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May 27th, 2016
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  1. Intro:
  2. Welcome to Ivalice! This isn't the same Ivalice you may have remembered from Vanilla FFT. So forget *almost* everything you thought you knew. Many changes have been made, not only to the battles themselves, but to the mechanics of the game.
  3. Human population has been mysteriously dying out, and monsters have taken over. You can no longer hire human units, but you can recruit monsters for free in random battles. Monsters are now dangerous - they are no longer the pathetic counter bots of vanilla. Every monster has a minimum of 4 skills, and several have far more than that. Monsters also now have greatly improved innates, including several r/s/m abilities, innate status, status/elemental resistances, etc.
  4. Due to several changes in the mod, it's a lot tougher than vanilla FFT. Most notable changes that lead to its new difficulty are the improved monsters and enemy formations in general, the enemy scaling to the party level, and shenanigans in general. If this is your first time playing a FFT mod, don't give up! It can be tough to learn at first because it's something you're not used to. Encounters have been balanced to help break bad habits taught from vanilla. If you're a vet from another mod/vanilla challenge runs, the AI hasn't been changed so you can still abuse it in many of the same ways.
  5. The #1 advice I can give any player starting out on the mod is to tooltips everything. (Press the help button over anything you want to tooltips) Literally, everything that is possible to be tooltipped (with the exception of skillset names which I'm not too sure what to put there except maybe flavor text later) now has a tooltips that tells you what you need to know. All moves have relevant flags listed. All items list the item's effect. Class/monster names list innates and where you can get them if they're recruitable. All tooltips that were wrong in vanilla have been corrected (including zodiac signs and things no longer relevant to the game). Named characters have a quote - some drop hints, while some aren't exactly serious... Many of these flags/effects/innates have been changed from vanilla so when in doubt, check the tooltips. If you see any inconsistencies in what is written on a tooltips and what something's actual effect is, let me know immediately!
  6. The #2 advice I can give any player starting out is to pay attention to everything. Things that you might have not paid attention to before, such as the CT bar, how many turns an attack takes to charge, status weaknesses, etc. become relevant in the game. Paying deep attention to stuff like how reflect and silence affects the AI, which units have a way to revive, CT on just about anything, etc. will help you learn both the AI and the basic mechanics of the game faster.
  7. ~~~
  8. A note for those who are not technically inclined:
  9. Please make a copy of vanilla before patching, and patch to the copy. When updating to other versions, use a fresh copy of vanilla. Do not patch over a previous patch or on top of another mod. Only use clean vanilla copies! Also saves are not compatible between different mods. Start a game over from the beginning when playing this mod for the first time. Do not load your save from vanilla or other mods.
  10. ~~~
  11. A note on difficulty:
  12. The purpose of difficulty in this mod's design is to make a player think a bit more than they did in vanilla. It is not a "hard mode" or "kaizo" in the traditional sense, which are frequently littered with questionable design decisions that punish the player for not playing in an ultra specific way. The mod requires that the player be mindful of mechanics of the game (such as CT, reflect, innates, items, etc). It does not require that a player use the exact strategies I've figured out work on a battle, nor does it require luck based strategies (hitting 5 48% charms in a row) or boring strategies (milling a ??? unit of all its mp, or an enemy that could only be damaged by spike traps).
  13. The game was designed to be interesting as a primary goal. Removing/reducing broken mechanics, scaling enemies, using un/underutilized mechanics, and designing fights that play to the AI's strengths simply cannot take place without vastly increasing the difficulty of the game from vanilla's level. However, making enemies that are vulnerable to status effects, making items/skillsets/monsters that are useful for most of the game, and leaving in some exploits for the player means that the game isn't as hard as it could have been.
