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FFT WOTL - Valeria 1.3 "Ivalice Reborn" (MASSIVE UPDATES)

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FFT WOTL - Valeria 1.3 "Ivalice Reborn"

 

It's been a while since last release of Final Fantasy Tactics Valeria Mod. I realized there was tons of bugs and inbalance to be resolved so I spent a long time fixing bugs and made massive adjustments through months of testing.

After coming back to Final Fantasy Tactics again, I tested playing the game from ground up time and time again to make sure every story fights will proceed without inconsistencies.

I thought I'd mod this game for the sake of no grind run at first. But I ended up doing a complete vanilla re-balance patch with adjustments based on Tactics Ogre and Tactics series released after.

The goal of this mod is to breath new life to Vanilla gameplay with new mechanics and gameplay design. This Valeria mod will make the game more enjoyable without imposing difficulty.

This version 1.3 is an update after version 1.2 I published long before. It's not the soul successor of the famous FFT 1.3 though you could say this is one of true re-balance patch for vanilla gameplay.

 

 

>=== Reworked mechanics ===<

In this Valeria mod, I adjusted some battle machanics based on experience with Tactics Ogre and re-balance some items and equipment to be more useful and interesting.

If you're familiar with Tactics Ogre gameplay, you'll find this battle mechanics working in similar manner with some new fresh ideas while staying faithful to vanilla design.

 

[Re-balance healing mechanics]

Cure's healing formula should be 10/20/30/40 but they increased healing factor on Cure to 14 due to unreliability of faith based healing. However, it's far from optimal and need high MA and faith to make it effective.

Since all other HP restoration abilities are percentage based, I decided to change healing formula into percentage based too with chance to add Regen status bonus.

In other words, you'll get more reliable Cure spells without MA in consideration with shorten charge time from 4/5/7/10 to 2/4/6/8 to make it more usable comparing to other healing methods.

Potions will also be adjusted with Auto-Potion in consideration. Hi-Potion will heal 60 HP now and X-Potion will restore 120 HP.

Other healing abilities are also nerfed a bit such as Chakra and Murasame but Summon will receive 20% boost on healing with longer charge time.

 

[Re-balance speed multiplier]

Default mage jobs are way too fast, as fast as Squire and Knight and White mage is even faster. Black mage sometimes kills enemies before they even act. By reducing speed multiplier to 90-95, they will act after other jobs making game more balanced.

Only White Mage, Orator and Bard will have the same speed as malee jobs. I won't decrease stats on some enemy's jobs so it won't decrease difficulty in gameplay.

I also decreased Speed Growth on Thief and Ninja so it won't have broken speed in late game fights. Thief and Ninja will have swapped speed multiplifer for re-balance purposes. They're still faster units but not way too fast.

 

[Re-balance PA/MA Growth for generic jobs]

Most physical jobs has high PA growth from 40-48 for basic jobs but generic jobs don't have MA Growth except Mime. So I increased MA Growth for Magic oriented jobs a little and increase it further on higher tier jobs.

Most magical jobs will have 48 MA Growth. Time Mage and Summoner will have 47, and Arcanist will have 46 so it won't be OP for normal game play.

For physical jobs with PA growth, they'll have MA Growth decreased by half of PA Growth gained meaning boosting PA will also hurt MA except Geomancer and Samurai.

 

[Remove Brave/Faith manipulation]

Some abilities can be too powerful or useless with brave/faith manipulation. So I changed most brave/faith manipulation abilities to PA/MA manipulation instead.

Mystic and Orator's abilities are adjusted to PA/MA manipulation for different uses. This also applies to enemies' abilities. Beowulf's Chicken will not hit allies so it's the only ability that reduce enemy's Brave in the game.

I also removed Brave manipulation from Ramza and Reis' abilities too leaving only stats boosting. Bravery Boost and Faith Boost reaction abilities are also removed from Bard/Dancer.

 

[Remove abilities that break the game balance]

Despite having Brave/Faith manipulation removed from the game, some abilities are still too powerful to use. Here's the list removed abilities for re-balance purposes.

Spoiler

 

Action
Preach - Orator
Horizontal/Vertical Jump 6-8 - Dragoon

Reaction
First Strike - Monk
Mana Shield - Time Mage
Shirahadori - Samurai
Reflexes - Ninja
Soulbind - Arcanist
Faith Boost - Bard
Bravery Boost - Dancer

Support
Concentration - Archer
Arcane Strength - Black Mage
Attack Boost - Geomancer

Movement
Move +2 - Thief
Jump +2 - Thief
Ignore Levitation - Dragoon
Teleport - Time Mage
Move +3 - Bard/Dark Knight
Jump +3 - Dancer/Dark Knight
Fly - Bard/Dancer

 

Most of them are reaction and movement abilities that I can't adjust to make it more balanced. Offensive support abilities are also removed so the game won't tilt toward offensive side too much with decreased over all HP.

It's a hard decision to remove so many abilities I often use but it also made me realized how much more viable other abilities can shine after removing obvious ones out.

 

[Re-balance stats of weapon equipment]

After playing for a while with re-balance mod, I made numerous adjustments to weapons so it'll scale better with gameplay. Some items are better and some are nerfed a bit for re-balance purposes.

Knife equipment will be more useful with extra 10% evasion added and it can work better with Parry skill. I also added 5% to Staff/Rod/Crossbow/Ninja Blade too. This will make Parry much more useful to have.

Crossbow will have weapon power scaling over time better and Bow will have +2 weapon power to compensate Aim making Archer becoming more powerful. Bow's range is increased from 5 to 6 too.

Magic Gun seems to disturb power scaling balance of Gun equipment so I changed magic guns back to WP^2 with appropriate scaling and adjusted some guns to provide appropriate weapon power.

Polearm has standard weapon power similar to sword but it has 2 range with 1.5x damage boost on Jump attack so I reduced weapon power down by 2 so I wouldn't need to nerf Dragoon and remove Equip Polearm.

Flail provides terrible damage so I changed Flail damage formula to WP^2 so it can provide better damage.

Ninja blade is meant to be next tier of knife upgrade for Ninja. Due to the nature of dual wield, its output is too high comparing to sword so I decreased weapon power by 1 for some ninja blades.

Knight's Sword is the most powerful weapon in single player game so dual wield will make break the balance. I removed Dual Wield support for Knight's Sword but still keep Doublehand to trade with Shield.

 

[Re-balance HP/Evasion Rate of equipment]

Weapon Guard has low block rate but shields and cloaks has crazy high block rate during chapter 3-4. Aegis Shield giving 50% magic evasion rate is too powerful with 30% cloak and Reflexes.

Physical evasion can goes up to 40% stacking with 10-30% evasion from class meaning equipping shield will hit really hard and Concentration will be needed to make sure you'll land a hit.

However, most seasoned players will ended up using non-evadable attacks with attack bonus instead and the idea of adding Concentration to render evasion useless benefits player more than AI.

As a result, this re-balance will reduce evasion rate cap down to more reasonable level as below.

Weapon: 60 -> 40 (50 for Defender)
Shield: 40 -> 30 (40 for non-buyable shields)
Cloak: 40 -> 25 (30 for Invisibility Cloak)
Magic evasion: 50 -> 25

You probably won't notice significant changes during chapter 1 you won't get to see less than 70% success rate very often as much as before. Enemies will have Parry more frequently too.

Helmet and Heavy Armor may give more bonus HP in early chapters but bonus HP advantage later fall behind in late game with about the same amount of HP bonus rendering heavy armor useless.

In this re-balance, I'll setup HP bonus cap on buyable equipment as below.

Hat: 100 -> 50
Clothing: 100 -> 70 (80 for Rubber Suit)
Robe: 75 -> 60 (70/60 for Lordly Robe)

Sounds like a massive cap but fear not. Most items scale a lot around chapter 3 so you won't lose a lot of HP bonus until very late. Let's compare stats boosting items here for details.

