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Job Guide Previous Patch Adjustments

Patch 6.4

Patch 6.4 Adjustments Overview

After a careful review of job balance within each role, we have adjusted the potency of actions for several jobs in Patch 6.4. We have also increased the effect radius of abilities that increase damage dealt and reduce damage taken by party members. This adjustment should make party support easier in high-end duties.

Gladiator/Paladin
The potencies of certain paladin actions were increased to keep in line with other tank jobs. Paladin's Atonement was also changed to no longer interrupt combos, which should make it easier for players to adjust their combat rotations.
Marauder/Warrior
The potencies of certain warrior actions were increased to keep in line with other tank jobs. To help reduce the number of statuses applied to targets in combat, the two effects of Vengeance have been consolidated into a single status effect.
Gunbreaker
The potencies of certain gunbreaker actions were increased to keep in line with other tank jobs.
Dragoon
System-side adjustments have been made to Jump and High Jump so that, while the attack animations will show players jumping into the air and striking enemies from above, the server will not recognize these actions as character movement. Following this change, players can now execute Jump and High Jump even when bound. Situations where players accidentally enter hazardous areas or land outside of battle stages because of jumping should also be reduced.
Dragon Sight has also been adjusted, allowing the user to ignore directional requirements when executing actions. This should alleviate situations where players wish to use True North to deal with battle mechanics, but may miss burst windows as a result.
Samurai
The potencies of certain samurai actions were increased to keep in line with other melee DPS jobs. The effective range of Tenka Goken was changed in Patch 6.1, but because Iaijutsu require players to stand still to execute them, we have decided to increased the range of Tenka Goken, making it easier to strike enemies.
Black Mage
The potencies of certain black mage actions were increased to keep in line with other magical ranged DPS jobs. Much like Patch 6.28, we did not want adjustments to have significant effects on black mage rotations, so we focused on increasing the effectiveness of Xenoglossy and the trait Enhanced Enochian III.
White Mage
The potencies of certain white mage actions were increased to keep in line with other healer jobs.
Sage
The potencies of certain sage actions were increased to keep in line with other healer jobs.
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Patch 6.3

Patch 6.3 Adjustments Overview

After a full reevaluation of paladin actions, we have made a number of significant changes to the job in Patch 6.3, addressing issues with their burst damage to improve usability.

We have also reevaluated the balance of ranged physical DPS jobs, and added support utility to machinist. A number of adjustments have also been made to other jobs to further improve the functionality and user-friendliness of certain actions.

Tank
To prevent players from inadvertently toggling their tank stance off by repeatedly pressing the action, an interchanging action for disabling the tank stance has been added.
Gladiator/Paladin
After a careful review of paladin actions, several adjustments have been made to address issues with the inconsistency of their burst damage. The following are examples of the aforementioned adjustments:
・The damage over time effects of Goring Blade and Blade of Valor have been removed, making their use less situational.
・The Divine Might effect has been added to weaponskill combos, increasing utility of the ranged attack Holy Spirit.
・Holy Sheltron has been adjusted to reduce damage, thereby enhancing its defensive capabilities against damage over time.
・The previously removed Bulwark ability has been revamped and reintroduced to the job, offering increased defensive capability.
Warrior
To improve defense against damage over time effects, a healing over time effect has been added to Shake It Off.
Monk
The Riddle of Earth action has been revamped, removing the use of stacks and adding a healing over time effect to improve ease of use.
Lancer/Dragoon
The recast time of Life Surge has been reduced, allowing dragoons to more easily match the timing of burst damage windows.
Bard
After a careful review of balance among physical ranged DPS jobs, we decided to change Nature's Minne to affect the user and all nearby party members. Its potency and recast time have also been adjusted in accordance with this change. Though its effectiveness in conjunction with certain actions may seem to have decreased, we believe its overall utility and ease of use has been improved.
Machinist
After a careful review of balance among physical ranged DPS jobs, we have decided to add party utility to machinist. We have also increased the potency of certain actions to better balance the DPS of jobs within this role. To ensure the number of times Heat Blast can be executed while overheated is not adversely affected by latency, the overheat effect will now be granted as stacks. Moreover, we have placed a cap on the stacks of Wildfire that can be accumulated to ensure action rotations do not change.
Dancer
Depending on the duty, there are situations where actions such as Curing Waltz and Shield Samba are needed, but cannot be executed while under the effect of Standard Step or Technical Step. To improve the ease of use for these actions, they can now be executed while dancing.
White Mage
To better suit situations where quick healing or burst damage is necessary, the recast time of Assize has been reduced.
Sage
To better suit situations where burst damage is necessary, the recast time of Phlegma has been reduced. Furthermore, to increase opportunities for the use of Toxikon, Addersting can now also be accumulated when the barrier granted by Eukrasian Prognosis to yourself has been absorbed.
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Patch 6.2

