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  1. Chrono Trigger is considered easy for veterans due to core characters having high speed making random encounter and boss fights becoming less challenging. You can use Lunar IPS to apply this patch over original Chrono Trigger (U) [!] This re-balance mod will focus on utilizing roles based on utility and speed. I'll fix other issues and apply re-balance to teches and items including some stuff reworked as below. ===Character speed re-balance=== If you group characters based on speed into slow/normal/fast, the pacing will be 6/8/12 making fast characters being too fast and make the game unbalanced. I will decrease speed on fast characters to make the game moderately more challenging with balanced pacing. Since speed reduction leads to more difficult gameplay, I decided to release version 2.0 with 3 different versions. Normal - This will keep original speed on playable characters. You can enjoy new content and improvements with Valeria 2.0 without increasing difficulty. Some enemies will act a bit faster though. Skilled - This will reduce speed on fast playable characters by 2. It will increase game difficulty a bit with slower offensive characters. This one is more balanced and should have been implemented in original game. Veteran - This is my favorite speed re-balance used in early development. It's considered a bit too hard for new players so first Valeria release made it easier. I recommend this difficulty for veteran players only. You can start new game with different difficulty and it can't be changed later. Though it's more difficult at first but it'll get better gradually with speed tabs you found through story progression. Stat tabs are no longer charmable so please use wisely. ===Character teches re-balance=== Tech re-balane starts from healing being too powerful on some units making some dedicated support like Marle quickly fall behind. Despite having most powerful Life2 tech, she doesn't have AoE heal or powerful spells to make use of her magic at all. Robo's healing teches will easily overpower others with some speed and magic tabs so healing re-balance is the the main reason I started this mod. Even Slurp and Kiss can be over powered with a few magic tabs for 2 MP cost too. Most physical teches will be nerfed a bit and boost dual/triple teches to become stronger. I highly recommend to use dual teches for more damage output. Magical teches however are buffed a bit to make magical strategies working better. There's also a lot of inconsistencies between unit's role and teches they have like Crono getting Raise after Lightning2 while Marle getting Life2 as the last tech when she should get revive ability much sooner so I reworked a few teches too. Crono - He's one of fastest unit, having access to most versatile and strongest weapons, can even revive an ally, and have strongest ultimate spell. So I decreased his speed, change his Revive to attack power up buff, and nerf Ultimate spell down to more reasonable level along with last tech on other units. I also added +4 Magic Sword on VerdicBlade to compensate the lost of charmable tab making him more versatile on magical build. Marle - She's one of the most pitiful design in game. Designed with high magic potential but was given role as support character. Her Cure 2 is useless when Cure can almost heal unit to full HP. Her strongest attack is average Ice 2 and lose to Magus version. Her role of support to revive fallen ally won't be available until you get her last tech. Her only redeeming feature haste become needless with endgame haste helm. And she's only healer who can't do AoE heal alone. In this re-balance, I reworked on her Allure to be AoE, Haste to be Revive instead and changed Cure 2 to be AoE making her role as dedicated support becoming useful as it should be. Her ulti is changed to Haste/Evade buff which is a small bonus since HasteHelm can get only one now. I also decreased her speed by 1 in Veteran to balance unit's efficiency a bit. Lucca - Despite people's claim that she's not being that great but her magic is recognized by pro players to be very good unit in many parties. There's not much for her to be adjusted except raising bonus success rate of Hypnowave a little. Her weapons and Marle's also get small buff too. Frog - He's also one of the most pitiful one fighting the rock bottom spot with Marle too. He started off as very effective unit with 2MP AoE heal and hits hard with Masamune. However, his usefulness quickly fades away as his offensive quickly fall behind with weaker weapons plus lower weapon growth. His magic growth is not high enough to to make his heal useful enough. To redeem his shortcomings a bit, I buffed his basic Slurp power a little, his Leap Slash will have chance to Slow unit too and Cure 2 is changed to Heal 2 for high power heal with status restored. His weapons gets buff to hit harder too. His Heal will have MP usage doubled though. Robo - He's designed to be slow but powerful with abilities to fit all roles effectively with some tabs. He's supposed to be one of the most powerful trump card if you put effort to build him right and I don't plan to change his design much. So besides nerfing tech power like others, I nerfed his healing teches a bit and add MP cost on Laser Spin/Heal Beam. In Veteran level, his base speed is decreased down to 5 needing more effort to maintain his speed until late game. Ayla - She's designed to be physical beast who can steal and heal with status restored and it works well that way. Some people may not like forcing Ayla to steal but there's no better design to work on stealing yet. I didn't change her design that much since she seems to be fine as is now except some minor tweaks like adjusting Kiss power with 2 MP cost and decrease MP cost of Charm a little. Her fist also have 5% critical rate bonus added too. Magus - He's pretty much balanced except his MP cost is a bit too effective so I added MP cost on most of his teches and nerf his dark teches' power a little. His only buff is Black Hole will have 60+20% chance to Stop if not instant death. His weapon StarScythe can inflict Poison. His ultimate tech isn't nerf so it's considered strongest with his magic power. After a few test runs, I believe this tech re-balance shouldn't break the game balance and improve usefulness of all units through the game better without one being clearly better or worse. You can still beat the game with any party combination but using proper strategy and planning will be more important to win the game without imposed challenge. ===Items Re-balance=== Chrono Trigger as a few unused items so I brought them back and modify some items to enhance gaming experience. Since some teches are nerfed so I'll buff some items to improve usability without relying on stat tabs too much. Some weapons for Marle, Lucca, and Frog are a bit underwhelming so I buffed them a bit so they can perform better before getting final weapon. Marle's Valkyrie can hurt pretty well against magical enemies to make up for no ultimate attack. Consumable items have price increased too making HP/MP/Status recovery teches becoming more crucial to use although Ether is cheaper and HiEther is more expensive. Some items are very interesting and allow new strategies like SeraphSong. Most items are buffed and some endgame content are re-balanced with some buffs and nerfs applied. This Valeria mod shouldn't make the game significantly harder. If you play your card right, it might be even easier than original game. This re-balance will make strategy becoming more important to beat the game efficiently. Download:
  2. Hi. You can use PPF-O-Matic to apply ppf patch on vanilla USA/EUR ISO file. You can watch this video for reference below.
