I decided to revive this thread, rather than create a new one.
Having given much thought to the subject, here's a more detailed look at the concept:
There is an opportunity here, since "Thrown weapons" cannot have "weaponskills", to give each job that has "throwing weapon skill" its own unique flavor; there are a few creative twists I'd take on them, to make a set of abilities that are job specific. Some may cost TP, while others will simply act like new job abilities. Some, but not all, could potentially be included in skillchains (as I mentioned in my older post).
Due to the dual nature of thrown weapons (consumable or returning), these Job Abilities would have to be "disabled" when the wrong type of thrown weapon is equipped. This removes several issues that have been brought up in opposition to this concept in the past.
(These are all examples, and are in no way meant to express the entire list of possible abilities. I am not always listing recasts, durations (instant or not) or any other costs associated with these abilities, nor damage calculations, unless I think it's important to the concept. Overall, I think they should all have under 5min recasts; for most, it wouldn't hurt to have 1min recasts or much less.)
* Ninja: Throwing Arts(ammo - Shuriken only) Thorn in the Side: Throw a Shuriken at a spot that is hard to reach, creating great annoyance. (Provoke-like effect and Damage over Time, recast 30sec)* Thief: Concealed Weapon
(ammo - Shuriken only) Armor Wedge: Lodge a Shuriken in the enemy's body so those attacking the Shuriken cause extra damage to the enemy. (removes partial physical resistance and causes each hit landed on the enemy to inflict "Shuriken Pain" additional damage effect)
(ammo - Shuriken only) Shadow Shuriken: Chance of throwing an extra Shuriken (no ammo consumed) for each Utsusemi shadow active. (Not the same as Sange: Not always 100% and does not consume shadows or ammo)
(ammo - Scrolls only) Ninjutsu Secrets: Using a Far Eastern Ninjutsu scroll, enhance elemental damage of Ninjutsu for the duration and make them "area of effect" rather than single target.
Sange should be on this list now. (and it could use an update too)(ammo - Darts only) Target Vulnerability: Throw darts right past the enemy's defenses. (ignores defense, higher accuracy, and additional effect on the dart always takes effect)* Puppetmaster: Transmit
(Range - Returning only) Returning Impact: For the duration, ranged attacks will hit both on the initial pass and on the return path.
(ammo or ranged!) Ricochet: For the duration, send your ranged attacks bouncing off objects to obscure the source of your attacks. No enmity is gained by the attacks.
(ammo or ranged!) Distraction: Your ranged attack briefly distracts the enemy so you can strike when their attention is directed elsewhere. Removes direction restrictions on all actions against the enemy. (including things like Overwhelm & Sneak Attack) Increases "steal"-type ability success rates.(Requires an animator in Range slot) (see: Pup forum thread) Essentially, using attachments to cause specific effects or attacks when commanded by the Puppetmaster.* Beastmaster: Whiplash(range - whip only) Whip Crack: For a short duration, this increases the "killer effect" against the current target, or gives killer effect to the Beastmaster and pet if they do not already possess it.* Corsair: Trick Dice
(range - whip only) Lasso: Damaging attack, plus binds the target for a short duration.
(range - whip only) Leash: (5min duration, 1min recast) For the duration, the Beastmaster's pet will only attack the Beastmaster's current target.
(range - whip only) Lashing: Rapid whip lashes (2-5 hits) and inflicts bleeding damage over time.(range - "trick dice" only) Roll Dice: Does damage based on the number rolled. The resulting number is remembered in a "Slots" Icon.* Dancer: Flamenco
(range - "trick dice" only) Slots: After 3 results have accumulated through "Roll Dice", they can be used to produce a "Slots effect" and are consumed.
Some trick dice may have non-number sides that create additional effects, and might act like wild cards in the 3-roll "slots effect." I won't go into a list of possible effects... just think of Setzer in FF3/6j, and Cait Sith in FF7.(range - Chakram) Zapateado: For the duration, along with using rythmic foot stomps, attacks are supplemented by throwing a chakram with increased force.* Ranger: Trick Shots
(range - Chakram) Palmas: Rythmic hand clapping increases the rate at which weapons can be thrown effectively by the entire party. (Each of the Dancer's tosses could have a chance at granting a status buff from a small list, short durations)
Zapateado and Palmas can be used simultaneously.(ammo or range!) Shadowbind: Target cannot move. Attacking the target does not break the bind effect.* Monk: Blitz (Reference Sabin's elemental blitzes in FF3/6j)
(ammo or range!) Shadowcuffs: Target cannot auto-attack or use TP moves or Job Abilities.
(ammo or range!) Shadowmuzzle: Target cannot cast magic.
(range and ammo) Target MP: This ranged attack does damage to MP, not HP.
(range and ammo) Tableturner: Does higher damage, the higher the enemy's defense is.
(range and ammo) Cheap Shot: Ignores enemy defense.
(range and ammo) Enchanted Ammo: Deals non-elemental magic damage to target.(maybe just add special ammo to make this happen)(range - Returning only) Air Blades: Air elemental damage, multiple hits, cone AoE, (slashing damage?)* Summoner: Subdue (whips - Rydia)
(no ranged weapon required) Rising Phoenix: Fire elemental damage, AoE centered on Monk.
(no ranged weapon required) Shock Wave: Earth elemental damage, direct line AoE.
(no ranged weapon required) Aura Bolt: Holy elemental damage, direct line AoE.(range - whip only) Entangle: Causes Bind, Gravity or Paralysis effect on the enemy.* Samurai: Toss
(range - whip only) Astral Rope: Reset the recast time for one avatar so they can be summoned immediately.(ammo) Perforate: Dispel one beneficial status on the target. (maybe better as a new Samurai-only archery weaponskill.)* Warrior: Hurling
(ammo - fireworks only?) Fireworks: Cause damage (based on throwing skill) along with fireworks. (allow Samurai to equip fireworks in ammo slot? Anyway, I'm not sure why Samurai had fireworks in FFX-2, but there ya go)(The basic thrown weapon abilities suggested by Kingfury this thread (link))* Odd Jobs... Strangely enough, these jobs (see below) have Throwing Skill. However, I don't see mages throwing things at monsters... rather, I'd see them throwing magical attacks based on their weaponry, like in FF2/4j, where using a "rod" or "staff" would cause a low tier casting of the related elemental spell, or a non-elemental ranged attack. Perhaps allow mages to equip a staff or rod in their "Range" weapon slot for this ability.
Doubled Mark, Goliath Shot, Toe Shot sound good to me.BardI think that covers every job with Throwing Skill. These seem to be really unique touches added to the jobs. Hopefully others (including the devs) agree!
Cacophony: Cause damage with terrible singing or music. Maybe give them cymbols... or not. (Chance to dispel a positive effect or disrupt casting?)
Black Mage
Channeling: Cause elemental (or non-elemental) damage from a distance, using equipped staff's element, no MP cost, damage may be close to a Tier 1 spell.
White Mage
Restoring: Cure target with your "attack", no MP cost, healing may be as strong as cure 1.
Red Mage
Channeling and Restoring
Scholar (new ranged weapon: Grimoires for Scholar)
Grimoire Toss: Throw the book at 'em. Those are pretty hefty books. They'd do some damage if they landed on an enemy. Several elemental versions could be added to alter the damage type inflicted. (They could just be summoned above the enemy, and then drop onto their head.)