Patch 6.2 Adjustments Overview

With the release of Patch 6.2, adjustments have been made to the effectiveness of the direct hit rate attribute, as well as status effects that influence critical hit rate and direct hit rate. Adjustments to job actions in this patch were made bearing in mind their increased damage potential as a result of these changes.

For jobs in the tank role, action potencies have been adjusted to improve the balance between them.
A number of other minor adjustments have also been made. These include, but are not limited to, changes to enmity generation, effect duration, and range of certain actions, as well as the functionality of actions that replace others upon execution.

Tank
The adjustments to tank role jobs were made to help ensure tanks can safely maintain enmity when tank swapping in any given encounter.
Gladiator/Paladin
The potency of several paladin actions has been increased to keep in line with other tank jobs. As this job has difficulty outputting high levels of burst damage, we chose to raise its damage floor by adjusting action potency.
Marauder/Warrior
The potency of warrior actions has been increased. In contrast to paladin, warrior excels at dealing burst damage, which is why we chose to focus on increasing the potency of their basic combo, rather than focus on any single action.
Dark Knight
When engaging multiple enemies, the dark knight's simulacrum was subject to selecting undesirable targets, which is why we have adjusted its behavior to ensure players can designate a specific target.

Its duration has also been reduced slightly to better suit situations where burst damage is necessary. In accordance with this change, the action Quietus was removed from its rotation, and the potency of its remaining actions was increased. The potency of dark knight's Abyssal Drain was also increased to coincide with these adjustments.
Gunbreaker
A number of adjustments were made to improve overall playability. The change to the recast timer of Bloodfest was to ensure gunbreaker can line up their abilities with the burst phase of other jobs. Simply increasing the recast timer of this one action would weaken the job, however, so the potency of several other actions was increased.

We also increased the range for actions that can be executed after Continuation so that players can more easily position themselves when using them.
Dragoon
Based on player feedback, we have changed Mirage Dive so it no longer overwrites Jump or High Jump on the hotbar when under the effect of Dive Ready.
Samurai
Because samurai's area of effect damage was insufficient in duties over level 60, the potency of such attacks has been increased.
Reaper
The potency of reaper actions has been increased to keep in line with other melee DPS jobs. Because reaper deals sufficient burst damage, adjustments were focused on their basic combo actions.
Machinist
When engaging multiple enemies, the Automaton Queen was subject to selecting undesirable targets, which is why we have adjusted its behavior to ensure players can designate a specific target.

The Automaton Queen has also been given a fixed duration, making it better suited to situations where burst damage is necessary. To compensate for the change to duration, the potency of its actions has been adjusted to increase based on the Battery Gauge.
White Mage
The duration of Liturgy of the Bell has been adjusted to improve upon changes made in Patch 6.1, which allowed players to choose when its additional healing effect is triggered.
Scholar
We have removed enmity generation from certain fairy and Seraph actions, allowing scholars to more easily manage their enmity in any given encounter.
Astrologian
Based on player feedback, Minor Arcana will now change into the drawn arcanum rather than the action Crown Play. The effect duration of Redraw has also been adjusted, making it easier to acquire astrosigns.
Sage
A barrier effect was added to Holos to both increase the amount of barrier protection that can be granted at any given time, and improve its overall utility for mitigating damage. The removal of enmity generation from Kardia’s healing effect will also help with the management of enmity in any given encounter.
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Patch 6.21 Adjustments Overview

With the release of Patch 6.21, several adjustments have been made to action potencies to address tank performance issues, primarily in the raid Pandæmonium: Abyssos (Savage).

