User:Sljm/Class Balance/Xelor

Class Balance: Xelor
The chief problem with Xelor in a one-on-one context appears to be the ease with which they can reduce AP while still dealing damage, ideally more damage per total HP the opponent has than said opponent deals with its reduced AP per the Xelor's total HP. Meaning if the Xelor with total HP of P, deals X damage in a turn while reducing the opponent's AP, if the opponent has total HP of O, and the opponent deals N damage, as long as X / O > N / P, the Xelor will win, barring critical failure. If the Xelor hits first, X / O can be equal to N / P.

The means by which Xelor achieves this can vary, but the essence remains constant: A Xelor seeks to have as significant an advantage in terms of AP drain resistance over his opponent as possible, and thereby to succeed as often as possible at taking enough AP as to satisfy the equation above. Now, no Xelor I know would have the time or the desire to actually calculate this equation, but whether he realizes it, this is how he must win. It can be done in a general way, and it usually is, going by "feel" so to speak.

Having the advantage in terms of AP drain resistance is the key, and I'm sure, the real problem that puts Xelor in the top tier. Few classes benefit offensively in PvP from investing in Wisdom, and none benefit as greatly as Xelor. However, Wisdom itself is not what sets Xelor apart. Nor does the amount of AP a Xelor can remove in a turn. For example, Feca can make nearly as many AP removal attempts as Xelor, but Wisdom Feca are extremely rare in PvP. Xelor can do something Feca can't.

Xelor directly reduce the AP drain resistance of their opponents to greatly improve their advantage. No other class can do this, and it's the reason Xelor are so good at AP removal. The maximum basic resistance to AP loss is 200%, so no other character has a way to increase their chances of draining AP beyond this. If an opponent has 100% resistance, the 200% resistance character will not drain AP (or MP) very consistently after the first few. Xelor is the only class that can reduce the opponent to 0% resistance from 100% or more. To give some perspective, 200% vs. 100% gives a 50% chance to take AP at 5 of 10 AP. 200% vs. 0% gives the maximum 90% chance even at 1 of 10 AP remaining. The difference is enormous, and only Xelor is capable of this.

Loss of Motivation and Xelor's Dial are the chief factors in making Xelor potentially too powerful. Their damage and defensive spells are competitive, but, except perhaps Clock, are not overpowering. Regarding Clock, if Xelor's ability to reduce AP drain resistance were lessened, Clock's power would be reduced as a result, it's less effective if it can't steal an AP.

Ideas for Xelor
The ability of lower-level Xelor who don't invest in Wisdom to drain a few AP is very small, so my changes are geared towards making non-Wisdom builds more attractive at lower levels, while reducing the overall power of high-level Wisdom Xelor. At level 200, the drive for a Xelor to be invested in Wisdom drops significantly due to the Dopple using Loss of Motivation and Xelor's Dial, rendering the need for basic Wisdom investment almost unnecessary for AP removal, as 2 level 6 Dials and 2 level 6 Loss of Motivation per turn is -40% per turn. After 3 turns (-120% resistance), the vast majority of players are unable to resist AP loss, even from a Xelor with only 101 basic Wisdom.

A common thread among my proposed changes is the standard -5% resistance per cast, I think this is a very balanced number, and makes it easy to give roughly the same maximum resistance removed, while increasing the time it takes to reach the maximum at higher levels of a spell, and decreasing the time it takes to reach the maximum at lower levels of a spell. Given the opposing trends that Wisdom Xelor are more popular at high level and non-Wisdom at low level, I think this affects the Wisdom build in a positive way; making all Xelor more potent at levels where enemies have low Wisdom but less potent at levels where enemies have high Wisdom. But, you'll notice that the level 5 versions I present here are not more powerful than the current level 5 versions.

Resistance Removal
The primary reason Xelor are so good at inflicting AP loss is their unique ability to reduce the resistance of their opponent, increasing their own advantage and thus increasing the amount of AP they can expect to take. I'm certain that making it more difficult for Xelor to reduce the resistance of their opponents will result in PvP involving Xelor to be more balanced, and I think that if something must be changed, it should be that. I don't think it's at all necessary or fair to change the AP loss equation again. It's currently quite difficult for characters not invested in Wisdom to drain AP or MP with much reliability, and even those invested in Wisdom that aren't Xelor have problems (Enutrof, for example).

I can foresee no change to the AP loss equation that would affect Xelor as harshly as it would other classes, due solely to the fact that Xelor can easily reduce the resistance of their enemies. The current equation is acceptable, it's the Xelor's resistance reduction that gives them an unfair advantage.

