Save Data v3.0 Beta Update

As we approach near summer, our first-ever software modification for Final Fantasy Tactics: the War of the Lions is ready for beta testing, shaping the future of Tactics PvP.

This update is a VERY feature-packed one, as there have been many adjustments towards improving Reaction, Support, and Movement abilities for the first time, and making evasion and attacking more viable than ever before. In addition, we are also supporting the PPF format for making it easier to apply patch updates directly to your game, which in turn will make it easier to stay up to date and less hassle than our previous patching methods.

Because this update is large in scale, we are asking for all hands on deck to come to test this update out thoroughly and provide feedback in the Tactics League discord. The save data’s focus is testing all new content in Starter (save slot 3) and we will update accordingly as we exit the beta phase.

To download the all-in-one package that includes the PPF file and save data, please visit Downloads. To learn more about how to apply the PPF patch, visit Tutorials.

Table of Contents

PvP Patch v3.0 Beta Changelog

This next, big iteration of the PvP Patch includes ASM modifications that allow for further changing of the game’s systems and mechanics, opening up the possibilities for much more refined, competitive play. As this update is very large in scale, each section will be separated accordingly.

Quality of Life Updates

  • Slowdown fix is applied automatically during patching
  • Males can now equip previously female-only gear
  • Br/Fa values reset after each non-multiplayer instance allowing for testing without having to worry about your save
  • Smart Encounters – You are guaranteed a random battle when moving to an area that supports random encounters
  • Innate abilities are now greyed-out in the Ability menus
  • Bardsong/Dance abilities now forecast their damage, healing, %chance, etc. before executing

System/Mechanics Updates

  • Critical Strike Chance increased from 4 to 10%
  • Critical Strike Damage increased from random to 150%
  • The proc chance of abilities to cast from weapon attacks increased from 19 to 50%
  • Knockbacks will now only occur at the end of a multi-hit attack
  • Weapon block rates are always on and factor into your physical evasion
  • Magick Guns and Books cast rates changed so that Lv. 1 = 25%, Lv. 2 = 50%, and Lv. 3 = 25%
  • Poison and Regen now damage/heal for MaxHP / 4 instead of MaxHP / 8
  • Blind nullifies your evasion in addition to increasing the defender’s evasion rates if attacked
  • You can evade while Performing (Bardsong/Dance)
  • Undead always revive on zero during the KO counter instead of a 50% chance

Text Updates

  • Added proc chance for cast abilities or statuses, including PWR and damage scaling in the Help menu
  • Added damage formula for all weapons in the Help menu
  • Added 10% critical chance text in Help menus to abilities that have a chance to crit: Holy Sword, Darkness (except Unholy Sacrifice), Unyielding Blade, select Martial Arts, Saint Cross (Arts of War), Fires of War (Piracy), and Spin Punch (Huntcraft)
  • All “glove” accessories are now plural (lol)
  • Added “magic damage” to Unholy Sacrifice to clarify its damage type
  • Added text to Heretic/Ramza stating he is Knockback immune (even non-Heretic)

Jobs

  • Game Hunter (Luso)
    • Removed innate Poach
      This removal was made due to changes with Persuasive (formerly Tame).
  • Squire
    • Removed Instruments/Cloths from their equipment as these items are now Bard/Dancer exclusive
  • Archer
    • Increased MA multiplier from 80 to 100%
      The increase is to have better scaling when using MA/Faith-cast-based weapons.
  • White Mage
    • Removed Instruments from their equipment as these items are now Bard/Dancer exclusive
  • Knight
    • Added Axes to their equipment
      Knights have come full circle gaining accessibility to their former Rend abilities with the change to Axes for a more fair experience.
  • Thief
    • Increased MA multiplier from 60 to 90%
    • Removed Poach from the skillset
      The increase is to have better scaling when using MA/Faith-cast-based weapons.
  • Dragoon
    • Increased MA multiplier from 50 to 80%
      The increase is to have better scaling when using MA/Faith-cast-based weapons; matching Knight/Dark Knight
  • Ninja
    • Increased HP multiplier from 70 to 80%
      With changes to Mana Shield, Ninja needs a bit more HP to survive. However, this increase is very subtle as their niche is fast and strong physical damage with less regard to their defense.
  • Bard/Dancer
    • Increased Bard/Dancer’s HP multiplier from 85/90 to 100%
    • Bard – Increased PA multiplier from 50 to 95% and MA from 115 to 145%
    • Dancer – increased PA multiplier from 110 to 140%
    • Replaced innate Arcane Strength/Attack Boost with Performing Arts (NEW support). This support ability doubles the effective MA/PA of Bardsong and Dance abilities that scale with these stats
      This innate change is to actually provide value to these jobs that oddly did not benefit from their previous innate abilities (Bard only benefited from Arcane Strength with Rousing Melody). Though the PA and MA multiplier values appear high, these increases are to set these jobs on par with other jobs that fit the highest base PA/MA in their gender (Male = Black Mage, Female = Dark Knight)
  • Sage
    • Removed Instruments and Cloths from their equipment as these items are now Bard/Dancer exclusive and added Rods and Staves instead
    • Removed innate Halve MP
      This change is to target a nerf to Sage’s performance without impacting the intended goal of the job; an effective caster but only able to get so many turns in due to their low Speed. Now you will need to consider slotting Halve MP to keep up with high costs or sustain in Ja-Magicks or their potential secondary.

