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FFT Arena Balance Discussion Thread

Started by silentkaster, August 08, 2016, 03:57:10 pm

dw6561

I agree, +1 SP would make Excalibur a great weapon to use. It doesn't need the elemental strengthen, especially if grand cross gets the boot.
  • Modding version: PSX
This is FF Tactics. All the Tactics you can ever have, all in one byte.

CupOfOrangeJuice

Hey this might be a typo. But under "hawks eye" in the master guide it doesn't apply poison anymore and doesn't seem to do anything more than a standard attack that costs MP.

Heroebal

yeah there have been some adjustments. Hawks'eye in it's current state is unavoidable (sans projectile guard) two swordable, no ct, and can be boosted via elemental stuff. The (weapon attack) means you can pretty much use whatever weapon you want for it as will go by that weapon's formula and is not effected via brave status.

Poison is also more potent in it's current state as it also depletes both HP & MP and is no longer over written by regen. Your units have to actually cure it or be immune to poison. 

Gaignun

How does that even work, by the way?

Do units affected by both Poison and Regen lose and recover the same amount of HP and MP at the end of their turn? In that event, do they lose or recover the HP and MP first?

Similarly, since Haste now no longer overwrites Slow, can units be affected by both Haste and Slow at the same time, and in that event do the effects of Haste and Slow combine to leave the affected unit's SP at its base value?

Heroebal

Quote from: Gaignun on July 04, 2017, 12:40:09 am
How does that even work, by the way?

Do units affected by both Poison and Regen lose and recover the same amount of HP and MP at the end of their turn? In that event, do they lose or recover the HP and MP first?

Similarly, since Haste now no longer overwrites Slow, can units be affected by both Haste and Slow at the same time, and in that event do the effects of Haste and Slow combine to leave the affected unit's SP at its base value?


I don't know the exact coding intricacies DW, Doku, or someone similar would have the better details.

But from my understanding is that they're not active at the same time. If a units has regen/haste & gets hit with poison/slow their status gets overwritten to become poison/slow & no longer regen/haste.  While Regen/Haste can no longer overwrite poison/slow for the reverse.

For example if a units gets hit with poison and then uses "nurse" that unit will only get the healing/defending part of nurse while regen doesn't activate.  Poison/Slow will overwrite Regen/Haste but not vice versa. 

I think it was partly done to avoid endless loops with units trading those abilities back&forth.

Gaignun

Thank you for the prompt response, Heroebal.

If that is the case, then Poison/Slow effectively disables Regen/Haste.  That's pretty powerful.

dw6561

We did that because there wasn't proper counterplay involved. It was quite frankly getting annoying to be FORCED to use a team with either haste or slow or else you're screwed for example. I was getting tired of the haste/slow wars and poison literally only being useful as a turn-waster. Also, regen has been proven to be used extremely well on teams with high HP totals, or just in general because it's basically a free move-HP Up that doesn't require movement.
  • Modding version: PSX
This is FF Tactics. All the Tactics you can ever have, all in one byte.

Gaignun

What counterplay are we expecting? For example, the AI will still spam Slow, and teams will still spend a turn healing it. However, those teams with haste will now spend two: One to heal slow, and another to reapply haste.  When faced against slow, the recommended counterstrategies now seem to become either running slow immunity as before, or dropping all haste spells to prevent yourself from running turn deficits.  The most substantive change to the metagame is therefore a buff to slow and a nerf to haste.  (I'm not complaining; I'm just curious about this patch.)

White Knight Wiegraf

September 18, 2017, 07:10:34 pm #128 Last Edit: September 21, 2017, 08:10:27 pm by White Knight Wiegraf
Here are the planned changes for 142.

• Absorb has been removed from weapons and clothes (except for Chameleon Robe, now known as Reaper's Robe). All absorb accessories (except for Cursed Ring) have a small evasion bonus.
• Elemental Strengthening has been redistributed on different robes, and elemental halving has been moved to clothing.
• Status immunities have also been redistributed due to the absorb changes heavily affecting accessories.
• Rods have been merged into staves. Some rods have been removed during the process.
• Attack UP/Magic Attack UP bonus has been lowered to 25%.
• Two Swords has a 15% damage penalty.
• All of the abilities that work with Two Swords will also work with Two Hands.
• Most Ninjatos and flails have gained Two Hands access.
• Talk Skill can be countered with Counter Magic. Finger Guard has been removed. Talk Skill accuracy is now based on Speed, with higher speed lowering the accuracy.
• Ninjutsu's -tons are now different from each other.
• Chrono Trigger and Regenerator can now dispel Slow and Poison, respectively.
• All abilities are now in multiples of 6, to calculate 1/3 of MP more easily.
ARCHER
• N/A

CHEMIST
• N/A

GEOMANCER
• N/A

LANCER
• N/A

MEDIATOR
• Gained sword access.

