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Final Fantasy Tactics V1.3

Started by Archael, May 01, 2008, 07:27:46 pm

Archael

May 01, 2008, 07:27:46 pm Last Edit: May 01, 2008, 09:36:43 pm by Archael
NOTE: THE GAMEFAQS VERSION OF THIS THREAD IS HERE:
http://boards.gamefaqs.com/gfaqs/genmes ... c=42891991

However this one is the official one.

Hi guys!
I have been a little busy with class and recording WOTG vids but here it is as promised.

- Philsov provided a small patchlist of the things he changed from V1.0 Vanilla FFT to his V1.2 FFT, however, that patchlist was very broad and general. Here I will provide a patchlist I wrote myself by comparing the two versions with FFTPatcher, so you can see >>EVERYTHING<< he changed for yourself, and provide feedback and tell the community if you agree with it or not.

- Please tell me which of Philsov's changes you agree / disagree with for FFT V1.3 and why. Also please remember that the GOAL of FFT V1.3 remains the same:

1) Create a more BALANCED, FUN, and CHALLENGING FFT experience.
2) Stay as close as posible to the original, so it can be a legitimate FFT experience.
3) Give every item and job a reason to be used.
4) This means NO huge changes, NO godlike jobs, and no 200 PA "Jimmy's Sword of Destruction" items.

- Now, on to the patchlist!




Voldemort7 PATCHLIST.
ALL Changes from Original FFT 1.0  to Philsov's FFT V1.2: DISCUSS.

I. PLAYABLE JOB ABILITY STATS:
<-- It seems Philsov set out to make it easier to learn abilities and master jobs both for the player and the AI. This makes the game slightly less of a grindfest.

A. Priest:
1) Cure 3 JP Cost 400 to 350
2) Cure 4 JP Cost 700 to 550
3) Raise JP Cost 180 to 150
4) Raise 2 JP Cost 500 to 420
5) Reraise JP Cost 650 to 800
6) Regen JP Cost 300 to 250
7) Protect MA + X Formula's X Boosted from 120 to 240
8) Shell 2 JP Cost 500 to 400, MP Cost from 20 to 24, and X in formula from 120 to 240
9) Wall JP Cost 380 to 300, MP 24 to 12, and X in formula 140 to 200

B. Wizard:
1) Holy CT increased from 6 to 8. Y Damage lowered from 50 to 38.
2) Fire 1, 2 , 3 and 4 had their  Y formula damage lowered, JP cost reduced.
3) Bolt 1, 2 , 3 and 4 had damage lowered, JP cost reduced.
4) Ice 1, 2, 3 and 4 had damage lowered, JP cost reduced.
5) The above spells had their CT times lowered.
6) Poison success X in formla increased.
7) Frog JP Cost 500 to 400.
8) Death JP Cost 600 to 500, X in sucess formula SLIGHTLY increased by 10.
9) Flare JP Cost lowered from 900 to 650, Mp Cost from 60 to 42, Y decreased from 46 to 42.

C. Time Mage:
1) Haste JP cost down from 100 to 80.
2) Haste 2 JP cost down from 550 to 500.
3) Slow removed from Math Skill
4) Slow 2 JP cost down from 520 to 500
5) Stop JP cost down from 330 to 300
6) Don't Move Jp cost down from 100 to 80
7) Float JP cost down from 200 to 150, X in success formula increased from 140 to 160
8) Reflect JP down from 300 to 250
9) Quick is now usable by the AI - CAN'T BE COUNTER-MAGICKED
10) Demi Jp cost down from 250 to 200, CT up from 6 to 5
11) Demi 2 JP down from 550 to 450, CT sped up from 9 to 7, MP cost down from 50 to 40. X in success & formula increased from 120 to 130.
12) Meteor Jp cost down from 1500 to 1200 CT decreased from 13 to 15.

D. Oracle:
1) Blind JP cost reduced from 100 to 80.
2) Life Drain JP cost reduced from 350 to 300, CT reduced from 2 to 4, MP cost up from 16 to 20, X in sucess % formula down from 160 to 140.
3) Pray Faith - AI now uses it on Allies
4) Doubt Faith - AI now uses it on Enemies
5) Zombie - X in success % formula increased from 100 to 140
6) Blind Rage - AI now uses it on enemies. Removed from Math Skill.
7) Foxbird - Removed from Math Skill.
8) Dispel Magic JP cost reduced from 700 to 500.
9) Paralyze success X in formula decreased from 185 to 170.