Abilities

  • Aimed Shot (Mustadio)
    • Added Overload – Instant, Weapon Ranged, ignores mitigation attack using PA x 14 and deals PA x 14 / 3 damage to himself afterward
    • Added Recharge – 2 range, Restores MP to the target using MA x 4
    • Seal Evil – Increased PWR from 70 to 90
    • Added Disassemble – MA + 60 chance to -2 PA and MA the target at Weapon Range
    • Added abilities also extend the available skills in Onion Knight/Mastery Arts (go Mustard Onion go!)
      Though Mustadio’s kit is mostly focused around status, I added some more abilities to Aimed Shot so he felt more unique and to also finally solve the problem where he was the only unique character that couldn’t fully utilize Mastery Arts
  • Nether Mantra (Marach)
    • Fixed the inverse bug of Atheist/Faith; if the target has Atheist, Nether Mantra will deal maximum damage. If the target has Faith, it will deal 0 damage
    • Adjusted the hit table that affects the probability of random hits. Abilities will now only hit up to 5 times
  • Sky Mantra (Rapha)
    • Removed the KO immunity check with abilities. Abilities will now properly work even if the target is KO immune innately or via gear (but is still Fa-scaled).
  • Vengeance/Blade Beam (Beowulf/Cloud)
    • These abilities now deal 70% of the caster’s missing HP rather than the entire missing HP
      A cap has been imposed on how much damage these abilities can deal especially when factoring high HP builds.
  • Huntcraft (Luso)
    • Bad Breath – Replaced Toad with Immobilize
      With Bad Breath being AoE and instant cast, the plan is scaling back one of the stronger debuffs it is capable of inflicting
  • Dragon (Reis)
    • Dragon’s Gift – Increased PWR from 100 to 255 to ensure it doesn’t fail as long as the target is statused
    • Dragon’s Speed – Now a flat 50% chance to grant 50 CT with 30 MP cost. This ability is unaffected by modifiers
      The difference between Dragon’s Speed and Time’s Quick is that this is an instant cast with added MP cost to add counter-play (the prior counter was to Atheist Reis). This ability’s chance does not scale up with MA as originally planned.
  • Fundaments (Squire)
    • Focus – Fixed the original formula to +1 PA/MA/SP instead of only +1 PA
    • Stone – Can 100% knockback when physically able
    • Throw Dagger – Increased random PWR from 1…10 to 1…15 and can 100% knockback when physically able
    • Fervor – Removed the KO immunity check with this ability. Haste will be removed even if the target is KO immune innately or via gear (but is still Fa-scaled).
      This is the closest I could get to 100% Knockback as the checks for this system are also tied to critical hits (which are still Br-based). Stone will also cause knockback instead of switching formulas because it can be used to proc certain reactions early so it is added counterplay in causing potential miss-position.
  • Items (Chemist)
    • Ether – Increased MP restore from 20 to 50
    • Hi-Ether – Increased MP restore from 50 to 100
    • Adrenaline – No longer provides Haste, and removes Slow/Stop status instead. Changed the animation to Float to better serve its new effect.
      Adrenaline did enable a bit more power to Items since its inception and has been toned down to aid in what it is useful for, instead of cleansing slow/stop and gaining Haste too.
  • Aim (Archer)
    • Sonic Boom – Is now unevadable
      With WP being generally lower across the board, Sonic Boom can fit a better role in dealing unevadable damage, especially with its MP cost.
  • Arts of War (Knight)
    • Saint Cross – Reduced PWR from 16 to 14
      A slight damage nerf due to this ability’s damage and AoE potential when stacking high PA.
  • Martial Arts (Monk)