MIME
• N/A

MONK
• N/A

MYSTIC KNIGHT
• Gained ninja sword access.

NINJA
• Male: 24 --> 43 MP.
• Female: 25 --> 46 MP.

ORACLE
• Lost rod access.

PALADIN
• N/A

PRIEST
• N/A

SAMURAI
• N/A

SCHOLAR
• Lost rod access.

SQUIRE
• Lost rod access.
• Male: 10 --> 9 PA, and 6 --> 7 MA.
• Female: 8 --> 7 PA, and 8 --> 9 MA.

SUMMONER
• Lost rod access.

THIEF
• N/A

TIME MAGE
• N/A

WIZARD
• Gained staff access, but lost rod access.
ARCHER (SNIPE)
• Hawk's Eye: 15 --> 12 MP.
• Seal Evil: Hit_(Sp+60)% --> Hit_(Sp+45)% accuracy.
• Shield Break: Hit_([PA+WP]+55)% --> Hit_([PA+WP]+60)%, and 250 --> 200 JP.
• NEW --> (Movement) "Range +1": Increases the range of skills by 1.  Does not affect Attack, Item, Jump, 0-1/weapon range, or 3-direction skills.  300 JP.

CHEMIST (ITEM)
• X-Potion: 200 --> 150 JP.
• Ether: 40 --> 80 MP, 100 --> 150 JP.  Replaces Hi-Ether in function.
• Hi-Ether --> "Strength Tonic": Add Berserk+Haste+Regen, self+allies-only, 150 JP.
• Antidote: 100 --> 150 JP, but Dark+Poison removal --> Dark+Petrify+Poison removal.
• Soft --> "Light Curtain": Add Protect, 100 JP.
• Turtle Shell: Random-add Protect+Shell --> add Shell.

GEOMANCER (GEOMANCY)
• Attack UP: 33% --> 25% boosting.

LANCER (JUMP)
• Jump Range 5: 350 --> 300 JP.
• Jump Range 6: 500 --> 400 JP.
• Vertical Ignore: 350 --> 300 JP.

MEDIATOR (TALK SKILL)
  Received Counter Magic from Black Magic.
• Finger Guard: Removed from the game.
• Blackmail: Hit_(MA+45)% --> Hit_(60-Speed)% accuracy.
• Stall: Hit_(MA+45)% --> Hit_(55-Speed)% accuracy.
• Preach: Hit_(MA+75)% --> Hit_(85-Speed)% accuracy.
• Solution/Refute: Hit_(MA+60)% --> Hit_(70-Speed)% accuracy.
• Death Sentence: Hit_(MA+45)% --> Hit_(55-Speed)% accuracy.
• Insult/Mimic Daravon: Hit_(MA+50)% --> Hit_(60-Speed)% accuracy.
• Battle Orders/Pathos Speech: 7 --> 6 CT, and 15 --> 12 MP.

MONK (PUNCH ART)
• Chakra: 200 --> 250 JP.
• Chi Blast: 250 --> 300 JP.
• Secret Fist: Hit_(MA+65)% --> Hit_(MA+60)% accuracy, and 200 --> 150 JP.
• Spin Fist: 1 --> 0 Vertical, Dmg_(PAx9) --> Dmg_(PAx8), and 250 --> 300 JP.
• Stigma Magic: 150 --> 200 JP.
• Wave Fist: Became reflectable.

MYSTIC KNIGHT (SPELLBLADE)
• Overwhelm: 400 --> 300 JP.
• Amplified Raise: 24 --> 18 MP, and Heal(1)% --> Heal(21)%.
• Amplified Cure: 1 --> 2 Vertical, 3 --> 2 CT, 16 --> 12 MP, Heal_(PA*6) HealMP_(PA*6)/2) --> Heal_(PA*8) HealMP_((PA*8)/2), and no longer affects enemy targets.
• Amplified Dispel: 16 --> 12 MP, and Hit(PA+70)% --> Hit(PA+75)%.
• Shock: 4 --> 5 range, and 12 --> 18 MP.
• Spellbreaker: 1 --> 0 CT.
• Amplified Bio: 20 --> 12 MP, and DmgBrave_(PA*7) --> DmgBrave_(PA*8).
• Amplified Bolt: 8 --> 6 MP, and DmgBrave_(PA*7) --> DmgBrave_(PA*8).
• Amplified Ice: 20 --> 18 MP, and DmgBrave_(PA*9) --> DmgBrave_(PA*10).
• Amplified Ultima: 24 --> 18 MP, and DmgBrave_(PA*8) --> DmgBrave_(PA*9).
• Amplified Water: 12 --> 6 MP, and DmgBrave_(PA*7) --> DmgBrave_(PA*8).
• Miasma: 1 --> 2 Vertical, and Hit_(PA+60)% --> Hit_(PA+70)%.

