Character Classes

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StarterBTB
Started2017-09-08 06:43 UTC
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So, one of my "wish list" items for BNW at some point in the future is to bring back the "class" labels. Except rather than simply being a description of the character, it would reflect their esper build. Each character would have a "default" class that would eventually change depending on which esper they predominately use for EL growth (or remain the same for hybrid builds, for the sake of simplicity). If you've ever played Seiken Densetsu 3 or Sword of Mana, it's basically the same thing.

Without further ado, here we go!

Terra
Mage (Base)
Battlemage (Bismark)  ---  Morph delay is shorter; Break and Storm cast faster
Black Mage (Maduin)  ---  MP+25%; all Fire/Ice/Bolt spells & Ultima cast faster
White Mage (Unicorn)  ---  HP+25%; all Cure and Life spells cast faster
Omega Mage (Tritoch) ---  Regen MP while morphed; Remedy and Regen spells cast faster
Red Mage (Phoenix) ---  HP/MP+12.5%Cure (1-2), Fire (1-2), and Life (1) cast faster


Celes
General (Base)
Holy Knight (Ramuh)  ---  HP+25%; all Swords get some kind of bonus(?)
Dark Knight (Phantom)  ---  No dual-wield damage penaltyMerton and Demi/Quartr cast faster
Valkyrie (Crusader)  ---  Inherent CoverSafe and Haste cast faster
Vanguard (Alexandr)  ---  Inherent CounterLife and Regen spells cast faster
Magic Knight (Siren)  ---  Runic restores 2x MP; all Ice & Bolt spells cast faster
Holy Mage (Shiva)  ---  MP+25%; Holy, Merton, and all Cure spells cast faster
Cleric (Seraph) ---  HP+25%; Rerise, Remedy, and all Cure spells cast faster


Locke
Rogue (Base)
Fighter (Ramuh)  ---  Critical Attack rate up; all Swords get some kind of bonus(?)
Paladin (Kirin) ---  All Shields get some kind of bonus(?); Cure (1-2) cast faster
Thief (Ifrit)  ---  Steal always succeeds; Drain and all Bolt spells cast faster
Red Mage (Phoenix) ---  HP/MP+12.5%Cure (1-2), Fire (1-2), and Life (1) cast faster


Edgar
Engineer (Base)
Alchemist (Siren)  ---  Status-setting attacks/spells ignore enemy stamina; gain elemental resistance from equipped weapons
Sentinel (Golem)  ---  Inherent CounterTools delay is shorter
Spartan (Unicorn)  ---  All Shields get some kind of bonus(?); Safe and Slow spells cast faster
Dragoon (Palidor) ---  Two-handed damage bonus is 75% instead of 50%; Haste and Float spells cast faster


Sabin
Monk (Base)
Shaman (Stray) -
AKA "Stam-WOW" Sabin  ---  HP Regen rate is doubled; gain elemental resistance from equipped weapons
Godhand (Golem) - AKA "Slap-Chop" Sabin  ---  Critical Attack Rate UpBlitz delay is shorter
Guardian (Terrato) - AKA "Schticky" Sabin ---  Inherent Cover; Sleep and Drain spells cast faster

Cyan
Samurai (Base)
Swordsmaster (Bismark) ---  +25% Physical DamageBushido delay is shorter
Templar (Kirin) ---  Inherent CoverCure spells cast faster
Vanguard (Alexandr)  ---  Inherent CounterLife and Regen spells cast faster


Shadow
Ninja (Base)
Assassin (Phantom) ---  Critical Attack rate up; Pre-Emtpive Attack rate up
Shinobi (Fenrir) 


Gau
Hunter (Base)
Beastmaster (Stray)
Berserker (Fenrir)


Setzer
Gambler (Base)
Undertaker (Shoat)
- AKA "Slotzer" ---  No dual-wield damage penaltyDoom and Poison/Bio cast faster
Pilgrim (Starlet) - AKA "The Bank"(*) --- Inherent CounterRemedy and Regen spells cast faster
Cleric (Seraph) ---  HP+25%; Rerise, Remedy, and all Cure spells cast faster

Mog
Moogle (Base)
Druid (Shoat)  ---  Summon delay is shorter; Break, Quake, and Poison/Bio cast faster
Geomancer (Maduin) ---  Dance always succeeds; (?)
Dragoon (Palidor)
- AKA "Mogoon" ---  Two-handed damage bonus is 75% instead of 50%; Haste and Float spells cast faster
Guardian (Terrato)  ---  Inherent Cover; Sleep and Drain spells cast faster

Strago
Blue Mage (Base)
Sorcerer (Zoneseek) ---  MP+25%; X-Zone, Dark, and Ice spells cast faster
Wizard (Shiva) ---  +25% Magical DamageStop and Osmose spells cast faster
Sage (Odin)  ---  HP Regen rate is doubled; Lore delay is shorter


Relm
Pictomancer (Base)
Sorceress (Zoneseek) ---  MP+25%; Meteor, Flare, and Fire spells cast faster

Priestess (Starlet) - AKA "Love You Long Time" Relm ---  Summon delay is shorter; Rerise, Remedy, and Regen spells cast faster
Illusionist (Ifrit) ---  Brushes may set image; (?)

Gogo
Mime (Duh)

Umaro
Yeti (Double Duh)

Tsk tsk. Accusing me when you and Mishrak are just as guilty. We've been slowly standardizing the names. (See: recent update, where I adopted Mishrak's names for Shadow's builds). Still, I won't turn down an attempt to standardize names beyond just "vig Edgar," "mag Strago," etc., etc.

The major issue I'm seeing here is that naming the build after one esper, with the base also being a hybrid, doesn't really match up with whag the builds really are. For example, something like 10/10 Terrato/Stray on Sabin is definetly a stamina build. Or, something like 7/7/7 Unicorn/Carbunkl/Maduin on Terra is a (bulky) magic build. Also, stuff like Siren vs Shiva on Celes is definitely nitpicking at build differences.

I know the above is kind of a nitpick. I also know that we're limited by whay can be put into the game. Just pointing it all out.

I'm on the phone right now, so I can't comment too much more. I definitely prefer keeping stuff like "The Bank" over something like Cleric or Gambler for HP Setzer. (What does Gambler even mean, as far as combat is concerned?). Also want to note that Phoenix Te/Lo should be White Mage, and that you forgot spd Relm.

I'll look at this again after hurricane evacuation. Later.

9 hours ago, BTB said:

So, one of my "wish list" items for BNW at some point in the future is to bring back the "class" labels. Except rather than simply being a description of the character, it would reflect their esper build. Each character would have a "default" class that would eventually change depending on which esper they predominately use for EL growth (or remain the same for hybrid builds, for the sake of simplicity). If you've ever played Seiken Densetsu 3 or Sword of Mana, it's basically the same thing.

You are doing the reverse of what Seiken Densetsu 3 does.
SD3 asks you to pick a label and by that determines what you can do better than before.
You look at what subset of skills that character does "better than average" and pick a label based on that.

Dunno about Sword of Mana's class system, did it even have one? that game was so easy a Lv1 char can almost oneshot the final boss.

Anyway, back to topic...

8 hours ago, thzfunnymzn said:

The major issue I'm seeing here is that naming the build after one esper, with the base also being a hybrid, doesn't really match up with whag the builds really are. For example, something like 10/10 Terrato/Stray on Sabin is definetly a stamina build. Or, something like 7/7/7 Unicorn/Carbunkl/Maduin on Terra is a (bulky) magic build. Also, stuff like Siren vs Shiva on Celes is definitely nitpicking at build differences.

These are loose guidelines rather than hard rules right now, obviously; you'll notice I've specified no numbers, and with good reason. Right now I'm just trying to get the idea out there.

Also good to see you here - I was worried about you the other day because I know you're right in that path of that thing. Stay safe, my friend.

P.S. I didn't forget Speed Relm so much as I decided that Speed Relm is effectively her "hybrid" build >.>

Yeah, fled with my family to elsewhere.

Hmm..I have little knowlede of this game's asm, so I don't know of this idea is feasible. Coming up with a system so the game can intelligently tell the player what build they're playing? Sounds like a fun challenge, but iunno if this idea will actually make it into the game. There are definitely a LOT of cases to consider with this idea.

Again, once I have my computer, I'll give more comments on the builds.

Well take care of yourself. Our prayers are with you.

I'm relatively new to this site and ID compared to most regulars, but I figure you - BTB and thzfunnymzn - are referring to hurricane Irma? I don't quite know what to say, except that I've heard plenty about the damage it caused in St. Martin - and that you will get through it alright. it's been quite the issue here... hope you will escape the worst of it.

 

OT: I'm not quite sure what the change proposed would accomplish - I'm speaking from a newcomers frame of mind here - in telling exactly what kind of build would perform best at what. This coming mostly from my disliked of the way Square tacked on 'classes' in the FF6 remake, but I do like the idea of your characters commiting to a certain build and having the mod reward (even if it is only cosmetic) you for that. Standardising build names is not a bad idea either. 

heads up for the FMJ refrence as well:smugguy:

 

 

We are indeed referring to Hurricane Irma, which Funnyman is directly in the path of. This follows Hurricane Harvey, which flooded out Houston (where Synchysi and I live).

The class system is purely cosmetic on the surface - I'm not about to start asking for class perks when we don't even know that the base idea is feasible, but it is something I'd definitely be interested in.

(Also, any FMJ reference was purely unintentional. I'm not even sure what you're referring to >.>)

My best wishes to Funnyman than - though I'm about one atlantic ocean away from it - I've heard plenty about the damge it caused so far. I can only hope whatever part of the US you're living in won't be affected too badly, though that's probably wishful thinking.

Offtopic: I was refering to Full Metal Jacket, though given that film is about 30 year old today I can't blame you for not regcocnizing the reference:)

 

  

 

 

I meant I wasn't sure what part of what I wrote is a reference to Full Metal Jacket. Like most people, I only know the scene with R Lee Emery >.>

Thanks for the prayers. We're all tucked in away from the hurricane now. Until one of our coders chimes in about the feasibility of putting build names in-game, I'm going to focus mostly on the standardization of build names.
 

Spoiler

 

ALL

Base/Hybrid - If we're talking about standardizing the build names, I don't like hybrid builds getting the same name as the base class. It confuses the character with a specific hybrid build, and it also confuses all possible hybrid builds of said character together into one build. Which isn't good, since some hybrids are viable. (Edgar, Sabin, Celes), whilst many hybrids are stupid and don't deserve a name (for example, Terra with Tritoch & Bismark ELs). Also, some hybrids are really not hybrids, they're just variants of another class. (for example, vig Cyan with a few early game Kirin levels).

Instead, let Base have one name, Defined Hybrids have their own name, and Undefined Hybrids all default to ???.

HP ELs - The amount of HP espers a build can take without converting to the "HP build" depends on whether or not the HP build is defined. If HP is undefined, a build can probably take up to an equal amount of HP espers and still remain the same. If HP is defined, it probably changes much sooner or converts to a hybrid. Hybrid builds, otoh, can't take as many HP espers and still be defined as the hybrid build (obviously). Though maybe the hybrids can take a 1:1:1 ratio of key esper : key esper : HP esper and still remain the same?

Terra
Mage (Base) - Sounds good.
Battlemage (Bismark) - Fair enough.

