Okay here are my responses to peoples inquiries

Originally Posted by
Ceasaria
Why Sketch I has 18 sec (duration) / 18 sec (pet) then ? Still, I don't get it why it's different from the 3 others Sketch.
When I was thinking of what "subjects" to Sketch, the first one that came to me for Purple was a Pudding. My first thought was, "when a pudding dies, they dissolve into a puddle", so I wanted that for part of the attack. But I felt that having them out for the same duration as the others might seem OP, since they leave an AoE puddle behind once they leave. It's deceiving, kinda, but their actual total time is 42 seconds. Combining their attack with their finisher the potency total is roughly 420-450 which when calculating the Madragora's potency, roughly 620-740, it's actually lower; which makes me wonder if I need to fix that?

Originally Posted by
Ceasaria
Wouldn't have been better that Sketch III, draw a Bombo instead of a Golem ? The color match and the Explosion too (but need to change Brick Breaker then).
To the first part of this question, I chose a Golem since they are usually brown in color, brown being a variant of Orange. I will admit a Bomb crossed my mind. But Bombs are usually associated with fire, and fire with red. As for the second. When I was thinking of attacks for the Sketches, it was easy to think of what I have seen, but naming them is a different story. Like I know Mandragoras scream but is it just scream or (blank) scream. When I got to the Golem, I remembered them doing an attack where they expel magical energy and shoot rocks at people in all directions. When I found a list, a move like that wasn't there, so I decided to just call it what it was, an Explosion. An explosion doesn't have to be fire it's just an expansion of energy. Plus Bombs usually use Self-Destruct as their finisher.

Originally Posted by
Ceasaria
Why you choose to apply Black and White colors on enemy instead on your palette ?
Trying to think of an AoE attack was a little difficult, most jobs, half the time, are just spamming a move over and over. The Black and White "back and forth" as it were came about as a way of keeping it simple but making it feel somewhat unique. As for why it's not on the Palette. They are only used for AoE; you can use single target on a group of enemies, but you wouldn't use AoE on just one. Plus I felt it might become too much paint to monitor. As for the potencies, I wanted them to mirror what the current casters have for their "spamable" AoE with BLM having 50/80(160)/100, SMN having 30(70), and RDM having 100. I felt 100 was a good potency for the spells. But to make the spells play off one another I made it that they double the potency after being effected by the other spell. The potencies can be adjusted but as of right now they fall with the amounts "set" by the other casters.

Originally Posted by
Ceasaria
If you keep things like that, I think you should do minor changes for Ivory and Ebony and maybe add skills or additional effect on skills to use/combo with the Black and White applied on enemy.
That is exactly how the Gray Paint mechanic came about. I wanted something to interact with the White/Black mechanic. At the time this was the best I could come up with. But I am open to ideas.

Originally Posted by
Ceasaria
Don't you think you have too much AOE actions which do the same thing : Explosion from Sketch III, Micro Meteor from Sketch IV, Star Prism and "Je ne sais quoi" (good name lol).
Ultimately, every attack in the game is the same just with a different coat of paint, no pun intended. My guess is you are referring to the degradation of the potency for the skills you mentioned, and you may be right. But the skills are either going to hve a lower potency or a high one which degrades. If you have any ideas on adjustments, you have my right ear, I cut my left one off.. XD

Originally Posted by
Ceasaria
Color Splash is a very good idea but I wonder in what situation it could help. The buff for healer is too weak I should say. Tank will be worth for a tank buster. Dps is okay for burst.
The problem I see is when you cast it, you want the 3 effects be useful at the same moment. But I don't know if we have a fight which permit that.
For me, you could have a Color Splash I (reduce damage taken by team) which depend of primary colors, Colors Splash II (increased damage dealt by team) which depend of secondary colors. And if Grey is present, you have a bonus.
And by doing that, you lost the colors used for Color Splash I or II (+ Grey).
For Color Splash I was trying to figure out a form of utility that has yet to be done, T.T How many times can we have a skill that increases damage dealt, increases direct hit, reduces damage. As I said in a previous response, everything is ultimately the same just with a different coat of paint. I was browsing the current utility to figure something out. Devotion was used the most, since it has all 3 buffs too, but in a smaller amount. I figured a buff that depends on the recipient would be interesting and hasn't been done yet. I tried to come up with percentages that would be beneficial but not break the skill. Your idea about using Gray Paint is interesting and worth looking into.

