Etrian Odyssey Hardtype

Discuss the first game of the series.

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zombero
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Etrian Odyssey Hardtype

Postby zombero » Tue May 02, 2017 7:17 pm

I've been working on a hack for the original Etrian Odyssey game, and since it is now nearing completion: it's time to give the low-down! This hack is designed to improve balance, fix bugs, and increase the difficulty level. However, the intent is to enhance the strategic element, not pump up the grind factor. As such, the level-based mod to damage dealt/received has been severely diminished.

Big Changes:

-Level-based damage mods severely toned down
-Immunize no longer affects physical elements
-Class and skill rebalance (see below for specifics)
-Enemies generally deal more damage, particularly later in the game
-Enemies generally have a bit more HP
-Retire bonus increased a bit
-Phys resist on Adamas has been reduced, and buy price drastically reduced
-Endgame equipment now has some resistances on them (to ensure they are actually an upgrade to Adamas)
-HP Up now gives +20% HP regardless of class (and Alchemist can now learn it)
-TP Up now gives +40% TP regardless of class
-Defensive buffs and attack debuffs generally nerfed, though they will still feel more important than ever in this hack.
-Skills that adjust the odds of an enemy targeting you (Provoke/Cloak) have been bugfixed to begin working immediately

Planned Changes:

-Rest penalty reduced
-Binds and Ailments reworked (toward generally being more universally useful, especially Ailments)
-Possibly make Dark Hunter's Viper not require a particular weapon
-Alter the critical hit damage calculation to be more significant
-Improve Spd boosting abilities (to affect accuracy and/or evasion)
-Have Ecstacy also give some bonus damage at 1 and 2 binds

Class Changes:
-not every little tweak is mentioned, but the bigger changes are:

Landsknecht:
-2-Hit activation rate increased substantially
-War Cry no longer reduces defense and gives more atk
-Hell Cry no longer reduces Max HP and gives a lot more atk, but more significantly decreases defense
-"Armheal" changed to "Liberate", now removes more binds and ailments when leveled
-Axes can now use chaser skills
-Axe skill damage slightly increased
-Allslash damage slightly decreased

Survivalist:
-Disable's damage increased
-"Cloak" changed to "Conceal", now reduces an ally's chance to be targeted while increasing their phys resist
-"Escape" changed to "Refuge", now increases chances of escape while granting a small amount of Resist All

Protector:
-Provoke's effect made more significant (in addition to being bugfixed)
-Antielem skills now reduce damage to 15% at lv 5, 0% at lv 10, and grant 100% heal at boosted lv 10
-Cure and Cure II improved
-Pain Apsis now increases Smite's damage substantially

Dark Hunter:
-Fury's effect increased
-Boost Up's effect increased
-Cloak now also gives a bonus to attack (in addition to being bufixed)
-Viper's poison damage improved
-Bait now triggers on magic attacks as well
-Ailment success rates increased, but duration decreased

Ronin:
-Stances now last until the end of battle (or until removed)
-Stances rebalanced to be more equally viable
-All damage skills greatly improved, especially the ones that aren't Midareba
-Crit Up's activation rate drastically increased
-Sight's bonus increased
-Zamba given head bind
-Gatotsu given leg bind
-Kabuichi is now the more damaging Iai stance physical skill

Medic:
-Immunize no longer affects phys damage

Alchemist:
-Poison damage now largely based on the target's current HP
-Now generally does more damage lategame and less damage early on
-"Fire Up", "Ice Up", "Elec Up", and "Toxins" consolidated into "Alchemy", which now (more significnatly) increases Fire/Ice/Elec damage.
-Alchemist now learns HP Up
-Alechmist now learns Lure
-New skill "Dampen" decreases the Fire/Ice/Elec offense and defense of all enemies
-Flame/Freeze/Thunder learning requirements drastically increased

Troubadour:
-Buffs now only last 5 turns
-Bravery damage increase reduced
-Shelter changed from def increase to physical damage resistance

Hexer:
-Frailty now slightly reduces enemy resistance to all damage elements instead of decreasing defense
-"Relapse" changed to "Expose", reduces enemy resistance to ailments and binds
-Revenge damage increased

Equipment Changes:
-In order for endgame equipment to serve as an upgrade over Adamas, some new resistances were added. These are all fairly small, generally 10% or less, yet very significant in practice.
-The following items were given additional Phys resist: Demon Mail, Sylpheed, Holy Armor, Ghost Vest, Angel Robe, Fairy Mail, Ruby Mail, Hex Mantle, Angel Helm, Brave Gage, Ebon Glove, Ruby Gage, King Apsis, Halo Apsis, Holy Apsis, Speed Boot
-The following items now resist Phys and Magic damage: Mobius Alb, Athanor
-The following items now resist Magic damage: Moss Ring, Moss Band
-The following items now resist all elements: Town Medal, Town Crown

Once the hack is completed, I'll be sure to post a download link. Until then, comments/questions/feedback are welcome! Currently, I am working on the Primevil fight and my last round of balance and system changes.

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