Windows X

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  1. FFT: WOTL Valeria 2.1 - Some abilities re-balance and critical issue resolved in Luso fight

    After big update with version 2.0, it seems some changes related to adding new monster abilities raised the difficulty in some battles too much. In Luso fight, I can use fast acting Ninja with speed bonus equipment throwing Shell to protect Luso.

    However, it seems to be too forced and I don't believe in battle design to win with only one forced strategy too. So, I changed Luso's weapon to Defender which has Shell equip status and nerf Gigaflare to have around 70% damage instead.

    I felt Gigaflare used by Arcanist being too powerful for a while with wide range, no MP cost, and instant cast. So this will be a good opportunity to re-balance Gigaflare as I hope for. I also nerfed damage Geomancy abilities a little.

    It seems status buff/debuff in -ja tier abilities have a bit too long CT. Some of them are slower than original first tier abilities so I decreased CT a bit more to make them becoming more viable for situation that requires urgency.

    Some also requested to nerf Monk's offensive damage buff a bit like Aura Blast but Brawler is no longer learnable so it can be weak without buff on other jobs. So I reverted PA Multiplier buff back older 1.5 version.

    After playing for a while, it seems Samurai's early abilities are buffed way too high for starting out so I toned down power scaling a bit to match with level progression better to reduce power spike.

    Since Defender is now equipped on Luso by default and Zalbagg fight will be in very late game, I changed reward from defeating possessed Zalbagg to Kaiser Shield instead. I hope you haven't reached this part yet.

    After looking around for a bit, I also made some adjustments I forgot to do such as changing Death ability to have Doom effect with higher hit rate instead. White Staff will serve its purpose with Doom status being more active now.

    Besides Death ability, I also nerfed hit rate of Burial and Reraise a bit as they don't have evasion. They still have considerbly high hit rate. I also added magical evasion on Samurai/Arcanist's offensive abilities for re-balance purposes also.

    2.1
    -Added magical evasion on Gigaflare/Nanoflare/Migardsormr and Samurai's offensive abilities
    -Changed Death ability to inflict Doom status with hit rate increased (120 -> 140)
    -Changed Luso's starting weapon to be Defender
    -Changed Stall and Beg back to defaults with 5% bonus instead of 10% with magical evasion
    -Changed War Trophy reward from defeating Zalbagg to Kaiser Shield
    -Decreased CT of Protectja/Shellja/Hasteja/Slowja abilities (3 -> 2)
    -Decreased damage factor of Ama-no-Murakumo ability (27 -> 24)
    -Decreased damage factor of Ashura ability (16 -> 14)
    -Decreased damage factor of Monk's offensive abilities by 1
    -Decreased damage factor of Geomancer's abilities (8 -> 7)
    -Decreased damage factor of Gigaflare ability (7 -> 5)
    -Decreased damage factor of Kotetsu ability (21 -> 18)
    -Decreased damage factor of Muramasa ability (32 -> 30)
    -Decreased hit rate of Burial ability (65 -> 55)
    -Decreased hit rate of Reraise ability (200 -> 180)
    -Decreased PA Multiplier on Monk job (130 -> 125)
    -Fixed Ranger's job and abilities description to show content in dialogue properly
    -Increased Vertical Tolerance of Cyclone ability (1 -> 3)

