Being bored in class can be the genesis of many things, not the least of which are ideas to improve FFXI. Just post whatever you think would improve the game (not A REALLY COOL SCYTHE WITH 20 HASTE or RIDILL GAXE bull)
Mine:
Allow all WSes to crit. Seriously, why can't they? Crit based wses would still get bonuses to crit chance, but the current way is stupid. Maybe make a few exceptions; Slugwinder doesn't need crits. Make magic WSes able to crit too, based on the primary stat of the WS vs the enemy's MND instead of DEX vs AGI.
Make Magic Crits do +20% damage instead of the pathetic +10 MAB they are now.
Double all haste values, make haste less powerful the more you have it, and uncap it so 50% haste is 50% more hits and 100% haste is 100% more hits. Uncapped things are nice and haste as it is is kind of abusable.
Allow overkill bonuses on exp mobs, so each %MaxHP of damage above what was needed to kill becomes a % bonus to exp gained. With this, make multihit WSes land all hits above the damage needed to kill. Example: on a 4k HP mob total mob with 600 HP, a WAR does raging rush for 1k. You get a 10% xp bonus for this. (Notice the stealth BLM and MB exp party buff in this one.)
Make killer effects also give +%attack on mobs based on intimidation rate (8% intimidation rate = 8% atk bonus)
Make hidden effects shown, make "enhances" gear more understandable
Job Adjustments, the paramount achievement of my in class boredom
WAR: Weapon Swap: An ability that lets you swap your weapon without losing TP once every 3 or so minutes. 15s duration so you can swap for WS and swap back.
MNK: Grab: Makes the mob bound in place for 1m or until the MNK either disengages or moves out of melee range. Damage doesn't break this bind, but the MNK missing does have a chance to break it. The accuracy for landing this ability is the same as the acc for landing a normal hit.
THF: Critical Power: A new trait gained at levels 15/35/55/75 that adds +.075/.15/.225/.3 pDIF bonus to each critical hit (kind of like X's Knife.)
WHM: Banish 4 and Haste 2 (22.5% haste, 55 MP)
RDM: Momentum Magic: An ability that makes successive spells in a single school to be enhanced in some way. Enhancing spells get 5% MP and recast discount for each spell past first. Healing is 5% cure potency. Enfeebling is 5 MAcc. Elemental is 5 MAB. All cap at 25.
BLM: Elemental Proficiency: Elemental spells of lower level get MP discounted based on how many levels above the spell you are. 1% discount per 2 levels, caps at 20% MP cost reduction.
PLD: Offensive Shielding: A stance that makes the PLD unable to shield block but gets shield attacks, which are a 20% chance on each attack round to also attack with the shield (DMG = to shield def)
DRK: Make Abs-Int subbable. Shroud: costs something like 50 mp, gives an invisible effect, and -20 enmity. Lasts 3m or until you get hit by a single target attack.
BRD: Charismatic Gifts: Gives you +1/6 of your bonus to your CHR from gear, spells, etc as a bonus to your other stats as well. Passive, subbable.
RNG: No idea. I can't think of a hole they need to fill anymore. Maybe some way to improve TP gain?
BST: Monster Healer: Allows a BST/WHM to heal his own mob with cure magic. Also, Beastman Killer at 75.
SMN: Astral Intelligence: INT bonus corresponds to a stat bonus for the mob (STR for ifrit, DEX for ramuh, etc). Physical BPs can use TP to become more powerful.
SAM: Seigan gives AGI like Hasso gives STR. Fuck you SAMs.
NIN: Crit Hit Rate Bonus: Lv 15/35/55/75. +3/6/9/12% chance to crit.
DRG: MORE. WYVERN. EMOTES.
BLU: New spells, like Battery Charge (20 MP, 9s cast time, 120 recast, gives 25-120 MP), a Berserk effect that gives +atk and +damage taken (phys and magic), and a MND based strong earth nuke.
COR: Versatile roll: Gives bonuses to a job based on that job's roll. Doesn't stack with the similar roll (Versatile + Evoker's doesn't stack on a SMN, for example).
PUP: Mechanical Aptitude: Allows PUPs to cure puppets. Puppet Possession: 1m duration, 3m recast, you control the puppet instead of the PUP for the duration, effect is lost if you take damage.
DNC: Tactical Regain: 2 tp/tick regain when disengaged, up to a maximum of 100 tp.
SCH: New strategem that enhances duration of enhancing magic and enfeebling magic by 50% for 1 charge and +50% MP.
I do expect this thread to be terrible. I have no regrets.