Headband + Power Garb
Vanilla: 56 + 70 = 126
Re-Balance: 36 + 55 = 81
Loss: 45
Close Helmet + Golden Armor = 70 + 70 = 140

Celebrant's Miter + Wizard's Robe
Vanilla: 64 + 30 = 94
Re-Balance: 40 + 30 = 70
Loss: 24

This way mage units won't suffer much from HP bonus reduction and this will give more reason for Equip Heavy Armor to shine because it's going to give you 220 HP bonus over 80-120 HP from Hat and Clothing.

Since bonus HP is reduced a lot, I also removed offensive support abilities out from the game so player can't taking advantage of offensive tactics against enemies with lowered HP.

 

 

>=== Reworked jobs ===<

I find many jobs being unbalanced for better or worse especially for Archer with uselessly long Aim and Arithmetician being too over powered with math abuse.

Magicians are as fast as malee units and White Mage is even faster. It was very hard for beginners to land magic spells on enemies without making mistakes because you need to plan and predict everyone's move ahead.

So I decided to revamp some parts of jobs that need some works with some changes and enhancenents while staying vanilla but more fun to play with proper mechanics.

 

[Specialize jobs with innate abilities]

Back then when I was playing Wild Arms XF, I found each class being so useful with its unique abilities and you can learn that skill to use on other classes. Chemist with Throw Items is awesome and I wish more jobs can be like that too.

But this game can't add many skills freely so you're stuck with only one each making some abilities seem less useful than others and often ignored. Some jobs are utilized for getting abilities and move on.

The hard part is choosing the right abilities that makes job more interesting to play without breaking the balance between your units and enemies. Enemies will gain benefits too making gameplay even more interesting.

Squire: Beastmaster so weak class can make up better by boosting monster abilities
Specials: Defend since most of them are knights and you probably won't use monster abilities
Chemist: Throw Items/Treasure Hunter so they can walk in dungeon searching for items with other move abilities
Knight: Defend making base use of Parry and Shield with innate Defend ability
Archer: Reequip for weapon switching improving versatility elemental bow and knife
White Mage: Defense Boost by using divine protection to reduce physical damage
Black Mage: Arcane Defense being a magic specialist so they can defend with magic barrier
Monk: Brawler/Lifefont increasing tanking capabilities
Thief: Poach which is very useful skill to have for natural access to Poachers' Den
Mystic: Manafont/Ignore Weather improving MP recovery abilities and can move without worries
Orator: Tame/Beast Tongue increasing chance to turn the tide by inviting foes to join our cause
Geomancer: Lavawalking so they can walk on lava
Dragoon: Ignore Terrain so they can move more freely on deep water
Samurai: Doublehand/Swim to improve katana damage with both hands right away
Ninja: Dual Wield/Waterwalking to walk on water with ninjutsu
Arcanist: Accrue JP to learn high JP cost spells faster
Mime: Poach to match with innate Beastmaster skill as a real beastmaster
Onion Knight: Attack Boost/Defense Boost/Arcane Strength/Arcane Defense
Dark Knight: Vehemence so he can use another support ability to combo with better

Some abilities can be learned without JP cost which will allow enemies taking advantage of those abilities more frequently rather than player using those abilities alone.

Reaction: Parry/Regenerate
Movement: Treasure Hunter

These will also increase enemy's evasion rate and surviability after taking damage. If they walk on treasure tile, they have high chance to steal your loot too so be careful.

 

[Re-balance UberSquire jobs]

Ramza's Squire job is uber strong and always like that since the beginning of the game. So I locked PA and MA to be the same value as generic Squire in chapter 1. This applied to Delita and Argath too.

After chapter 1, Ramza's Squire job will gradually become stronger over the time based on Delita's scale as a reference. In his final upgrade, he'll have speed slightly faster than Delita and have PA/MA Growth boost comparing to original.

Spoiler

 

Chapter 1
PA Growth: 50
PA Multiplier: 90
MA Growth: 48
MA Multiplier: 80

Chapter 2-3
PA Growth: 48
PA Multiplier: 100
MA Growth: 45
MA Multiplier: 90

Chapter 4
PA Growth: 45
PA Multiplier: 110
MA Growth: 42
MA Multiplier: 100

 

Ramza has gradually stronger PA/MA boost with Beoulve bloodline. I believe this will balance out the game play experience better and also give more realistic challenges using starting Squire job without damage boost and get stronger over time.

 

[Re-balance Dark Knight job]

Original Dark Knight job is ridiculously strong with 140 PA Multiplier. Since it takes massive grinding on high PA Growth jobs, its physical damage output ended up being ridiculously high.

So, I removed level 8 jobs requirements making Dark Knight job becoming much easier to unlock. This way it won't have high massive PA Growth to booth and I also adjust stats as below with Vehemence innate ability.

Spoiler

HP Multiplier (80 -> 85)
PA Growth (40 -> 45)
PA Multiplier (140 -> 110)
MA Growth (50 -> 48)
MA Multiplier (80 -> 100)

Do not let 110 PA Multiplifer fool you. With Vehemence boosting 1.5x damage for both PA and MA, it's even higher than original 140. You can also stack with other support abilities to improve defense side too.

 

[Revamp Chemist Items abilities]

Chemist in Valeria mod will have innate Treasure Hunter and Equip Gun support ability so you don't have to go all the way to Orator just to get Equip Gun for other jobs.

Gold Needle and Maiden's Kiss are least like be used items in FFT and superceded by Remedy. So I changed them to Protective Charm and Maiden's Blessing for providing Protect and Shell improving Chemist usefulness.

Now your Chemist can provide buffs to a single unit immediately which makes Items being more handy to have.

 

[Revamp Archer Aim abilities]

People often complain how bad archer is as they can't utilize higher than 3 so most will get some decent abilities and move on. Now archer is back, stronger than before and be more useful enough not break the game.

Aim will be changed to Precision having the following new abilities with status infliction based on later Tactics series. I thought original Aim will work well with Gun on Machinist job but I was wrong so it's gone for good.

Spoiler

Venom Strike (Attack inflicting Poison status with CT 3)
Oily Strike (Attack inflicting Oil status with CT 3)
Leg Shot (Inflict Immobilize with CT 5)
Arm Shot (Inflict Disable with CT 5)
Seal Evil  (Stone Undead)
Barrage (Non-evadable and reaction triggered with WP*SP damage formula)

Some new spells are shared with monster abilities and Machinist/Sky Pirate job. Machinist will take hybrid Knight/Archer setup with Rend stats as a bonus. I won't add Rend equipment as it'll work too well against Thief Cap.

I also improve Crossbows' weapon damage scaling and all Bows' weapon damage by 2 so archer will hit harder with stronger weapons now. You can also use Equip Crossbow with other jobs to do more damage too.

 

[Re-balance White/Black Mage abilities]

As I explained before about changes in healing mechanics on White Mage, I also made some other adjustments to make these jobs performing better in this re-balance too.

Since Regen will be applied on Cure and Regenerate, ability Regen will not be useful anymore so I changed it to Meditate similar to Tactics Ogre restoring MA*4 with CT 6.

I also nerfed Holy spell since some people use it to OHKO some battles. Now it has damage factor reduced (50 -> 34), CT reduced (6 -> 5), and MP cost reduced (56 -> 30).

Holy will be a bit weaker than Unholy Darkness and it will triumph again with Holy strengthens from equipment. Celebrant's Miter and Luminous Robe will also strengthen Holy too.

Fire/Ice/Thunder spells are also upgraded with better scaling from 14/18/24/32 to 15/20/27/36 since Arcane Strength is removed from the game. Damage is boosted from 7-25% is more balanced than 33% flat.

Fire will also work with Oil now using Oiled Strike. Thunder will have lower CT and Ice will use less MP cost. -Ja spells will also inflict status so please check in job's details.

 

[Re-balance Monk's Martial Art abilities]

Some Monk's abilities are overpower and much more preferrable than spells due to instant cast time and its effectiveness. So I added CT and adjust some abilities as below.

