Final Fantasy Hacktics

Modding => PSX FFT Hacking => Topic started by: Timbo on March 26, 2010, 01:31:50 pm

Title: What job changes did you make in your patch?
Post by: Timbo on March 26, 2010, 01:31:50 pm
Inspired by my own desire to patch a custom version of Final Fantasy Tactics and the Least Favorite Jobs thread.  Seen Here: http://www.ffhacktics.com/forum/viewtopic.php?f=8&t=3314, I want to know how everybody modified their job tree and their individual jobs.

For example.  I'm planning on giving Meliadoul's Mighty Sword Zalabag's ruin skills.  Also, I'm considering redistributing the Mediators abilities to other jobs like the Thief and maybe Squire and replacing him with a Blue Mage.

What did you do?  What jobsdid you hate?  What jobsdid you change or replace?  What new jobs did you include?  Finally why?
Title: Re: What job changes did you make in your patch?
Post by: Kaijyuu on March 26, 2010, 03:40:44 pm
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.
Title: Re: What job changes did you make in your patch?
Post by: formerdeathcorps on March 26, 2010, 04:09:57 pm
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.
Title: Re: What job changes did you make in your patch?
Post by: Timbo on March 26, 2010, 04:25:19 pm
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.

So when you balanced out the total JP cost to master jobs, did you standardize a set per job total and them split that total among the individual skills?

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.

Yes I would love a PM of your list.  I personally, want to start with making some small changes to vanilla like, playing with jobs, at first.  However, re-balancing the magic vs. physical jobs is something I'm concerned about as I get a better hand at this.

Oh, and I can't seem to find a single red mage build topic.  Are people just required to pay the jp cost to re-learn the various spells from white & black magic again, or is it possible to use the calculators ability to re-utilize all of the spells the character has all ready learned in those other magic classes.  Because, that would be gangster.
Title: Re: What job changes did you make in your patch?
Post by: Kaijyuu on March 26, 2010, 04:34:52 pm
QuoteSo when you balanced out the total JP cost to master jobs, did you standardize a set per job total and them split that total among the individual skills?
I essentially gave everything a minimum (was ~4000 I think), and if the job currently didn't have enough, I raised JP costs of current abilities and/or moved abilities from jobs that cost a lot to master.

Since every job inherantly has gained JP up in my patch, this isn't totally unreasonable.
Title: Re: What job changes did you make in your patch?
Post by: Timbo on March 26, 2010, 04:46:08 pm
I've been toying around with giving every class gained JP up inherently as well.  I love the ability but thats because its basically metagame.  People on the D&D boards cry about how you HAVE to take some feats, they call it a feat tax.  I guess gained JP up is a support ability tax.  I guess, I'd probably get rid of it as well.
Title: Re: What job changes did you make in your patch?
Post by: Rythe on April 03, 2010, 12:43:34 am
I eliminated all but one job requirement from the job tree since I wanted jobs to be balanced instead of tiered. I made Mime require 8 in everything and gave it nice stat growths; the main reason was to have enemy units know plenty of abilities from each class so they can have random setups and still be somewhat threatening, but it's also a nice incentive for me to master everything. The biggest problem I see is that enemies will only know skills from their primary class if the job they have unlocked in FFTPatcher is set to anything but Mime.
Title: Re: What job changes did you make in your patch?
Post by: formerdeathcorps on April 03, 2010, 02:49:36 am
You don't balance jobs by removing requirements.  You do so by editing skillsets, weapons, and multipliers.  If you wish to add additional balance, you can add in job requirements.

