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New Jobs/Skill Reformations

Started by Ethereal Embrace, May 13, 2011, 06:30:32 pm

Ethereal Embrace

May 13, 2011, 06:30:32 pm Last Edit: May 25, 2011, 07:22:45 am by Ethereal Embrace
I heard a while back that Darthratron said we could possibly add few other jobs into this game.  While I haven't a clear idea yet.  Since it'll be taking a while for me to work out the job and monster stats, I want to take the time to talk about job reformations.

First one I decided on is:  (big surprise)  Gadgeteer, or I like to call it Tinker.

Since Moogles are supposed to be the master of support in the games, I decided that the best way of fixing Tinkers without having too much work hacking is to edit their skill set to match that of a Summoner's.

Skill                 Range, Area, Height, Effect, Ap Cost

*Red Spring:     04, 03, 03, Slow (20 Mp), 300 (200)
Silver Disc:       04, 03, 03, Blind (20 Mp), 300 (200)
Green Gear:      04, 03, 03, Poison (12 Mp), 250 (200)
Blue Screw:      04, 03, 03, Dispel (12 Mp), 250 (200)
*Gold Battery:   04, 03, 03, Berserk (18 Mp), 300 (200)
Chroma Gem:     04, 03, 03, Sleep (24 Mp), 400 (200)
Yellow Spring:   04, 03, 03, Protect + Shell (16 Mp), 300 (200)
Black Ingot:      04, 03, 03, Doom (32 Mp), 450 (200)

Of course, this would mean a great shift in their stats:  decreased Atk, Def while increased Mag, and Mp.  Note: Gold Battery was changed to Berserk instead of healing since Unicorn already heals.  And Red Spring doesn't do Haste, it does Slow because a 3 by 3 radius Haste would be broken.

Does anyone think this is good?  Or unfair?  Honestly, outside of Juggler and Gunner (Fusilier), Moogles were never good to begin with.  I think this'll help make them sufficient, if not a little bit.

Also, Darthratron, if you see this, do you think this is "possible" to do?


If you don't want to discuss this right now, we could discuss new jobs all together or the rebalancing of a different job.

Darthatron

I think that's a wonderful idea. And yes, it's very possible.

But I also think Moogles need a huge stat boost.
  • Modding version: Other/Unknown
  • Discord username: Darthatron

Ethereal Embrace

May 14, 2011, 10:44:46 am #2 Last Edit: May 14, 2011, 10:56:33 am by Ethereal Embrace
Okay, so I've got a new idea for a job.  Very reminiscent of Tactics' Mediator, and Tactics A2's Trickster is the job:  

Orator

Job Description / Quote?:  "The Pen may be mightier than the Sword.  But so are Words, and if that doesn't work, a Gun sure will."

Type:  Support
Race:  Either Bangaa or Nu Mou, or Both
Sprite:  I don't know, if Bangaa then it could be the same sprite as Trickster.
Requirements:   Bangaa:  1 Templar + 1 Defender /  Nu Mou:  1 Alchemist + 1 Sage
Weapon(s):  Knives + Guns
Head:  Caps
Body:  Light Armor
Shields?:  No

Skillset:                Range, Area, Ap Cost, Effect, Mp Cost, Weapon

Group Therapy:      00, 02, 200, Heal Hp (Power: 40) + Esuna, 12 Mp, Silver Cannon
Denounce:             03, 01, 200, Silence + Dispel, 12 Mp, Lost Gun
Shadow of Doubt:  03, 01, 200, Immobilize + Slow, 12 Mp, The Outsider
Slander:               03, 01, 200, Berserk + Blind, 12 Mp, Chaos Rifle
Curse:                 03, 01, 300, Toad, 12 Mp, Blindsnipe
Praise:                 03, 01, 200, Protect + Regen, 12 Mp, Giot Gun
Encore:                03, 01, 200, Haste, 12 Mp, Peacemaker
Crossover:            03, 01, 450, Charm + Doom, 24 Mp, Calling Gun

Reactions:  None

Supports:

Concentrate:  450 (300) Ap, Longbarrel

Stats:     Hp, Mp, Speed, Atk, Def, Mag, Res (growth only)

Bangaa:   7.2, 2.4, 1.7, 8.4, 7.2, 8.2, 9.2
Nu Mou:   6.8, 2.8, 1.7, 8.2, 9.2, 7.6, 8.4

Their stats were switched around depending on the race.  The point of the job was provide more unique stats for that race, specifically, Bangaa needed more Res, Nu Mou needed more Def, they both needed more speed.  I find the point of new jobs to be just that.  Cover areas that the job doesn't do so well, not give them the best of that area, but something sufficient and different from the others.  Another example, is that both Nu Mou and Bangaa don't have ranged weapons.