NINJA (NINJUTSU)
• Two Swords: 500 --> 400 JP, and each attack now deals 15% less damage.  This does not count procs (such as Ultima Weapon's Amplified Ultima), just the attacks themselves.
• Kagesougi: 10 --> 12 MP.
• Houkouton: 15 --> 18 MP.
• Tsumazuku: Became weapon range, gained Two Swords access, and had its animation changed to work with Two Swords.
• Shuriken: Lost its Poison proc.
• Fuuton: 5 --> 2 range, 0 --> 1 AoE, 255 --> 3 Vertical, 12 --> 18 MP, and Dmg_UnFaith(PA*9) --> Dmg_UnFaith(PA*8).
• Suiton: 5 --> 3 range, and gained a 25% chance to proc Charm+Haste.
• Raiton: 5 --> 0 range, 0 --> 2 AoE, 0 --> 1 Vertical, 12 --> 18 MP, Dmg_UnFaith(PA*9) --> Dmg_UnFaith(PA*7), affects user, no Reflect, and 150 --> 200 JP.

ORACLE (YIN YANG MAGIC)
• Defense UP: 400 --> 300 JP.
• Spell Absorb: 2 --> 0 MP.
• Life Drain: 8 --> 6 MP.
• Pray Faith: 16 --> 12 MP.
• Doubt Faith: 5 --> 6 range, and 16 --> 6 MP.
• Zombie: 20 --> 18 MP.
• Blind Rage: 16 --> 12 MP.
• Beguile: 5 --> 4 Range, 5 --> 4 CT, and 20 --> 18 MP.
• Dispel Magic: 5 --> 3 Range, 0 --> 2 Vertical, 20 --> 12 MP, and 200 --> 150 JP.
• Paralyze: 5 --> 4 Range, and 20 --> 24 MP.
• Sleep: 5 --> 4 Range, and 24 --> 30 MP.
• Petrify: 5 --> 4 Range, 5 --> 4 CT, and 16 --> 18 MP.

PALADIN (CHIVALRY)
• Equip Armor: Now allows the usage of headbands.
• Consecration: Removed from the game.
Nurse: 12 --> 6 MP, but lost Defending.
• Reraise: 255 --> 3 Vertical, and 1 --> 4 CT.
• Divine Strike: 18 --> 12 MP.
• Hallowed Strike: 18 --> 6 MP.

PRIEST (WHITE MAGIC)
• Magic Defense UP: 400 --> 300 JP.
• Cure/Cure 2: 10 --> 12 MP.
• Cure 3: 16 --> 24 MP.
• Cure 4: 16 --> 18 MP.
• Raise: 15 --> 24 MP.
• Raise 2: 25 --> 36 MP.
• Protect/Shell: 20 --> 18 MP.
• Wall: 25 --> 24 MP.

SAMURAI (DRAW OUT)
• Kikuichimonji: 16 --> 18 MP.
• Kiyomori: 8 --> 12 MP.
• Masamune: 8 --> 6 MP.
• Two Hands: 400 --> 300 JP, and all of the skills that are Two Swords-able are now also Two Hands-able.  Thanks, Pride!

SCHOLAR (LORE)
Received Holy from Black Magic.
• Regenerator: If the user is poisoned, then it will dispel Poison instead of doing nothing.  When the user does not have Poison, then it will apply Regen, per the usual.  It will not do both in the same turn.
• Prism Tribute: 20 --> 18 MP.
• Death: Moved to Black Magic.
• Tornado: 25 --> 24 MP.
• Quake: 25 --> 24 MP.
• Flare: 40 --> 36 MP.