If you're worried about the AI not knowing what to do, create duplicates of the player classes for all the AI classes to use.  If set as a secondary, the AI will use these skills 100% of the time (provided it's not one of hard-coded unit classes like lancer or ninja).
Title: Re: What job changes did you make in your patch?
Post by: Rythe on April 03, 2010, 05:59:22 am
I should've explained better. I know that removing job requirements alone does nothing. I'm working on all the other components. It's because I'm balancing the jobs that I removed the requirements, not the other way around. So far, the multipliers/growths are the most difficult. I have this dumb obsession that all five multipliers for each class need to average out to 100, and that the growths also need to be equal in some way. Doing this is making the classes a bit too powerful and somewhat hurting the diversity.
Title: Re: What job changes did you make in your patch?
Post by: Timbo on April 07, 2010, 01:56:01 pm
That's not a bad obsession at all.  I outright neutralized stat growth in my game.  I didn't want to penalize players like myself who want to make Knights who are good at magic.
Title: Re: What job changes did you make in your patch?
Post by: Archael on April 07, 2010, 02:30:54 pm
You get the penalty for using Knights with Magic anyway as long as the multipliers are different between jobs.

There's no way around that unless you equate all job multipliers as well job growths.
Title: Re: What job changes did you make in your patch?
Post by: Timbo on April 07, 2010, 05:33:04 pm
Yeah, but if I won't get penalized for leveling up as a knight instead of a wizard.  It prevents players from making counter intuitive choices while leveling, like decided to level up as a monk before switching to a white mage.  I mean, with careful planning you could build a character who's good at both.  By leveling in a class with strong MA growth and then changing to a class with a High PA mult, you could be very successful at creating a hybrid character.  Is this balanced?  No.  The computer will throw classes that have been leveled up as pure classes only.  They will not be overly customized.

I'm actually on the fence about this.  A part of me loves the ability to super customize your units.  However, I think versatility is the more player friendly solution.
Title: Re: What job changes did you make in your patch?
Post by: Archael on April 07, 2010, 05:51:05 pm
QuoteBy leveling in a class with strong MA growth and then changing to a class with a High PA mult, you could be very successful at creating a hybrid character. Is this balanced? No

Yes it is, because the hybrid will never have as much PA or MA as the pure PA or MA grown unit. Not to mention that early growths (levels 1-30) matter more stat-wise than the others, meaning true hybridization is impossible without suffering a penalty somewhere or other.

The way you talk about stat growths in FFT leads me to believe you are not very familiar with how it works.

As long as no job exists which is supreme in all stats it is balanced.

You can grow a Knight 1-99 then switch him to a job with high MA Multiplier, but that won't mean that the character will be perfect at both physical and spells, far from it.
Title: Re: What job changes did you make in your patch?
Post by: Timbo on April 07, 2010, 05:57:54 pm
I'm speaking very generally with broad strokes.  And there is a job with high stats in most areas, is there not?  I hear the mime is pretty good for everything except for hit points.
Title: Re: What job changes did you make in your patch?
Post by: Archael on April 07, 2010, 06:08:06 pm
QuoteI'm speaking very generally with broad strokes

Yeah I can see that -_-



Mime is good for HP, PA, and MA

speed is average, MP is horrible
Title: Re: What job changes did you make in your patch?
Post by: Timbo on April 07, 2010, 08:14:55 pm
Point Voldemort.
Title: Re: What job changes did you make in your patch?
Post by: formerdeathcorps on April 07, 2010, 10:00:43 pm
In my opinion, this "penalty" is necessary.  Different classes should grow at different rates to reflect their skills.

A better reason, in my opinion, is if you have a specific complaint.  If you think knights are pathetic with mage secondaries, then design magic less dependent on MA  (more status magic), or damage "spells" costing MP but also using PA or SP in damage.  If you think speeds are out of control in vanilla/1.3, then renorm spells, ASM hack it, or reduce speed growths and equips.
Title: Re: What job changes did you make in your patch?
Post by: Timbo on April 08, 2010, 08:30:21 am
I guess my problem is that I can only see arguments against it.  I don't see any reason for it to exist.  People say that it adds an element of necessary foresight to character building or that inhibiting a characters ability to switch between magical and physical jobs effectively makes things more realistic.  These two arguments have very little effect on the mechanics of game play and do little to reward the player as far as fun factor goes.
Title: Re: What job changes did you make in your patch?
Post by: Archael on April 08, 2010, 06:35:19 pm
Quote from: "Jack of All Trades"These two arguments have very little effect on the mechanics of game play and do little to reward the player as far as fun factor goes.