E. Summoner:
1) Moogle JP cost reduced from 110 to 80. MP cost up from 8 to 10.
2) Shiva JP cost down from 200 to 180, CT up from 4 to 6, MP cost up from 24 to 30. Y in Damage formula decreased from 24 to 20.
3) Ramuh JP cost decreased from 200 to 180 CT up from 4 to 6, MP cost up from 24 to 30, Y in Damage formula decreased from 24 to 20.
4) Ifrit JP cost decreased from 200 to 180, CT increased from 4 to 6, MP cost up from 24 to 30, Y in damage formula decreased from 24 to 20.
5) Titan JP cost down from 220 to 200, CT up from 5 to 7, MP cost up from 30 to 36, Y in damage formula decreased from 28 to 24.
6) Golem - AI will now use it on allies. MP cost up from 40 to 45.
7) Bahamut JP cost down from 1200 to 1000, CT down from 10 to 9, MP cost up form 60 to 70, Y in damage formula down from 46 to 42.
8) Odin JP cost down from 900 to 750, Effect Area down from 3,3 to 2,2, MP cost up from 50 to 60, Formula completely changed to use Faith, MA, and Target Max HP. This needs looking at because Odin was the only summon that was blockable by shields or mantles.
9) Leviathan JP cost down from 850 to 800, CT down from 9 to 8, MP cost up from 48 to 56, Y in Damage formula down from 38 to 34.
10) Salamander JP cost down from 820 to 800, Effect UP from 2,2 to 3,3. CT down from 9 to 8, MP cost up from 48 to 56, Y in Damage formula down from 38 to 34.
11) Silf JP Cost down from 400 to 350, MP cost up from 26 to 32.
12) Fairy JP Cost down from 400 to 350, CT down from 6 to 4, MP Cost up from 28 to 36.
13) Lich JP decreased from 600 to 500, CT down from 9 to 7, MP cost up from 40 to 50, X in damage formula decreased from 160 to 150.
14) Cyclops CT up from 9 to 10, MP cost up from 62 to 70.
15) Zodiac remains the same. 90% chance to learn, tons of damage.


F. Samurai: *
1) Asura JP cost down from 100 to 80, now has a 25% chance to inflict Don't Move.
2) Koutetsu JP cost down from 180 to 150, now has a 25% chance to add Darkness
3) Bizen Boat JP cost down from 260 to 220, Y in MP Damage formula up from 4 to 6. Now has a 25% chance to add Silence.
4) Murasame JP cost down from 340 to 300. Y in healing down from 12 to 10, Now has a 25% chance to add Shell.
5) Heaven's Cloud JP Cost down from 420 to 350. Keeps 25% chance Slow from V1.0
6) Kiyomori JP cost down from 500 to 450, Y in damage formula up from 0 to 10, now instead of Adding Protect and Shell, it has a chance of adding Protect OR Shell to everyone it hits.
7) Muramasa JP cost down from 580 to 500, Y in damage formula down from 18 to 14. Retains 25% Confusion OR Death sentence from V1.0
8) Kikuichimoji JP Cost down from 660 to 550, Y in damage decreased from 16 to 12. Now has a 25% chance to add Don't Act.
9) Masamune JP cost down from 740 to 600.
10) Chirijiraden JP cost down from 820 to 650.


G. Bard:
1) Angel song CT down from 6 to 5. Reduced Y in formula from 20 to 10. Wtf dude? Bards dont need nerfing Philsov, seriously.
2) Life song CT down from 6 to 5. Y in formula increased from 10 to 20. Heals more now.
3) Cheer song CT down from 8 to 7.
4) Magic Song CT down from 10 to 9.
5) Nameless song CT down from 10 to 9.


H. Dancer:
1) Last Dance X in formula increased from 34 to 50.


I. Monk:
1) Spin Fist JP cost down from 150 to 120. Vertical tolerance up from 0 to 2.
2) Repeating Fist JP Cost down from 300 to 250. Vertical tolerance up from 0 to 2.
3) Wave Fist JP Cost down from 300 to 250.
4) Earth Slash JP Cost down from 600 to 500.
5) Secret Fist JP Cost down from 300 to 250.
6) Stigma Magic JP Cost down from 200 to 150.
7) Chakra JP Cost down from 350 to 300.
8) Revive JP Cost down from 500 to 420. 420!?

J. Thief:
1) Gil Taking: Enemy AI will now use it on you.
2) Steal Heart JP Cost down to 120 from 150.
3) Steal Helmet JP Cost down from 350 to 300.
4) Steal Armor JP cost down from 450 to 400.
5) Steal Shield JP Cost down from 350 to 300.
6) Steal Weapon JP Cost down from 600 to 500.
7) Steal Accessory JP Cost down from 500 to 450.
8) Steal Exp JP Cost down from 250 to 200.

K. Mediator:
1) Persuade succuess % X in formula increased from 30 to 50.
2) Death Sentence JP Cost down from 500 to 400.
3) Mimic Daravon JP Cost up from 300 to 400.

L. Geomancer:
1) ALL Elemental skills got their damage boosted. The Y in each elemental skills damage formula was increased from 2 to 4.

M. Knight:
0) ALL Break skills got the AI HP Flag turned off, which means they shouldn't use them to damage enemies anymore. (IE: Knight would use Break Shield on a wizard to deal HP damage.) However in my WOTG playthrough with V1.2 this still happens, so I guess the un-flag doesn't do anything.
00) >>ALL EQUIPMENT BREAK SKILLS NOW IGNORE EVADE<< This means that their hit % will rise with the user's stats, and if the stats get high enough they WILL get 100% chance to break. Evade from mantles and shields will be IGNORED. Blade Grasp still cancels it though.
1) Head Break JP Cost down from 300 to 250.
2) Armor Break JP Cost down from 400 to 350.
3) Shield Break JP Cost down from 300 to 250, Success %Y in formula down from 55 to 45.
4) Weapon Break JP Cost down from 400 to 350.
5) Magic Break Y success % in formula down from 50 to 45.
6) Speed Break Y success % in formula down from 50 to 45.
7) Power Break ^ success % in formula down from 50 to 45.
8) Mind Break Y success % in formula down from 50 to 45.