  3. Chrono Trigger - Valeria Re-Balance Mod

    It's almost ready now guys. Here's some main changes I applied more. -Moved Raise to be learned befor Lightning2 for Chrono with reduced power -Increased Evade's evasion rate to be the same like Third Eye (2x evade hardly works so it might be dummy) -Re-balanced cure teches scaling for more balanced distribution -Re-balanced teches and dual/triple teches power a bit more -Nerf Magus' Dark teches a bit and fixed Black Hole to put chance to stop without doing damage -SeraphSong will be dropped from Great Ozzie for late game item -Removed stat tabs from charmable enemies -Re-balanced items a bit more I'm not really sure how many people still playing this game but you can watch my gameplay here.
  4. Hi. While I was updating Valeria 1.5.3, I also worked on some 1.3 mods too. That's why it took so long to update lol. It took me a while to decide whether I should work on Beta 5 which is the last update from Dr. Bretto or which is considered last stable update. After playing and comparing both versions for a while, I decided to work on which has some interesting developments for higher HP fight with traps. I'll start with only ability re-balance related to damage factor and hit rate so it won't affect the game mechanics significantly. I may need to revise some abilities like Chant to 100% revive rendering Phoenix Down useless to 140 faith based so zodiac compatibility will play bigger role here. I must say 1.3 isn't really my cup of tea with my experience from both PSX/PSP releases. I dislike how archer has so many abilities to manipulate status effects making mages kinda useless. They can also hit hard and can cancel charging skill from distance too. It's very annoying but I'll maintain 1.3 elements as is for the first release. You can read changelog below for changes from Beta 5. Download: (Clean EUR ISO only) Please let me know what you guys think about it. Since there's no successor who'll maintain 1.3 mods for WOTL anymore, I'll try to improvise and improve based on received suggestions and testing for better gameplay.
  5. FFT: WOTL Valeria 1.5.3 - Re-balance update on weapons and some class adjustments Hi everyone. It's been a while since the last 1.5.2 release and I'm glad to see people enjoying my mod. There's over one thousand players for latest 1.5.2 update alone which surprised me a lot. Last few months ago I received reports about some weapons being un-balanced. I thought it would be fine since there's no further upgrades on chapter 4 but time and availability didn't work as planned so I made some adjustments now. Flail will have weapon power scaling decreased based on WP^WP formula. I want to make this weapon as closed range gun attack with +2WP. Axe will have weapon power increased based on story progression. Since Axe can make very high damage with Weapon Strike, I was afraid to buff its damage but it shouldn't be that bad comparing to traditional OP dual wield setup. Don't forget normal attack has chance to inflict Slow too. Aside from weapon patches, I also tried to improve Weapon Strike animation and hope it works a bit better now. There's also minor stats tweaks on some jobs and Flare hits little harder with longer CT too. 1.5.3 -Decreased Flame Mace's weapon power (11 -> 10) -Decreased Iron Flail's weapon power (9 -> 8) -Decreased Morning Star's weapon power (16 -> 12) -Decreased HP Multiplier on Sword Saint job (160 -> 150) -Decreased PA Multiplier on Ninja job (110 -> 100) -Decreased Scorpion Tail's weapon power (23 -> 16) -Decreased Vesper's weapon power (36 -> 20) -Fixed Weapon Strike showing weapon throw animation glitch -Increased Battle Axe's weapon power (9 -> 10) -Increased CT of Flare ability (7 -> 8) and increased damage factor (46 -> 48) -Increased Evasion on Orator job (5 -> 10) -Increased Francisca's weapon power (24 -> 26) -Increased Giant Axe's weapon power (12 -> 14) -Increased Golden Axe's weapon power (30 -> 32) -Increased HP Multiplier on Knight job (120 -> 125) -Increased HP Multiplier on Orator job (80 -> 85) -Increased Slasher's weapon power (16 -> 20) FFT: WotL - Valeria 1.5.3 (PSP USA) - FFT: WotL - Valeria 1.5.3 (PSP EUR) - I'm thinking of next update as revamped design. Maybe 1.6 or 2.0 with job's unique skill concept and revamp some more jobs. If you have any suggestion after trying 1.5.2 update, please let me know.
  6. FFT 1.3 hello

    I'm thinking about picking 1.3 for re-balance while staying faithful to 1.3 design concept. Which version would you guys recommend?
  7. If I can have text script from DrBretto or kyozo22, I can correct them. I tried to import ISO but couldn't patch it back. New seems to have prolong fight idea. I may consider patching instead too.
  8. I used to try modding FFT 1.3 before and I admit I was too young to realize its mechanics and design philosophy back on those days. Those changes and ideas I pushed back then seem to be silly and stupid now when I know more about game mechanics after modding for a while. After modding Valeria project for years and made quite a stable improvements as true to vanilla re-balance, I hope I could contribute to improve FFT 1.3 WOTL project. Last update was beta 5 since 2013 and no update since and there were some inconsistencies that can be improved. I won't touch original mechanics DrBretto set and won't change the vision more than re-balance of certain abilities to be more manageable. My goal is to make the game being more tolerable to RNG and allow more possible strategies. I've uploaded my first video demonstrating some changes I applied to tutorial battle below. My intention right now is to make no changes to job stats which may affect strategies and difficulty, no changes to status infliction flag, range, MP cost, and speed of abilities. I intend to adjust parameters to scale better through the game and make RNG and some abilities less broken with some nerfs and buffs a little. The reason why 1.3 is hard and can be too punishing is some abilities being too effective making some battles too punishing. Re-balancing 1.3 can make the game less punishing and open more possibilities to try more strategies. Since I won't change core mechanics and job stats or even item, its soul of 1.3 shouldn't be tampered significantly.