    2.0
    -Added Arcane Defense as an innate ability to Agrias' Holy Knight job
    -Added bonus +1 MA to Platinum Dagger
    -Added bonus +2 MA to Materia Blade and Artemis Bow
    -Added bonus +1 PA to Orichalhum Dirk and Gastrophetes
    -Added Brawler as an innate ability to Ramza's Mercenary and Balthier's Sky Pirate job
    -Added Concentration as an innate ability to Thief and Luso's Game Hunter job
    -Added Defense Boost as an innate ability to Beowulf's Templar job
    -Added Doublehand as an innate ability to Ramza's Heretic and Cid's Sword Saint job
    -Added Dual Wield as an innate ability to Meliadoul's Divine Knight job
    -Added equip status "Regen" to Murasame and Healing Staff as starting status
    -Added First Strike reaction ability back to Samurai
    -Added Halve MP as an innate ability to Rapha's Skyseer job
    -Added Mana Shield ability back to Time Mage
    -Added new character Valmafra to join together with Orlandeau with equipment from brave story and Arcanist level 1 unlocked
    -Added Swiftness as an innate ability to Marach's Netherseer job
    -Added Tame as an innate ability to Mustadio's Machinist job
    -Added Weaken ability to Speechcraft skill set decrease target's level with hit rate 50% + MA and add magical evasion
    -Changed Ama-no-Murakumo to perform single target attack on effect area 4, damage factor (PA+27)/2 * MA
    -Changed Aim scaling with charge time from 1-8 and power from 3-12
    -Changed Arcanist's job ability from Defense Boost/Arcane Defense to Teleport
    -Changed Archer's job name to Ranger and can equip Knife
    -Changed Ashura to perform linear attack with effect area 5, damage factor (PA+16)/2 * MA
    -Changed bonus (+1 PA -> +1 Speed) to Air Knife
    -Changed Bow's weapon power scaling during chapter progression (1/2/3/4 -> 0/1/1/2)
    -Changed chance to inflict status (Stone -> Slow) of Gravija ability
    -Changed Chirijiraden as a war trophy from defeating Adremmelech
    -Changed Chirijiraden to perform fire elemental single target attack based on weapon range, damage factor (PA+48)/2 * MA
    -Changed Defender's to be equipped on enemy level 50
    -Changed equipment and abilities of Ramza/Agrias/Gaffgarion in opening battle to be more challenging
    -Changed Iaido's abilities to hit both enemies/allies
    -Changed Judgement Blade to have Vertical Tolerance added with Vertical increased (0 -> 1)
    -Changed Kiyomori to inflict both Protect/Shell status on self
    -Changed Kiku-ichimonij to have damage factor (PA+28)/2 * MA
    -Changed Kotetsu to perform dark elemental attack on range 1, effect area 2, vertical 3, damage factor (PA+21)/2 * MA
    -Changed Masamune to inflict both Regen/Haste status on self
    -Changed Meditate ability to Banish dealing light damage with attack power 16, effect area 0, vertical 0, MP cost 8, CT 3, and JP Cost 300
    -Changed monster's abilities to have 3 abilities at least and first tier won't need Beastmaster to unlock extra ability
    -Changed monster's reaction ability in Chocobo family to Cup of Life
    -Changed monster's reaction ability in Goblin family to Counter tackle
    -Changed monster's reaction ability in Bomb family to Critical: Quick
    -Changed monster's reaction ability in Piscodaemon family to Nature's Wrath
    -Changed monster's reaction ability in Skeleton family to Soulbind
    -Changed monster's reaction ability in Ghoul family to Magick Counter
    -Changed monster's reaction ability in Jura Aevis family to Vigilance
    -Changed monster's reaction ability in Pig family to Critical: Recover HP
    -Changed monster's reaction ability in Dryad family to Mana Shield
    -Changed monster's reaction ability in Wisenkin family to Bonecrusher
    -Changed monster's reaction ability in Malboro family to Regenerate
    -Changed monster's reaction ability in Dragon family to Dragonheart
    -Changed Murasame to restore 35% of HP, remove Blind/Silence/Poison status on self
    -Changed Muramasa to damage factor (PA+32)/2 * MA
    -Changed number of ticks duration for Blind/Silence status (0 -> 48)
    -Changed number of ticks duration for Chicken status (0 -> 16)
    -Changed number of ticks duration for Wall status (12 -> 16)
    -Changed Onion Knight to learn Doublehand or Dual Wield only after mastered
    -Changed Orlandeau's unlocked job to Dark Knight level 1 when joining
    -Changed Osafune to damage (30+MA) enemy's MP percentage as a single unit with effect area 4
    -Changed one enemy in Zalbagg fight to Dark Knight giving Defender as a war trophy reward after defeating Zalbagg
    -Changed Rend Magick to inflict Silence status with physical evadeable hit rate 65% + MA
    -Changed Rend Power to Rend Vision inflicting Blind status with physical evadeable hit rate 55% + MA
    -Changed Rend Speed to Rend Action cancelling Defending, Charging, and Performing status with physical evadeable hit rate 55% + MA
    -Changed Shout to Dawnblade dealing damage similar to Holy Knight ability with damage factor 4, Range 3, Vertical 3, Vertical Tolerance added, and has chance to inflict Blind status
    -Changed story battles to have enemy's level scale non-aggressively with party
    -Changed Ultima ability with better animation and use faith based magic formula with damage factor 25
    -Changed Weapon Strike ability to "Bravely Charge" that has physical evadable 50% + MA hit rate to inflict Chicken status forcing target to retreat at range 1
    -Decreased CT of Climhazzard ability (7 -> 5)
    -Decreased CT of Crush abilities by 1
    -Decreased CT of Gravity ability (6 -> 5)
    -Decreased CT of Graviga ability (10 -> 8)
    -Decreased CT of Meteorain ability (8 -> 6)
    -Decreased CT of Omnislash ability (10 -> 8)
    -Decreased damage factor of Cherry Blossom ability (32 -> 30), decreased CT (15 -> 10), and increased JP cost (1000 -> 1200)
    -Decreased damage factor of Gravity ability (35 -> 25) but add chance to inflict Slow status
    -Decreased damage factor of Graviga ability (65 -> 50) but add chance to inflict Slow status
    -Decreased damage factor of Hallowed Bolt ability (3 -> 2), Range decreased (3 -> 2), Vertical increased (1 -> 2) and Vertical Tolerance added
    -Decreased Evasion on Dragoon job (15 -> 10)
    -Decreased Evasion on Samurai job (20 -> 15)
    -Decreased Cure spells' hit rate scaling (200/220/240/255 -> 180/200/220/240)
    -Decreased hit rate of Enlighten ability (90 -> 50) and add magical evasion
    -Decreased hit rate of Intimidate ability (90 -> 50) and add magical evasion
    -Decreased hit rate of Leg Shot/Arm Shot abilities (65 -> 55), use MA as extra hit rate and add physical evasion
    -Decreased HP Growth on Ranger job (10 -> 11)
    -Decreased HP Growth on Ninja job (12 -> 13)
    -Decreased HP Multiplier on Knight job (125 -> 120)
    -Decreased MA Multiplier on Time Mage job (135 -> 125)
    -Decreased MP Growth on Summoner job (8 -> 9)
    -Decreased number of ticks duration for Regen status (48 -> 32)
    -Decreased PA Growth on Ninja job (43 -> 45)
    -Decreased PA Multiplier on Worker 8 job (142 -> 140)
    -Decreased Range of Duskblade ability (3 -> 2)
    -Decreased Range of Shadowblade ability (3 -> 2)
    -Decreased weapon range of gun (8 -> 6)
    -Fixed Cyclone ability not having vertical tolerance applied correctly
    -Fixed Huntcraft's learnable abilities to work properly on Onion Knight job
    -Fixed Rapha and Marach not joining with Black Mage and Knight job level 8 unlocked
    -Increased Chaos Blade's weapon power (18 -> 21)
    -Increased CT of Protect/Shell/Haste/Slow abilities (4 -> 5) and Protectja/Shellja/Hasteja/Slowja abilities (2 -> 3)
    -Increased damage factor of Aurablast ability (4 -> 5)
    -Increased damage factor of Cyclone ability (2 -> 3)
    -Increased damage factor of Empowerment ability (33 -> 35) and hit rate (160 -> 180)
    -Increased damage factor of Meteor ability (45 -> 50)
    -Increased damage factor of Pummel ability (2 -> 3)
    -Increased damage factor of Rush ability (0 -> 2)
    -Increased damage factor of Shockwave ability (2 -> 3)
    -Increased healing factor of Chakra ability (4 -> 5)
    -Increased hit rate of Beg ability (90 -> 100) and add magical evasion
    -Increased hit rate of Condemn ability (30 -> 40) and add magical evasion
    -Increased hit rate of Delirium ability (130 -> 150)
    -Increased hit rate of Entice ability (20 -> 30) and add magical evasion
    -Increased hit rate of Insult ability (40 -> 50) and add magical evasion
    -Increased hit rate of Invigoration ability (160 -> 170)
    -Increased hit rate of Mimic Darlavon ability (40 -> 50) and add magical evasion
    -Increased hit rate of Stall ability (30 -> 40) and add magical evasion
    -Increased hit rate of Trepidation ability (140 -> 160)
    -Increased HP Growth on Byblos job (6 -> 5)
    -Increased HP Growth on Ramza's CH4 Heretic job (10 -> 9)
    -Increased HP Growth on Thief job (11 -> 10)
    -Increased HP Growth on Samurai job (11 -> 10)
    -Increased HP Multiplier on Worker 8 job (115 -> 120)
    -Increased HP Multiplier on Samurai job (80 -> 85)
    -Increased Hunting Bow's weapon power (7 -> 8)
    -Increased Evasion on Ninja job (15 -> 20)
    -Increased JP cost of Holy ability (500 -> 600)
    -Increased MA Growth on Ninja job (53 -> 52)
    -Increased MA Growth on Ramza's CH2-3 Mercenary job (46 -> 45)
    -Increased MA Growth on Ramza's CH4 Heretic job (45 -> 42)
    -Increased MA Multiplier on Arcanist job (125 -> 135)
    -Increased MA Multiplier on Orator job (100 -> 105)
    -Increased Move on Fell Knight job (3 -> 4)
    -Increased MP Growth on Mystic job (10 -> 8)
    -Increased MP Growth on Samurai job (13 -> 12)
    -Increased MP Multiplier on Ninja job (50 -> 60)
    -Increased MP Multiplier on Orator job (70 -> 75)
    -Increased PA Multiplier on Monk job (125 -> 130)
    -Increased PA Multiplier on Ninja job (100 -> 110)
    -Increased PA Multiplier on Samurai job (120 -> 125)
    -Increased Speed Multiplier on Byblos job (104 -> 105)
    -Moved Archer's Bane from Ranger to Monk job
    -Moved Belief and Disbelief abilities from Mystic to Orator with 0 CT/MP Cost and have 50 + MA hit rate
    -Moved Cup of Life from Arcanist to Summoner job
    -Moved Flare from Black Mage to Arcanist with JP cost decreased (1000 -> 800)
    -Moved Lifefont from Monk to Geomancer job as an innate ability and unlearnable
    -Moved Soulbind back to Arcanist
    -Moved Unholy Darkness from Arcanist to Black Mage with learn rate 50%, status infliction removed, CT decreased (7 -> 6), and JP cost increased (400 -> 800)
    -Removed Brawler as learnable ability from Monk
    -Removed Concentration as learnable ability from Mimic
    -Removed CT of Holy Sword abilities and element atttribute so that AI will still use these abilities on unit with Chameleon Robe
    -Removed Defend from Special character's innate ability
    -Removed Doublehand as learnable ability from Samurai
    -Removed Dual Wield as learnable ability from Ninja
    -Removed Halve MP as learnable ability from Summoner
    -Removed JP cost of Beowulf's Blind ability and Cloud's Brave Slash ability
    -Removed Manafont as learnable ability from Mystic
    -Removed Swiftness as learnable ability from Time Mage
    -Reverted Antidote item and Salve ability back to default removing Oil status removal
    -Reverted Auto-Potion ability moving back from Orator to Chemist
    -Reverted Bow's weapon range increment (6 -> 5)
    -Reverted Gastrophetes's weapon power (9 -> 10)
    -Reverted MA Multiplier on Black Mage job (140 -> 150)
    -Updated Ramza's jobs description and removed Axe from equippable weapon