Following are specific suggestions that make it much more difficult for Xelor to quickly reduce an opponent's resistance to AP loss.

Loss of Motivation
(3 turns) || -5% chance of avoiding AP loss (4 turns) || 1 || 3-6 || 1/50 || 1/100 || 1 || 4 || - || 54 (4 turns) || -5% chance of avoiding AP loss (5 turns) || 1 || 3-6 || 1/50 || 1/100 || 1 || 4 || - || 54 (5 turns) || -5% chance of avoiding AP loss (6 turns) || 1 || 3-6 || 1/50 || 1/100 || 1 || 4 || - || 54 (6 turns) || -5% chance of avoiding AP loss (7 turns) || 1 || 3-6 || 1/50 || 1/100 || 1 || 4 || - || 54 (7 turns) || -5% chance of avoiding AP loss (8 turns) || 1 || 3-6 || 1/50 || 1/100 || 1 || 4 || - || 54 (10 turns) || -5% chance of avoiding AP loss (11 turns) || 1 || 3-6 || 1/50 || 1/100 || 1 || 4 || - || 154
 * All || 10% of cases: +1 AP || 10% of cases: +1 AP || || || || || || || ||
 * 1 || -5% chance of avoiding AP loss
 * 1 || -5% chance of avoiding AP loss
 * 1 || -5% chance of avoiding AP loss
 * 2 || -5% chance of avoiding AP loss
 * 2 || -5% chance of avoiding AP loss
 * 3 || -5% chance of avoiding AP loss
 * 3 || -5% chance of avoiding AP loss
 * 4 || -5% chance of avoiding AP loss
 * 4 || -5% chance of avoiding AP loss
 * 5 || -5% chance of avoiding AP loss
 * 5 || -5% chance of avoiding AP loss
 * 6 || -5% chance of avoiding AP loss
 * 6 || -5% chance of avoiding AP loss
 * }

These changes give the spell a parabolic relationship with its former self. At low spell levels, it reaches full effectiveness more quickly, and has higher maximum value (5% for 3 turns instead of 2% for 5 turns), but at high levels it takes longer to reach similar effectiveness, and its peak is lower (5% for 10 turns instead of 8% for 8 turns), 50% maximum as opposed to the current 64% maximum. I feel that having this and Dial's spell taking longer to reach maximum potential will make Xelor more manageable in high level PvP, but the maximum potential shouldn't be reduced too much or they will not have a similar role in PvM.

Giving Loss of Motivation the same range as Frostbite (as well as requiring line of sight and being range boosted) give additional measures for opponents to try to avoid having their resistance lowered. Since Loss of Motivation can currently be used at very long range, with no line of sight, and the range can't be reduced, it's very hard to avoid the effects of this spell. I've listed this suggestion first because I feel it is the most important factor in the overpowering nature of AP drain resistance removal.

The addition of a critical hit is an effort to address the lack of critical effects among Xelor spells. The 1 additional duration is not too powerful, it increases the potential at levels 1 to 5 compared to the current spell, but at level 6, the 55% maximum is still well below the current 64% maximum. I think this would encourage mid-level non-Wisdom Xelor to try to score critical hits on Loss of Motivation, as it would give them a modest advantage in terms of AP drain resistance.

Weakness (spell)
(4 turns) || -5% chance of avoiding AP loss (Infinite) || 1 || 2-6 || 1/50 || 1/50 || 1 || - || - || - (5 turns) || -5% chance of avoiding AP loss (Infinite) || 1 || 2-6 || 1/50 || 1/50 || 1 || - || - || - (6 turns) || -5% chance of avoiding AP loss (Infinite) || 1 || 2-6 || 1/50 || 1/50 || 1 || - || - || - (8 turns) || -5% chance of avoiding AP loss (Infinite) || 1 || 2-6 || 1/50 || 1/50 || 1 || - || - || - (10 turns) || -5% chance of avoiding AP loss (Infinite) || 1 || 2-6 || 1/50 || 1/50 || 1 || - || - || - (12 turns) || -5% chance of avoiding AP loss (Infinite) || 1 || 2-6 || 1/50 || 1/50 || 1 || - || - || -
 * 1 || -5% chance of avoiding AP loss
 * 1 || -5% chance of avoiding AP loss
 * 2 || -5% chance of avoiding AP loss
 * 2 || -5% chance of avoiding AP loss
 * 3 || -5% chance of avoiding AP loss
 * 3 || -5% chance of avoiding AP loss
 * 4 || -5% chance of avoiding AP loss
 * 4 || -5% chance of avoiding AP loss
 * 5 || -5% chance of avoiding AP loss
 * 5 || -5% chance of avoiding AP loss
 * 6 || -5% chance of avoiding AP loss
 * 6 || -5% chance of avoiding AP loss
 * }

This is the spell cast by Xelor's Dial (summon). At all levels, the maximum effect is more powerful than the same level Loss of Motivation. Since Dial is unlocked at level 100, it should be a bit more effective than a level 54 spell. This is currently the case, and it remains the case in my proposal.

