Here will be posted what has been chosen to be inserted and won't be changed.
So Far:
QuoteSquire-none
Knight-Level 3 Squire
Archer-Level 3 Squire
Monk-Level 3 Knight
Thief-Level 3 Archer
Geomancer-Level 4 Monk
Lancer-Level 4 Thief
Samurai-Level 4 Knight, Level 5 Monk, Level 2 Lancer
Ninja-Level 4 Archer, Level 5 Thief, Level 2 Geomancer
Chemist-none
Priest-Level 3 Chemist
Wizard-Level 3 Chemist
Oracle-Level 3 Priest
Time Mage-Level 3 Wizard
Blue Mage-Level 4 Oracle
Summoner-Level 4 Time Mage
Red Mage-Level 3 Priest, Level 3 Wizard, Level 2 Knight
Dancer*-Level 4 Lancer, Level 4 Geomancer
Bard*-Level 4 Summoner, Level 4 Blue Mage
Mime-Level 4 Geomancer, Level 4 Lancer, level 4 Blue Mage, level 4 Summoner
*Dancer is still female only, Bard still male only
........ HPC...HPM...MPC..MPM...SpC...SpM...PAC..PAM...MAC..MAM.Mov..Jum..CEv
Squire 10 100 13 075 100 100 50 100 50 080 3 3 05
Equip: ALL
........ HPC...HPM...MPC..MPM...SpC...SpM...PAC..PAM...MAC..MAM.Mov..Jum..CEv
Knight 09 150 15 070 100 100 35 120 60 075 3 3 10
Equip: Sword, KnSword, Axe, Shield, Helmet, Armor, [Shoes, Gauntlet, Ring, Mantle]
........ HPC...HPM...MPC..MPM...SpC...SpM...PAC..PAM...MAC..MAM.Mov..Jum..CEv
Archer 10 100 16 050 085 115 40 110 60 060 3 4 10
Equip: Crossbow, Longbow, Hat, Clothes, [Shoes, Ring, Armlet, Mantle]
Innate: Concentrate
........ HPC...HPM...MPC..MPM...SpC...SpM...PAC..PAM...MAC..MAM.Mov..Jum..CEv
Monk 09 150 13 080 100 110 40 120 55 090 3 4 20
Equip: Clothes, [Shoes, Ring, Armlet, Mantle]
Innate: Martial Arts
........ HPC...HPM...MPC..MPM...SpC...SpM...PAC..PAM...MAC..MAM.Mov..Jum..CEv
Thief 10 090 16 050 075 125 45 100 60 060 4 4 25
Equip: Knife, NjSword, Hat, Clothes, [Shoes, Ring, Armlet, Mantle]
........ HPC...HPM...MPC..MPM...SpC...SpM...PAC..PAM...MAC..MAM.Mov..Jum..CEv
Geomancer 10 110 11 095 100 100 45 110 50 105 4 3 10
Equip: Sword, Axe, Hat, Clothes, Robe, [Shoes, Ring, Armlet, Mantle]
Innate: Move on Lava, Half Earth damage
........ HPC...HPM...MPC..MPM...SpC...SpM...PAC..PAM...MAC..MAM.Mov..Jum..CEv
Lancer 10 120 16 050 090 110 40 110 60 060 3 4 15
Equip: Spear, Helmet, Armor, [Shoes, Gauntlet, Ring, Mantle]
Innate: Ignore Height
........ HPC...HPM...MPC..MPM...SpC...SpM...PAC..PAM...MAC..MAM.Mov..Jum..CEv
Samurai 10 075 13 090 100 100 45 125 50 100 3 3 20
Equip: Katana, Helmet, Armor, Robe, [Shoes, Gauntlet, Ring, Mantle]
Innate: Two Hands
........ HPC...HPM...MPC..MPM...SpC...SpM...PAC..PAM...MAC..MAM.Mov..Jum..CEv
Ninja 12 070 16 050 080 120 50 100 60 075 4 4 30
Equip: NjSword, Flail, Hat, Clothes, [Shoes, Ring, Armlet, Mantle]
Innate: Two Swords
........ HPC...HPM...MPC..MPM...SpC...SpM...PAC..PAM...MAC..MAM.Mov..Jum..CEv
Chemist 11 080 12 075 100 100 60 075 50 090 4 3 05
Equip: Knife, Gun, Hat, Clothes, Robe, [Shoes, Ring, Armlet, Mantle]
Innate: Throw Item, Maintenance
........ HPC...HPM...MPC..MPM...SpC...SpM...PAC..PAM...MAC..MAM.Mov..Jum..CEv
Priest 10 090 10 120 100 110 50 090 45 105 3 3 05
Equip: Staff, Flail, Hat, Clothes, Robe, [Shoes, Ring, Armlet, Mantle]
........ HPC...HPM...MPC..MPM...SpC...SpM...PAC..PAM...MAC..MAM.Mov..Jum..CEv
Wizard 12 075 09 120 100 100 60 070 40 130 3 3 05
Equip: Rod, Hat, Clothes, Robe, [Shoes, Ring, Armlet, Mantle]
........ HPC...HPM...MPC..MPM...SpC...SpM...PAC..PAM...MAC..MAM.Mov..Jum..CEv
Oracle 11 080 10 110 100 100 50 090 45 110 3 3 15
Equip: Staff, Book, Stick, Hat, Clothes, Robe, [Shoes, Ring, Armlet, Mantle]
Innate: Move in Water, Any Weather
........ HPC...HPM...MPC..MPM...SpC...SpM...PAC..PAM...MAC..MAM.Mov..Jum..CEv
Time Mage 12 075 10 120 100 100 65 050 42 115 1 1 05
