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<- This could use a nerf.Ĩ) HellCry Punch has 8 MP cost.
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I think some more MP cost and/or less damage output.Ĥ) Lightning Stab has 10 MP cost. Dark / Holy Knight / Swordsman: * THESE NEED TO BE LOOKED AT. Ultima has a 100% chance to be learned when Ubersquire, Assassin, or any other class that can learn it is hit with it. Y in damage formula up from 4 to 5.Ģ) Ultima Y in damage formula up from 23 to 26. Blade Grasp still cancels it though.ġ) Head Break JP Cost down from 300 to 250.Ģ) Armor Break JP Cost down from 400 to 350.ģ) Shield Break JP Cost down from 300 to 250, Success %Y in formula down from 55 to 45.Ĥ) Weapon Break JP Cost down from 400 to 350.ĥ) Magic Break Y success % in formula down from 50 to 45.Ħ) Speed Break Y success % in formula down from 50 to 45.ħ) Power Break ^ success % in formula down from 50 to 45.Ĩ) Mind Break Y success % in formula down from 50 to 45.ġ) Dash now correctly deals random damage and the AI uses it as such. Evade from mantles and shields will be IGNORED. Here I will provide a patchlist I wrote myself by comparing the two versions with FFTPatcher, so you can see >EVERYTHING>ALL EQUIPMENT BREAK SKILLS NOW IGNORE EVADE<< This means that their hit % will rise with the user's stats, and if the stats get high enough they WILL get 100% chance to break. Philsov provided a small patchlist of the things he changed from V1.0 Vanilla FFT to his V1.2 FFT, however, that patchlist was very broad and general. I have been a little busy with class and recording WOTG vids but here it is as promised. NOTE: THE GAMEFAQS VERSION OF THIS THREAD IS HERE: