well, i like it so far, and i think that adding drain to octovamp is a good idea. it's tough to add something to the early battles(when i'm used to just holding down the a button), but i really think that what you did helped.
Well, you'll still end up holding the A button for most of the Soldier-Officer battle, but that can't really be helped... (even if Dark Wave was there, I don't see that as an improvement anyways).
on the other hand, is there any way to give the octovamp one of the "monster" remedy(general healing?) abilities, and have it use that? do any of those abilities heal like 1/5-1/2 of enemy hp, or do they all heal a lot(75%-100%)? i think drain is a better idea than this, though, because it also damages the party.
I did write a spell list and algo doc

I tend to refrain from regular Cure spells because it has to be applied against magic defense (so, you'll never find Cure3 helping a Behemoth out for instance) and the monster healing comes to 3 different versions..
1) Overpowered - Cell monster healing (instant maxHP) or the hidden Zeromus version... same idea. It has some application, but it is best left for bosses late game to have effectively increased HP pools.
2) Fixed, but mediocre constant - Remedy (renamed Recover IIRC).. always 1/10 of the monster's max HP. So, the healing tops out at 6500+.
3) Variable, but current HP dependant - Absorb always heals 1/3 of the monsters's current HP.
So, if you were to apply that to your characters, you would need a current HP of 7500 to heal to the max if you had 9999 MaxHP.. for monsters, they have a higher threshold, so they would need a minimum of 30000 HP currently to start healing at 9999 and decline from there. This has promise, but when you've played ZeromusEG in FF4A, this gets lame to a point.
Remember that #2-3 avoids Magic Defense calcs.. and I'm sure I could use Cure3 or Cure4 (although, I don't know how that code is screwed up in Cure4 in JCE's hack) but that goes through magic defense... something that I'd rather avoid unless I tweak it manually.
Right behind you Bond. Is Octovamp vulnerable to Lightning or you gonna make all bosses immune to elemental spells?
It will be still be vulnerable to Lightning, but from prior experience, that isn't the strongest spell to use against the boss. Spell effectiveness won't be neutered, but there's no sure bet to relying on them since I have a few devious tricks up my sleeve.
wow, that's an interesting direction to take the floating eyes...
The theme of that monster is instant death, but the reality is that the monster has limitations... forcing the issue of death is a nice plus and future possibility.
is the mist dragon supposed to drop things? i got a summon spell for rydia from it...
hmm... after checking in the editor, it seems that the mist dragon does indeed drop 2 different summons.
This is to give more play to the summons, but the only promising summon that should benefit most from the changes is the Imp/Goblin summon.