Equip: Staff, Hat, Clothes, Robe, [Shoes, Ring, Armlet, Mantle]
Innate: Teleport
........ HPC...HPM...MPC..MPM...SpC...SpM...PAC..PAM...MAC..MAM.Mov..Jum..CEv
Blue Mage 10 100 11 095 100 100 50 090 42 110 3 3 10
Equip: Sword, Hat, Clothes, Robe, [Shoes, Ring, Armlet, Mantle]
Innate: Monster Skill, Train
........ HPC...HPM...MPC..MPM...SpC...SpM...PAC..PAM...MAC..MAM.Mov..Jum..CEv
Summoner 13 070 07 150 100 090 70 050 40 120 3 3 05
Equip: Rod, Staff, Hat, Clothes, Robe, [Shoes, Ring, Armlet, Mantle]
........ HPC...HPM...MPC..MPM...SpC...SpM...PAC..PAM...MAC..MAM.Mov..Jum..CEv
Red Mage 10 105 11 105 100 100 48 095 48 100 3 3 10
Equip: Sword, Rod, Staff, Helmet, Armor, Robe, [Shoes, Gauntlet, Ring, Armlet, Mantle]
Innate: Short Charge
....... HPC...HPM...MPC..MPM...SpC...SpM...PAC..PAM...MAC..MAM.Mov..Jum..CEv
Bard 13 075 11 095 100 100 55 075 50 115 4 4 05
Equip: Harp, Hat, Clothes, Robe, [Shoes, Ring, Armlet, Mantle]
Immune: Silence
........ HPC...HPM...MPC..MPM...SpC...SpM...PAC..PAM...MAC..MAM.Mov..Jum..CEv
Dancer 13 080 14 070 100 100 50 110 50 090 4 4 05
Equip: Cloth, Hat, Clothes, [Shoes, Ring, Armlet, Mantle]
Immune: Don't Move
........ HPC...HPM...MPC..MPM...SpC...SpM...PAC..PAM...MAC..MAM.Mov..Jum..CEv
Mime 06 200 20 050 100 120 35 120 40 115 4 4 05
Equip: (nothing)
Innate: Concentrate, Martial Arts, Monster Skill
Immune: Berserk, Don't Act
QuoteBlue Magic
Goblin Punch
Choco Esuna
Self Destruct
Aqua Soul
Death Sentence
Odd Soundwave
Blow Fire
Lick
Bad Breath
Wind Soul
Mimic Titan
Choco Meteor
Thunder Breath
Magic Spirit
Giga Flare
Red Magic
Cure
Cure2
Fire
Fire2
Ice
Ice2
Bolt
Bolt2
Protect
Shell
Esuna
Poison
Regen
Raise
QuoteBattle Boots- Mv+1, PA+1
Spike Shoes- Jump+3
Germinas Boots- Mv+1, Jump+1
Rubber Shoes- Cancel: Lightning, Don't Move
Feather Boots- Always: Float, Sp+1
Sprint Shoes- Initial: Haste, Sp+1
Red Shoes - Mv+1, MA+1
Power Wrist- PA+1, Sp+1
Genji Gauntlet- PA+2, MA+2
Magic Gauntlet- MA+3
Bracer- PA+3
Reflect Ring- Always:Reflect, MA+1
Defense Ring- Cancel: Sleep, Death Sentence, Petrify
Magic Ring- Always: Faith, Cancel: Silence, Berserk
Cursed Ring- Always: Undead; PA+1, MA+1, Sp+1; Immune: Dark, Weak: Holy
Angel Ring - Initial: Reraise; Cancel: Darkness[Blind], Dead; Immune: Holy, Weak: Dark
Diamond Armlet- PA+1, MA+1, Cancel: Slow, Stop, Haste
Jade Armlet- Cancel: Wind, Water
108 Gems- Cancel: Zombie, Blood Suck, Frog, Poison; Strengthen: All elements
N-Kai Armlet- Cancel: Charm, Confusion Half: Dark
Defense Armlet- Cancel: Don't Move, Don't Act, Fire
Small Mantle- Cancel: Crystal, Treasure
Leather Mantle- P.ev 15 Half: Water, Lightning
Wizard Mantle- P.ev 10, M.ev 15, MA+1
Elf Mantle- P.ev 15, M.ev 15, Sp+1, Weak: Fire
Feather Mantle: P.ev 25, M.ev 20
Dracula Mantle: P.ev 30, M.ev 30, Always: Undead
Vanish Mantle: P.ev 30, Initial: Transparent
Chantage- Initial: Reraise. Always: Regen
Cherche- Always: Reflect, Float
Salty Rage- Always: Haste, Berserk
Setiemson- Always: Shell, PA+1
Shields P.Ev M.Ev Effects
Escutcheon 10 10 Cancel: Confusion
Buckler 15 10 Cancel: Don't Act
Mythril Shield 10 15 Cancel: Berserk
Storm Shield 15 0 Absorb&Strengthen: Wind, Water
Ice Shield 15 0 Absorb&Strengthen: Ice; Half: Fire; Weak: Wind
Fire Shield 15 0 Absorb&Strengthen: Fire; Half: Ice; Weak: Water
Blast Shield 20 0 Absorb&Strengthen: Lightning; Half: Water; Weak: Fire
Platina Guard 0 0 Always: Protect; Weak: Ice
Celestial Shield 15 15 Absorb&Strengthen: Dark, Holy
Aegis Shield 10 30 MA+1
Diamond Shield 10 10 PA+1
Crystal Guard 0 0 Always: Shell
Genji Shield 30 20
Kaiser Plate 20 5 Always: Faith; Strengthen: Fire, Lightning, Ice