Spoiler

Cyclone/Pummel/Aurablast/Shockwave (Increase damage factor by 2)
Doom Fist (Inflict damage from amount of HP loss with CT 5)
Purification (Increase chance to success a bit and also cure Oil with CT 4)
Chakra (Increase HP/MP healing factor by 1 with CT 3)
Revive (Increase success rate to PA+75% and restore 25% with CT 5)

This way Monk's abilities will still be useful but won't conveniently render white magic spells useless. I also adjusted Doom Fist to be more situational to use in different ways too.

 

[Rebuild Arithmetician as Arcanist]

The original Arithmetician is too OP and abusive with other jobs. Looking into its original state, it has terrible stats so most this job can't function by itself.

I decided to rebuild this job anew with lost magic from Lucavi demons and they can learn from story battles as blue mage. However, they still lack some interesting innate to add for their puny stats.

So I decided to rebuild this job based on Arcanist job in Tactics A2 version with poweful monster abilities. In this case, I use Lucavi spells which can be learned on hit with 100% or learn through 1200 JP.

I replaced broken abilities with lost magic from from Lucavi demons. Meltdown/Tornado/Quake can be learned on hit.

Spoiler

Gigaflare
Migardsormr
Nanoflare
Unholy Darkness
Holy
Flare
Meteor
Bahamut
Meltdown
Tornado
Quake

Arcanist's spells has Black Mage's original MA Multiplier at 150 with 90 Speed Multiplier with both Arcane Strength and Arcane Defense as innate abilities.

 

[Re-balance Bard/Dancer]

Default Bard/Dancer has a lot of disappointments like very low HP/MP and crappy evasion. It's like they're trying to tell you to not use these jobs more than support units.

So, in order to make these jobs actually useful as fighters, I compared stats to other jobs and try to find optimal niche it can fill in like having strongest physical attack in mage jobs and magical attack on malee jobs.

I boosted HP to only around Ninja and Summoner level with small Evasion boost so they won't break the game balance of other jobs. MP is adjusted with little higher than Mystic for Bard and Samurai for Dancer.

But that's not all, I changed success rate of some songs and dance too. I boost effective songs and dance a bit to 60-70% and keep broken abilites down to 35-40% so it should be fine and more useful.

They also have additional equippable weapon such as Gun for Bard and Ninja Blade for Dancer. Both jobs can also equip Robe too which I think it should be within balanced area.

 

[Re-balance Sword skills]

Holy Knights are known to have over powered physical move. They're non-evadable, hard hitting with status infliction and no CT at all. The worst part is Orlandeau has them all.

In this Valeria mod, I adjusted Sword skills to be usable for both player and enemies without breaking game balance as below.

Spoiler

-Judgement Blade has decreased damage factor (2 -> 0) at Vertical 1 with CT 2
-Cleansing Strike has decreased damage factor (3 -> 2) with CT 3
-Northswain's Strike has decreased damage factor (2 -> 1) with CT 3
-Hallowed Bolt has decreased damage factor (4 -> 3) with CT 4
-Divine Ruination has decreased damage factor (5 -> 4) with CT 5
-Added CT to crush abilities (2 for Helm, 3 for Accessory, 5 for Armor, and 7 for Weapon)

This way player can't freely spam Hallowed Bolt, Divine Ruination, and Crush abilities freely. I also reduce attack power a little. Judgement Blade is ranged and multi-hit so no damage bonus.

 

 

>=== Job leveling re-balance ===<

In this Valeria mod, level requirements for basic jobs are decreased by 1 similar to PSX version. This will allow player advancing to new jobs faster building up JP points for important abilities on time.

I also changed job progression path to be more friendly to no grind run and re-arrange job unlocking system to be more proper in my own understanding.

 

[Re-arrange job progression]

Why does Dragoon job requiring Thief job to be unlocked. Is it just me that Dragoon job is like Knight-varient? Why does Mystic unlock Orator not Time Mage when the job itself resembles Taoist who reads the star?

And Time Mage job unlocks Summoner that talks with espers instead of Orator that can talk with Beast and specialize in Speechcraft, not to mention both jobs are superior to Orator in terms of magic.

Time Mage needs massive JP to master so it should be on the same level as Summoner and makes more sense for Mystic job to advance to Time Mage that can call forth Meteor from stars.

Dragoon: Knight(2) -> Monk(3)
Geomancer: Archer(2) -> Thief(3)
Time Mage: White Magic(2) -> Mystic(3)
Summoner: Black Magic(2) -> Orator(3)

Since Monk can unlock Dragoon job directly, you can also proceed to Samurai and Ninja with linear job progression path as below.

Samurai: Knight(3) -> Monk(4) -> Dragoon(3) - No more Archer(3) -> Thief(4) requirements just to unlock Dragoon
Ninja: Archer(3) -> Thief(4) -> Geomancer(3) - No more Knight(3) -> Monk(4) requirements just to unlock Geomancer

This way, you can unlock Samurai and Ninja job naturally without putting extra effort as it should be. You can gain access to jobs around the time you get their items without excessive grinding required.

I also changed Dark Knight job's requirements to killing 20 enemies with Knight and Black Mage mastered only. Reaching level 8 jobs for Dragoon, Geomancer, Samurai, and Ninja is not possible without massive grinding.

The reason why Dark Knight is so powerful is due to massive grinding on high PA Growth jobs up to level 8 combined with 140 PA Multiplier. He's ridicolously strong thanks to high base PA. I also re-balanced Dark Knight too.

 

[Jobs' requirements summary]

Knight: Squire(2)
Archer: Squire(2)
White Mage: Chemist(2)
Black Mage: Chemist(2)
Monk: Knight(2)
Thief: Archer(2)
Mystic: White Mage(2)
Orator: Black Mage(2)
Dragoon: Monk(3)
Geomancer: Thief(3)
Time Mage: Mystic(2)
Summoner: Orator(2)
Samurai: Knight(3), Monk(4), Dragoon(3)
Ninja: Archer(3), Thief(4), Geomancer(3)
Arcanist: White Mage(4), Black Mage(4), Time Mage(4), Summoner(4)
Dancer: Dragoon(3), Geomancer(3)
Bard: Time Mage(3), Summoner(3)
Dark Knight: Knight(M), Black Mage(M)
Mime: unlock all 14 main jobs
Onion Knight: Squire(8),  Chemist(8)

 

 

>=== Items re-balance ===<

I found some items working differently from Tactics Ogre or some being way too unbalanced crippling main jobs too much so I made some changes to make items being more useful to some jobs.

 

Items re-balance

Spoiler

-Move/Find items will be rare or better items now
-You can steal equipment from Elmdore
-Hi-Potion restores 60 HP
-X-Potion restores 120 HP with price lowered to 400
-Ethers restore 30/60 MP
-Hi-Ether has priced lowered to 400
-Phoenix Down revives and restores up to 29HP
-Antidote also cures Oil status
-Maiden's Kiss is changed to Maiden's Blessing providing Shell status and have price increased to 100
-Gold Needle is changed to Protective Charm providing Protect status
-Remedy is buyable since start of chapter 2 and also cure Immobilize and Disable
-Items with Regen and Reraise status will no longer be permanent

Weapon's stats re-balance

Spoiler

-Knife gets extra 10% evasion
-Blind Knife/Mage Masher/Platinum Dagger/Assassin's Dagger has weapon power increased by 1
-Crossbow weapon power scaling is re-balanced so it'll gradually become stronger
-Bow has weapon power increased by 2 except multi-player only items and range also increased to 6
-Polearm has weapon power decreased by 2 except multi-player only items
-Staff/Rod/Crossbow/Ninja Blade gets extra 5% evasion
-Ninja Longblade/Spellbinder/Sasuke's Blade/Iga Blade has weapon power decreased by 1
-Crossbow/Gun can be used with Dual Wield now
-Knight's Sword can no longer be used with Dual Wield but still work with Doublehand
-Flail has WP^2 formula for better damage scaling