Weakness differs from Loss of Motivation in that the maximum potential is the same, but takes longer to achieve, whereas Loss of Motivation's potential was lowered at level 6. Levels 1 and 2 of Weakness are more potent than the current versions, to keep the advantage over Loss of Motivation.

Also note that the range of the spell is changed from 1-6 to 2-6, the range can be reduced, and it requires line of sight. This way, an opponent can stand directly adjacent to a Dial in order to avoid its resistance removal, and can even do this as a means to block the line of sight of the Xelor. I think this has very interesting tactical possibilities.

Spells

 * Counter
 * Hand
 * Loss of Motivation
 * Flight

The ability of the Dopple to summon its own Dials is too much, the capacity for resistance reduction far too great. That said, I do like the idea of the Xelor Dopple helping to reduce the resistance of opponents, but I think Loss of Motivation is sufficient, especially since I've already stated its power would be less than Dial's Weakness spell. Since at level 200 a Xelor also has the ability to summon a Dial every 5 turns instead of 10, and the increase of power from 5 to 6 for Weakness, his resistance reduction is already greatly improved.

I replaced Blinding Protection with Counter simply because Counter doesn't increase resistance to AP loss. Blinding Protection and Mummification are enough bonus to resistance, the bonus from a Dopple to its summoner would only be particularly useful against another Xelor, and it gives level 200 Xelor too much of an advantage in terms of resistance removal against 199 and under, since the level 200 can reduce well over 200% resistance and increase his own by 280%, which the enemy can't reduce... It's too much, I think. Counter grants the same defense against damage, so it's acceptable.

I replaced Dial with Flight, as I think it's the most harmless spell for the Dopple to have, yet it could help it with finding line of sight, especially given the changes I proposed to Loss of Motivation.

So Far
The maximum resistance a Xelor can remove currently at levels 154 through 199 is 114%. At 200, (assuming 1 Dial and 1 Xelor Dopple who summons 1 Dial), 248%.

With my modifications, from 154 to 199, 100%. At 200, 160% (170% including critical hits of Loss of Motivation from the Xelor and a Dopple), since the Dopple will no longer summon its own Dial. This is still a very high increase in potential from 199 to 200, but not so great an increase that Mummification and Blinding Protection are rendered useless to avoid AP loss.

The main idea is that the maximum potential is very close to the current state, but it takes longer to build to this maximum, and that it's easier to avoid having your resistance reduced by a Xelor, due to both spells that reduce resistance requiring line of sight and having minimum range.

AP loss
I'm going to repeat that resistance reduction is the greatest advantage Xelor has, and that it's the reason the class's numerous AP draining spells are so effective. Other classes can invest in Wisdom, but they can't reduce the AP or MP loss resistance nearly as easily as Xelor can, and so even non-Xelor who fully invested Wisdom are comparatively ineffective at taking AP and MP.

However, making resistance reduction more difficult will make AP removal more difficult by extension, so a few issues with these spells should be addressed as well.

Time Theft
-5% chance of avoiding AP loss (1 turn) || 10% of cases: +1 AP -5% chance of avoiding AP loss (2 turns) || || || || || || || ||
 * All || 10% of cases: +1 AP
 * All || 10% of cases: +1 AP
 * 1 || Target loses 2 AP (1 turn) || Target  loses 2 AP (1 turn) || 4 || 3-3 || 1/50 || 1/100 || 1 || - || - || 31
 * 2 || Target loses 2 AP (1 turn) || Target  loses 2 AP (1 turn) || 4 || 3-4 || 1/50 || 1/100 || 1 || - || - || 31
 * 3 || Target loses 1 AP (1 turn) || Target  loses 1 AP (1 turn) || 2 || 3-4 || 1/50 || 1/100 || 2 || - || - || 31
 * 4 || Target loses 1 AP (1 turn) || Target  loses 1 AP (1 turn) || 2 || 3-5 || 1/50 || 1/100 || 2 || - || - || 31
 * 5 || Target loses 1 AP (1 turn) || Target  loses 1 AP (1 turn) || 2 || 3-5 || 1/45 || 1/100 || 2 || - || - || 31
 * 6 || Target loses 1 AP (1 turn) || Target  loses 1 AP (1 turn) || 2 || 3-6 || 1/40 || 1/100 || 2 || - || - || 131
 * }
 * 4 || Target loses 1 AP (1 turn) || Target  loses 1 AP (1 turn) || 2 || 3-5 || 1/50 || 1/100 || 2 || - || - || 31
 * 5 || Target loses 1 AP (1 turn) || Target  loses 1 AP (1 turn) || 2 || 3-5 || 1/45 || 1/100 || 2 || - || - || 31
 * 6 || Target loses 1 AP (1 turn) || Target  loses 1 AP (1 turn) || 2 || 3-6 || 1/40 || 1/100 || 2 || - || - || 131
 * }
 * 6 || Target loses 1 AP (1 turn) || Target  loses 1 AP (1 turn) || 2 || 3-6 || 1/40 || 1/100 || 2 || - || - || 131
 * }

