

DeadManWalking

You know, I had some ideas for a possible replacement for the Dancer that could do something like that-- 'Amazon'

DeadManWalking

April 10, 2010, 02:40:51 am #13 Last Edit: April 10, 2010, 03:21:21 am by DeadManWalking
Haha!  New plan with Samurai with an epiphany I had.

I'm changing it entirely--into FFVI's version of the Samurai, Cyan.  Give me feedback on what you think the %'s, CT's and variables should be.

Skillset: Sword Tech (Requires Sword, will be used with the 'Katana is a type of sword' ASM Hack)

Dispatch, JP 100
Attacks a single enemy.
Formula: Dmg_PA(WP+2)
Range: 2  Area: 0  CT: 2

Slash, JP 200
Reduces enemy HP by 25% (From Current)
Formula: Dmg_(25/100)% Hit_(MA+65)%
Range: 2 Area: 0  CT: 3

Quadra Slam, JP: 250
Attacks Four Times
Formula:  Dmg_((MA+8)/2*MA) #Hit_(3+1)
Range: 0, Area:1, CT: 4

Empowerer, JP: 350
Drains HP of target
Formula: AbsHP_PA*WP
Range: 2, Area: 0, CT: 5

Stunner, JP: 400
Attacks all Enemies in Area, Add: Stop
Formula: Dmg_PA(WP+4) 25% Stop
Range: 0, Area: 2, CT: 6

Quadra Slice, JP: 450
Randomly attacks enemies 4 times, stronger than Quadra Slam
Formula:  Dmg_((MA+16)/2*MA) #Hit_(3+1)
Range: 0, Area: 1, CT: 7

Cleave, JP: 500
An attack that kills all nearby enemies
Formula:  Dmg_(100)% Hit_F(MA+100)% (Heals Undead)
Range: 0, Area: 2, CT: 8

Reaction

Retort (Meatbone Slash Renamed)

Otherwise it's the same.

formerdeathcorps

Empowerer won't work.  You can only drain HP for PA * WP damage.
Which % damage formula are you using?  The one for Demi, the one for Death, or the unused one (53)?

Also, you can't actually modify the samurai skillset.  Replacing skills and resetting the action menu to default won't work.  Setting it to another skillset for the default skillset works only if you ensure that every special class and squire have at least as many skills as samurai and master all their skills in the process of unlocking samurai.
The destruction of the will is the rape of the mind.
The dogmas of every era are nothing but the fantasies of those in power; their dreams are our waking nightmares.

DeadManWalking

Blah, that's annoying about the Nightsword formula, I thought it was like the Holy Sword formula.

And, didn't know about that one.  I'll guess I'll be using the one for 53 for Slash, and the one for Death for Cleave.

I'll try to work something out, anyway.

The Damned

Speaking of things we can't do, I forgot to mention last time, but I noticed that you don't have Mime anymore.

I don't think we can change Mime's at all, at least when it comes to having it equip abilities and items (and have abilities). So...yeah.
"Sorrow cannot be abolished. It is meaningless to try." - FFX's Yunalesca

"Good and evil are relative, but being a dick cannot be allowed." - Oglaf's Thaumaturge in "The Abyss"

"Well, see, the real magic isn't believing in yourself. The real magic is manipulating people by telling them to believe in themselves. The more you believe, the less you check facts."  - Oglaf's Vanka in "Conviction"

Lydyn

Quote from: "formerdeathcorps"Also, you can't actually modify the samurai skillset.  Replacing skills and resetting the action menu to default won't work.  Setting it to another skillset for the default skillset works only if you ensure that every special class and squire have at least as many skills as samurai and master all their skills in the process of unlocking samurai.

He's right, you can't edit the skillset itself, BUT you can edit the skills. Just make sure that you didn't move any of the Draw Outs around or messed with the skillset itself, then just change Asura, Heaven's Cloud, etc, to the skills you have proposed above. The only 'quirk' you'll have is that these skills will use up katanas, just like Draw Out. So I suggest a work around in how your skills are used ... maybe make it so no one can use katanas? I dunno.

Also, if you're using the Death forumla (0E), you MUST add a status of some kind for it to work. Just add: Undead or something that won't affect the undead - unless you want them to die too, in that case Add: Dead.

DeadManWalking

Well, that's annoying.   If it comes to it, I suppose this could work for the Knight skillset, too.  And, I didn't know that.  Undead it is.

And, The Damned, I didn't plan on changing the Mime... it was just too annoying to try to put it on the job map >_>

DeadManWalking

Hrm.  If I replace the Knight Skillset with Sword Tech, I could give the Berserker/Guardsmen some of the equipment breaks, make Empowerer drain MP instead of HP (It drained both in FFVI) and give the stat breaks to the Marshal/Brawler

Here's how it's going to break down.

Head Break -> Overhead Smash (Berserker) (Will also deal damage if hits)

Shield Break -> Shield Smash (Berserker) (Will also deal damage if hits)

Armor Break -> Body Smash (Berserker) (Will also deal damage if hits)

Weapon Break -> Disarm (Guardsman)

Magic Break -> Empowerer (Knight)

Speed Break -> Hamstring Strike (Marshal) (It'll only be slow, not actual damage to speed =P)

Mind Break -> Clobber (Brawler) (Raised to 2 MA Damage.  Modified to not have weapon range, to prevent abuse with 2-Swords)

Power Break -> Arm Wrench (Brawler) (Raised to 2 PA Damage.  Modified to not have weapon range, to prevent abuse with 2-Swords)