Black Mage (Maduin) - How about Sage instead? After all, they were the "ultima"te magic class in FF3, and mag Terra is the premier magic build of the game. I don't like Black Mage, b/c Terra has extensive white magic. My sister recommends "Magic Mage" for this build. (Sigh)
White Mage (Unicorn) - Yup. The line between mag Terra and HP/MP Terra might be a little fuzzy. They're both taking HP/MP/mag levels, it's just the ratio the defines the build differences. Might be a case where 1:1 key esper:HP esper actually is defined by the HP esper instead of the key esper.
Omega Mage (Tritoch) - Hmm, not liking this one. Sounds tacky. How about Sword Mage? IIRC, Swordmage was a bulky Defender class in D&D4e, Tritoch Terra is fightery, and she's limited to Atma/Omega swords. My sister recommends Saber Mage instead, b/c it sounds cooler. (At least she's not recommending Regen Potato anymore).
Red Mage (Phoenix) - Merge with Unicorn's "White Mage". Phoenix is the same as Unicorn/Carbunkl, it leads to HP/MP Terra. Therefore, it is also dubbed "White Mage."
(Carbunkl/Ragnarok) - Remains as the default "Mage". It's not completely stupid (unlike, say, Tritoch + Bismark). It changes to "White Mage" or "Sage" depending on how much HP or mag ELs are added respectively.
All Other Possibilities - Default to ???.

Celes
General (Base) - Sounds good. Could also use "Magic Knight" as her base, since she'll progress to either a "Knight" or "Mage." Though you lose the General title, which is disappointing. (Here D&D4e's Warlord build was a non-magic supporter dude, so yeah, definitely would like "General" to stay somehow).
Holy Knight (Ramuh) - Fair enough. Mixing with Phantom leads back to the default General.
Dark Knight (Phantom) - Yup. Mixing with Ramuh leads back to the default General.
Valkyrie (Crusader) - Eh, not sure I like it. My guess is that it should parallel the Siren/Shiva "Holy Mage," just like Phantom's Dark Knight parallels Ramuh's Holy Knight. From what I understand, Crusader Celes is basically a variant on Siren Celes. Though ask @Mishrak for more information.
Vanguard (Alexandr) - Eh, not sure I like it. Maybe merge with "Cleric"? Unlike Sabin, not sure Celes wants a pure Alex build. Alex+Seraph is definitely a Cleric build, even if it's a 3:1 ratio of Alex:Seraph. Alex + anyone else probably leads to ??? or another build?
Magic Knight (Siren) - Merge with Shiva Celes, use "Holy Mage" name. Magic Knight sounds like a fighter build. Don't use for a mage build.
Holy Mage (Shiva) - Merge with Siren Celes, keep "Holy Mage" name. They're the same build.
Cleric (Seraph) - Yup. Another case where I wonder if 1:1 Seraph:Siren count as Cleric or count as Holy Mage.
Red Mage (Vigor + Speed) - One of Ramuh/Phantom with one of Siren/Crusader. Shiva doesn't count, leading to the undefined ??? build, because she doesn't boost speed. Otoh, a 1:1 vigor:Seraph maybe counts as a Red Mage?
All Other Possibilities - Default to ???.

Locke
Thief (Base) - Yup.
Fighter (Ramuh) - Hate it. Change to "Rogue".
Maybe Ramuh + Kirin can be Fighter or something. Rogue should be preserved for Ramuh(+Ifrit), obviously with a few HP espers being fair enough. Ramuh+Phoenix I think leads to a Red Mage hybrid.
Paladin (Kirin) - Yup. A handful Ifrit or Phoenix ELs won't change it. Too many Ifrit or Phoenix probably leads to ??? though.
Rogue (Ifrit) - Hate it. Instead, Ifrit Locke remains as the default "Thief."
Red Mage (Phoenix) - Hate it. Change to some other type of Mage.
Red Mage is more for Ramuh + Phoenix. Phoenix(+Ifrit) is a more pure mage. Phoenix+Kirin is probably undefined.
(Ramuh/Phoenix) - Let this be the "Red Mage" build.
All Other Possibilities - Default to ???.

Edgar
Engineer (Base) - Eh, not bad, but Engineer works better for mag Edgar. Maybe both base & mag Edgar are Engineer? Not sure you want to do that for a main build though. "King" for base Edgar?
Alchemist (Siren) - No. Use "Engineer" here. An Alchemist suits an Item user better. This is support Tools Edgar, so Engineer fits very well.
Sentinel (Golem) - Merge with "Dragoon." Two-handed and dual-wielding wants HP, and Sentinel fits Unicorn Edgar far better. Also, most people take 10:10 Golem:Palidor anyways. I guess you could leave a pure Golem build as ???.
Phalanx (Unicorn) - Yup. Actually, Sentinel might be an even better name for this build.
Dragoon (Palidor)  - Yup. Like with Golem, a pure Palidor could actually be ???. Most everyone takes 10:10 Golem:Palidor for good reason.
(Vig + Mag) - Hybrid Edgar, needs some sort of name. Siren + either of Palidor or Golem should be both probably be this build.
All Other Possibilities - Default to ???.

Sabin
Monk (Base) - Fair enough. Though I've been using this for his stam build. Dunno what else to recommend for his default though. "Martial Artist"?
Shaman (Stray) - Eh. Not seeing it. He's a martial artist.
Godhand (Golem) - Hmm. Pulling from FF1, maybe Master or Martial Artist instead?
Guardian (Terrato) - Maybe just merge with vig Sabin? Half of Golem is HP anyways, so vig Sabin is really HP/vig Sabin. 
(Golem + Stray) - Hybrid, dunno on name.
All Other Possibilities - Default to ???. Actually, only other possibility is Terrato. Could be cheeky and give Terrato Sabin a unique name, and then all possible Sabin builds have names. Still think Terrato Sabin is a variant of vig Sabin, but w/e.

Cyan
Samurai (Base) - Eh, fair enough. Personally been using this for vig Cyan, but Swordmaster is OK, I guess. Samurai probably is the only fitting thing for base Cyan.
Templar (Kirin) - Eh, don't really like it. Maybe something else? Could even just call this the "Dragon" build, for obvious reasons.
Swordsmaster (Bismark) - Eh, fair enough. Could do Samurai for both this & base, but not sure you want to. Note: a little bit of early game Kirin shouldn't classify as a hybrid build. (iow, 1:2:1 Kirin:Bismark:Alex still counts as vig Cyan). Though a flat 10:10 Kirin:Bismark would count as a ??? hybrid.
Vanguard (Alexandr) - Maybe just axe this? See Alex Celes above.
All Other Possibilities - Default to ???. Unlike Sabin, there is some undefined stuff here (Kirin + Bismark), despite how few espers Cyan has.

Shadow
Ninja (Base) - Yup.
Ninja (Hybrid) - For him & Gau, the base & hybrid should be the same. Could be cute and just use "Shadow" for the hybrid. Shadow's Shadow build.
Assassin (Phantom) - I guess you could. Could also use Mishrak's Tiger.
Shinobi (Fenrir) - Just a fancy way to say Ninja, though I guess you could. Could also just use Mishrak's Lotus.

Gau
Hunter (Base) - Swap with Fenrir. It's not just one particular build that is a berserker. Gau himself is a berserker.
Beastmaster (Stray) - Eh, I guess.
Berserker (Fenrir) - Swap with Base.
Hunters & Beastmaster ain't the best, but then again, if you're sticking with Final Fantasy names, I dunno what better option you're gonna get.

Setzer
Gambler (Base) - Eh, fair enough.
Undertaker (Shoat) - Maybe? Almost wanted to use Death Mage, but Shoat aside, Setzer's Poison & Death magic never really took off as a big thing. Still kinda wish it did. (Like, say, with Poison Darts >_>).
Pilgrim (Starlet) - Eh. This is a Paladin build, but I don't know what you call a gambling, money-tossing, off-beat Paladin like Setzer.
Cleric (Seraph) - Fair enough, though I'm still partial to "The Bank."
All Other Possibilities - Default to ???.
I think the only other possibility is Shoat + Starlet, which, yeah, should remain as ???.

Mog
Moogle (Base) - Fair enough.
Elementalist (Shoat) - Could also use "Black Mage".
Unlike Terra, mag Mog isn't a big healer. IIRC, mag Mog is really the closest to a Black Mage that you get in this mod. He even gets the Black Mage's Haste with 1.9.
Geomancer (Maduin) - Fair enough. Maduin + Shoat should probably classify as Elementalist / Black Mage. Definitely not a hybrid, too little stamina to properly classify as a dance build.
Dragoon (Palidor) - I vote leaving it as "Mogoon".
Guardian (Terrato) - Maybe axe it? See comments on Celes & Cyan.
All Other Possibilities - Default to ???. Palidor & magic don't really hybridize well. Palidor could with stamina, but the old stam+2 is gone.


Strago
Blue Mage (Base) - Fair enough.
Wizard (Shiva)
- It's hard to recommend giving Strago specific build names, when I only see one build as viable (mag Strago). Therefore, it's kinda hard to me to see this build as something besides the base Blue Mage. Though Strago definitely fits the frail old wizard trope better than anybody.
(Zoneseek) - Merge with Shiva.
Sage (Odin) - Feh. Leave Sage for Terra's magic build. As far as I'm concerned, this is still joke build without any real defining feature, except some very slight & indirect synergy with Holy Wind & being a magical tank. Kinda hard to recommend giving Strago specific build names when I only see one build as viable.
(Carbunkl) - Remains as default class name. See comments on Terra above.
All Other Possibilities - Default to ???.

Relm
Illusionist (Base) - I guess? If we're going with class names that don't mean anything outside the character's story, why not just use "Pictomancer" from the other versions? She draws picture, not make illusions.
Sorceress (Zoneseek) - Fair enough, I suppose. Only other option is "Ms. Overkill." Which I actually will vote for over Sorceress. Ms. Overkill Arrowny.
Priestess (Starlet) - Eh.
??? (Ifrit) - Truthfully, this is Relm's support & healing build, not Starlet. (Starlet is a bad attempt at bulk, not support). Raw turn count for Rerise, Radiant Brushes, timely Cure 3's, & timely removal of Sap (RegenX). RegenX is weak, sure, but you really only need to set it once, then switch back to Cure 3. First strike for Meteor & higher turn count for Flare spam is a definite plus as well. So, maybe a "Mage Thief" type name?
All Other Possibilities - Default to ???.

Gogo
Mime (Duh)

Umaro
Yeti (Double Duh) - Change to "Berserker". Yeah, same as Gau, but that is what Umaro is after all.

 

 

So, one rather broad comment I'll make is that if this does get coded (Seibaby and D both jumped on it a lot faster than I thought they would), the logic would probably only be smart enough to check for the dominant esper in a given build at best. Therefore, it's prudent to have a name for every esper, even if it's only a small variation on the same build (i.e. Shiva vs. Siren Celes). Things like 25 Alexandr Celes are stupid, but frankly I think 25 Terrato Sabin is also stupid, but people do it anyway. I'd rather have weird classes coded in and considered, even if they're not builds that people really use.

(Also, "Valkyrie" is a personal favorite term that I was bound and determined to get in there somewhere >.>)

I'll comment a bit more once I settle into work tonight.

17 minutes ago, BTB said:

So, one rather broad comment I'll make is that if this does get coded (Seibaby and D both jumped on it a lot faster than I thought they would), the logic would probably only be smart enough to check for the dominant esper in a given build at best. Therefore, it's prudent to have a name for every esper, even if it's only a small variation on the same build (i.e. Shiva vs. Siren Celes). Things like 25 Alexandr Celes are stupid, but frankly I think 25 Terrato Sabin is also stupid, but people do it anyway. I'd rather have weird classes coded in and considered, even if they're not builds that people really use.

(Also, "Valkyrie" is a personal favorite term that I was bound and determined to get in there somewhere >.>)

I'll comment a bit more once I settle into work tonight.

Iow, hybrids won't get any fancy in-game name. The community will have to come up with officially unofficial build names for them. Fair enough.

Still don't see why certain builds can't share a name. (Shiva vs. Siren Celes). Shouldn't that be as simple as coding both those espers to show the same text? Not particularly keen on giving a variation like that two completely different names.

Oh, yeah, certain builds can certainly share a name, but if I'm working with the same space and have the opportunity to use two different names, why not.

Your decision. There are cases where I'd definitely say that they should be the same name (Siren vs Siren for Celes; Golem vs Palidor for Edgar)

It amuses me to think of Shadow as a Ninja Master in a Fenrir build or Nightblade in a Phantom build.  Directly referencing Seiken Densetsu 3, Ninja Master is better at ninja magic which matches with Fenrir Shadow being better at mass destruction with scrolls.  On the other end, Nightblade has higher STR which aligns with Phantom Shadow hitting harder.