Job equipment re-balance

Spoiler

-Archer can equip Knife
-Monk can equip Pole
-Time Mage can equip Rod
-Arcanist can equip Rod/Staff
-Bard can equip Gun
-Dancer can equip Ninja Blade
-Bard and Dancer can equip Robe
-Machinist can equip Knife/Crossbow/Bow
-Skyseer and Netherseer can equip Knife
-Dragonkin can equip Clothing

Weapon stats re-balance

Spoiler

-Blood Sword has weapon power increased (8 -> 9)
-Materia Blade has weapon power increased (10 -> 15)
-Defender has block rate decreased (60 -> 50)
-Chaos Blade has weapon power decreased (40 -> 28)
-Yoichi Bow will be equipped on enemy level 45
-Javelin II has weapon power decreased (30 -> 16)
-Ras Algethi has weapon power decreased (12 -> 10) and will be equipped on enemy level 35
-Stoneshooter has weapon power decreased (16 -> 12) will no longer petrify unit
-Glacial Gun/Blaze Gun/Blaster will not cast magic on attack and have power decreased from 20-22 to 14-16

Shield evasion re-balance

Spoiler

-Round Shield has Block Rate changed from 19/0 to 15/5
-Mythril Shield has Block Rate changed from 22/0 to 18/5
-Golden Shield has Block Rate changed from 25/0 to 20/8
-Ice Shield has Block Rate changed from 28/0 to 22/0
-Flame Shield has Block Rate changed from 31/0 to 24/0
-Aegis Shield has Block Rate changed from 10/50 to 10/25
-Diamond Shield has Block Rate changed from 34/15 to 25/12
-Platinum Shield has Block Rate changed from 37/10 to 27/10
-Crystal Shield has Block Rate changed from 40/15 to 30/15
-Genji Shield has Block Rate changed from 43/0 to 35/0
-Kaiser Shield has Block Rate changed from 46/20 to 37/18
-Venetian Shield has Block Rate changed from 50/25 to 40/20
-Escutcheon II has Block Rate changed from 75/50 to 40/25

Hat's bonus re-balance

Spoiler

-Plume Hat has HP/MP bonus changed from 16/5 to 14/5
-Red Hood has HP/MP bonus changed from 24/8 to 20/8
-Headgear has HP/MP bonus changed from 32/0 to 24/0
-Wizard's Hat has HP/MP bonus changed from 40/12 to 28/12
-Green Beret has HP/MP bonus changed from 48/0 to 32/0
-Headband has HP/MP bonus changed from 56/0 to 36/0
-Celebrant's Miter has HP/MP bonus changed from 64/20 to 40/20 and strengthens Holy element with bonus MA increased (1 -> 2)
-Black Cowl has HP/MP bonus changed from 72/0 to 50/0
-Gold Hairpin has HP/MP bonus changed from 80/50 to 50/50
-Lambent Hat has HP/MP bonus changed from 88/15 to 50/15
-Thief's Cap has HP/MP bonus changed from 100/0 to 50/0 with bonus Speed decreased (2 -> 1), add +1 PA, price lowered to 20,000

Clothing's bonus re-balance

Spoiler

-Leather Plate has HP/MP bonus changed from 18/0 to 16/0
-Ringmail has HP/MP bonus changed from 24/0 to 20/0
-Mythril Vest has HP/MP bonus changed from 30/0 to 26/0
-Adamant Vest has HP/MP bonus changed from 36/0 to 30/0
-Wizard Clothing has HP/MP bonus changed from 42/15 to 36/15
-Brigardine has HP/MP bonus changed from 50/0 to 42/0
-Jujitsu Gi has HP/MP bonus changed from 60/0 to 50/0 and no longer has PA bonus
-Power Grab has HP/MP bonus changed from 70/0 to 55/0 with bonus PA decreased (2 -> 1)
-Gaia Gear has HP/MP bonus changed from 85/0 to 60/0
-Black Garb has HP/MP bonus changed from 100/0 to 70/0
-Rubber Suit has HP/MP bonus changed from 150/30 to 80/30
-Mirage Vest has HP/MP bonus changed from 120/0 to 70/0 and will be equipped on enemy level 44

Robe's bonus re-balance

Spoiler

 

-Black Robe has HP/MP bonus changed from 60/30 to 55/30
-Luminous Robe has HP/MP bonus changed from 75/50 to 60/50 and strengthens Holy element with +1 MA
-Lordly Robe has HP/MP bonus changed from 100/80 to 70/60


 

Accessory's bonus re-balance

Spoiler

-Mage's Cloak has Evade Rate changed from 18/18 to 17/17
-Elven Cloak has Evade Rate changed from 25/25 to 20/20
-Vampire Cape has Evade Rate changed from 28/28 to 22/22 and add +1 PA
-Featherweave Cape has Evade Rate changed from 40/30 to 25/25
-Invisibility Cloak has Evade Rate changed from 35/0 to 30/0
-Tynar Rogue has equip Haste replaced with +1 Speed

 

 

>=== Jobs and abilities re-balance ===<

I find switching to new jobs and have unusable main abilities unacceptable so having some skills that can learn immediately will help a lot. So I'll make basic abilities for each job usable  and decrease JP cost for some abilities.

I won't change stats more than necessary like other mods as it might break the original game balance. Some jobs may have significant adjustments but won't go beyond original role to keep vanilla feel.

My changes won't affect game mechanics too much. It's still faithful to original design, just to make sure that it doesn't go overboard. I also add JP Boost with no JP cost required so everyone can learn and equip JP Boost to level their jobs even faster.

 

[Squire]

Spoiler

-Stone can be learned without JP cost
-Increase PA Growth (60 -> 50)
-JP cost decreased for Focus (300 -> 180)
-Rush damage formula is now PA/2 * PA
-Stone's damage formula is now PA/2 * MA. It will also have chance to inflict Oil status
-Salve also remove Immobilize and Disable status ailment
-Tailwind gives an ally turn with faith based hit rate 160 (Ramza only)
-Steel will increase an ally's PA by 2 (Ramza only)
-Shout will not increase Bravery and also affect nearby allies at vertical 1 (Ramza only)
-Ultima will perform non-faith damage (32 + PA)/2 * MA (Ramza only)
-Defend is moved to Knight job
-Add Beastmaster as an innate abilities

[Chemist]

Spoiler

-Potion/Phoenix Down/Treasure Hunter can be learned without JP cost
-JP cost increased for Auto-Potion (400 -> 600)
-JP cost decreased for Throw Items (350 -> 300)
-Increase PA Growth (75 -> 65)
-Maiden's Kiss is changed to Maiden's Blessing that provides Shell status with JP cost decreased (200 -> 150)
-Gold Needle is changed to Protective Charm that provides Protect status with JP cost decreased (250 -> 150)
-Remedy also cure Immobilize and Disable with JP cost decreased (700 -> 500)
-Add Equip Guns ability
-Reequip is moved to Archer job
-Add Treasure Hunter as an innate ability

[Knight]

Spoiler

-Rend Power/Parry can be learned without JP cost
-Decrease MA Growth (50 -> 55)
-Increase success rate of Rend weapon (30 -> 35)
-Decrease Rend Power/Magick's stats reduction (3 -> 2) and boost success rate (50 -> 70)
-Decrease Rend Speed's stats reduction (2 -> 1) and boost success rate (50 -> 70)
-Add Defend as an innate and support ability

[Archer]

Spoiler

-Replace Aim skill set with Precision having Venom Strike/Oily Strike/Leg Shot/Arm Shot/Seal Evil/Barrage
-Venom Strike can be learned without JP cost
-Decrease HP Multiplier (100 -> 90)
-Decrease MA Growth (50 -> 55)
-Increase Jump (3 -> 4)
-JP cost decreased for Archer's Bane (450 -> 300)
-JP cost decreased for Adrenaline Rush (900 -> 600)
-Remove Concentration support ability
-Jump +1 is moved to Thief job
-Venom Strike will perform attack inflicting Poison status with CT 3
-Oily Touch will perform attack inflicting Oil status with CT 3
-Leg Shot will perform Immobilize status infliction with CT 5
-Arm Shot will perform Disable status infliction with CT 5
-Add Reequip as an innate and support ability
-Can equip Knife

