Hi all, really been enjoying the new release. I've been playing since 1.9 dropped and this mod has really opened my eyes to what is possible in balanced game design.
The new release inspired me to have a go at tweaking some things that have been rubbing me the wrong way about Sabin's equipment and to a lesser extent equipment in general. On the first point, it always seemed strange to me that a monk would be hitting elemental weaknesses with weapons and picking up elemental damage procs. It's too close to what mages do with rods and seems most unmonklike, Yang notwithstanding (who was, in the end, a throwaway character in the original context). I tried to reimagine the monk equipment according to the same themes as monk training ― enhancing certain internal capacities in ways that create new synergies. I also wanted to go further in making different weapons fulfill different roles that remain relevant the whole game rather than lying in a linear sequence of upgrades.
So, I took inspiration from how other weapons were overhauled in BNW by associating special properties like dual wielding and two-handed wielding with particular types, and moved X-fight from Kagenui onto claws, usually halving each's power in the process. This makes claws light off-hand weapons that facilitate fast attacking with a main weapon. I then made each claw have special properties that follow its elemental theme (though poison is unchanged, since it made sense as is and so it retains its role as an anti-personnel weapon). Mythril claw, lacking an element, provides slightly better stat bonuses. Spirit claw becomes survivability focused and grants auto-regen. Ocean claw takes inspiration from Jeet Kune Do and grants initiative and evasion. Hell Claw embodies frenzied destruction, and gives offensive boosts and auto-haste. Frostgore tries to establish an inexorable smothering blizzard theme with a mix of initiative, magic boosting, and stamina focus / defensive properties, making it particularly suitable for stamina or magic builds or enhancing fishing for procs from the main weapon (still working on this one; it didn't come together quite as easily as the others). Stormfang pursues a lightning theme and lets its wielder deliver devastating coups with a big vigor boost (but has its power adjusted further downward to compensate).
Of course, reworking claws to be support weapons meant Sabin would need weapon diversity. I made his training cover the four traditional weapons of Chinese martial arts: spear (the king of weapons) lives up to its name and is the main highlight, giving options to single wield for punishing hits or combine to give up raw damage for synergies. (Sabin thus becomes the only spear-wielder who can't dragoon; no big deal given all the other options opening up.) The straight sword (gentlemen of weapons) and the sabre (the general of weapons) come in to round out low-mid tier options. (Staves (grandfather of weapons) sneak in via Bone Club and Magic Bone.
From there, it seemed fun and thematic to give claws to Shadow as well, giving him back the X-fight option lost from Kagenui, and opening up more synergies. And gave Shadow a slightly weakened equippable shuriken and access to other throwing weapons, so that he can be played a little safer at the expense of some of the other new raw damage options. Throwing shuriken with the command of the same name remains useful for the improved damage formula and ability to split across the enemy group. I also opened up more swords to Cyan to cement him as the master swordsman and create more shared weapon tradeoffs. Previously, Terra, Celes, Edgar, and Locke formed a clique where mutually equippable weapons would have to be allocated carefully among them while, for the most part, other characters lived in their own worlds of weapons. Now, Sabin, Shadow, and Cyan participate more in these tradeoffs, bringing much more of the cast into these calculations without homogenizing equipment nearly as much as it is among the first four. The result I'm aiming at, which seems to obtain reasonably well so far, is more diversity in equipment builds without affecting the exquisite balance of BNW too much. To a first approximation, I think this should happen with these changes since they don't affect either individual item power or the stage of the game at which individual items become available, and the synergies are not of fundamentally new or stronger types; rather there are just more options to choose from, and more ways to allocate weapons across characters.
That said, these changes are very little tested, and my main intention in sharing now is to invite others to explore some ideas with me rather than to provide any kind of polished play experience. To that end, find here a bps patch (which you can apply with flips) that you can use to try these changes out. The patch is against BNW 2.0 unheadered.