    FFT: WotL - Valeria 2.1 (Info) - https://www.mediafire.com/file/vl9y0dfl1p89w6t
    FFT: WotL - Valeria 2.1 (PSP USA) - https://www.mediafire.com/file/jq5uh8n0k2eovph
    FFT: WotL - Valeria 2.1 (PSP EUR) - https://www.mediafire.com/file/uortcuozhvps3p5

    Version 2.0 was a bit pressed on time and the was released before finishing all adjustments. This 2.1 release will cover missing parts I wanted to adjust before and fix some issues with 2.0 update.


  2. 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.

    Spoiler

    Crono: 12 (0)
    Marle: 8 (0)
    Lucca: 6 (0)
    Frog: 11 (0) 
    Robo: 6 (0)
    Ayla: 13 (0)
    Magus: 12 (0)
    Enemy's slowest speed: 3 (+2)

    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.

    Spoiler

    Crono: 10 (-2)
    Marle: 8 (0)
    Lucca: 6 (0)
    Frog: 9 (-2) 
    Robo: 6 (0)
    Ayla: 11 (-2)
    Magus: 10 (-2)
    Enemy's slowest speed: 3 (+2)

    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.

    Spoiler

    Crono: 9 (-3)
    Marle: 7 (-1)
    Lucca: 6 (0)
    Frog: 8 (-3) 
    Robo: 5 (-1)
    Ayla: 10 (-3)
    Magus: 9 (-3)
    Enemy's slowest speed: 3 (+2)

    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.

    Spoiler

    Decrease Cyclone power (10 -> 9)
    Decrease Slash power (10 -> 9)
    Decrease Cleave power (16 -> 14)
    Change Raise to Power increase an ally's attack power by 25% with MP cost 4 and learn before Lightning II
    Increase Lightning II power (14 -> 15)
    Decrease Frenzy power (29 -> 24)
    Decrease Luminaire power (50 -> 42)

    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.

    Spoiler

    Allure will confuse all enemies with success rate decreased (80+10 -> 60+20%)
    Increase Ice power (11 -> 12)
    Change Haste to Raise reviving fallen ally with power 8 at MP cost 10 (Lifeline also uses Raise instead)
    Increase Ice II power (14 -> 15)
    Decrease Cure power (14 -> 10)
    Decrease Cure II power (24 -> 10) and increase MP cost (5 -> 8) to heal whole party
    Changed Arise to Godspeed doubling an ally's speed and evasion (2x not 2.5x like Third Eye) with MP cost 10

    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.

    Spoiler

    Decreased Flame Toss power (6 -> 5)
    Increase success rate of Hypnowave (60+10 -> 60+20)
    Increase Fire power (11 -> 12)
    Increase Fire II power (14 -> 15)
    Decreased Megaton Bomb power (35 -> 29)
    Decrease Flare power (42 -> 36)

    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.

    Spoiler

    Increase Slurp power (4 -> 5)
    Decrease Slurp Slash power (11 -> 9)
    Increase MP cost of Heal (2 -> 4)
    Decrease Leap Slash power (18 -> 15) and add 60% chance to Slow an enemy
    Increase Water power (11 -> 12)
    Increase Water II power (14 -> 15)
    Changed Cure II to Heal II with decreased power (24 -> 20) and heal status

    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.

    Spoiler

    Decrease Rocket Punch power (11 -> 10)
    Decrease Cure Beam power (14 -> 10)
    Decrease Laser Spin power (10 -> 9) and increase MP cost (3 -> 4)
    Decrease Robo Tackle power (21 -> 18)
    Decrease Heal Beam power (10 -> 8) and increase MP cost (3 -> 6)
    Decrease Uzzi Punch power (25 -> 21)
    Decrease Area Bomb power (30 -> 25)
    Decrease Electrocute power (40 -> 34)

    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.

    Spoiler

    Decrease Kiss power (14 -> 10) and increase MP cost (1 -> 2)
    Decrease Rollo Kick power (14 -> 12)
    Decrease Cat Attack power (20 -> 17)
    Decrease BoulderToss power (30 -> 25)
    Decrease MP cost of Charm (4 -> 3)
    Decrease Tail Spin power (40 -> 34)
    Increase Dino Tail power (9 -> 10)
    Decrease Triple Kick power (37 -> 32)

    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.

    Spoiler

    Increase MP cost of Lightning II (8 -> 10)
    Increase MP cost of Ice II (8 -> 10)
    Increase MP cost of Fire II (8 -> 10)
    Increase MP cost of Dark Bomb (8 -> 10) and decrease power (25 -> 21)
    Increase MP cost of Dark Mist (10 -> 12) and decrease power (25 -> 24)
    Black Hole also have chance to inflict status Stop with success rate 60+20 if not instant death

    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.