[White Mage]

Spoiler

-Cure/Protect/Shell/Regenerate can be learned without JP cost
-Decrease PA Multiplier (90 -> 80)
-Decrease Speed Multiplier (110 -> 100)
-Increase MA Growth (50 -> 48)
-JP cost decreased for Cura/Curaga/Curaja (180/450/800 -> 150/350/650)
-Arcane Defense is moved to Black Mage job
-Cure spells has healing factor changed to percentage based at 25/50/75/100 with Regen status and can be learned on hit
-Decrease CT of Cure spells with new scaling (2/4/6/8)
-Curaja has effect area range increased (1 -> 2)
-Increase hit rate of Raise (180 -> 200)
-Increase hit rate of Arise (160 -> 180) and decrease CT (10 -> 8)
-Regen is changed to Meditate restoring MP to self at MA*4 with increased CT (4 -> 6)
-Protect/Shell has 1 Vertical range with CT decreased (4 -> 3)
-Protectja/Shellja have success rate increased (120 -> 240) and 2 Effect area range with CT decreased (7 -> 6)
-Wall has MP cost decreased (24 -> 12), hit rate increased (140 -> 180) and CT increased (4 -> 6)
-Esuna will also cure Oil status
-Holy has chance to inflict Silence status, decrease CT (6 -> 5), decrease MP (56 -> 30), decrease damage multiplier (50 -> 34), and decrease JP cost (600 -> 500)
-Add Defense Boost as an innate and support ability

[Black Mage]

Spoiler

-Fire/Thunder/Blizzard can be learned without JP cost
-Decrease Speed Multiplier (100 -> 90)
-Increase MA Growth (50 -> 48)
-Decrease MA Multiplier (150 -> 140)
-JP cost decreased for -ra/-ga/-ja spells (200/500/900 -> 150/400/700)
-JP cost decreased for Magick Counter (800 -> 600)
-Remove Arcane Strength support ability
-All Fire/Thunder/Blizzard spells has damage factor increased from 14/18/24/32 to 15/20/27/36 and can be learned on hit
-Thundera has MP cost increased (10 -> 12)
-Firaja has chance to inflict Confusion status
-Thundaja has chance to inflict Immobilize status
-Blizzaja has chance to inflict Stop status
-Thunder/Thundara/Thundaga/Thundaja spells has decreased CT (3/4/6/9)
-Blizzard/Blizzara/Blizzaga/Blizzaja spells has decreased MP cost (5/10/15/20)
-Increase success rate of Poison (160 -> 200) and inflict 12% damage on hit with decreased JP cost (150 -> 100)
-Increase success rate of Toad ability (120 -> 140)
-Flare has increased damage factor (46 -> 48) chance to inflict Blind status
-Add Arcane Defense as an innate and support ability

[Monk]

Spoiler

-Cyclone can be learned without JP cost
-Decrease Speed Multiplier (110 -> 105)
-Decrease PA Multiplier (129 -> 125)
-Decrease MA Growth (50 -> 51)
-Cyclone has increased damage factor (0 -> 2) and Vertical (0 -> 1)
-Pummel has increased damage factor (0 -> 2)
-Aurablast has increased damage factor (2 -> 4)
-Shockwave has increased damage factor (0 -> 2)
-JP cost decreased for First Strike (1300 -> 800)
-Remove First Strike reaction ability
-Shockwave has increased damage factor by 2
-Doom Fist will now inflict damage from amount of HP loss at Vertical 1 with CT 5
-Purification also cure Oil status at Vertical with CT 4
-Chakra has decreased JP cost (350 -> 250) and decreased HP/MP healing factor (5 -> 4) with CT 3
-Revive has increased success rate (70 ->75) and increased healing factor (20 -> 25) with CT 5
-Can equip Pole
-Add Lifefont as an innate ability

[Thief]

Spoiler

-Steal Gil/Steal Heart/Poach can be learned without JP cost
-Increase HP Multiplier (90 -> 100)
-Decrease Speed Growth (90 -> 95)
-Increase Speed Multiplier (110 -> 120)
-Increase C-Ev% (25 -> 30)
-JP cost decreased for Steal abilities by 100
-JP cost decreased for Move +2 (560 -> 400)
-JP cost decreased for Jump +2 (500 -> 400)
-Add Jump +1 ability
-Sticky Fingers is moved to Ninja job
-Remove Move +2 and Jump +2 movement abilities
-Increase chance of stealing equipment by 10 (Same as Plunder skills)
-Add Poach as an innate abilities

[Mystic]

Spoiler

-Umbra/Quiescence/Hesitation can be learned without JP cost
-Decrease Speed Multiplier (100 -> 95)
-Increase MA Growth (50 -> 48)
-JP cost decreased for Defense Boost (400 -> 300)
-Increase success rate of Mystic's Quiescence/Hesitation to 200
-Trepidation decreases PA by 3
-Defense Boost is moved to White Mage job
-Add Ignore Weather/Manafont as innate abilities

[Orator]

Spoiler

-Entice/Stall/Beg can be learned without JP cost
-Increase PA Growth (55 -> 50)
-Increase MA Growth (50 -> 48)
-Increase MA Multiplier (75 -> 100)
-JP cost decreased for Equip Guns (800 -> 600)
-Equip Guns is moved to Chemist job
-Remove Preach action ability
-Praise increases PA by 1 with effect area range increased (0 -> 1)
-Intimidate decreases PA by 2 with effect area range increased (0 -> 1)
-Enlighten decreases MA by 2 with effect area range increased (0 -> 1)
-Add Tame as an innate ability

[Dragoon]

Spoiler

-Horizontal Jump 2/Vertical Jump 2 can be learned without JP cost
-Decrease MA Growth (50 -> 55)
-JP cost decreased for Dragonheart (600 -> 400)
-JP cost decreased for Ignore Elevation (700 -> 500)
-Remove Horizontal/Vertical Jump 6-8 action abilities and Ignore Levitation movement ability
-Add Ignore Terrain as an innate and reaction ability

[Geomancer]

Spoiler

-Tanglevine/Contortion can be learned without JP cost
-Decrease MA Growth (50 -> 52)
-Decrease MA Multiplier (105 -> 100)
-JP cost decreased for Attack Boost (400 -> 300)
-Ignore Terrain is moved to Dragoon job
-Geomancy abilities will target only enemies with increased damage factor (2 -> 8)
-Add Lavawalking as innate abilities

[Time Mage]

Spoiler

-Haste/Slow/Immobilize can be learned without JP cost
-Decrease Speed Multiplier (100 -> 95)
-Increase MA Growth (50 -> 47)
-Decrease MA Multiplier (130 -> 125)
-JP cost decreased for Quick (900 -> 600)
-JP cost decreased for Meteor (1500 -> 1000)
-JP cost decreased for Swiftness (1000 -> 800)
-Remove Mana Shield reaction ability and Teleport movement ability
-Decrease CT of Meteor ability (20 -> 16)
-Haste/Slow/Stop has 1 Vertical range now
-Hasteja/Slowja have 2 Effect area range now
-Increase success rate of Stop (110 -> 120) and Immobilize (190 -> 200)
-Graviga has 2 Effect area range now and has chance to inflict Slow status
-Meteor has chance to inflict Dead status
-Can equip Rod
-Add Swiftness as an innate ability

[Summoner]

