PvP Patch v5 Focused: Quality of Life Updates

In the fourth article of the Version 5 Focused series, we go over one of the bigger aspects of what this newest update focuses on: major quality-of-life changes that improve and add various aspects to not only the PvP Patch but to Final Fantasy Tactics: The War of the Lions in general. There’s a lot to cover, so we will focus on the bigger highlights you want to know once the public beta is out. Just to note, though Campaign received several QoL changes, we will focus on that in a separate article later this week.

⚙ Customized Options

PvP Patch v5 will add a requested feature that is scarcely available in other FFT mods; the ability to change your team’s battle color via the new “Battle Palette” Option! Helmed by @Tzepish, this modifies the previous Cursor Repeat Rate setting to now allow you to change your generic unit’s color according to the various enemy factions you encounter in the campaign. You’ll be able to finally put some extra customization with your team in addition to being able to change your unit’s name via the Warriors’ Guild from a previous update.

Additionally, with Spell Quotes being reintegrated, the “Display Ability Names” setting is now named “Ability Names and Quotes” which disables or enables ability name display and Spell Quote pop-ups. This setting is enabled by default.

The “Display Earned EXP/JP” setting now affects the enemy team’s EXP/JP display as well as disabling or enabling the celebration they do when they gain a job level as a means to speed up battles.

💬Spell Quotes Integration

A feature disabled in the original War of the Lions, Spell Quotes have returned and are fully usable in both Campaign and Multiplayer modes. There are a few caveats with Spell Quotes returning to ensure it doesn’t impact live gameplay performance in general. Thank you to @Tzepish and @3lric for the translated text and optimizations!

  • Spell Quotes can occur 35% of the time
  • Invisible, chicken, or toad-status units or Mimes cannot quote
  • Some generic abilities, such as Steal and Speechcraft, do not have quotes set
  • Quotes, when triggered, are fairly short-lived so that they do not take away much time from Melee. Note that quotes do not consume a player’s timer while being displayed

☠ Status Effects

Version 5 introduces Curse status – a new negative effect that reduces the target’s damage dealt and healing received by 33% while affected denoted by a new status bubble. Curse status is a new form of “damage reduction” that affects mitigation-ignored sources, like Axes or Knight’s Mow Down, and lowers the HP restored from sources like Regen or Elixir. Additionally, Curse is a permanent debuff until removed via Esuna or Holy Water. Curse is accessible via the following abilities:

  • Curse (NEW Black Magicks) – variable status chance to single target Inflict: Curse, instant cast
  • Ama-no-Murakamo (Iaido) – 19% status chance to Inflict: Curse in an AoE
  • Unholy Darkness (Mystic Arts or Ebon Blade) – 19% status chance on hit
  • Accursed Umbra (Ashley’s Break Arts – Axe) – 100% status chance on hit

Float status increases your effective Height from 2 to 4; this change affects Longbow’s variable range by 1 depending on targeted tiles, allowing your bow and arrow to go further distances even if the map is not as favorable!

Reflect status now has a status bubble to show units affected and Veil additionally displays a yellow-invisible tint to improve status messaging. Poison and Vampire’s status bubbles have been removed to allow for Curse and Reflect, but these still have their respective status color.

⏰Updated Melee Mode Timers

As part of efforts to speed up gameplay and overall competition total time-per-game, Tactics League’s Standard ruleset will now use a 12-minute timer with a 20-second reset time instead of the previous 15-minute timer with a 15-second reset time. Though the initial time window is shortened per player, the 20 seconds on reset if you reach zero on the main timer gives a bit more flexibility with decision-making making and the extra 5 seconds surprisingly cuts down on those “nail-bitter” situations where you only have a few seconds to spare to commit to an action. I will be monitoring these timer changes as a whole going into the beta and am hopeful that it will help game time and reinforce the need to think ahead more off-turn.

Conclusion

With v5 being the final series of updates, Quality of Life changes are a bit focused on ensuring the final product is ready for the future and beyond. There are a handful of other lesser-important QoLs (but still impactful nonetheless!) that will be mentioned going into v5’s changelog.



PvP Patch v5 Focused: Limit Level System

Version 5 introduces a new and familiar mechanic that will affect Aerith (now playable in both campaign and Tactics PvP) and Cloud – the Limit Level System from the original Final Fantasy VII.

For anyone who has played Final Fantasy VII (if you haven’t by now what are you waiting for!) this system should feel and act quite at home while making some minor adjustments to fit for Final Fantasy Tactics and PvP balance and fairness. First, Let’s review how this system works and how it will impact both Aerith and Cloud in version 5.