SQUIRE (GUTS)
• Counter Tackle: 100 --> 50 JP.
• Defend: It's now a Movement skill, rather than a Support skill.
• Equip Weapon: 300 --> 250 JP.
• Bullrush: Gained a 100% chance to dispel Regen.
• Throw Stone: 255 --> 4 Vertical.
• Cheer Up: 1 --> 0 Vertical, and 6 --> 12 MP.
• Ultima: Dmg_(MA*9) --> Dmg_(MA*10).
• NEW --> "Throw Grime": 3 Range, 0 AoE, 3 Vertical, Hit_(PA+50)%, adds Oil, C+CC, 150 JP.
• NEW --> "Throw Sand": 3 Range, 0 AoE, 3 Vertical, Hit_(PA+60)%, adds Darkness+Slow, C+CC, 100 JP.

SUMMONER (SUMMON MAGIC)
• 1/3 of MP: 200 --> 100 JP.
• Moogle: 20 --> 24 MP.
• Shiva/Ramuh/Ifrit: 2 --> 1 Vertical, 4 --> 2 CT, 28 --> 24 MP, but become evadable.
• Leviathan: 28 --> 24 MP.
• Titan: 32 --> 30 MP.
• Fairy: 32 --> 30 MP.
• Silf: 2 --> 1 Vertical, 4 --> 2 CT, 32 --> 30 MP, but become evadable.
• Bahamut: 32 --> 36 MP.
• Odin: 28 --> 24 MP.
• Cyclops: 28 --> 24 MP.
• Zodiac: 40 --> 36 MP, and F_(MAx8) --> F_(MAx9) HP damage.

THIEF (STEAL)
• Roulette: 3 --> 255 Vertical, and 12 --> 0 MP.
• Gil Toss: 3 --> 4 Range, and 200 --> 100 JP.
• Quickening: 10 --> 12 MP.
• Steal Weapon: Hit_(Sp+40)% --> Hit_(Sp+50)%.
• Speed Ruin: Hit_(PA+100)% --> Hit_(PA+70)% accuracy.
• Magic Ruin: 200 --> 100 JP.
• Power Ruin: 3 --> 4 Range, 18 --> 0 MP, 200 --> 150 JP, and damage amounts will now correctly display.
• NEW --> "Sucker Punch": 1 range, 0 AoE, 2 vertical, 0 CT, 0 MP, non-elemental, avoidable, Dmg_Brave(Sp*12), C+CC, 150 JP.

TIME MAGE (TIME MAGIC)
• Chrono Trigger: If the user is slow, then it will dispel Slow instead of doing nothing.  When the user does not have Slow, then it will apply Haste, per the usual.  It will not do both in the same turn.
• Counter Comet: 80 --> 100 HP damage.  Now matches Comet!  :O
• Haste 2: 22 --> 18 MP.
• Slow 2: 22 --> 18 MP.
• Stop: 20 --> 24 MP.
• Don't Move: 10 --> 12 MP.
• Comet: 10 --> 18 MP.
• Balance: 15 --> 12 MP.
• Demi 2: Hit_Faith(MA+75%) --> Hit_Faith(MA+80)% accuracy.
• NEW --> "Meteorain": 3 range, 1 AoE, 1 Vertical, 6 CT, 24 MP, 100 static damage, unavoidable, yes Reflect, CC+CM, 200 JP.

WIZARD (BLACK MAGIC)
Received Death from Lore.
• Counter Magic: Now affects all talk skills (except for Battle Orders and Pathos Speech), and moved to Talk Skill.
• Magic Attack UP: 33% --> 25% boosting.
• Nether Fire: 22 --> 18 MP, and 100 --> 150 JP.
• Fire 2: 5 --> 4 CT, 26 --> 24 MP, and 150 --> 200 JP.
• Bolt: 14 --> 12 MP.
• Nether Bolt: 18 --> 12 MP, and 100 --> 150 JP.
• Bolt 2: 4 --> 3 CT, 22 --> 18 MP, and 150 --> 200 JP.
• Nether Ice: 22 --> 18 MP, and 100 --> 150 JP.
• Ice 2: 5 --> 4 CT, 26 --> 24 MP, and 150 --> 200 JP.
• Water: 22 --> 18 MP.
• Nether Water: 3 --> 7 Vertical, 22 --> 12 MP, and 100 --> 150 JP.
• Water 2: 4 --> 5 Vertical, 5 --> 4 CT, 26 --> 18 MP, and 150 --> 200 JP.
• Poison: 2 --> 1 AoE.
• Holy: 400 --> 300 JP, and moved to Lore.
• Death: 24 --> 30 MP.
AXES
• Axecalipur: 10% --> 0% W-Ev, but 25% --> 33% proc chance.
• Gambler's Axe: 10 --> 9 WP.
• Tomahawk: 9 --> 10 WP.
• NEW --> "Hydraxe": 12 WP, 30% W-Ev, 1 range, Ice-elemental, yes Two Hands, no Two Swords.
• NEW --> "Light Axe": 9 WP, 20% W-Ev, 1 range, Holy-elemental, 50% cast "Dia" upon striking, yes Two Hands, yes Two Swords.
• NEW --> "Slasher": 12 WP, 20% W-Ev, 1 range, 1 PA, yes Two Hands, yes Two Swords.