This change is a bit complicated, and can only be understood given my suggestions for resistance reduction and also in conjunction with what I'm about to suggest for Frostbite.

Currently Time Theft can remove 4 AP at a cost of 4 AP if all attempts succeed, since it costs 4 AP and steals 2. However, it's very inconsistent in terms of cost, and I don't think that needs to be the case. I've changed the effect to normal AP loss so that the spell will always cost the same amount. In addition, I've halved the maximum amount it can drain. I think Time Theft is too important to the Xelor's AP removal given how inconsistent it is, and it can easily ruin a turn by failing to steal AP. Since I've suggested making it harder for Xelor to reduce resistance to AP loss, that makes Time Theft even harder to cast. As a compromise for being more reliable in terms of cost, the AP drained should be lower. This version is more reliable but less potent.

I added an additional effect to keep the spirit of the name "Time Theft," -5% resist for each casting, to take effect after the AP loss is attempted. That is, the first cast of Time Theft wouldn't boost its own chances of succeeding, but it would increase the success of other spells or subsequent casts. A new critical hit adds a turn to the duration of the -5% resist effect. Since it's only in effect for the turn that it's cast (except on critical hit), Time Theft is most efficient as the first AP removal spell. The effect also serves to mitigate the chance a character has to dodge AP for every AP he loses. If Time Theft successfully takes an AP, and losing that AP gives the opponent an effective 5% greater chance of avoiding the next attempt, then Time Theft would nullify such an advantage.

With a 200% resist Xelor vs. a 100% resist opponent, each AP lost grants (200/100)/2Pm effective resistance, where 2Pm is 2 times the maximum AP for the target. If this is 10 AP, each AP lost gives the target 10% effective resistance to the next attempt. Giving Time Theft -5% resistance per cast halves this, I think it'd keep the spell useful without it being as powerful at actual AP removal.

The progression of spell levels looks strange, but it's merely a way to control how powerful the resistance reduction effect is per spell level. The spell is very effective at level 1, but since it's only cast once, it only removes 5% resistance, and it's also less flexible due to the 4 AP cost. At level 3, the spell costs half as much and can drain half as much, but can be cast twice per target, meaning it removes 10% resistance if used twice, and it's more flexible if one doesn't want to spend 4 AP of Time Theft on one target.

Each level of the spell is an improvement on the last, I think the current version of the spell is used at either level 3 or 6. Here each level has its reasons for being appealing: 2 for the range increase, 3 for the additional cast, 4 for the range increase, 5 for the critical hit rate, and 6 for the range and critical hit rate increase.

The reason I think it should remove fewer AP per AP spent is because I think this would justify increasing the cast per target of Frostbite to 2.