  14. ~~~
  15. Save often:
  16. Save often, in multiple places. Since this is not vanilla, some battles are actually difficult on a blind run. If you don't save, it's back to the start for you! It is a wise idea to save in multiple spots, in case you need to backtrack. It is an especially good idea to do this before a gauntlet, just in case you need to backtrack in order to properly prepare for subsequent battles in the gauntlet. Some areas have been added to vanilla. The following battles are a start of a gauntlet or located in places where you're allowed to save but not allowed to leave without a fight:
  17. 1. Fort Zeakden (save point dead end)
  18. 2. Thieves Fort (Save here, if you travel to Igros at this point, there's a battle at Mandalia Plains after the Igros scene)
  19. 3. Zaland Fort City (2 fights)
  20. 4. Goug Machine City (2 fights)
  21. 5. Lionel Castle (2 fights)
  22. 6. Lesalia (save point dead end)
  23. 7. Orbonne Monastery, book storage (4 fights)
  24. 8. Riovanes Castle (4 fights)
  25. 9. Zeltennia Castle (4 fights)
  26. 10. Bethla Garrison (2 fights)
  27. 11. Limberry Castle (4 fights)
  28. 12. Murond Holy Place (3 fights)
  29. 13. Orbonne Monastery (6 fights)
  30. Also to make it more obvious, the savepoint in the menu has been renamed from "Data" to "Save"
  31. ~~~
  32. Brave and Faith:
  33. Like in vanilla, brave is tied into reaction ability rate (% chance of reacting). Only one reaction happens at a time, though, with the exceptions of passives (such as Finger Guard or Abandon). So reactions happen in order of priority if they have the same trigger, with a brave % chance of the first one triggering, and a separate brave % chance of the second one triggering if the first one fails, and so on.
  34. Chicken status still occurs when brave drops below 10. When a unit is chickened, it gains 5 brave per round (giving chicken a new 2 round limit). Unlike in vanilla, brave is not tied into the fist formula anymore. (New fist formula = PA^2) While having a high brave monster is nice for greater reaction rates, a low brave no longer completely cripples monsters due to using the fist formula for physical moves.
  35. Also, it can no longer be permanently altered. This means that you can no longer create a permanent 97 brave army, that it doesn't matter what happens at battles that altered brave in vanilla, and that enemies who lower brave in battle are no longer a reset.
  36. Battles have been designed/balanced around choosing option #1 in all battles where you can choose between defeating all enemies or saving a unit that'll probably die at some point in the battle. Text in these events, as of version 2.04 has been changed to make this more obvious. In other words, it doesn't matter how many turns you take to kill Algus at Fort Zeakden, and opting to save Boco or Mustadio is more trouble than it's worth.
  37. Faith affects hit rate of fractional damage, status effects (both positive and negative), cure (or damage on undead) for faith-based cures, hit rate of Interrupt, and a few other skills. Faith does not affect damage output of any spell using the regular quadratic magic formula (New magic formula = (MA+Y)*MA/2, where Y is a constant set per attack).
  38. There are still strategic advantages towards using low faith characters if they do not use faith-based skills and the rest of the party isn't set up towards buffing them in battles where the enemy uses negative status effects and fractional damage frequently. Just like brave, faith can't be permanently altered anymore.
  39. Innocent status can be used, both offensively and defensively to temporarily block the effects of moves that rely on faith. Several moves bundle Innocent along with buffs (to create a buff that can't be dispelled except by procs), or with debuffs (to status something and make them immune to remedy/esuna). A similar concept can prove to be useful in separate castings in several instances in the game.
  40. ~~~
  41. Reaction abilities and flags:
  42. Unless otherwise noted, reaction abilities are triggered at a Brave % chance, upon using a move on a character. If a character has more than one reaction ability that is applicable, they trigger in order of priority. Only one reaction ability can trigger at a time, but if the first priority move fails, there's a br% chance to trigger the next priority move and so on.
  43. For example, a 70 br Chocobo is hit with a standard physical attack which deals damage. It has a 70% chance of getting CT save (its first priority ability). In the 30% chance that the CT save check fails, it has a 70% chance to get Regenerator (its second priority ability). If CT save happens, Regenerator will never happen. So in this example, the Chocobo has a 70% chance of getting a CT save, 21% chance of getting Regenerator, and 9% chance of nothing.
  44. If the same 70 br Chocobo is hit with a physical attack using the Coral Sword (Lightning elemental, so it heals the chocobo), there's a 70% chance to get CT save because Grasp trigger doesn't care if an attack deals damage or even heals the target. As long as the move has the Grasp flag it has a chance of triggering any ability that has the Grasp trigger. There is a 30% chance of nothing happening in this case, because Regenerator is triggered by taking damage.