  9. FFT: WOTL Valeria 1.5.2 - Pillars of Magicks re-balance Hi everyone. I hope you enjoy FFT Valeria 1.5 update. There's a lot of changes that help us reacher to the ideal of every job and abilities are useful without game breaking balance. However, it seems balancing spells is yet to be completed. In my 1.5 run, I noticed a few things that needed to be addressed which are. 1. I never see Blind/Silence status infliction applied to my units. My best bet is Thief swinging Blind Knife/Mage Masher to inflict one but I haven't seen that yet from few story battles I can have 2. Summoner uses only basic spells because Titan has too long CT to cast on my units 3. Protectja/Shellja/Hasteja/Slowja spells are useless because it takes longer CT and MP cost for no effective gain to use over basic spells 4. Summon > Black/White Magicks in terms of HP damage/recovery and Toad/Death spell won't be enough to cover it Moogle and Faerie can heal pretty well and Summon has good enough damage and high level summon can outclass black magicks signficantly. The main reason I use White Magicks is for party buff and revive now. Some people also addressed issues about increased CT in WOTL's summon so I think this will be a good opportunitiy to re-balance magicks again for these four main jobs. [White Mage] Cure spells will have radius and vertical expanding on every tier for wider range of use. Curaga with 3 radius and Curaja with 4 radius that won't heal enemies will be very useful. In compensation of expanding radius on -ga and -ja tier, healing factor was changed from 30/40/60/100 to 25/35/50/100 and hit rate was changed from 255/240/220/200 to 200/220/240/255. I also changed Protect/Shell to have CT 4 with hit rate 180 and Protectja/Shellja to have CT 2 with hit rate 240 making -ja tier buff becoming more useful. Holy won't have chance to inflict Silence status anymore. Since permanent Reraise is no longer available, I decided to revamp revive mechanics to decrease MP cost of Raise, CT of Arise and buff hit rate/CT Reraise to be more useful fitting 1000JP to learn. [Black Mage] As Black Magicks already have spells like Toad and Death with strong status infliction, I decided to revamp spells in 4-tier Black Magicks with chance to inflict status and range as below. -Radius and Vertical will keep expanding on every tier like improved Cure spells -All 4-tier spells will have chance to inflict status (Fire - Blind, Thunder - Silence, Blizzard - Stop) -Specific boosts for Thunder (less CT) and Blizzard (more damage) will be removed This way, ja spell will hit at closer level to Leviathan with the same radius and vertical and have the same MP cost. Summon won't hit allies and have longer CT but Black magicks has chance to inflict status and have shorter CT. Since story battles has a few black mages too, you'll come across one of them casting spell to inflict Blind/Silence/Stop status more often making Echo Herb/Eye Drops being more useful to have. Since status infliction won't have high chance to trigger, there shouldn't be difficulty spike with these changes. Flare will cost 50MP and has 46 damage factor for effective re-balance too. [Time Mage] Haste/Slow to have CT 4 with hit rate 180 and Hasteja/Slowja to have CT 2 with hit rate 240 making -ja tier buff becoming more cost effective like changes I applied to White Magicks. Gravity/Graviga sems to perform fine so I'll leave as is for now. Meteor however was weaken a lot from PSX version with 60 damage factor so I'll buff this one up a bit to 45. [Summoner] PSX version has basic summon at CT 4, Titan at CT 5, and even Bahamut will have CT 10 only which make Summon a lot slower to use without Swiftness in WOTL. I thought it was finely balanced personally but some people who played PSX version before may find it too slow to use so I decided to decrease CT of most Summon abilities with some adjustments. I actually started from Summon re-balance first then apply re-balance to other spells later to make sure 4 main magicks are strong enough without losing to others. 1.5.2 -Added chance to inflict Stop status with 4-tier Blizzard abilities from Black Magicks -Added chance to inflict Blind status with 4-tier Fire abilities from Black Magicks -Added chance to inflict Silence status with 4-tier Thunder abilities from Black Magicks -Changed 4-tier CT scaling of Thunder abilities to 3/4/6/8 -Changed 4-tier damage scaling of Blizzard abilities to 14/17/23/32 -Changed 4-tier range scaling of Cure/Fire/Thunder/Blizzard abilities to 0-0/1-1/2-2/3-3 -Changed Cure spells healing factor ratio (30/40/60/100 -> 25/35/50/100) and hit rate (255/240/220/200 -> 200/220/240/255) -Changed Poison Strike/Oily Strike status infliction to be chance based -Changed Potions' price to 100/350/1000 in consideration with Auto-Potion being back instead of nerfing restored HP amount -Changed Protect/Shell/Haste/Slow to have hit rate 180 and CT 4 -Changed Protectja/Shellja/Hasteja/Slowja to have CT 2 -Changed Raise ability to have hit rate decreased (200 -> 180) and MP cost decreased (10 -> 8) -Decreased CT of Bahamut ability (15 -> 13) -Decreased CT of Carbuncle ability (5 -> 4) -Decreased CT of Faerie ability (7 -> 6) -Decreased CT of Ifrit ability (7 -> 6) -Decreased CT of Leviathan ability (14 -> 10) -Decreased CT of Salamander ability (12 -> 10) and increased damage factor (34 -> 36) -Decreased CT of Shiva ability (7 -> 6) -Decreased CT of Titan ability (10 -> 8) and decreased damage factor (28 -> 27) -Decreased CT of Odin ability (13 -> 10) and increased damage factor (34 -> 36) -Decreased CT of Zodiark ability (17 -> 15) -Decreased MP cost of Golem ability (40 -> 36) -Decreased MP cost of Quiescence ability (16 -> 8) -Decreased MP cost of Sylph ability (26 -> 24) -Decreased damage factor of Flare ability (48 -> 46), removed chance to inflict Blind status, and decreased MP cost (60 -> 50) -Decreased damage factor of Shiva ability (22 -> 20) -Decreased hit rate of Arise ability (180 -> 160) -Decreased hit rate of Revive ability (70 -> 65) -Decreased price of Remedy (350 -> 250) -Increased damage factor of Meteor ability (40 -> 45) and decrease CT (16 -> 15) -Increased hit rate of Reraise ability (160 -> 200) and decreased CT (7 -> 6) -Removed chance to inflict Silence status with Holy ability With introduction of more status infliction on Black Magicks and Auto-Potion becoming top rated reaction for beginners, I decided to increase price of potions to 100/350/1000 and decrease price of Remedy (350 -> 250). Auto Potion might seem useful to have but each trigger will cost you more especially if you don't grind much and want to save up money for Tynar Rogue. It's better to focus more on not taking hit and make effective turn. FFT: WotL - Valeria 1.5.2 (PSP USA) - FFT: WotL - Valeria 1.5.2 (PSP EUR) - Now I've finished chapter 2 and I'm in preprations with errands and poaching for good weapons for chapter 3. If you have any suggestion after trying 1.5.2 update, please let me know.
