Author Topic: System/Ability changes (Possible SPOILERS)  (Read 1761 times)

kokushishin

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System/Ability changes (Possible SPOILERS)
« on: March 23, 2012, 11:29:14 PM »
COM:
Role bonus is much lower, about half of what it was in FFXIII.
They have a ton of new auto-abilities that raise damage; most of these don't stack with each other though.
Powerchain appears to have been buffed.

RAV:
Other than the new skills, they appear to work the same.

SAB:
Role bonus starts very low; at Bonus Boost II it's a bit lower than it was in XIII.
I don't have any info about accuracy for the spells themselves at this time, unfortunately.
Wound and Woundga
All skills inflict Wound damage.
The normal spells received a slight damage boost.
Curse makes a target take 33% more Wound damage and lowers Keep.
Deprotect and Deshell are a smaller bonus.
Dispel attempts to remove 2 buffs per cast.
Endless Nightmare (damaging move that slightly boosts debuff duration)
II/Heavy skills are physical, with higher attack multiplier, cut and keep.
No Daze or Slow outside of Feral Links.

SYN:
Role bonus is much lower.
Most buffs seem to have longer base duration, perhaps to compensate.
-Ga buffs are cast on the whole party, but wear off very fast.
Brave and Faith are basically equal to Bravera and Faithra in the previous game: big boost with a short duration
Vigilance is now Wound damage -33%, Keep+20;  There is no way to raise Cut in this game outside of the "Pressure" passive
Endless Blessings adds ~8 seconds to buff duration.
No one learns Barspells or Haste.
Enaero replaced Enwater.

MED:
Role bonus is lower.
I'm not sure how much is Raise itself vs. Improved Raise II, but characters revive with more HP.  Max seems to be 50% (in FFXIII Lightning with Improved Raise II capped at 36%)

SEN:
Role bonus is more front-loaded, and doesn't protect allies quite as much. (9% vs 15% in FFXIII)
Role Bonus has a Wound Damage lowering effect.
Lost all evasion related abilities: Evade, Counter, Elude 
Steelguard increases resistance by 5% per hit. (1-2% in XIII)
Element Guard lowers elemental damage for the whole party by 33%.
Can't say for certain here, but it appears Entrench's bonus may be higher (My Metalligantaur is doing quite a bit more damage than it "should")

« Last Edit: June 02, 2012, 07:55:43 PM by kokushishin »

kokushishin

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Re: System/Ability changes (Possible SPOILERS)
« Reply #1 on: April 02, 2012, 12:37:10 AM »
Ability Groups

Guard
*Steelguard
*Mediguard

Related Passive: Improved Guard, Improved Guard II

Counter (JP: Revenge)
*Entrench
*Vendetta

Related Passive: Improved Counter, Improved Counter II

Ward (JP: Barrier)
*Fringeward
*Deathward

Related Passive: Improved Ward,  Improved Ward II (Snow only)

Debuffing (JP: Weaken)
*Deprotect
*Deprotega
*Deprotect II
*Heavy Deprotega
*Deshell
*Deshellga
*Deshell II
*Heavy Deshellga
*Poison
*Poisonga
*Poison II
*Heavy Poisonga
*Imperil
*Imperilga
*Imperil II
*Heavy Imperilga
*Dispel
*Dispelga
*Dispel II
*Heavy Dispelga

Related Passive: Improved Debuffing, Improved Debuffing II


Debilitation (JP: Obstruction)
*Curse
*Cursega
*Curse II
*Heavy Cursega


*Pain
*Painga
*Pain II
*Heavy Painga
*Fog
*Fogga
*Fog II
*Heavy Fogga

*Related Passive: Improved Debilitation, Improved Debilitation II


Defensive
*Protect
*Protectga
*Shell
*Shellga
*Veil
*Veilga
*Vigilaga

Related Passive: Defensive Maintenance,  Defensive Maintenance II (Ultros only)


Augment (JP: Strengthen, Reinforce)
Bravery
Bravega
Faith
Faithga
Vigilance
Enfire
Enfrost
Enthunder
Enaero

Related Passive: Augment Maintenance,  Augment Maintenance II

« Last Edit: July 29, 2012, 08:25:41 PM by kokushishin »