The overall enmity of curative white magic has been adjusted to better align with the higher numbers. Following the vein of Cure V and higher, all spells now have a fixed cumulative and volatile enmity rate.
The Banish spells have been updated to be more in line with elemental magic as far as casting and recast.
Stoneskin has been enhanced in the following ways:
(Enhancing Magic Skill / 2) + MND.
5 * base formula
8 * base formula
Adds an additional 5% shield block rate while the spell is active.
Haste spells now have an increased duration depending on tier.
The damage formula for Distract has been updated to accommodate the larger a evasion ranges of enemies.
(enfeebling magic * 4) / 15
The damage formula for Frazzle has been updated to accommodate the larger a magic evasion ranges of enemies.
(enfeebling magic * 4) / 15
Inflicts a Dia III to all enemies in a small range; spell not normally available to players.
Crusade is available to Paladins and now grants +300% enmity bonus to the player.
Enlight now has an extended duration based on the caster’s Composure effect (if active).
initial damage = (floor (divine magic skill / 20 ) * 3) / (12 - floor(divine magic skill / 40)). This enhancement bases the damage off of divine magic rather than enhancing magic–a skill PLDs are weak in–to provide higher gains.
Reprisal now has an extended duration based on the caster’s Composure effect (if active).
The base amount of TP generated by Adloquium has increased from 10/tick to 120/tick.
Once only available with a certain item equipped for Shinyru, Impact is now available in the open world and is extremely helpful in almost all high-level, endgame content.
Inflicts curse on a single-target enemy; spell not normally available to players.
Inflicts plague (virus) on a single-target enemy; spell not normally available to players.
An area of Effect Meteor spell that, similar to Meteor, requires Elemental Seal to be active to cast.
Endark now has an extended duration based on the caster’s Composure effect (if active).
initial damage = 12 + floor(dark magic skill / 20) * 3 - floor(dark magic skill / 40). This enhancement bases the damage off of dark magic and provides a significant gain to allow the effect to last longer.
Dread Spikes has an extended duration based on the caster’s Composure effect (if active).
Rather than a straight “magic stoneskin” equal to the blue magic skill of the player, Magic Barrier works similar to Shell magic, providing a magic damage taken reduction and a large increase magic evasion.
This functionality is MUCH different than the base DSP version, which makes Magic Barrier work similar to Rampart–creating an overpowered and broken ability on Nocturnal Souls due to the reduced ability recasts. The enhancements we’ve provided still provides a better experience than retail (Magic Barrier’s cap is around 500 damage on retail) while keeping it balanced with other job abilities.