  10. Valeria 1.5.1 is out now with cure spells fixed. I forget that formula used in cure spells requires status infliction so I'll put Regen status back now. I'll also make Archer's Venom Strike and Oily Strike to have 100% status infliction too. These changes are made before releasing on X'Mas and it seems I made some mistakes there. I also have something left to be done too which is Time Mage skill set and reworked Arcanist abilities. Now Time Magicks will be more powerful from 0.25-0.5x damage to 0.35-0.65x damage. I also fixed missing information about added effect status too. 1.5.1 -Added missing effect information on reworked skills -Changed Venom Strike/Oily Strike to have 100% status infliction again -Changed Tornado ability to always inflict Slow status on hit but will not affect unit with Slow status immunity -Decreased hit rate of Gravity ability (190 -> 180) and increased damage factor (25 -> 35) -Fixed Cure/Cura/Curaga spells not working because status infliction is required so Regen status was added back -Increased damage factor of Graviga ability (50 -> 65) and reverted effect area back to 1 -Increased damage factor of Poison ability (12 -> 20) -Increased hit rate of Haste/Slow ability (180 -> 200) FFT: WotL - Valeria 1.5.1 (PSP USA) - FFT: WotL - Valeria 1.5.1 (PSP EUR) - Tornado may not deal much damage but at least it's stronger than original Gravity and can Slow enemies too which can be very useful in some situation.
  11. Merry Christmas everyone. Today I'd like to give me present to FFT fans with Valeria 1.5 update. After the long development for version 1.5 update, it's finally done with completed re-balance in every spot. [Chapter 1 true re-balance] First of all, I'd like to introduce the proper gameplay in chapter 1. Ramza, Delita and Argath will not receive bonus HP/PA/MA boost anymore. Delita will still have little HP boost and Argath will also have evasion boost though. This will make them no different from other generic squire with little boost. They can't tank or deal harder damage anymore so please plan your game accordingly and you'll do fine. I highly recommend everyone to start over with Veleria 1.5 to experience the new gameplay changes making whole new experience while still being faithful to vanilla mechanics. [Ramza the Heretic] Ramza has stats progression will now affect his HP/MP/Evasion too for better improvements over time. Ramza will become gradually stronger over the time. Squire HP Multiplier: 100 HP Growth: 11 MP Multiplier: 85 MP Growth: 13 PA Growth: 50 PA Multiplier: 90 MA Growth: 48 MA Multiplier: 80 C-Ev%: 5 Mercenary HP Multiplier: 110 HP Growth: 10 MP Multiplier: 95 MP Growth: 12 PA Growth: 48 PA Multiplier: 100 MA Growth: 46 MA Multiplier: 90 C-Ev%: 10 Heretic HP Multiplier: 120 HP Growth: 10 MP Multiplier: 105 MP Growth: 11 PA Growth: 45 PA Multiplier: 110 MA Growth: 45 MA Multiplier: 100 C-Ev%: 15 Ramza's job name will be changed over time as "Squire -> Mercenary -> Heretic". In his final upgrade, he'll have some stats increased comparing to original as below. HP Growth: 11 -> 10 PA Growth: 50 -> 45 MA Growth: 48 -> 45 C-Ev%: 10 -> 15 His PA/MA Growth are adjusted to be more balanced with some bonus to compensate for starting the game as true ordinary Squire as well. [Item re-balance] A lot of weapons are re-balanced to scale better over time such as Bow with 1-4 bonus weapon power instead of fixed 2 and Katana getting extra weapon power with Brave factor in consideration. Ninja's throwing Shuriken will be stronger with 2 bonus weapon power with price adjusted to make Throw skill set being more useful than chipping some damage. Knight's Sword has Holy attribute as a counterpart of Fell Sword now. Equip status of Knight's Sword will be re-distributed to proper placement for re-balanced purposes. Block rate limit is decreased down to 35 (40 for Defender and Dancer's Cloth) with some information corrected. For other item re-balance updates, please check full changelog for details. [Overhual job re-balance] During my 1.4 gameplay, I found some jobs performing something better or worse than others so I applied re-balance in finer details like HP/MP along with other changes for each job as below. Squire To make Squire deserving to be used as a main job more, I increased PA Growth a bit though previous patch is fine. I also decreased MP a bit for physical oriented job. Chemist I increased MA/MP growth a bit so this job can provide better magic support as a main with little boost on MP too. Knight I increased his HP growth a bit so he can do tanking job better and decrease MP growth and multiplier to limit magic's efficiency a bit. Archer Archer is now faster with bonus speed but not as fast as Thief. I also increased HP/MP growth a bit too which make Archer a more desirable job to use especially with magic support role. Status infliction on Venom Strike/Oily Strike will be chance based now and increased ticks for Poison status. Barrage is changed to Lightning Strike based on A2 reference and Burial will crystalize Undead instead of stone. White Mage Cure spells has healing factor changed to 30/40/60/100 and only Curaja will add Regen status so only with increased ticks. Cura won't be enough anymore. I also reduced CT of Protectja/Shallja to be more useful. Wall ability seems to be a bit powerful even with short ticks so I decreased its hit rate down but also decreased CT too. HP growth is also decreased a bit in consideration of passive Defense Boost. Black Mage CT of 4-tier spells are decreased to 3/4/6/8 making spells launching faster (2/3/5/7 for Thunder spells) and damage scaling is changed to 14/17/23/32 for re-balance purposes (15/19/26/36 for Blizzard spells). Although its magic offensive spells are nerfed a bit but Blizzard spells are strong enough. I also increased PA/MA growth to lower the loss of grinding spells to use with physical jobs. Monk Since