BAGS
• N/A

BOOKS
• Monster Dict: 15% --> 20% W-Ev, and its proc now uses Power Ruin's animation.  Also, it will properly display the PA/MA damage.
• Necronomicon: 15% --> 20% W-Ev.
• Papyrus Plate: 15% --> 25% W-Ev.
• Vampire Diary: 15% --> 20% W-Ev.
• NEW --> "Battle Dict": 12 WP, 30% W-Ev, 3 range, 3 PA, no Two Hands, no Two Swords.

CROSSBOWS
• Atheist Bow: 10 --> 11 WP.
• Bow Gun: 0% --> 20% W-Ev.
• Crude Bow: 9 --> 10 WP.
• El Bow --> "Hunting Bow": 10 WP, 10% W-Ev, 4 range, 33% cast: Dmg_(WeaponAttack), no Two Hands, no Two Swords.
• Provoke Bow: 0% --> 10% W-Ev.

FISTS
• N/A

FLAILS
  All flails gained Two Hands access.
• Scorpion Tail: 25% --> 33% proc chance.
• Mage Crusher: 67% --> 50% proc chance.
• Vesper: 9 --> 10 WP.

GUNS
• Flare Gun: 4 --> 5 range.
• Romanda Gun: 8 --> 7 range.
• NEW --> "Quicksilver": 11 WP, 0% W-Ev, 5 range, Lightning-elemental, no Two Hands, no Two Swords.
• NEW --> "Valiant": 8 WP, 0% W-Ev, 5 range, damages MP instead of HP, unavoidable, no Two Hands, no Two Swords.

KATANA
• Asura: 15% --> 5% W-Ev, and absorb Fire --> initial Reraise.
• Bizen Boat: 10 --> 8 WP, and 2 PA --> 50% cast: Dmg_(CasMaxHP-CasCurHP), Hit_(100%).  Basically, new Moonlight.
• Chirijiraden: 15% --> 5% W-Ev.
• Heaven's Cloud: 10 --> 9 WP, but 50% --> 67% proc chance.
• Kikuichimonji: 17 --> 15 WP, and 15% --> 25% W-Ev.
• Kotetsu: 9 --> 12 WP, but lost its Dark strengthening.
• Muramasa: 10 --> 12 WP.

KNIGHT SWORDS
• Excalibur: 20% --> 0% W-Ev.
• NEW --> "Enhancer": 13 WP, 20% W-Ev, 1 range, 3 MA, no Two Hands, no Two Swords.

KNIVES
• Air Knife: 15% --> 10% W-Ev and gained Two Hands access.
• Dual Cutters: Gained Two Hands access.
• Katar: Removed from the game.
• Orichalcum: 15% --> 0% W-Ev, but gained 1 PA.  Became Super Katar, basically.
• Platina Dagger: 15% --> 10% W-Ev.
• Repel Knife: 15% --> 0% W-Ev.
• Toy Knife: 20% --> 30% W-Ev, became evadable, and became non-elemental.  This is due to a technical error that may get fixed in the future.
• Zorlin Shape: 10% --> 15% W-Ev, and strengthen Dark+Fire --> strengthen Fire+Water.

LONGBOWS
• Ice Bow: 12 --> 13 WP.
• Windslash Bow: 10 --> 15% W-Ev, and 20 --> 25% proc chance.

NINJA SWORDS
• Hidden Knife: Removed from the game, due to Mystic Knights gaining ninja sword access.  Its effect was added to a new spear, "Kain's Lance", which is an improved version of it, designed mostly for mages to benefit from.
• Iga Knife: Gained Two Hands access.
• Koga Knife: Gained Two Hands access.
• Ninja Edge: Gained Two Hands access.
• Ninja Knife: 5% --> 10% W-Ev, gained Two Hands access, and name changed to "Orochi" to prevent confusion between it and Ninja Edge.
• Sasuke Knife: 13 --> 15 WP, and became forced two-hands.
• Short Edge: Gained Two Hands access.
• Spell Edge: Gained Two Hands access.

