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Author Topic: Final Fantasy Tactics Advance: Grim Grimoire  (Read 7051 times)

Eternal248

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Final Fantasy Tactics Advance: Grim Grimoire
« on: October 17, 2011, 01:29:28 pm »
Since I'm done with my revision of FFVI Hardtype, I can now move onto another secondary project (my primary project is FFT: Parted Ways, which has a topic somewhere below this one). FFTA needs... a lot of work, and thanks to another coder in our modding community- Darthatron- we're slowly gathering up the tools to edit FFTA extensively. As of now, there's a job editor and a few other minor hacks. I wholly intend to add more to this mod after more of those tools are out, but that'll be later.

The primary goal of this mod will be to rebalance and add some difficulty to FFTA, namely by nerfing certain jobs and buffing monsters by giving them higher stats and better Support and Reaction skills. Included in the spoiler tags below are the current changes I've made, as well as FFTA: GG's new job tree. Suggestions and comments are always welcome. However, the best way to contact either Darthatron or myself is by visiting the community here: http://ffhacktics.com/smf/index.php

You can also contact myself or Darthatron on RHDN's IRC channel.

Spoiler:
HUMES

Soldier HP, DEF, and SPD have been decreased.
Paladin ATK and MP has been decreased.
Paladin HP has been increased.
Fighter HP and DEF have been decreased.
Ninja HP, ATK, DEF, PWR, and RST has been decreased.
White Mages can now use Maces.
Black Mages can now use Knives.
Black Mage DEF has been increased.
Illusionist PWR has been decreased.
Blue Mage ATK, PWR, and RST have been decreased.
Hunters can now use Knives.
Hunter RST and SPD have been decreased.
Hunters lose Ultima Shot, gain Conceal.

BANGAA

Warrior MP, PWR, and EVD have been decreased.
Dragoon HP and EVD have been increased.
Defender ATK and PWR have been decreased.
Defender HP and DEF have been increased.
Gladiator MP, PWR, and SPD have been decreased.
Gladiators lose Ultima Sword, gain Holy Blade.
Bishop PWR and SPD have been increased.
Templar RST and EVD have been decreased.
Templar DEF has been increased.

NU MOU

White Mages can now use Maces.
Black Mages can now use Knives.
Illusionist PWR has been decreased.
Alchemist PWR has been decreased.
Beastmasters can now use Bows.
Ultima Blow has been renamed Ultima.
Sage MP and PWR have been decreased.

VIERA

Elementalist ATK has been decreased.
Red Mage PWR and EVD have been decreased.
White Mages can now use Maces.
Summoners can now use Rods.
Summoner PWR has been decreased.
Assassin MP, ATK, PWR, JMP, and EVD have been decreased.
Assassins lose Ultima Masher, gain Wood Veil.
Sniper DEF, RST, MVE, and EVD have been decreased.
Sniper JMP has been increased.

MOOGLE

Mog Knight ATK has been decreased.
Mog Knights lose Ultima Charge, gain Revive.
Gunner EVD has been decreased.
Juggler DEF has been decreased.
Gadgeteer JMP has been increased.
Time Mage SPD and EVD have been increased.

MONSTERS

Monsters have highly bolstered HP.

Goblins lose Counter, gain Block Arrows.
Goblins are now Weak: Ice, Halve: Wind.
Red Caps lose Block Arrows, gain Strikeback.
Red Caps are now Weak: Ice, Halve: Wind.

Jellies lose Counter, gain Absorb MP.
Ice Flan lose Block Arrows and Weapon Atk+, gain Auto-Regen and Turbo MP.
Creams lose Reflex and gain Return Magic.

Bombs lose Counter, gain Last Quicken.
Bombs are now Weak: Water, Absorb: Fire.
Grenades lose Block Arrows, gain Last Haste.

Icedrakes lose Counter, gain Dragonheart.
Icedrakes are now Immune: Ice, Water.
Firewyrms lose Block Arrows and Weapon Atk+, gain Dragonheart and Geomancy.
Firewyrms are now Immune: Fire, Earth.
Thundrakes lose Reflex and Geomancy, gain Dragonheart and Concentrate.
Thundrakes are now Immune: Thunder, Wind.

Lamias are now Halve: Fire, Ice, Thunder, Dark.
Liliths lose Block Arrows, gain Damage > MP.
Liliths are now Halve: Water, Earth, Wind, Holy.

Antlions lose Counter and Weapon Def+, gain Bonecrusher and Concentrate.
Antlions are now Absorb: Earth, Weak: Water.
Jawbreakers lose Block Arrows, gain Strikeback.
Jawbreakers are now Absorb: Earth, Weak: Water.

Toughskins lose Counter, gain Auto-Regen.
Toughskins are now Weak: Wind.
Blade Biters lose Block Arrows, gain Last Berserk.
Blade Biters are now Weak: Wind.

