I removed Dual Wield support for Knight's Sword and add Holy element attribute. Knight's Sword is the most powerful weapon in single player game so dual wield will make break the balance. Due to the nature of dual wield, its output is too high comparing to sword so I decreased weapon power by 1 for some ninja blades. Ninja blade is meant to be next tier of knife upgrade for Ninja. Polearm has standard weapon power similar to sword but it has 2 range with 1.5x damage boost on Jump attack so I decreased weapon power down by 1 except Obelisk and Holy Lance.įlail provides terrible damage so I changed Flail damage formula to WP^2 so it can provide better damage similar to Gun +2 for stronger close range damage. So I adjusted gun to be more balanced and decrease range from 8 to 6 for average 10x10 map size. Gun doesn't seem to scale pretty well in WOTL release with Balthier's gun doing 144 damage and Stoneshooter doing 256 damage. Even if you get poor damage, you still have chance to slow enemies. Staff/Rod/Crossbow/Ninja Blade will get extra 5% evasion bonus so Parry ability will be more useful to have use in more jobs.Ĭrossbow and Bow will have weapon power scaling over time better according to chapter progression making Ranger becoming more powerful.Īxe has randomized damage with unreliable attack power so I added chance to inflict Slow status on all axe equipment to improve its usefulness. Some knife items will get bonus stats to improve unit's efficiency with different setups too. Knife equipment will be more useful with extra 10% evasion added and it can work better with Parry skill. Some items are better and some are nerfed a bit for re-balance purposes. Since Valeria 2.0, some abilities are brought back as unique job ability that is unlearnable so you can have more abilities to use on specific jobs giving them better value too.Īfter playing for a while with re-balance mod, I made numerous adjustments to weapons so it'll scale better with gameplay. It's a hard decision to remove many useful abilities I often use but it also made me realized how much more viable other abilities can shine after removing obvious ones out. Offensive support abilities are also removed so the game won't tilt toward offensive side too much with decreased over all HP. Most of them are reaction and movement abilities that I can't adjust to make it more balanced. Here's the list removed abilities for re-balance purposes. Wearing equipment that boosts evasion will help you a lot from status infliction and I hope you'll enjoy more immersive experience with improved status infliction mechanics.ĭespite having Brave/Faith manipulation removed from the game, some abilities are still too powerful to use. Status infliction abilities from Orator job uses magical evasion in calculation now to compensate with higher hit rate although evasion will be lower than physical one. Poison (160 -> 200) and inflict 20% damage on hit You can reliably beat boss battles with lower level though it maybe more challenging without cheesy tactics due to removal of some broken abilities. I recommend to enjoy Valeria mod without excessive grinding. This Valeria mod will make the game more enjoyable without imposing difficulty. The goal of this mod is to breath new life to Vanilla gameplay with new mechanics and gameplay design. But I ended up doing a complete vanilla re-balance patch with adjustments based on Tactics Ogre and Tactics series released thereafter. I thought I'd mod this game for the sake of no grind run at first. This project will finally reach to a new pinnacle of Final Fantasy Tactics re-balance. Now it's finally time to step up for the big game changer after making solid foundation of Valeria re-balance and improvements. There's a big re-balance and improvements applied from years of research and playthroughs and I'm glad to hear you guys love it. It's been a while since the last successful update of Final Fantasy Tactics Valeria 1.5 releases. FFT: WOTL - Valeria 2.4 "Ivalice Remastered"
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