Originally Posted by
Ceasaria
To go a bit further I imagine some skills like :
- one where you throw all your paint pots on the canvas (if the job have one but I doubt, it's not a painter) and have a random effect.
This is what "Je ne sais quoi" is supposed to be. It's not stated, cause I felt if might cause confusion, but my thought was the animation would be random, but the damage output the same. I didn't want to make a random effect cause then it might become a skill that people don't want to use since the random effect isn't what they want; just look at the AST cards, lol. As for a canvas, I was actually thinking of another "gauge" that would show you what sketch you currently have out. I din't make a mock-up since I wasn't sure if I wanted it. But it was a thought

Originally Posted by
Ceasaria
- refresh/wash your palette with water (so remove colors) and have a good effect (could be Transience but with a better effect/potency depending of the number of colors removed).
This might be a better use for Transience, with the current effect being an Additional Effect. I'll admit Transience was one of the last skills made, and at that point I was like "what hasn't been done before," lol

Originally Posted by
Rinion
I was wondering what you thought to adding an instant cast spell or maybe making the 3 primary colour spells 1.5s cast time? It's mainly for using the sketches really as they're every ~20-30s and the only instant cast spell you have is the DOT. It just doesn't sound like they'll sync up enough so that you can refresh the DOT when you need to sketch (i.e. you can't proc the GCD so that you can use sketch in the oGCD).
i thought about making some of the spells [the primaries like you suggested] have a lower cast time. But then I thought of the animation and how it's supposed to look like you are getting paint off your palette and onto your brush; I felt a "longer" cast time would show that better. Doesn't mean it cant be shortened. As for Pointillé, the word is to literally DoT something, how appropriate, throwing paint [instant cast] felt appropriate. As for the GCD/oGCD synergy at a glance they seem to work well, in theory. But like it's done now, the player base tends to find what is optimal. I will go through with my thoughts on a rotation soon, but as of right now, it's left up in the air so that each person can figure it out on their own with what works for them. At the moment the skills potencies, which admittedly may need and adjustment, and recasts are set so as to not make them too powerful, ie 4 Flares in a row.

Originally Posted by
Rinion
I was also wondering about Colour Splash. It seems quite powerful but I was more wondering about maybe lowering the tank buff to 10% to bring it in line with the total % buff each role with receive in the party. Basically in 4 man content, the tank and healer would get 10% to their jobs each and the DPS would collectively get 10%. In 8 man content, tanks, healers and DPS would collectively get 20% to help with their defenses, healing and damage respectively (this point is also partly my OCD wanting them to be the same ).
Color Splash might need to be looked over again. Along with the separate buffs each role got I tried to not make them OP, compared to similar skills, that is how I landed on the potencies they have. A flat 10% might be okay for healers and tanks, but might be OP for DPS. I'll have to look at it more to find a way to balance it but not make any one OP.

Originally Posted by
Rinion
My last one was about the lvls you learn Ebony and Ivory. I was thinking that maybe they should be learnt at different lvls because you don't usually learn more than one spell or ability at the same time. This one is also partly personal preference. =)
The short answer is some skills can be learned at the same time. Many of the upgraded skills are learned together, as are skills that support one another. It just depends on how the skills are made/used.
The long answer is all of these skills. Granted, most are a remnant from the Class/Job issue, but they still apply.
Summoner/Scholar
Summon/Physick, Aetherflow/Energy Drain, Sustain/Resurrection, Bane/Summon III/Adloquium, Shadow Flare/Enkindle/Lustrate, Bio III/Miasma III, Summon Bahamut/Enkindle Bahamut
Black Mage
Manaward/Convert, Aetherial Manipulation/Flare
Red Mage
Redoublement/Acceleration
White Mage
Cure II/ Presence of Mind, Medica II/Benediction
Astrologian
Draw/Diurnal Sect/Undraw, Royal Road/Empty Road/ Spread/Undraw Spread, Nocturnal Sect/Synastry
Paladin
Shield Swipe/Shield Oath, Bulwark/Total Eclipse, Circle of Scorn/Hallowed Ground
Warrior
Butcher's Block/Defiance, Storm's Eye/Infuriate
Dark Knight
Grit/Darkside, (they use to have Delirium/Living Dead, but Delirium was removed and reworded)
Bard
Windbite/Mage's Ballad (they use to have Wide Volley/Battle Voice, but Wide Volley was removed) Caustic bite/Stormbite
Machinist
Hot Shot/Rapid Fire, all heated shots, (they had a good chunk of their moves removed, who knows what was where)
Monk
Demolish/Rockbreaker, Perfect Balance/Dragon Kick
Dragoon
Blood for Blood/Jump, Chaos Thrust/Dragonfire Dive
Ninja
Jugulate/Ten
Samurai
Gekko/Iaijutsu, Yukikaze/Meikyo Shisui