Next on the list would be some kind of Defensive Viera that uses shields and heavy armor.  And then an Offensive Moogle and some kind of Hume, not sure yet.

Eternal

Funny you mention a Mediator, since I plan on making one whenever Darth releases an editor and/or figures out animations. To couple with it, maybe Insult (Add: Berserk, shift from the Soldier) and Mimic Daravon (Add: Sleep), or Beasttongue (Capture a monster, if that's doable outside of Capture's formula).
  • Modding version: PSX & WotL
"You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
  • Discord username: eternal248#1817

Ethereal Embrace

Quote from: Eternal248 on May 14, 2011, 10:48:20 am
Funny you mention a Mediator, since I plan on making one whenever Darth releases an editor and/or figures out animations. To couple with it, maybe Insult (Add: Berserk, shift from the Soldier) and Mimic Daravon (Add: Sleep), or Beasttongue (Capture a monster, if that's doable outside of Capture's formula).


I do have berserk in their.  "Slander:  Blind + Berserk"  I did want to add Mimic Daravon, but I wanted to limit the moveset number to eight.  I could get rid of Curse or Encore for it, though. 

Anyways, I always like the idea of a Mediator/Orator from Tactics even though I never found them all that useful except Invitation, of course.  As for Beast Tongue, you might be referring to a universal Control move.  I'm not sure if I'd like the idea of making the gimmickiest job in the game even more useless (okay so not even Beast Master isn't as bad as Gadgeteer/Tinker, not as long as Blue Mage exists).

Ethereal Embrace

May 17, 2011, 11:46:30 pm #5 Last Edit: May 25, 2011, 06:48:00 am by Ethereal Embrace
Job:  Mage Knight

Type:  Mage (Hybrid)
Race:  Either Hume Only or Hume and Viera (I prefer the former)
Sprite:  Uh, something like a Human Red Mage
Requirements:  2 Fighter / 1 Illusionist
Weapon:  Sabers
Head:  Caps + Helmets
Body:  Heavy Armor + Robes
Shields?:  Yes

Skillset:              Range, Area, Height, Ap, Effect, Mp Cost, Weapon

Cura                   04, 02, 02, 200, Heal Hp (Power: 60), 10, Blue Saber
Fire Blade            01, 01, 02, 250, Fire Damage (Power: 54), 10, Soul Saber
Ice Blade             01, 01, 02, 250, Ice Damage (Power: 54), 10, Aqua Saber
Thunder Blade      01, 01, 02, 250, Lightning Damage (Power: 54), 10, Shamshir
Jet Stream          255, Line, 255, 350, Damage (A wind-type Earth Render, Power: 40), 10, Harpe
Regen                03, 02, 02, 250, Add: Regen + Shell, 12, Blue Saber
Frog                  03, 01, 01, 300, Add: Frog, 24, Manganese
Soul Eater           01, 01, 02, 400, Dark Damage + Self Damage 1/4 (Power: 70), 0, Talwar

Reactions:
Last Quicken  300 Ap

Supports:
None

Stats:  Hp, Mp, Spd, Atk, Def, Mag, Res
Hume:  7.8, 3.2, 1.4, 8.4, 8.2, 8.6, 7.2

Darthatron

Those skills would all be fairly easy to implement. Using animations already in the game with a changed palette should be simple. ^_^

Keep up the good work dude.
  • Modding version: Other/Unknown
  • Discord username: Darthatron

Ethereal Embrace

May 19, 2011, 08:48:30 pm #7 Last Edit: May 26, 2011, 05:53:33 am by Ethereal Embrace
Quote from: Darthatron on May 18, 2011, 05:01:23 am
Those skills would all be fairly easy to implement. Using animations already in the game with a changed palette should be simple. ^_^

Keep up the good work dude.


