PvP Patch v5.2 Beta Update

The second incremental update during the version 5 beta phase hopefully addresses a KO bug that causes failure to revive fallen members, monster improvements, some human job adjustments, and ability balancing.

If you are already on version 5, you DO NOT need to update your save data.
Make sure to always patch using an unmodified, USA-region backup of your FFT WotL ISO, and do not override an already patched copy!

To download this update, please visit Download.

Bug Fixes

  • Might have resolved the “false KO” bug that would affect reviving KO’d units
    I was unable to replicate this bug but several code adjustments were made that may have resulted in fixing the issue. As always, please record beta gameplay to help with leading towards replication/reporting. 
  • Fixed the Warriors Guild “Max.” value from 24 to 28 as intended

Text Updates

  • Added damage calc to Beam’s Help text
  • Added an exception to Lv. 3 Black Magicks for Magick Counter (they aren’t counterable or reflectable, but evadable) Help text
  • Added Agrias’s innate to the job wheel
  • Fixed Delita’s job wheel text
  • Added text to Critical: Flee’s Help that the Move bonus persists even outside Critical

Learn on Hit Functionality

  • Removed the Yes/No prompts and force set it to Yes instead. The prompt will now state “Learned (ability)!” and proceed. Note that this prompt still does not activate under certain statuses but the ability is still being learned (Mind Blast or Goo for example)
    This change is to speed up Learn on Hit and to remove any possibility that you misclicked on No causing an event to be missed not only with Blue Magicks but also Zodiark or Ultima. 

Spell Quotes

  • Increased the text delay if a quote is active from 1 to 2s
    Based on feedback, quotes are going away a bit too fast, so I am upping the delay time by an additional second, with the caveat of avoiding having quotes slow down an active multiplayer game. 

Melee Mode

  • Clash (formerly Special Controls):
    • Renamed to put more emphasis on what this setting does
    • Significantly updated the Help menu for this Melee Option to improve the messaging on what this feature does
      Note: This setting is to be set to OFF in Tactics League multiplayer formats.

Jobs

  • Netherseer/Marach – Increased job HPM from 100 to 112% (+37 HP)
  • Skyseer/Rapha – Increased job HPM from 100 to 110% (+29 HP)
    These job HP adjustments are to help them survive a bit better for melee builds.
  • Witch of the Coven/Valmafra – Increased job HPM from 100 to 106% (+16 HP)
  • Knight – Increased MAM from 96 to 103% (+1 MA to most uniques, no change for Generic Male, +1 MA for Generic Female 14/14)
    This MA increase is due to the PWR reduction of Saint Cross to offset some of the difference (and emboldens the job with better magic-speccing).
  • Geomancer – Increased MAM from 105 to 112% (+1 MA to all)
    This increase in MA is to improve starting Geomancy potential on the job and to ensure a better stat difference compared to similar jobs.

Monsters and Monster Abilities

  • Squid Family:
    • Piscodaemon
      • Increased PAM from 90 to 105% (avg. +4 PA)
    • Squidkraken
      • Increased SPM from 101 to 114% (+2 Speed)
  • Bird Family:
    • Jura Aevis
      • Increased PAM from 105 to 115% (+1 avg. PA)
    • Steelhawk
      • Increased PAM from 108 to 122% (+2 avg. PA)
  • Ahriman Family:
    • Floating Eye – Added Beam as a 2nd ability
  • Pig Family:
    • Pig
      • Increased HPM from 120 to 140% (avg. +93 HP)
      • Increased PAM from 70 to 105% (avg. +7 PA)
      • Squeal (hidden ability) – Increased Range from 1 to 2
    • Swine
      • Increased HPM from 110 to 152% (avg. +176 HP)
      • Increased Move from 4 to 5
    • Wild Boar
      • Increased HPM from 102 to 132% (avg. +114 HP)
  • Dryad Family:
    • Elder Treant
      • Increased SPM from 100 to 112% (+1 Speed)
  • Malboro Family:
    • Added Blind, Oil, and Poison immunities to all
    • Malboro – Replaced Counter with Bonecrusher
    • Ochu – Replaced Counter with Ward
    • Greater Malboro:
      • Increased SPM from 100 to 111% (+1 Speed)
      • Replaced Counter with Replenish
      • Malboro Spores – This ability is no longer evadable

Abilities

  • Break Arts (Ashley)
    • Shadoweave – Increased Range from 2 to 3
    • Sunder – Decreased Recoil from 60 to 40%
    • Ignis Wheel – Increased status chance of Oil from 19 to 30%
      These are subtle buffs to specific abilities. With Crush Armor no longer dealing the +HP gear difference and Sunder being single-target, the recoil damage can be less. Ignis status chance was increased to entice it, especially as a recoil ability. Oil’em up 😉
  • Arts of War
    • Saint Cross – Decreased PWR from 20 to 18
      Some PWR was lowered from this ability to increase MA demand notably. Note that female Knight did get 1 more MA that directly helps offset this PWR loss. Saint Cross is still performant when pushed to its upper potential.
  • Darkness
    • Unholy Sacrifice – Decreased the HP percentage scaling from 29 to 3%. To provide contextual differences between earlier versions and this one with the v5.2 female Knight (which got a +1 MA increase):
      • v5.1 – 617 HP + 21 MA + Boost: Dark w/ Arc Strength = 986/638
      • v5.2 – 617 HP + 22 MA + Boost: Dark w/ Arc Strength = 864/576
        This ability has been on my radar for quite some time but I wanted to carefully assess where its upper potential lies and even though the percentage difference is a drastic drop in scope, the damage difference isn’t a massive nerf but rather to bring this ability more in-line with the caveat that it can be boosted with a 19% Slow chance.
  • Steal Limelight, Glitterlust, Snort – Increased the -CT from 20 to 30
    These bump in CT reduction further entice these abilities in the need to gain ahead of the target when the opportunity comes.
     
  • Shirahadori – This reaction no longer reduces the hit rate of Monster “basic attack” abilities like Charge, Talon Dive, Tentacles, etc. as they are already subject to physical evasion

Equipment – Gear

  • Mirage Vest – Increased +HP from 70 to 80
  • Ninja Gear – Increased +HP from 20 to 40
    With Ninja Gear being limited in Standard, and the overall need for better bulk in demand, this item has a slight HP bump though limited due to +2 Speed and Invisible.