Venetian Shield 25 25 Half: Fire, Lightning, Ice
Magic Seal 0 100 Always: Innocent; Cancel: elements (minus Earth)
I like the requirements much. Blue Mage is gonna be so much more fun than Mediator.
I agree Blue Mage should have more requirements.
What for? It's not like you can guest Ulmaguest after Dorter...
And btw, are the things in this post supposed to be items that will never be debated or are these just things we will debate after testing?
Everything should always be up for debate. But yeah, most of this can be looked at after testing
I'll just use this topic as a compilation of what's been decided on then.
How would innate Short Charge work on a Red Mage? It could use Summon as a second command and Magic Attack Up as a support, and make any of the other Mage classes useless...
That's one reason why I was a bit worried about giving Short Charge to Red Mage and also why I suggested higher Job Levels....
Actually, no I didn't think of that, but I did suggest the above 2 for some other reason. With MgAtk Up, Red Mage's effective MAM is 133, but hopefully power and speed are not the only things that win the game in this version. We'll have to test that out, won't we?
Quote from: "NeedsMoreNoise"How would innate Short Charge work on a Red Mage? It could use Summon as a second command and Magic Attack Up as a support, and make any of the other Mage classes useless...
the red mage multipliers are not so hot, so you might be better up with short charge on a black mage even. anyway it's all up to test
I think the knight should get some beefing up, that is unless you want him to be irrelevant. I mean a look at lancer, in the original version lancer was already better than knight. But now he has good speed multipliers and growth and ignore height? removing shield from lancer helps balance it some but still.
For one i think Knights should have a move of 4, yes they are wearing heavy armor but they are trained to wear it. Maybe he should have innate defense up. I'm not sure if adding these will make people actually want to use them but at least they now have something differentiate from lancer and all the special classes with knight sword.
Knights HP and PA has been increased by quite a bit so they aren't weak anymore.
Quote from: "Prinygod"I think the knight should get some beefing up, that is unless you want him to be irrelevant. I mean a look at lancer, in the original version lancer was already better than knight. But now he has good speed multipliers and growth and ignore height? removing shield from lancer helps balance it some but still.
For one i think Knights should have a move of 4, yes they are wearing heavy armor but they are trained to wear it. Maybe he should have innate defense up. I'm not sure if adding these will make people actually want to use them but at least they now have something differentiate from lancer and all the special classes with knight sword.
Ignore height might be a little bit ahead of the game, but if you compared the growths, the only thing the Lancer gets more of is speed and I think MP. The knight still has more HP, PA, and MA. Just pointing that out ... giving him something extra may not hurt though.
Perhaps I should just give Lancer 6 Jump? Lancer actually has less MP, though that is next to irrelevant in this situation.
Knight can wear shields and has the best PA. Lancer is supposed to be "better" since it takes more work to get there, but there are certain situations in which a Knight is better to use than a Lancer.
I dont think anything needs to be changed there. Knight looks good.