Paladin
Although paladin has difficulty dealing high levels of burst damage when compared to other tank jobs, they excel at maintaining high sustained damage even when handling battle mechanics, by way of their ranged attacks.

However, recent duties have been designed to include features that reduce stress on tank and melee DPS jobs, such as significantly larger boss targeting circles. Because of these design choices, the unique advantage of paladin's high sustained damage loses its impact.
Using Abyssos: The Eighth Circle (Savage) as an example, there are prolonged periods where the enemy cannot be attacked, as well as mechanics that grant increased damage to players, further emphasizing the value of burst damage. In such situations, the job's incompatibility with the duty becomes more readily apparent.

To substantively resolve these issues, we believe a full re-evaluation of actions is required. That said, waiting for such an evaluation would mean prolonging the unfavorable state of paladin. For this reason, we have elected to increase the potency of their actions in Patch 6.21.

As more significant adjustments to action mechanics will require more time, such changes will be implemented from Patch 6.3 onward. For now, we have elected to adjust actions that will improve the job's burst damage.
Marauder/Warrior
Although warrior excels at dealing burst damage, we found their overall damage to be somewhat lacking compared to other tank jobs, and so we decided to increase the potency of their actions. In Patch 6.2, we focused on improving its basic combo actions. We made further improvements to the potency of combo actions, as well as those that contribute to their burst damage.
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Patch 6.28 Adjustments Overview

After reassessing the balance between jobs within each role, we have made adjustments to the potency of actions for several jobs. As many players are challenging high-end duties at present, we have tried to ensure these adjustments will not adversely affect their action rotations.
Moreover, in light of previous adjustments to reduce stress on tank and melee DPS jobs, we raised the damage floor for ranged DPS jobs to compensate for their diminished impact. However, when reviewing the balance of dancer in relation to other physical ranged DPS jobs, we decided it would not require such adjustments.

Warrior
Although we increased the potency of warrior actions in Patch 6.21, their DPS did not reach the levels we were expecting. We have increased the potency of their actions again to further improve burst damage.
Reaper
After reviewing the balance between melee DPS jobs, we decided to increase the DPS of reaper actions. While we improved the strength of their basic combo in Patch 6.2, in Patch 6.28 we focused on improvements to burst damage in hopes of striking a better balance between burst and non-burst DPS.
Bard
We wanted to raise the damage floor of ranged DPS classes, while also maintaining balance within the physical ranged DPS role. Because we wish to avoid adjustments that would significantly affect DPS rotations, we have only raised the potency of Empyreal Arrow.
Machinist
We wanted to raise the damage floor of ranged DPS classes, while also maintaining balance within the physical ranged DPS role. The adjustments made to machinist should help to improve their burst and non-burst DPS.
Black Mage
We've made several adjustments to increase the damage floor of magical ranged DPS jobs. To avoid significant changes to black mage DPS rotations, we have focused on improving a select few actions, as well as the trait Enhanced Enochian III. These adjustments should help to improve both burst and non-burst DPS.
Summoner
We've made several adjustments to increase the damage floor of magical ranged DPS jobs. The adjustments made to summoner should help improve both burst and non-burst DPS.
Red Mage
We've made several adjustments to increase the damage floor of magical ranged DPS jobs. To ensure balance is maintained at lower levels, we added increased action potencies to the level 84 trait Red Magic Mastery III, improving overall burst damage at higher levels of play.
Sage
We've made several adjustments to address DPS balance within the healer role. To ensure all sages felt the benefits of these changes, regardless of playstyle, we chose to increase the potency of Phlegma III. Because its unique recast timer does not hinder the use of other actions, we believe this change will result in improved DPS.
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Patch 6.4

Patch 6.4 Adjustments Overview

We have made adjustments based primarily on current usage rates and win rates. Certain adjustments were also made with consideration of jobs whose win rates increased more than expected after changes made in Patch 6.38.