N. Squire:
1) Dash now correctly deals random damage and the AI uses it as such. Y in damage formula up from 4 to 5.
2) Ultima Y in damage formula up from 23 to 26. Ultima has a 100% chance to be learned when Ubersquire, Assassin, or any other class that can learn it is hit with it.

O. Dark / Holy Knight / Swordsman: * THESE NEED TO BE LOOKED AT. I think some more MP cost and/or less damage output.
1) Stasis Sword has 8 MP cost.
2) Split Punch has 4 MP cost.
3) Crush Punch has 6 MP cost.
4) Lightning Stab has 10 MP cost. <--------------- This could use a nerf.
5) Holy Explosion has 15 MP cost.
6) Shellbust Stab has 8 MP cost.
7) Blastar Punch has 8 MP cost.
8) HellCry Punch has 8 MP cost. AI will now use it as a damage dealer.
9) icewolf Bite has 8 MP cost. AI will now use it as a damage dealer.
10) Dark Sword has 4 MP cost.
11) Night Sword has 8 MP cost.

P. Hell / Heaven Knight (Rafa & Malak): * <---------------These got buffed.
1) Asura vertical down from 3 to 1, CT down from 4 to 3.
2) Diamond Sword vertical down from 3 to 1CT down from 5 o 4.
3) Hydragon Pit vertical down from 3 to 1, Ct down from 6 to 5.
4) Space Storage vertical down from 3 to 1, CT down from 5 to 4.
5) Sky Demon vertical down from 3 to 1, CT down from 7 to 6.
6) Heaven Thunder vertical down from 3 to 1, CT down from 3 to 2.
7) Heaven Bolt Back range down from 4 to 2, vertical down from 3 to 2, CT down from 3 to 2.
8) Asura Back range down from 4 to 2, vertical down from 3 to 2, CT down from 4 to 3.
9) Diamond Sword Back range down from 4 to 2, vertical down from 3 to 2, CT down from 5 to 4.
10) Hydragon Pit Back range down from 4 to 2, vertical down from 3 to 2, CT down from 6 to 5.
11) Space Storage Back range down from 4 to 2, vertical down from 3 to 2, CT down from 5 to 4.
12) Sky Demon Back Range from 4 to 2, vertical down from 3 to 2, Ct down from 7 to 6.

Q. Engineer (Mustadio):
1) Leg Aim X in % success formla up from 50 to 60.
2) Arm Aim X in formula % success up from 50 to 60.
3) Seal Evil X in % success formula up from 70 to 80.


R. Chemist:
1) Hi-Potion JP Cost down from 200 to 150.
2) X-Potion JP cost down from 300 to 250.
3) Ether JP cost down from 300 to 250.
4) Hi-Ether JP Cost down from 400 to 350.
5) Elixir JP Cost down from 900 to 750.
6) Antidote JP Cost down from 70 to 50.
7) Eye Drop JP Cost down from 80 to 70.
8) Echo Grass JP Cost down from 120 to 100.
9) Maiden's Kiss JP Cost down from 200 to 180.
10) Soft JP Cost down from 250 to 220.
11) Holy Water JP Cost down from 400 to 350.
12) Remedy JP Cost down from 700 to 550.
13) Phoenix Down JP Cost down from 90 to 70.


S. Lancer:
1) LevelJump2 JP Cost down from 150 to 100.
2) Level Jump3 JP Cost down from 300 to 250.
3) Level Jump 4 JP Cost down from 450 to 350.
4) Level Jump 5 JP Cost down from 600 to 500.
5) Vertical Jump 2 JP cost down from 100 to 50.
6) Vertical Jump 3 JP cost down from 200 to 150.
7) Vertical Jump 4 JP cost down from 300 to 250.
8) Vertical Jump 5 JP cost down from 400 to 350.
9) vertical Jump 6 JP cost down from 500 to 450.
- Level Jump 8, vertical jump 7 & 8 remain the same.


T. Archer:
1) Charge +1 JP Cost down from 100 to 80. CT down from 4 to 2.
2) Charge +2 JP Cost down from 150 to 120. CT down from 5 to 3.
3) Charge +3 JP Cost down from 200 to 150. CT down from 6 to 4.
4) Charge +4 JP Cost down from 250 to 200. CT down from 8 to 5.
5) Charge +5 JP Cost down from 300 to 250. CT down from 10 to 6.
6) Charge +7 JP Cost down from 400 to 350. CT down from 14 to 8.
7) Charge +10 JP Cost down from 600 to 500. CT down from 20 to 11.
8) Charge +20 JP Cost down from 1000 to 750. CT down from 35 to 13.

U. Beowulf: <--- holy crap it's the oracle on steroids
1) Blind range down from 4 to 3.
2) Aspel range down from 4 to 3.
3) Drain range down from 4 to 3.
4) Faith range down from 4 to 3.
5) Innocent range down from 4 to 3.
6) Zombie range down from 4 to 3.
7) Silence range down from 4 to 3.
8) Berserk range down from 4 to 3.
9) Chicken! range down from 4 to 3, Y in % success formula lowered from 50 to 35.
10) Confuse range down from 4 to 3.
11) Desprair range down from 4 to 3.
12) Don't Act range down from 4 to 3.
13) Sleep range down from 4 to 3.
14) Break range down from 4 to 3.