POLES
• Gokuu Rod: 12 --> 10 WP, but gained Two Hands access.
• Null Pointer: Gained Two Hands access.

RODS
• Faith Rod: Converted to a staff.
• Flame Rod: Converted to a staff.
• Ice Rod: Converted to a staff.
• Meteor Rod: Converted to a staff.
• Poison Rod: Removed from the game.
• Prismatic Rod: Removed from the game.
• Thunder Rod: Converted to a staff.

SPEARS
• Demon Spear: Gained 1 Move.
• Heavy Spear: 15% --> 10% W-Ev, 25% --> 33% proc chance, and gained Two Hands access.
• Holy Lance: Removed from the game.
• Javelin: 10 --> 15% W-Ev.
• Vaulting Lance: 9 --> 10 WP.
• NEW --> "Kain's Lance": 8 WP, 0% W-Ev, 2 range, +2 MA, always Transparent, no Two Hands, no Two Swords.

STAVES
• Battle Staff: Gained Critical immunity.
• Black Staff: 8 --> 9 WP, and 10% --> 15% W-Ev.
• Mace of Zeus: Removed from the game.
• Rune Staff: 50% --> 67% proc chance.
• Slumber Staff: 50% --> 67% proc chance.
• White Staff: 10 --> 9 WP, 20% --> 25% proc chance, and now procs Holy instead of Bizen Boat.
• NEW --> "Nirvana": 8 WP, 10% W-Ev, 1 range, initial Faith, yes Two Hands, yes Two Swords.
• NEW --> "Flame Staff: 10 WP, 10% W-Ev, 1 range, Fire-elemental, 50% cast "Nether Fire" upon striking, Fire-strengthening, yes Two Hands, yes Two Swords.
• NEW --> "Ice Staff": 8 WP, 10% W-Ev, 1 range, Ice-elemental, 50% cast "Nether Ice" upon striking, Ice-strengthening, yes Two Hands, yes Two Swords.
• NEW --> "Meteor Staff": 8 WP, 0% W-Ev, 1 range, 33% cast "Meteor" (150 unmitigatable, unavoidable damage), yes Two Hands, yes Two Swords.
• NEW --> "Thunder Staff": 9 WP, 10% W-Ev, 1 range, Lightning-elemental, 67% cast "Nether Bolt" upon striking, Lightning-strengthening, yes Two Hands, yes Two Swords.

SWORDS
• Coral Sword: 10 --> 15% W-Ev, and gained Two Hands access, but lost its Water absorb.
• Diamond Sword: 12 --> 13 WP, and 50% --> 67% proc chance.
• Ice Brand: 12 --> 13 WP.
• Lionheart: 10% --> 0% W-Ev.
• Moonlight: Removed from the game, due to its effect replacing Bizen Boat's 2 PA.
• Phoenix Blade --> "Flame Sabre": 11 WP, 10% W-Ev, 1 range, Fire-elemental, 1 PA, 1 MA, 33% chance to proc "Fire" (Black Magic) upon striking, no Two Hands, no Two Swords.
• Platinum Sword: 10% --> 20% W-Ev.
• Thunder Blade: 13 --> 14 WP.
SHIELDS
• Diamond Shield: 25% --> 15% P-Ev, and 5% --> 15% M-Ev.
• Gory Plate: 10% --> 15% P-Ev, and 10% --> 15% M-Ev.
• Kaiser Plate: 15% P-Ev --> 5% P-Ev, 15% M-Ev --> 10% M-Ev, but Earth+Ice+Wind strengthening --> Dark+Earth+Ice+Wind strengthening.
• Platina Shield: 5% --> 15% P-Ev, and 25% --> 15% M-Ev.
• Round Shield: 20% --> 15% P-Ev, and 10% --> 15% M-Ev.
• Secular Shield: Critical+Faith immunity --> Critical+Dead+Death Sentence+Faith immunity.
• Swift Plate: Gained Stop immunity.

ARMOR
• Carabini Mail/Platina Armor: 120 --> 125 HP.
• Crystal Armor: 120 --> 105 HP, and Charm+Slow+Undead --> Berserk+Charm+Undead immunity.
• Diamond Armor: 125 --> 115 HP, and Berserk+Don't Move --> Don't Act+Don't Move immunity.
• Gold Armor: 115 --> 125 HP, and Dead+Death Sentence+Oil+Petrify --> Oil+Petrify+Sleep immunity.
• Reflect Mail: 150 --> 155 HP, and gained Critical immunity.
• NEW --> "Mythril Armor": 145 HP, and 20 MP.