  45. If the same 70 br Chocobo is hit with Spark (magic attack, fire elemental), CT save will always fail since the attack doesn't have the Grasp flag. There is a 70% chance of getting Regenerator, since it's triggered by taking damage.
  46. The following are possible flags for moves that are triggers for reaction abilities:
  47. Passive - Ability is always active if character is able to act. As of version 2.18, these are all support abilities instead of reaction. As always, look at the tooltips!
  48. Grasp - Ability is triggered by moves that have the Grasp flag. The ability does not need to hit or to deal damage, just needs to target a character. This means a move can miss or heal but still have a chance of triggering the ability. Commonly found on Physical and Hybrid attacks - watch the flags!
  49. Flood - Ability is triggered by moves that have the Flood flag. The ability does not need to hit or to deal damage, just needs to target a character. This means a move can miss or heal but still have a chance of triggering the ability. Commonly found on any type of attack that causes harm - watch the flags!
  50. CM - Ability is triggered by moves that have the CM flag. The ability does not need to hit or to deal damage, just needs to target a character. This means a move can miss or heal but still have a chance of triggering the ability. Commonly found on Magical, Hybrid, Fractional, or Status effect moves - watch the flags!
  51. MP Cost - If a move costs MP to use, it can trigger abilities with this flag. Doesn't matter how the move is categorized (physical, magical, etc), it can still trigger abilities with this flag.
  52. Damage - If a move deals damage, it can trigger abilities with this flag. Doesn't matter how much damage the move deals as long as the character is alive and able to react.
  53. Critical - If a move deals damage, and the target has Critical Status after the move hits, it can trigger abilities with this flag. In the case of Innate Critical, it is the same as the Damage flag.
  54. Heal - If a move heals the target's HP, it can trigger abilities with this flag.
  55. Hamedo - Ability is triggered by moves that have the Hamedo flag. This flag is shared with the Weapon Range of the character, so it doesn't have to deal damage but has to be Weapon Range (1 on monsters).
  56. Reaction abilities:
  57. PA Save - +1 PA, Trigger = Damage, Priority = 3
  58. MA Save - +1 MA, Trigger = Damage, Priority = 3
  59. Speed Save - +1 Speed, Trigger = Damage, Priority = 3
  60. Hayai - Character receives Haste, Trigger = Grasp, Priority = 1
  61. Barrier - Character receives Protect and Shell, Trigger = Grasp, Priority = 1
  62. Dragon Spirit - Character receives Reraise, Trigger = Grasp, Priority = 1
  63. Regenerator - Character receives Regen, Trigger = Damage, Priority = 3
  64. CT Save - +20 CT, Trigger = Grasp, Priority = 1
  65. HP Restore - HP is restored to full, Trigger = Critical, Priority = 3
  66. MP Restore - MP is restored to full, Trigger = Critical, Priority = 3
  67. Critical Quick - Sets CT = 100, Trigger = Critical, Priority = 3
  68. Meatbone Slash - Deals damage equal to max HP. Range = 3, Trigger = Critical, Priority = 3
  69. Counter Magic - Counters with the same spell, using your relevant stats. For example, a Panther uses Cat Kick on a Plague. Damage is recalculated with the Plague's MA in the Counter Magic's cast. Trigger = CM, Priority = 1
  70. Counter Flood - Counters with Elemental command; using the same damage, AOE, status procs, etc. as if character used Elemental itself. Trigger = Flood, Priority = 1
  71. Fear - Counters with -20 Brave. Trigger = Grasp, Priority = 1
  72. Arcane Quickening - Sets CT = 100, Trigger = MP Cost, Priority = 1
  73. Absorb Used MP - Character's MP is healed by the MP cost of the move. Trigger = MP cost, Priority = 1
  74. Auto Potion - Character uses lowest available potion. In the case of the AI, this is always Potion, since AI is assumed to have unlimited consumables. Does not work with Elixir, only with Potion, Hi-Potion, X-Potion. Trigger = Damage, Priority = 3
  75. Counter - Counters with standard physical attack. Uses Weapon Range (Range 1 on monsters). Trigger = Grasp, Priority = 1