Frostbite
Target loses 1 AP (1 turn) || Damage: 11 Target loses 1 AP (1 turn) || 4 || 3-6 || 1/50 || 1/100 || 1 || - || - || 3 Target loses 1 AP (1 turn) || Damage: 12 Target loses 1 AP (1 turn) || 4 || 3-6 || 1/50 || 1/100 || 1 || - || - || 3 Target loses 1 AP (1 turn) || Damage: 13 Target loses 1 AP (1 turn) || 4 || 3-6 || 1/50 || 1/100 || 1 || - || - || 3 Target loses 1 AP (1 turn) || Damage: 14 Target loses 1 AP (1 turn) || 4 || 3-6 || 1/45 || 1/100 || 1 || - || - || 3 Target loses 2 AP (1 turn) || Damage: 15 Target loses 2 AP (1 turn) || 3 || 3-6 || 1/40 || 1/100 || 1 || - || - || 3 Target loses 2 AP (1 turn) || Damage: 16 Target loses 2 AP (1 turn) || 3 || 3-6 || 1/40 || 1/100 || 2 || - || - || 103
 * All || 10% of cases: +1 AP || 10% of cases: +1 AP || || || || || || || ||
 * 1 || Damage: 5~10 [[Image:Air.png|Air|15px]]
 * 1 || Damage: 5~10 [[Image:Air.png|Air|15px]]
 * 1 || Damage: 5~10 [[Image:Air.png|Air|15px]]
 * 2 || Damage: 6~11 [[Image:Air.png|Air|15px]]
 * 2 || Damage: 6~11 [[Image:Air.png|Air|15px]]
 * 3 || Damage: 7~12 [[Image:Air.png|Air|15px]]
 * 3 || Damage: 7~12 [[Image:Air.png|Air|15px]]
 * 4 || Damage: 8~13 [[Image:Air.png|Air|15px]]
 * 4 || Damage: 8~13 [[Image:Air.png|Air|15px]]
 * 5 || Damage: 9~14 [[Image:Air.png|Air|15px]]
 * 5 || Damage: 9~14 [[Image:Air.png|Air|15px]]
 * 6 || Damage: 10~15 [[Image:Air.png|Air|15px]]
 * 6 || Damage: 10~15 [[Image:Air.png|Air|15px]]
 * }

The AP cost at levels 5 and 6 would be 3, the maximum casts per target would become 2 at level 6 only. Since Time Theft would remove 2 AP at maximum instead of 4, the additional 2 could come from Frostbite, which I believe to be an underused spell except by Wisdom Xelor. This would grant the Xelor the same maximum number of attempts at AP drain, but at the cost of 3 additional AP. The lower AP cost at level 5 makes the spell more attractive to the Agility Xelor, who don't seem to have much Wisdom below level 100. They have little reason to level Frostbite due to its inconvenient cost and once per target restriction, such a change could give it a place in their spell bar, since typically their AP is divisible by 3.

Cap Cape currently increases the number of casts of Frostbite per target by 1, so this effect would need to be changed to avoid the spell being too powerful with the cape equipped.

Clock
+1 AP (1 turn) || 10% of cases: +1 AP +1 AP (1 turn) || || || || || || || || Target loses 1 AP (1 turn) || Damage: 26~30 Target loses 1 AP (1 turn) || 6 || 1-3 || 1/50 || 1/100 || 2 || - || - || 80 Target loses 1 AP (1 turn) || Damage: 29~33 Target loses 1 AP (1 turn) || 6 || 1-3 || 1/50 || 1/100 || 2 || - || - || 80 Target loses 1 AP (1 turn) || Damage: 30~34 Target loses 1~2 AP (1 turn) || 6 || 1-3 || 1/50 || 1/100 || 2 || - || - || 80 Target loses 1 AP (1 turn) || Damage: 36~34 Target loses 1~2 AP (1 turn) || 5 || 1-3 || 1/50 || 1/100 || 2 || - || - || 80 Target loses 1 AP (1 turn) || Damage: 36~40 Target loses 1~2 AP (1 turn) || 5 || 1-3 || 1/50 || 1/100 || 2 || - || - || 80 Target loses 1 AP (1 turn) || Damage: 36~40 Target loses 1~2 AP (1 turn) || 4 || 1-4 || 1/45 || 1/100 || 3 || - || - || 180 The changes here are simple: AP theft is replaced with normal AP loss and each casting gives +1 AP, as if an AP had successfully been stolen. This makes Clock more reliable for the caster, but preserves the idea that it needs more AP to cast than it really costs.
 * All || 10% of cases: +1 AP
 * All || 10% of cases: +1 AP
 * 1 || Damage: 21~25 [[Image:Water.png|Water|15px]]
 * 1 || Damage: 21~25 [[Image:Water.png|Water|15px]]
 * 2 || Damage: 24~28 [[Image:Water.png|Water|15px]]
 * 2 || Damage: 24~28 [[Image:Water.png|Water|15px]]
 * 3 ||Damage: 27~31 [[Image:Water.png|Water|15px]]
 * 3 ||Damage: 27~31 [[Image:Water.png|Water|15px]]
 * 4 || Damage: 27~31 [[Image:Water.png|Water|15px]]
 * 4 || Damage: 27~31 [[Image:Water.png|Water|15px]]
 * 5 || Damage: 31~35 [[Image:Water.png|Water|15px]]
 * 5 || Damage: 31~35 [[Image:Water.png|Water|15px]]
 * 6 || Damage: 31~35 [[Image:Water.png|Water|15px]]
 * 6 || Damage: 31~35 [[Image:Water.png|Water|15px]]
 * }

Also added, a maximum of 2 casts per target at all levels except level 6, where the limit is 3 per target. Especially at 1/2 critical hits with many AP, Clock is too easily used 4 or more times in succession. While the 3 per turn cast limit is easily filled by a 10 AP Xelor, additional AP can't be spent on Clock, which is too powerful to be used this many times in my opinion. My suggested version is still quite strong, and more reliable in terms of cost, but the cast limit offsets the more reliable nature, and makes 1/2 Clock less of a menace.