Monk doesn't have Hat equipment and PA Multiplier is decreased, I increased HP Growth/Multiplier a bit to make up losing offense. I also increased PA growth and decreased MA growth a bit too. Thief This job is already good enough so no re-balance is actually applied on this job. Maybe decreasing block rate of Main Gauche is worth mentioning here. Mystic Mystic will have 4 move now as the only 4 move mage with MA growth increased and PA growth decreased. Corruption/Fervor/Induration abilities will have hit rate increased a bit too. Orator You can now learn Auto-Potion again in Valeria though it'll be harder to learn on Orator with increased JP. I increased MA/MP growth a lot and nerf PA growth to compensate it too. Dragoon Dragoon is still too powerful so I decreased HP multiplier and PA growth a bit but I also increased Speed and MA growth with bonus evasion as original Dragoon now. I need to nerf Dragoon more because Polearm and Jump are very strong and I increased weapon power of some late game weapon a bit too (Not Javalin II which is already very strong). Geomancer Since equipment with MA boosting makes Geomancer skills a bit powerful in some situation, I decided to decrease MA multiplier a little more. Time Mage MA growth and multiplier are increased a lot with PA growth decreased a bit making Time Mage more powerful unit to have. Meteor will be slightly weaker based on lower CT value. Hasteja/Slowja will cast faster and Graviga has hit rate increased but won't slow unit anymore. Summoner A lot of skill set re-balance. I increased hit rate of Carbuncle/Sylph abilities. I also decreased CT of Salamander/Sylph abilities too. Leviathan will have CT increased a bit. Ramuh and Odin has damage factor decreased for re-balance with similiar tier abilities and Titan will be significantly stronger now. I also increased MA growth a lot on this job. Samurai I increased MA Multiplier and MP Growth a bit for better Samurai as a main. As Katana weapons are buffed, I nerfed a few early Iaido offensive abilities to compensate it too. Since there's a few abilities adjusted so I recommend you to read full changelog. For now, Kiyomori and Masamune will apply random status instead of all status. Ninja Vanish is back now with 20 ticks meaning you can't keep hiding forever. Aside from Dancer move, Regen status can be useful with high speed vanish unit. I also increased Shuriken and Bomb damage with 2 bonus weapon power so throw will be stronger now with more gil to spend for. Arcanist Since most abilities are very powerful, I decreased its MA Multiplier a bit and nerf Migardsormr and Nanoflare for re-balance purposes. However, I increased MA growth to be highest among generic jobs. Holy/Flare/Meteor/Bahamut abilities are removed from skill set but Meltdown/Tornado/Quake can be learned instead with some changes. Please read full changelog for details. Bard There's no re-balance applied to this job yet. Dancer There's no re-balance applied to this job except her Cloth having block rate decreased by 10. Mime I decreased HP and PA growth a bit and increased other stats to make Mime being useful without extensive grinding required. Though Mime can't assign any ability at all but you can gain JP and learn its innate Concentration ability which is banned in Valeria for a while now. Onion Knight Onion Knight is revamped from meme job into something decent with 100 HP/MP/Speed/PA/MA multiplier and boost to 120 when mastered. It comes with Reequip/Dual Wield/Doublehand/Parry as a weapon master too. But that's not all, Onion Knight finally has Huntcraft skill set borrowed from Game Hunter with monster abilities you can learn on hit and some useful and unique abilities. Please read full changelog for details. These changes are observed from my previous 1.4 gameplay so most of them should perform well but let me know if you have suggestion about job re-balance. [Special character re-balance] As I revamped Ramza from UberSquire to proper job progression, I also modified other special characters too. They also have better jobs unlocked on recruit too. Ladd He will join with Chemist level 6 unlocked so you can make good use of items from him. Alicia She will join with Thief level 4 unlocked so you can start working on stealing if you don't have one already. Levian She will join with Monk level 4 unlocked so you can start working on Samurai path sooner if you don't have one already. Mustadio Although gun won't reply on PA but increasing PA for cases of using Bow should be fine and he will join with Geomancer level 3 unlocked (faster access to Ninja). Agrias Since her speed issue can be resolved with Tynar Rogue, I reverted speed growth and increased PA growth a bit instead. She will join with Dragoon level 3 unlocked (faster access to Samurai). Luso I changed his skill set to Mettle (Ramza's CH4) and he will join with Summoner level 4 unlocked so he can learn Golem with other useful abilities. Rapha I changed damage scaling of her Sky Mantra abilities to 12/14/16/18/10/24 and she will join with Black Mage level 8 unlocked to help her brother mastering Dark Knight sooner. Marach I changed damage scaling of his Nether Mantra abilities to 36/42/48/54/30/72 and he will jion with Knight level 8 unlocked to become Dark Knight sooner. Orlandeau Since he has zodiac stone with decent magic stats, he will join with Arcanist level 1 unlocked for faster access to all kinds of main magicks. Meliadoul I reverted her move back to 4 and increased her MP growth a bit more. Crush armor and weapon will have CT lowered too. She will join with Ninja level 1 unlocked to grind some speed and abilities. Beowulf He's already good with Mystic job unlocked but wouldn't hurt to unlock level 8 on recruit. Reis She will join with Samurai level 1 unlocked so you can learn to equip sword or katana sooner along with Iaido. Balthier He's also good with Martial Arts support so he