Some people find fun in seeing their career-long thief out-speeding enemy units

etc etc

I know I do, and adds a ton of character to the characters I have grown personally

if you have all stat growths the same, every generic is essentially the same, apart from starting br / fa, not to mention it removes the growth penalties for otherwise very strong jobs (some jobs are very strong, but are not ideal to level in, similar to an ultimate weapon not letting materia grow in FF7)
Title: Re: What job changes did you make in your patch?
Post by: Kaijyuu on April 08, 2010, 11:18:24 pm
On the other hand, some people see stat growths as a penalty for using jobs they like, or as an arbitrary requirement for making a decent character.


I made the suggestion in a similar thread that stat bonuses based on job should be tied to the job level, not to what you leveled up as. That has the obvious issue of everyone being the same again after every job is mastered.

Ideally I think everyone should be the same at absolute max power... BUT "absolute max power" should not be feasible to obtain in a normal game (normal game in this case including the bonus dungeon, all the side quests, ect ect). It should require ridiculous grinding and, at that point, you should be finished with the game already.

Too many games balance at max power and assume the player will reach it before the end. That's a flaw in design -- you shouldn't be able to reach max power before the end at all without specifically intending to.
Title: Re: What job changes did you make in your patch?
Post by: Archael on April 09, 2010, 06:24:00 pm
QuoteToo many games balance at max power and assume the player will reach it before the end. That's a flaw in design -- you shouldn't be able to reach max power before the end at all without specifically intending to.

FFT isn't balanced around assuming the player will reach ABSOLUTE MAX POWER before the end

one look at how easy it is should make that obvious
Title: Re: What job changes did you make in your patch?
Post by: Timbo on April 10, 2010, 05:31:30 pm
All I know is I love final fantasy tactics and I want to find new and interesting ways to keep the game interesting.  Stat growth, does actually add a dimension to the gameplay.  Maybe I will keep it in my maiden patch.  I dunno.  All I know, is that I still want to know what everybody has done with there personal patches.
Title: Re: What job changes did you make in your patch?
Post by: Kaijyuu on April 11, 2010, 05:12:04 pm
Quote from: "Voldemort"FFT isn't balanced around assuming the player will reach ABSOLUTE MAX POWER before the end

one look at how easy it is should make that obvious
FFT isn't balanced at all, really :P Though I'll admit the glaring problems aren't as obvious at lower levels.
Title: Re: What job changes did you make in your patch?
Post by: Timbo on April 11, 2010, 07:39:09 pm
No, I love how awesomely difficult the lower levels can be if you don't know what you are doing.  My friend and I got stuck on Dorter Trade City in the first chapter.  I loved it.
Title: Re: What job changes did you make in your patch?
Post by: Samuraiblackbelt on April 11, 2010, 09:07:30 pm
Quote from: "Kaijyuu"
Quote from: "Voldemort"FFT isn't balanced around assuming the player will reach ABSOLUTE MAX POWER before the end

one look at how easy it is should make that obvious
FFT isn't balanced at all, really :P Though I'll admit the glaring problems aren't as obvious at lower levels.

FFT IS balanced, as long as you don't use secondaries or RSMs, and are playing at a low level.
Title: Re: What job changes did you make in your patch?
Post by: Kaijyuu on April 11, 2010, 11:58:51 pm
QuoteFFT IS balanced, as long as you don't use secondaries or RSMs, and are playing at a low level.
So, you're saying it's balanced if you limit yourself from using a whole lot of stuff the game readily gives you.


'Kay.
Title: Re: What job changes did you make in your patch?
Post by: Samuraiblackbelt on April 12, 2010, 12:44:46 am
no, each individual class is balanced on it's own, the developers just didn't seem to think about what would happen if you did something like mix a wizard and samurai together.
Title: Re: What job changes did you make in your patch?
Post by: formerdeathcorps on April 12, 2010, 01:10:27 am
Quote from: "Samuraiblackbelt"no, each individual class is balanced on it's own, the developers just didn't seem to think about what would happen if you did something like mix a wizard and samurai together.