Alright, this time, I decided that it's high time we get about to rebalancing the moves of the jobs.  I'll start with the Humes first.  These are only changed or added effects (unchanged skills or effects are not shown).  Parenthesis indicates old values.  Note that some moves will be changed entirely (Thief).

The main focus of Job reforming is to make more jobs better and or more unique and to nerf those of whom were overpowered - to make all jobs useful.  In this case, most of the Hume jobs' skillsets have been enhanced, some more than others.  Special changes to skills were given to inconsistencies between the jobs.  For example:  Soldier had good stats in vanilla, but the skillset was very poor.  And Ninja had amazing stats and if Concentrate did not exist, a near- broken Support, but again, the skillset was awful.

- Soldier

First Aid -  Effect 01:  Heal Hp, Magic Power: 30 (25),  Effect 02: Add: Esuna, Effect 03: Add: Regen, Range: 01 (00), Height: 02 (00)
Powerbreak -  Effect 01: A-Type, 50 % Damage, Effect 02: S-Type, Effect 1 Dependant, Attack Down
Mindbreak + Speedbreak - same as Powerbreak where the effect remains but with 50 % Damage first so Soldiers aren't useless
Magicbreak -  Ap: 150 (200)
Provoke - Range: 3 (1), Ap: 150 (300)
*March (Sensor) - Range: Self, Effect: Haste, 10 Mp

Monkey Grip:  Ap: 150 (300)
Shieldbearer:  Ap: 150 (300)

- Paladin
Requirements:  3 Soldier Abilities + 1 White Magic

Nurse - Ap: 200 (100)
Defense - Ap: 100 (200)
Subdue - Ap: 350 (200), Effect 01: S-Type, Attack Down, Effect 02: S-Type, Magic Down
Armistice (Parley) - Ap: 250, Effect 01: S-Type, Disable, Range: 03
Saint Cross - Weapon Atk: 45 (35), Mp Cost: 12 (24)
Holy Blade - Ap: 500 (300)

Reflex - Ap: 400 (300), should be something along the lines of +25 Evade against normal attacks that way accuracy ranges from 30 to 50 %
Weapon Defense Up - Ap: 200 (300)

- Fighter
Requirements: 3 Soldier Abilities

Wild Swing - Weapon Atk: 40 (Weapon)
Air Render - Ap: 250 (200), Weapon Atk: 50 (45), Wind Elemental (seriously, why wasn't it already?)
Far Fist - Ap: 300 (200)
Air Blast - Ap: 250 (300), Weapon: 40 (35)
Backdraft - Ap: 400 (300), Effect 01: Weapon Atk: 70 (60), Effect 02: Self-Damage should be Fire Elemental

Bonecrusher - Ap: 250 (300)
Strike Back - *Should be removed*
Doublehand - Ap: 200 (300)

- Thief:

*Break Voice (Steal Armor) - Ap: 100 (200), Effect 01: S-Type, Add: Silence
Steal Shield - Ap: 300 (200), Effect 01: 50 % Hit Rate
Steal Access - Ap: 400 (300), Effect 01:  50 % Hit Rate
Steal Helm - Ap: 250 (100), Effect 01:  50 % Hit Rate
*Break Sense (Steal Weapon) - Ap: 150, Effect 01: S-Type, Add: Confusion
Steal Exp - Ap: 300 (100), Effect 01:  50 % Hit Rate *OR* Steal 50 % Exp
*Fatigue (Steal JP) - Ap: 250 (200), Effect 01: S-Type, Add: Slow, Effect 02: S-Type, Add: Sleep
*Vampire (Steal Ability) - Ap: 350 (300), Effect 01: A-Type, Weapon Atk: 30, Capped at Target's Max Hp
                                                    Effect 02: 100 % Hit, Self: Effect 01 Dependant, Heal Effect 01 Damage

Counter - Ap: 200 (300)
Maintenance -  AP: 150 (300)