CLOTHES
• Black Costume: 100 --> 90 HP, and absorb Dark+Fire --> half Dark+Water and null Lightning.
• Mirage Vest: 20 --> 10 MP, and absorb Earth+Holy--> half Earth+Fire and null Water.
• Rubber Costume: 100 --> 80 HP, 10 --> 20 MP, and absorb Lightning+Water --> half Lightning+Holy and null Wind.
• Santa Outfit: 90 --> 80 HP, and absorb Ice+Wind --> half Ice+Wind and null Dark.
• NEW --> "Judo Outfit": 60 HP, 15 MP, and grants initial Innocent.
• NEW --> "Leather Vest": 95 HP, 15 MP, 1 PA, and 1 MA.

HATS
• Flash Hat: Half Earth+Water+Wind --> half Fire+Wind and null Ice.
• Golden Hairpin: 70 --> 60 HP, 35 -- > 30 MP, and half Dark+Holy --> half Earth+Holy and null Fire.
• Triangle Hat: 80 --> 70 HP, 10 --> 20 MP, lost 1 MA, and Innocent immunity --> half Dark+Lightning and null Earth.
• NEW --> "Ritual Hat": 80 HP, 25 MP, 1 PA, and 1 MA.
• NEW --> "Red Hood": 80 HP, 10 MP, half Ice+Water, and null Holy.

HEADBANDS
• N/A

HELMETS
• Barbuta/Circlet: 115 --> 120 HP.
• Crystal Helmet: 110 --> 100 HP.
• Diamond Helmet: Lost its initial Reraise, but gained Sleep immunity.
• Gold Helmet: 110 --> 105 HP, and Darkness+Frog+Sleep --> Berserk+Darkness+Frog+Petrify immunity.
• Grand Helmet: 150 --> 160 HP, but lost initial Float.
• Platina Helmet: 115 --> 95 HP, but gained Slow immunity.

ROBES
• Angel Robe --> "Gaia Robe": 70 HP, 40 MP, and strengthen Earth+Ice.
• Black Robe: 70 --> 60 HP, 30 --> 50 MP, and strengthen Fire+Ice+Lightning --> strengthen Fire+Lightning.
• Chameleon Robe: Name changed to "Reaper's Robe" due to popular demand.
• Cultist Robe: Strengthen Dark+Holy --> strengthen Holy+Water.
• White Robe: 45 --> 60 MP, and half Fire+Ice+Lightning --> initial Reraise.
• NEW --> "Knight Robe": 35 HP, 55 MP, and 2 PA.
• NEW --> "Magus Robe": 80 HP, 30 MP, and strengthen Dark+Wind.
• NEW --> "Red Robe": 25 HP, 30 MP, and 3 MA.

ACCESSORIES
• Dracula Mantle: 15% --> 20% P-Ev, 10% --> 15% M-Ev, and Oil+Poison immunity --> Poison+Slow immunity.
• Elven Mantle: Don't Move+Undead --> Darkness+Don't Move immunity.
• Small Mantle: 10% --> 15% P-Ev, 15% --> 20% M-Ev, and Frog+Slow immunity --> Frog+Sleep immunity.
• Vanish Mantle: 15% --> 10% P-Ev, 15% --> 10% M-Ev, and Darkness --> Berserk immunity.
• Wizard Mantle: 15% --> 10% P-Ev, 15% --> 10% M-Ev, and Don't Act immunity --> Don't Act+Oil immunity.
• Aqua Treks: 0% --> 10% P-Ev, and 0% --> 15% M-Ev, and lost its Don't Move+Petrify immunities, but gained Charm immunity.
• Sandstorm Treks: 0% --> 10% P-Ev, and 0% --> 15% M-Ev, but lost its Sleep immunity.
• Hyper Wrist: Gained Innocent immunity.
• Defense Ring --> "Tough Ring": 10% P-Ev, 15% M-Ev, 1 PA, 1 MA, and absorb Lightning.
• Magic Ring: 0% --> 10% P-Ev, and 0% --> 15% M-Ev, but Charm+Sleep immunity --> Undead immunity.
• Reflect Ring: Gained 1 PA, but lost its Berserk immunity.
• Defense Armlet: 0% --> 10% P-Ev, 0% --> 15% M-Ev, and Don't Act+Don't Move --> Petrify immunity.
• Diamond Armlet: 0% --> 10% P-Ev, and 0% --> 15% M-Ev, but lost its 1 PA+MA bonuses.
• Jade Armlet: 0% --> 10% P-Ev, 0% --> 15% M-Ev, and lost its Petrify+Stop immunities, but gained 1 MA.
• N-Kai Armlet: 0% --> 10% P-Ev, 0% --> 15% M-Ev, and lost its Charm+Undead immunities, but gained Don't Move immunity.
• Darkness: Its AI priority has been changed from -39.06% to -50%.  AKA, the AI will use it slightly more often than before, but still only against units with P-Ev skills (so, pretty much every unit unless they have Concentrate/always Transparent).
• Defending: Its AI priority has been changed from 0% to 39.06%.  AKA, the AI will actually use it (Defend, the Movement skill), and very often.
• Oil: Its AI priority has been changed from -5.47% to -39.06%.  AKA, they will use Oil much more often than before.
• 011 (S) Igros Castle, Office: Repositioned the units so they're farther apart, and the patio now features a double door archway with each door being two-panels wide.
• 025 (S) Yardow Fort City: The wooden tower in the north-eastern corner of the map has been replaced with flat terrain.
• 035 (M) Zaland Fort City: Removed the wall that restricted access to the city, and obstructed the player's line-of-sight.  The gate top and one of the rooftops are now easier to access.  The teams now start in opposite corners.
  • Modding version: PSX