Limit Level System Functionality

Cloud and Aerith both have “Limit” skillsets that correspond closely to their behavior in FFVII. This also means that Cloud (who we are already familiar with) had most of his abilities adjusted to mimic his FFVII counterparts in various ways where possible while ensuring there was still a physical and magick side of him that could be explored during teambuilding. We will go into more about that later when we go over the ability changes. For now, let’s go more into detail on how this system translates over to Tactics:

  • Cloud and Aerith’s “Limit” is initially unusable at battle start. Abilities unlock based on the percentage of HP damage taken from only enemy attacks. Steps were added to ensure that team damage cannot influence your Limit Level. This does mean that Cloud and Aerith are both more reliant on their secondary skillset and weapon attacks initially as well, but their “counter” options vastly grow stronger and stronger the higher their Limit Level reaches up to a maximum of 4.
  • Limit Levels are separated by: Level 1 = 20%, Level 2 = 30%, Level 3 = 40%, Level 4 = 60% HP damage taken
  • Limit is no longer blocked by Silence status.
  • Limit no longer costs MP (since there is an HP damage requirement).
  • Damaging Limits cannot target/hit allies.
  • Recoil damage and Poison status do not increase your Limit Level.
  • Mana Shield works with incrementing Limit Level as the HP to MP conversion is still considered HP damage.
  • Reaction abilities, such as Soulbind or Counter, can increase your Limit Level.
  • Once a Limit ability is used, your Limit Level will reset to zero as it did in FFVII; you will need to make choices on whether to “save up” or use lower levels (which are still of great benefit).
  • If a Limit ability has zero targets hit/affected, it will not reset your Limit Level.
  • If Cloud or Aerith is KO’ed, your Limit Level will be reduced by 1 (instead of being reset as it did in FFVII) so that you still have the option to utilize them as long as you were at least Limit Level 2.

Cloud – Limit Abilities

As mentioned earlier, Cloud’s Limit abilities are much closer to their FFVII counterparts instead of oddly being only MA-based abilities like they were in the original FFT. With the Soldier job having innate Doublehand, this plays a bigger role and Cloud can reach further damage potential when speccing him for physical damage. For those that enjoyed a magick-based Cloud, you will find some of his abilities a bit more limited than they were in v4, but more lethal due to the buffs pertaining to Limit Level. Let’s go over his reworked skillset:

  • Braver (Lv. 1)
    • An “attack-like” ability that deals 10% more physical damage with your [weapon] to one target, can now Cast or Inflict: [weapon], evadable, and can critically strike. This ability will strike twice if dual-wielding.
  • Cross Slash (Lv. 1)
    • Deals cross-shape AoE physical damage based on your [weapon] + 1 PWR, 25% chance to Inflict: Stop, can critically strike.
  • Blade Beam (Lv. 2)
    • Deals 3-range conal AoE physical damage based on your [weapon], uses Abyssal Blade row scaling (but does not recoil), and can critically strike.
  • Climhazzard (Lv. 2)
    • Deals 70% of the target’s max. HP in single target damage, ignoring mitigation. This ability no longer triggers Magick Counter.
  • Meteorain (Lv. 3)
    • Now 18 PWR instead of 14 and is still AoE magic damage (with the same range/vert.).
  • Finishing Touch (Lv. 3)
    • Inflicts all of: KO, Stone, and Stop (in that order) instead of randomly one of the three, and is still single target.
  • Omnislash (Lv. 4)
    • An “attack-like” ability that strikes with your [weapon] at 75% of its normal damage, but Omnislash now hits 5 times randomly within the AoE (and no longer hits allies). Can now Cast or Inflict: [weapon] and can critically strike. This ability will strike 10 times if dual-wielding.
  • Cherry Blossom (Lv. 4)
    • Now 20 PWR instead of 16 and has a 25% chance to Inflict: Poison, Immobilize, or Blind per target hit (still tri-elemental).

As you have probably noticed, most Limit abilities are now influenced by your equipped weapon this time around (as most Limit abilities were enhanced “Attack” in FFVII) and Doublehand, Attack Boost, and even Brawler, affect them too so there is a plethora of ways to build Cloud and ultimately, he is even more lethal than in v4, albeit he will now need to be “pushed to his limit.”

Aerith – Limit Abilities

As Aerith is a support-type unique character, most of her skillset is centered around supporting her allies to victory, but don’t sleep on her abilities as they can quickly turn the tides of battle!