It seems your concept of balance has three components:
If you define it as any strategy that can be used to consistently to defeat most squads in the game with little modification, than literally any squad of 5 units that has 2 support units, 2 strikers, and 1 hybrid is imbalanced as long as they have optimal attacks and equips.
If you define it as any strategy that can be used better on a non-original unit class, then any unit with high growths is "imbalanced".
If you define it as any ability (especially R/S/M) that is deadlier than average and confers significant advantages that would normally cost CT or void other units' skills/equips; well, the opposite question could also be asked: can or should every ability and class be equal, even in a rough sense?  If that's the case, why are some unit classes harder to unlock/have costlier equips than others?  How much should one unit devote in moves and equips to block another unit's skillset (or should such hard counters not exist)?

What will your ideal "balanced game" look like?  Reaction abilities cannot exceed even counter in power because that would be "too much", or if they do, become limited to a handful of classes as innate skills.  Only the defensive support abilities could possibly be fair; anything that boosts offense or support (even something fairly mild like throw item or concentrate) would be too much.  Anything that can instantly do anything that a mage could charge for would be suspect.  Anything that boosts one's ability to move/act would be reduced or non-existent.  All growths would not only have to be flattened, but would have to be standardized (or you'll see too much of one class).
Of course, I'm generalizing here and not all the above needs to taken to match the vision of balance you seem to be projecting, but I'm just pointing out that I can't agree with this concept of balance you and PX seem to believe in because it literally leaves one with no recognizably similar game to play for the sake of "rebalancing the game".  In other words, according to you, only a complete remake/excision of hard-coded classes/skills could possibly be balanced.  Not only is this excessive, but is flawed in only considering in-battle factors.

I personally define broken as any tactic that requires no thought for victory.  In other words, mechanical tricks that can be repeated (golem + hamedo; Move-MP UP + MP Switch) on any unit with little cost.  Imbalanced is the overall skew of the game towards melee units with swords, lances, instant skills, and swordskills.  There are many ways to fix that, and you don't need to remove R/S/M to do this.
Title: Re: What job changes did you make in your patch?
Post by: Boxiii on April 12, 2010, 04:14:01 pm
For my class changes look at my thread. I'm using WoTL so excuse the ability names.
viewtopic.php?f=15&t=4908 (http://www.ffhacktics.com/forum/viewtopic.php?f=15&t=4908)
Title: Re: What job changes did you make in your patch?
Post by: Samuraiblackbelt on April 12, 2010, 06:41:44 pm
Quote from: "formerdeathcorps"
Quote from: "Samuraiblackbelt"no, each individual class is balanced on it's own, the developers just didn't seem to think about what would happen if you did something like mix a wizard and samurai together.

It seems your concept of balance has three components:
If you define it as any strategy that can be used to consistently to defeat most squads in the game with little modification, than literally any squad of 5 units that has 2 support units, 2 strikers, and 1 hybrid is imbalanced as long as they have optimal attacks and equips.
If you define it as any strategy that can be used better on a non-original unit class, then any unit with high growths is "imbalanced".
If you define it as any ability (especially R/S/M) that is deadlier than average and confers significant advantages that would normally cost CT or void other units' skills/equips; well, the opposite question could also be asked: can or should every ability and class be equal, even in a rough sense?  If that's the case, why are some unit classes harder to unlock/have costlier equips than others?  How much should one unit devote in moves and equips to block another unit's skillset (or should such hard counters not exist)?

What will your ideal "balanced game" look like?  Reaction abilities cannot exceed even counter in power because that would be "too much", or if they do, become limited to a handful of classes as innate skills.  Only the defensive support abilities could possibly be fair; anything that boosts offense or support (even something fairly mild like throw item or concentrate) would be too much.  Anything that can instantly do anything that a mage could charge for would be suspect.  Anything that boosts one's ability to move/act would be reduced or non-existent.  All growths would not only have to be flattened, but would have to be standardized (or you'll see too much of one class).
Of course, I'm generalizing here and not all the above needs to taken to match the vision of balance you seem to be projecting, but I'm just pointing out that I can't agree with this concept of balance you and PX seem to believe in because it literally leaves one with no recognizably similar game to play for the sake of "rebalancing the game".  In other words, according to you, only a complete remake/excision of hard-coded classes/skills could possibly be balanced.  Not only is this excessive, but is flawed in only considering in-battle factors.

I personally define broken as any tactic that requires no thought for victory.  In other words, mechanical tricks that can be repeated (golem + hamedo; Move-MP UP + MP Switch) on any unit with little cost.  Imbalanced is the overall skew of the game towards melee units with swords, lances, instant skills, and swordskills.  There are many ways to fix that, and you don't need to remove R/S/M to do this.

I think you took what I said and blew it a little out of proportion (people seem to do that with me a lot, not entirely sure why >_<)
what I meant was that the classes are IDEALLY balanced, but in practice there are broken ways of using them, and at higher levels stats become unbalanced.
Title: Re: What job changes did you make in your patch?
Post by: VampragonLord on April 12, 2010, 08:38:46 pm
i changed squire to use guns, have insta-crystal attack, 2 move, repeated shots at increased damage, straight line high damage, and a whole new equipment list......
oh and you fight zombies
Title: Re: What job changes did you make in your patch?
Post by: Timbo on April 12, 2010, 11:03:55 pm
I've been playing with the idea of making the squire class more unique.  Giving regular units something that the special units don't have.  I'm thinking of upgrading them to warrior.  Vanya's sprites are a must.
Title: Re: What job changes did you make in your patch?
Post by: Archael on April 12, 2010, 11:45:21 pm
well in my patch I gave everyone swordskills (because I think the game is alot better this wya.. no waiting for charge spells lol and no evasion RNG to deal with, uu know luck based attacks are gay)

what about U?
Title: Re: What job changes did you make in your patch?
Post by: Dormin Jake on April 13, 2010, 12:02:22 am
So you're looking for examples of job modification in personal patches? This will be a long post, but I can show you what I've done so far:

Overview of stat changes -
- Speed normalized, growth slowed way down. Characters start with 8 speed and end up with 11 or 12, depending on job. Maximum total speed bonus from equips is +2.
- With speed roughly normalized, charge times gain a little more consistency throughout the game. I balanced spells around a speed of 10, so they feel slightly faster at the beginning of the game and slightly slower at game's end, relative to unit speeds.
- PA ranges from 10-18, MA from 12-18.
- HP multipliers got heavily buffed. With equips, level 99 HP values for humans range from 540-800 or so.
- All Move-Find Items are the same, regardless of Brave, so low Brave units are no longer required for dungeon dives.
- Still working on monster stats, but expect lower lows and significantly higher highs (Woodman PA vs Behemoth PA, for example).
- Weapon Power is capped at 20. PA and MA with full equipment bonuses will never exceed 23 or 24.
- For the most part, damage has been nerfed and survivability buffed, with the purpose of extending the length and improving the strategy of battles.
Job and Tree changes -
JP required for each level has been buffed slightly. Job Level 3 = 400 JP
Military, Freelance, Divine, Arcane, and Support are just what I decided to name each branch of the job tree.

Base
Squire - roughly the same. Has the highest HP growth despite a moderate multiplier. Expanded equipment options including Crossbows and Spears.
Chemist - uses a handful of new offensive items (see below) to play up the idea of chemistry and to bring versatility to the bottom of the magic tree.

Military
Knight (Squire lvl 2) - mostly the same. Magic Break changed to cancel Protect/Shell/Reflect instead of MP damage. Can additionally equip Hammers.
Warrior (Squire lvl 3) - reworked Monk. Wears heavy armor and carries Axes, Hammers, Greatswords, etc. Martial Arts removed from the game.
Geomancer (Warrior lvl 3) - can additionally equip Hammers. See skill changes below.
Guardian (Knight lvl 3, Warrior Lvl 3) - reworked Samurai. Katanas remodeled into haunted Scythes, Draw Out renamed Ritual. Otherwise similar.