Spoiler

-Moogle/Shiva/Ramuh/Ifrit can be learned without JP cost
-Increase MA Growth (50 -> 47)
-Increase MA Multiplier (125 -> 130)
-JP cost decreased for Bahamut (1600 -> 1000)
-JP cost decreased for Halve MP (1000 -> 800)
-Increase healing factor of Moogle (10 -> 12)
-Increase damage factor of Shiva (20 -> 22)
-Increase damage factor of Ramuh (20 -> 22)
-Increase damage factor of Ifrit (20 -> 22)
-Increase damage factor of Titan (22 -> 25)
-Increase damage factor of Odin (36 -> 38) and has chance to inflict Dead status
-Increase damage factor of Leviathan (34 -> 36)
-Increase damage factor of Salamander (34 -> 36)
-Increase healing factor of Faerie (20 -> 24)
-Increase damage factor of Cyclops (44 -> 46)
-Decrease damage factor of Zodiark (90 -> 60)
-Add Halve MP as an innate ability

[Samurai]

Spoiler

-Ashura can be learned without JP cost
-Increase HP Growth (12 -> 11)
-Increase HP Multiplier (75 -> 80)
-Decrease PA Multiplier (128 -> 120)
-Decrease MA Growth (50 -> 52)
-Increase MA Multiplier (90 -> 95)
-Using Iaido abilities will no longer break katana
-JP cost decreased for Shirahadori (700 -> 500)
-JP cost decreased for Doublehand (900 -> 600)
-Remove Shirahadori reaction ability
-Kotetsu is now Dark element attack
-Osafune will damage 50% of MP
-Murasame has healing factor decreased (12 -> 10)
-Chirijiraden has damage factor decreased (30 -> 25)
-Add Doublehand/Swim as an innate abilities

[Ninja]

Spoiler

-Shuriken/Bomb can be learned without JP cost
-Decrease Speed Growth (80 -> 90)
-Decrease Speed Multiplier (120 -> 110)
-Decrease PA Multiplier (122 -> 120)
-Decrease MA Growth (50 -> 53)
-Decrease C-Ev% (30 -> 15)
-Add Sticky Fingers reaction ability
-Remove Reflexes reaction ability
-JP cost decreased for Vanish (1000 -> 800)
-JP cost decreased for Dual Wield (1000 -> 600)
-Add Waterwalking as innate ability

[Arcanist]

Spoiler

-Replace Arithmeticks skill set with Arcane Magicks having Gigaflare/Nanoflare/Migardsormr/Unholy Darkness/Holy/Flare/Meteor/Bahamut/Meltdown/Tornado/Quake
-Gigaflare can be learned without JP cost
-Meltdown/Tornado/Quake can be learned on hit
-Decrease PA Growth (70 -> 75)
-Increase MA Growth (50 -> 46)
-Increase MA Multiplier (70 -> 150)
-Remove Soulbind reaction ability
-Nanoflare has JP cost increased (0 -> 200) with increased damage factor (5 -> 10)
-Migardsormr has JP cost increased (0 -> 300) and will use faith for damage formula and won't hit allies
-Unholy Darkness has JP cost increased (0 -> 400) with chance to inflict Doom status
-Can equip Rod/Staff
-Add Accrue JP as an innate ability

[Dancer]

Spoiler

-Witch Hunt/Mincing Minuet can be learned without JP cost
-Increase HP Growth (20 -> 12)
-Increase HP Multiplier (60 -> 70)
-Increase MP Growth (20 -> 14)
-Increase MP Multiplier (50 -> 65)
-Increase MA Multiplier (95 -> 100)
-Increase C-Ev% (5 -> 10)
-Remove Bravery Boost reaction ability and Fly/Jump +3 movement abilities
-JP cost decreased for Jump +3 (1000 -> 800)
-JP cost decreased for Fly (5000 -> 1500)
-Change success rate of Slow Dance/Polka/Heathen Frolic to 55%
-Change success rate of Forbidden Dance to 45%
-Change success rate of Last Waltz to 35%
-Can equip Ninja Blade/Robe
-Add Fly as an innate ability (Can't learn)

[Bard]

Spoiler

-Seraph Song/Life's Anthem can be learned without JP cost
-Increase HP Growth (20 -> 13)
-Increase HP Multiplier (55 -> 65)
-Increase MP Growth (20 -> 13)
-Increase MP Multiplier (50 -> 70)
-Increase PA Growth (80 -> 65)
-Increase PA Multiplier (30 -> 75)
-Increase C-Ev% (5 -> 10)
-JP cost decreased for Move +3 (1000 -> 800)
-JP cost decreased for Fly (5000 -> 1200)
-Remove Faith Boost reaction ability and Fly/Move +3 movement abilities
-Change success rate of Rousing Melody/Battle Chant/Magickal Refrain to 65%
-Change success rate of Nameless Song to 55%
-Change success rate of Last Waltz to 45%
-Can equip Gun/Robe
-Add Fly as an innate ability (Can't learn)

[Dark Knight]

Spoiler

-Sanguine Sword/Infernal Strike can be learned without JP cost
-Increase HP Multiplier (80 -> 85)
-Decrease PA Growth (40 -> 45)
-Decrease PA Multiplier (140 -> 110)
-Increase MA Growth (50 -> 48)
-Increase MA Multiplier (80 -> 100)
-JP cost decreased for Abyssal Blade (1000 -> 600)
-JP cost decreased for Unholy Sacrifice (1200 -> 800)
-JP cost decreased for HP Boost (2000 -> 1200)
-Remove Move +3/Jump +3 movement abilities
-Add Vehemence as an innate ability

[Mime]

Spoiler

-Increase C-Ev% (5 -> 10)
-Add Poach as an innate ability

[Onion Knight]

Spoiler

-Add Attack Boost/Defense Boost/Arcane Strength/Arcane Defense as innate abilities

[Machinist]

Spoiler

-Squire abilities are added into skill set
-Stone can be learned without JP cost
-Increase MP Multiplier (75 -> 100)
-Increase Speed Multiplier (115 -> 120)
-Increase PA Multiplier (95 -> 100)
-Increase Move (3 -> 4)
-Add Safeguard as an innate ability
-Can equip Knife/Crossbow/Bow

[Holy Knight]

Spoiler

-Increase HP Growth (11 -> 10) [Merged between guest and unit]
-Increase HP Multiplier (140 -> 150) [Merged between guest and unit]
-Increase Speed Growth (100 -> 98)
-Increase PA Multiplier (100 -> 110)
-Increase MA Growth (50 -> 46) [Merged between guest and unit]
-Judgement Blade has decreased damage factor (2 -> 0) at Vertical 1 with CT 2
-Cleansing Strike has decreased damage factor (3 -> 2) with CT 3
-Northswain's Strike has decreased damage factor (2 -> 1) with CT 3
-Hallowed Bolt has decreased damage factor (4 -> 3) with CT 4
-Divine Ruination has decreased damage factor (5 -> 4) with CT 5

[Game Hunter]

Spoiler

-Replaced generic Ramza's abilities with Charm/Seal Evil/Dispelna/Celestial Stasis
-Charm can be learned without JP cost
-Increase PA Growth (50 -> 48)
-Increase MA Growth (48 -> 46)
-Increase MA Multiplier (100 -> 110)
-Increase JP cost of Dispelna (0 -> 600)
-Increase JP cost of Celestial Stasis (0 -> 800) and decrease success rate (50 -> 35) with random status

[Skyseer]

Spoiler

-Increase HP Multiplier (90 -> 100) [Merged between guest and unit]
-Increase MP Growth (11 -> 10)
-Increase MP Multiplier (100 -> 110)
-Increase PA Multiplier (80 -> 100) [Merged between guest and unit]
-Increase MA Growth (50 -> 48)
-Increase MA Multiplier (100 -> 105)
-Sky Mantra abilities has damage factor re-balanced from 10/11/12/14/8/22 to 10/12/14/18/8/24
-Can equip Knife

[Netherseer]

Spoiler

-Increase HP Multiplier (100 -> 110)
-Decrease MP Multiplier (110 -> 100)
-Increase PA Growth (50 -> 48)
-Nether Mantra abilities has damage factor re-balanced from 34/37/40/46/27/75 to 36/42/48/56/30/72
-Can equip Knife

