Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4882839 times)

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2800 on: 2016-03-05 10:50:25 »
I don't think they have any at the moment.

BertShadow

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2801 on: 2016-03-05 15:04:42 »
Sega Chief-san, i have a request for you.

Look, i love this mod and i know a comunity, a spanish language comunity with tons of fans of FF7 and I'd like to present your mod in that comunity.

Of course, If you give me permission, I would add a link to this site and I would refer always to you as the creator of all this.

I will wait the answer.

Cheers!

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2802 on: 2016-03-05 15:06:57 »
That'd be really cool, but wait until I've got the 1.4 update released; that'll avoid any confusion about old bugs, etc.

BertShadow

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2803 on: 2016-03-05 20:46:53 »
Now I have tasted the secret bosses of this mod, the Junon leagues, etc I will wait to 1.4. The reason is the low health of the characters and the fact that i can't raise the stats of my character any longer. Is impossible for me to beat Zack, I've tried. Same for the Junon Leagues.

I love all the the new stuff that is in this mod but, in the end, all of this is spotted because the strenght of the bosses and the poor weakness of the characters, specially speaking in HP stat. Only Barret escape of all this, but he is a turtle and alone he can't do a thing.

I would love to see more HP in the characters in the 1.4 versions, I would love to see my characters hitting harder than only 1500 per physical attack. In the Readme text is written that the physical attacks would be stronger than the magic in late game. My experience tell me: no. Only Cid hits like a truck, I think that Yuffie and Tifa would hit a lot too, but, The magic is very powerfull here and this mod creates somekind of reliance in magic what makes another problem: the HP penalty and the low MP.

Maybe, the version that I have to play was the 1.3, now is too late. Only thinking about to survive the attacks of, for example, Variablis, which shout down one of my characters randomly (if its barret is gg, load game), spray status, prevents you to cast wall, haste o regen and, in the top of all this, morph it, XD. Is too hard for me. I can't imagine how powerfull would be Nemesis in this version, I can't figure how powerfull would be the ?? ?? ?? league in the Junon Leagues. I would never figure it because i can't ever success in the low levels of this optional areas.

This night i will try the dark cave. this is my last shoot in this version, if i can't success here i will surrender.

Cheers! I spect good things about 1.4

PD: I just kill right now Variablis. Thanks Highwind Limit. I am recovering my faith in my game XD.
« Last Edit: 2016-03-05 21:03:13 by BertShadow »

Dracozombie

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2804 on: 2016-03-05 22:20:24 »
I definitely agree with the reliance on magic. The ReadMe actually said magic would always be stronger than physical attacks. In fact, physical attacks were usually so ineffective for me (especially with bosses) that I barely used them. It's only until recently that I started using them, but only with Cloud, and that's only because of Ultima Weapon + 4x-cut, and learning Dragon Force from the Kalm Traveler. It's very effective damage, if you can keep Cloud alive.

Trust me, the HP problem gave me hell, too, but it doesn't become a big issue until Disc 3. I find myself using Barret and Cait Sith whenever I can because they're the only two that can survive a lot of things. I used to use Tifa and other characters a lot, but starting from Disc 3 they just don't have the HP and defense to survive for long, and their damage output doesn't justify the effort it takes to keep them alive. Sure, Tifa has her Powersoul + Death Sentence damage boost, but it's a specialized strategy and the materia/equipment it takes to make it work takes up space from other protection that I need more. Materia slots are at a premium, and status ailments are such a problem that all my characters usually waste their armor slots for Added Effects + status defense (accessories will usually be used for other important things, like elemental defenses or status ailments that materia can't cover). There are a lot of things to defend against and not enough room to adequately deal with them all, so it's a matter of picking your poison.

I have yet to beat Zack, too. I'm sure there's a way to do it, but I haven't found it yet. For tougher bosses I've found that using Shield helps me, if you have the MP for it. MP Turbo from the blue materia cave near Mideel is a must, too. Go camp out in the Northern Crater and go materia grind on Magic Pots and Movers. Level up your high-powered materia and some MP Pluses... and Added Effects. Seriously. Get as many as you can. Enough for at least three per character. Status ailments are such a huge problem for many fights, especially in Dark Cave, that you need a lot of status ailment protection. Hades + Added Effect offers a lot of protection. I usually give it to Barret or Cait Sith since they can handle the HP penalty.