  76. Distribute - When HP is max, excess HP is shared with the party. Trigger = Heal, Priority = 2
  77. MP Switch - Deals damage to MP instead of HP. Fails if no MP is left. Unlike other abilities, can trigger on Poison damage. Trigger = Damage, Priority = 2
  78. Damage Split - Deals 1/2 of the damage a character would have taken to the target instead. Must live through the attack and be able to react to use (so for example, a tree with 500 HP can't damage split a 501 HP attack). Trigger = Damage, Priority = 2
  79. Hamedo - Attacks enemy instead of being attacked. Move must be within Weapon Range of the character (so for example, a character with a bow can attack a monster with Hamedo without triggering it, because the monster's Weapon Range is 1). Trigger = Hamedo, Priority = 0
  80. Effect Spore - Counter attacks with Bad Bracelet (several bad status effects). Trigger = Damage, Priority = 2
  81. Flare Star - Counter attacks with Giga Flare, Trigger = Damage, Priority = 2
  82. Apocalypse - Counter attacks with Ulmaguest, Trigger = Damage, Priority = 2
  83. Grudge - Counter attacks with MP Damage (physical attack), 100% Rasp. Trigger = Damage, Priority = 3
  84. Reaction Priority order (technical stuff):
  85. The game checks 3 lists in order. If one ability off of a list is used, the game ignores the rest. However, if an ability is used off of list 1 and list 2, it'll check the list 1 ability first then the list 2 ability if it fails. Hamedo and most passives are separate from the lists, so can pair with anything. The priority listed in tooltips and above is the order at which reaction abilities are checked for these purposes.
  86. Many new abilities are added to 2.18. With the exception of the ability that replaces Gilgame Heart, these are programmed into list 2. Why? because nothing here in vanilla is interesting on bosses.
  87. ~~~
  88. Support and Movement Abilities:
  89. Several of these have been added from Vanilla, or moved from Reaction to Support. For the most part they can stack freely with other R/s/m. Move HP up and Move MP Up are incompatible with each other, though.
  90. Blade Grasp - Evades attacks with the Grasp flag at Brave%. As of 2.18, is a support ability.
  91. Since it's classified as a support, it differs in quite a few ways. First, it stacks better with reaction abilities. For example, a ghost with 70 br, Blade Grasp, Fear on vanilla functionality (BG as a reaction instead of support) will guard 70% of the time, react with Fear 21% of the time, and take damage with no other effect 9%. With support functionality, the same ghost will guard 70% of the time and use Fear 70% of the time, with completely independent rolls for each. Secondly, you can no longer bypass Blade Grasp, guarding the first hit and automatically hitting the 2nd hit by using a unit with 2 swords + Concentrate. A 100br Blade Grasp unit is effectively immune to all things with the Grasp flag, no matter how many hits it has.
  92. Runic - Evades attacks with the Counter Magic flag that deal damage, at brave%. Functions like Blade Grasp only for other abilities.
  93. Arrow Guard - Evades attacks from bows and guns, adding Brave evade% to these moves. Also evades moves with Hamedo flag, if character using these moves has a bow or gun equipped. As of 2.18, is a support ability.
  94. Finger Guard - Grants immunity to PA damage, MA damage, Brave damage, and the Dance skillset; as noted in tooltips. As of 2.18, is a support ability.
  95. Abandon - Evade of character doubles. As of 2.18, is a support ability.
  96. Sicken - As of version 2.25, applies Poison to every attack that touches the physical attack routine, in addition to any other effects of the attack. Even if it doesn't deal damage/heals the target. Some surprising attacks appear in the physical routine (such as Ignite), even though their damage isn't actually consider a physical attack, due to the option I have to make the formula physically evadable.
  97. Anger Point - Damage from all sources except for fractional, self-destruct, and similar formulas are doubled when a unit is in critical. Caps at 999.