  I keep picturing Sabin with Vigor and HP as some kind of bear which tears stuff up with claws.  Imagination isn't coming with any catchy bear themed class names at the moment.

Well, these are just my random musings on class names.

On 9/9/2017 at 5:46 PM, thzfunnymzn said:

Your decision. There are cases where I'd definitely say that they should be the same name (Siren vs Siren for Celes; Golem vs Palidor for Edgar)

One thing you should consider is the possibility of future expansion with class-specific bonuses, meaning that such classes could actually have an appreciable difference.

17 hours ago, BTB said:

One thing you should consider is the possibility of future expansion with class-specific bonuses, meaning that such classes could actually have an appreciable difference.

>_> You know I never think outside the box like that. Yeah, good point.

So basically like titles in Tales of Symphonia. This would basically like Esper equips bonuses.

Could be interesting, but I think I'd rather the names be mostly cosmetic.

 

One thing you could do is make it so that when you reset your EL's with Ultros, you can choose a list of these classes to effectively "auto distribute" the EL's how you want, instead of having to cash in 25 times.

Actually, I'd lean more towards classes functioning as a "hidden" mechanic that are only fully explained in the Unlockme or here.

What kind of class-specific bonuses are you thinking of? Sounds like you're thinking of very minute stuff, or simply minor things to help differentiate a class or two in a meaningful way.

Yeah, just minor stuff. Haven't really thought any of it through.

So....we gonna get a class name for Carbunkl Terra and Ragnarok Terra?

Carbunkl Terra is cracked and Ragnarok Terra is double cracked.

You said you needed names for all possibilities. Those two & Bahamut Relm are missing.

They're definitely cracked builds, but then again, you gave a name to Alexander Celes and Terrato Mog.

There's levels of cracked. And Ragnarok Terra is an 11.

And I said, "dude, why don't you just go up to 10 and make 10 more cracked?"

And Ragnarok Terra was like:

small.png

 

So....Ragnarok Terra is a return to crazy pink monster flying around the world, unable to speak?

Locke's base class needs to be Treasure Hunter guys. I don't care if it doesn't fit in the available space haha

I'm lost on this, are the classes supposed to do anything for the character? Or is it just a label? Because with the "build" reflecting their class, all I'm thinking of is The Last Remnant where you got passives based off of the class that you currently are. 

At first it'll just be a label. We're spitballing bonus perk ideas for down the road.

I'm gonna state again for the record that I think it is an extremely poor idea to not have class abilities for every esper. Ragnarok needs a class. Bahamut needs a class. Carbunkl needs a class. Why does Phoenix get a build but not Carbunkl? Yeah, it might not be the best idea NOW, since you don't get a lot of benefit from it, but the entire point of classes in a game is to A) open up new options you hadn't considered before, and B) to give you reasons to try offbeat builds. It doesn't serve our cause to skip Espers just 'cause no one builds them primary'. This is the opportunity to GIVE them a reason to build them primary. 

Suggestions for Fenrir Shadow:

Fenrir is more of the support build of Shadow, and "Shinobi" is really just another word for Ninja, so replace that class name with Saboteur and focus more on the ninja's historical role of spying/sabotage/subterfuge, some possibilities being:
Shadow's knives/shurikens can set poison/sap (it's weird that ninjas used poison all the time but the party's actual ninja can't)
Gray magic has no cast time
Phoenix Downs use the Life spell as their effect
Fight doesn't cause counter-attacks, or causes them less often (Ninjas should be able to attack from the shadows and not get countered or they're not very good ninjas)

OK, rough draft of class ideas in. Every class gets two bonuses.

Before we start, may I point out that "No class until 10 in a given esper" is....not the best idea for BNW? Some classes gain 10 in a given esper early (vig Sabin), while other classes will take a while to get 10 in a given esper (healer/mage Terra). This hurts the fluidity of builds, forcing the player to aim straight for 10 in one esper to get their bonus before branching out, even though that's rarely a wise idea.

More appropriately, I'd say that

  • For WoB, 5 in any given esper qualifies as a class
  • For mid-WoR, ? in any given esper qualifies as a class (somewhere between 5-10)
  • For end-WoR, 10-12 in a given esper qualifies as a class

What exact formula / mechanic / programming is used is up for debate. I'm giving a rough estimate. You really need class to take into account the ratio of any given esper to the total amount of ELs taken. That way, you're not "forced" to take 10 of single esper early, since the game will generally reward you with a class just for taking your natural specialization.

That said:
 

Spoiler

 

Terra
Mage (Base)
Battlemage (Bismark)  ---  Morph delay is shorter; Break and Storm cast faster
     QuickMorph is good, but I heavily advocate for an Image nerf if this is to be done. Let terra fall down a lot & then pick herself back up again quickly. I've seen at least one or two others comment that Image could get dropped down to 1/2 chance of staying up. I also advocate for making Smoke Bombs much more expensive, and for making Refract cost a good bit more MP. It's a powerful buff, 100 GP or 15 MP undersells it.


     Quickcast: Break/Storm is unfitting for Battlemage. She never uses those moves. Battlemage Terra will either use the tier-3's to snipe an element (like Atma), or she'll use Cure/Life for healing. Quickcast: Break/Storm is something to give to caster Terra.

     Alternatively, find a second bonus for Battlemage Terra? 11 Phoenix, 9 Bismark for Terra is a very real Red Mage build and it seems like that build should be getting quickcast of some spells, maybe even quickfight. After all, the whole point of such a build is to have a fighter Terra with globs of MP for healing & elemental sniping. That, & quickcast + quickfight fits the "Red Mage" theme.

Black Mage (Maduin)  ---  MP+25%; all Fire/Ice/Bolt spells & Ultima cast faster

     MP+25% is....meaningless. If Terra's building magic, she's just going to take the Magic Cube or Circlet anyways. Maybe slightly useful for the WoR if she's built up enough Carbunkl, but then you run into the question of wheth
er or not you even get the Black Mage class (See intro comments above). Axe this one.

     Quickcast: Tier-3's and Ultima is a way to go, but I'd add Break/Storm to the list. After all, its a caster Terra who uses midgame Break/Storm. Honestly, quickcast: Break/Storm is a little more important then Tier-3's, since those are good enough anyways. Quickcast: Fire2 is pointless.

     I still recommend a magical damage plus for Black Mage Terra. MP Turbo, a boring Magic+10 to her stat, something. One of Maduin terra's biggest problems is that Maduin is poor magic esper. He's a hybrid esper. So magic Terra generally only ends up with a small amount of magic, since she also wants Unicorn & Carbunkl levels. Some way to boost that, so that the player actually feels stronger with magic, is desirable. Quickcast: all black magic is a way to go about that, I supposed, though I think something like "MP Turbo when Morph" is more interesting?

     And....if I'm on the subject of caster Terra having poor espers, I'll spitball the idea of

  • Tritoch: Magic+1 / MP+15
  • Maduin: Stamina+2

     There, proper magic esper for Terra. Late coming, but Tritoch, the esper that started the game, giving Terra her premier caster build? Fitting. Daddy helping her control her esper self better? Fitting. Tritoch is also Terra only, so this doesn't create a "house of cards falling down" effect. Doesn't sacrifice stam Terra, and even revives the long-dead stam+2 Mog, which can be used to create for more interesting Geomancer stuff. Heavy Maduin's generally not a good idea in the WoB anyways, so it's not like anything is lost this way. The only oddity is early stam Terra and late mag Terra, but with stamina getting Cover/Counter, maybe early stam Terra has some uses?

     Course, with that idea above, MP Turbo is no longer needed. Just stick with Quickcast: Black Magic.

White Mage (Unicorn)  ---  HP+25%; all Cure and Life spells cast faster
     Axe the HP+25%. Why is an HP build getting a free Red Cap effect? Replace with "Ignores Reflect". Terra's the best candidate for such a bonus (Carbunkl summon & Cures). Just as importantly, it's less of a buff (to an all ready good build), and more of expanding her options. White Mage Terra is a strong build, she doesn't need big buffs.

     Quickcast: Cure/Life is neat, though I recommend it more for Phoenix Terra. For reasons stated in the Battlemage section, and in the Red Mage section.

Omega Mage (Tritoch) ---  Regen MP while morphed; Remedy and Regen spells cast faster
     MP Regen for Omega Mage....I guess? Is her MP that big of a concern? Mishrak's one to ask though. Being fair, though, it's not bad. Might actually be fine, just a fairly minor buff to a build that mostly doesn't care to much for MP.

     Faster Remedy & Regen(X) is fine & appropriate.

Red Mage (Phoenix) ---  HP/MP+12.5%Cure (1-2), Fire (1-2), and Life (1) cast faster

     For the former, I'm going to say to replace it with Quickfight. 11 Phoenix, 9 Bismark is a real possibility, and Quickfight is decent consolation for not getting Quickmorph. Also, Red Mage is Fight + Magic, so you want a bonus to Fight and Magic. Not a bonus to bulk & Magic.

     That, and I think the HP/MP+ is unfitting.

     Quickcast is neat, but you should not force a match between Terra & Locke here. They're separate characters who use their magic differently, there will be differences. Quickcast: Life or Fire 2 is solid for X-Mage Locke, but for a lategame Terra (Phoenix is lategame)? They're pointless. I'd say just give her Quickcast: Cure/Life. If you're really concerned about Quickcast of Cure3/Life2, then have it only reduce the cast time to $10. That way, both Quickfight & Quickcast are just taking off a small $10 delay. It's not much, but it's still useful, and Phoenix is an all around solid esper anyways.

Carbunkl
    
You can leave Ragnarok & Bahamut alone, but Carbunkl should have a class bonus. As others have also said, I hate the idea of the class system being used to straight-jacket what was once a free form system, where new things could be discovered. Despite me being the poster child for "OCD build balance, running the build guide", I'm not going to asume that the builds I've put up are the be-all, end-all. I know other veterans are different.

     Just as importantly, a 12 Carbunkl build isn't completely pointless. +300 MP has it's uses for "My magic is ultra expensive" Terra, especially with Maduin being a rather poor magic esper. +300 MP means Terra can ignore Circlet, maybe just grab a Red Cap or Stat Stick, and still have 800 - 999 MP for nuking stuff.

     Furthermore, if you say "Carbunkl Terra is stupid", I retort that Ifrit Locke is stupid. Yet you gave him a class.

     For the sake of not straight-jacketing the once free-form build system, for the completion's sake, for the sake of this not actually being a completely stupid idea (Bismark/Tritoch is stupid; Carbunkl has some purpose), and for the sake of this esper being the other key esper of mag Terra, please give Carbunkl actual bonuses.

     (Granted, my argument does become a lot weaker if you take my suggestion above of turning Tritoch into Terra's primary magic esper, with a bonus of Magic +1 / MP+15. If you don't do that, my argument stands. If you do do that, I'd still do it for completion's sake).

Celes
General (Base)
Holy Knight (Ramuh)  ---  HP+25%; all Swords get some kind of bonus(?)
     Again, dislike the HP+25%. I could maybe get behind an HP+12.5%. That way, Hero Ring still has a point, but she's still getting a minor HP buff.

     All weapons getting a bonus, I agree. "Two-Hand is 75%"....is exactly the kind of small bonus we want, but unfortunately, Celes never gained two-handed weapons aside from Excalibur. It's also not a general benefit, it locks her into specific gear set-ups. Only idea I have here is Quickfight. Coupled with HP+12.5%, it's two nice, small buffs. Oh, and it's a callback to WT's vig/spd Celes. <_<

Dark Knight (Phantom)  ---  No dual-wield damage penaltyMerton and Demi/Quartr cast faster
     Unfortunately, I think only Setzer can safely be given the "No dual-wield penalty." Even without Morph or self Berserk, no dw penalty is still a mighty 33% multiplier to dual-wielding Celes. Illumina/Wing Edge would be doing a minimum of 5.5k - 6k damage. Add on Holy procs and Wing Edge Throws, and Celes is suddenly out-damaging Morph Terra even without Berserk.