Freelance
Archer (Squire lvl 2) - same, except for the Charge skillset has relatively shorter charge times. Only one that requires waiting a turn is Charge +20.
Thief (Squire lvl 3) - physically stronger, and can equip Ninja blades. Steal Exp changed to Waylay, an unevadable melee attack with dmg = WP*SP.
Dragoon (Archer lvl 3) - biggest change to Jump is that it can be used with all weapons. Equips Spears, Swords, and Greatswords.
Hunter (Archer lvl 3, Thief lvl 3) - can dual wield Daggers and Ninja Blades or attack with Bows and Crossbows. Unfortunately stuck with Throw.

Divine
Priest (Chemist lvl 2) - sameses. Can additionally equip Hammers.
Oracle (Priest lvl 3) - gains Poison. Can no longer equip Books. Charge times on spells are relatively much shorter.
Summoner (Priest lvl 3) - Summon damage lowered by about 2/3. Can now equip Books.

Arcane
Wizard (Chemist lvl 2) - Poison replaced with a medium damage Water spell. Can additionally equip Daggers.
Researcher (Wizard lvl 3) - reworked Calculator. Actually a BLUE MAGE (name's too boring). Equips Daggers, Swords, Books, and Spears.
Arcanist (Wizard lvl 3) - renamed Time Mage (boring). Increased speed multiplier. Can additionally equip Books.

Support
Watcher (Squire lvl 3, Chemist lvl 3) - reworked Mediator. Psychic/anti-mage type character. Equips Daggers, Staves, and Guns.
Dancer (Watcher lvl 3, Thief lvl 3, Wizard lvl 3) - stats buffed across the board, skillset radically altered. Can now equip Ninja Blades and Katanas.
Bard (Watcher lvl 3, Knight lvl 3, Priest lvl 3) - stats buffed across the board, skillset radically altered. Can now equip Daggers and Swords.
New and Heavily Revised Skillsets -
Item
Potion
Hi-Potion
X-Potion
Ether
Hi-Ether
Elixer
Remedy - cures lighter, bodily status ailments like Poison, Darkness, Silence, Don't Act, Don't Move, Sleep, etc.
Bone Relic - cures status ailments that magically transform the target, including Petrify, Zombie, Blood Suck, Frog, etc.
Mossfungus - Add: Poison
Lamp Oil - Add: Oil (Oil ASM'd to be weak to fire damage)
Dragon Oil - Add: Oil and Float (Float ASM'd to be weak to wind damage)
Iron Bomb - magic damage equal to MA*(MA/2), fire and wind elemental (4x damage with Dragon Oil)
Cauldron - separately inflicts an assortment of crippling status ailments in one shot.
Phoenix Down

Warfare (Warrior)
Wild Swing - Spin Fist with increased vertical and extra damage to compensate for no Martial Arts
Bloodlust - PA*((PA+4)/2) damage with 25% chance to Add: Dead
No Mercy - buffed Wave Fist
Earthsplitter - Earth Slash with 6 range and vertical of 3
Rage - 100% HP self-heal and self-inflicted Berserk (possibly Haste)
Clear Body - 1 range, single target Stigma Magic
Swiftmend - 2 range, single target Chakra
Revive

Geomancy - some attacks made shorter range, larger AoE
Sinkhole - 5 range, 1v1, Earth elemental, Add: Don't Move (Pitfall panels)
Torrent - 5 range, 1v1, Water elemental, Add: Silence (Water Ball panels)
Rootburst - 5 range, 1v1, non-elemental, Add: Don't Move (Hell Ivy panels)
Entomb - 5 range, 1v1, non-elemental, Add: Petrify (Carve Model panels)
Moonfire - 5 range, 1v1, non-elemental, Add: Sleep (Kamaitachi panels)
Artifice - 5 range, 1v1, non-elemental, Add: Don't Act (Demon Fire panels)
Wind Slash - 5 range, 1v1, Wind elemental, Add: Float (Gusty Wind panels)
Magma Surge - 5 range, 1v1, Fire elemental, Add: Dead (Lava Ball panels)
Tremor - 2 range, 2v1, Earth elemental, Add: Slow (Local Quake panels)
Venom Gale - 2 range, 2v1, Water elemental, Add: Poison (Quicksand panels)
Sandstorm - 2 range, 2v1, Wind elemental, Add: Darkness (Sand Storm panels)
Blizzard - 2 range, 2v1, Ice elemental, Add: Slow (Blizzard panels)