  98. Adrenaline - +5 speed on a unit in critical. Stacks with Haste/Slow, Speed Save/Cheer Song/Shockwave and effects from similar moves. Does not stack with itself, since it only adds the functionality of the speed bonus in CT calculations and won't actually add to the speed number.
  99. Evil Brand - Undead status, PA/MA +2, Speed +1, immune Petrify/Frog. Stacks with all innates.
  100. Frenzy - Doubles speed on a unit that is berserked. Works like Adrenaline and stacks with it.
  101. Concealment - Unit is completely invisible. Grants Transparent and immunity to all evadable attacks.
  102. Dead - Dead innate is now coded to Cannot Enter Water's slot, since I'm not using it for anything else. This clears a few class slots. An innate Dead unit can't be raised in any way - purpose of this is the dead for cutscene units.
  103. Arcane Focus - Works exactly as Concentrate, but affects magical attacks instead of physical ones.
  104. Serene Grace - Doubles most proc rates and critical hit rates. Affects proc rates on weapons, any 19% hit status/doublecast/ability that procs another ability. This turns 19% hit to 38% hit procs, and critical hits go from 6.25% to 12.5% frequency on the character. 100% proc abilities still 100% hit (there's no overflow bugs!), and this does not affect multihit abilities that are not programmed as a proc (such as Requiem or Prismatic Spray), but it does increase the proc rate on the status effect of Prismatic Spray.
  105.  
  106. ~~~
  107. Random battles:
  108. Because the soldier office, invitation, and train no longer exist, recruitment of new units happens from random battles. Each area produces a monster or 2 native to the area. To find out where to recruit any monster, refer to the tooltips for that monster. To find out what is recruited on a random battle location, refer to the tooltips for the area. Locations are listed along with a direction. This direction is the direction that you are heading to the location from, for example Mandalia East means entering Mandalia from the east.
  109. Clicking on a location where randoms are located will result in a battle there 100% of the time. Clicking on a town will result in a 0% chance of hitting a random battle on the way to the town. Use this feature to get randoms when you want them.
  110. Each location has 4-5 random battles available. Battle #1 becomes available in ch 1, and each ch adds a new possible random. Random encounters come in 3 types:
  111. 1. Pathetic - Random #1 - max 4 enemies, at party lv -random. No special enemy classes. Humans with random skillsets and nice crystals are also common. These become available at the start of the game, at every location, to allow for a quick recruit or grind spot.
  112. 2. Regular - Random #2-4, enemy lv +1-3, up to the sprite limit in units including special classes, demoted bosses, etc. Available in ch 2 onwards. Since the sprite limit is 16, which includes your units and guests, typically will have no more than 10 enemies. These randoms have an incredibly random nature to them, and can be anywhere from ridiculously easy to ridiculously hard depending on what you bring and what the random gives you.
  113. 3. Insane - Random #5 - Available ch 4. Has a ??? unit and several other enemies. Beating the ??? unit will drop a rare item. These battles currently have placeholders and will be balanced a bit better in future editions, but as a rule will be quite tough!
  114. ~~~
  115. Optional battles:
  116. Optional battles, as a rule, are among the more difficult battles of the mod. Several of them will drop rare items, or special characters. Some notes (minor spoilers):
  117. 1. Colliery - This is a gauntlet sequence (4 battles). Opened the same way as vanilla, except you do not need Mustadio in the party to open. Beowulf and Reis's first forms, along with a few rare items are the rewards. In the Sinogue battle, Reis's death is not a game over. You only need to defeat Sinogue to end the map.
  118. 2. Nelveska - 3 bosses. Defeat one to clear the map. Choose wisely. ^_^ Reward for winning battle is the King's Spear and Paladin Shield, along with Beowulf/Reis's 2nd movesets. Move find to get the additional rare items is 100%, you do not need a low brave Goblin/Squid or to reset repeatedly for a ~30% chance of picking a non crap item.
  119. 3. Zarghidas - A cameo boss. You only need to defeat the boss here. This battle is identical to Zalera in old versions, except that -1 character increases difficulty here markedly. Reward here is Cloud.