Paladin
After the adjustments made in Patch 6.38, win rates for paladin were observed to be somewhat low. Because of this, we decided to increase the potency of Holy Sheltron's additional effect. This should increase paladin's capacity for dealing damage, thereby leading to greater team contributions.
Monk
The adjustments to Phantom Rush in Patch 6.38 greatly improved monk's burst damage, allowing them to aim for KOs more frequently, even when Meteodrive is not fully charged. We've found their win rate has increased significantly, especially in ranked matches. We'd like to tone down their burst damage, and so we have reduced the potency of Pressure Point and increased the effect duration of Wind Resonance. While their burst damage is reduced, these adjustments should allow monk to more effectively link together combos.
Dragoon
While adjustments to their limit break, Sky Shatter, have resulted in increased usage rates for dragoon, having observed their win rates, we believe there is still a little room for improvement, and so we've made changes to their other actions. The adjustments made this patch should allow them to contribute more consistently to their team's damage output without making their already formidable damage potential too high.
Ninja
Ninja has long been considered a powerful job, and with the various adjustments made thus far, their win rate has settled around the average of other high tier jobs. That said, their limit break, Seiton Tenchu, and its ability to score consecutive KOs is still quite powerful. This is especially the case in custom matches, where they can more easily work in tandem with teammates. For this reason, we have reduced the rate at which their limit break charges. Moreover, we have reduced the effect duration of Bunshin to bring it in line with the self-buff actions of other jobs.
Samurai
To make better use of the Kuzushi effect, even when their limit break is not yet ready, we have increased its effect duration.
Reaper
While they excel at using status effects, taking full advantage of their durability and mobility, reaper's overall damage and KO count is often lower than that of other jobs. For this reason, we have made adjustments to help them deal more direct damage. To start, we have removed Gibbet and Gallows, and replaced them with Guillotine to strengthen reaper's area of effect damage. We have also reduced the recast timer of Soul Slice to ensure reaper's single target damage does not drop too harshly. The reduced recast time will also allow reaper to more easily accumulate stacks of Immortal Sacrifice for the execution of Plentiful Harvest.
Bard
Silent Nocturne is an incredibly effective tool to deal burst damage to enemies in conjunction with attacks from teammates. Because of the difficulty in countering this ability, however, we believe it required significant adjustments. We've reduced its range to both force tougher decisions in choosing targets, and increase risk in its execution. This should also give opponents a better chance at potentially dealing with the attack. To compensate for this, the potency of Apex Arrow and Repelling Shot has been increased, improving bard's area of effect and close-range damage potential.
Machinist
The effect of Analysis on Chainsaw felt too random, and so we wanted to make adjustments that give machinist more agency in the use of the effect as suits the situation. We also increased the potency of Bioblaster while Analysis is active, offering another viable option for the use of this effect.
Red Mage
When executing an Enchanted Riposte combo on targets under the effect of Monomachy, the additional damage from Black Shift is improved considerably. However, because there was no real benefit to the barrier granted by White Shift, we made adjustments to increase its potency when striking said targets.
Sage
After the adjustments made to scholar and astrologian in Patch 6.38, we found the win rates for sage to be falling behind. The increased duration of Toxicon will allow sage to better contribute to a team's offense.
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Patch 6.48 Adjustments Overview

In light of adjustments made in Patch 6.4, win rates in higher tier ranked matches have become relatively even. However, as we feel that certain jobs are still used less than others, we have decided to make further adjustments to improve their playability.

Common Actions
The adjustment to Guard was made to prevent players from disabling it by mistake when repeatedly pressing the action button. As no other adjustments have been made to the functionality of this action, execution of other actions after using Guard will remove its effect as per usual.
Paladin
While the adjustment to Holy Sheltron in Patch 6.4 improved paladin's offensive capability, we've made further adjustments to improve their somewhat low win rate. In this update, we improved the potency of actions available after executing Phalanx, making usage of limit break more impactful.
Gunbreaker
To ensure gunbreaker can fully utilize their abilities even if certain roles are not present on the enemy team, Draw and Junction can now be executed by targeting oneself or a party member. It must be noted, however, that the additional effect Powder Barrel will only be granted when targeting an enemy.
Black Mage
Black mage has long held a below-average win rate in higher tier matches, and because they can be easily countered in custom matches, they often go unused. To help remedy this without making the job too powerful, executing Soul Resonance will once again grant players the effect of Apocatastasis. We believe the added defense of this effect will help players capitalize on the use of their limit break.
White Mage
Because of their consistent performance supported by a powerful limit break with a relatively quick charge time, white mage remains widely used in both ranked and custom matches. To better temper their performance while ensuring they remain easy to use, we have made adjustments to the healing potency of the Temperance effect, and recast time of Miracle of Nature.
Astrologian
Astrologian excels in its use of powerful instant healing effects, making them an effective option to counter jobs with high burst damage, particularly in custom matches. However, because their win rates in ranked matches are relatively lacking compared to other healing jobs, we have decided to bolster the additional effects of Aspected Benefic.
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Patch 6.3