V. Reis:
1) Holy Bracelet X in formula down from 4 to 0, Y in formula down form 20 to 15. Formula changed to DAMAGE = MA * Y. Range down from 4 to 2, Effect Area down from 2 to 0, vertical from 3 to 2.

W. Cloud: (Cloud's Limits use the Damage = MA * Y formula)
1) Braver CT reduced from 3 to 2. Y damage up from 12 to 16.
2) Cross Slash CT down from 4 to 2, Y up from 22 to 24.
3) Blade Beam CT down from 5 to 3.
4) Climhazzard CT down from 7 to 4.
5) Meteorian CT down from 10 to 6.
6) Omnislash CT down from 15 to 8
7) Cherry Blossom CT down from 20 to 10.

X. Worker 8:
1) Destroy X in damage formula up from 8 to 10.
2) Compress X in damage formula up from 6 to 8.
3) Dispose X in damage formula up from 4 to 6.
4) Crush X in damage formula up from 4 to 6.



II. JOB STATS:

NOTE: LOWER GROWTH is BETTER. Higher multipliers mean higher values of the base stat when you are in the job. <--- Philsov tried to slightly improve the benefits of spending time in magical classes if you plan to be a caster, and the benefits of spending time in PA classes if you wanna end up as a PA dude. In the end the difference is not that huge, but will punish the player who constantly switches people in and out of magical / melee classes and slightly reward the one who sets roles to his characters.

His method is subtle but it's there. Mime still offers the best in terms of both PA and MA growth, however a straight up calc growth is the best MA and straight up knight growth is the best PA. Straight up thief growth is the best for speed.


A. SQUIRE: GUTS:
1) Lost Gained JP UP.
2) Gains Invitation in chapter 2, 3, and 4.

B. SQUIRE: BASIC SKILL:
1) GAINED JP UP REMOVED FROM THE GAME. Pwned.
2) HP Growth up from 11 to 10.
3) PA Growth up from 60 to 50.
4) Can now equip spears and crossbows.
5) Cannot equip armguards.

C. KNIGHT: BATTLE SKILL Philsov really likes knights.
1) HP Growth up from 10 to 8.
2) HP Multiplier up from 120 to 160.
3) PA Growth up from 40 to 33!
4) PA multiplier down from 120 to 115.
5) MA Groth down from 50 to 55.
6) Can no longer equip robes.
7) Can no longer equip armlets.
8) Now learns COUNTER.

D. ARCHER: Charge
1) HP Growth up from 11 to 10
2) Speed Growth up from 100 to 95
3) Speed Multiplier up from 100 to 110
4) PA Growth up from 45 to 42
5) PA multiplier down from 110 to 107.
6) MA GRowth down from 50 to 60.
7) Jump up from 3 to 4.
8) Can no longer equip armguards

E. MONK: PUNCH ART:
1) Lost Counter.
2) Learns Meatbone Slash.
3) PA Growth up from 48 to 40.
4) PA Multiplier down from 129 to 120.
5) MA Growth down from 50 to 55.
6) No longer equips Armguards.

F. PRIEST: White Magic:
1) MP Growth up from 10 to 9.
2) MA Growth up from 50 to 45.
2.5) MA Multiplir down from 110 to 105.
3) Can now equip Flails.
4) Can no longer equip Armguards.

G. WIZARD: Black Magic:
1) MP Growth up from 9 to 8.
2) MA Growth up from 50 to 40.
3) MA Multiplier down from 150 to 130.
4) Can no longer equip arrmguards.

H. TIME MAGE:
1) MP Growth up from 10 to 9.
2) MA Growth up from 50 to 42.
3) MA Multiplier down from 130 to 125.
4) Can no longer equip armguards.

I. SUMMONER: SUMMON MAGIC:
1) MP Growth up from 8 to 7.
2) MP Multiplier up from 125 to 135.
3) MA Growth up from 50 to 42.
4) MA Multiplier down from 125 to 120.
5) Can no longer equip Armguards.

J. THIEF: STEAL:
1) HP Growth up from 11 to 10.
2) Speed Growth up from 90 to 80. Highest in the entire patch ATM.
3) Speed multiplier up from 110 to 115.
4) PA Growth up from 50 to 47.
5) MA Growth down from 60 to 55.
6) Now has Innate: Concentrate
7) Can now equip Ninja Blades.
8) Can no longer equip Armguards.

K. MEDIATOR: TALK SKILL:
1) MA Multiplier up from 75 to 85.
2) MA Multiplier up from 75 to 85.
3) Can no longer equip armguards.

L. ORACLE: YING YANG MAGIC:
1) MP Growth up from 10 to 9.
2) MA Growth up from 50 to 45.
3) MA Multiplier up from 120 to 115.
4) Can no longer equip armguards.

M. GEOMANCER: ELEMENTAL:
1) PA Growth up from 45 to 43.
2) Now has Innate: Move on Lava
3) Can no longer equip Armguards.

N. LANCER: JUMP:
1) HP Growth up from 10 to 9.
2) HP Multiplier down from 120 to 100.
3) Speed Growth up from 100 to 95.
4) Speed Multiplier up from 110 to 100.
5) PA Multiplier down from 120 to 110.
6) MA Growth down from 50 to 60.
7) Can no longer equip robes.
8) Can no longer equip armlets.

O. SAMURAI: DRAW OUT:
1) HP growth up from 12 to 10.
2) PA Growth up from 45 to 41.
3) MA Multiplier up from 90 to 110.
4) Now has Innate: Two Hands.
5) Can no longer equip armlets.
6) Lost Meatbone Slash.

