Done, you say.
Done forever.
ABILITY ADJUSTMENTS
Speed Save
* Moved from Archer to Ninja. Ninja needed something else to spend JP on. Archer has plenty.
Fire/Ice/Bolt 3 -> 300 JP (from 350)
Fire/Ice/Bolt 4 -> 400 JP (from 600)
* These were being ignored in Black Magic and aren't honestly that great (Flare still looks better). They don't need to be expensive; at least Flare costs a lot of JP. Still usable due to different damage ranges to get the lethal damage you need.
Death -> 400 JP (from 300), CT dropped to 14 (from 18), MP raised to 48 (from 24)
* Death was still basically never being used with anything but Noncharge-enabled Calculators. This nerfs the latter while making it more appealing as an actual spell to cast normally, esp. with Short Charge.
Flare -> 700 JP (from 800)
* Trimming.
Holy -> 800 JP (from 900)
* See Flare.
Quick -> 200 JP (from 300)
* Slightly cheaper than Demi now rather than being a hair more expensive.
Demi 2 -> 350 JP (from 400)
* Competes with Haste 2, which still cleanly beats it in value... just Time Magic's emphasis isn't damage, so it comes at a premium somewhat.
Critical Quick -> 100 JP (from 150)
* Cool on paper, but generally more unreliable than even things like Regenerator (150 JP).
Short Charge -> 600 JP (from 800)
* I like the idea of making it equal to cost to Magic AttackUP. It's still obviously good and while people picked it up at 800, it was more of a "let's make casting magic sane to use" than "oh god this is so good I need it now to break the game".
Confusion Song
* No longer mathskillable. I weighed this one a lot and it's always been in the back of my mind, and after speaking with Tonfa I think I agree with him: it is by far the most spammed and easily used MS spell as a get-out-of-sticky-situations-free card. Yes, there are setups that are potentially more abusive with MS (Don't Move / Demi / Fire / etc.) but they require more preparation (sometimes full party setups) and/or thought to use, while Confusion Song is basically a panacea to a ton of situations. Math Skill will actually require more care and thought to use without this in the mix, and it's still far from underpowered.
Finger Guard -> 50 JP (from 100)
* You might pick it up instead of a 100 JP Talk Skill if you have < 100 JP. Maybe.
Dragon Spirit -> 300 JP (from 250)
* Really good reaction at 250 (to the point where people were setting it on their entire party), and pretty much outmuscled the 200 JP PA Save. At 300, it competes directly with Defense UP.
PA Save -> 150 JP (from 200)
* Yeah, still underused.
MP Restore -> 50 JP (from 100)
* It's that bad.
MA Save -> 100 JP (from 200)
* If PA Save is being underused, MA Save is being abandoned (relying on squishy mages to get hit).
Equip Katana -> 300 JP (from 400)
* A little overpriced even for the faith katana, and it means you're not using it on Draw Outs, Blade Grasp or Two Hands.
Cheer Up (range decreased to 1)
* Yeah, it's too good. Nerfed.
Ultima (mult drop from 23 to 13, effect area changed from 2v1 to 2v2, CT dropped to 4 from 5, no longer Faith-dependent)
* This, on the other hand, sucked. The change gives it a nice niche, though it's still not overly good (which is fine; Guts doesn't need to be better.)
SUMMON MAGIC SKILLSET CHANGES
No one is using Summon anymore. It's not so much a matter of "it's not good enough" but "it's too hard for the average player to use effectively" and "it's really expensive and requires dedicating a character to learning it".
Well mc and I are trying to fix that.
General game plan: hike MP costs, lower CT values of higher end summons, diversify the spell purposes a bit more.
* Shiva/Ifrit/Ramuh: 7 CT, MA*22, 28 MP, 3v2, 200 JP
* Silf: 8 CT, MA*28, 36 MP, 3v2, 300 JP
* Titan: 4 CT, MA*24, 40 MP, 3v3, 450 JP
* Carbunkle: 3 CT (drop from 4)
* Bahamut: 10 CT, MA*39, 76 MP, 5v3, 700 JP
* Odin: 5 CT, MA*36, 98 MP, 4v2, 800 JP
* Leviathan: 9 CT, MA*30, 44 MP, 4v3, 400 JP
* Salamander: 6 CT, MA*33, 56 MP, 3vI, 500 JP
* Lich: 450 JP (drop from 600)
* Cyclops: 8 CT, MA*45, 64 MP, 3v2, 600 JP
* Zodiac: 7 CT, MA*96, 120 MP, 4v3
SING/DANCE SKILLSET CHANGES
* Are no longer mimeable. Mimes are plenty good without making mimed song/dance abuse "why would you not run this with a mime". Consequently, Song/Dance are perfectly fine now without getting it doubled.
GENERIC CLASS CHANGES
* Samurai: Dropped HP/MP mults from 64 to 56; dropped PA/MA mults from 128 to 112. Okay so they're really good and people are using them a lot over other classes like Ninja. They could use a nerf. (Still way better than vanilla)
* Ninja: MP mult increased from 50 to 120; MA mult increased from 75 to 100
SPECIAL CHARACTER CHANGES
* Mustadio: Acquired innate Equip Change. Best Stone Gun user in the game.
* Malak: Exploding Frog will be 100% and be independent of Faith; range changed from 1v1 to 2v0. Malak needs more love.
* Worker 8: Barrier no longer affects itself. It's still really good and people need to use it, but it needs some weak point.
* Byblos: MP growth increased from 5 to 1; MA growth increased from 35 to 5 (super accurate Mbarriers! Lots of them!). Move increased from 4 to 7; Jump increased from 6 to 7 (best Jumper in the game!!!). Innate reaction changed from Counter to Sunken State.
DEEP DUNGEON CHANGES
* Deep Dungeon superfights will have appropriate war trophies from defeating the bosses (e.g. Faith Rod from Zalmo). Shuffled rares around. Basically the only 1-of-a-kind items that exist anymore are Robe of Lords, Chaos Blade, Chirijiraden, Blood Lance, and Paladin Shield (the last three are technically farmable at Bervenia, but good luck with that!!). The only natural copy of Excalibur in the game comes from Orlandu as well; you'll have to spend time catching from high level Ninjas if you want more. Everything else can be stolen/invited or is a war trophy somewhere; see the second post in this thread, at the very end, for exact locations.
ITEM CHANGES
* Toad Rod: no longer has Start: Oil, now has Cancel: Frog (Malak fanservice part 2)
* All katanas up to Kikuichimoji: drop 1 WP
* Masamune: drop to 14 WP
* Mace of Zeus: change to PA +3, MA +2
* Spears in general - do not need Armor Break (experiment concluded - Lancers are good, people will use them!)
* Genji Helmet: changed from PA +1 to MA +2, now also gives MP +30
* Genji Armor: changed from PA +1 to Speed +1, now also gives MP +20
DOCUMENTATION FIXES
* Holy Lance: missing Holy-elemental
* Cyclops: listed as Heal_F
* Goo: range should be 5, not 4