[Sword Saint]

Spoiler

-Decrease PA Multiplier (122 -> 120)
-Decrease MA Growth (42 -> 45)
-Decrease Move (4 -> 3)
-Decrease C-Ev% (20 -> 15)
-Added CT to crush abilities (2 for Helm, 3 for Accessory, 5 for Armor, and 7 for Weapon)

[Divine Knight]

Spoiler

-Decrease Move (4 -> 3)
-Increase C-Ev% (12 -> 15)
-Can equip Hat

[Templar]

Spoiler

-Decrease PA Multiplier (125 -> 120)
-Decrease MA Multiplier (105 -> 100)
-Decrease Move (4 -> 3)
-Increase C-Ev% (14 -> 15)
-Chicken will not hit allies

[Dragonkin]

Spoiler

-Fixed Dragon form's sprite using Poison/Zombie dragon
-Decrease HP Growth (5 -> 7)
-Dragon's Gift cures status of an ally including non-Dragon unit and heal 20% of HP
-Dragon's Might ability also work with non-dragon unit, not increase Brave and decrease stats gained (2 -> 1)
-Dragon's Speed works also work with non-dragon unit and will hit based on faith and zodiac compatibility
-Holy Breath has damage factor reduced (20 -> 16)
-Can equip Clothing

[Sky Pirate]

Spoiler

-Plunder Gil/Plunder Heart can be learned without JP cost
-Decrease Speed Growth (80 -> 90)
-Decrease PA Multiplier (115 -> 110)
-JP cost decreased for Plunder abilities by 100
-Barrage will perform non-evadable WP*SP attack and won't trigger reaction abilities with JP cost decreased (1200 -> 500)
-Plunder abilities will no longer be affected by evasion
-Can't equip Helmet/Armor

[Soldier]

Spoiler

-Increase Speed Growth (100 -> 95)
-Increase PA Growth (50 -> 42)
-Increase MA Growth (50 -> 46)
-JP cost decreased for Omnislash (1200 -> 800)
-JP cost decreased for Cherry Blossom (2500 -> 1000)
-Decrease Meteorain's damage factor (20 -> 18) and CT (10 -> 8)
-Decrease Omnislash's damage factor (30 -> 24) and CT (15 -> 10)
-Decrease Cherry Blossom's damage factor (42 -> 32) and CT (20 -> 15)
-Change Limit requirements from Materia Blade to Sword
-Add Doublehand as an innate ability

[Assassin]

Spoiler

-Changed success rate of Assassin's abilities to 50% + Speed

 

 

>=== Download ===<

My patch comes in PPF format and available for both USA and EUR clean ISO. I also applied slowdown fix thanks to helpful members in FFHacktics.

http://www.mediafire.com/file/q3tc4915dws5az7/FFT WotL - Valeria 1.3 (PSP USA).ppf
http://www.mediafire.com/file/5sy1ghtopj6b8mj/FFT WotL - Valeria 1.3 (PSP EUR).ppf


I hope you'll enjoy this Valeria mod as much as I do and thanks FFTPatcher team so much for this awesome utility that can help us enjoy Final Fantasy Tactics again. :)

Edited by Windows X
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Version 1.0.1 is now released with some fixes and corrections as below.

-Added Slowdown fix for USA by Nexus and EUR by Eternal
-Crystalization causing game crash is now fixed
-Defend/Counter Tackle innate abilities are added to Delita/Argath too
-Improved Cure/Cura healing efficiently a bit to scale better and reduce Curaga MP cost a little
-Increased Monk's physical attack a little but still nerfed with default's PA Growth
-Reduced Fire/Blizzard/Thunder CT by 1
-Reduced Meteor CT by 5
-Potions will heal at rate 30/70/160

http://www.mediafire.com/file/9r4b2d657ncqj61/FFT+WotL+-+Valeria+1.0.1+(PSP+USA).ppf
http://www.mediafire.com/file/ekfdhimb8mn2miy/FFT+WotL+-+Valeria+1.0.1+(PSP+EUR).ppf

I play my mods for a while and found something like Auto-Potion being too powerful so I reduced it back with respect to original's abilities design and scaling. Cure/Cura are boosted based on +6 +8 +10 similar to damage spells at +4 +6 +8. :)

Edited by Windows X
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Can't you wreck auto-potion users with Zombie? Granted, that is a rather niche solution. Maybe there needs to be more than one class that can inflict zombie status.

Edit: just realized that an auto-potion user can also just gear for zombie immunity. So your solution is probably best.

Edited by Regdren
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Thank you for sharing your feedback with us. Inflicting zombie status is quite complicated situation to put on unlike Immobilize or Poison which penalty isn't too severe. It can break the game balance and make you feel like you're playing a different version from the original FFT. I found that happened to a few mods I've played before claiming it's re-balance or improved vanilla but some changes made me feel it's different from vanilla style and mine may probably feel slightly different for some others too.

I thought about raising potion's price too but innate tackle and increased damage from Squire and Chemist will hurt stronger. Sometimes Argath will fall before your turn if he's really unlucky which makes Chemist being more useful to toss items to heal and position your troop right for urgent crisis.

If you're playing Valeria mod right now, you'll see how innate abilities bringing new light to each job while staying faithful to original game design. You'll feel like you're still playing FFT with new changes that blends well with the original concepts and have adjustments that balance out for both allies and enemies. It's like each job is doing what it's supposed to do in battles and enemies are doing that too.

Before releasing 1.0, I also did some experiments with status inflicting too like Blizzard inflicting Stop or Thunder inflicting Immobilize. I find that adding status ailments in early stages will break the game mechanics in one way or another like making Swordskills less useful, I need to remove status more often and can be annoying in some situation. I'll test for a while and see what I can do in future releases.

I'd love to try the idea of inflicting some status early too. Since I'd like to maintain the preserve the vanilla feel as much as possible, I may come up with some modified abilities to make use of it. If you have any suggestion for future improvements, please let me know. :)

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Hi everyone. It's been a while. I'm so busy with big project I'm working on but now I have some spare time to finish this update with bugs I need to fix and stuff I need to revise and improve.

Let's start with Archer again. After revising Aim to be more balanced and enemies sure use it well with Aim +2/3 on me. However, I find Aim +10/15 charges too long and ridiculous for JP cost to learn.

I checked Final Fantasy Tactics Advance and it looks like Archer over there is OP with cheat abilities. I noticed Arm/Leg shot from Machinist was there too. It looks like we get crippled Archer and Machinist here.

So, to balance things out a little bit. I removed Aim +10/15 and replaced with Arm/Leg shot. I also add Aim abilities up to Aim +5 on Machinist so this job will be more like Archer variant. This applies to Barich and Undead Archer too so be careful.

Next is about innate reacion ability bug. We can't add it so I replaced innate reaction abilities to something else available. I also moved some abilities between jobs to balance things out better.

Some support abilities can be quite and might break the game so it needed to be tested for a while. Fortunately I found it's still within safe region thought it may increase challenges and make things a bit easier sometimes.

Squire: Defend/Beastmaster so they can always defend and enhance beasts
Chemist: Treasure Hunter since Chemist already has Throw Items
Knight: Reequip improving versatility to re-equip weapon depending on situation
White Mage: Arcane Defense increasing surviability against magicks
Black Mage: Arcane Strength making Black Mage becoming more threats
Monk: Lifefont increasing tanking capabilities
Orator: Defense Boost so to work as physical oriented mage job better
Geomancer: Attack Boost/Lavawalking and Geomancer abilities won't hit your friends now
Dragoon: Ignore Elevation so Dragoon can move at any height with his jump
Bard: Faith Boost improving magical efficiency during battle
Dancer: Bravery Boost improving physical efficiency during battle
Mime: Poach to match with innate Beastmaster skill as a real beastmaster
Machinist: Safeguard because machinist always keep things safe

Black mage will hit you a lot harder enough to OHKO some of your units but still manageable. Moving Reequip to Knight was a great decision as he can change elemental weapon without support skill required now, very nice.