    • Cyclone – Increased PWR from 0 to 5
    • Pummel – Increased PWR from 0 to 15. This ability still has a random roll in determining its damage modifier
      Adding some love to Martial Arts abilities that definitely could use some buffing as these always felt little to be desired.
  • White Magicks (White Mage)
    • Raise – Reduced PWR from 180 to 160 (avg. 72 to 65% OR 100% w/ Faith)
    • Arise – Reduced PWR from 160 to 130 (avg. 64 to 54% OR 89% w/ Faith)
    • Regen – Increased MP cost from 8 to 12
    • Holy – Reduced PWR from 50 to 40, reduced tick from 5 to 4, and reduced MP from 56 to 42
      The nerfs to the PWR/chance on Raise/Arise are because these abilities are contributing heavily towards the battle of fighting for KO counts before the game’s end recently. I am willing to revert them if there is collective underperformance, but the goal is to create more room for error, especially with Faith. The changes to Holy are twofold; one to address the damage output on Vitanova/Holy Lance and two to empower White Magicks damaging spell to be more cast-friendly but with less damage.
  • Black Magicks (Black Mage)
    • Death – Switched formula to 0A. This will result in the ability to try to cast KO status instead of [Damage = TargetMaxHP] (resulting in KO through damage) and allows the fixing of KO immunity checks with Sky Mantra and Fervor.
      An off-note about Toad; Toad (the ability) will not have any changes initially as it is single target with slightly higher PWR than Toadja. I will be monitoring its performance and will adjust if needed.
  • Time Magicks (Time Mage)
    • Float – Is now instant cast
    • Quick – Now adds 50 CT to the target instead of 255
    • Meteor – Reduced MP cost from 70 to 65 and PWR from 40 to 38
      Since Meteor is non-elemental, the PWR on this ability is being scaled back slightly to rank it below Lv. 4 magicks but with a wider area.
  • Mystic Arts (Mystic)
    • Umbra – This ability is now single target
  • Summon (Summoner)
    • Bahamut – Reduced PWR from 42 to 40
    • Faerie – Reduced PWR from 150 to 120 (avg. 60 to 50% OR 83% w/ Faith)
    • Zodiark – Reduced Tick from 15 to 12 and PWR from 90 to 70
  • Steal (Thief)
    • Steal HP – The ability is now properly flagged as physical damage for the purpose of proccing counter-reactions
  • Speechcraft (Orator)
    • Hush (reworked Beg) – MA + 60 chance to inflict Silence on a target
  • Bardsong (Bard)
    • Seraph Song – Increased PWR from 20 to 30
    • Life’s Anthem – Increased PWR from 50 to 100
    • Rousing Melody – The ability chance no longer scales up with MA as the 50% Haste is now hardcoded into this ability. Reduced the tick from 5 to 4.
    • Finale – Increases CT by 50 instead of 255
  • Dance (Dancer)
    • -MP/HP abilities now use PA + PWR instead of Unarmed calc
    • Witch Hunt – Increased PWR from 20 to 30
    • Mincing Minuet – Set PWR to 120
    • Last Waltz – Decreases CT by 50 instead of setting it to 0
      Mincing Minuet’s damage will ignore mitigation sources
  • Ja-Magicks (Sage)
    • Toadja – Increased MP cost from 70 to 99 and Reduced PWR from 160 to 100. (avg. 64% to 43% OR 71% w/ Faith)
      As a part of addressing the debilitating effects of Toad, Toadja’s PWR is reduced to create room for error when factoring Faith since this ability has sticky/AoE potential.
  • Miscellaneous/Weapon-cast only
    • Rend Helm/Rend Shield/Rend Armor – Set PWR to 255 so they are guaranteed to rent as long as the weapon attack successfully procs
    • Unholy Darkness – Reduced PWR from 50 to 40
    • Tornado – Reduced PWR from 37 to 35
  • Equip X Updates
    • Equip Swords – Swords + Katanas
    • Equip Knives (formerly Equip Katana) – Knives + Ninja Blades