The Combo
I'm referring to "The Combo" a Xelor tends to use to reduce as much AP as possible without regard to damage, the combo is generally as follows: Cost: 12 AP Target: -11 AP
 * Flight 1 AP
 * Loss.Motiv. 1 AP
 * Time Theft 2 AP ; Target -2 AP
 * Time Theft 2 AP ; Target -2 AP
 * Sandglass 2 AP ; Target -2 AP
 * Frostbite 3 AP; Target -2 AP
 * Slow Down 1 AP; Target -3 AP

With my proposal, the cost would increase by 3, making most Xelor less effective at attempting to take AP, although Time Theft would be reliable in cost. Almost all Xelor in a one-on-one environment don't have 15 AP. Cost: 15 AP Target: -11 AP
 * Flight 1 AP
 * Loss.Motiv. 1 AP
 * Time Theft 2 AP ; Target -1 AP
 * Time Theft 2 AP ; Target -1 AP
 * Sandglass 2 AP ; Target -2 AP
 * Frostbite 3 AP; Target -2 AP
 * Frostbite 3 AP; Target -2 AP
 * Slow Down 1 AP; Target -3 AP

Such a change would have greater effect on PvM than the resistance removal changes I suggested, but that's unavoidable. Monsters don't complain about having their AP loss resistance or even maximum AP lowered, so adjustments could be made afterwards depending on what seems necessary to keep Xelor as a potentially useful team member.

Even with the increase in cost of "The Combo," the net results of changes made to the spells in question are in my opinion positive, especially the additional Frostbite cast at level 6, and the more reliable AP cost of Clock and Time Theft.

Other Spells
There are a few minor changes to other Xelor spells that I think would be constructive, but on the whole the flaws in the class are very few, in my opinion.

Haziness
State 'Blurry' (3 turns) Inf.C || - || || || || || || || ||
 * All || 10% of cases: +1 AP
 * All || 10% of cases: +1 AP
 * 1 || -2 AP (2 turns) [[Image:AoE.png|AoE: 4 (Circular)|15px]] 4C || - || 3 || 4-4 || - || 1/100 || - || - || 10 || 26
 * 2 || -2 AP (2 turns) [[Image:AoE.png|AoE: 4 (Circular)|15px]] 4C || - || 3 || 4-4 || - || 1/100 || - || - || 9 || 26
 * 3 || -2 AP (2 turns) [[Image:AoE.png|AoE: 4 (Circular)|15px]] 4C || - || 3 || 4-4 || - || 1/100 || - || - || 8 || 26
 * 4 || -2 AP (2 turns) [[Image:AoE.png|AoE: 4 (Circular)|15px]] 4C || - || 3 || 4-4 || - || 1/100 || - || - || 7 || 26
 * 5 || -2 AP (2 turns) [[Image:AoE.png|AoE: 4 (Circular)|15px]] 4C || - || 3 || 4-4 || - || 1/100 || - || - || 6 || 26
 * 6 || -2 AP (3 turns) [[Image:AoE.png|AoE: 4 (Circular)|15px]] 4C || - || 3 || 4-4 || - || 1/100 || - || - || 6 || 126
 * }
 * 4 || -2 AP (2 turns) [[Image:AoE.png|AoE: 4 (Circular)|15px]] 4C || - || 3 || 4-4 || - || 1/100 || - || - || 7 || 26
 * 5 || -2 AP (2 turns) [[Image:AoE.png|AoE: 4 (Circular)|15px]] 4C || - || 3 || 4-4 || - || 1/100 || - || - || 6 || 26
 * 6 || -2 AP (3 turns) [[Image:AoE.png|AoE: 4 (Circular)|15px]] 4C || - || 3 || 4-4 || - || 1/100 || - || - || 6 || 126
 * }
 * 6 || -2 AP (3 turns) [[Image:AoE.png|AoE: 4 (Circular)|15px]] 4C || - || 3 || 4-4 || - || 1/100 || - || - || 6 || 126
 * }

These slight changes could take Haziness from being awkward and situational to being a staple spell of the class, especially non-Wisdom types who are by definition ineffective at taking AP. Haziness is difficult enough to cast with the restrictive range and large area, the line of sight restriction is unnecessary. The Blurry state prevents two allies from stacking Haziness for the duration, and at levels below 6, an extra turn. However the duration of 3 for both the effect and Blurry state at level 6 gives alternating Haziness between two Xelor allies viability as a tactic. Not coincidentally, 3 duration and 6 cool-down mirrors the reflect spells, a single Xelor could alternate stacked reflects with level 6 Haziness.