     What happened to Runic: Counterattack? That seemed flavorful. It's minor, sure, but it's solid, and it gives Dark Knight Celes some reason to actually, you know, not equip the Leo's Crest?

     Quickcast: Merton/Demi/Quartr seems arbitrary. Why? What purpose does she have quickcasting those spells? Give her Quickcast: Remedy/Regen.

Valkyrie (Crusader)  ---  Inherent CoverSafe and Haste cast faster
     Quickcast of Grey Magic is fair enough for a support build, though then the question is "Valkyrie or Crusader" for quickcast: grey magic.

     Inherent Cover....is kinda redundant with Leo's Crest, Knight Cape, and Hero Ring. Especially the last of those, which sounds like quite the important relic for this build. Why not something like "Cover: single-target Magic attacks"?

     A Runic bonus is another idea. I'd recommend either Valkyrie or Magic Knight for "Friendly Runic" (ignores ally spells). Huge convenience for....people like me. >_> Though I'd personally want it on Magic Knight, so that "Friendly Runic" is available for most of the game, instead of only endgame.

Vanguard (Alexandr)  ---  Inherent CounterLife and Regen spells cast faster
     What happened to "Can Counter ANY attack?" That seemed a lot neater than "Free Black Belt / Leo's Crest / Zantetsuken". Maybe give Vanguard the "Can Cover single-target spells" instead? She's got the HP to face tank a Flare. This creates an actual reason to build mass Alexander. Maybe not the greatest of reasons, but an actual reason. Cyan/Celes do not have to get exactly the same bonus.

     Quickcast: white magic is fair enough, I suppose. Not inspired, but not bad.

Magic Knight (Siren)  ---  Runic restores 2x MP; all Ice & Bolt spells cast faster
     Why not Quickcast: Grey Magic? Let Siren by the utility mage, let Shiva be the offensive mage. Celes' grey magic has the downside of only being single-target (no HasteX or otherwise). This gives a nice speed buff to said spells. Quickcast: white magic can be ignored, since Siren Celes has the speed for quickcasting Cure and Life. Quickcast of Rerise is more questionable, but that's a powerful enough buff that I say leave it one of Celes' weaker classes.

Holy Mage (Shiva)  ---  MP+25%; Holy, Merton, and all Cure spells cast faster
     How about just Quickcast: all black magic? Let Shiva be the offensive mage, let Siren by the utility mage.

     Again, don't do MP+25%. It'll just get overwritten by Magic Cube or Circlet, or be redundant with Hero Ring or Red Cap.

Cleric (Seraph) ---  HP+25%; Rerise, Remedy, and all Cure spells cast faster

     Again, no HP+25%. HP+12.5%, maybe, though Cleric Celes is gonna be bulky anyways. Stil, maybe?

     Quickcast: white magic seems fine. Just be very cautious about quickcasting of Rerise though. That's....a really powerful buff. Rerise all ready wins fights. (Raise MP cost of Rerise/Seraph?)

     Something to consider with Seraph is that Seraph can be paired with any other esper here. 11 Seraph, 9 Ramuh? 11 Seraph, 9 Crusader? 11 Seraph, 9 Siren? All possibilities. So, Cleric Celes needs the most general bonuses possible. Bonuses that any of her "secondary espers" can make use of. What you have kinda fits that critera, though HP+ is op.


Locke
Rogue (Base)
Fighter (Ramuh)  ---  Critical Attack rate up; all Swords get some kind of bonus(?)
     I feel bad for criticizing your Te/Ce ideas so heavily, so I'm going to say: I love crit+ for fighter Locke.

     I have no idea what kind of other bonus to give to vig Locke. Sorry. Just don't forget about daggers and knives.

Paladin (Kirin) ---  All Shields get some kind of bonus(?); Cure (1-2) cast faster
    

Thief (Ifrit)  ---  Steal always succeeds; Drain and all Bolt spells cast faster
     (You did Ifrit Locke with Steal bonuses. You have no excuse to not do Carbunkl Terra/Strago).

     According to Nowea, the point of a heavy Ifrit Locke is for speedy heals/revives. I'd add in that it's Locke's best build for quickly tossing a Remedy Item. I'd tailor the bonuses for Thief Locke around that. To further what he said, I could see 11 Ifrit:9 Phoenix being a real build to pursue. 11 Ifrit, 4 Phoenix, 5 Ramuh or Kirin? 11 Ifrit:9 Ramuh? 11 Ifrit:9 Kirin? I have a harder time seeing these ones. (Maybe the Ifrit:Ramuh?). But I can definitely see the purpose of an 11 Ifrit:9 Phoenix build. So, at the least, you should consider class bonuses that complement caster Locke, yet are different from his Phoenix bonuses.

     If you're going to do a Steal bonus, do something like "Higher chance of rare steal" (not 100% chance. Just a small improvement to the odds). Doing this interferes with the whole "You build speed to improve Steal's odds" mechanic. Alternatively, do something that makes Steal/Mug more viable in combat?

     Quickcast: Bolt is....interesting? Quickcast of Bolt 2 I guess becomes a real damage option for this build, though it requires a lot of Phoenix for the MP?

Red Mage (Phoenix) ---  HP/MP+12.5%Cure (1-2), Fire (1-2), and Life (1) cast faster

     Quickcasting of these spells works for Locke.

     Axe the HP/MP+ though. Phoenix Locke is a giant blob of HP/MP as is. Replace with Quickfight. Like with Terra, 11 Phoenix:9 Ramuh is a real possibility for Locke. Quickfight & Quickcast: tier1/2 spells is exactly the kind of thing the works for him. Heck, even a pure Phoenix Locke could make use of a Quickfight. Like, say, using Valiance to quickly off a Charmed ally in the Isis fight.


Edgar
Engineer (Base)
     By the way, perhaps Golem & Unicorn should switch build names? Sentinels are guardians, which is exactly what Unicorn Edgar's main gimmick is. Phalanx seems like it'd fit more with Golem, since that's more the traditional "tank" Edgar.

Alchemist (Siren)  ---  Status-setting attacks/spells ignore enemy stamina; gain elemental resistance from equipped weapons
     Huh? These are interesting & thematic. Elemental resist kinda encourages equipment of Elemental Blades even into the lategame. That's neat.

     Perfect status setting edgar scares me. On the other hand, I'm very glad to have some way of increasing the accuracy of status effects. Aren't most of Edgar's statuses single target instead of AoE? BioBlaster (Poison) and Flash (Blind) I don't think are too bad. Perfect accuracy SlowX seems like a nifty tool. Added accuracy to NoiseBlaster is concerning though.

     Maybe nerf the NoiseBlaster's base accuracy? That way, if you really want to Muddle control randoms, you need to build Alchemist Edgar? Edgar's got a lot of powerful options that work regardless of his build. Making more of his options actually require specialization to work well would go far to balancing Edgar. Make it so that vig Edgar can't control randoms with AoE status as well, he has to rely more on ST status or AutoCrossbow.

Sentinel (Golem)  ---  Inherent CounterTools delay is shorter
     I asked for Quicktools, I had better support it. >_> Yeah, this solidifies Golem Edgar as the "grounded" vig Edgar. Shouldn't interfere too badly with Alchemist Edgar, since that one has speed & magic. (And if instaTools is op, it could just be $10 Tools).

     Inherent Counter here is....a case where it's not bad. Edgar doesn't generally equip the Black Belt, leaving only the Zantetsuken for some lategame counters. (And I don't mind overriding this portion of Zant, since its vig+/spd+ is still important utility for Sentinel Edgar). This also works well with the counter/cover spears, though he'll have reduced odds.

Phalanx (Unicorn)  ---  All Shields get some kind of bonus(?); Safe and Slow spells cast faster
     Dunno what shield bonus you could give, though I could get behind the idea. I know that, personally, I'm looking at two-handed Unicorn Edgar more, to help make up for the damage loss from not being Golem. Having a reason to equip shields could help.

     'Nother thing that could help is having something like +6%, +9%, or +12% cover rate. That's this build's gimmick, but Unicorn Edgar still doesn't exactly have a large cover rate. Also still leaves him with status vulnerabilities from his low stamina.

     Neutral to Quickcast: Safe/Slow. Personally would rather the above stuff primarily.

     Actually, it's probably a good idea to let the community playtest Unicorn Edgar before finalizing any class bonus ideas. >_> Still, I'll leave what I have up there.

Dragoon (Palidor) ---  Two-handed damage bonus is 75% instead of 50%; Haste and Float spells cast faster
     I love the two-handed bonus idea. It's a small but useful bonus.

     Quickcast: Haste/Float, I'm neutral towards. Quickcast of grey magic is definitely something that works somewhere for Edgar, and Dragoon Edgar isn't pure dps. He will be spending some time running support.


Sabin
Monk (Base)
Shaman (Stray) -
AKA "Stam-WOW" Sabin  ---  HP Regen rate is doubled; gain elemental resistance from equipped weapons
     Solidify Shaman Sabin, I can dig that. Especially love the doubling HP regen rate.


Godhand (Golem) - AKA "Slap-Chop" Sabin  ---  Critical Attack Rate UpBlitz delay is shorter
     I can dig this. Small but useful buffs.


Guardian (Terrato) - AKA "Schticky" Sabin ---  Inherent Cover; Sleep and Drain spells cast faster
     Lol, Quickcast on Sabin. Might as well let him quickcast all of his magic.

     Inherent Cover ain't too bad. Could add in what I recommended for Vanguard Celes, "Guard against st magic attacks as well." Still inherent Cover ain't bad. Dun think 11 Terrato:9 Stray Sabin necessarily wants to equip the Hero Ring/Knight Cape.


Cyan
Samurai (Base)
Swordsmaster (Bismark) ---  +25% Physical DamageBushido delay is shorter
     Axe the physical damage +25%. Too big a buff. At most, use +12.5%.

Templar (Kirin) ---  Inherent CoverCure spells cast faster
     Eh, I wouldn't use inherent Cover here. Templar Cyan is a solid build, I'd rather he be forced to take a Knight Cape if he wants to Cover allies.

     Quickcast: white magic, otoh, is something I like for Cyan. Seems like Templary Cyan is where you'd want quickcast of regen though, since he's got the stamina for it. Maybe swap? Templar gets Regen/Life, and Vanguard gets Cures?

Vanguard (Alexandr)  ---  Inherent CounterLife and Regen spells cast faster
     Not sure I agree with inherent counter either. It lets him counter with Mutsuno, sure, but that's it. Not sure that's really worth a class bonus. Again, "covers st magic attacks" is more in line with what you want. Put that obscene amount of HP to use. (Don't necessarily have to do that thing for all the HP+60 dudes. Just giving an idea of what to consider).

     Something to consider is 11 Alex:9 Bismark as a very real build possibility. So, again, inherent counter is probably bad. Quickcast: white is all right. Maybe swap them? Let Templar gets Regen/Life, Vanguard gets Cures?


Shadow
Ninja (Base)
Assassin (Phantom) ---  Critical Attack rate up; Pre-Emtpive Attack rate up
     Me like.

Shinobi (Fenrir) 

     I do like the idea of Back Guard here.

     People on Discord are kicking around a buff to Item. It's.........not a bad idea, but I wouldn't do it without making some Items more expensive (Tonic, Potion, Remedy, maybe Phoenix Down). Items the ST healing command, it's good at it's job, pure speed builds are definitely in the best place to abuse it, and Shadow's the only controllable character without AoE healing. Still, he's got the raw speed. Maybe Quickitem could go to someone else or something, iunno.


Gau
Hunter (Base)
     The character that only Nowea sems to have any idea of what to do with.