  • Healing Wind (Lv. 1)
    • Restores HP to allies in an Iaido ranged-AoE. Heals undead instead of damaging them.
  • Seal Evil (Lv. 1)
    • 3 range, single target, 100% Inflicts: Silence and Stop.
  • Breath of the Earth (Lv. 2)
    • Iaido-ranged, removes all negative effects from allies.
  • Fury Brand (Lv. 2)
    • Iaido-ranged, increases allies’ Power and Magick by 2.
  • Planet Protector (Lv. 3)
    • Single ally, Bestows: Protect, Shell, and Veil.
  • Pulse of Life (Lv. 3)
    • Iaido-ranged, ally revive at % = PA + 70. Restores 50% HP on success per target.
  • Great Gospel (Lv. 4)
    • Iaido-ranged, fully restores HP and MP, and Bestows: Protect, Shell to allies.

Though the majority of Aerith’s skillset is support-based, her stats on her Ancient job allow her to dive into either physical or magick abilities or attacks, as well as having innate Halves: All Elements, so not only is she tanky-capable, but also offensive too!

With these changes, I am hoping not only for further creativity especially for Cloud, but also your opponent will need to be cautious about how they play against either Cloud or Aerith as pushing their Limit at the wrong time could be disastrous for them!

PvP Patch v5 Focused: Dragon Tech, Blue Magicks, and Perform

Today’s article focuses on some new and exciting changes coming to Dragoon, Mime, and a new accessory called the Garment Ring. Let’s dive into how each impacts the following jobs and playability!

Dragoon’s New Skillset, Dragon Tech

Dragoons get a new, shiny set of abilities to play with in version 5, giving them more tools to combat with instead of strictly just Jump and Attack, while also adding Jump as a tertiary action command so it isn’t out of the equation. The new Dragon Tech skillset is inspired by the Final Fantasy Tactics Advance series of Dragoon jobs, giving them more options and creativity to build both for magic and physical specs.

Here’s a rundown of how each new ability operates (note that these breath changes also affect Reis’s Dragon skillset as well):

  • Ice Breath – Deals 2-line ice magic damage with a 19% chance to Inflict: Immobilize
  • Fire Breath – Deals 2-line fire magic damage with a 19% chance to Inflict: Poison
  • Thunder Breath – Deals 2-line lightning magic damage with a 19% chance to Inflict: Blind
  • Luna – Self, 100% Berserk
  • Lancet – 2 Range, 33% HP Absorption
  • Tail Sweep – 2 Range Conal, Deals physical damage with a chance to critically strike

As mentioned earlier, not only does Dragoon gain a new skillset that isn’t strictly just “Jump” but it also adds Jump back in as a tertiary as their signature and most damaging skill. Jump will also be affected by your Jump stat in the future, so you can invest in more damage (and more pain) by building towards the Jump stat as well!

Dragoons got a flexibility buff in version 5, and I can’t wait to see what creative builds you take with them!

Become a Blue Mage (sort of) with Blue Magicks

With version 5, Mimes got a change to their Mimic skillset (which was technically just a dummied skillset by default) which allows them to finally learn select monster abilities in battle akin to how Blue Mages work in other Final Fantasy titles. With this change, Mimes can now use their exclusive skillset, Blue Magicks, to wield a variety of utility and damage options in addition to still being able to mimicry. Mimes did receive a bit of stat reductions to compensate for this change as this allows them to use functions outside of Attack on their turn. Other non-Mime jobs can use Blue Magicks, but you will need to slot the updated Beastmaster support ability to do so (this is also for balance purposes).

With 14 new abilities in their skillset, Mimes and Blue Magicks in general, is a contender option for flexibility and having a toolbox of plays when you need it most. Part of the changes going into it is that these abilities felt good to use, but also aren’t as powerful by default as is the nature of Blue Magicks in other games. Let’s do a quick brief on what each does:

  • Cat Scratch – 1 Range, physical damage with 100% knockback based on position
  • Choco Pellets – 4 Range, physical damage with a chance to critically strike
  • Choco Esuna – 1 AoE, Removes: Stone, Blind, Silence, Poison, Stop, Immobilize, Disable
  • Goblin Punch – 1 Range, deals damage based on your missing HP
  • Dread Gaze – 3 Range, reduces target’s Bravery by 20
  • Spark – Iaido-Range, deals fire magic damage to all targets, including yourself
  • Vampire – 1 Range, deals 33% max. HP absorption with a 25% chance to Inflict: Vampire
  • Mind Blast – 3 Range, chance to Inflict: Confuse or Berserk (at 25% chance each)
  • Ice Anima – 4 Range, deals ice magic damage with a 19% chance to Inflict: Slow
  • Earthsplitter – Iaido-Range, deals earth magic damage
  • Goo – 1 Range, Inflicts: Immobilize, Slow, or Stop randomly (at 25% chance each)
  • Heave – 1 Range, inflicts physical damage with a 19% chance to Inflict: KO
  • Magick Nymph – Self, 1 AoE, restores MP to all nearby targets (excludes yourself)
  • Tri-Breath – 3-Directional, deals 2-range damage based on 40% of the target’s max. HP per target

As you can see, Blue Magicks is loaded with a plethora of options, but it can only be accessed by either playing Mime directly or slotting the Beastmaster support ability which then unlocks it for slotting as a secondary command. Since Luso is considered a Blue Mage under his Game Hunter job, he will have Beastmaster innately, allowing you to slot Blue Magicks as a secondary if you choose to do so automatically while still keeping your Support slot open.

In the campaign, slotting Beastmaster (which is learnable on Squire) allows you to start mastering select monster abilities guaranteed as long as you were hit or affected, so this is a great way to start your Blue Magicks journey even in the beginning and it now extends the hidden ability unlock range from 1 to 3 tiles!

You can Bardsong or Dance with the Garment Ring

The Garment Ring is a new accessory joining the Tactics League inventory in v5 which allows you to access the unique, Perform command while slotted. Perform includes all of Bardsong and Dance abilities so you can finally do Bardsong on a female unit, or Dance on a male, whichever suits your needs!

This limited-item ring inspired by Final Fantasy X-2 gives its user the power to utilize both skillsets all in one, allowing you to have greater flexibility for situations. With greater power, you still should consider Performing Arts support ability to enhance your effectiveness with Bardsong and Dance, but even with select abilities, you can get away with a decent time performing your way to victory. Perform is considered a quaternary command, so you can still use both your primary, secondary, and tertiary (if slotted) alongside it. And yes, even Onion Knight can perform too!

Conclusion

Dragoons have more to do than just jump and poke, Mimes can use an array of abilities on their turn, and the Garment Ring allows you to perform however you choose. Version 5 is aimed to be a wild ride for sure!

PvP Patch v5 Focused: Uniques, New and Familiar

The fifth and final iteration of the Tactics League PvP Patch will soon enter public beta, and with it comes a massive amount of new updates, changes, and quality of life for what will be the end of the series of updates.

In the first Focused article, we will explore a significant change coming with version 5: the Party Roster Expansion (which utilizes the previous 4 reserved Guest slots for the story) allowing for four additional unique characters to join the Standard and Rendezvous roster! Let’s go more into an overview of what makes each of these units special and how you will be able to wield them each in competitive PvP.

Ashley Riot (from Vagrant Story)

One of the more talked about characters from different (but similar) video game universes in the Tactics League Discord, Ashley will finally make his debut in version 5. As a Riskbreaker, you will utilize his Break Arts to dispatch highly damaging situations at the cost of your HP (similarly to how Dark Knight’s Abyssal Blade and Unholy Sacrifice work).

Each weapon has an associated Break Art that the Riskbreaker job can equip, and thankfully, Ashley joins the fight with innate Reequip and a plethora of accessible weapons to make changes on the fly for the battles ahead. Ashley can equip: Swords, Knight’s Swords, Fell Swords, Crossbows, Staves, Flails, Axes, Knives, Polearms, Shields, Robes, Clothing, and Hats.

If you are familiar with Vagrant Story, Ashley’s Break Arts should feel at home. Abilities like Vile Scar (Swords), Shadoweave (Knives), and Advent Sign (Knight’s Swords) are at your disposal but you will need to carefully juggle Ashley’s HP as each one taxes him depending on their overall power. There are 11 Break Arts to use with them being weapon-specific, so building into him requires consideration as well. The Break Arts skillset includes some of the Fundaments abilities from Squire, such as Focus, Stone, Salve, and Throw Dagger, but Frenzy and Taunt are excluded.

Scythe Wind (requires Polearm) – Deals devastating conal Wind damage (and can even mix with your weapon’s element) in the area for 60% of your max. HP.

A shout-out to Valkirst from FFHacktics for the awesome-looking sprite and portrait, Tactics style!