The current version of the spell is difficult to cast due to the awkward range, large area, and line of sight requirement, as well as the awkward duration/cool-down timing. The modifications I'm suggesting are very slight, but open the spell up to many synergistic possibilities, where the current version is standalone and rarely used, let alone leveled.

Devotion

 * All || 10% of cases: +1 AP || || || || || || || || ||
 * 1 || +1 AP (2 turns) [[Image:AoE.png|AoE: 1 (Cross)|15px]] 1X || - || 4 || - || - || 1/100 || - || - || 3 || 42
 * 2 || +1 AP (2 turns) [[Image:AoE.png|AoE: 1 (Cross)|15px]] 1X || - || 4 || - || - || 1/100 || - || - || 3 || 42
 * 3 || +1 AP (2 turns) [[Image:AoE.png|AoE: 2 (Cross)|15px]] 2X || - || 4 || - || - || 1/100 || - || - || 3 || 42
 * 4 || +2 AP (2 turns) [[Image:AoE.png|AoE: 2 (Cross)|15px]] 2X || - || 4 || - || - || 1/100 || - || - || 3 || 42
 * 5 || +2 AP (3 turns) [[Image:AoE.png|AoE: 2 (Cross)|15px]] 2X || - || 4 || - || - || 1/100 || - || - || 3 || 42
 * 6 || +2 AP (3 turns) [[Image:AoE.png|AoE: 2 (Circular)|15px]] 3C || - || 4 || 0-1 || - || 1/100 || - || - || 3 || 142
 * }
 * 4 || +2 AP (2 turns) [[Image:AoE.png|AoE: 2 (Cross)|15px]] 2X || - || 4 || - || - || 1/100 || - || - || 3 || 42
 * 5 || +2 AP (3 turns) [[Image:AoE.png|AoE: 2 (Cross)|15px]] 2X || - || 4 || - || - || 1/100 || - || - || 3 || 42
 * 6 || +2 AP (3 turns) [[Image:AoE.png|AoE: 2 (Circular)|15px]] 3C || - || 4 || 0-1 || - || 1/100 || - || - || 3 || 142
 * }
 * 6 || +2 AP (3 turns) [[Image:AoE.png|AoE: 2 (Circular)|15px]] 3C || - || 4 || 0-1 || - || 1/100 || - || - || 3 || 142
 * }
 * }

The smaller area, 2 turn duration, and 3 turn cool-down makes Devotion less appealing than Stimulating Word in group combat, however the AP penalty for casting Devotion is easily avoided using Blinding Protection and/or casting Devotion after some AP has been spent. An Eniripsa is penalized by losing some maximum hp when casting Stimulating Word, but the Xelor is usually not penalized at all since he can usually resist the AP loss. To better balance Devotion with Stimulating Word in group fights without increasing its potential in PvP, I've made the above changes.

The duration is changed to 3 and level 5 and 6, and the AP loss is removed, but the AP cost is greater than the AP gained. This means that on repeat castings the net effect is the same as having the AP bonus run out on the caster a turn before the recast, but for allies, a seamless bonus is given. That is, a nearby opponent will continually have +2 AP from level 5 or 6 Devotion, but on the recast turn, the Xelor will use the +2 AP in order to recast Devotion. Example: 6 AP + 2 Devotion = 8, so on the recast turn, 8 - 4 + 2 = 6 AP remaining, the same as if the effect had worn off the turn previous and the Xelor resisted the AP loss of the current Devotion. Since an Eniripsa essentially casts Stimulating Word for 0 AP and some damage, I think this is fair, and the reason the AP loss and duration discrepancy occurred in the first place. The spirit of the shorter duration is preserved for the caster while an extra turn is gained for his allies.

To further differentiate Stimulating Word and Devotion, I suggest giving Devotion a 2 circular area of effect. The number of tiles affected is the same as 3 cross (12 tiles), but the distribution is different. It still would affect fewer than Stimulating Word (20 tiles). The addition of range adds further interest to the spell, but I don't think it'd be overall more desirable than Stimulating Word, merely more competitive with it.