1.4 is supposed to fix the HP problem, and Disc 3 more balanced overall, and I'll be very grateful for that.

BertShadow

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2805 on: 2016-03-06 01:03:44 »
What the hell is happening here with Hochú!!!

I mean, i was walking through the forest after beteanig Ultima Weapon and BOM, monster that hits you 7000 per hit, What....The...Hell... Someone, pls, help! It has to be a boss fight, I can't escape this monster.

Cheers!

Mithrain

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2806 on: 2016-03-06 02:24:37 »
What the hell is happening here with Hochú!!!

I mean, i was walking through the forest after beteanig Ultima Weapon and BOM, monster that hits you 7000 per hit, What....The...Hell... Someone, pls, help! It has to be a boss fight, I can't escape this monster.

Cheers!

Step #1: Use materia to lower the encounter-rate.
Step #2: Get every item in the forest without meeting it once.
Step #3: win at life and/or profit.

Dracozombie

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2807 on: 2016-03-06 02:50:46 »
Haha. Hochu freaked me out, too. I think not being able to run from it is supposed to be a glitch, but luckily it seems to be an uncommon encounter.

dragonmaster0283

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2808 on: 2016-03-06 05:41:53 »
Hochu shall not be named for me.  Dunno how many times i ran thru there with encounter lowered, so many times ran into one at the very end.  Had one right before the exit in the cave and was like ARRRGH.

BertShadow

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2809 on: 2016-03-06 11:32:33 »
Step #1: Use materia to lower the encounter-rate.
Step #2: Get every item in the forest without meeting it once.
Step #3: win at life and/or profit.

Where I can find that materia?? I mean the materia Enemy away. In the wikia says that it is a prize in Chocobo Racing but, in this mod everything is possible.

Cheers!! Thanks for helping.

Mithrain

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2810 on: 2016-03-06 12:38:24 »
I honestly can't remember. You get it before the end of disc 1, I think? At least I'm fairly sure that it isn't hidden. Might actually be in the Cave after City of the Ancients, as a replacement for the missing Speed Plus.

Dracozombie

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2811 on: 2016-03-06 17:22:42 »
Yeah I totally forgot where Enemy Away was, but in case you missed it I think you can indeed win it from Chocobo Racing.

renzai

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2812 on: 2016-03-06 20:43:23 »
Guess I'll be "THAT GUY" lol

Any word on when you might have everything all put together?

Hit pause on my first play through at CD2 point waiting for the patch =)

Dracozombie

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2813 on: 2016-03-06 22:15:00 »
Okay, Dark Cave attempt #4, so after mauling everything with Shield, W-Magic, and brute force levels (Cloud recently passed the 90 threshold), I'm at ViagraVirage again... and I still can't figure it out. What's the secret here? And don't just say 'spam Shield' because I'm already bringing Aeris + Princess Guard + Slash-All (keeping her alive is challenge enough). Putting him to sleep doesn't work, either, because for whatever glitchy-or-not reason it seems he can still do things like Fantasia and Enfeeble even when asleep. Or petrified. Seriously, he cast Enfeeble after accidentally petrifying him with Break, which put the battle at a stand-still since he couldn't act. I had to give him a Soft. He thanked me with a combination of Mirage Ray and slow-numb in the same turn.

EDIT: Wooow okay so apparently the secret was to spam Freeze instead and keep him Stopped as much as possible. I love how I always seem to be able to win only after I publicly complain about losing.
« Last Edit: 2016-03-06 22:35:36 by Dracozombie »

Mithrain

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2814 on: 2016-03-07 04:27:53 »
EDIT: Wooow okay so apparently the secret was to spam Freeze instead and keep him Stopped as much as possible. I love how I always seem to be able to win only after I publicly complain about losing.
Pseudo-brainstorming tends to help :> Ready for 1.4 then, or do you still have nemesis/Binah left?