Quote from: "Lydyn"Quote from: "Prinygod"I think the knight should get some beefing up, that is unless you want him to be irrelevant. I mean a look at lancer, in the original version lancer was already better than knight. But now he has good speed multipliers and growth and ignore height? removing shield from lancer helps balance it some but still.
For one i think Knights should have a move of 4, yes they are wearing heavy armor but they are trained to wear it. Maybe he should have innate defense up. I'm not sure if adding these will make people actually want to use them but at least they now have something differentiate from lancer and all the special classes with knight sword.
Ignore height might be a little bit ahead of the game, but if you compared the growths, the only thing the Lancer gets more of is speed and I think MP. The knight still has more HP, PA, and MA. Just pointing that out ... giving him something extra may not hurt though.
I did notice the change hp and pa. How ever does that realy matter when you have jump. With a 50% increase in damage and a range of 8 (with only a minor inconvenience) reduces if not nullifies the knights advantages, plus i think its well know that speed is the most important stat in the game.
Quote from: "VincentCraven"Perhaps I should just give Lancer 6 Jump? Lancer actually has less MP, though that is next to irrelevant in this situation.
Knight can wear shields and has the best PA. Lancer is supposed to be "better" since it takes more work to get there, but there are certain situations in which a Knight is better to use than a Lancer.
As far as lancer being better than knight, yes i do think they should be slightly better over all, but not to the point of obsoleting him.
Look at chemist, comes earlier and has less utility and healing potential than white mage (unless you go out of your way to stock up on elixers of course). Even so chemist has reliable healing, no mp cost, ethers and guns over white mage, so there is a good reason to use them. Same with theif, not that good of a fighter when compared to lancer but the steal command more than make up for it despite being easier to get than lancer.
Now im not saying you need to change him, after all its your patch, just it was something i noticed
Isn't it harder to move with a spear than a sword? and even in full armor? I suggest high jump, as it's their specialty, but only 2 move.
That would pretty much force you to use chocobos with them.
If anything, I'd just give Knight the ability to Equip Spear.
I don't know if that's such a great idea.. I did that on a personal patch and every knight pretty much used a spear. It was kind of annoying (since they also were able to break stuff more from further away) but I couldn't find a way to fight more knights with swords.
If you are cool with that or you can fix that, which I couldn't then great. Just thought it was something worth mentioning.
Oh....
Well, I doubt Knight will be obsolete anyway since it is a very durable class. Don't underestimate the power of shields.
i think knight are fine like this as lancers are... maybe we could take off ignore height from them and give 5/6jump...
remember guys that knights are supposed to be almost the only class reliable in dodging attacks...
I wasn't sure where to put this but I know all the Brave/Faith changing abilities were removed from the game. Was it discussed how that would affect rare items found using Move-Find Item?
I just remember that even with 10 bravery you still weren't guaranteed to get the rare item. If you guys haven't discussed it I guess the best solution would be just to make only the rare item available though Move-Find Item.
No kidding. If I am looking for a rare item and I get the not rare item, all that I'm going to do is keep resetting until I get the one I want.
So yeah, let's get rid of all the crappy finds. Screw the guys with low brave, they will just have to deal with it.
How would you go about changing this? I'd like to do it too.
Oh yea, I don't think we've found that bit yet.
Do you mean that you can't change the move find items? Because if you can, all you have to do is set both the rare and the common to the same item. If not that you could always find another way to get them with only the ability to get a maximum of 1, like having to steal from a story battle for example.
On the subject of brave. Are you gona change the attack formulas that use brave. I mean before if you had a charater with a bad brave you wanted to make a monk you could just change the brave. Otherwise you will have to get a new character if you decide to wizard into a monk. Not only that but you might as well get ride of brave some how, because if you don't have to worry about move-find items there is no reason to keep around a low brave character.
Low brave is more of a inherent downside on special characters.
And I think the problem is we just don't know where the information for changing the move-find item stuff is.
Found that like... more than a month ago. I posted it in on of the last pages of the map topic as the treasures/trap locations are directly linked to the maps.
well that's good. nvm then, we can do it.
I would suggest adding Dispel Magic to the Red Mage skillset. Dispel being able to cure the status effects Esuna can't (Slow, Stop, etc), it could become a very important spell, IMO.
interesting idea
Dispel Magic is an Oracle skill used to remove positive status effects from enemies. It would be best to make a new skill altogether for that purpose. Maybe name it Deathspell and make Deathspell2 remove ALL negative status effects?
In the Final Fantasy titles, Dispel has always been a spell that cures Slow and Stop too. In FFX, you can even cast Dispel on your characters to cure Magic Break, Power Break, Armor Break and Mind Break.
It always bothered me that Dispel Magic wouldn't cure Stop, in FFT.
Not to mention that 'deathspell' is probably the most retarded translation I've read. . . unless you're going for comedy.