    • Equip All Armor (formerly Equip Heavy Armor) – Access to all armor weights/types
    • Equip Two-Handed (formerly Equip Axes) – Axes + Knight’s Swords + Fell Swords
    • Equip Bows (formerly Equip Crossbows) – Bows + Crossbows
    • Equip Poles – Polearms + Poles
  • Resilient (NEW Reaction)
    • Reduces physical damage taken by 50% while charging
  • Death Strike (NEW Support)
    • Increases your critical strike chance from 10 to 40% while slotted
  • Performing Arts (NEW Support)
    • Doubles the effective PA/MA of Bardsong and Dance abilities that scale with these stats (added innately to Bard and Dancer)
  • Persuasive (Reworked Tame)
    • Guarantees Charm status when using weapon attacks against the enemy while they are Critical or would enter Critical
      Outside of immunities, Charm is guaranteed to inflict as long as you use weapon attacks. The game will forecast Charm status if you do enough damage to put them/keep them in Critical.
  • Concentration
    • Now increases your physical hit rate by 50% against the target’s total physical evasion rates instead of just ignoring physical evasion
      This change is to bring evasion/blocking a bit more proactive instead of being something that was least considerable. This change also affects Steal abilities as you will have reduced hit rates from the front or sides (as previously you could steal from any facing and there was no penalty). Ultimately, ignoring evasion is left to either the attacker being Invisible or the target being Blinded.
  • Reflexes
    • Now increases your total physical and magic evasion by 25% instead of 50%
      In tandem with Concentration changes, Reflexes now provides less total value as it previously did, but also still adds more towards evasiveness the more you stack into it. Note: Weapon block rates now contribute towards total physical evasion (which is still done additively).
  • Doublehand
    • Reduced damage bonus from 200 to 160%
      This passive was slightly overperforming when factoring high WP + PA builds.
  • Vehemence
    • Reduced the damage taken and damage dealt bonuses from 50 to 40%
      This passive enables a ton of damage though with risk. As a part of nerfing general damage output, this ability got a 10% reduction.
  • Mana Shield
    • Damage will now overflow into your HP if it is greater than your current MP
      This change is to effectively nerf Mana Shield’s “can stop all damage for only 1 MP.” With this change, max MP is more important to create a larger pool of damage to protect against, and overall bulk is equally important since damage can now bleed through.
  • Ranger’s Bane (Reworked Archer’s Bane)
    • Now includes Guns/Magick Guns in addition to Bows and Crossbows in reducing hit rates based on your Bravery
  • Earplugs
    • Completely nullifies all incoming Speechcraft abilities while slotted
  • Bonecrusher
    • No longer checks Br% and instead is guaranteed to proc as long as conditions are met (in critical within weapon range of attacker)
      Lessening the conditions for this Reaction to proc by removing the Br% chance from it. One interesting note with Bonecrusher is that it procs off any HP damage taken while these conditions are met. Maybe it’s finally time to crush bone?
  • Lifefont/Manafont
    • Increased the +HP/MP from 1/10 to 1/6
      Lifefont in particular is much more considerable than ever before! Keep in mind that these do not stack (Black Mage innate in particular).
  • Bravery Boost/Faith Boost/Magick Boost/Fury
    • Abilities are no longer job-locked; they are acquired via Bard and Dancer
    • Fury and Magick Boost – +2 PA/MA instead of +1
    • Bravery Boost and Faith Boost – +9 Br/Fa instead of +3
      Bravery Boost can proc from weapon attacks including attacks that use Hit=100%