     Still throwing out my idea for having the odds of different Rage attacks be affected by stamina. Putting this idea here because maybe some ideas for class bonuses for Gau would be made clearer if that were a thing, since spd/stam would have more clear differences between them??

Beastmaster (Stray)
Berserker (Fenrir)


Setzer
Gambler (Base)
Undertaker (Shoat)
- AKA "Slotzer" ---  No dual-wield damage penaltyDoom and Poison/Bio cast faster
     First one is solid. >_>

     Second one is just following up with more minor buffs of utility damage. Not necessarily bad, though Slots will end up being used most of the time, b/c why wouldn't you want to use the equivalent to a Meteor or StopX?


Pilgrim (Starlet) - AKA "The Bank"(*) --- Inherent CounterRemedy and Regen spells cast faster
     Hmm.....stam Setzer is definitely a character who feels the harshness of being unable to get three relics. He wants Heiji's, Hero Ring, and Black Belt, for GP Toss + counter/cover shenanigans with Dice. Inherent Counter or Inherent Cover both open up that as a real possibility. I'm not 100% sure on it though. My instincts don't like it for some reason, even if it doesn't sound bad analytically.

     Quickcast: Remedy & Regen(X) is fair enough.


Cleric (Seraph) ---  HP+25%; Rerise, Remedy, and all Cure spells cast faster
     No HP+. Especially not for HP Setzer of all people.

     Quickcast: white is fair. Gives Setzer some form of speed, mostly related to his healing role. Quickcast: Rerise, again, is very powerful. Rerise all ready wins fights. (Up the MP cost of Rerise/Seraph?) Though quickcasting of Rerise is probably less op for Setzer than for Celes/Relm, simply because of the speed differentials. Maybe limit Quickcast: Rerise to Setzer only?


Mog
Moogle (Base)
Druid (Shoat)  ---  Summon delay is shorter; Break, Quake, and Poison/Bio cast faster
    I feel bad about chewing you out previously still, so I'm going to actually support the "Quick Summon," despite everyone else not doing so. It might mean we actually use summons for offensive purposes for once. Also works without Sage Stone, so Druid Mog has another option besides Dance/Rod.

     I'd actually replace it with "Infinite Summon." QuickShoat probably shouldn't be a thing, whereas QuickMaduin and QuickTerrato are only good for one shot. OTOH, Infinite Shoat is meaningless, since you only ever need to cast it once per fight. OTOH, infinite Maduin & infinite Terrato open up possibility for a real summoner build. Though then there's the issue of differentiating Summoner Mog from X-Mog. So you'd have to re-work the Maduin and Terrato spells. Which isn't a bad thing. It ain't like they're being used anyways.

     Quickcast: black magic is fine. That & Summoner helps push Druid Mog more towards his Magic and away from Dance/Rod. Which....is something I've been hoping would happen for a very long time. So I'm in support of anything that pushes that.

Geomancer (Maduin) ---  Dance always succeeds; (?)
     Again, hate "always succeed." Part of the reason for building stamina on Mog is to get Dance to succeed: handing it to me for free cheapens the whole purpose. If you absolutely must do this, axe the whole "stamina success" mechanic. Only Geomancer gets a boosted Dance rate. Druid Mog has to suffer occasional stumbles whenever he wants Snowman Jazz.

     'Nother strike against this is that switching Dances ain't really all that hot. Geomancer Mog really only needs one Dance per battle. Maybe, maybe, for a boss fight, he'll pick his one main Dance (Blues or Suite; maybe Jazz for AoE) and occasionally switch over to Desert Aria for some Image chance or Wind Song for good Sun Bath chance. Still, it ain't much. Dance........IMO, still ain't in the best of places. IMO, best deployment of Geomancer Mog would actually be a HeroRing/BlackBelt/Punisher set-up that auto-Dances one of Earth or Forest. Auto Heal/Cover party, and auto Dance/Counter attacks.

     I'll point you to my comments under Black Mage Terra, where I mentioned the idea of Tritoch being Mag+1 / MP+15 and Maduin being stam+2. Maybe pure stamina might reveal better class bonus ideas for Geomancer?

Dragoon (Palidor)
- AKA "Mogoon" ---  Two-handed damage bonus is 75% instead of 50%; Haste and Float spells cast faster
     First is cool.

     Huh, Dragoon getting Quickcast: grey magic. Fair enough.

Guardian (Terrato)  ---  Inherent Cover; Sleep and Drain spells cast faster
     Quickcast: Drain is pretty interesting for Guardian Mog, since he's got the HP to really do some damage with Drain. Still don't think it'll actually work out in practice.

     Again, see my comments on the other HP+60 builds. I think something more can be done for these guys. What we have now ain't the hottest.

Strago
Blue Mage (Base)
     Strago's actually a really hard one, methinks, since all of his builds are pretty similar to each other. "Support Mage with some nuclear options." Might indicate a balance problem with strago's chassis. I do know that I advocate for making Refract more expensive, since Image is so good of a buff. Also still advocate for a more expensive but also stronger Dark magic, since that gives Strago a real dps option, but at the cost of some serious MP burn.
Beyond that....I'm stuck.

(Black Omen can serve as the more modest nuclear option, with a lower MP cost. I know you currently have it the other way around, but I think this way works better mechanically. Probably because Black Omen is AoE while Dark can be doublecast, so it works better with Dark being dps and Black Omen not being too op).

EDIT: Coming back to this, I think, like Relm, we can resolve this by having Shiva Strago focus on pure offense, Zoneseek Strago focus on support, and Odin Strago focus on defense?

Sorcerer (Zoneseek) ---  MP+25%; X-Zone, Dark, and Ice spells cast faster
     Axe the MP+. Less pointless here than for the girls, but my instinct still says its an ultimately pointless bonus.

     Quickcast: black magic is interesting. I'm....huh. Problem is that it's mostly helpful for sniping elemental weaknesses, or getting X-Zone off a little earlier for clearing randoms. And if we're talking my Dark change above, seems more like something you'd want for Shiva Strago. (Unlimited power and all that). Maybe Quickcast: grey magic for Sorcerer Strago? It might not match Relm, but again, it doesn't have to. Strago's old & experienced, Relm's young and impulsive.

     Still needs something besides Quickcast: grey magic though. Esp. since that only real benefit to that is X-Shell. Maybe Quicklore instead? Let this build be more the support mage with a nuclear option (Black Omen), while Shiva is more raw power?

Wizard (Shiva) ---  +25% Magical DamageStop and Osmose spells cast faster
     Reduce magic damage bonus to just +12.5%. More modest, but still not bad.

     Again, why not let this build get the Quickcast: black magic? This is Strago's raw power build, give it the raw power tools. Let Zoneseek be the more "mixed" caster, and Sage be the pure defense.

Sage (Odin)  ---  HP Regen rate is doubled; Lore delay is shorter
     Yes to the former. The latter, see my comments above. I think it's probably better for Zoneseek.

     This is one case where I won't fuss and scream about HP+12.5%. For....obvious reasons. You know, having made HP+15 / Stam+1 Strago a thing for WT and all. >_> Still advocate it. Might actually be better for Counter/Cover Strago than raw stamina. Also means that Odin + Shiva/Zoneseek is a real thing, ya' know. Which is helpful for such a late esper.


     Again, going by what I said above, this is Strago's defensive build. Leave the utility mage stuff (Quicklore) to Zoneseek Strago. Let this build focus on defense.

Carbunkl
     See my argument under Terra above.


Relm
Pictomancer (Base)
     With the bonuses I recommended below for stam & spd Relm, it might be fitting to swap class names. spd Relm becomes "Priestess" since she's the healer Relm. stam Relm becomes "Illusionist" since she's dealing with brush gimmicks & Interceptor and whatnot.

Sorceress (Zoneseek) ---  MP+25%; Meteor, Flare, and Fire spells cast faster
     Axe the MP+.

     Quickcast: Black magic makes sense here.


Priestess (Starlet) - AKA "Love You Long Time" Relm ---  Summon delay is shorter; Rerise, Remedy, and Regen spells cast faster
    This is gimmicky defensive Relm. Illusionist is speedy healer Relm. Stop mistaking this build for healer Relm. : )

     Quicksummon works better for Relm than it did for Mog, certainly. But not for stam Relm. Quicksummon is Illustionist Relm's job. I've done it before with quite nice success. Thanks to her speed & MP, I caused a mass extinction of Nastidons through global warming. It was nice. Might have to nerf Bahamut to prevent spd Relm from outdamaging mag Relm's Meteor though. Or re-work Bahamut.

     Do something defensive. stam Relm can't really use counter/cover that well, she's stuck with status defense & RegenX + Black Heart. She's a gimmick build, she needs help. This is a case where HP+12.5% isn't too bad of an idea. Again, I'd let Relm actually get Interceptor without having to kill Shadow, and then give an Interceptor buff. Not damage buff, but defensive buff. Again, this is defensive Relm, except it's not working well. This build needs actual defenses, let's use class bonuses to fix that. (Oh, and free Interceptor. No killing Shadow, just remove that. Get all dreams in WoR. Because killing Shadow is stupid).

     Actually.....

     Something to consider is someone's idea of "If ally gets hit, Relm auto-heals them with Brush." Kinda like instant-Potion from FFIX, only with Relm only. The corollary is that, if she's got a Rod equipped, she smacks the enemy instead. stam Relm is gimmick Relm, brushes are gimmicks that ain't working....it's a match made in heaven. It's basically a variant of Cover, after all. So maybe Relm's chances of brush healing is stamina dependent. You don't need speed for auto-healing, so it's redundant on Illusionist Relm. That, and I dislike giving Relm's healing build (which is speed, not stamina) awesome grey magic tools.

     Let Zoneseek Relm be the black mage specialist, Illusionist Relm be the white mage specialist (that's what she is), and stam Relm be the grey mage specialist (since she's the true gimmick build).

  • stam Relm can get the "Brush Cover" for auto-healing & buff setting, plus a personal defense of some kind. Interceptor+ or HP+12.5% or something. Axe the quickcast: Remedy & RegenX. It's fitting, yeah, but stam Relm needs these other things first and foremost.
  • mag Relm gets Quickcast: black magic and something else. Attacker Relm.
  • spd Relm gets Quickcast: white magic & Quicksummon. Nerf/change Bahamut to prevent her from outdamaging mag Relm. Healer Relm with first strike utility.


Illusionist (Ifrit) ---  Brushes may set image; (?)
     This is speedy healer Relm. stam Relm is defensive Relm. Please stop mistaking this for some sort of gimmick build. : (

     Quicksummon and Quickcast: white magic make sense here, but with all her speed, she doesn't really need it. Still, they're the only thing I can think of for this build, and they ain't bad.

 

One thing I notice a lot is that a lot of "Quickcast: Such and Such Spell" seems arbitrarily assigned. I know it's an easy bonus to give out, but don't do it. A lot of these builds have no purpose of quickcasting the spell that you've assigned to them.

Also, for class bonuses, you want to expand the character, open up options, or provide minor buffs to what they all ready are good at. You don't want to replace critical gear or hand out huge buffs. Do stuff like "Can Cover more types of attacks," "Damage +12.5%," etc, etc. Not "Inherent Cover" or "Free Power Glove" or "HP+25%".

Also, HP/MP espers do not have to give the same bonus to different people. You aren't doing that with vig/mag/spd/stam espers, why do that for HP/MP espers? The characters are different, even if they're similar. Therefore, even if the buff is similar, it does not mean that it has to be the same. Case in point: Phoenix Terra vs Phoenix Locke, or Alex Celes vs. Alex Cyan.

Lastly, there are several cases here where I think the poorly assigned class bonuses isn't your fault. It's more a problem with still not having figured out the balance / design of certain classes yet. Mostly looking at Strago, Relm, Geomancer, the HP+60 espers, possibly Gau. I got nothing for the HP espers, but I did recommend ideas for the others.