@ Renzai
Quote
1.4's getting there. I was sick for a week which delayed it again, but I was well enough to paste in the new AI check for each enemy today.
A quote by Segabro on YT, a day ago. (https://www.youtube.com/watch?v=V-jAfH3W1b0)
« Last Edit: 2016-03-07 04:44:18 by Mithrain »

Dracozombie

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2815 on: 2016-03-07 04:39:47 »
Nemesis is on my to-do list, but who's Binah? XD And isn't beating Ruby and Emerald supposed to unlock even moar bosses to die against?

Mithrain

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2816 on: 2016-03-07 04:41:28 »
Binah is the KOTR-boss :). And yeah, the Emerald & Ruby weapon unlocks two additional fights in Kalm.

Dracozombie

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2817 on: 2016-03-08 02:20:40 »
Ohhh yeah, that dude. He destroyed me and I never got around to fighting him again. By those extra Kalm fights, do you mean the chocobo and those master materia fights? I already took care of the master materia (and was very saddened by the lack of actual master materia...), and I'm not interested enough in Pandora's Box to figure out the chocobo.

Mithrain

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2818 on: 2016-03-08 08:13:48 »
Not like you're missing out on much, if you decide to completely skip Binah.
The only summon that seems to be worth actually using is Hades, for certain fights (*cough* turks *cough*). A handful of summons are useful beyond that, combined with support materia.
While leveling they can help you access juicy on-hit status effects, or protection.

Ramuh - Paralysis (which is the only source if this status, apart from possibly items?)
Titan - Slow-numb (Same as above)
Alexander - Death Sentence
Hades - Multiple status effects. (Often used with Added effect in armor, creating the infamous ghetto-ribbon)
All Bahamut types - Shout element - The only protection (apart from shield?) in the game, against shout type attacks.

And these are just the more unique ones, there's also other status effects worth using.

Also, in regards to the chocobo.

Segabro posted this like 2 years ago, probably the same, still:

Quote
-) Gysahl - Attack = 220, defence = 32
-) Krakka - Defence = 220, attack = 137
-) Tantal - Magic = 220, MagDefence = 32
-) Pahsana - Magic = 137, MagDef = 240
-) Curiel - Speed = 240, Luck = 0
-) Mimmit - Speed = 64, Luck = 240
-) Reagan - Evasion = 240, MagEvasion = 0
-) Sylkis - Evasion = 0, MagEvasion = 240

His stats are fairly high in all areas to begin with, so for physical attacks I'd throw a Gysahl and Sylkis to reduce his defence and evasion. You'd maybe want to reduce his Luck too with a Curiel and using a Pahsana to reduce his Magic Attack if you don't plan to use magic attacks yourself.

(Yes, I'm super bored, semi-spamming this thread. :( )

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2819 on: 2016-03-08 10:27:58 »
Yahcobo is getting a bit of a change-around because I'm not convinced that certain stats are actually changing properly. I found recently that Luck seems particularly tricky to change, and Dex has always been a bit of an unknown but worse than that some stats seem to be changeable once, and then need to be changed by a different method thereafter. I've redesigned the fight because of that, though Greens still play a part.

Mithrain

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2820 on: 2016-03-09 09:49:04 »
Currently d*cking around in my latest savefile, trying to do stupid things.
My latest idea is to see if I can solo Nemesis with Cid, while doing absolutely nothing.
Seems like that's very much possible.

Great success: https://www.youtube.com/watch?v=30kzfcXLGh8

Cloud, too!
Great success #2: https://www.youtube.com/watch?v=9T3tOXx9gV0
« Last Edit: 2016-03-09 11:48:05 by Mithrain »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2821 on: 2016-03-09 15:07:12 »
D:<

This is pretty much why I capped Counter Attack's chance at 50% for the new build :l

Mithrain

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2822 on: 2016-03-09 17:38:23 »
Isn't it already at 50%, in the current build?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2823 on: 2016-03-09 17:43:18 »
I dunno  ;D

Mithrain

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2824 on: 2016-03-09 17:45:30 »
Oh you! But at least during these two fights, they didn't counter 5 times (the cap?) every time, sometimes just twice. So I assume it's already at 50% or something, in 1.35. :D