A few more thoughts:
Reduce Carbuncle's MP cost from 5 to 0: From my observations, the AI prioritizes most other actions over Carbuncle, even if those actions reduce its MP below 5. In this event, Carbuncle cannot perform the task it was assigned to do. To accommodate this stupidity, I recommend that Carbuncle's MP cost be removed. This will have the added benefit of becoming the only way mages can self-recover from being nuked by Bizen Boat, which will make Summon Magic more attractive.
Redesign headbands? Echoing The Damned's sentiments, what I currently see is a super-awesome headband (Chakra) and two normal ones (Focus and Choice).
Currently:
Regardless of how far these headbands are redesigned, could we at least add few status immunities -- particularly ones benefit mages, such as Silence and Berserk -- to Focus Band and remove these immunities from Chakra Band where appropriate? We can reduce Focus Band's HP to compensate.
Buff Fairy in some way: In most cases, the +33% HP revival of Fairy is not enough to keep the resurrected units from dying again to a single blow. Furthermore, in teams that rely on Fairy for resurrection , and especially on large maps where units are spread out, Fairy will often be cast on a single fallen unit, so the skill's 1 AoE is seldom utilized. In such cases, Fairy is about as useful as a very expensive Phoenix Down. It heals for less than Raise, but costs +100 JP and +10 MP and has -25% accuracy.
I think increasing the heal to 50% would be more than enough to make Fairy, as well as Summon Magic as a whole, an effective method for damage control. I do not expect this buff to overshadow Raise and White Magic, especially if Protect, Shell, or Regen are buffed as well.
Also, some bug checks:
Sinkhole: This skill seems to heal the undead. Does it share a property with Blood Sword?
Break skills and Two Swords: When Shield Break succeeds on the first hit, the second hit becomes a physical attack. Conversely, when the other break skills succeed on the first hit, the second hit displays "Break" once more. Which function is intended?
Reduce Carbuncle's MP cost from 5 to 0: From my observations, the AI prioritizes most other actions over Carbuncle, even if those actions reduce its MP below 5. In this event, Carbuncle cannot perform the task it was assigned to do. To accommodate this stupidity, I recommend that Carbuncle's MP cost be removed. This will have the added benefit of becoming the only way mages can self-recover from being nuked by Bizen Boat, which will make Summon Magic more attractive.
Redesign headbands? Echoing The Damned's sentiments, what I currently see is a super-awesome headband (Chakra) and two normal ones (Focus and Choice).
Currently:
- Chakra Band provides the status resistance of a full suit of armor, turning monks into anti-Mediator and anti-Oracle wrecking machines, and is a natural choice on monk builds of all kinds.
- Choice Band could work on specialized teams that emphasize winning battles quickly with a first strike, but in most cases, Haste is supplied and sustained in other ways.
- Focus Band gives +80 MP, so it allows Monks to be used as mages. However, to be used so, the monk requires high Faith and becomes vulnerable to status magic, which makes Chakra Band more attractive.
Regardless of how far these headbands are redesigned, could we at least add few status immunities -- particularly ones benefit mages, such as Silence and Berserk -- to Focus Band and remove these immunities from Chakra Band where appropriate? We can reduce Focus Band's HP to compensate.
Buff Fairy in some way: In most cases, the +33% HP revival of Fairy is not enough to keep the resurrected units from dying again to a single blow. Furthermore, in teams that rely on Fairy for resurrection , and especially on large maps where units are spread out, Fairy will often be cast on a single fallen unit, so the skill's 1 AoE is seldom utilized. In such cases, Fairy is about as useful as a very expensive Phoenix Down. It heals for less than Raise, but costs +100 JP and +10 MP and has -25% accuracy.
I think increasing the heal to 50% would be more than enough to make Fairy, as well as Summon Magic as a whole, an effective method for damage control. I do not expect this buff to overshadow Raise and White Magic, especially if Protect, Shell, or Regen are buffed as well.
Also, some bug checks:
Sinkhole: This skill seems to heal the undead. Does it share a property with Blood Sword?
Break skills and Two Swords: When Shield Break succeeds on the first hit, the second hit becomes a physical attack. Conversely, when the other break skills succeed on the first hit, the second hit displays "Break" once more. Which function is intended?