will join with Monk level 8 unlocked Cloud He will join at party level with with Time Mage level 8 unlocked to combo with Meteor based limit break abilities. [Safeguard on important bosses] In some particularly fights I recorded, important enemies with good set of equipment ended up having to steal making unneeded mess in gameplay. So, I decided to make some changes in important fights for specific bosses as below. Gaffgarion: Have Safeguard equipped and he will drop Blood Sword after you defeat him for the last time. He also has Chant ability added to heal his allies adding depth to his character more. Elmdore: Have Concentration equipped with innate Safeguard. He may seem harder with Concentration but you can get Masamune drop from defeating Zalera so make best effort to defeat him fast. Dycedarg: Have Safeguard equipped but you can get Defender drop from defeating Adremmelech though you may already have one from Meliadoul fight. You can get Genji set from Aliste later so not being able to steal from Elmdore shouldn't hurt much. Getting Genji set from Elmdore will also break the game balance too. Phew. That's a lot of updates to write about and there's still a few not mentioned yet. You can read completed changelog below for details. 1.5 -Added Chant ability to Gaffgarion (Ch.2) and Argath (Ch.4) -Added Huntcraft skill set with Ice Breath/Fire Breath/Thunder Breath/Charm/Celestial Stasis/Choco Esuna/Choco Cure/Goblin Punch/Self-Destruct/Ink/Bewitching Gaze/Doom/Guardian Nymph/Shell Nymph/Almagest/Dark Whisper to Onion Knight job -Changed Cure spells healing factor ratio (35/50/65/100 -> 30/40/60/100) and only Curaja will have Regen effect -Changed Barrage's ability name to Lightning Strike -Changed Bewitching Gaze to inflict Silence status with (50+MA)% success rate and have 2 linear range -Changed Bow's weapon power scaling from 2 bonus weapon power to 1-4 bonus weapon power based on chapter -Changed Cloud to join at party's level -Changed CT of 4-tier Fire/Blizzard spells to 3/4/6/8 -Changed CT of 4-tier Thunder spells to 2/3/5/7 -Changed damage scaling of 4-tier Blizzard spells to 15/19/26/36 -Changed damage scaling of 4-tier Fire/Thunder spells to 14/17/23/32 -Changed damage scaling of Nether Mantra abilities to 36/42/48/54/30/72 -Changed damage scaling of Sky Mantra abilities to 12/14/16/18/10/24 -Changed Excalibur's equip status removed and decreased weapon power (21 -> 20) -Changed Game Hunter's skill set from Huntcraft to Mettle (Ramza CH4) -Changed HP/MP Multiplier on Delita/Argath to be on Squire level in chapter 1 -Changed job unlocked on special character units except Balthier and Beowulf -Changed Kiyomori to add random Protect/Shell status -Changed Masamune to add random Regen/Haste status -Changed Meltdown/Tornado/Quake to be learnable abilities with 1,200 JP cost -Changed Meltdown to target self only and have chance to inflict Disable status -Changed Mime's job unlocking requirements to unlocking all jobs except Dark Knight -Changed Nagrarok with weapon power increased (1 -> 8) and decreased block rate (50 -> 35) -Changed Ninja's throwing bomb with weapon power increased by 2 and price increasd (50/300/1000 -> 100/500/1000) -Changed Ninja's throwing shuriken with weapon power increased by 2 and price increasd (250 -> 400) -Changed Onion Knight's HP Growth to 10 -Changed Onion Knight's MP Growth to 10 -Changed Onion Knight's Speed Growth to 90 -Changed Onion Knight's PA Growth to 40 -Changed Onion Knight's MA Growth to 40 -Changed Onion Knight's HP/MP/Speed/PA/MA Multiplier to 100 (120 when mastered) -Changed Onion Knight's job unlocking requirements to Squire(4), Chemist(4) -Changed Osafune to damage (30+MA)% of MP with faith based hit rate 200% -Changed Quake to target self only with non-faith magic damage at 24 damage factor and have chance to inflict Immobilize status -Changed Ramza's UberSquire stats progression to affect HP/MP Multiplier, HP/MP Growth, and Evasion too -Changed Ramza's UberSquire name from only Squire to "Squire -> Mercenary -> Heretic" -Changed Ragnarok's equip status (Shell -> Haste) -Changed Seal Evil to Burial which crystalizes Undead unit with success rate decreased (70 -> 65) and use evasion in calculation -Changed status infliction of Venom Strike/Oily Strike to chance based -Changed Tornado to target self only with 35% HP damage with 160 faith-based hit rate and have chance to inflict Slow status -Decreased block rate of Cloth weapons (50 -> 40) -Decreased block rate of Defender (50 -> 40) and add equip Shell status -Decreased block rate of Main Gauche (50 -> 35) -Decreased CT of crush abilities (2 for Helm, 3 for Accessory, 4 for Armor, and 5 for Weapon) -Decreased CT of Protectja/Shellja/Hasteja/Slowja abilities (7 -> 5) -Decreased CT of Salamander ability (13 -> 12) -Decreased damage factor of Ama-no-Murakumo ability (14 -> 13) -Decreased damage factor of Ashura ability (8 -> 7) -Decreased damage factor of Kotetsu ability (12 -> 10) and has Dark element attribute added -Decreased damage factor of Migardsormr ability (20 -> 18) -Decreased damage factor of Nanoflare ability (8 -> 7) -Decreased damage factor of Odin ability (38 -> 34) -Decreased damage factor of Meteor ability (42 -> 40) -Decreased damage factor of Ramuh ability (22 -> 20) -Decreased Gastrophetes' weapon power (10 -> 9) -Decreased hit rate of Wall ability (200 -> 160) and decrease CT (5 -> 4) -Decreased HP Growth on Mime job (6 -> 7) -Decreased HP Growth on White Mage job (10 -> 11) -Decreased HP Multiplier on Dragoon job (110 -> 100) -Decreased MA Growth on Monk job (51 -> 52) -Decreased MA Multiplier on Arcanist job (135 -> 125) -Decreased MA Multiplier on Geomancer job (100 -> 95) -Decreased MP Growth on Knight job (15 -> 16) -Decreased MP Multiplier on Squire job (75 -> 70) -Decreased MP Multiplier on Knight job (80 -> 60) -Decreased PA Growth on Dragoon job (40 -> 45) -Decreased PA Growth on