Aerith Gainsborough (from the Cloud event in Final Fantasy Tactics and Final Fantasy VII)

The lovely flower girl you come across during the event sequences with Cloud in the story is finally becoming a fully playable character in the PvP Patch. She joins the roster not only as a support character but also with a unique Quality of Life change coming that not only affects Aerith but also Cloud: the Limit Level System.

Without going off track entirely for this article, essentially Aerith and Cloud’s skillset behavior closely resembles the one in FFVII, taking enemy damage results in increased Limit Level, unlocking stronger abilities as you continue to do so, which can change the tides of battle quickly. We will dive more into that and Cloud’s changes in a specific article, but for now, note that that change is coming and I carefully wanted to make sure it is as rewarding as it is thoughtful and fun tactfully.

Now let’s take a closer look at our lovely lady who has the power to convene with the planet itself:

Aerith’s job, Ancient, grants her Innate: Halves: All Elements, and as you can see from her stat sheet, she can be theory-crafted in various ways fairly easily. Her Limit abilities closely resemble that of the Final Fantasy VII (not the remake versions) ones giving her an array of commands to aid her team to victory. These abilities require incoming enemy HP damage (no team cheesing sorry :p) to gain access to them and Limit is initially locked until you have taken at least 20% for Level 1. Let’s take a look at a few:

Fury Brand (Limit Level 2 – Take 30% HP Damage or more to unlock)

Planet Protector (Limit Level 3 – Take 40% HP Damage or more to unlock)

As mentioned earlier, we will dive directly into the Limit Level System – QoL update in its separate article, including changes to Cloud, coming with PvP Patch v5.

Elidibus, Serpentarius Lucavi (secret boss from Midlight’s Deep)

Though this probably ruined the secret (sorry if it did!), Elidibus is joining the Tactics League roster as the second monster alongside Construct 8. As a boss and Lucavi, I wanted to make sure he stood out on his own, especially against the coveted Construct 8 to not only make him a threat but to fit the title of “secret boss.” If you are familiar with Elidibus, then you will be quite familiar with him in this rendition, balanced for PvP playability but he is nothing to scoff at. Let’s take a closer look:

As a monster, you cannot equip or change his job or abilities, but he is loaded with innate abilities to offset these limits. Elidibus’s innate abilities are Bonecrusher, Instant Cast, Manafont, and Dexterity. Yes, he does have Instant Cast which makes all abilities in his kit be, well, immediate! He also has an array of status and elemental innates or immunities, listed in the second picture.

The Dark skillset is quite familiar if you have experienced against it before, bringing about devastating Toad and Poison status in Poisonous Frog, a lowered PWR version of Zodiark (which also cannot be uniquely mimicked for balance purposes), a hard-hitting 2-range attack in Snakecharm, and the life-ending Vengeance to net killing blows based on your damage taken.

Mentioning the MP costs in his skillset, you will need to carefully play around his limited MP pool as though he has Manafont, he will only recover so much per move so you will need to build in proportion to how effective you want Elidibus to be.

I can’t wait to see some crafty plays and AoE annihilation once the v5 Beta starts!

The Leading Man Permanently Returns, Balthier (from Final Fantasy Tactics: the War of the Lions and Final Fantasy XII)

Oh man, Balthier has had the most ins and outs in the Tactics League roster than any other character in history. With the struggles between the original Barrage, trying to find ways to adjust his stat spread and ultimately having low playability, to giving up his spot for another unique, Balthier has once stolen the show and then not so much after. But with version 5, I have taken the time to hone in on various feedback and pain points that players have had with him in the past and he can finally return to competitive play as the Sky Pirate we all love. And he is still menacing as ever (and don’t sleep on him)!

Balthier doesn’t return with Safeguard innately like he originally had, but rather, he now has Mug: dealing unarmed damage with successful Steal Equipment abilities. With Thief’s Gloves and even his initial or increased Bravery, not only can you rob someone of their precious gear, but they take a hefty amount of damage while doing so (and it can crit too)!


First, let’s address one of his signature issues from the past: Barrage. It is finally back, but it is now: a 2-hit instead of a 4-hit, it costs 60 MP as a means to check it directly, it is evadable (based on the weapon type), and it hits for 60% of the total power a normal attack would have done. Now don’t let that fool you, with the right setups and plays, Barrage can still cripple and down targets, especially with weapons having an initial 50% chance to activate their ability cast and even more so when you add the reworked Chantage (100% chance instead).


Second, the FFXII Quickenings that were added to replace Barrage, Leg Shot, Arm Shot, and Seal Evil in version 3 are coming back for version 5 too. With it, an array of options you can build Balthier for. Slotting Brawler lets Elements of Treachery and Fires of War damage propel to greater heights. But you can also build Balthier as a magic-spec with a reworked Tides of Fate and crush the opposition with conal water damage.