  120. ~~~
  121. Deep Dungeon - Awesome rewards for brutal battles! These battles will be fully tested, just like the rest of the story battles. As such, they might not be as hard as the DD in some mods, but will be interesting and quite tough for most people. Some notes:
  122. 1. Elidibs will have some special eventing. This will turn it into a boss rush (similar to Altima/Altima 2 events), but will have 3 parts. You do not have to be a summoner in this battle to get Zodiac as a missable thing like in vanilla, since the Archmagus enemy on the overworld can cast it.
  123. 2. Battles will be designed out of order. The reason for this is in testing some of my prototype ideas, some are more suited towards large/small maps. With movement in general nerfed to something a bit more reasonable, enemies must be able to reach the player to be a notable threat, and just sticking teleport 2 on everything is boring/kinda a copout. Enemies designed to run away (such as Movers) are too easy to deal with on smaller maps like Nogias, as is anything that is arrow/missile/magic bait. As such, battles will be designed in the order I come up with ideas, on suitable maps for the ideas. All maps are unlocked from the beginning, so they can be tested in whatever crazy order I come up with them.
  124. 3. Move finds are in the same locations as vanilla, but the items that were something that are buyable in the mod are now something that's not. What this means is all Move Finds are worth getting, and not just the ones that aren't a Feather Mantle or Elixir. As of version 2.09, Move Find will be disabled for enemies so you don't have to worry about enemy Goblins/Squids stealing your Move Finds now. :P You do not have to have low brave to find the good item anymore. Who out there really enjoyed picking up a Phoenix Down instead of an Excalibur? This is especially necessary due to not being able to permanently alter that stat anymore.
  125. 4. In addition to the Move Finds, several of these battles will have enemies that you can steal from. This will allow a "reasonable" way to get enough Masamunes/Chiris to use the Draw Outs, while still being enough of a deterrent to farm unlimited amounts of them. It also offers an alternative to Move Finding, again while still being decently hard to do.
  126. 5. Enemies will frequently be decked out in gear that covers their weaknesses. Since making everything immune to everything is still boring as all hell, but being able to Frog or Petrify an enemy early can make the battle too easy, this solution offers an alternative way to ensure enemies can get a few turns in before they become irrelevant. It also brings use to the Steal and Break skills which weren't frequently useful in the plot. Use the Steal or Break skill relevant to the slot of the item, not what the item normally is. Force equipping allows items such as accessories to be placed in slots other than the normal accessory slot and will be frequently placed this way on enemies. Again, this feature won't be on every enemy.
  127. 6. Preliminary battle opens the DD. The reward for this battle is a Ribbon, and access to the Deep Dungeon. Good luck, you're going to need it... ^_^
  128. 7. Uber units - each DD battle will have an uber unit to recruit. This unit has additional skillsets and r/s/m and 74/74 stats.
  129. 8. Derandomized floors - Each floor will only have one battle, with the exception of END which'll have 2 battles (Elidibs, and the floor that replaces it after he's defeated). This has the purpose of allowing the player to focus on attempting battles instead of resetting because it's randoming the wrong battle. Entd space freed this way will be used elsewhere.
  130. 9. Just like the rest of the plot, both the preliminary battle at Warjilis City and all the DD battles will have enemy lv + a reasonable number. Enemies will not appear automatically at lv 99 or at lv +20.
  131.  
  132. ~~~
  133. ??? (Boss and Immortal flags):
  134. ??? stats are much more common in this game than in vanilla and most other mods. ??? multiplies the HP/MP by 10 (same as vanilla). Enemies that have ??? stats that look like palette swaps of other enemies (such as a ??? chocobo) often, but do not necessarily have the same innates or movesets as the non-??? version.
  135. ALL ??? enemies are immortal flagged and immune to dark element including fractional damage. They are not, however, always immune to all statuses. Several can be hit with darkness, silence slow, etc. ??? enemies level up with the party, just like any other enemy in the mod. Lucavi encounters have MUCH greater hp than their vanilla counterparts, and are designed to be dangerous.
  136. Immortal flag grants immunity to the following: Crystal, Dead, Undead, Petrify, Blood Suck, Treasure, Chicken, Frog, Charm, Death Sentence. Not all immortal flagged units are bosses, but all bosses are immortal flagged.