P. NINJA: THROW:
1) Speed Growth down from 80 to 85.
2) PA Growth up from 43 to 41.
3) PA Multiplier down from 122 to 105.
4) Can no longer equip knives.
5) Can no longer equip armguards.
6) Now has CURE instead of SHURIKEN. <--------------- Obviously this needs fix lol.

Q. CALCULATOR: MATH SKILL: <-------------------- Hmmz.
1) HP Multiplier up from 65 to 85.
2) MP Multiplier up from 80 to 115.
3) Speed Multiplier up from 50 to 100.
4) PA Growth up from 70 to 50.
5) PA Multiplier up from 50 to 90.
6) MA Growth up from 50 to 35. <--------------------- Highest MA Growth in game ATM.
7) MA Multiplier up from 70 to 125.
8) Innate: Half of MP
9) Innate: Short Charge
10) Innate: Magic Def. UP
11) Can now equip Swords.
12) Can now equip Rods.
13) Can now equip Flails.
14) Can no longer equip armguards.
15) LOST ALL CALCULATE SKILLS.
16) Now has Cure, Protect, Shell, Fire, Ice, Bolt, Stop, Blind. <---- Please check.

R. BARD: SING:
1) HP Growth up from 20 to 14.
2) HP Multiplier up from 55 to 60.
3) MP Growth up 20 to 15.
4) PA Multiplier up from 30 to 50.
5) Can now equip robes.
6) Can no longer equip armguards.

S. DANCER: DANCE:
1) HP Growth up from 20 to 14.
2) MP Growth up from 2o to 15.
3) Can no longer equip armguards.

T. MIME:
1) HP Multiplier up from 140 to 180.
2) MP Growth down up  30 from 15.
3) Can now equip shoes.
4) Can now equip armguards.
5) Can now equip rings.
6) Can now equip armlets.
7) Can now equip Cloaks.



III. ITEM STATS:


A. KNIVES / NINJA KNIVES:
1) Main Gauche dmg up from 6 to 7. Now inflicts poison.
2) Orichalcum now has +1 speed. Dmg up rom 7 to 8.
3) Assassin Dagger dmg up from 7 to 8.
4) Air Knife now has +1 speed.
5) Zorlin Shape now available in chapter 4 shops.
6) Hidden knide now available in chapter 2. Dmg down from 8 to 7.
7) Ninja Knife dmg down form 9 to 8.
8) Short Edge dmg down from 10 to 9.
9) Ninja Edge dmg down from 12 to 10.
10) Spell Edge dmg down from 13 to 11.
11) Sasuke Knife dmg down from 14 to 13.
12) Iga Knife dmg down from 15 to 14.
13) Koga Knife dmg is down from 15 to 14.




B. SWORDS:
1) Broad Sword EV up from 5 to 10.
2) Long Sword EV up from 10 to 15.
3) Iron Sword EV up from 5 to 10.
4) Mythril Sword EV up from 8 to 13.
5) Blood Sword dmg up from8 8 to 9. EV up from 10 to 15.
6) Coral Sword palette changed. It looks yellow/golden now, like a real lightning sword. EV up from 5 to 15.
7) Ancient Sword palette changed. Graphic changed. Enemy level up from 21 to 35. Available in chapter 3 AFTER velis, not before. Dmg up from 9 to 11. EV up from 5 to 15.
8) Sleep Sword available in Chater 3 start now. EV up from 5 to 15.
9) Platinum Sword EV up from 10 to 20.
10) Diamond Sword EV up from 10 to 20. Available in chapter 3 after zalmo.
11) ice brand EV up from 10 to 20.
12) Rune Blade EV up from 15 to 25.
13) Nagrarock EV remains at 50 lul.



C. KNIGHT SWORDS:
1) Defender Available in shops chapter 4 start.<------ I tested this and it's not working properly.


D. AXES:         <----------------------- STILL NEEDS WORK.
1) Battle Axe not forced 2 hands anymore. Wind elemental.
2) Giant Axe now Wind elemental (???). Inflicts nothing. Can be 1 handed.
3) Slasher now Wind elemental (more ???). Inflicts nothing. Can be 1 handed.


E. RODS:
1) Dragon Rod now absorbs ALL ELEMENTS. <----------------- Please check, this one surprised me in WOTG.



F. STAFF:
1) Healing Staff dmg up from 4 to 8. Now casts Protect and Shell on hit.


G. FLAILS:
1) Flail Is now wind elemental. No longer 2 hands. Inflicts confusion.
2) Flame Whip is now wind elemental. No longer 2 hands. Inflicts Slow.
3) Morning Star is now wind elemental. No longer 2 hands. Has random chance of adding Confuse or Berserk.
4) Scorpion Tail is now wind elemental. No longer 2 hands.


H. CROSSBOWS:
1) Bow Gun dmg up from 3 to 4.
2) Night Killer dmg up from 3 to 5.
3) Cross Bow dmg up from 4 to 6.
4) Poison Bow dmg up from 4 to 7.
5) Hunting bow dmg up from 6 to 8.
6) Gastrafitis dmg up from 10 to 12.