Patch 6.3 Adjustments Overview

We have made adjustments to improve the playability of several jobs, while also addressing others that appeared to be overperforming in higher tiers. With a new stage being added for Crystalline Conflict in Patch 6.3, we expect to see changes in the power dynamic between jobs, but we will continue to monitor the situation and consider further adjustments as needed.

Warrior
Orogeny is a powerful attack whose potency increases as it consumes HP, but we believe its demerits outweighed the benefits for a job meant to fight on the front lines. To remedy this, we have lowered its HP consumption while keeping the same attack potency.
Dark Knight
The draw-in effect of Salted Earth in conjunction with the bind effect of Salt and Darkness is a very effective combination for locking down multiple targets. Because it is so powerful, however, we have adjusted the duration of Salt and Darkness's bind effect.
Gunbreaker
We felt that the benefits of Aurora were relatively less tangible than other actions used under the effect of Draw and Junction, such as Nebula and Blasting Zone, which is why we increased the potency of its immediate healing effect. Because we believe gunbreaker had achieved an acceptable balance as of Patch 6.28, however, we have slightly reduced the potency of its regen effect to maintain its overall healing capabilities.
Ninja
Although we made adjustments to address ninja's defensive capabilities in Patch 6.28, their performance is still higher than expected. As such, we have increased the recast time of Shukuchi and reduced the duration of Death Link to lessen the latter's impact on the precision required of higher tier matches.
Bard
We found that bard's limit break ability was relatively less impactful than other jobs, which is why we made adjustments to improve its potency and utility. We believe these changes will allow bard to support their team in a wider range of situations, such as extending effects to teammates recently returned to the fray, or when on the defensive.
Astrologian
We increased the duration of the Arrow to match that of other cards and improve the tangibility of its effectiveness. We've also noticed a decline in the use of astrologian's limit break since Patch 6.2 and the removal of the Spire, which was used to fill the limit gauge. To compensate for this, we've shortened the time required to charge astrologian's limit break.
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Patch 6.38 Adjustments Overview

We have made adjustments based on current usage rates and win rates, as well as other data including the results of the recent Crystalline Conflict Community Cup.
In the case of jobs that have shown exceedingly high performance, we have limited adjustments to numerical changes so as to preserve their distinguishing qualities.

