As it stands, Tear really likes having a free battle of speed-casting->Mystic arte damage.
In practice? That'd only help the spells that Enhance Cast/Witchcraft would anyway. When I was saying that it didn't affect Nightmare/Grand Cross/Judgement ect. earlier, it... Technically does, but the thing is that the character's speaking rolls take up so much time, it may as well have no effect anyway. What Overlimit REALLY does for her is increasing the damage she deals, reducing the damage she takes, and makes it that hitting her doesn't throw her out of her spells... Which, in terms of the last, would work how here?
FF9 characters might be able to use Trance with this, too. I know that the stone protects against Limit meters draining under normal gameplay restrictions (i.e. WA3/4 PCs don't lose their FP just because a new battle starts - it -only- drains when the PC 'spends' the points). So it's possible that FF9 PCs can Trance at will once per floor. I don't remember the Trance mechanics well enough anymore to be sure how appropriate that would be.
FF9 characters have their gauges filled by taking damage, and once they have a full gauge, they are automatically forced into Trance Mode, with their actions then drain the gauge at a rather rapid rate. So... Trancing out the first fight, then no more threat of that for the rest of the floor under the current definition.
Changes proposed:
Vantage Effect: Characters attacked counter with any damage attack from their skillset when damaged. This resets their CT to 0.
I'm assuming this doesn't work on the turn that characters die? Still, this is more useful for slow bruisers, and really kind of eats the MT floor alive with good enough healing.
Also, what happens when the character has no damage move in their skillset? Just defaults to a basic physical, or it does nothing?
Changes proposed:
Violent Burst Law: Gauges start at 50% but you gain the gauge 50% slower.
I like the proposed idea of 100% start/25-50% gain rate. Might also want to specify if things like Aeris's 2-2 Limit (Fury Boost or whatever?) only gives a % of the gauge on its own (like it'd only give 25% of a gauge under a normal 25% gain rate). Does the original idea that VBL prevents gauge loss from causes other than characters using the gauge still kick in, as well?
Suggestion for Elemental Advance: At certain percentages, it starts ignoring certain features on targets, like... At 50%, it treats absorption as immunity and immunity as 50% resistance and ignores resistance... 75% has it another step up, and then maxing out at 100% where an element would deal normal damage instead of a target absorbing it?
Also, for other unanswered questions:
Love Love: So, what happens with genderless targets, like Ditto and Worker 8, or generics that can actually have different genders in-game, like FFT Ninja, Pikachu, or even the FF5 Blue Mage (Having Lenna/Faris/Krile vs. Galuf/Bartz?)?