I. BOWS:
1) Perseus Bow dmg up from 16 to 18.


J. SHURIKENS:
1) Magic Shuriken dmg up from 7 to 9.
2) Yaguy Darkness dmg up from 10 to 12.


K. SHIELDS:
1) Bronze Shield now has 5 M EV.
2) Round Shield now has 5 M EV.
3) Mythril Shield now has 10 M EV.
4) Gold Shield now has 5 M EV.
5) Ice Shield now has 5 M EV.
6) Flame Shield now has 5 M EV.
7) Aegis Shield P EV up from 10 to 14.
8) Diamond Shield now has 20 M EV up from 15.
9) Platina Shield M EV up form 10 to 15.
10) Crystal Shield M EV up from 15 to 20.
11) Genji Shield now has +1 MA. Now has 10 M EV instead of Zero.
12) Kaiser Plate M EV up from 20 to 25.
13) Venetian Shield M EV up from 25 to 30.



L. HELMETS:
1) Leather helmet HP up from 10 to 20
2) Bronze Helmet HP up from 20 to 30.
3) Iron Helmet HP up from 30 to 45.
4) Baruba HP up from 40 to 55. Now has 10 MP.
5) Mythril Helmet HP up from 50 to 65. Now has +1 PA.
6) Gold Helmet HP up from 60 to 80.
7) Cross Helmet HP up from 70 to 90. Now has 15 MP.
8) Diamond Helmet HP up from 80 to 100.
9) Platina Helmet HP up from 90 to 110. Now has +1 MA.
10) Circlet HP up from 100 to 130.
11) Crystal Helmet HP up from 110 to 150. Now has +1 PA.
12) Genji Helmet HP up from 150 to 170.  Now has +1 MA.
13) Grand Helmet HP up from 170 to 190.



M. ARMORS:
1) Leather Armor HP up from 10 to 20.
2) Linen Cuirass HP up from 20 to 30.
3) Bronze Armor HP up from 30 to 40.
4) Chain Mail HP up from 40 to 55.
5) Mythril Armor HP up from 50 to 65.
6) Plate Mail HP up from 60 to 80.
7) Gold Armor HP up from 70 to 90.
8) Diamond Armor HP up from 80 to 100. Now has +1 PA.
9) Platina Armor HP up from 90 to 110.
10) Carabini Mail HP up from 100 to 125.
11) Crystal Mail HP up from 110 to 160. Now Cancels: Sleep & Death Sentence.
12) Genji Armor HP up from 150 to 180.
13) Reflect Mail HP up from 130 to 140.
14) Maximilliam HP up from 200 to 240. Now Cancels: Don't Act & Don't Move.



N. CLOTHES:
1) Leather Outfit HP up from 10 to 12.
2) Leather Vest HP up from 18 to 20.  
3) Chain Vest HP up from 24 to 27.
4) Mythril VEST HP up from 30 to 34.
5) Adaman Vest HP up from 36 to 40.
6) Wizard Outfit HP up from 42 to 50.
7) Brigandine HP up from 50 to 55.
8) Judo Outfit HP up from 60 to 70.
9) Power Sleeve HP up from 70 to 80.
10) Black Costume HP from 100 to 115.
11) Earth Clothes HP up from 85 to 100.


O. MANTLES:
1) Small Mantle EV and M EV down from 10/10 to 5/5.
2) Leather mantle EV down from 15/15 to 10/10.
3) Wizard Mantle EV down from 18/18 to 13/13.
4) Elf Mantle EV down from 25/25 to 18/18.
5) Dracula Mantle EV down from 28/28 to 22/22.
6) Feather Mantle EV down from 40/30 to 25/20.


P. PERFUMES: <----- yay!!!
1) Chantage no longer has Permanent: Reraise. Now has Starting Status: Reraise.


Q. RINGS:   <--------------- Hooray for philsov!
1) Angel ring no longer has Permanent: Reraise. Now has Starting Status: Reraise.

kenj_083

May 01, 2008, 07:42:14 pm #1 Last Edit: December 31, 1969, 07:00:00 pm by kenj_083
Hmm...I don't think angel ring had permanent reraise at all.
That's great, though.

Archael

May 01, 2008, 07:45:49 pm #2 Last Edit: December 31, 1969, 07:00:00 pm by Archael
Whoops.

:)

Bastard Poetry

May 01, 2008, 08:29:28 pm #3 Last Edit: December 31, 1969, 07:00:00 pm by Bastard Poetry
Well, actually, philsov's 1.2 DID accidentally give Angel Ring permanent reraise.

I believe that was one of the things fixed by the time you started your WotGC, Voldemort.
Final Fantasy Tactics - Thief SSCC:

http://www.youtube.com/playlist?list=PL73FB72C01D917FD6&feature=viewall

(Fully recorded LP; successes, failures, and most things inbetween)

Archael

May 01, 2008, 09:19:37 pm #4 Last Edit: December 31, 1969, 07:00:00 pm by Archael
Thank for the info bastard. <--- I'm not editing this, BTW.

Either way it's something that shouldn't be in there IMHO.

BlackMageShin

May 02, 2008, 07:37:46 pm #5 Last Edit: December 31, 1969, 07:00:00 pm by BlackMageShin
Holy is a white magic.

Literally.

Archael

May 02, 2008, 10:22:07 pm #6 Last Edit: December 31, 1969, 07:00:00 pm by Archael
Asmo and me were talking about MP Switch > Move MP UP.

Right now it's very broken. What do you guys think about removing Move MP UP?