Mime job (35 -> 38) -Decreased PA Growth on Orator job (50 -> 60) -Decreased Speed Growth on Holy Knight job (98 -> 100) -Fixed Headband's description with bonus PA increased (1 -> 2) -Fixed Salve's description Slow status removal changed to Oil -Fixed Tailwind's description to add Quick status -Fixed Wizard's Robe's description with bonus MA decreased (2 -> 1) -Increased bonus HP of Cachusha/Barette (10 -> 30) -Increased bonus MP of Black Robe (30 -> 40) -Increased CT of Leviathan ability (13 -> 14) -Increased damage factor of Chirijiraden ability (20 -> 21) -Increased damage factor of Titan ability (24 -> 28) -Increased healing factor of Choco Cure ability (3 -> 4) -Increased hit rate of Corruption ability (100 -> 120) -Increased hit rate of Carbuncle ability (150 -> 160) -Increased hit rate of Fervor ability (120 -> 140) -Increased hit rate of Graviga ability (120 -> 140) and remove chance to inflict Slow status -Increased hit rate of Guardian Nymph ability (45 -> 65), effect area (1 -> 2), vertical (0 -> 3), and don't hit enemies -Increased hit rate of Induration ability (120 -> 130) -Increased hit rate of Shell Nymph ability (45 -> 65), effect area (1 -> 2), vertical (0 -> 3), and don't hit enemies -Increased hit rate of Sylph ability (150 -> 170) and decrease CT (7 -> 5) -Increased HP Growth on Archer job (11 -> 10) -Increased HP Growth on Knight job (10 -> 9) -Increased HP Growth on Monk job (9 -> 8) -Increased HP Multiplier on Mime job (140 -> 150) -Increased HP Multiplier on Monk job (135 -> 140) -Increased Javelin II's weapon power (18 -> 20) -Increased Katana's weapon power scaling with brave formula in consideration -Increased MA Growth on Arcanist job (46 -> 40) -Increased MA Growth on Black Mage job (48 -> 47) -Increased MA Growth on Chemist job (50 -> 48) -Increased MA Growth on Dragoon job (55 -> 52) -Increased MA Growth on Mime job (40 -> 38) -Increased MA Growth on Mystic job (48 -> 47) -Increased MA Growth on Orator job (48 -> 45) -Increased MA Growth on Summoner Mage job (47 -> 42) -Increased MA Growth on Time Mage job (47 -> 45) -Increased MA Multiplier on Mime job (115 -> 150) -Increased MA Multiplier on Samurai job (95 -> 100) -Increased MA Multiplier on Time Mage job (125 -> 135) -Increased MP Growth on Archer job (15 -> 14) -Increased MP Growth on Chemist job (16 -> 14) -Increased MP Growth on Divine Knight job (15 -> 12) -Increased MP Growth on Mime job (30 -> 12) -Increased MP Growth on Orator job (18 -> 12) -Increased MP Growth on Samurai job (14 -> 13) -Increased MP Multiplier on Archer job (65 -> 70) -Increased MP Multiplier on Chemist job (75 -> 80) -Increased MP Multiplier on Mime job (50 -> 80) -Increased PA Growth on Black Mage job (60 -> 55) -Increased PA Growth on Holy Knight job (48 -> 45) -Increased PA Growth on Machinist job (50 -> 45) -Increased PA Growth on Monk job (48 -> 45) -Increased PA Growth on Mystic job (60 -> 55) -Increased PA Growth on Squire job (50 -> 48) -Increased PA Growth on Time Mage job (65 -> 60) -Increased PA Multiplier on Mime job (120 -> 140) -Increased Move on Mystic job (3 -> 4) -Increased number of ticks duration for Poison/Regen status (36 -> 48) -Increased Speed Growth on Dragoon job (100 -> 95) -Increased Speed Multiplier on Archer job (100 -> 110) -Moved Auto-Potion back to Orator job -Moved Concentration back to Mime job -Moved Vanish back to Ninja job with status duration added for 20 ticks -Removed bonus +1 MA from Luminous Robe -Removed Dual Wield from Knight's Sword description -Removed Holy/Flare/Meteor/Bahamut abilities from Arcanist's skill set -Reverted Dark element attribute on Kotetsu weapon and its ability -Reverted Evasion on Dragoon job -Reverted MP cost scaling of Fire/Ice/Thunder spells including summon -Reverted Move on Divine Knight job -Reverted PA Growth on Arcanist job -Reverted weapon power reduction on Obelisk and Holy Lance -Toughened up Dycedarg with Safeguard but you can get Defender as War Trophy after defeating his Lucavi form -Toughened up Elmdore with Concentration and Safeguard but you can get Masamune as War Trophy after defeating him -Toughened up Gaffgarion with Safeguard but you can get Blood Sword as War Trophy after defeating him 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. FFT WotL - Valeria 1.5 (PSP USA): FFT WotL - Valeria 1.5 (PSP EUR): For full release information, please check this link below. 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.
  12. I'm glad to hear you like Valeria mod. This mod includes slowdown fix so you need to apply on clean ISO without slowdown patch.
  13. FFT: WOTL Valeria 1.4.3 is out with some fixes and adjustments After finishing chapter 3, I realized some changes I made before are a bit too powerful so I nerfed those abilities down a bit. Leg Shot/Arm Shot are too reliable with over 70% hit rate so adding evasion into calculation will balance things out. I thought adding 2 PA with Steel is fine for range 1 but adding Steel twice with strong weapons and dual wield deals too strong damage. Wall status on high speed unit last like 2 turns and sometimes up to 3-4 with Adrenaline Rush so I reduced status duration down a bit. 1.4.3 -Changed success rate of Assassin's abilities to use evasion in calculation -Changed success rate of Leg Shot/Arm Shot abilities to use evasion in calculation -Decreased bonus PA on Steel ability (2 -> 1) -Decreased status duration of Wall (16 -> 12) -Fixed Kiyomori to add Protect/Shell status properly instead of Wall You can read full information about this mod from here. If you ever have hard time playing Valeria mod since broken abilities are removed, you can watch my no grind run videos here. It's easy enough to win the battle without grinding. >=== 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. FFT WotL - Valeria 1.4.3 (PSP USA) - FFT WotL - Valeria 1.4.3 (PSP EUR) - 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.