  137. Boss HP has much higher growths than other enemies for the most part. Demoted bosses (non-??? versions of things with stats designed for the ??? flag) will often have more HP per level than other enemies, and exist to give the player a taste of what the enemy is like outside of the main event of the boss fight. While bosses have loads of HP, the extra HP serves a purpose. Fights with bosses are designed so that the boss has enough HP that the player can't possibly luck their way through an entire fight without having some idea of what they're doing; while at the same time low enough for a fight to not be tedious. This system isn't 100% perfect, though, so some bosses might receive adjustments in future editions.
  138. Bosses can now be tooltipped via the Unit List screen. Because the game can't actually display more than 999, ??? units display as 999 until their hp/mp dip below that value. Unit list screen will also show things like CT, Speed, PA, MA on bosses, along with any items equipped to them.
  139. At higher levels, regular units can sometimes break the vanilla HP cap. Uncapped units will show the last 3 digits of their hp in the regular screen, and will appear as 999 display in Unit list screen. For example, a bomb with 1004 HP will appear as 004 in the regular screen and 999 in Unit List. While uncapping the HP is intentional (to better balance HP at higher levels, and to fix the bugs both with the unhide ??? hack and the bug from vanilla that kept ???'s from equipping items), unfortunately can't do anything about the funny displays right now.
  140. Bosses' zodiac signs have been better balanced from vanilla. Some inconsistencies have been removed, such as how in vanilla an Aries zodiac stone turns into a Virgo boss with no explanation to the player as to why this would take place. Some changes have also been made so that the enemies you fight twice have different signs from each other. A few bosses are also random. Now, this also isn't perfectly balanced - I can see some people picking a sign because they're afraid of a boss; but it's certainly better balanced than vanilla since each sign is now represented.
  141. Current boss zodiacs (slight spoilers):
  142. Ch 1:
  143. Miluda: Pisces
  144. Algus: Taurus
  145. Ch 2:
  146. Metal Slime: Random
  147. Gafgarion: Virgo
  148. Queklain: Scorpio
  149. Ch 3:
  150. Zalmo: Pisces
  151. Izlude: Libra
  152. Velius: Aries
  153. All others in ch 3 are random
  154. Ch 4:
  155. Meliadoul: Aquarius
  156. Zalmo: Pisces
  157. Balk: Sagittarius
  158. Zalera: Gemini
  159. Adramelk: Capricorn
  160. Rofel: Taurus
  161. Kletian: Cancer
  162. Hashmalum: Leo
  163. Altima 1: Virgo
  164. Altima 2: None
  165. All others in ch 4 are random
  166. ~~~
  167. Learn on hit guide:
  168. The following skills can be learned on hit by humans, as opposed to with JP. For some of these skills, it's the only way to learn them! In order to learn, the move must hit, and must deal its effect. In the case of an elemental spell, it must deal damage. In the case of a status effect, at least one status effect must take place on the target.