Tonberries lose Counter, gain Reflex.
Masterberries lose Block Arrows and Weapon Atk+, gain Last Haste and Weapon Def+.

Red Panthers and Coeurls gain JMP.
Red Panthers lose Reveal, gain Concentrate.
Coeurls lose Reveal, gain Weapon Atk+.

Malboros and Big Malboros are now immune to debuffs.
Big Malboros lose Block Arrows, gain Auto-Regen.

Floateyes lose Counter and gain Last Quicken.
Ahrimans lose Block Arrows and Weapon Atk+ and Return Magic and Magic Pwr+.

Zombies lose Counter, gain Bonecrusher.
Vampires lose Zombify, Block Arrows, and Weapon Atk+, gain Drain, Auto-Regen, and Magic Pwr+.

Fairies lose Counter and Weapon Def+, gain Reflex and Magic Pwr+.
Titanias lose Block Arrows and Weapon Atk+, gain Last Haste and Weapon Def+.

SPECIAL UNITS

Mewt is now easier to slay during the first battle- have fun!
Totema have had their HP vastly increased.
Totema can have much higher Move/Jump.
Totema now Halve each element.
Battle Queen now is Immune to each element.
Li-Grim now Absorbs each element.
Bosses can no longer be debuffed.
Bosses have increased stats.

GENERAL

Laws have been removed.
All enemy levels scale.
Clan starts with 1000 Gil, rather than 5000.

Spoiler:
HUMAN

   Soldier-   N/A
   Archer-      N/A
   Thief-      2 Archer Skills
   Black Mage-   N/A
   White Mage-   4 Black Mage Skills
   Fighter-   2 Soldier Skills
   Paladin-   3 Fighter Skills, 3 White Mage Skills
   Ninja-      4 Archer Skills, 3 Thief Skills
   Hunter-      4 Archer Skills
   Blue Mage-   3 Black Mage Skills, 3 Soldier Skills
   Illusionist-   4 Black Mage Skills, 4 White Mage Skills

BANGAA

   Warrior-   N/A
   White Monk-   N/A
   Bishop-      3 White Monk Skills
   Defender-   3 Warrior Skills
   Dragoon-   3 Gladiator Skills
   Gladiator-   3 Defender Skills
   Templar-   3 Dragoon and 3 Bishop Skills

NU MOU

   White Mage-   N/A
   Black Mage-   N/A
   Beastmaster-   1 White Mage Skill, 1 Black Mage Skill
   Alchemist-   3 White Mage Skills, 5 Black Mage Skills
   Illusionist-   4 White Mage Skills
   Morpher-   5 Beastmaster Skills
   Sage-      3 Illusionist Skills, 3 Time Mage Skills
   Time Mage-   4 Black Mage Skills

VIERA

   Fencer-      N/A
   White Mage-   N/A
   Archer-      2 Fencer Skills
   Assassin-   4 Archer Skills, 4 Sniper Skills
   Sniper-      3 Archer Skills
   Red Mage-   2 Fencer Skills, 2 White Mage Skills
   Summoner-   4 Elementalist Skills
   Elementalist-   3 White Mage Skills

MOOGLE

   Animist-   N/A
   Thief-      N/A
   Black Mage-   2 Animist Skills
   Gunner-      3 Thief Skills
   Mog Knight-   3 Animist Skills, 2 Thief Skills
   Time Mage-   4 Black Mage Skills
   Juggler-   3 Thief Skills, 3 Mog Knight Skills
   Gadgeteer-   3 Animist Skills, 3 Gunner Skills

There are some other minor changes not noted here, such as Totema more accurately reflecting their FFXII selves (namely Famfrit using Sliprain, Adrammelech using Thundaga, Mateus using Freezeblink, etc.). Thoughts?
« Last Edit: October 17, 2011, 11:36:24 pm by Eternal248 »
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Kajitani-Eizan

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Re: Final Fantasy Tactics Advance: Grim Grimoire
« Reply #1 on: October 18, 2011, 04:55:56 pm »
any chance of reordering skills? for example, i seem to recall elementalist getting their best skill first (fire whip) and the rest essentially being useless. alternately, perhaps reducing the duration of hard disables would be good. assassins (i think?) had a similar issue of having a bunch of status-causing skills that are pretty worthless compared to seal and stop breath, when you consider factors like range, MP cost, and accuracy. also, less worthless skills per job in general would be good :P

oh yeah, and two hands not being total crap would be cool too :P

Eternal248

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Re: Final Fantasy Tactics Advance: Grim Grimoire
« Reply #2 on: October 18, 2011, 04:57:44 pm »
Yeah, I definitely have a few things in mind for Elementalist and Assassin, but that'll have to come later when more skill data is researched.
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