If you want to use MP Switch strategies, you can always use Item to heal MP instead of HP. It works the same, except you must spend a turn healing that MP instead of getting it for free.

This will keep MP Switch useful without allowing it to be full proof.

Also, I don't think MP SWITCH > MOVE MP UP strategy is really absolutely necessary for any of the encounters in the game.

Lydyn

May 02, 2008, 10:25:01 pm #7 Last Edit: December 31, 1969, 07:00:00 pm by Lydyn
1) Create a more BALANCED, FUN, and CHALLENGING FFT experience.

My suggestion? Edit all the monsters, bosses, and ENTD files as well ... at least depending on how challenging you want it. I seriously consider (with or without this patch) most of the enemies to be inheratly (sp) too easy for my tastes. I even went as far as giving a lot of enemy humans the same cheap tricks you can use yourself, like knights with two swords for example.

Up to you though.

Oh, and .. um .. I don't know what to say about the MP Switch <-> Move MP-Up. I've never used that trick.

Archael

May 03, 2008, 03:25:08 am #8 Last Edit: December 31, 1969, 07:00:00 pm by Archael
MP Switch --> Move MP UP is the cheapest trick of them all.

Fiska

May 03, 2008, 03:30:41 am #9 Last Edit: December 31, 1969, 07:00:00 pm by Fiska
I'd say remove Move MP Up. Nobody uses it for its legitimate purpose.

VincentCraven

May 03, 2008, 07:29:58 am #10 Last Edit: December 31, 1969, 07:00:00 pm by VincentCraven
Quote from: "Voldemort7"Thank for the info bastard. <--- I'm not editing this, BTW.

Either way it's something that shouldn't be in there IMHO.

So who IS editing this?

And if you think MP Switch:Move MP Up is too good, I'd say get rid of Move MP Up too.
I changed jobs and that has made all the difference.

ultimate_kensuke

May 03, 2008, 11:12:26 am #11 Last Edit: December 31, 1969, 07:00:00 pm by ultimate_kensuke
I say math skill should be changed into deminshun magicks put together with ja magic.

townknave

May 03, 2008, 02:35:17 pm #12 Last Edit: December 31, 1969, 07:00:00 pm by townknave
I think the idea that we need to get rid of stuff like move-MP up is misguided-  it's not that uber unless you're in a duel, which happens exactly 1 time in FFT

The way to deal with that stuff is by giving it to the enemies.  I think one or more Zodiacs should have the combo.

Balancing this game can only go so far unless we edit the ENDT's.  The cpu jobs are just so poorly equipped, and have such poor ability selection.  Even if you give them every ability learned, you still mostly fight stuff like:

Knight
Basic Skill
Finger Guard
Equip Sword
Move-Find Item

Not exactly an overpowering setup.  Many of the abilities in this game cannot be used by, or have no application to, the AI.  Balancing FFT can only go so far unless we edit the ENTD to give the enemies strong (not gimmicky, but well rounded) setups in terms of skills and equips.

I posted the following on the GFAQs board, but I'm reproducing it here for completeness:

Random ideas:

Give Malak ninja blades, not swords... too many sword users around already, and Malak is supposed to be an assassin.

60% of the enemies are Knights and Archers, probably the two worst normal classes. This is the main thing standing between FFT and a reasonably hard game.

I'm concerned that some of these changes will actually make Knights WORSE than they were before. Nerfing Knight Sword WP is good for reducing the unreasonably high damage of sword skillers, but regular Knights will be simply pathetic with them if you don't change their horrible, horrible formula. If you are going to make Knight Swords worse, you must give them the normal sword formula so that the 55 brave enemy knights that will be wielding them can at least do more damage than they would with a diamond sword.

Knights are a class that no player will ever use for more than a few battles, owing to the fact that specials completely dominate them. More PA growth and HP is nice, but PA and HP has never been the Knight's problem. It has always been mobility and range. Knights will take longer to take out, but they will still pose pretty much no threat because they'll very rarely be in range to do anything. In short, Knights need an assload of help before they can be any sort of viable opposition. Really, an assload. I love the unevadable breaks but that's just a good start. Hence, I suggest the following for them:

-4 Move
-Innate Defend (should be standard on all knight type classes, I think). This can give them a reasonable shot at dodging even magic with Diamond Shield or better.

AND/OR

-Split Punch (with MP cost). That's right, I advocate giving Knights the worst sword skill... so that a master knight has taken the first baby step towards developing into a special knight. This skill adds nothing to Holy Sword that other skills don't, so Holy Knights won't miss it. Without robes they'll only have MP to use it a few times, but at least you might potentially see an enemy knight as a threat at some point.

If Knight seem too good after this, ask yourself: In what way that matters are they better than Monks? Monks have higher potential damage, range, multi targeting, better equips, costless healing, COSTLESS MP restoration (!), costless, instant revival with high success rate, status healing, the kitchen sink, etc. When you compare the crap that is Knights with the great stuff that the good classes can do, it's evident they need a lot of help.

Archers, like Knights, need lots of help, but I think the changes suggested already are pretty good. I would suggest they need 4 Jump though, and maybe a little more range on crossbows so you might actually use one someday. I like Tactics Ogre's approach on this- xbows have 1 more range than bows, but are linear and don't benefit from height.