- Ninja
Requirements: 3 Thief Abilities

All Ninja Techniques except Oblivion, Unspell, and Water Viel: 5 (4) range, Magic Power: 30 (15), Mp: 10 (4)
Wood Viel:  Add: Magic Down (Immoblize)
Fire Viel:  Add: Attack Down (Confuse)
Earth Viell:  Ap: 250 (200), Add: Speed Down (Slow)
Water Veil:  Ap: 250 (200), Area: Linear, Magic Power: 35 (15), Animation: blue "Earth Render", Mp: 10 (4), Add: None
Wind Viel (Unspell):  Ap: 250 (300), Area: 2, Range: 1 (4) (Hits around user), Magic Power: 40 (00), Mp: 10 (4), Wind Elemental, Animation: green "Sandstorm"
Oblivion - Ap: 350 (300), Add: Addle + Silence, Mp: 32 (24)

Last Haste - Ap: 150 (300)
Double Sword - Ap: 990 (999)

- White Mage:

Esuna -  Mp: 10 (18), un-reflectable/Note: Was already challenged by skills like First Aid, but was completely overshadowed by Unicorn which does Esuna, and heals, has greater area of effect, naturally un-reflectable, and (the real kicker) cost less mp...
Life - Effect 02: Damages undead, Magic Power: 65 (90), un-reflectable, Mp: 12 (10)
Full-Life - Ap: 400 (300), un-reflectable, Mp: 28 (20)
Auto-Life - Ap: 350 (300), un-reflectable, Mp: 28 (16)

Turbo MP - *needed for further discussion*

- Black Mage:

Firaga - Ap: 350 (300), Magic Power: 55 (50)
Thundaga - Ap: 350 (300), Magic Power: 55 (50)
Blizzaga - Ap: 350 (300), Magic Power: 55 (50)

Geomancy - *needed for further discussion*, with things like Black Robe and Crown Scepter, this is borderline useless, other wise it's pretty good

- Illusionist:
Requirements: 4 Black Magic + 3 White Magic

All Phantasms except Star Cross and Stardust - Ap: 250 (100 or 200) Power: 35 (20 or 17), Mp: 36 (32)
Star Cross and Stardust - Ap: 350 (300), Power: 40 (20), Mp: 40

Absorb Mp - *Should be replaced with some other Reaction
Half Mp - Ap: 400 (300)

- Blue Mage:
Requirements: 2 Black Magic + 2 White Magic

*Most Blue Magic are needed for further discussion*, there are some who believe that though some Blue Magics are quite over-powered, many of which were not useful.  We should discuss what Blue Magics should be replaced and then maybe edit them from there on.  
*If someone could send me a list of all monster skills, then I'd have a better idea on this topic.

Damage > Mp - Discussed already.
Immunity - Ap: 150 (300)

- Archer:

Boost: Effect 01:  Weapon Atk Up, rather than Boost
Cupid:  Ap: 250 (200)
Burial:  Ap: 200 (300)
*Dragon Shot (Take Aim):  Ap: 400 (300), Effect 01: Weapon Atk: 55, Dark-Elemental, Effect 02: Self-Damage (1/4), Range: 04, Area: 02
Faster: Ap: 200 (300)
Blackout: Ap: 150 (200)

Block Arrows:  *Not sure what to do with this

- Hunter:
Requirements:  3 Archer Abilities

Plague (Oust):  Ap: 450 (200), Animation: A purple "Bio", Add: Blind + Doom, Monsters only
Counter Force (Addle):  Ap: 400 (200), Add: Addle + Poison (Addle), Monsters only
Sidewinder:  Ap: 250 (300)

Auto-Regen: Ap: 150 (300)
Attack Up: Ap: 200 (300)

Darthatron

The majority of it looks really good, but there are some things I disagree on. Eg: Illusionist's should be nerfed to hell, rather than getting a power boost. Or accuracy should go way down.

I'll add more to this later.
  • Modding version: Other/Unknown
  • Discord username: Darthatron

Ethereal Embrace

May 22, 2011, 07:43:45 am #9 Last Edit: May 22, 2011, 12:07:51 pm by Ethereal Embrace
Quote from: Darthatron on May 22, 2011, 06:06:24 am
The majority of it looks really good, but there are some things I disagree on. Eg: Illusionist's should be nerfed to hell, rather than getting a power boost. Or accuracy should go way down.