  14. FFT: WOTL Valeria 1.4.2 is out glitches fix and re-balance on Ramza's abilities After playing chapter 2 for a while, I realized something was off and some people reported about endless move Quick glitch that I forget to remove casting on self. So I fixed that glitch and re-analyze Ramza's job again. Ramza starts from ordinary Squire so I believe allowing him to wield Axe is reasonable enough. Every generic's squire can do except Ramza and he didn't receive any buff like other knights too. As I checked Reis' abilities and compared to Ramza. I realize Reis has limited range to 2/2 and Ramza's Chant has 1/3 range. So I changed Tailwind and Steel with range 1 and vertical 3 so Time Mage's Quick can use with better range. After reaching to chapter 3, I realized how gun didn't perform as I hoped for. I thought changing back to WP is all it took but it seems to generate random damage from 24-80 in Orran's battle. Not that gun's damage can influence's Orran's survival significantly but this isn't how I intend to make the gun work and it'd be worse than fixed WP^2 so I changed gun's damage formula back to default including magic guns. Aside from that, I also realized I forget to fix Chaos Blade to be forced two hand and not throwable like other Fellswords. If you have any comment about improving game's balance or glitch to fix, please let me know. 1.4.2 -Added equip Axe to Ramza's Squire job -Changed Gun's damage formula back to WP^2 and magic gun will use original formula too -Changed Tailwind/Steel to have range 1 with vertical 3 and can't cast to self -Fixed Chaos Blade's weapon equipment to 2H as Fellsword -Fixed Tailwind allowing to cast on self to endless movement You can read full information about this mod from here. >=== 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. FFT WotL - Valeria 1.4.2 (PSP USA) - FFT WotL - Valeria 1.4.2 (PSP EUR) - 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.
  15. FFT: WOTL Valeria 1.4.1 is out now with re-balance updates on physical jobs and items Hi everyone. I hope you like FFT Valeria 1.4 I released on another day. After playing for a while with new changes I made, I realized something about power balance of physical jobs not being distributed properly. After nerfing Ninja's PA Multiplier a bit, I realized Knight is actually the strongest hitter and also the best tank with Knight's Sword + Shield. I thought about nerfing tanking capabilities but it won't be consistent with Dragoon. I also looked around magical jobs and found Orator didn't get PA Multiplier raised too. After re-evaluating and did some test runs with my save files, I made some adjustments as below. Squire: Change Focus Strike to Weapon Strike performing unevadable attack with full weapon potentials Knight: Decrease PA Multiplier a bit for re-balance purposes Monk: Decrease Speed Multiplier a little Orator: Fixed forgetting to increase PA Multiplier in previous patch Geomancer: About right but little more evasion won't hurt. Dragoon: Decrease HP Multiplier and evasion a bit for offensive job. Ninja: Increase PA Multiplier back to 1.3 version and add 5% evasion bonus to NinjaBlade Most changes in PA distribution won't affect gameplay much but it should help balancing role distribution among physical jobs better. Aside from improving stats distribution between jobs, I also improved items re-balance a bit in this update too as below. -Added bonus +1 PA to Air Knife -Added Dark element attribute to Kotetsu weapon -Changed Fire Shield's attribute to halving Fire damage only -Changed Gaia Gear's attribute from negating to halving Earth damage -Changed Ice Shield's attribute to halving Ice damage only -Decreased MA bonus (2 -> 1) and evasion rate on Runeblade (15 -> 10) -Increased bonus evasion on NinjaBlade items by 5 The idea of negating damage seems to be ridiculously powerful so I changed negating element to halving only and remove additional element bonus on Fire/Ice Shield. Runeblade having 2 MA bonus leads to some broken build with Dual Wield so I nerfed MA and evasion bonus a bit. Now you can combo with Aegis Shield without trying Dual Wield for extra +2 MA. Since it seems Runeblade is still way too powerful comparing to other weapons despite being nerfed, I also added +1 PA to Air Knife and 5% evasion bonus to NinjaBlade weapons. The goal is to get every job and items being useful in about same tier and we're getting closer now. If you have any suggestion to improve, please let me know. 1.4.1 -Added bonus +1 PA to Air Knife -Added Dark element attribute to Kotetsu weapon -Changed Flame Shield's attribute to halving Fire damage only -Changed Focus Strike to Weapon Strike performing unevadable attack with full weapon potentials -Changed Gaia Gear's attribute from negating to halving Earth damage -Changed Ice Shield's attribute to halving Ice damage only -Decreased Evasion on Dragoon job (15 -> 10) -Decreased MA bonus (2 -> 1) and evasion rate on Runeblade (15 -> 10) -Decreased PA Multiplier on Knight job (120 -> 110) -Decreased HP Multiplier on Dragoon job (120 -> 110) -Decreased Speed Multiplier on Monk job (105 -> 100) -Fixed Weapon Strike's animation glitches -Increased bonus evasion on NinjaBlade items by 5 -Increased Evasion on Geomancer job (10 -> 15) -Increased PA Multiplier on Ninja job (100 -> 110) -Increased PA Multiplier on Orator job (75 -> 85) [Fixed Missing] -Ramza equips Battle Axe in tutorial battle (for demonstrating Weapon Strike) Download FFT WotL - Valeria 1.4.1 (PSP USA): FFT WotL - Valeria 1.4.1 (PSP EUR): I'm also recording my gameplay in this YouTube channel below.