Third, the Plunder abilities have been replaced by the Steal Equipment ones (Thief’s versions) to make room for many new abilities that you will come across in later articles. With recent updates to Steal and as a “master thief” these mesh well with Balthier as a whole and allow him to play his job rightfully so.

I am glad he is finally able to come back, especially in the final series of updates, and I cannot wait to see the shenanigans he can do in the hands of our best players!

Conclusion

The Party Roster Expansion opens up new and exciting leaders to your future version 5 teams. This is just the beginning of what is in store for the ending series of updates. There is even more to explore, but we will save that for a future article. Stay tuned for more version 5 news to come!



PvP Patch v4.4 Update

A new competitive season, Academy, Sanctioned Events, and a new game update to coincide with today’s Season 2 launch, and this update focuses on some improvements and fixes after feedback and requests from players.

To download this update, head over to Downloads.

Bug Fixes

  • Protect/Defense Boost – Set the damage reduction percentage from 34 to 33% resulting in less physical damage loss once these mitigation values are applied as intended
    When doing calculator math side-by-side some damage values appear lower than in-game but usually it’s a marginal 1-3 point difference due to rounding. However, for most physical attacks/abilities this resulted in abnormal damage loss (like 20-40+) causing select physical damage to deal even less damage than intended (such as Holy Sword, Darkness, and weapon attacks).Shell/Arcane Defense was unaffected. Thank you for bringing this to my attention @WngMan.

Text Updates

  • Removed the “%” from calcs on Steal Equipment abilities as it is purely SP + PWR chance and not a percentage of your SP
  • Updated Bad Breath’s chance from 19 to 25% per each status rolled
  • Updated Crushing Blow’s Stop infliction chance from 19 to 25% (erroneously reported before but uses the Holy Sword 100% into 25% separate status infliction)
  • Updated Purification’s Help removal that it includes Oil (this was missing from a past changelog)
  • Updated Nether Mantra’s calcs
  • Updated Take Aim’s Help and calls

Jobs

  • Cleric/Alma
    • Added Rods as available equipment
      Along with the White Mage change, as a “White Mage” style job, Alma too now has access to Rods on her main job.
  • White Mage
    • Added Rods as available equipment
      At request, White Mages have access to Rods which notably means they can build towards Faith away from Luminous Robe and can reliably cast at Atheist via Crown Scepter.
  • Monk
    • Increased Move from 3 to 4
    • Decreased Shockwave’s Range from 6 to 5 to compensate for the trade-off
      It was hard to justify increasing Monk’s Move when they have access to a 6-range ability. So after testing a means to give them more mobility, the goal was to take 1 Range for 1 Move which ultimately makes playing Melee-Monk more playable and still allows for ranging with Shockwave albeit having to be a tad closer than before.

Action Abilities

  • Nether Mantra (Marach)
    • Increased the PWR of all abilities from 0 to 2
    • Abilities can no longer target Marach
      Though Marach’s abilities have a 2 – 5 hit window, with the average Faith being 60, his abilities still struggle to deal good mitigated damage in various cases. I am returning some PWR to them to help damage output.
  • Sky Mantra (Rapha)
    • Abilities can no longer target Rapha
    • Heaven’s Wrath – Decreased maxHP damage from 50 to 40%
      Since this ability strips a target of vital defensive buffs and does a hefty amount of damage, it will deal slightly less, especially for the window of opportunity it creates with follow-up damage.
  • Black Magicks
    • Death – Decreased Tick from 5 to 4
      With this ability having a base low accuracy, the Speed can be slightly faster and this also aids undead teams that may rely on it as an on-demand revive.
    • Flare – No longer evadable (but still reflectable)
      Flare is being treated in a similar fashion as Holy/Unholy Darkness where it can no longer be evaded but is equally deflectable.
  • Iaido
    • Chirijiraden – Decreased PWR from 18 to 17 (approx. 20 less damage)
      PWR decreased to bring it slightly closer to Muramasa at 15 PWR while still retaining the “most-powerful” Iaido cast.

Equipment – Weapons

  • Knight’s Swords
    • Caladbolg – This item grants +1 MA and +1 SP instead of +1 PA/MA
      The Speed addition at the cost of PA is to better serve as a new option for Knights to build into Speed and push towards elemental damage.