    Spoiler

    -Potions price scaling changed from 10/100/700 -> 50/200/800
    -Ethers price scaling changed from 800/2000/6000 -> 500/2000/8000
    -Panacea price increased (10 -> 100)
    -Revive price increased (200 -> 500)
    -Shelter price increased (150 -> 250)
    -Removed stat tabs from charmable enemies
    -DarkSaber will be dropped from defeating Magus in his castle with increase attack power when allies are dead
    -VedicBlade has Magic +4 bonus added
    -Swallow has damage increased (145 -> 150)
    -Suzaku has critical rate increased (7 -> 10)
    -Rainbow has damage decreased (220 -> 200)
    -SilverBow has damage increased (20 -> 25)
    -RobinBow has damage increased (25 -> 35)
    -Sage Bow has damage increased (40 -> 50) with Magic +2 bonus added
    -DreamBow has damage increased (60 -> 70)
    -CometBow has damage increased (80 -> 90)
    -Valkyrie deals 2.0x damage to magical enemies
    -PicoMagnum will be dropped from Guardian with damage increased (20 -> 25)
    -PlasmaGun has damage increased (25 -> 35)
    -RubyGun has damage increased (40 -> 50)
    -DreamGun has damage increased (60 -> 70)
    -Graedus will be dropped from Azala with damage increased (60 -> 70)
    -Megablast has damage increased (80 -> 90)
    -Wondershot has damage decreased (250 -> 220) and critical rate increased (40 -> 50)
    -Masamune has damage increased (75 -> 80)
    -FlashBlade has damage increased (90 -> 100)
    -PearlEdge has damage increased (105 -> 115)
    -RuneBlade has damage increased (120 -> 130)
    -DemonHit has damage increased (120 -> 135)
    -BraveSword deals 2.0x damage to magical enemies and has damage increased (135 -> 150)
    -Masamune II has damage decreased (200 -> 180) and critical rate increased (23 -> 50)
    -MirageHand has Speed +1 bonus
    -StarScythe has chance to inflict Poison status
    -Ayla's Fist has 5% critical chance increased
    -MistRobe has Magic +2 bonus added
    -GlowHelm has Strength +4 bonus added
    -SafeHelm has defense increased (38 -> 42) and is removed from charmable list so you can get only one per playthrough
    -GoldenStud and GoldenEarring are removed from charmable list so you can get only one per playthrough
    -HasteHelm has decreased defense (35 -> 20) and is removed from charmable list so you can get only one per playthrough
    -SeraphSong will be dropped from defeating Ozzie in Magus' castle regenerating 5MP every 10 seconds
    -Relic will be dropped from defeating Great Ozzie in Ozzie's fort showing enemy's HP and protect all status

    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: https://www.mediafire.com/file/7j60kd8eukazdhr


  3. 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.

    https://www.youtube.com/watch?v=ZIH2Hh4hxaI&list=PLm6ksHHewKnGu1rfSDg8BwAdgEigP5372


  4. https://www.youtube.com/watch?v=GJvSDJ5rRr8

    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 1.3.1.3 Beta 5 which is the last update from Dr. Bretto or 1.3.1.0 which is considered last stable update.

    After playing and comparing both versions for a while, I decided to work on 1.3.1.3 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 1.3.1.3 Beta 5.

    Spoiler

     

    [Squire]
    -Target has maximum hit count increased (3 -> 4)
    -Revert changed to maximum damage of Stone
    -Chant will revive fallen ally with 10% of maximum HP using faith based success rate (140)
    -Cheer Up will heal 10% of maximum HP with regen status with success rate changed to 65%+PA
    -Beat Down has damage percentage decreased (50 -> 35) and success rate increased (60 -> 65)

    [Knight]
    -Magicksap has MP reduction percentage decreased (50 -> 35)
    -Sap abilities has success rate increased by 5%

    [Archer]
    -Decrease damage factor of Timed Strike (4 -> 2) but no longer evadeable
    -Stunning Strike will no longer cancel Defending unit and have success rate decreased (55 -> 50) without evasion used in calculation
    -Cursed Strike will no longer apply Poison status
    -Paralyzing Strike has success rate decreased (75 -> 50) without evasion used in calculation
    -Heartache Strike has success rate increased (60 -> 65)

    [White Mage]
    -Decrease healing factor of Cure (20 -> 18)
    -Increase damage factor of Holy Strike (6 -> 8)
    -Increase healing factor of Rejuvenate (30 -> 36)
    -Decrease success rate of Arise (190 -> 180)

    [Black Mage]
    -Decrease damage factor of Explosion (22 -> 20)
    -Increase damage factor of Chain Lightning (12 -> 14)
    -Increase damage factor of Mjollnir (30 -> 32)
    -Increase damage percentage of Bio (33 -> 35) and increase hit rate (190 -> 200)

    [Monk]
    -Increase damage factor of Pummel ability (2 -> 4)
    -Decrease success rate of Doom Fist (70 -> 65) and use evasion in calculation
    -Decrease success rate of Revive (70 -> 65) and increase amount of HP restoration percentage (20 -> 25)

    [Thief]
    -Increase sucess rate of Steal Heart (40 -> 50)
    -Steal equipment abilities has success rate decreased by 10%

    [Time Mage]
    -Decrease success rate of Reflect (220 -> 200)
    -Decrease success rate of Stop (170 -> 160)
    -Increase success rate of Haste (180 -> 200)
    -Increase success rate of Quick (110 -> 140)

    [Summoner]
    -Moogle has healing factor decreased (16 -> 14)
    -Shiva has damage factor increased (16 -> 18)
    -Ramuh has damage factor increased (16 -> 18)
    -Ifrit has damage factor increased (16 -> 18)
    -Bahamut has damage factor increased (32 -> 36)
    -Odin has damage factor increased (24 -> 28)
    -Lich has damage factor increased (18 -> 22)
    -Cyclops has damage factor increased (38 -> 40)
    -Faerie has amount of HP restoration percentage increased (33 -> 35)
    -Zodiark has healing factor decreased (75 -> 70)

    [Orator]
    -Entice has success rate increased (5 -> 15)
    -Stall has success rate increased (20 -> 35)
    -Intimidate has success rate increased (45 -> 50)
    -Preach has success rate increased (40 -> 50)
    -Condemn has success rate decreased (40 -> 30)

    [Mystic]
    -Umbra has success rate decreased (250 -> 200)
    -Spell Absorb has success rate decreased (255 -> 180)
    -Beast Mode has success rate decreased (255 -> 200)
    -Zombie has success rate decreased (180 -> 140)

    [Geomancer]
    -Increase damage factor of Geomancy abilities (4 -> 7)

    [Dragoon]
    -Changed horizontal jump to 2-4-6 vertical to 3-5-8

    [Samurai]
    -Decrease damage factor of Osafune (12 -> 8)
    -Increase damage factor of Murasame (9 -> 10)
    -Increase damage factor of Ama-no-Murakumo (10 -> 12)
    -Increase damage factor of Muramasa (10 -> 14)
    -Increase damage factor of Kiku-Ichimonji (10 -> 12)
    -Decrease damage factor of Chirijiraden (20 -> 18)

    [Arithmetician]
    -Arithmetician no longer has innate status Oil
    -Decrease HP damage percentage of Gravija (66 -> 65)
    -Decrease damage factor of Flareja (44 -> 42)
    -Decrease success rate of Celestial Stasis (65 -> 50)

    [UberSquire - Ramza]
    Arterial Strike has success rate decreased (55 -> 50) without evasion used in calculation
    Increase damage factor of Heretic Sword (14 -> 16)
    Decrease damage factor of Ultima (36 -> 32)

    [Paladin - Agrias]
    -Increase damage factor of Hallowed Bolt (1 -> 2)
    -Increase damage factor of Divine Ruination (2 -> 4)
    -Replace White Magicks abilities with Heal/Cheer Up/Chant