  169. Blue Mage:
  170. White Wind - Same effect as every other FF game, faith based accuracy. Learn from Ahriman.
  171. Quake - Large AOE/Slow/Top tier Earth Elemental damage, learn from Trent
  172. Ghostly Touch - Protect/Shell/Haste/Innocent, learn from Ghost group
  173. Roulette - Completely random status effect, learn from Uribo/Rogue
  174. Perish Song - Inflicts Death sentence, learn from Flotiball group
  175. Lich - Large AOE Fractional, learn from Baatezu/couple other enemies
  176. Requiem - Holy damage, random hits (similar to Reis's Holy Bracelet in vanilla), learn from Ghost of Fury (rare)
  177. Odd Soundwave - AOE Dispel, learn from Gelatin/Squidlarkin/Trent
  178. Aqua Rake - Mid tier Water damage, learn from Squid group
  179. Triple Flame - Up to 3 hits Fire damage, learn from Minitaurus/several other enemies
  180. Squire:
  181. Ultima - high tier non-elemental, learn from Bezekira
  182. Holy Knight:
  183. Dark Sword/Night Sword - learn from Dark Knight
  184. Priest:
  185. Protect 2 - Learn from Vampire
  186. Shell 2 - Learn from Mindflare
  187. Wizard:
  188. Merton - Top tier Fire/Wind elemental, learn from Explosive and Nuclear Bomb
  189. Dark Holy - Top tier Dark elemental, learn from Zalmo/Malak/Several other enemies
  190. Time Mage:
  191. Haste/Slow 2 - Learn from Time Bomb/Nuclear Bomb
  192. Demi - Fractional, learn from Big Bone
  193. Meteor - Top tier Non-elemental, learn from Great Morbol
  194. Summoner:
  195. Most summons learn on hit in addition to JP.
  196. Zodiac - High tier non-elemental, learn from Archmagus
  197. Monk:
  198. Earth Slash - Long range Physical, earth elemental - Learn from Goblin Cadet
  199. ~~~
  200. A note on Formulas:
  201. In vanilla, a lot of the formulas aren't well suited towards abilities that retain relevance for the full game. Many others are either inconsistent or horribly broken in some situations. This mod changes formulas in several areas to create consistency and to make abilities useful for the entire game.
  202. Weapon formulas: listed on each weapon, including proc/crit rates if it's different from the default (13/64 for procs and 4/64 for crit rate), different effects (Drain, MP damage, elements, etc). Weapons that used speed in vanilla no longer do here. Weapons that were redundant were, for the most part, revamped (though this isn't perfect yet!). Many physical moves, if given to a human, will use the weapon's formula instead.
  203. Magic formula: Any spell that deals damage as its only effect, with or without a status proc or multihits uses the following formula = (MA+Y)*MA/2, hits random (1...x); where Y = a constant specific to the spell, and X is noted in tooltips if >1. X=1 produces a spell that hits once, which is most common. Proc rate for status effects is 19%. Draw out uses these formulas too, as of 2.12.
  204. Fractional formula: Fractional damage is always Dark elemental, so bosses and several other enemy classes are immune, and it heals the undead. Formula = Y/100, hit (fa1*fa2/10000)*(MA+X). As you can see from the formula, high faith leads to higher success rate, and it'll always miss if either target is Innocent.
  205. Status effect formula: Anything that deals a status effect (whether positive or negative) uses hit = (fa1*fa2/10000)*(MA+X), except where noted in tooltips. Items, Draw Out, Sing/Dance are the exceptions (mostly due to some degree of hardcoding in the game). Status effects are no longer evadable with high m-ev, only with low faith.
  206. Physical damage (Fists, monsters, abilities): There are 2 main formulas. (PA+Y)*PA/2, which accepts status procs and elements like the magic formula, but is only capable of hitting once. (PA+Y)*PA, in addition to what the other formula accepts, also accepts ability procs (can include spells, stat/item breaks, whatever I want here), or can be set to drain or heal HP with no proc.
  207. Physical damage (Sword skills): PA * (WP+Y), can proc status. Elemental bugs have been fixed from vanilla. These are no longer as stupidly broken as vanilla, now have MP cost and evasion.
  208. Hybrid: (PA+Y)/2 * MA, currently used for Throw skillsets, and several monster skills (watch the flags!). Note that you get more mileage here out of boosting MA than boosting PA.
  209. Healing: As of version 2.11, the following formulas are used:
  210. 1. (PA+Y)*PA/2 HP, MP 1/2 this amount, doesn't reverse on undead (Chakra, Full Bloom)
  211. 2. (fa1*fa2/10000) * (MA+Y)*MA/2, 19% status proc, reverses on undead (Cure, Moogle, etc)
  212. 3. Weapon heal (depends on weapon, (PA+Y)*PA on a monster skill or if unarmed.) Reverses on undead, subject to Protect. Used on Books and a select few other items.
  213. Weird: Several other formulas are used for specific skills. Many of these use HP or MP as a stat that controls damage, break stats/items, have hardcoded aspects (Item, Draw Out, Sing/Dance). These are generally noted in tooltips.
  214. As you can see, there are far more options for interesting physical moves than magic. I don't know what mages did to Squaresoft, but it probably wasn't anything good! As of version 2.11, a lot of the faulty formulas were fixed with asm.
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