- Updated damage potencies. GCDs spent per 2min loop are now balanced to be 'roughly in line with Dawntrail SGE' (it's about 200p per 2min higher than DT's SGE). I based it on the assumption that the player would use 3 Toxikon burst windows per 2min cycle, but additional factors like Piety could make that value higher and complicate the maths further.
- Increased MP costs of Augments to 1500MP, and decreased MP gained from Addersgall actions to 500MP. Even with this change, the SGE would gain around 12000 MP per 2mins via 2 Lucid Dreamings, 6 Addersgall actions, and the occasional Rhizomata giving a free use of an Augment (effectively giving 1500MP), plus enough Addersgall for one spender.
- Decreased Eukrasia's MP cost to 500MP, and halved its Toxikosis generation. Reduces the likelihood of someone needing to use it, but not having the MP to do so. The MP cost cannot be removed fully, as there'd be no reason to not press it before every action.
- Decreased Psyche's damage to 50% of its current value, but halved its cooldown. Effectively, same damage, but you press it twice as often, which contributes to the 'fast paced' feeling of the class that this design intends. Additionally, Psyche triggers Kardia, so using it also helps with healing somewhat. It doesn't benefit from the Augments or consume them, it's just a regular instance of Kardia, so that Psyche uses don't interfere with setting up for a healing-burst window by unexpectedly stealing stacks (forcing you to either mess up your preparation, or delay Psyche until after, both of which feel bad)
- Increased MP restoration effect of Feedback Cycle, but limited its effect to Toxikon stacks (and Pneuma).
- Cleaned up some typos, unclear wording, and a stray reference to 'Toxikon 2' that slipped through