PvP Patch v4.1 Update

This incremental update combines bug fixes, text corrections, a buff to Monk, ability balancing, and a few new changes ahead of the 3rd competition.

Note: If you already have the previous v4.0 save data, you can simply apply this patch to your unmodified ISO to be up to date. The included save data is still the 4.0 version. To download the official version 4.1 PvP Patch and save data, visit Downloads.

Bug Fixes

  • Resolved the issue where Mimes could illegally retain gear provided by a prior Equip X ability after job change

Text Updates

  • Sky Mantra – Removed the “Chance” text from all abilities as the chance for these abilities is 100% when their conditions are met.
  • Death Strike – Significantly updated the Help menu to include applicable abilities and the game’s global critical damage (which is not affected by Death Strike)
  • Thief’s Gloves – Updated the Help menu that this item only affects Steal Equipment abilities
  • Chaos Blade, Climhazzard, Blade Beam, Vengeance – Updated the calcs for each to show missingHP instead of currentHP (which sounds more appropriate)

Jobs

  • Monk – Increased HPM from 135 to 145% (approx. +29 HP)
    Okay, Monk bulk has been a topic here and there so I compared them to other similar physical jobs. Without access to Hats, they are marginally behind, and with 3 Move, they “may” have a tougher time engaging (may is loose here because they have a 6-range ability). So without buffing their mobility or giving them Hat access, they will get 10% more starting HP to work with which puts them less on the squishy side, and a bit more flexibility in Clothing options and secondary jobs and are comparable to other similar jobs in terms of bulk.

Action Abilities

  • Spellblade (Beowulf)
    • Syphon – This ability no longer has an MP cost
      An oversight that was not adjusted when the MP changes were made with Mystic Arts’ Empowerment.
  • Magicks (Valmafra)
    • Divine Ultima:
      • Changed calculations from [(MA * PWR) * (fa/100) * (tFa/100)] to [MA * PWR], making this ability now faithless like Ramza & Luso’s Ultima
      • Decreased PWR from 60 to 28
      • Decreased Tick from 6 to 4
      • No longer affects allies
      • There have been various changes with Divine Ultima throughout the beta period and it seems to still be a bit behind on viability. So I reset the drawing board while aiming purely for “viability and user-friendly” on her signature skill. Ultimately, the design is to keep it from being drone-casted, but also remove the risk that Val could harm nearby allies (a key difference from Ramza/Luso’s), while having better timing on being able to hit targets regardless of Faith/Atheism. These are the last changes to Divine Ultima. 
  • Items
    • Remedy – Added Removes: Berserk as an additional source to do so
  • Martial Arts
    • Fixed the critical chance for abilities that use [(PA + PWR) / 2 * PA] from 4 to 10% (which was originally erroneously stated but is now properly set) and abilities that use this formula respect the global critical strike code
      After some discoveries, damaging Martial Arts and Spin Punch was not respecting the global crit chance because they use their own separate roll, so this has been fixed so that you always get at least 10% crit chance with it and it properly scales up with Death Strike.
  • Aim
    • Beso Toxico – Decreased PWR from 70 to 60 (now % = PA + 60)
      PWR decreased since it inherits weapon range.
    • Break Aim – You can no longer Move once you start charging (similarly to Take Aim)
      This change provides better consistency in how these both operate.
    • Aim Vitals – Decreased PWR from 50 to 40 (now % = PA + 40)
      Though there are accessible ways to check Doom status, the PWR of Aim Vitals is being brought down slightly to curb some of its spamming potential and that it inherits weapon range.
  • Summon
    • Salamander – Increased PWR from 36 to 38 (avg. 410 w/ Faith, or 246 w/o Faith)
      After comparing Salamander to Leviathan as Tier 3 spells, Salamander will have a bit more PWR whereas Leviathan has better AoE. This also affects the Dragon Whisker polearm.
  • Speechcraft
    • Condemn – Decreased PWR from 60 to 50 (now % = MA + 50)
      Alongside the Aim Vitals nerf, Condemn is also getting a slight PWR reduction though it should be a bit more potent with it having range limitations.
  • Throw
    • Shuriken – Decreased WP from 18 to 17 (now 17 * 17)
      Though Shuriken is a flexible option to entice slower jobs with a reliable, ranged attack, the margin for Shuriken vs. Fuma/Yagyu is too close between the two. Since Throw is primarily about Speed, this nerf is to keep Shuriken as a reliable chip/finisher ability, but also widen the gap for Fuma/Yagyu to be more prominent. 
  • Dance
    • Mincing Minuet – Decreased PWR from 100 to 80 (now PA + 80 or (PA * 4) + 80 w/ Performing Arts)
      To reduce the oppression capabilities this ability can cause with its faster ticks, the PWR is being scaled back to bring it more in line with Life’s Anthem and to reduce total damage done when it can hit near back-to-back.
  • Ja-Magicks
    • Gravija – Decreased PWR from 160 to 130 (avg. 53% w/o Faith, or 89% with Faith)
      With Gravija having the ability to set any unit’s HP down to 1 in an AoE, its PWR is being lowered to introduce a fail window, though on Sage it still has good odds.