I'll add more to this later.


Really?  I played FFTA2 before I played FFTA, I was pleasantly surprised with most everything despite being the earlier game.  But of all things I really didn't like was Illusionist.  I thought it would be like in FFTA2 where Phantasms are as strong Fire and hit almost 100% of the time (in other words:  Illusionist's stats were horrid, but their skills were amazing.  And with Magick Frenzy AND Dual-Wielding Heretic Rod, they were near broken in that game.)

But this game...It was the total reverse, they were much weaker than Fire and because of the accuracy system, hardly ever hit more than two people at once.  So because of that, I really didn't see any need or want to ever use an Illusionist outside of getting good stats.  Comparatively speaking, Phantasms do roughtly 1/3rd the damage of that they would do in FFTA2.  I strongly prefer Sages and Summoners over Illusionists in vanilla FFTA.

But what keeps them from being broken are the other jobs that are far 'better'.  A Tranqed Last Breath has around 70 - 80% accuracy, much like a Concentrated one in FFTA2.  And then there's things like a half Mp, with Hastega, which easily makes broken classes, even more broken.  That with a 2-turn Ultima attack.  Worse yet, are the Geomancy Parivirs, the Blood Priced, Dual-Casting Summoners, and Item Lore + Mirror Items...

Ethereal Embrace

May 25, 2011, 07:21:04 am #10 Last Edit: May 26, 2011, 05:54:14 am by Ethereal Embrace
This one's for Moogles.

- Animist

100 % Wool -  Ap: 100 (200), Effect: 100%, Add: Protect + Shell + Regen, 8 Mp
Sheep Count -  Ap: 150 (100)
Catnip - Effect: S-Type, Add: Berserk + Silence, 12 Mp
Tail Wag -  Ap: 250 (200), Range: 04 (01), 12 (08) Mp
Chocobo Rush - Ap: 250 (300), Magic Power: 50 (45)
Frogsong - Ap: 250 (200), 16 (18) Mp
Cuisine - Ap: 400 (300), Effect 02: 100%, Add: Esuna, Range: 03 (01)
Friend - Ap: 400 (300), Range: 06 (04), Mp: 06 (12)

- Fusilier (Gunner)
Requirements: 1 Calling Magic + 1 Thief Ability

Confushot - Ap: 250 (200)
Blindshot - Ap: 250 (100)
Charmshot - Ap: 400 (300)
Stopshot - Ap: 450 (300)

- Moogle Knight
Requirements: 2 Calling Magic

Moogle Lance - Ap: 300 (200)
Moogle Strike (Mog Peek) - Ap: 400 (300), Ice-equivalent to Backdraft, Animation: a Blue "Backdraft", Power: 70, 1/4 Ice-Elemental Self-Damage
Moogle Shield - Ap: 250 (300), Area: 02 (01)
Moogle Aid - Ap: 200 (300), Range: 01 (00), Height: 02 (00), Effects:  Healing (Magic Power: 40 [30]), Add: Esuna, Add: Regen
Ultima Charge - Ap: 990 (999), Mp: 64 (60)

- Juggler
Requirements: 2 Tinker Abilities

Ring Toss - Ap: 400 (300), Effects: Slow + Immblize
Molotov Cocktail (Firebomb) - Ap: 250 (300), Physical Power: 40 (30)
Dagger Toss - Ap: 400 (300)
Smile Toss - Ap: 450 (300), Effects: Haste + Regen
Gil Toss - Ap: 250 (100), Deal 80 Damage for 500 Gil (Deal 30 Damage for 30 Gil)

Both Catch and Return Fire need serious editing, as they stand, neither of them are very useful

- Tinker
Requirements: 2 Thief Abilities

Already Discussed

- Time Mage
Requirements: 5 Black Magic

Haste - 12 (24) Mp
Quicken - Ap: 250 (300), 16 (24) Mp
Slow - 08 (12) Mp
Reflect - Ap: 200 (300), 12 (08) Mp, Area: 02 (01)
Stop - Ap: 350 (300), 18 (24) Mp
Silence - Ap: 150 (200)
Quarter - Ap: 250 (200), 12 (10) Mp, Area: 02 (01)
Demi - Ap: 450 (300), 40 (24) Mp, Area: 02 (01)

