Dissidia Final Fantasy NT update 1.17 is now available for players on PS4. According to the Dissidia Final Fantasy NT 1.17 patch notes, the new FFNT 1.17 update has added various new changes and gameplay improvements. In addition, Dissidia Final Fantasy NT version 1.17 also includes stability and performance improvements.

Previously, a big update was released with some major changes and improvements. Unfortunately, since this update, many players were experiencing a number of issues when trying to play. Today’s Dissidia Final Fantasy NT patch 1.17 is expected to fix all these issues. Check out more details below.

Dissidia Final Fantasy NT (FFNT) update 1.17 Changelog

Arcade Changes

New music (actually coming to NT in October)

  • Matoya’s Cave -arrange- from FF

  • The Forbidden Land Eureka -arrange- from FFIII

  • Main Theme -arrange- from FFIV

  • Jenova Complete -arrange- from FFVII

  • Battle 2 -arrange- from FFIX

  • Goddess Divine -arrange- from FFXI

  • Knight of Etro -arrange- from FFXIII-2

  • Triumph -arrange- from FFXIV

New Character

Dissidia Final Fantasy NT update 1.17 has added Kam’lanaut from FFXI.

Type: Specialist

When he lands the final hit of an attack, then that attack gains a buff for a while. Landing this buffed version will not reset the duration. The buff allows him to hold down the button to add more hits to the first input. I do not know if there are effects other than visual to the non-held down version of the buffed attack.

Earth Blade / Terrafication – ground neutral bravery (literally Earth God Blade / Earth Demon Blade)

  • 2 inputs

  • Melee attack

  • Bravery damage: (176) + (272) = 448

  • Bravery damage of hold: (176 + 32 + 32) + (272) = 512

  • Buff duration: 20 seconds

Frost Blade / Glacification – ground forward bravery (literally Ice God Blade / Ice Demon Blade)

  • 2 inputs

  • Melee attack

  • Bravery damage: (192) + (256) = 448

  • Bravery damage of hold: (176 + 32 + 32) + (272) = 512

  • Buff duration: 20 seconds

Water Blade / Liquification – ground back bravery (literally Water God Blade / Water Demon Blade)

  • 1 input

  • Projectile attack with low projectile strength (maybe medium when charged)

  • Bravery damage: 384

  • Bravery damage of hold: 64 + 32 + 32 + 304 = 432

  • Buff duration: 20 seconds

Savage Blade – ground dash bravery

  • 1 input

  • Melee attack

  • Bravery damage: 16 * n + 432 (n is the number of hits based on height)

Flame Blade / Ignition – air neutral bravery (literally Fire God Blade / Fire Demon Blade)

  • 2 inputs

  • Melee attack

  • Bravery damage: (176) + (272) = 448

  • Bravery damage of hold: (176 + 32 + 32) + (272) = 512

  • Buff duration: 20 seconds

Wind Blade / Vaporization – air forward bravery (literally Wind God Blade / Wind Demon Blade)

  • 2 inputs

  • Melee attack

  • Bravery damage: (176) + (272) = 448

  • Bravery damage of hold: (176 + 32 + 32) + (272) = 512

  • Buff duration: 20 seconds

Lightning Blade / Electrification – air back bravery (literally Lighting God Blade / Lightning Demon Blade)

  • 1 input

  • Projectile attack with low projectile strength (maybe medium when charged)

  • Bravery damage: 384

  • Bravery damage of hold: 64 + 32 + 32 + 304 = 432

  • Buff duration: 20 seconds

Shield Bash – air dash bravery

  • 1 input

  • Melee attack

  • Bravery damage: (24 * 5 + 344) = 464

Great Wheel – HP1 (literally Great Wind Wheel)

  • Melee HP attack

Spirits Within – HP2

  • Search-type projectile HP attack

  • Starts with a 25m range, but decreases with HP (like Firion’s Weaponmaster)

Light Blade – HP3 (literally Light Ring Blade)

  • Melee HP attack

  • Bravery damage: 128

  • After landing it 3 times: bravery damage increased to 128 + 48 + 40 * 2 = 256

  • After landing it a total of 6 times: bravery damage increased to 128 + 64 + 48 * 4 = 384

Intervene – HP4

  • Counter melee HP attack

  • Can parry bravery attacks

  • Like with Sephiroth’s Scintilla, the attack will come out even if it does not parry anything

  • If it parries something, then it will gain invincibility and increased range and angle

Esoteric Region – unique EX skills

  • Cooldown: 20 seconds

  • Can stock up to 4

  • Places a magic sphere at his location that applies a debuff to any opponent that touches it. The sphere has a duration of 30 seconds. Can have all 4 out at once. The buffs for his bravery attacks get a 2.5s longer duration per amount of spheres he has placed

  • The spheres disappear when Kam’lanaut is killed

  • The debuff lasts for 15 seconds and is refreshed if the opponent touches the sphere again. The debuff decreases attack by 30%, defense by 50% (damage taken increased by 31.25%), and speed by some number (hard to get specifics, but it is at least 20% based on other skills). It also seals the use of common EX skills

  • Can cancel the recovery of his bravery attacks into Esoteric Region

EX Skills

Bravery Conduit

  • Cooldown increased (50s -> 60s)

  • Range decreased (40m -> 35m, height: 25m -> 15m)

Mighty Guard

  • Duration increased (10s -> 15s)

  • Range increased (radius: 20m -> 25m)

Rend Shield

  • Range decreased (radius: 25m -> 20m)

Vacuum

  • Range decreased (height: 25m -> 15m)

Revivify

  • Range increased (radius: 20m -> 25m)

Summons

  • The summons’ attacks are not affected anymore by buffs or debuffs to defence.

Bug Fixes and Other Small Changes in FFNT update 1.17

All characters

  • When some attacks that do no cause hit- or guard-stun hit, if a teammate’s HP attack hit, you got points for “Restrained Foes” under “Support Points” for your match score.

Common EX Skills

  • Share HP: When a teammate used Share HP, the amount of HP you recovered did not show on screen.

Character

  • Cloud: During hitting, Omnislash during Limit Break sometimes lost its invincibility.

  • Lighting: When using Army of One, the second hit sometimes did not connect.

  • Added other minor bugs with Dissidia Final Fantasy NT 1.17.

Dissidia Final Fantasy NT update 1.17 is now availale for download on PS4.