************************************************

EDIT: Something I failed to consider: Is it possible to change "No dual wield penalty" into "Reduced dual wield penalty"? So, instead of no penalty, just weaken the penalty to 87.5% damage for both weapons? It ends up being the same as "Two-Handed Bonus Raised from 50% to 75%." That might not be quite so bad.

Spitballing Gau Ideas:

Beastmaster: Controllable Rage. Gau doesn't fly into a berserker frenzy when selecting Rage.

  • You still cannot switch Rages. When you hit "Rage" again, you just trigger the next attack in the Rage you all ready selected.
  • Green Cherry is still needed to allow switching Rage again.
  • This bonus allows Gau access to spot healing (Item/Regen) and some buffs/debuffs (HasteX) while Raging.

Berserker: Rage Counterattack. Gau now counterattacks with his actual Rage command, instead of his measly Fight. Still subject to 2/3 and 1/3 odds for the two attacks. Being on the non-stamina Gau helps control the power of this bonus.

************

Unfortunately, both these ideas are powerful & game-changing, which is something I tried to avoid with my suggestions. Rage Counterattack is definitely op with Rage as it currently is (see: Hurtmore counterattack). Still, it's another idea on the table.

EDIT: Last idea for determining class is to just do a straight "Whichever esper has the most ELs, that's your class. If two espers are tied, whichever one got there first determines class." Boom, simple. Flows perfectly with the mechanics, doesn't arbitrarily punish or reward certain builds, doesn't require any new events.

Hi all,

I used to lurk quite a bit at ID- I've posted a handful of times in the FFT 1.3 forum back there and _maybe_ once or twice in the BNW forum. Since a little before Arch came back and blew up ID, I've also been lurking here. I finally got around to making an account just so I could post in this thread (and now it'll give less friction for me to post some of my unrelated BNW questions...).

So, obviously my opinion means basically squat, but I have been following the mod for a while even though I only played part way through one really old version, only got to Atma in 1.8.4-ish (whichever version was right before adding ELs), and just now got to Vector in 1.8.6.

But, frankly, I'm not a fan of these ideas. I love the esper levels; I love that each character only gets some subset of espers; and I basically love everything about the mod. Let me try to articulate what I don't like about the classes discussion so far and you just take whatever points you think might be valid.

First of all, I find hidden mechanics to be annoying. Even when I played Pokemon, I hated having to look up Natures to see what they do to stats. I have very little time for video games, and I'm simply not going to sit with a guidebook (or printme/unlockme/web-page) open to reference constantly to see which spells I can cast quicker, or whether this dude has innate counter/cover, etc. I mean, it's fine if you're an old veteran and have committed this stuff to memory, but for the more casual among us who still enjoy optimizing, it detracts from the actual game.

Second, it's kind of a lot of complexity, relative to this kind of game. FF6 vanilla had very little complexity and you guys added just enough to make it interesting. But the fact that the espers are still the same no matter who equips them is a GOOD thing. I don't want to have to remember what Alex levels do to this character vs. that character.

Third, the classes are assuming/dictating what you are going to use the character for. Granted, in practice, it's probably going to be correct to assume that mag Edgar is going to play a particular role, but I find it annoying that just because I want to gain a certain combination of stats, the game will try to bottleneck me into playing a certain way. I like that "builds" are currently more free-form. I picked this combo of esper levels because *I* had a certain idea I wanted to accomplish, so just let me see if it worked out like I wanted. I could see this being frustrating for hybrid builds- maybe I wanted these stats on my hybrid Edgar, but instead I had to screw up my balance so I could get the mana battery bonus (or whatever). Sometimes trade-offs are cool to think about, but I could see this being frustrating.

Also, some of these characters have way too many classes. Celes has 7 listed in the OP as of my writing, not including the base class. It makes "designing" your teams overwhelming. That also exacerbates the difference in flexibility of the characters: we already know Celes is more flexible than Shadow- why add a multiplier to it? If there is something like a class system, can't it be limited to maybe 2 or 3 per character? Then you have something kind of like Secret of Mana 3, where each character had 2 options at each class upgrade point, making 4 final class outcomes, IIRC. It'll be easier to keep in your head, at least.

So those are my off-the-cuff thoughts on it. I hope I'm not stepping on too many toes with negative feedback as my first post here. I'll end by adding a few pleas to consider for this feature, not all of which are compatible with each other:

1. Keep the number of classes limited per character, even if they can equip many espers.

2. Maybe keep the classes purely cosmetic (you could even see if someone is willing to do custom sprites/portrait changes for the different classes. That would be a lot of work, but pretty neat). This is really what I hope for...

3. Please, please, put some in game documentation for the class bonuses if you have them.

4. Maybe nerf and/or decrease the scope of the bonuses. The quick-casting spells seems bizarre to me, but things like "increased counter rate" or "HP + 12.5%" or "decreased dance failure rate" seem less invasive. Also, limiting the bonus to one per class would be good, too.

Did we already pitch Exorcist for Slotzer? If not, I'll suggest that. It sounds badass. It's a type of healer that deals with dark forces. It's even a wrestler's name!

Thanks to everyone who's posted, both for and against. Just reminding y'all that this is something that's still firmly in "hey, wouldn't it be neat if..." phase, so everything I've posted is purely a rough draft any and all feedback is appreciated.

That said, a couple of general notes.

One, again, these ideas aren't set in stone. I only finished up this rough draft to give D and Seibaby a starting point as to the sort of things they may want to look into coding in for class bonuses. The prevalence of existing effects is simply due to the fact that I didn't want to bury them under a pile of new mechanics and so I only kept the best new ideas I had (which I then used fairly liberally). Feel free to suggest new ones and the list will evolve as necessary.

Two, the actual requirements for getting class are also not set in stone. This hasn't been coded yet and the real deciding factor will be what is and isn't possible. A progressive class system like Sword of Mana/SD3 has would be awesome, but I'm not going to break the bank with a single change like this. Ditto goes for explaining the class-system in game - there likely just will not be any real-estate for it. Again, feel free to pitch ideas.

Three... seriously, who in the hell is going to build a Carbunkl Terra? >.>

pogeymanz & BTB, I'll keep those things in mind.

33 minutes ago, BTB said:

Three... seriously, who in the hell is going to build a Carbunkl Terra? >.>

As it currently stands, Carbunkl Terra has the greatest ability to spam tier-3's. Not saying its the best thing in the world, but if you're giving Ifrit Locke something...

Also, in response to @pogeymanz in particular...

You make a good point(s), although I interpret these points to be "don't throw in something halfassed just because I want to see it happen" and "don't destroy the freeform build system that currently defines BNW". I assure you that I never add things to this mod without giving them an approrpiate (and often quite extensive) amount of consideration and that this notion will be kept very firmly in mind throughout.

15 hours ago, BTB said:

Also, in response to @pogeymanz in particular...

You make a good point(s), although I interpret these points to be "don't throw in something halfassed just because I want to see it happen" and "don't destroy the freeform build system that currently defines BNW". I assure you that I never add things to this mod without giving them an approrpiate (and often quite extensive) amount of consideration and that this notion will be kept very firmly in mind throughout.

Thanks for the replies and consideration, @BTB and @thzfunnymzn. I think your interpretation of my word vomit is half-correct. I wouldn't assume that you would put something in that is half-assed. It was clear that these class buffs are a brainstorm, which is why I decided to offer my two cents (before it's "too late" as it were).

I think another way to interpret my ramblings is "don't destroy the freeform build system that currently defines BNW", as you said, and "don't make BNW not-FF6". In my opinion, BNW is the fixed version of FF6. It keeps the flavor and basic mechanics of the game (espers teach magic and give stat bonuses, different characters have unique abilities and equip options), and simply makes them sane and interesting. I think my fear is that if this class thing becomes too significant an aspect of the gameplay (both in terms of impact on battles and on the mental overhead of team-building), that it will take away from BNW being "FF6.1"- rather, it'll become a game that is different from FF6. Which is all fine and a matter of opinion, but it would lose a little appeal with me, personally.

To be facetious and hyperbolic: "Hey, everyone liked the materia system. Let's add that, too!"

Again, if we're talking minor buffs, and only a handful of options to think about, I think I'd be happy with it.

I'm definitely in the camp of minor, flavorful buffs. Enough to help further differentiate builds, but not enough to seriously buff characters. The major areas where I introduced major buffs were on builds / classes I felt are mediocre. Which...actually is probably better handled by first fixing said build / class without resorting to class bonuses. That way, the class bonus can be kept as something small & simple yet meaningful & flavorful. So, stam Relm could just get Brush Cover without resorting to class bonuses, with her class bonuses focused more towards some minor extra stuff.

And I am most definitely in the camp of not destroying the existing free form system. You'll also notice that, for character like Terra & Celes, who have a huge amount of possible builds, I try to keep the class bonuses fairly generic. Stuff that would contribute to all builds, yet is still unique between different "classes." This plus keeping buffs minor shouldn't interfere with the free form system, but still provide some meaningful stuff via classes.

Today I'll try to be constructive instead of shitting on things.

Here's an idea: What if each class has one positive thing and one negative thing? For example, what if, e.g., a Mag Terra gets a small MP boost, but also takes a hit to Vig or HP? EDIT: Along those lines, you could maybe only do the negative stuff for "straight" builds and give hybrids a break.

Is it possible to modify equip options? What if Mag Terra can't equip heavy armors anymore, or takes an extra hit to speed from them, or something? That's probably adding too much complexity (both in terms of code and in terms of what the player has to deal with).

 

Thing with hybrids is that, IIRC, there's not going to be a way to code the game to understand a hybrid build. Golem + Stray on Sabin? The game will only understand "More Golem levels, so it's a Golem build." So, in this case, we have to select bonuses for the Golem build that not only work for the pure Golem build, but also for a Golem + Stray hybrid.

One positive, one negative, while it sounds like an interesting way to prevent power creep, I'm worried will violate the "don't ruin the free form nature of builds." If a Golem Sabin gets on positive and one negative, that one negative may be fine for a pure Golem Sabin, but it will adversely affect the hybrid build. For your example, you'd be locking Maduin Terra into a "frail mage" set-up, even though Maduin + Phoenix is a real possibility for a more bulky mage set-up.

18 minutes ago, thzfunnymzn said:

Thing with hybrids is that, IIRC, there's not going to be a way to code the game to understand a hybrid build. Golem + Stray on Sabin? The game will only understand "More Golem levels, so it's a Golem build." So, in this case, we have to select bonuses for the Golem build that not only work for the pure Golem build, but also for a Golem + Stray hybrid.

One positive, one negative, while it sounds like an interesting way to prevent power creep, I'm worried will violate the "don't ruin the free form nature of builds." If a Golem Sabin gets on positive and one negative, that one negative may be fine for a pure Golem Sabin, but it will adversely affect the hybrid build. For your example, you'd be locking Maduin Terra into a "frail mage" set-up, even though Maduin + Phoenix is a real possibility for a more bulky mage set-up.

Interesting. I don't know much about ASM, let alone SNES ASM, but how does it work that you can know that you have more Golem levels without knowing how many of each you have? If you knew how many of each you had, you could certainly come up with a look-up table, at worst.

But, yeah, I agree with you about hurting the free form build system. Honestly, I don't see any way to do this without hurting it, which was part of my gripe before... Having pre-defined classes necessarily does that, IMO.

IIRC, it's possible to program the game to understand how many of each esper has been taken. But to give it advanced logic in understanding build complexity, or even just moderate logic? Ain't happenin'. And a look-up tables of pre-defined builds & hybrids is another form of restricting the free form system. After all, whose to say that those of use deciding on the pre-defined builds to be used know all possibilities? Therefore, I believe we'll just end up with a simple class that simply states which esper you've taken the most of.

As for how that won't interfere with the free form system, again, I think the only way is to make sure bonuses are small and fairly universal in nature. For example, you'll notice for Phoenix Terra, I simply put up the idea of "No delay on Fight command, Reduced or no delay on Magic command." Just about any Terra build that takes primarily Phoenix will benefit from this, yet its still specific enough to be tailored to why someone would take heavy Phoenix. So it works for all possible builds involving Phoenix and, in theory, non-Phoenix builds will still be possible because the Phoenix bonus doesn't work as well for non-Phoenix builds. Course, deciding on two types of bonuses like that for each possibility is a lot of work & theorycrafting.