Last Quicken - Ap: 150 (300)

Ethereal Embrace

Ugh, I get the feeling that I should really try to be a bit more creative or at least more unique when it comes to changing these jobs.  So here are the Viera jobs:

- Fencer

Shadowstick - Ap: 200 (100), Effect 01: 50 % Dark Damage, Effect 02: Effect 01-Dependant, Add: Slow, *Wpn: Stinger
Shadow Blade (Checkmate) - Ap: 500 (300), Effect 01:  200 % Dark Damage, 32 Mp, *Weapon: Diablique
Featherblow - Ap: 150 (200), Wind-Elemental
Manastrike - Ap: 200 (300), Effect 01: 150 % Mp Damage
Piercing Blow (Piercethrough) - Ap: 250 (300)
Swallowtail - Ap: 350 (300), Effect 1: Weapon Atk: 35, Wind-Elemental, Range: 4 (1), Area: 2, Animation: Green 'Twister', same as 'Wind Viel'
Nighthawk - Ap: 300 (200), Dark-Elemental
Pheonix Wing (replaces Swarmstrike) - Ap: 450 (100), Effects: Add Regen + Reraise, Range: Self, Animation: red 'Aura', 24 Mp,
*Weapon: Epeprism

- Red Mage

Barrier - Ap: 400 (300), Area: 02 (01), Mp: 16 (10)
Abyss (replaces Sleep) - Ap: 300 (100), Area: 01 (02), Add: Blind + Silence
Sleep - Ap: 250 (200)

Eh, I'll get the others later...

Darthatron

Pheonix Wing seems a tad over powered, tbh.

Also,

Abyss (replaces Sleep) - Ap: 300 (100), Area: 01 (02), Add: Blind + Silence
Sleep - Ap: 250 (200)

Confusion. :\
  • Modding version: Other/Unknown
  • Discord username: Darthatron

Ethereal Embrace

May 25, 2011, 10:15:06 pm #13 Last Edit: May 25, 2011, 10:52:11 pm by Ethereal Embrace
Quote from: Darthatron on May 25, 2011, 10:10:43 pm
Pheonix Wing seems a tad over powered, tbh.

Also,

Abyss (replaces Sleep) - Ap: 300 (100), Area: 01 (02), Add: Blind + Silence
Sleep - Ap: 250 (200)

Confusion. :\


Replaces POISON, sorry.  Lol.

Pheonix Wing instead also do Barrier + Regen to one person next to them but still look like a red Aura for like 12 Mp.

Ethereal Embrace

May 26, 2011, 05:51:13 am #14 Last Edit: May 27, 2011, 07:02:52 am by Ethereal Embrace
I really don't like breaking equips, I honestly think that is mostly a waste of time.

- Sniper
Requirements: 2 Archer Abilities

Doubleshot - Ap: 350 (300), Damage: 75 (50) % * 2
Beso Toxico - Ap: 150 (200)
Death Sickle - Ap: 350 (300)
Conceal - Ap: 150 (100)
Cloak (Aim Armor) - Ap: 200 (300), Add: Reflect + Astra, Range: Self, Animation: different colored 'Reflect'
Tremor (Aim Wallet) - Exactly the same as Defender's (Earth Element)
Doom Archer - Ap: 350 (300)
Heavenly Shot (Aim Weapon) - Ap: 450 (300), Effect 01: 50 % Damage, Range/Area: All, Targets Enemies only, Holy Elemental, Animation: Pluck Bow->Star Cross, *Wpn: Gastra Bow, 24 Mp, Requires: Bow/Greatbow

I really don't know what to do to make Elementalists actually useful in the long rung.  Overall, they're okay, but Summons easily overtake them.  But at least, Earth Heal would be the strongest Healing spell in the game (except Cuisine) to one person.  And White Flame can now at least be equal to Curaga in terms of Healing to Mp ratio.  Before: Curaga - 16 Mp, 80 Power/White Flame - 24 Mp, 40 Pow + no undead damage.