White Knight Wiegraf

As you may know by now, we have been discussing mostly over Discord about balance. I wanted to (re)ignite some discussion here as well, because I realize instant messaging is not something everyone prefers to and because of this, the forums shouldn't be left out of it like they have been for the past year or so. I feel that the input here is just as valuable as Discord's.

Now, where to start... I think I will just go with what's coming in mind for now. Will do a more organized post later because there's so much info scattered in the chat, I'm not searching for this right now.

The latest talk we've had is to just do away with Mimes completely.

There seems to be agreement about this so far. Being something recent, it's not concrete and still up for discussion. Here are the arguments I can think of in favor of their removal. Let me know if I missed anything.


- Mimes make everything that's unbalanced even more unbalanced. Slight unbalance is only a minor problem. To some, it's even part of the fun to dig for these minor imbalances and take a slight advantage over the competition, and there's nothing wrong with that. But where it gets wrong is when a Mime can just be inserted and amplify these imbalances, resulting in a large increase in wins.

- They are buggy. These bugs are due to the changes they received in 139c, an attempt to give them some variety, and not just a cheap way to insert a party member. Though it does make the player have to put more effort into creating a Mime, it's really not that much more effort. They are ultimately the same, but even stronger than before, but more importantly, they may not behave as expected due to these bugs. When you have to think of how to set them up to get around bugs (that we don't know how to fix by the way, otherwise I wouldn't be mentioning it), something's not right...

- They bypass the ability/weapon limit rule. It's something more obvious, but also important and I don't know why we consider it tolerable. An ability that should only be used 2 times can be used up to 6 times! That's just wrong, no matter how you look at it. Weapon mimicry can be just as bad if set up properly.


Female Mystic Knight gets replaced with Assassin.

To anyone familiar with the Mystic Knight class, it's known that female Mystic Knights aren't exactly good at using their own skillset due to it being based on PA. Better just use a male to churn out big damage with the elemental attacks. As for the rest of the skillset, even if it was based on MA or something else, it would hardly matter. While this could be remedied by, for example, basing the power of Spellblade on both PA and MA, we think it's better to just turn them into something different. This hasn't been talked about in a while, but here is a picture that summarizes everything. Credit to A.J. (Simmon) for the idea, and many others for helping balancing it.


(Getting sleepy, took longer than I thought to type up the Mime arguments. Will add more tomorrow if I have time.)
  • Modding version: PSX

Zotis

I'd rather keep Mimes and just nerf them if they're too OP.  Maybe go back to reducing their equipment options like they used to be.

White Knight Wiegraf

For those who haven't been keeping up, be sure to check out the changelogs. Mimes are still around and are most likely here to stay. At least, a lot more than what my previous post was indicating.

Speaking of which, there's a good probability of a tournament coming soon that will revolve around Mimes. In anticipation of this, a minor update will come to adjust Mimes a bit.

- No more shields, but C-EV raised back to 30. This reverts changes all the way back to version 139.
- Base MP is almost doubled, because they now consume MP and desperately need more.
- Base PA and MA multipliers increased to 140, which is 11 for male and female, respectively.
- Also, Raiton will no longer hit the caster. This fixes the part where you are forced to absorb it to use it effectively, which makes no sense, especially for the Ninja class.
  • Modding version: PSX