Paladin
Paladin is a job that excels largely in part through their synergy with teammates, which is why their win rates in higher tier matches and usage in tournaments is so high. Perhaps the most vital of their abilities is Guardian, which is essential for the job’s identity and distinct playstyle. It is for this reason we’ve refrained from making adjustments to this action. Instead, we have elected to tone down their limit break, Phalanx, so that the added defense of Guardian does not feel quite so oppressive.
Warrior
As of Patch 6.3, we’ve observed their win rates to be slightly higher than expected. Rather than make adjustments that may take away from warrior’s image as the brutish brawling tank, we have made adjustments to the lengthy effect duration of Blota.
Monk
In high-tier encounters, it can prove difficult reaching the seventh step of the monk’s combo amidst the chaos of battle. With this in mind, we’ve increased the potency of Phantom Rush to better reward players for successfully executing their combos to completion.
Dragoon
Counterplay to the limit break Sky Shatter has become more widespread, making it difficult to capitalize on the damage potential of this ability. To ensure it has the effectiveness one would expect of a limit break, the barrier effect granted after executing Sky Shatter has been improved significantly. Furthermore, the additional damage dealt to targets within 5 yalms has also been increased, while the damage dealt to targets further away has been slightly decreased, rewarding dragoons for more precise strikes in the thick of battle.
Ninja
One of ninja’s strengths is that it has various action rotations to accommodate any situation. That said, their attacks at range were too strong considering the lower risk to execute them. For this reason, we have reduced the range of these actions. Ninja’s limit break, while quite powerful, does well to exemplify the job’s role in a team, so we've refrained from making adjustments. That said, we will continue to monitor ninja win rates and consider adjustments in the future as necessary.
Reaper
While reaper boasts impressive defensive capabilities, as well as powerful status effects via their limit break, Tenebrae Lemurum, their overall damage was somewhat lacking for a melee DPS job. To help reapers more readily aim for knocking out opponents, the base damage increase granted by stacks of Immortal Sacrifice to Plentiful Harvest has been increased.
Dancer
Dancer has the shortest range attacks of any ranged DPS job, requiring greater risk when using their abilities to the fullest. For this reason, we have decided to increase the potency of Curing Waltz, allowing them to better support their comrades on the front lines of battle.
Black Mage
As their win rates and usage in tournaments appears to be somewhat low, we have increased the strength of the barrier granted upon casting Burst. It is our hope this adjustment will allow them to more safely use their other abilities.
Red Mage
Having observed a drop in both usage and win rates for red mage, we’ve decided to revert changes to the effect duration of Magick Barrier and Frazzle. Furthermore, we have made adjustments to their limit break, Southern Cross, to increase its base damage or healing potency when under the effect of Black Shift or White Shift. We believe these adjustments will highlight its strengths as both an offensive and defensive limit break.
Scholar
We’ve reduced the healing potency of Adloquium while increasing its barrier strength to better highlight scholar’s role as a barrier healer. This adjustment also indirectly improves the utility of the Recitation effect granted by Summon Seraph.
Astrologian
Because astrologian lacks in consistent damage, we’ve improved the utility of Fall Malefic when executed under the effect of Double Cast to make up for this shortcoming.
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Patch 6.2

Patch 6.2 Adjustments Overview

While all jobs are fairly balanced with regards to win rates, we believe some rely too heavily on the use of specific actions. The adjustments made in this update aim to redistribute the strength of these specific actions to a wider range of abilities in each job's repertoire. We have implemented general improvements to jobs with lower win rates, increased damage mitigation of melee jobs, and extended the grace period for executing combos to improve ease of combat.

Warrior
We initially reduced the effectiveness of certain actions in light of warrior's high performance shortly after the release of Patch 6.1. However, because their win rate has dropped below what we believe to be an acceptable level, we will be making further adjustments.

While actions such as Onslaught and Orogeny are powerful, we believe warrior has difficulty compensating for the HP consumed to execute them, which is why we increased the HP absorption of Bloodwhetting. This change should improve their overall performance as tanks.
Gunbreaker
By reducing its recast time to match that of Junctioned Cast, Draw and Junction will become easier to use, thereby increasing the frequency with which Burst Strike can be triggered. We believe this will improve the offense, defense, and healing of gunbreaker.
Monk
Meteodrive’s ability to easily KO opponents when used in conjunction with other actions can greatly influence the outcome of a match. While we did consider lowering the potency of this attack, in the end we chose to adjust the rate at which it can be charged to try and preserve monk’s distinctive playstyle and feel.
Dragoon
We made adjustments to help offset the increased damage taken after the execution of Geirskogul.
Ninja
While Seiton Tenchu is one of ninja's job-defining actions, its ability to sway a match is too high. The adjustment made this patch serves to maintain the job's distinctive playstyle while making it more difficult to score consecutive KOs.
Samurai
The adjustments to samurai serve to increase damage mitigation. While this indirectly allows samurai to place greater pressure on their opponents with Zantetsuken, we feel it is within an acceptable limit.
Machinist
Machinist is one of the most highly used jobs, and the combination of Analysis with Chain Saw to potentially KO enemies in a single hit has become a source of frustration in matches. For this reason, we have lowered the potency of Chain Saw.
Summoner
While we are satisfied with the offensive ability of summoner, we felt their ability to support the party was slightly lacking, which is why we made changes to Slipstream.
White Mage
Noting the drop in win rates for white mage, we decided to make several adjustments to improve its offensive and defensive abilities. Looking at Miracle of Nature specifically, while this is one of the defining actions of the job, we felt it was overperforming, which is why we reduced its range.
Scholar
Noting its very high win rate, we decided to make adjustments to scholar. The ability to spread the effects of Adloquium and Biolysis through the use of Deployment Tactics is one of scholar's defining traits. Moreover, a skilled scholar can continuously apply these effects with careful attention to timing. It is for this reason we decided to adjust the potency, rather than effect duration, of these actions.
Astrologian
We have changed the card actions used by astrologian. The Spire's dependency on luck stood out to us, which is why we replaced its effect with a more straightforward card action. The Ewer, while effective, was only useful in certain situations, which is why we replaced it with a card that can be used in a variety of situations.
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Patch 6.28 Adjustments Overview

