As usual when this comes up, how big is the difference? Magic doesn't get crits but I try to compensate that by adjusting the damage by an theoretical average (crit rate x dmg%). Weapons are affected by their element, physical skills take the equipped weapon's element, do you match them to the target's weakness the same you choose fire/ice/bolt? On aoe skills, magic deals less per target, physical aoes have a fixed multiplier, against how many targets are you comparing?
Vanilla steal chance was 40%, 80% with the thief gloves. Here it is.
+(agl-24) if agl > 24
cap at 90 if above, then:
+10 if thief job
+10 if thief gloves equipped
Not sure what else I should've done with Pillage, it was mostly meant for the "unique" things certain bosses carry. If it was only a 50% chance for 2x items that would just be a disgusting reset-fest for those items that are already rare steals...
I intend the gold management to be similar to the limitation of job levels. You can't get all class level in one playthrough, in the same vein you should make an informed choice of how to use gold, does your current playthrough need bombs, can you get by without them? Bombs primarily are meant as a crutch to make the 6 bomb boss possible for every single party comb in single job mode, everything beyond that is a bonus. Admittedly, if you can get a lot of bombs early in W1 they are a minor game breaker.
Same as bomb, it gives me a baseline of guaranteed abilities every party composition has (especially for single job mode). I know that you always have a heal spell, a magic attack, an accuracy buff, the option to see weaknesses/stats and a way to manipulate MP. That means I have to hold back less when designing bosses. For regular play, the specialized job skills should take center stage.
We have 40+ bosses, randoms don't need to be impactful, I just see them as "resources" in this hack, be it gold, items, blue spells, beastmaster ammo, etc. That's why you can just switch them off.
Focus is simply on bosses on multiple playthroughs. If random fights were actual show stoppers, most people would probably lose interest before even reaching W3.
That reward was meant for NG+ but gg!
My proudest memory of VD was when one player was stuck on Shiva difficulty 1 and we sat down with 2 or 3 other players and everyone found a unique way to beat her from that player's savefile. No grinding, just switching around a few items and skills.
Do that but don't hold your breath for another mod update from my side anytime soon; life's been busy.