    [Machinist - Mustadio]
    -Mosfungus Bomb/Arm Shot/Seal Evil has success rate increased by 5%

    [Skyseer - Rapha]
    -Increase damage factor scaling of Skyseer abilities to (8/10/12/14/8/16) and have chance to hit up to 10 times

    [Netherseer - Marach]
    -Increase damage factor scaling of Netherseer abilities to (36/42/48/54/30/60)

    [Dragonkin - Reis]
    -Ice/Fire/Thunder Breath will have the same damage factor as dragon's form
    -Increase damage factor of Holy Breath (15 -> 16)

    [Soldier - Cloud]
    -Fixed some abilities not requiring Materia Blade
    -Increase damage factor of Meteorain (7 -> 8)
    -Decrease damage factor of Omnislash (25 -> 21)
    -Decrease damage factor of Cherry Blossom (28 -> 25)

     

    Download: https://www.mediafire.com/file/0l2tflt55zcrcht (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) - https://www.mediafire.com/file/arrxcpskhecz744
    FFT: WotL - Valeria 1.5.3 (PSP EUR) - https://www.mediafire.com/file/gnq3d6urn24rkd0

    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. 17 minutes ago, Jordan said:

    Excellent. Valeria is a fantastic FFT mod and it's great to see more love for WotL in general. I'm by no means great at 1.3 but I do love picking it up from time to time scratch that Tactics itch and WotL is in many ways the superior version for me. If memory serves though, weren't a fair number of ability tool tips from that mod just incorrect? If I am remembering right, will those be addressed too?

    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 1.3.1.3 seems to have prolong fight idea. I may consider patching 1.3.1.0 instead too.


  7. https://www.youtube.com/watch?v=GJvSDJ5rRr8

    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.


  8. 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) - https://www.mediafire.com/file/2wj9uo2pwbln9pm
    FFT: WotL - Valeria 1.5.2 (PSP EUR) - https://www.mediafire.com/file/ec6x81j4gjqi6ps

    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. :)

    • Upvote 1

  9. 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) - https://www.mediafire.com/file/d9hd0dekfzadqy2
    FFT: WotL - Valeria 1.5.1 (PSP EUR) - https://www.mediafire.com/file/ufc9wfixg496m64


    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. :)


  10. 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): https://www.mediafire.com/file/ads77c7c7z8rx3u
    FFT WotL - Valeria 1.5 (PSP EUR): https://www.mediafire.com/file/tkfsj1deie7688f

    For full release information, please check this link below.

    http://ffhacktics.com/smf/index.php?topic=11872.0

    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. :)


  11. On 11/30/2018 at 7:25 AM, Xorph said:

    Hello. I really like this mod but I'm having an issue with it. I applied the patch to an iso which already had a slowdown fix patch on it and now the text of cities and what day it is is a jumbled mess of nonsense. Any idea why this is? 

    Screenshot_20181129-192513_PPSSPP.jpg

    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.


  12. 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.

    http://www.ffhacktics.com/smf/index.php?topic=11872.0

    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. :)

    https://www.youtube.com/playlist?list=PLm6ksHHewKnFvvTpGoBWn-MuLxCxejIOO

    >=== 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) - https://www.mediafire.com/file/wdiofibnymbi2ac
    FFT WotL - Valeria 1.4.3 (PSP EUR) - https://www.mediafire.com/file/b1n868a7799qubm

    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. :)

    • Upvote 2

  13. 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.

    http://www.ffhacktics.com/smf/index.php?topic=11872.0

    >=== 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) - https://www.mediafire.com/file/sy63q6btxxb4732
    FFT WotL - Valeria 1.4.2 (PSP EUR) - https://www.mediafire.com/file/hrweoeuv65kfob0

    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. :)

    • Upvote 1

  14. index.php?action=dlattach;topic=11872.0;attach=17347;image

    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): https://www.mediafire.com/file/j27jpztiw7v7vyx
    FFT WotL - Valeria 1.4.1 (PSP EUR): https://www.mediafire.com/file/awexocrb9g3mf91

    I'm also recording my gameplay in this YouTube channel below. :)
    https://www.youtube.com/playlist?list=PLm6ksHHewKnFvvTpGoBWn-MuLxCxejIOO

    • Upvote 1

  15. On 10/26/2018 at 8:05 AM, computerghoul said:

    I'm playing through now and enjoying it-- however, I just realized the help text on Ramza's Tailwind in Chapter 1 says that it gives the target but actually it does Quick. 

    Glad to hear you like my mod. I changed speed stat boosting to instant quick to fix abusive speed buff in certain fight. Since Ramza is our protagonist, I believe it's OK for him to have and upgraded Quick is harder broken on my gameplay. Changes in Ramza's abilities are based on Reis' abilities which were adjusted to work with human too. :)


  16. 45 minutes ago, Jordan said:

    I've been on an FFT kick for a few weeks now and I'm interested in this mod but I'd love to know how much the story battles have been modified. Vanilla is over saturated with Knights, Archers and basic mages, ya know? Also have you considered just removing JP Boost?

    So far story battles remain as vanilla except recruited guest units can be controlled and and bosses are buffed a bit. I intend to keep the vanilla play style but knight, archer, mages receives a lot of improvements so they won't be like original game play.

    As for JP boost, I don't consider removing it but I wouldn't go as far as adding as an innate ability. Player can choose to take advantage of support skill or JP Boost which seems to be fair enough. With JP Boost, you can unlock Samurai/Ninja job in chapter 2 when their items becoming available without grinding required.


  17. FFT: WOTL Valeria 1.4  is out now with new mechanics and re-balance improvements
     
    Hi guys. It's me again who developed Valeria project for Final Fantasy Tactics. My mod aims to keep Vanilla play style with proper re-balance based on Tactics Ogre and later Tactics series.
     
    This isn't a difficulty mod but it will not allow you to cheese your way out like before so you may need to try little harder to beat the game with either good tactics or over-leveling them.
     
    Since this Valeria project took me almost 2 years of developing now so there's massive changes and improvements through job's stats, abilities, and its equipment too so I highly recommend to read full release post for details.
     
    For version 1.4, I started from where I left off with changes in 1.3 that needs adjustments but I ended up making some more mods and improvements as below.
     
    4-tier spells will start from single target and keep expanding
     
    I always find first tier spell being wasteful and bothersome when I only want to hit one enemy but need to use spell for area making magic becoming a bit unreliable to use at times. So I changed tier list from this:
     
    Tier / Multiplier / Radius / Vertical / CT
    1 / 14 / 2 / 1 / 4
    2 / 18 / 2 / 2 / 5
    3 / 24 / 2 / 3 / 7
    4 / 32 / 3 / 3 / 10
     
    To new scaling like this:
     
    Tier / Multiplier / Radius / Vertical
    1 / 15 / 1 / 1 / 4
    2 / 18 / 2 / 1 / 5
    3 / 23 / 2 / 3 / 7
    4 / 30 / 3 / 3 / 9
     
    This scaling is for Fire spells with decreased MP cost to 4/8/16/32. For Blizzard, it'll have more multiplier at 16/19/25/34 with increased MP cost to 5/10/20/40. For Thunder, i will also have decreased CT by 1 with original MP cost.
     