Equipment – Weapons

  • Weapon Block Rate Standardization
    Standardized weapon block rate guidelines due to innate Parry with specific weapon exceptions. High Block is 20, mid is 6 – 10, and low is 5 or less:
    • Axes – 8
    • Bags – 0
    • Books – 3
    • Bows – 8
    • Cloths – 20
    • Crossbows – 5
    • Knight’s Swords/Fell Swords – 20
    • Flails – 5
    • Guns – 5
    • Instruments – 6 (w/ the exception of Muse’s Harp at 20)
    • Katanas – 10
    • Knives – 5 (w/ the exception of Main Gauche at 20)
    • Ninja Blades – 5
    • Polearms – 10
    • Poles – 10 (w/ the exception of Eight-Fluted Pole at 20)
    • Rods – 4
    • Staves – 8
    • Swords – 10 (w/ the exception of Nagnarok at 20 and Onion Sword at 15)
  • Axes
    • Reduced WP standardization from 28 to 20. Each Axe now has a 50% chance to “rend” equipment instead of guaranteed status inflictions, except Giant’s Axe which retains its 100% remove Protect/Shell
    • Golden Axe – Rend Weapon
    • Francisca – Rend Helm
    • Slasher – Rend Shield
    • Giant’s Axe – Removes Protect/Shell (100%)
    • Battle Axe (NEW) – Rend Armor
  • Bags
    • Reduced WP standardization from 12 to 10
  • Books
    • Reduced WP standardization from 26 to 20
    • Bestiary – reduced +MA from 2 to 1 since it can be dual wield
  • Cloths
    • Reduced WP standardization from 20 to 15
    • Weapons are now Dancer-exclusive
    • Removed the standardized +1 Move & Speed from Cloths, except Wyrmweave Silk, and added the following bonuses:
    • Damask Cloth – Immobilize, Disable, Sleep immunity
    • Cashmere – +2 PA
    • Wyrmweave Silk – Retains +1 Move & SP
  • Crossbows
    • Reduced WP standardization from 16 to 14
    • Gastrophetes – from 18 to 16 WP
    • Knightslayer – will remain 22 WP due to its close-quarter role
  • Instruments
    • Reduced WP standardization from 24 to 15
    • Weapons are now Bard-exclusive
    • Added bonuses to existing Instruments in addition to their prior effects:
    • Faerie Harp – +2 MA
    • Muse’s Harp – added Remove: Toad and 20 Block
    • Lunar Harp – +1 Move and +1 SP
  • Knives
    • Reduced WP standardization from 15 to 13 to better fit their power between Bags and Swords
    • Blind Knife (Returning) – 100% inflict Blind status
    • Air Knife – Now +1 SP instead of +1 Move/Jump
  • Magick Guns
    • Reduced WP standardization from 24 to 20
  • Polearms
    • Reduced WP standardization from 25 to 20
    • Javelin II from 26 to 22 WP
    • Gae Bolg from 24 to 19 WP
  • Poles
    • Musk Pole – Reduced WP from 16 to 14 and is now 50% Confuse instead of 100% Silence
  • Rods
    • Now calcs using MA x WP and reduced WP standardization from 12 to 8
    • Toadsong – reverted to MA x WP instead of 100% hit; has a 50% chance to Toad and retains Initial: Slow and is subject to evasion
    • Dragon Rod – reduced WP from 15 to 12
    • Fire/Ice/Thunder Rod – reverted cast from Lv.4 to Lv.3
    • Stardust Rod – reverted cast from Graviga to Gravity
  • Shields
    Reduced the P-EV of select shields to reduce stacking high evasion with Reflexes and/or innate block rates:
    • Escutcheon II – from 75 to 50
    • Onion Shield – from 80 to 60
    • Kaiser Shield – from 46 to 30
    • Venetian Shield – from 50 to 30
  • Swords
    • Ultima Weapon (reworked Materia Blade) – Renamed to dissuade Materia Blade’s requirement for Limit. Reduced WP from 20 to 16 and now has a 50% chance to cast Ultima at 18 PWR (opposed to Ramza/Luso’s 25)
    • Diamond Sword – Now provides +1 PA instead of being focused on higher Block

Equipment – Gear

Just to note, undead units with reraise immunity means they cannot be resurrected with Phoenix Down or Revive and can only return after the KO counter reaches zero.

  • Escort Guard (NEW clothing) – +200 HP and Halves: Lightning/Water/Earth
  • Cursed Helm (NEW helm) – +100 HP, +1 SP, Equip: Regen, Undead, Immune: Haste, Stop
  • Cursed Armor (NEW heavy armor) – +250 HP, Equip: Protect, Shell, Undead, Immune: Haste, Regen
  • Cursed Robes (NEW robes) – +0 HP, +200 MP, +3 MA, Equip: Undead, Immune: Haste, Reraise
  • Cursed Shield (NEW shield) – 60 P-EV, Equip: Atheist, Undead, Immune: Haste, Reraise, Sleep
  • Rubber Suit – Added Oil and Poison immunity
  • Thief’s Gloves (NEW accessory) – Increases Steal chance by 20% multiplicatively. Adds 15 P-EV

Competitive Starter 4.0 Beta

As this format is in beta, additional changes may occur based on feedback post-beta testing.

Cloud

  • Reduced MA from 17 to 16

Inventory

  • Added all new additional gear: such as Battle Axe, Damask Cloth, and Cashmere into the inventory since they changed by the PvP Patch

Limited and Semi-Limited Gear Restriction Update

  • NEW No longer restricted: Golden Axe
  • NEW Limited: Minvera Bustier, Escort Guard, Invisibility Cloak, Cursed Robe, Cursed Armor, Cursed Shield, Cursed Helm
  • NEW Consumable Quantities – Adrenaline, Ethereal Tonic, Hermes Tonic, Stimulant, Carbuncle’s Tear are at 5 each