Orator now has innate Defense Boost from Mystic so he can keep shooting and taking damage while enticing your foes to support your cause. Equip Guns is moved to Chemist now so you can pick to learn this or Throw Items support.

Next is about improving Squire's abilities. Some people added Tailwind so it won't become too useless but I disagree with this idea. Everyone casting Tailwind will break the game balance literally so leave those talk skills it to Ramza and Luso.

I revised Stone to use PA/2*MA for damage formula with chance to inflict Oil status so mages can cast fire spells for more damage though chance aren't that high but still fun bonus to add.

After adding inflict status with Stone, I also added status infliction on other high level spells like Regen with Curaja, Disable with Firaja, Immobilize with Thunderja, Stop with Blizzaja and some other spells including only enemies ones.

After playing for a while, I feel current version stable and balanced enough so I'm releasing version 1.1 here for both USA/EUR ISO as usual. Here's summary of changes in version 1.1

1.1
-Added Aim abilities for Machinist up to Aim +5
-Changed innate abilities on some classes to Support/Move only (Please re-read again)
-Moved Reequip from Chemist to Knight job (So he can use it as an innate skill)
-Moved Equip Guns from Orator to Chemist job
-Moved Defense Boost from Mystic to Orator job (Orator is like physical mage type so this should fit him better)
-Rush damage formula is now 50% of physical attack (Random 25-100% is too unreliable)
-Stone's damage formula is now PA/2 * MA. It will also have chance to inflict Oil status
-Increased Rend Speed's speed reduction by 1 for more viable effects in early chapters
-Curaja has chance to inflict Regen status
-Firaja has chance to inflict Disable status
-Thunderja has chance to inflict Immobilize status
-Blizzaja has chance to inflict Stop status
-Meteor has chance to inflict Dead status
-Gravija has chance to inflict Stone status
-Flareja has chance to inflict Confusion/Berserk status
-Reverted Cyclone damage boost
-Potions will heal at rate 30/80/180
-Changed Archer's Aim +10/20 to Leg Shot and Arm Shot

http://www.mediafire.com/file/e8eswq88dtktckj/FFT WotL - Valeria 1.1 (PSP USA).ppf
http://www.mediafire.com/file/3kar9kvkc44ts5u/FFT WotL - Valeria 1.1 (PSP EUR).ppf

You can patch with original USA/EUR ISO and enjoy Veleria 1.1 mod. I thought I wouldn't mess with special jobs but Machinist is too pitiable to ignore. If you have any suggestion for further improvements with this mod, please let me know.

Regards,
Keetakawee

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Nice, I saw your thread on the FFT subreddit too. I'll have to take a look at this later in the month :ninja:

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I'm glad to hear. I'm working for future updates right now so you might see another update in next month. This time I'm thinking about how to make -ga spells more useful while being in original fashion. :)

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After collecting feedback I received, I plan to work on spell improvements for next 1.2 release. Stay tuned. :)

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Hi guys. Version 1.2 is out now. I've finished my big projects so I can focus on finalizing 1.2 release. This time it's another big update on spell improvements in this re-balance.

Back then spell tier are classified strictly with less favorable merits. Upgrading to -ra spells is OK but -ga spells are some what redundant and make people feel like I should save up for -ja spells instead.

In this re-balance, I added extra merits to -ga and -ja spells to make it more worthwhile. I increased effect area on -ga spells and added status effects on -ja spells so you can use -ga spells as shorter chant version with the same effect area.

I also add increased effect area and vertical range on Cure spells and all other status spells including spells on -ja spells for enemies too along with some other minor spell improvements.

As I was informed about Archer's Arm/Leg Shot bug not working with Aim skillset in previous release, I decided to build a new skillset for Archer. This new archer abilities will have the follow abilities.

Venom Fang
Oily Touch
Leg Shot
Arm Shot
Seal Evil

I tried playing optimized aim with CT and power for a while but gotta say it's dull and boring. So I decided to make archer abilities around status inflicting instead based on Machinist and monster abilities.

I also increased physical attack multiplier to make up for missing aim abilities. Archer will hit a bit harder than vanilla version but not too broken like Tactics Ogre but can be fearsome with Focus/Tailwind added. :)

1.2
-Added status infliction to abilities' description
-Changed Archer's Aim abilities to Venom Fang/Oily Touch/Leg Shot/Arm Shot/Seal Evil
-Increased Archer's physical attack a bit
-Changed CT time of Wall ability to 6 and no more additional MP cost
-Revised Cure spells MP cost to 5/10/16/24
-Cura has 2 Vertical range now
-Curaga/Curaja have 2 Effect area range now
-Protect/Shell has 1 Vertical range now
-Protectja/Shellja have 2 Effect area range now
-Holy has chance to inflict Blind status and reduce damage by 20% and cost 48MP
-Thundera MP cost is now 12 like others
-Firaga/Thundaga/Blizzaga spells have 2 radius now
-Haste/Slow/Stop has 1 Vertical range now
-Hasteja/Slowja have 2 Effect area range now
-Graviga spells has 2 Effect area range now
-Changed Meteor CT to 16
-Kotetsu is now Dark element attack
-Adjusted Arithmetician's physical/magical attack to be little weaker than Chemist
-Changed Machinist new abilities to Focus/Rend Helm/Rend Armor
-Toadja/Gravija/Flareja/Blindja/Confuseja/Sleepja have 2 Effect area range now
-Innate abilities also be apply to more enemies' jobs variants like Undead and others
-Elmdore's Safeguard innate skill is replaced by Arcane Strength
-Move/Find items will be rare or better items now

http://www.mediafire.com/file/ecd3ai1o99lv948/FFT WotL - Valeria 1.2 (PSP USA).ppf
http://www.mediafire.com/file/rogvat6p0c3wre3/FFT WotL - Valeria 1.2 (PSP EUR).ppf

In this release, I also tested abilities and performed test run with 1.2 changes to make sure everything is working and also balanced. Machinist also works great with Focus ability now that I wish Mustadio should have it as every generic can do with guns.

Edited by Windows X
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It's been a while since last release and I've been testing and working on re-balance and improvements on various jobs. 1.3 will have a big update with real effort to keep things more balanced and improve enjoyment.

Since there's a lot of changes going on in 1.3, I'd appreciate if anyone can test my mod before releasing. Please let me know if you're interested and I'll send current Valeria 1.3 update for you.

-Archer will have abilities similar to aim with status infliction added
-Some spells has been adjusted and reworked
-Monk has some offensive abilities reworked for situational use and adjusted support abilities not to render spells useless
-Summoner receives magical attack and spells boost now
-Holy Knight and Sword Saint abilities is now nerfed to be more balanced
-Some adjustments on items making ranged weapon be more useful and balanced

This new patch will totally change the way you play the game since tutorial. Ladd can be hit by Archer. Sword skills won't work right away and hit weaker. It may raise the game difficulty a little but also make some fights easier too.  Please let me know what do you guys think about these changes and have fun. :)

Edited by Windows X
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index.php?action=dlattach;topic=11872.0;attach=17110;image

Hi. Today I've finally finished updating my Valeria 1.3 version. It's like creating a new patch with everything changed. If you play this mod before, I recommend to start over and enjoy the whole new experience again.

>=== Download ===<

My patch comes in PPF format and available for both USA and EUR clean ISO. I also applied slowdown fix thanks to helpful members in FFHacktics.

http://www.mediafire.com/file/q3tc4915dws5az7/FFT WotL - Valeria 1.3 (PSP USA).ppf
http://www.mediafire.com/file/5sy1ghtopj6b8mj/FFT WotL - Valeria 1.3 (PSP EUR).ppf

I hope you'll enjoy this Valeria mod as much as I do and thanks FFTPatcher team so much for this awesome utility that can help us enjoy Final Fantasy Tactics again. :)

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Fixed some bugs I forgot and re-uploaded. Please download and apply the patch again.

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