There is a bug with the lastest version that changes Djeeta's element from wind to light.
To fix, delete the following file which seems to have slipped in by mistake.
GBFR/data/system/player/data/pl0100/pl0100.json Looks like field saveElement_ controls Djeeta's element and it was changed from 3 to 4. It is the only change in the file so it is safe to delete.
The zero HP ones will be fairly borked for everyone else (on 4x hp they won't see the HP go down until it reaches 25% and the quest will fail at 10 minutes, etc.), but the character rebalance works client sided. It'll affect your characters and your AI, but not any friends in your lobby.
For the rebalance itself, only the person who wants to use it needs it installed, though i think it's good if everyone is okay with that beforehand. 4x works fine in multiplayer if everyone uses it.
Hey, I only just picked up the game while it was on sale last week and wanted to say that this mod has made playing the game such a blast! I'm really enjoying the game and the fact that all the characters I'm enjoying feel relatively equally impactful in fights. Thanks a lot for your hard work in balancing. :)
A quick question though, I have your "No Gamba" patch enabled and was wondering if the Butterfly's Valor sigil for Narmaya is just useless with it enabled? The description you have on the Mod Manager basically says you reduced it to 0% and that she gets +3 butterflies instead (presumably referring to Butterfly's Grace?), I could just be dumb and completely misunderstanding but I was hoping you might be able to clarify.
Yes, it is useless. Personally, i still equip it, because well, that just feels right, also because the double sigils are less pain to grind anyway. Also lets me play vanilla without having to change my build, whenever. Sadly unless there has been breakthroughs i'm not aware of, there's no alternative solution here, so i hope it's alright!
"Sumrak: 15|45. This skill was fairly terrible for players to use, being hard to use and doing actually no damage. However this made AI do a bit much, i want to prioritize player enjoyment over AI, so AI no longer uses this (sorry it was kind of busted, ping me or comment on the mod if this is something you dislike)"
+1 on letting the AI use it, could lower damage if needed.
Lowering the damage was exactly what i wanted to avoid, so that Players could enjoy it, without making AI busted. It's a struggle. What would you suggest?
Nothing of the sort. I wish i could just reduce the AI's damage somehow, but the only thing i am able to do is disable it entirely. As it stands, the rebal eugen will do about as much as vanilla, even without sumrak (it just wasn't all that good vanilla).
Hello Tsuyara, thank you very much for your mod, it looks very interesting.
I am contemplating picking it up but first I would like to ask you a question : how does the AI behave with these changes ?
As someone that tends to make a party of 4 and play alone, AI behaviours are very important. Also in vanilla, some characters are way stronger than others in the hand of the AI. So yeah, I'm quite curious about it.
AI Balance was not the primary concern here, so some AI may perform better than others, but all the changes will still kick in for AI and should, at least theoretically, be more balanced than vanilla.
Pretty much everything is modular, just enable the character rebalance and nothing else. It does also adjust some sigils, if you want to remove that, remove the table skill_status.tbl (and weapon.tbl/weapon_skill_level.tbl) in char rebal\GBFR\data\system\table. Though that said, sigil changes were taken into account *for* character balance. Character specific sigils being changed, like Djeeta and Gran getting extra cooldown reduction (like they used to before they got NERFED).
I want to use this from the start. Is there any obvious sign in-game that the mod is applied?
edit: Answering myself. There is a console window when Reloaded II is injected, and other visual mods are applied, so I assume this mod is also applied.
Playing the longer zeros with people who don't have the mod is some extreme form of jank... (zero, orbs, etc. will be shown as full HP until they reach the vanilla hp values, the fight takes over 10m and only people with the mod have the time extension, it's entirely borked).
You mentioned this is inspired by the Midnight mod. I do prefer this game's balance adjustments as Midnight almost wanted a completely different game. However there's a ton of QoL present in the midnight mod (especially as it relates to grinding) that are not here. Any chance you're doing more than just character and rune balance?
Certainly a possibility if it's something people would appreciate! Likely as an optional addon, if so, though. Is a bit of a pain to work on generally but i try to keep things modular so people can pick and choose.
Great rebalance, been using it for about 30 hours now in endgame and it feels great - Tweyen particularly is really fun to play here.
Have you considered doing any loot table tweaks? Things like horn of Bahamut, supreme Weapon essence and crown of laments can be quite a brutal grind. For horn of bahamut maybe adjusting the break/stun damage requires to break his horn could be another way to approach it but I don't know how easily these things can be changed.
In a way i kind of tried to keep the scope of the mod focused. I.e. it does balance, and if you want to do loot tables and something, you can use a dedicated loot table mod, or something to that effect. That's the idea at least. I could add a loot table mod as a separate thing though, maybe paired with harder difficulty bosses, but due to a falling out between the admin of the discord where most of the playtesting took place and me, it's been kind of hard to work on it, lack of feedback and stuff. I can try my best though if you'd really like it.
67 comments
To fix, delete the following file which seems to have slipped in by mistake.
GBFR/data/system/player/data/pl0100/pl0100.json
Looks like field saveElement_ controls Djeeta's element and it was changed from 3 to 4. It is the only change in the file so it is safe to delete.
A quick question though, I have your "No Gamba" patch enabled and was wondering if the Butterfly's Valor sigil for Narmaya is just useless with it enabled? The description you have on the Mod Manager basically says you reduced it to 0% and that she gets +3 butterflies instead (presumably referring to Butterfly's Grace?), I could just be dumb and completely misunderstanding but I was hoping you might be able to clarify.
+1 on letting the AI use it, could lower damage if needed.
Is it possible to make the duration longer only for the Player and not when the AI uses the skill?
Or make the AI duration shorter?
I am contemplating picking it up but first I would like to ask you a question : how does the AI behave with these changes ?
As someone that tends to make a party of 4 and play alone, AI behaviours are very important. Also in vanilla, some characters are way stronger than others in the hand of the AI. So yeah, I'm quite curious about it.
Thanks in advance and take care !
edit: Answering myself. There is a console window when Reloaded II is injected, and other visual mods are applied, so I assume this mod is also applied.
Have you considered doing any loot table tweaks? Things like horn of Bahamut, supreme Weapon essence and crown of laments can be quite a brutal grind. For horn of bahamut maybe adjusting the break/stun damage requires to break his horn could be another way to approach it but I don't know how easily these things can be changed.
Thanks for the great mod.