Idea:

Shiva Strago

  • Ignores Elemental Resistance (iow, elemental attacks always do at least neutral damage)
  • Magic/Lore has a 25% chance of an extra Poison proc (X-Magic would have two chances for an extra proc)

Odin Strago

  • Resist: Poison damage. (Not status, but element. Poison chosen to avoid abusive resist stacking with Black Heart)
24 minutes ago, thzfunnymzn said:

Idea:

Shiva Strago

  • Ignores Elemental Resistance (iow, elemental attacks always do at least neutral damage)
  • Magic/Lore has a 25% chance of an extra Poison proc (X-Magic would have two chances for an extra proc)

Odin Strago

  • Resist: Poison damage. (Not status, but element. Poison chosen to avoid abusive resist stacking with Black Heart)

Here's an idea! Not entirely serious, but whenever Odin Strago covers someone, 12.5% chance to proc Holy Wind, providing Strago has it.

This could maybe extend to the shield builds that are looking to emphasize having a shield on, having them block and/or cover someone and provide a heal or something similar. Issue is it might conflict with countering in some cases.

Also, since I don't believe it was put anywhere, what about bumping the chances up and/or adding the Dragon Helm effect for Edgar and Mog Dragoon builds?

Spitballs for Setzer:

Seraph: Random low % chance to cast Magic (but not Summon) for free.

Shoat: Random low % chance that any Slots command will also follow up with a random esper summon.

Starlet: Random low % chance that GP Rain will be used for free.

Just a thought, if we're worried about hybrids and the game knowing which takes priority, my suggestion is to force the class at half+1 max level. So if the max is 25, set the bonus to 13 for a single esper. That's only a little more then the current 10 being kicked around, but that requires you to commit to the idea to get a bonus, or go full freeform and do hybrid build. At best you could do 13/12, which would firmly lock you into a single esper as your 'main'. 

Its a little higher then a lot of builds use in a single esper right now, but that might also help promote hybrid builds if the class bonuses aren't too powerful, since the downside to picking a class is getting less of a splash from other espers. If you have a 10/10/5 build it's still worth considering, otherwise you'd have to do something silly like 13/7/5 or 13/8/4 just to get a class bonus.

Spitball: Rename Phoenix Locke to "Phoenix Mage", instead of Red Mage.

Why? Because Phoenix Locke is known for his X-Magic Fire 3 and Life 2 (and Cure 3). Just like a Phoenix. Otoh, iirc, he's not really known for being a mixed physical fighter/mage. Red Mage Locke is more fitting for Ramuh + Phoenix. And, lo and behold, naming Ramuh "Fighter" and Phoenix "Phoenix Mage" means that the hybrid of Fighter + Mage = Red Mage, which is exactly what that hybrid is.

First off, I really like this idea. The bonus act as additional incentives to invest in one build over another, while allowing for flexibility.

I'd like to pick up on the EL threshold question. @thzfunnymzn had an outline that ran: 

Quote

Before we start, may I point out that "No class until 10 in a given esper" is....not the best idea for BNW? Some classes gain 10 in a given esper early (vig Sabin), while other classes will take a while to get 10 in a given esper (healer/mage Terra). This hurts the fluidity of builds, forcing the player to aim straight for 10 in one esper to get their bonus before branching out, even though that's rarely a wise idea.

More appropriately, I'd say that

  • For WoB, 5 in any given esper qualifies as a class
  • For mid-WoR, ? in any given esper qualifies as a class (somewhere between 5-10)
  • For end-WoR, 10-12 in a given esper qualifies as a class

What exact formula / mechanic / programming is used is up for debate. I'm giving a rough estimate. You really need class to take into account the ratio of any given esper to the total amount of ELs taken. That way, you're not "forced" to take 10 of single esper early, since the game will generally reward you with a class just for taking your natural specialization.

I acknowledge the complexity that gets introduced by narrowing the threshold to include too many combinations, but 5 EL 'chunks' seem like a number that is accessible early, without being too explosive. 5 levels in a given esper could trigger tiered bonuses at increasing level 'chunks'. So associated bonuses at 5/10/15/20(?)/25(?) of a single esper to reward specialization while allowing for hybrid flexibility.

Taking Celes as an example, taking 5 ELs with Ramuh post-Zozo could trigger class to update to Holy Knight, and the first class bonus to trigger. Then, taking 5 Siren levels could leave class unchanged, but give a class bonus. Taking an additional 5 Siren would result in class change to Magic Knight, while retaining the first Holy Knight bonus. 

If you wanted to get a little fancier, hybrid builds reaching thresholds for multiple espers could result in synergistic bonuses. Here various 'chunk' combinations could trigger named hybrid classes, or merely bonuses in addition to the individual class bonuses.  I'm not sure about the state of available space in the existing data structures as of 1.9, that could be a problem with implementing this kind of mechanic, but these space constraints will become trivial if plans go ahead to eventually expand the rom in 2.0.

Just my two cents. Tossing out ideas.

Yeah, I'm starting to think that tiered bonuses would work best for things at this time. With an expanded rom the coders could focus some odd and neat extra bonus titles and benefits on top of that, but tiered bonuses seem like they would be the easiest to test coding wise.

 

Another thing I've noticed for Shadow and Gau is the lack of ideas for things. With Shadow, one of the possibilities BTB and Synchysi could use is the dog Shadow keeps by him at all times. That is one thing they might be able to use and 'enhance' with whatever bonuses they give. Maybe the dog would be more likely to attack/defend given what EL's Shadow takes, with the odds of the dog being a factor in a battle increasing each tier.

With Gau, you have a similar problem as Shadow, but less to work with for finding solutions to it. Therefore it might help to borrow from other characters in the game here for possible solutions. Think about stealing some things from the other characters. Afterall, Gau's ability is all about mimicing monsters, so why wouldn't he start imitating some of the other party members as he grows? He should not be as useful as Gogo in that regards, but using the bonuses to give him some minor aspects from the other characters (or maybe even other monsters) might make him more usable and useful in some ways. Well, that or just giving him some stat bonuses, or having his rages end after a time, or something else like that. BTB and Synchysi should definitely experiment and play around with that. However, too much of that can easily make him broken beyond belief if not done well, and that is an all too valid concern with his possible title bonuses if they go in that direction.

Are the Equipable Esper Bonuses and Relics independent from these class bonuses? For instance, if a player gets +25% HP can still equip an Esper or Relic offering the same bonus and have it stack?

 

As mentioned, I'm not sure how you might tell the game to give someone a certain class, especially if they are doing a 10/10 Hybrid type set up. I really like the idea of a tiered system with these bonuses being applied slowly at Esper Levels of 5-10-15-20 and MAYBE 25 if the player chooses to go that far.  This also allows the player the option of grabbing 5-10 levels in several espers to pick up multiple types of bonuses if they want. In looking at some of the bonuses such as "MORPH DELAY IS SHORTER", that isn't really TIERABLE, but it could work for a lot of them.

 

 

If this is implemented though, bosses and enemies after Dadaluma really need to be buffed, as these updates have been doing a great job of avoid "loss aversion", aka giving the players new buffs rather than nerfing things which is a lot more enjoyable but the challenge factor of the game will suffer a bit because of it.

 

My Impressions of the Bonuses

Terra
Mage (Base)
Battlemage (Bismark)  ---  Morph delay is shorter; Break and Storm cast faster
Black Mage (Maduin)  ---  MP+25%; all Fire/Ice/Bolt spells & Ultima cast faster
White Mage (Unicorn)  ---  HP+25%; all Cure and Life spells cast faster
Omega Mage (Tritoch) ---  Regen MP while morphed; Remedy and Regen spells cast faster
Red Mage (Phoenix) ---  HP/MP+12.5%Cure (1-2), Fire (1-2), and Life (1) cast faster

 

Everyone EXCEPT Battlemage I feel is spot on. The problem with Battlemage is Break/Storm casting faster does not at all synergize with a Bismark build. Instead, I'd give Terra either an Inherent Counter or an Inherent Oath Veil for 50% spell proc chance.

 

Holy Knight (Ramuh)  ---  HP+25%; all Swords get some kind of bonus(?)
Dark Knight (Phantom)  ---  No dual-wield damage penaltyMerton and Demi/Quartr cast faster
Valkyrie (Crusader)  ---  Inherent CoverSafe and Haste cast faster
Vanguard (Alexandr)  ---  Inherent CounterLife and Regen spells cast faster
Magic Knight (Siren)  ---  Runic restores 2x MP; all Ice & Bolt spells cast faster
Holy Mage (Shiva)  ---  MP+25%; Holy, Merton, and all Cure spells cast faster
Cleric (Seraph) ---  HP+25%; Rerise, Remedy, and all Cure spells cast faster

All great ideas! Just a question of the SWORD Bonus. Once again, an inherent Oath Veil could work here or maybe a reduction in MP crit cost since Celes will likely be running crit/proc weapons on that build

Now another thing I realize is with your new Stamina idea, Cover and Counter % improves with Stamina, which means giving Inherent Counter or Cover on a Stamina Build is somewhat counter-intuitive. I'd consider combining the Counter and Cover into Alexander, and giving Valkyrie a boost to ???

Locke
Rogue (Base)
Fighter (Ramuh)  ---  Critical Attack rate up; all Swords get some kind of bonus(?)
Paladin (Kirin) ---  All Shields get some kind of bonus(?); Cure (1-2) cast faster
Thief (Ifrit)  ---  Steal always succeeds; Drain and all Bolt spells cast faster
Red Mage (Phoenix) ---  HP/MP+12.5%Cure (1-2), Fire (1-2), and Life (1) cast faster

 

Fighter-MP crit cost down

Paladin-Put an idea for this on Edgar's build

Thief- Steal always succeeds is kind of...meh. Could maybe combine that with Steal>>Mug but even then Steal is extremely situational at best. Increased Evasion and Counter rate fits well with Thief.

Edgar
Engineer (Base)
Alchemist (Siren)  ---  Status-setting attacks/spells ignore enemy stamina; gain elemental resistance from equipped weapons
Sentinel (Golem)  ---  Inherent CounterTools delay is shorter
Phalanx (Unicorn)  ---  All Shields get some kind of bonus(?); Safe and Slow spells cast faster
Dragoon (Palidor) ---  Two-handed damage bonus is 75% instead of 50%; Haste and Float spells cast faster

 

The shield thing again, hmmm. One thing that comes to mind for me is making a Blocked physical hit restore HP for the damage it would have caused, like Runic but for HP.

 

Those Alchemist bonuses are really unique and interesting!

Sabin
Monk (Base)
Shaman (Stray) - 
AKA "Stam-WOW" Sabin  ---  HP Regen rate is doubled; gain elemental resistance from equipped weapons
Godhand (Golem) - AKA "Slap-Chop" Sabin  ---  Critical Attack Rate UpBlitz delay is shorter
Guardian (Terrato) - AKA "Schticky" Sabin ---  Inherent Cover; Sleep and Drain spells cast faster

 

Perfect

Cyan
Samurai (Base)
Swordsmaster (Bismark) ---  +25% Physical DamageBushido delay is shorter
Templar (Kirin) ---  Inherent CoverCure spells cast faster
Vanguard (Alexandr)  ---  Inherent CounterLife and Regen spells cast faster

 

Anyway to distinguish the Bushido Delay to specific skills, such as reduced Tempest/Dispatch Delay versus reduced Dragon/Eclipse Delay?