- Elementalist
Requirements: 2 White Magic

All Elementals (except Earth Heal and White Flame) - Magic Power: 40 (30), Mp: 16 (12), Range: 05 (04)
Earth Heal - Magic Power: 90 (40), Mp: 12 (still), Range: 05 (04), Add: Esuna
White Flame - Magic Power: 85 (40), Mp: 16 (24), Range: 05 (04)

Elementalshift - ???  I have no idea what to do with this.

Without concentrate, I really don't see Assasin's skills being broken, still very good, just not good enough to be broken.

- Assassin

Shadowbind - Ap: 250 (200), Mp: 16 (12)
Last Breath - Ap: 400 (300), Mp: 36 (32)
Aphonia - Ap: 150 (200), Mp: 08 (12)
Nightmare - Ap: 350 (300)
Ague - Ap: 150 (200), Mp: 08 (12)
Rockseal - Ap: 350
Oblivion - Ap: 350, Add: Addle + Silence, Mp: 32 (24)
Ultima Masher - Ap: 990 (999)

- Summoner

Unicorn - Ap: 300 (200), Mp: 24 (12)
Ifrit - Ap: 300 (200), Mp: 24 (18)
Ramah - Ap: 300 (200), Mp: 24 (18)
Shiva - Ap: 300 (200), Mp: 24 (18)
Kirin - Ap: 250 (200), Mp: 18 (24)
Carbunkle - Ap: 250 (200), Mp: 18 (12)
Phoenix - Ap: 450 (300), Effect 02: Damage to undead, Magic Power: 100 (not, instant KO), Mp: 40 (24)
Madeen - Ap: 400 (300), Magic Power: 50 (52)

Ethereal Embrace

May 27, 2011, 06:53:57 pm #15 Last Edit: May 28, 2011, 06:43:12 am by Ethereal Embrace
New Job

- Druid

Type: Support/Mage
Race: Bangaa only
Requirements:  1 Dragoon + 2 Bishop
Weapons: Maces
Armor: Robes + Light Armor
Head: Caps
Shields?: No

Skill                  Range, Area, Effect, Ap Cost, Effect, Weapon, Animation

Strike                04, 02, Critical Hit Up (12 Mp), 200 Ap, Battle Mace, same as 'use item: Ether (effect)'
Green Flame        04, 02, Protect + Regen (16 Mp), 250 Ap, Sage Crosier, Green 'White Flame'
Blue Flame          04, 02, Shell + Regen (16 Mp), 250 Ap, Sage Crosier, Blue 'White Flame'
Uproot               04, 02, Damage: Magic Power: 30 + Mp Damage (16 Mp and Earth-Elemental), 300 Ap, Druid Mace, Same as Wood Viel
Uplift                 04, 02, Damage: Magic Power: 30 + Atk Down (16 Mp and Earth-Elemental), 300 Ap, Druid Mace, Same as Earth Viel
Red Wind            04, 02, Damage: Magic Power: 30 + Magic Down (16 Mp and Wind-Elemental), 300 Ap, Lotus Mace, Red 'Aero'
Drown                04, 02, Damage: Magic Power: 30 + Speed Down (16 Mp and Water-Elemental), 300 Ap, Morning Star, Same as Water Viel
Energize             04, 01, Heal: Magic Power: 40 + Heals 20 Mp (24 Mp and Lightning-Elemental, cannot Target: Self), 450 Ap, Vesper, Blue 'Thundaga'
Dark-Flare          04, 01, Damage: Magic Power: 70 (28 Mp and Dark-Elemental), 400 Ap, Scorpion Tail, Purple/Blackish 'Flare'

Similar to both Sage and Bishop in that they are all Mages with damaging, healing, and supporting spells.  But they are also based-off Soldier's trademark "Break" attacks, making them very useful (note: debuff accuracy for Uplift, Red Wind, and Drown are the normal 50-70% to prevent being to cheap), while still having some very nice buffing spells.  In order to prevent them from breaking, Dark-Flare is only equivalent to flare and not to Giga-Flare.  Also Energize was a nice and unique idea I recently had, of course 20 Mp doesn't seem like a lot.