Control (Watcher)
Recruit - Add: Invite
Deplete - 50% MP break (Knights lost the ability to break MP)
Infusion - heal MP by MA*5
Morale Boost - Brave +15 (brave changes no longer permanent)
Morale Break - Brave -15
Enrage - Add: Berserk ~65%
Stupefy - Add: Stop ~55%
Condemn - Add: Death Sentence ~70%
Mindsplitter - ((PA+10)/2*MA) damage with chance to Add: Berserk or Confusion
Mana Burn - HP damage equal to target's current MP

Blue Magic (Researcher)
NOTE: monster stats overhauled to resemble human stats, allowing for balanced spell damage in Blue Magic.
Goblin Punch - (Goblin) moderate physical damage, 25% Cancel: Charging, Performing
Explosion - (Bomb family) Self-Destruct
Aero - (Flotiball, now Imp) Fire 2 strength, Wind elemental
Dischord - (Piscodaemon) Odd Soundwave
Flamethrower - (Grenade) 2-panel linear Fire damage, 25% Add: Oil
Leaf Dance - (Woodman, now Dryad family) same, just rebalanced
Electrocute - (Coeurl) 2 range Thunder damage, 25% Add: Silence
Earth Rave - (Sacred) 1 range, 1v2, 4 Earth elemental strikes at random.
Ice Prison - (Blue Dragon) 2 range, ~60% Add all: Protect, Shell, Stop, Don't Act, Don't Move
White Wind - (Taiju, now Ancient) 0 range, 2v2, Heal HP, 25% Add: Regen
Blaster - (Vampire, now Queen Coeurl) same, but may Add: Critical (allowing learning)
Bad Breath - (Malboro Menance) 0 range, 2v1, Add all: Darkness, Confusion, Silence, Poison
Dark Matter - (Dark Behemoth) 5 range, Shadow elemental, (MA/2)*MA damage
Flood - (Water Elemental*) 3 range, 2v3, moderate Water damage, lower MP cost
Quake - (Earth Elemental*) 0 range, 3v3, high Earth damage, moderate MP cost
Tornado - (Air Elemental*) 4 range, 2v3, high Wind damage, high MP cost
*Elementals are special ENTD enemies: Geomancers with ??? stats, hacked items that give them elemental properties, and special skillsets.

Songs - all songs have 0 range, 4v6 AoE, and charge once (Persevere unflagged)
Battle Song - Brave +10 to allies in range
Mystic Melody - heal MP by MA*2 to allies in range
Soothing Lilt - heal 10% total HP and Cancel: negative status ailments
Uplifting Hymn - ~65% to Add: Faith to allies in range
Vital Anthem - ~90% to heal 25% total HP to allies in range
Mythic Tale - ((MA+4)/2*MA) Light damage to enemies, chance to Add: Regen(!!)
Unending Epic - ~80% to revive nearby dead allies with 10% total HP

Dance - all dances have 0 range, 4v6 AoE, and charge once (Persevere unflagged)
War Dance - Brave -10 to enemies in range
Sapping Aura - 25% MP break to enemies in range
Fever Dervish - 13% total HP damage, chance to Add: Poison
Silent Fermata - ~65% to Add: Silence to enemies in range
Dusk Minuet - ~50% to Add: Slow to enemies in range
Water Rondo - ((PA+6)/2*MA) Water damage to enemies in range
Nameless Steps - ~70% to Add: random negative status to nearby enemies

All other skillsets are mostly the same, just tweaked for balance issues.