Kirin's bonuses are meh when considering that his high Stamina will already give him a high Cover rate and Cure spells on Cyan are garbage. Instead consider Mag+25% to buffs his cure spells and keep Dragon/Eclipse powerful into late game

Shadow
Ninja (Base)
Assassin (Phantom) ---  Critical Attack rate up; Pre-Emtpive Attack rate up
Shinobi (Fenrir) 

The Critical Attack is definitely enticing to encourage the player to "Fight" over "Throw", Pre-Emptive Attack rate up is simply Meh

Fenrir without a doubt needs to offer a bonus to Interceptor, such as "Interceptor counters all blocked physical attacks" instead of being it's open separate thing and/or a buff to interceptor damage. Truthfully, giving a Interceptor buff synergizes much better with Phantom than Fenrir, so I'd maybe move the current Phantom Bonus to Fenrir in that case.

Gau
Hunter (Base)
Beastmaster (Stray)
Berserker (Fenrir)

From FunnyMzn

Spitballing Gau Ideas:

Beastmaster: Controllable Rage. Gau doesn't fly into a berserker frenzy when selecting Rage.

  • You still cannot switch Rages. When you hit "Rage" again, you just trigger the next attack in the Rage you all ready selected.
  • Green Cherry is still needed to allow switching Rage again.
  • This bonus allows Gau access to spot healing (Item/Regen) and some buffs/debuffs (HasteX) while Raging.

Berserker: Rage Counterattack. Gau now counterattacks with his actual Rage command, instead of his measly Fight. Still subject to 2/3 and 1/3 odds for the two attacks. Being on the non-stamina Gau helps control the power of this bonus.

 

I love these ideas

 

Setzer
Gambler (Base)
Undertaker (Shoat)
 - AKA "Slotzer" ---  No dual-wield damage penaltyDoom and Poison/Bio cast faster
Pilgrim (Starlet) - AKA "The Bank"(*) --- Inherent CounterRemedy and Regen spells cast faster
Cleric (Seraph) ---  HP+25%; Rerise, Remedy, and all Cure spells cast faster
 

Undertaker: Are Dice even affected by Dual Wield? Or would the No Dual Wield simply affect Darts and Knives?

Pilgrim-I am not big on giving Inherent Counter/Cover on a build that is already focusing Stamina anyway. What about a Gil Toss bonus instead?

Cleric-Perfect!

 

Mog
Moogle (Base)
Druid (Shoat)  ---  Summon delay is shorter; Break, Quake, and Poison/Bio cast faster
Geomancer (Maduin) ---  Dance always succeeds; (?)
Dragoon (Palidor)
 - AKA "Mogoon" ---  Two-handed damage bonus is 75% instead of 50%; Haste and Float spells cast faster
Guardian (Terrato)  ---  Inherent Cover; Sleep and Drain spells cast faster

Geomancer bonus is not helpful since with a Geomancer build your dance will almost always work anyway. Instead, a buff to the Healing potential of Stamina spells used during Dance 

Strago
Blue Mage (Base)
Sorcerer (Zoneseek) ---  MP+25%; X-Zone, Dark, and Ice spells cast faster
Wizard (Shiva) ---  +25% Magical DamageStop and Osmose spells cast faster
Sage (Odin)  ---  HP Regen rate is doubled; Lore delay is shorter

The spells the cast faster between Sorcerer/Wizard might make more sense with Sorcerer getting a faster X-Zone, Doom and Stop and Wizard getting faster Dark, Ice and Osmose spells

Relm
Pictomancer (Base)
Sorceress (Zoneseek) ---  MP+25%; Meteor, Flare, and Fire spells cast faster

Priestess (Starlet) - AKA "Love You Long Time" Relm ---  Summon delay is shorter; Rerise,Remedy, and Regen spells cast faster
Illusionist (Ifrit) ---  Brushes may set image; (?)

Illusionist- Brush may set image + Evasion up

Priestess-Scrap Summon Delay, offer a bonus to Interceptor or a bonus to Sketch

No matter what happens, enemies are due for a buff here anyway. Especially with the cover and counter system implemented, monsters were ALREADY slated for a boost at some point. So adding classes on top of that... you can expect to run into some tougher stuff later on, that's for sure. 

Are we going to see Cover & Counter on monsters? >_>

Not likely since the new cover code overwrites most of the monster cover functionality. When I wrote it, I asked BTB if I should preserve it (the functionality is there in vanilla, but unused) and the answer was no.

I'm looking at suggestions for builds that haven't been talked about yet, although I suppose I should be doing this in the Discord chat if I really wanted to make headway.

Anyway, I'm feeling one of two ways about Gau. The first is a symmetrical set of bonuses, while the second is more unique.

For the symmetrical set, Beastmaster would gain a bonus to monster-specific abilities, any 'Special' attack as well as any other attack that isn't shared by any other character. Berserker would gain a similar bonus to any ability not covered by this. The goal is for roughly half his abilities to be boosted by each set, although it probably would use some more fine-tuning. But in this case, you'd basically be opting for one set of Rages over another, and this would probably lead to, well, Berserker being the better healer, actually, which is weird. Anyway, I suppose the ultimate goal would be for Beastmaster to be good at utility/support with monster skills, while Berserker trucks things dead, but both are kind of lazy bonuses and don't feel fun to me.

Alternately, Beastmaster alters the chances from 66/33 to 60/40, or maybe even 55/45, although I feel like approaching 50/50 is too strong. And then Berserker grants some other kind of flat bonus. Perhaps something for just all "Special" attacks, maybe just a straight damage boost, I'm not sure exactly. If he didn't already have the lowest penalty and fastest command input, I'd say Berserker could reduce those in some fashion, but some kind of just straight power boost would make more sense to me. Your choice would then be between better utility, through normally rare secondary actions being made more common, or simply better trucking ability, through hitting even more really hard than he already does.

Both of these offer a generic "X% boost" that otherwise feels bland, but it's hard to come up with a non-gamebreaking but thematic idea for him given his unique set.

For Shadow, the one listed build already seems to favor attacking, so make his second one focus on throwing. As fast as he already is, I don't think he needs any kind of delay buffs, so perhaps simply a chance to not use the thrown item? Giving a throwing/supporting build better longevity and helping to alleviate the gp drain committing to this build could otherwise lead to. Other than that, it's hard to think of what a throwing build would want that it doesn't already have.

Oh, I know, just turn Throw into Mix! :kappa:

Just spitballing an idea here, but perhaps instead of linking class bonuses to ELs in a particular Esper, it could be done simply by their regular level and be a Talent, taking a page from the Dota 2 Handbook. Here's an example for "Medusa" in Dota 2.

 

4e5dfd10fe1aff91b20a1ad15758a3a4.png

 

For example, a Celes tree could appear as

 

Level 10: Vigor+5 or Magic +5

Level 15: White/Grey Magic cast rate up or Black Magic cast rate up

Level 20: Runic ignores party/auto-counter with Runic or ??? damage up 20%

Level 25: Magic Damage + 25% or No Dual Wield Penalty + Crit Chance up

 

Coincidently, the Dota 2 levels fit nicely into BNW as well since unless you're striving for a low level game most players will hit Level 25 before Kefka Tower. So the general trend would then be:

 

Level 10: + 5 boost to a main stat choice (Vigor Magic Speed or Stamina)

Level 15: Spell or ability cast rate boost up choice

Level 20: A choice between 2 buffs affecting that character's special action

Level 25: A significant boost to the character's damage/healing or tanking potential (possibly another ability buff too)

 

 

 

 

 

This seems like a really fun idea and I'm all for it. It'd be cool if each class had a different sprite kinda like jobs in FF5.

Changing character sprites gets complicated, because a lot of stuff is linked to sprite ID. It's definitely possible, because T-edition manages it, but it's definitely more complicated than just changing a character's sprite.

Quote

Nowea: BTB I propose that if class names ever happen that a primary Kirin Locke be named White Knight now

 

On 12/17/2017 at 1:39 AM, vonriel said:

I'm looking at suggestions for builds that haven't been talked about yet, although I suppose I should be doing this in the Discord chat if I really wanted to make headway.

Anyway, I'm feeling one of two ways about Gau. The first is a symmetrical set of bonuses, while the second is more unique.

For the symmetrical set, Beastmaster would gain a bonus to monster-specific abilities, any 'Special' attack as well as any other attack that isn't shared by any other character. Berserker would gain a similar bonus to any ability not covered by this. The goal is for roughly half his abilities to be boosted by each set, although it probably would use some more fine-tuning. But in this case, you'd basically be opting for one set of Rages over another, and this would probably lead to, well, Berserker being the better healer, actually, which is weird. Anyway, I suppose the ultimate goal would be for Beastmaster to be good at utility/support with monster skills, while Berserker trucks things dead, but both are kind of lazy bonuses and don't feel fun to me.

Alternately, Beastmaster alters the chances from 66/33 to 60/40, or maybe even 55/45, although I feel like approaching 50/50 is too strong. And then Berserker grants some other kind of flat bonus. Perhaps something for just all "Special" attacks, maybe just a straight damage boost, I'm not sure exactly. If he didn't already have the lowest penalty and fastest command input, I'd say Berserker could reduce those in some fashion, but some kind of just straight power boost would make more sense to me. Your choice would then be between better utility, through normally rare secondary actions being made more common, or simply better trucking ability, through hitting even more really hard than he already does.

Both of these offer a generic "X% boost" that otherwise feels bland, but it's hard to come up with a non-gamebreaking but thematic idea for him given his unique set.

For Shadow, the one listed build already seems to favor attacking, so make his second one focus on throwing. As fast as he already is, I don't think he needs any kind of delay buffs, so perhaps simply a chance to not use the thrown item? Giving a throwing/supporting build better longevity and helping to alleviate the gp drain committing to this build could otherwise lead to. Other than that, it's hard to think of what a throwing build would want that it doesn't already have.

Oh, I know, just turn Throw into Mix! :kappa:

What if Gau's classes messed with his ai? You could reliability have less "no Gau! Not THAT move!" Moments.

I have a few small ideas I'd like to throw out there since we're still in the "throw it at the wall and see what sticks" phase.

It's cool that Relm can get Interceptor but no sane person would sacrifice Shadow for that, and I also feel like she doesn't have nearly enough use for high Stamina, so what if Starlet Relm got access to Interceptor even if Shadow wasn't dead?

Similarly, I don't think Strago get's enough out of Stamina either, so maybe something like having a higher proc rate on counterattacks with rods? Somebody mentioned having a chance to cast Holy Wind when he covers, that sounded pretty good.

I love the idea of Ifrit Relm being called the Illusionist and her brushes proccing Image in place of their normal procs, and it would probably be the only build I'd ever use for Relm if you put this in.

I think Bismark Terra definitely shouldn't have the Quickcast: Break and Storm, since she barely has reason to use those spells late game to begin with, and DEFINITELY not when she's built for vigor. It'd be a bit much but what if instead she had a chance to auto-Bserk when she Morphs? Terra is an excellent spell-caster even with pure Vigor builds, so this would serve the dual purpose of cranking up her damage for her glass cannon build while also making it more difficult for her to cast powerful damage spells while morphed with that build. For example, I just ran through Kefka's Tower with pure Bismark Terra and she was still hitting 9999 when she was weakness sniping with tier 3 spells.

Another thing that feels like it's a little poorly defined is Terrato Sabin, so why not give it something to exacerbate it's differences with Stray Sabin? I was thinking since one of the main benefits of Stamina over HP for him is that Chakra is stronger, that you could make Terrato Sabin have stronger Mantras and help solidify the HP build's role as a defensive support.

That's pretty much all I've got for now.

 

2 hours ago, JohnFuklaw said:

Another thing that feels like it's a little poorly defined is Terrato Sabin

I'll nitpick and say that Terrato Sabin looks like he makes a solid bulky hyb Sabin, as opposed to Golem + Stray which is more "frail". He's got the all-important HP for front-row attacking, he's got beefy Mantra / Golem summons, and he can afford a few Stray ELs to beef up Chakra. Have yet to try it, but I'm personally more attracted to Terrato Sabin as a "support tank" build for Sabin, rather than Stray Sabin.

This is jut me nitpicking. Carry on. : )