    Cure spells will also be affected with new area scaling healing 35/50/65/100% with regen status added as before. These new mechanics will affect strategies with Black/White Magicks a lot so please make better uses of them.
     
    Squire and Chemist getting uber upgrades (Not to Ramza's UberSquire level though)
     
    Original Squire was quite useless with tactless abilities that can't be useful after chapter 1 except for grinding. Now Squire gets all abilities revamped and upgraded for better uses in in its own job and others too.
     
    Focus: Changed to "First Aid" healing self with 20% of HP.
    Rush: Changed damage formula to PA/2 * PA for more reliable damage without triggering reaction ability.
    Stone: Changed to "Focus Strike" dealing weapon +1 damage with 3 CT similar to Holy Knight's ability. I recommend to try with Axe weapon.
    Salve: Added Oil status to be cured too. Immobilize/Disable should be healed with Esuna (decreased MP cost), Purification, and Remedy (decreased price).
     
    Randomized damage weapons like axe will become much more useful with new Focus Strike ability as it will deal CONSTANT damage with CT 3. Axe weapons will also have chance to inflict slow status too.
     
    As for Chemist, I already explained before in 1.3 release but I'll summarize again with new updates here as well. First of all, Auto-Potion is gone in 1.4. It's heavily used as cheap tactics and cripple X-Potion too much.
     
    Potions are now re-balanced to 30/60/120 as I hoped to do without Auto-Potion. Price of Potion will be increased to 80 and X-Potion will be decreased to 500 to make the game more balanced and challenging.
     
    I also changed Golden Needle and Maiden's Kiss to provide Protect/Shell buff to a single target. Chemist can also learn Equip Gun without going through all the way to Orator now.
     
    And here's the catch for important notes about stats growth, both Squire and Chemist will no longer suffer from PA/MA Growth anymore so you can safely grind abilities without worrying about poor stats on level up now.
     
    Equipment changes and upgrades
     
    Since some people abused absorbing element as healing so they can use offensive spells to heal friendly fire hit, I fixed changes related to elemental as below and also give some buff to some items too.
     
    -Added attritbute on Nu Khai Armband with strengthening Dark element
    -Added bonus +1 Move to Hermes Shoes
    -Added chance to inflict Slow status on Axe weapons aside Slasher
    -Changed Chaos Blade's weapon type to Fellsword
    -Changed Excalibur/Chameleon Robe's attribute from absorbing Holy to halfing damage
    -Changed Fire Shield/Ice Shield's attribute from absorbing the same element to negating damage
    -Changed Gaia Gear's attribute from absorbing Earth to negating damage
    -Changed Gun's damage formula to PA*WP
    -Changed Juravis' rare poach to Winged Boots
    -Changed Rubber Boots to Soldier Boots with bonus +1 Move and +1 PA, price increased to 10,000 and available in the last outfitter along with Thief's Cap
    -Changed Stoneshooter's effect to have chance to petrify unit on hit
    -Decreased MA bonus of Wizard's Robe (2 -> 1)
    -Decreased MP bonus (60 -> 50) and PA bonus (2 -> 1) of Lordly Robe
    -Decreased PA/MA bonus of Tynar Rogue (3 -> 2)
    -Decreased PA bonus of Bracer (3 -> 2) and price (50,000 -> 30,000)
    -Increased weapon power of polearm items by 1 except Javelin II (16 -> 18)
     
    Most items are nerfed for re-balance purposes but you also get some buffs and rework like Hermes Shoes having +1 Move, Chaos Blade is now Fellsword for Dark Knight with 18 WP, and Rubber Boots was reworked to Soldier Boots with +1 Move/PA.
     
    Job's stats and abilities re-balance
     
    After releasing 1.3 and playing for a while, I realized some changes I made affected game balance so I made some adjustments on those jobs to work more properly.
     
    Squire: abilities reworked for better uses (No more Focus and Stone abuse)
    Chemist: Auto-Potion removed and buff X-Potion, MA Multiplier increased, and no PA Growth penalty
    Knight: Rend abilities are buffed and have re-balance applied
    Archer: Removed CT from all abilities, change Leg/Arm Shot to have 65 + Speed success rate, and can no longer equip knife
    White Mage: Cure spells are reworked, support abilities are buffed, and Wall will actually cast Wall status for 16 ticks
    Black Mage: Fire/Blizzard/Thunder spells are reworked, chance based spells has success rate increased
    Monk: Can no longer equip Pole
    Thief: Steal has original success rate except Shield and Accessory without Shirahadori, PA Multiplier increased
    Orator: PA Multiplier increased
    Dragoon: Polearm has weapon power increased by 1
    Samurai: Chirijiraden's Iaido ability power decreased
    Ninja: PA Multiplier decreased
    Arcanist: Changed innate abilities to Defense Boost/Arcane Defense, fixed Lucavi skill learning bug, MP Multiplier increased, MA Multiplier decreased, Migardsomr's ability power decreased
    Dark Knight: Vehemence is innate only, PA Multiplier decreased
    Ramza: Can equip Fellsword in chapter 4
    Mustadio: Skill set changed to original Aim
    Agrias: PA Growth/Multiplier increased
    Orlandeau: Skill set changed to Duskblade/Shadowblade/Aegis/Dispelna/Chant/Holy, PA/MA Growth increased
    Beowulf: Chicken will temporary add Chicken status
    Dragonkin: PA/MA Growth decreased
    Cloud: PA Growth decreased
     
    After numerous tries I went for perfecting the new balance, some jobs have improved stats and abilities and some received nerfs on stats and abilities. Please read full changelog for details.
     
    Toughen up some boss fights and also with more rewards
     
    In version 1.4, I buffed one additional support ability from Attack/Defense Boost and Arcane Strength/Defense to appropriate bosses. They'll become a bit harder to bit but shouldn't impose significant difficulty for bonus rewards.
     
    -Toughened up Aliste with Arcane Strength but you can also steal his equipment and get Genji Glove as War Trophy
    -Toughened up Argath with Arcane Defense but you can get Chaos Blade from treasure hunt
    -Toughened up Bremont's Dark Dragon form with Defense Boost but you can also get Lordly Robe as War Trophy
    -Toughened up Elmdore with Attack Boost but you can also steal his equipment
     
    Since you can steal items without worrying about Shirahadori now, I believe this will justify the challenges in gameplay a bit more. You still can't use Rend abilities on bosses with Shirahadori though.
     
    That's all for the summarize about 1.4 release. I know it's pretty long and you can see why it's that long from the changelog below.
     