Stats:      Hp, Mp, Spd, Atk, Def, Mag, Res, Move, Jump, Evade

Bangaa     6.8, 4.8, 1.1, 7.6, 8.4, 8.6, 8.2, 3, 2, 25 %

Darthatron

  • Modding version: Other/Unknown
  • Discord username: Darthatron

Ethereal Embrace

May 29, 2011, 03:36:00 pm #17 Last Edit: May 29, 2011, 05:46:14 pm by Ethereal Embrace
New Job (or rather Job import)

- Spellblade

Type:  Support/Physical
Race:  Viera only
Requirements:  3 Fencing + 2 Red Magic
Weapons:  Swords
Armor:  Light Armor + Heavy Armor
Head:  Caps + Helmets
Shields?:  Yes

Skills (Blade Arts) Ap, Effect, Weapon
*Note: All skills are equivalent from FFTA2 except there's no Oil Blade and differing Mp and Ap Costs

Poison Blade       200, Damage + Poison (08 Mp), Blood Sword
Sleep Blade        300, Damage + Sleep (12 Mp), Gale Sword
Slow Blade         300, Damage + Slow (12 Mp), Silver Sword
Confusion Blade  250, Damage + Confuse (10 Mp), Onion Sword
Stun Blade         250, Damage + Immoblize (12 Mp), Burglar Sword
Maim Blade        350, Damage + Disable (16 Mp), Restorer
Doom Blade        400, Damage + Doom (18 Mp), Vitanova

Reactions:
Last Quicken    
Counter          

Spellblade is pretty much the exact same as the FFTA2 version only I wanted this one to be better.  I really felt that Vieras needed a high-defense job and when I saw the original Spellblade, I thought it could be it.  Well...while it does have the highest defense of all Vieras, it still wasn't very high at all, in fact, all of its stats were basically worse versions of Fencer.  So this version of Spellblade would have much higher defense (high-mid), but very low Res, low mp, while having mid-high Atk.  *And I planned to give them the bow for good measure, though seeing how all of the Blade Arts can be Double-Casted and are affected by Turbo Mp - the bows just might be a little too broken.  

I.E.  5-7 Range, 2 hits (Dualcast), boosted Acc and Power (Turbo Mp), Disable + Sleep, and High Defense unit = pretty dang cheap, imo

Stats      Hp, Mp, Spd, Atk, Def, Mag, Res, Move, Jump, Evade
Viera      8.2, 2.8, 1.5, 8.6, 9.2, 7.6, 6.4, 4, 3, 40 %

Ethereal Embrace

June 10, 2011, 07:45:07 pm #18 Last Edit: June 11, 2011, 02:27:48 pm by Ethereal Embrace
- Bangaa

- Warrior

First Aid and all the breaks (except Magic Break) will be the exact same as what I said for Soldiers
Body Slam - Power 60 (45)
Down Size - Mp: 16 (32)

- White Monk

Lucky Chant (Whirlwind) - Astra + Critical Up, Range: 4, Area: 1, 200 (100) Ap, *Weapon: still Hard Knuckles
Secret Fist (Ward) - 50 % Damage + Doom, 300 (200) Ap, * White Fangs
Air Render - Weapon Attack: 50 (45), 250 (200) Ap, Wind-Elemental
Earth Render - 300 (200) Ap
Exorcise - 250 % Damage to Undead (K.O to Undead)

- Dragoon

Jump - 200 (100) Ap
Lancet - Weapon Attack: 30 (35), 350 (300) Ap
Tamer (Wrymtamer) - Immoblize + Disable to Monsters only, 450 Ap, *Weapon: Burglar Sword (Buster Sword)
Fire, Ice, Lightning Breath - 250 (300) Ap
Bangaa Cry - Weapon Attack: 40 (45), Add: Confuse, 350 (200) Ap
Dragon Slayer (Wrymkiller) - 250 % (200) Damage to Dragons

- Defender

Hibernate - Esuna + Cura + Sleep to self, 200 (100) Ap
Tremor - Earth Elemental
Subdue (Drop Weapon) - Add: Attack Down + Magic Down, 350 (100) Ap

I'll do the rest later...

Darthatron

Good work. I'm still watching this. :)
  • Modding version: Other/Unknown
  • Discord username: Darthatron