Now that we are bringing the armors into balance, there shouldn't be any reason for people like Agrias and Orly to go running around in clothes. Wearing all armors should be limited only to Squire, as a way to make them special.

Oh, and wind elemental axes = fail... why not just boost up their WP and make them unthrowable? That could make them an awesome weapon for battle skill, which makes a lot of sense (i'm in favor of knights being able to use axes). Another good solution might be to just change their formula to the current Knight Sword/katana formula, which would eliminate the random damage while not making them too powerful.

Of course, the real changes that need to be made are with the ENTD files that define enemy battle formations. It's sad that the enemy is limited to up to 4 different classes in a battle, but surely we can come up with more interesting combos than Knight + Archer + X + Y, and we might see some classes actually used by the AI for once.


---
Cheers,
Town Knave

Archael

May 03, 2008, 03:45:40 pm #13 Last Edit: December 31, 1969, 07:00:00 pm by Archael
I will look at the ENTD changes. ENTD edits can be patched through just the SCUS, right? or does another file need patching?

Also, I like the idea of giving knights their own ranged WP - based skill. This alleviate their problems GREATLY, and they won't need 4 move to do it.

Any ideas?

Lydyn

May 03, 2008, 04:03:29 pm #14 Last Edit: December 31, 1969, 07:00:00 pm by Lydyn
Quote from: "Lydyn's Collection of Guides"Also be sure to note that the ENTD section of the patcher requires special attention. It's the event editor that allows you to change levels, sprites, job classes, and equipment among other things for either cut-scenes (not usually named) or battles. After you're satisfied with the edits, you select "Generate ENTD Files" and select a folder (I created mine own here) in which the ENTD files will be saved in. Then open up CD Mage and open the Battle Folder within the image file and find "ENTD1.ENT," "ENTD2.ENT," "ENTD3.ENT," and "ENTD4.ENT" and import the new ones you had just saved - just like the SCUS_942.21 file.

As for the Knight, I found that Innate Defense UP works really well, making them only really weak to magic users. It's up to you though, but giving them a Sword Skill ... almost makes you wonder why you'd want to use a spear on a Lancer when you can just equip sword. Unless you're making all the classes avaliable from the start, you have to remember there is a progression here, afterall ... Lancer should be better in the long run. That's my opinion.

Also not to mention a combo of putting Chakra on either a knight or another class with equip sword. Gives you infinite Split Punch at the cost of a single turn every so often. This also doesn't fit in line with number two;

    " 2) Stay as close as posible to the original, so it can be a legitimate FFT experience. "

I'd rather vote for more move and jump even in that case and the ability to equip other weapons maybe... like katanas? Doesn't take a lot away from Samurais since their "thing" is Draw Out anyways, and letting knights use the katana as a weapon isn't going to hurt much.

Archael

May 03, 2008, 04:07:02 pm #15 Last Edit: December 31, 1969, 07:00:00 pm by Archael
Lancer will be able to jump from like 8 range, their skill will have the range of stasis sword, max.

Also giving them katanas won't hurt, but it won't help them AT ALL either. They will keep swords, K swords, and axes.

Also you might be right about just giving them 4 move and something else instead of another A-Ability.

Archael

May 03, 2008, 04:08:01 pm #16 Last Edit: December 31, 1969, 07:00:00 pm by Archael
Innate Defend is also a very good idea. Defend is very very under-used.

Lydyn

May 03, 2008, 04:11:37 pm #17 Last Edit: December 31, 1969, 07:00:00 pm by Lydyn
Quote from: "Voldemort7"Lancer will be able to jump from like 8 range, their skill will have the range of stasis sword, max.

Also giving them katanas won't hurt, but it won't help them AT ALL either. They will keep swords, K swords, and axes.

Also you might be right about just giving them 4 move and something else instead of another A-Ability.

I don't get the first part there. What skill does Lancer have that has the range of Stasis Sword? It's 2 Range, Effect 1 (as in, the target square and 1 square out). And Katanas can if the Knight is using Weapon Guard. Katanas have higher end Weapon Evade. Might not be a lot, but it is something... probably more useful in Chapter 1-2 I'd assume, unless you're giving knights and other classes skills such as Two Swords that early... >.<

Archael

May 03, 2008, 04:20:49 pm #18 Last Edit: December 31, 1969, 07:00:00 pm by Archael
I'm sorry, my wording was off.

I meant that giving Knights a ranged sword skill wouldn't make it THAT strong since it will only have the range of stasis sword (3 panels) max, and be single target.

Compared to a Lancer's Jump which can reach 8 panel range, and be just as powerful. The knight's woud-be attack would use weapon power and nothing more, it's not going to scale beyond that much. IF we put it in, this is all highly tentative.

Also about the W EV %'s we plan to give all knight swords (except defender) + W EV. Evading won't be a problem for knights, as they can already equip shields and mantles.

No need for them to equip katanas, really. Leave the katana to the samurai and the spear for the lancers.

Lydyn

May 03, 2008, 04:28:30 pm #19 Last Edit: December 31, 1969, 07:00:00 pm by Lydyn
I see what you mean now. I'm still standing by the point that giving a knight a sword skill sort of starts to stray away from the original game though ... and since that's your goal here, I still strongly suggest to do something else like the 4 move and innate Defend or something.

It was originally intended only that special knight classes get sword skills and taking that away just makes it feel less like the original. I did it in my patch, but the goal of my patch wasn't to stay to the original... ;)