i know eligor is easy... it just has a massively high amount of ai it uses (basically repeating the same thing a million times). if you pump up it's stats it can be deadly though, as can any other enemy be if the game is balanced right.
peerless would be something i would give to enemies (stronger ones) as something similar to ffxii's paling, but for both phys magical, and status resistance in one, and wears off quickly. however, manually setting enemies to be immune tho things with ai editing (setting phys/mag immunity on, dunno if status immunity is there/works or not yet) allows for a longer counter, which is dependent on their attack speed rather than in-game units of time.
i am not going to be adding anything yet, but after i finish up to and including air buster, i will be putting my mod up for testing (hopefully it shrinks to 248kb... it is close ^^), and starting my hard/balance mod up to air buster as well (kinda alternate between the two, compressing then making use of the compression. i hope you guys will help me out with the testing as well

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the beta should be up either later today, or early tomorrow (3:30 pm here), since i will have to do school work here soon, which is very easy... my current class is an intro to programming course, teaching about pseudocode (not any actual language, just pseudo), and is my third full intro class, i have had a intro to java, C++, and half a COBOL class before this, all teaching pseudo as well, but i have to take this class to continue on... guess i will get another A then XD.
ok, the blood taste enemy's tentacle drain is physical based, and costs 0 mp, even though it seems as if it should be a magic attack in the ai (checks for mp as well). unlike it's previous palette swap, the guard hound, it cannot use the regular tentacle move. what i am thinking, is that it was normally supposed to have three attacks (bite, tentacle, and tentacle drain), and that the draining version was to be magical based with mp cost attached. if the ai supports this fully, it will be gaining an attack, and it's ai will be slightly altered from normal.
i think i will add the normal tentacle attack, and make it the attack used if it runs out of mp, essentially making it still use it's tentacle attack, just without draining capability, since the tenacle attack is stronger than the normal bite attack anyway. it will also replace the bite attack in another spot, where the possible double attack happens, making the second attack the more powerful tentacle attack, though it would only use this at lower life (commonly at least), so it is essentially a balancing attempt, but with weak enemies

. tentacle drain will be switched to magical damage, and the blood tastes given enough mp to use it a good bit, but i will not change their magical power, though i may have to reduce the atk power of the move to accommodate the type switch.
yeah... i checked, and if it were to just do a plain switch, it'd do ~78 damage a hit... if i reduce the power of the drain attack to 1 instead of 10, it'd do the same damage it does now, but in magical form. a really weak attack, but it would still be true to the original damage amount. then again i could keep it physical and just give it mp cost, but then it's magic power goes to waste... though at a 1/16 base power, at 255 magic and at lv 99, it'd only do ~130 damage, hardly anything. i think it will stay physical for now, but with an mp cost, since that works out the best overall.
also, i will be reversing all dropped/stolen items (not making steals drops, and vice versa, but the order in which they are gotten, making the rarer items drop first), since there was obviously a mixup in the layout, since some items are made extremely rare, some items completely missable after a certain point (vagrysk claw anyone?), when the rare item was supposed to be checked for first (giving the rare drops priority if the random number succeeded, instead of going through all common items first). this should help balance the normal drop/steal chances without actually changing the item or drop rates, making the common drops less common, and the rare drops more common.