    1.4
    -Added attritbute on Nu Khai Armband with strengthening Dark element
    -Added bonus +1 Move to Hermes Shoes
    -Added chance to inflict Slow status on Axe weapons aside Slasher
    -Added equip Fellsword to Ramza's Squire in chapter 4
    -Added/Updated missing information in ability/item description
    -Agrias equips Defender and Gaffgarion equips Chaos Blade in tutorial battle
    -Changed Arcanist's innate abilities to Defense Boost/Arcane Defense
    -Changed Chaos Blade's weapon type to Fellsword
    -Changed Chicken ability to temporary inflict Chicken status
    -Changed CT of Fire/Blizzard spells to 4/5/7/9
    -Changed CT of Thunder spells to 3/4/6/8
    -Changed Cure/Fire/Thunder/Blizzard spells with new effect area-vertical to 0-0/1-1/1-3/2-3
    -Changed Cure spells' healing factor percentage to 35/50/65/100 with CT 2/3/5/7
    -Changed damage factor of Fire spells to 15/18/23/30 and decrease MP cost to 4/8/16/32
    -Changed damage factor of Thunder/Blizzard spells to 16/19/25/34
    -Changed Excalibur/Chameleon Robe's attribute from absorbing Holy to halfing damage
    -Changed Fire Shield/Ice Shield's attribute from absorbing the same element to negating damage
    -Changed Focus to First Aid to heal self with 20% HP
    -Changed Gaia Gear's attribute from absorbing Earth to negating damage
    -Changed Gun's damage formula to PA*WP
    -Changed Juravis' rare poach to Winged Boots
    -Changed Machinist's skill set to original Aim up to Aim +7 with 10 CT
    -Changed Migardsormr to have damage factor decreased (22 -> 20), and MP cost increased (0 -> 30)
    -Changed Nanoflare's damage formula to (MA+8)/2 * MA
    -Changed Rend MP to decrease damage percentage of MP (50 -> 35) and increase success rate (50 -> 65)
    -Changed Rubber Boots to Soldier Boots with bonus +1 Move and +1 PA, price increased to 10,000 and available in the last outfitter along with Thief's Cap
    -Changed Salve ability to also cure Oil and no longer remove Disable, Immobilize status
    -Changed Steal/Plunder abilities to not be affected by Shirahadori and have success rate from original Steal except Shield and Accessory
    -Changed Stone ability to Focus Strike dealing PA * (WP+1) with CT increased (0 -> 3) and can be learned without JP cost
    -Changed Stoneshooter's effect to have chance to petrify unit on hit
    -Changed Sword Saint's skill set with Duskblade/Shadowblade/Aegis/Dispelna/Chant/Holy
    -Changed Wall's status to Wall for 16 ticks, hit rate increased (140 -> 200), and increased CT (4 -> 5)
    -Changed X-Potion to heal 120HP with price increased (400 -> 500)
    -Fixed bugs in some Rapha and Marach's abilities that won't hit randomly
    -Fixed Meltdown/Tornado/Quake appearing in Arcanist's skill list before learning
    -Fixed Undead Archer using original Aim abilities
    -Dance and Song abilities can no longer be mimiced
    -Decreased CT of Meditate ability (6 -> 5)
    -Decreased CT of Ramuh ability (7 -> 6)
    -Decreased damage factor (22 -> 20) and MP cost (24 -> 16) of Ifrit ability
    -Decreased damage factor of Chirijiraden ability (24 -> 20)
    -Decreased damage factor of Migardsomr ability (24 -> 20)
    -Decreased damage factor of Titan ability (25 -> 24)
    -Decreased MA bonus of Wizard's Robe (2 -> 1)
    -Decreased MA Growth on Dragonkin job (38 -> 40)
    -Decreased MA Multiplier on Arcanist job (150 -> 135)
    -Decreased MA Multiplier on Squire job (80 -> 75)
    -Decreased MP bonus (60 -> 50) and PA bonus (2 -> 1) of Lordly Robe
    -Decreased MP cost of Esuna ability (18 -> 8) and increased hit rate (190 -> 200)
    -Decreased MP cost of Shiva ability (24 -> 20)
    -Decreased PA/MA bonus of Tynar Rogue (3 -> 2)
    -Decreased PA Growth on Dragonkin job (39 -> 42)
    -Decreased PA Growth on Soldier job (42 -> 45)
    -Decreased PA bonus of Bracer (3 -> 2) and price (50,000 -> 30,000)
    -Decreased PA Multiplier on Archer job (110 -> 100)
    -Decreased PA Multiplier on Dark Knight job (110 -> 100)
    -Decreased PA Multiplier on Ninja job (110 -> 100)
    -Decreased success rate of Rend Speed/Rend Power/Rend Magick abilities (70 -> 65)
    -Increased damage factor of Meteor ability (40 -> 42)
    -Increased damage factor of Unholy Darkness ability (37 -> 38)
    -Increased MA Multiplier on Chemist job (80 -> 90)
    -Increased MP Multiplier on Arcanist job (80 -> 100)
    -Increased PA Growth on Bard job (65 -> 50)
    -Increased PA Growth on Chemist job (65 -> 50)
    -Increased PA Growth on Holy Knight job (50 -> 48)
    -Increased PA Multiplier on Orator job (75 -> 85)
    -Increased PA Multiplier on Thief job (100 -> 110)
    -Increased Potion's price (50 -> 80)
    -Increased Speed Growth on Machinist job (100 -> 90)
    -Increased success rate of Assassin's abilities to 65% + Speed
    -Increased success rate of Death ability (100 -> 120)
    -Increased success rate of Leg Shot/Arm Shot abilities to 65% + Speed and will not be evadeable and affected by Shirahadori
    -Increased success rate of Rend Helm/Armor/Weapon abilities by 5
    -Increased success rate of Reraise ability (140 -> 160)
    -Increased weapon power of polearm items by 1 except Javelin II (16 -> 18)
    -Lucavi bosses are immune to Stop/Slow/Immobilize
    -Protectja/Shellja/Hasteja won't hit enemies and Slowja won't hit allies with decreased JP/MP cost
    -Recruited unit can be controlled as a guest during sidequest battles
    -Removed Auto-Potion as learnable ability
    -Removed CT on Poison Strike/Oily Strike/Leg Shot/Arm Shot
    -Removed Vehemence from Dark Knight's learnable ability list (Innate only)
    -Reverted changes on Cyclops ability
    -Reverted equip Knife on Archer
    -Reverted equip Pole on Monk
    -Reverted PA/MA Growth on Sword Saint
    -Reverted Speed Multiplier change on Machinist job
    -Toughened up Aliste with Arcane Strength but you can also steal his equipment and get Genji Glove as War Trophy
    -Toughened up Argath with Arcane Defense but you can get Chaos Blade from treasure hunt
    -Toughened up Bremont's Dark Dragon form with Defense Boost but you can also get Lordly Robe as War Trophy
    -Toughened up Elmdore with Attack Boost but you can also steal his equipment
     
    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 (PSP USA): https://www.mediafire.com/file/9uwth5925cf2ktf
    FFT WotL - Valeria 1.4 (PSP EUR): https://www.mediafire.com/file/fbyhm6z3ialz85k
     
    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. :)
    • Upvote 2

  18. 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. :)

    • Upvote 1

  19. Chrono Trigger is considered easy for vetarans due to core characters having high speed making random encounter and boss fights becoming less challenging especially with haste for 24-26 Speed (excluding +3-6 speed items buff).