Win rate balance across all tiers of Crystalline Conflict has improved considerably for matches between competitors of differing jobs. As precise adjustments were the goal of this update, we made changes according to win rates in the highest tiers. Due to the nature of minor patches, larger adjustments would have been difficult to implement in Patch 6.28, so we have only adjusted potency numbers. More significant changes are planned for Patch 6.3.

Dark Knight
Eventide has a very powerful effect that prevents HP from be reduced to zero, and the frequency with which it can be used is quite high. Because matches have a tendency to be longer, we have adjusted the rate at which the limit gauge fills. This change is offset by expanding the range of its potency, resulting in a potency increase when dark knight's HP is low.
Gunbreaker
Because we felt Relentless Rush lacked utility only being used in an offensive capacity, the Relentless Shrapnel effect has been adjusted to also reduce the damage dealt by enemies. We have also increased the damage potency of Nebula, as well as the healing potency of Aurora, to better gunbreaker's performance as a tank and improve their win rate. Additionally, we have improved the usability of Junction Healer by allowing it to be applied to targets regardless of obstructions breaking line of sight.
Monk
In Patch 6.2, we reduced the frequency with which monk could use Meteodive. To improve DPS rotations when the limit gauge is not available, we have reduced the recast time for Riddle of Earth. To further improve the merit of using full combos against enemies, we have also increased the potency of Snap Punch and Demolish. By strengthening actions in the middle of the combo rather than the final action, we believe players can more readily adapt to a variety of situations.
Ninja
Ninja has exceptional defensive capabilities, so to prevent contribution to win rates by simply escaping enemies, we have decided to make adjustments to Shukuchi and Huton.
Bard
To improve bard's overall combat capability, we've increased their walking speed when casting, allowing them to more easily position themselves when attacking.
Machinist
We have increased machinist's walking speed when casting, allowing them to more easily position themselves when attacking. It is relatively easy to avoid attacks from the Bishop Autoturret after confirming where it has been placed, making it difficult for machinists to benefit from its effect that increases damage taken by targets. To offer a greater benefit from this effect, even if it can only be applied once, we have increased its duration.
Dancer
Honing Dance is an attack that must be used in close quarters, but we felt the risk outweighed the reward. To allow dancer to use this action more reliably, we have increased its damage reduction effect.
Black Mage
In light of their relatively high win rate in higher tiers, we have decide to make adjustments to black mage. Rather than lower their attack, however, we have lowered their defensive abilities. This will ensure greater risk in the actions they take, and allow opponents to strategize more effectively.
Summoner
Although summoner's limit break strikes a large area, there are instances where objects on the field obstruct the attack, preventing it from dealing damage. We have made adjustments to ensure the limit break will hit targets regardless of any obstructions in the area of effect. Furthermore, because summoner has a relatively low win rate in higher tiers, we have increased the potency of their basic attacks.
Red Mage
Red mage is a job whose win rate was much higher than we anticipated. We believe the reason for this is the large area of effect and high utility of both Magick Barrier and Frazzle. Because of this, we have reduced the duration and potency of their effects. However, we also wished to improve the ease of use of Frazzle, which is why we made adjustments to ensure it will apply to targets regardless of any obstructions in its area of effect.
White Mage
The win rate for white mage increased significantly since the last update, but we believe their present win rate to be slightly higher than intended. Rather than reduce their ability to heal, we have reduced the range of one powerful attack and one debuff action, requiring white mage to take greater risks when going on the offensive.
Astrologian
To improve the usability of astrologian's card actions, we have made adjustments to ensure their effects will be applied to targets regardless of obstructions breaking line of sight when executed.
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