Subma Ring reduces the cool-down of Devotion by 1. This effect would have to be changed, I think. Notice above I made Devotion linear and disabled line of sight. I think it'd be interesting to give Subma Ring +1 range to Devotion instead of -1 cool-down, giving it 0-2 linear range at level 6, without line of sight. It'd still be an interesting effect, without being too strong like 2 cool-down on a 3 duration spell. On the other hand, -2 AP cost for Devotion would be very nice, and would have a similar net effect as the -1 cool-down has now.

Xelor's Punch

 * 1 || Damage: 26~30 [[Image:Earth.png|Earth|15px]] || Damage: 31~35 [[Image:Earth.png|Earth|15px]] || 5 || 1-2 || 1/50 || 1/100 || 2 || - || - || 90
 * 2 || Damage: 31~35 [[Image:Earth.png|Earth|15px]] || Damage: 36~40 [[Image:Earth.png|Earth|15px]] || 5 || 1-3 || 1/50 || 1/100 || 2 || - || - || 90
 * 3 || Damage: 36~40 [[Image:Earth.png|Earth|15px]] || Damage: 41~45 [[Image:Earth.png|Earth|15px]] || 5 || 1-3 || 1/50 || 1/100 || 2 || - || - || 90
 * 4 || Damage: 41~45 [[Image:Earth.png|Earth|15px]] || Damage: 46~50 [[Image:Earth.png|Earth|15px]] || 5 || 1-4 || 1/50 || 1/100 || 2 || - || - || 90
 * 5 || Damage: 41~45 [[Image:Earth.png|Earth|15px]] || Damage: 46~50 [[Image:Earth.png|Earth|15px]] || 5 || 1-5 || 1/50 || 1/100 || 2 || - || - || 90
 * 6 || Damage: 41~45 [[Image:Earth.png|Earth|15px]] || Damage: 46~50 [[Image:Earth.png|Earth|15px]] || 4 || 1-5 || 1/40 || 1/100 || 3 || - || - || 190
 * }
 * 4 || Damage: 41~45 [[Image:Earth.png|Earth|15px]] || Damage: 46~50 [[Image:Earth.png|Earth|15px]] || 5 || 1-4 || 1/50 || 1/100 || 2 || - || - || 90
 * 5 || Damage: 41~45 [[Image:Earth.png|Earth|15px]] || Damage: 46~50 [[Image:Earth.png|Earth|15px]] || 5 || 1-5 || 1/50 || 1/100 || 2 || - || - || 90
 * 6 || Damage: 41~45 [[Image:Earth.png|Earth|15px]] || Damage: 46~50 [[Image:Earth.png|Earth|15px]] || 4 || 1-5 || 1/40 || 1/100 || 3 || - || - || 190
 * }
 * 6 || Damage: 41~45 [[Image:Earth.png|Earth|15px]] || Damage: 46~50 [[Image:Earth.png|Earth|15px]] || 4 || 1-5 || 1/40 || 1/100 || 3 || - || - || 190
 * }

A very small change, I increased the number of casts per target of Xelor's Punch to 3 at level 6 only, 2 at all other levels. No other changes in my opinion need to be made, the spell is relatively fair. Considering some of the close combat weapons Strength Xelor are able to use, I don't think 3 uses of Xelor's Punch is too many, the damage is pretty comparable with Pandatak when you consider soft caps. Still, Xelor have a tendency to have large amounts of AP, so more than 3 casts might be pushing it. Compare with the 3 cast per turn limit I suggested for Clock, which currently has no cast limit.

Summary
The proposed changes to Time Theft make 2 Frostbite casts per target viable, but Cap Cape would need to be altered. The short term (and even maximum) ability of Xelor to reduce his opponent's resistance would be lowered, making Time Theft and Clock even less reliable, though they were quite so already, so converting them to normal AP loss with reliable cost seems fair given the increased short term difficulty of taking AP, and increased difficulty of resist removal thanks to altered Loss of Motivation and Weakness. I hope the small increase in utility of Clock (more reliable) and Frostbite (additional cast) offset sufficiently the critical blow dealt by Loss of Motivation being line of sight and 3-6 modifiable range, as well as the increase in time it takes to reach maximum. In a hit and run game with many obstacles, I think it'd be unlikely for a Xelor to manage reaching the full potential of Loss of Motivation and Weakness. Since the maximum is also 14% lower at level 199, this is an overall decrease in power.

However, it's much simpler to hold bosses in place, so I don't think these changes would affect PvM very much, as Loss of Motivation will have identical range to Frostbite, meaning an AP draining Xelor would hopefully be using them in conjunction anyway. This one of the goals of my proposal here: to decrease the ease with which Xelor can take AP through reducing an opponent's resistance to AP loss, while not affecting PvM too much and without changing the AP loss equation, and I think I've accomplished it.