Let me see if I understand this right. You want to change the second group of resists? While, I agree, their proc rates a ridiculously low, all (or most) of the job traits actually make sense for the job listed. Let's go over them.


Warrior: Plague reduces TP over time, something WARs, and all DDs, heavily rely upon. Resist Virus gives a small chance at nullifying Plague completely, and shortens it's duration when it does land, thus, reducing the amount of TP lost. That's necessary.

Thief: Gravity, along with heavily reducing movement speed, and thus, the ability to get away (somethings thieves in-game AND real life would need to do), reduces evasion. Thieves are the most evasive job in the game, so a resistance against that only makes sense.

Red Mage: While I agree, it is trivial, petrification stops all action. RDMs were designed to be battlemages, enfeeblers, and enhancers, so stopping all action would hurt, not only the RDM, but the entire party. Also, the sources for petrify are so few, it doesn't even make a difference. Most of them are gaze attacks, which can be easily avoided.

Paladin: Resist Sleep is meh, same thing as Petrify; sleeping the PLD hurts the whole party. Undead Killer, however, keeps in line with the theme of paladins being holy warriors. Since Undead are beings of darkness, naturally, paladins would want to destroy them.

Dark Knight: Have you ever been paralyzed? Do you know how annoying that is? Dark Knight used to be, and still is, a mainline stunner. If you paralyze a stun, your group could face a wipe. That's huge. Arcana Killer is moot; all four of the knight jobs have enemies that aren't covered by BST's Killer traits. Arcana was just the last one left, I guess.

Beastmaster: Slow reduces DPS, increases cast times and recast times, and just overall sucks. If you're taking longer to do things normally done (and this hurts a job that was the first true solo job in the game), you're going to hurt for it.

Ranger: Most Boy Scouts can tell you what plants are poisonous in the forest. Why shouldn't a Ranger?

Summoner: Avatars and spirits have long-ish cast times as it is. See: BST.

Samurai: DD class needs to be able to hit things to get TP and deal DMG. If you miss a WS, which is SAMs primary function, you lose dmg. Losing DMG on a DD class is doing it wrong. Samurai, historically, have also been demon killers, so it makes sense.

Ninja: When was the last time you saw a ninja stand still?

Dragoon: Dragoons, as in all Final Fantasy games, have been both friend and foe to dragons. Dragon Killer, while not used very often, aligns with the job.

Corsair: Ever have Phantom Roll paralyzed? It has a one minute recast, unmerited. It sucks. Ever have a ranged attack or Quick Draw paralyzed? You actually lose gil, because the ammo/card are still expended.

Puppetmaster: See: BST. Amnesia is a status affliction that prevents WS use and JA use. Not sure if you know, but PUP is 100% JA use. You can't even activate your automaton without using one. Can't have it attack, either. Resist Amnesia is a huge boon for PUPs.

Dancer: See: BST.

Scholar: Want to kill a mage mob? Silence it. Want to kill a SCH? Silence it.


So while some may not make sense in terms of game mechanics, they make sense in terms of lore, which is what the original dev team was all about.