R/S/M Abilities

  • Equip Bludgeon – Now includes Books
    Though Books are used as ranged weapons, they do make the case for a good thumping beside one’s skull 🙂

Equipment – Weapons

  • Books
    • Veil of Wiyu – Decreased WP from 20 to 18
    • Omnilex, Papyrus Codex, and Battle Folio:
      • Reverted weapon calculations from [magick gun] to [(PA + MA) / 2 * WP]. Notably, these weapon attacks are evadable once again
      • These books are no longer elemental and no longer Boost their respective element
      • These books are no longer dual wieldable
      • Reverted the flavor text to vanilla 
      • Set the following WP:
        • Battle Folio – 12 WP
        • Omnilex – 10 WP
        • Papyrus Codex – 10 WP
      • 100% Casts the following Faith-based ability on successful weapon attack hit:
        • Battle Folio – Thundaga (35 PWR, magic evadable)
        • Papyrus Codex – Unholy Darkness (40 PWR, unevadable)
        • Omnilex – Flareja (38 PWR, unevadable)
        • Note: Abilities cast this way are still single target even if the base ability is AoE
          Though the concept of Books being treated as magick guns was cool, there was some clunkiness to using them in dual wield and they were rarely used, so I wanted to find a unique niche for Books that also fit their “theme” of being able to cast a spell when they hit. The initial damage is meant to be chip and the follow-up Cast can have high damage potential. Now get to studying!
  • Flails
    • All Flails now ignore the target’s physical damage mitigation (Protect, Defense Boost, Resilient) in addition to being unevadable
    • Reworked WP Standardization to 13, with Scorpion Tail being the strongest option (still WP * WP):
      • Scorpion Tail – From 16 to 14
      • Vesper – From 14 to 13
      • Morning Star – From 15 to 13
      • Flame Mace – From 15 to 13
    • Flame Mace (previously Chaos Mace):
      • Reverted to its original version
      • Casts: Firaga instead of Fira (magic evadable)
      • Removed +1 PA/+1 MA
      • Fire element
        Flails could use some love in the limited accessibility they have so they are now like axes, but do not scale with PA, but are also unevadable.  
  • Knight’s Swords
    • Chaos Blade:
      • Re-added Equip: Regen
      • Increased WP from 20 to 22
        Though the Chaos Blade has a niche, its niche relies on certain variables for it to shine. The buffs to it are to give its bearer passive healing over time and is now the strongest Knight’s Sword WP-wise which can be more considerable for certain abilities though keep in mind this sword still does [targetMaxHP - targetMissingHP] damage with its attacks.
  • Ninja Blades
    • Orochi – Removed Dark element (it is supposed to be non-elemental)
      Whoops, but no one caught on 😉
  • Rods
    • Dragon Rod:
      • Decreased WP from 14 to 12 (Rod WP standardization)
      • Removed +1 MA
      • Now Dark Element
      • Now has a 50% chance to uniquely Cast: Dark Whisper (originally from Tiamat monsters)
      • Updated the item’s palette
      • Notes regarding the Dark Whisper ability:
        • Calc: (MA + 4) / 2 * MA
        • Magic Damage, Dark Element
        • 25% chance each to Inflict: Stop, Sleep (Note: Chantage does not increase the status chance of ability-sourced inflictions)
          After the plethora of weapon changes, Dragon Rod ultimately fell behind in terms of where it fits in usability. These changes give it a unique feel, a new Dark elemental weapon, and a unique cast to fit the name and theme.
  • Swords
    • Nagnarok – Decreased Block from 20 to 10
      The Block reduction is to normalize Nagnarok alongside other Swords especially with it being a powerful item and normally equippable with Shields.
    • Coral Sword – This weapon uses a 9 PWR version of Quicksand instead of the default 6 PWR Geomancy
      Besides this item seeing low playability, the Cast on Quicksand needs a bit of a PWR buff when comparing what jobs can equip Swords and their average starting MA.