    This re-balance mod will focus on utilizing roles based on utility and speed. I'll fix other issues too so let's address issues aside the speed with each character unit in Chrono Trigger below.

    Crono
    Issues: His magic is low so Luminaire has OP power to compensate and can be broken with Magic tab. Some gameplay can be easily be done with magic tab and Crono spamming Luminaire with GoldenStud.
    Resolution: Fix his magic inefficiency by adding +4 Magic to one of his Sword like Frog and reduce Luminaire power.

    Marle
    Issues: Her heal is very strong to the point where Cure 2 isn't needed at all in late game. Her saving grace Haste will be obsolete with HasteHelm. She's the only one who doesn't have AoE heal too.
    Resolution: Reduce healing power and make Cure II as a party heal with reduced power. Make HasteHelm with reduced armor and +2 Speed instead.

    Lucca
    Issues: She's slow and her early abilities aren't really useful enough so people often use her has dual tech linker or item user.
    Resolution: Buff magic a bit so her usefulness will improve a bit and make buff affecting whole party.

    Frog
    Issues: His Heal ability is too OP. Aural Whirl needs Crono and Marle to perform with 2+1 MP and he can do that with only 2MP alone and can act fast.
    Resolution: Increase MP consumption and reduce healing factor to balance things out with Aura Whirl.

    Robo
    Issues: He have slow speed (just like Lucca) and abilities to compensate for slow speed is too OP especially healing. Not to mention he'll gain +3 speed in later side quest making him faster than Marle.
    Resolution: Reduce his speed by 1 so he'll truly be the slowest unit and nerf his healing teches with magic tab in consideration.

    Ayla
    Issues: She doesn't have major issues to deal with except Kiss that can make her a bit OP with magic tab. Her dual teches are quite OP too.
    Resolution: Reduce healing factor and other based teches for reducing dual tech damage a bit.

    Magus
    Issues: He's a solo unit without dual tech so he's pretty balanced. Nothing to be fixed
    Resolution: No need though I'll nerf his Dark Matter a little.

     

    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 reduce speed on fast characters to make the game moderately more challenging with balanced pacing with 5-6/7-8/9-10 instead.

    Spoiler

    Crono: 10 (-2)
    Marle: 8 (0)
    Lucca: 6 (0)
    Frog: 8 (-3) 
    Robo: 5 (-1)
    Ayla: 11 (-2)
    Magus: 9 (-3)

    It took me a long while to find optimal speed re-balance in various scenarios. I find it has pretty good pacing through the game without imposed difficulty.

     

    Character teches re-balance

    It always troubled me why Frog's Heal ability can perform healing as effective as Aura Whirl with just 2MP while Aural Whirl needs Crono-2/Marle-1 to perform the similar effects when dedicated healer like Marle needs someone to perform party heal.

    Robo's healing teches will easily be over powered with some speed and magic tabs so healing re-balance is the the main reason I started this mod. Slurp and Kiss can be over powered with some magic tabs too.

    While working on teches re-balance, I find dual malee teches being more effective than dual malee + magic teches as tier 2 spells are under powered too much. So I'll re-balance between malee and magic attack power for dual teches better.

    Spoiler

     

    Crono
    Reduce Cyclone power (10->9)
    Increase Lightning II power (14->16)
    Reduce Confuse power (29->27)
    Reduce Luminaire power (50->38)

    Marle
    Provoke will affect all enemies with success rate reduced (80+10->60+10%)
    Reduce MP cost of Haste (6->5)
    Increase Ice power (11->12)
    Increase Ice II power (14->16)
    Reduce Cure power (14->10)
    Reduce Cure II power (24->12) and increase MP cost (5->8) to heal whole party

    Lucca
    Protect will cast to whole party with MP increased (6->15)
    Increase Fire power (11->12)
    Increase Fire II power (14->16)
    Reduced Mega Bomb power (35->32)
    Reduce Flare power (42->35)

    Frog
    Reduce Slurp Cut power (11->10)
    Reduce Heal power (6->5) and increase MP cost (2->4)
    Reduce Leap Slash power (18->16) and add 60% chance to Slow an enemy
    Increase Water power (11->12)
    Increase Water II power (14->16)
    Reduce Cure II power (24->18) and heal status
    Increase Frog Squash power (10->11)

    Robo
    Reduce Rocket Punch power (11->10)
    Reduce Cure Beam power (14->10)
    Increase MP cost of Laser Spin (3->4)
    Reduce Heal Beam power (10->8) and increase MP cost (3->6)
    Reduce Area Bomb power (30->27)
    Reduce Shock power (40->32)

    Alya
    Reduce Kiss power (14->10)
    Reduce Cat Attack power (20->18)
    Reduce Rock Throw power (30->27)
    Reduce MP cost of Charm (4->3)
    Reduce Tail Spin power (40->36)
    Reduce Triple Kick power (37->35)

    Magus
    Black Hole to also cast Stop with success rate 60+10 if not instant death
    Magic Wall will cast to whole party with MP increased (8->20)
    Reduce DarkMatter power (38->36)

     

    After a few test runs, I believe this tech re-balance shouldn't break the original game mechanics and improve usefulness of Marle/Lucca through the game better with improved crowed control teches.

    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

    The main reason I started items re-balance started from fixing HasteHelm that makes Marle's Haste ability being useless. I later added some bonus in some weapons helping the game balance and bring back removed items as enemy's drop at appropriate time.

    Spoiler

    -DarkSaber will be dropped from defeating Magus in his castle with increase attack power when allies are dead
    -VedicBlade has Magic +4 bonus added
    -Rainbow has damage reduced (220->180) and critical rate reduced (70->30) but will deal 4x damage on critical hit
    -Sage Bow has Magic +2 bonus added
    -PicoMagnum will be dropped from Guardian
    -Graedus will be dropped from Azala
    -Wondershot has damage reduced (250->220) and critical rate increased (40->50)
    -BraveSword does 2.0x damage to magical creatures with Stamina +2 bonus added
    -Masamune II has damage reduced (200->170) and critical rate increased (23->50) so reforged ones won't need Hero Medal anymore so you can use other accessories on Frog
    -MirageHand has Speed +1 bonus
    -StarScythe has chance to inflict Poison status
    -Ayla's Fist has 5% critical chance increased except IronFist and BronzeFist
    -MistRobe has Magic +4 bonus added
    -GlowHelm has Strength +4 bonus added
    -HasteHelm has reduced defense (35->25) and change effect from Haste to Speed +2
    -GoldenEarring can only be worn by male and GoldenStud can only be worn by female
    -SeraphSong will be dropped from defeating Ozzie in Magus castle regenerating 5MP every 10 seconds
    -Power/Magic/Speed Tab can no longer be used and you can sell for good price

    I tried to fix stats abusing but the only way to proper fix is removing them. I made some adjustments in items to help the game instead of those boosted stats.

     

    This mod isn't hard type mod so any player can enjoy this mod without feeling challenged or have grinding required. Please apply this IPS patch below on original unheadered ROM file to play. :)

    Download: Chrono Trigger Valeria 1.0

    • Upvote 1