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Messages - Callisto

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226
Quote from: UpRisen
It feels like you werent sure how to balance these fights out so you just started giving every enemy meteor. (fujin, behemoth, adel, and 2nd phase sorc all use it in this area).

The increased Meteor frequency in the late-game is nothing that was added for the mod. All the enemies you mentioned cast it in vanilla as well. I even tried to make the spell less prominent by removing it from Ruby Dragon, which now casts Tornado instead of Meteor. Looks like it was not enough - so I might remove it from some more enemies.

Fujin casts Meteor only once for the entire duration of the battle by the way. And only one of the 2nd phase Sorceresses can use it. They all have different moves, with only a few being able to cast Death. You can counter it with Reflect if you don't want to rely on Status-Defense. When going for protection from Status-Defense, make sure to junction Life, Holy or Full-life in addition to Death for 90-100% protection.

Casting Triple Meteor or Ultima and Limit Breaks should not be the only reliable way to inflict high damage in the end-game. Other spells, like Flare and Holy also do good damage (if the enemy's spirit stat isn't too high). As for standard weapon attacks, they are still worthwhile, depending on Strength and Elem-Atk junctions (Adel, for example, is weak to wind). Other than that, you might want to check out Darkside. It is weaker than in vanilla, but still very strong in the hands of Squall, who makes its damage multiplier x3.5 instead of x2 using the R1 attack.

The first couple of bosses in the castle should be easy, as it would be unfair to make everyone incredibly strong with the majority of seals still being active. Trauma and Red Giant require more of a strategic approach to win, while the rest should be doable with appropriate stats and junctions.

Spoiler: Zell card • show
You get it along with the magazine for completing the Zell love sidequest, which can be done anytime from disc 3 start until the point of no return in Lunatic Pandora, even if you didn't see all the library scenes.

227
Hm, I would rather keep Meteor and increase the price. How about 20.000 Gil instead of 5.000? This seems much at first, but in this game, there's not so many things you can do with lots gil anyway. Increasing the price for this Draw Point would help a little with that issue. Good idea.

As for the missing save point between Abadon and the Lunatic Pandora Laboratory, I'm currently thinking about a solution. Placing a visible save point in a screen that normally doesn't have one, is unfortunately not an easy thing to do. Might have to look for a way to add a scripted save possibility instead.

228
Seifer uses Flare and additional Demon Slices only when low on HP, so you have to stabilize during the first phase in order to manage this onslaught. This is best done by having Fire magic junctioned to Elemental-Defense against his Firaga, and having Protect up against his physical attacks. Even then, the second phase (which is initiated by Seifer saying "Is that all you got? I can't be beaten!") can be rough, so you better rush him down quickly.

As for Edea, I have to recheck the conditions of her using Maelstrom. I actually wanted her to use it during the first couple of turns only.

The battles in Lunatic Pandora Laboratory are mostly about killing the enemies in the right order. That's particularly important in the encounter that has the Elastoid in it. Make sure to save your game at the Laboratory entrance. Other than that, I'd highly recommend using negative status effects on the enemies there. Gesper is vulnerable to pretty much everything, and the Cyborg can be easily slowed down.

229
v.1.0.6 out
  • Some Queen of Cards text in Dollet is now rewritten, which helps keeping track of where new cards appear
  • Fixes rooms in Galbadia Garden
  • Adjustments to few enemy attacks

Quicker update here (replace your main and field files in lang-en).

230
As far as I know, the Card Queen only tells about a new card's location if you lose a specific rare card to her outside of Dollet, and doing the quest in order. If she then moves to Dollet and when being asked about her father, she will give a vague hint about where the new card is, and tells about the next card she wants. That's not optimal, but it has always been that way, so it's not a bug of the mod.

For the mod, a few alterations have been made to this quest:

Spoiler: show
Instead of the Minimog card, you need to lose the Quezacotl card to the Card Queen. This creates the Kiros card, which can then be found at Winhill Inn. Second, instead of the Sacred Card, the Card Queen now requests the Pandemona card. This will create the Irvine card, which can still be won from Flo in Fisherman's Horizon. The rest of the quest remains the same as in vanilla.


I'll try to make it so that the Card Queen gives the hints at appropriate times. Thanks for the heads-up.


231
Someone informed me about the game softlocking when entering two rooms in Galbadia Garden on disc 2. I am sorry for anyone who lost game progress because of this.

Click here for Hotfix. This also reduces the power of the Explosion attack from Death Claw.

232
Uprisen, it's good hear that the next couple of bosses felt just right to you. It's ok if they are a little easier for players who make full use of refining, weapons and so on. I am satisfied as long as they can't be rendered brokenly easy with cheap tricks, like simply one-shotting them with a Renzokuken. As for the Explosion attack from Death Claw, it was actually an oversight by me to leave it that strong. The attack itself is rarely used, but I see it's not fair to get a sudden Game Over because of this. Will be fixed soon.

Derek, the Rosetta Stones can still be won in the prison, but you can no longer manipulate the RNG to get one guaranteed as you need Enc-None for that which can't be learned at this point of the game. I would maybe just wait a bit and keep on playing, as there is now an easier way to get an early Rosetta Stone:

Spoiler: show
You can get one from the Cafeteria Lady's son in FH if all prerequisites have been met

233
v1.0.5 released

Changes to the Prison boss: Ray-Bomb and Meltdown damage is slightly reduced and GIM52As generally do less damage under Aura. I would have liked to make it so that Ray-Bomb is never used the first couple of turns, but setting it that way breaks other GIM52A encounters using current tools, so that has to do for now. You can also get an extra Mega-Potion from one on the Moombas now, if that helps.

Other changes:
  • Siren now inflicts Slow in addition to Silence, 100% hit rate unless enemy isn't immune to the respective status
  • The Return Damage ability has been improved - 1/2 instead of 1/4 of the damage are now returned to the enemy
  • Ifrit's AI has been altered, he also uses a new attack
  • Some enemy Draw lists have been updated
  • AP requirements for Elemental/Status-J abilities have been reduced
  • Some enemy item drops have been altered which helps getting a few characters' second weapons earlier
  • A few more Draw Resist values from spells have been reduced

234
Nah, I'm totally fine with your feedback and take it as an opportunity to make improvements to the mod. Besides that, it is very interesting to get impressions from someone a bit further into the game already.

One of my goals for the mod was including boss battles that call for strategic approaches as well - battles where character stats and junctions are only secondary. And the prison boss battle is certainly one of them. I was thinking about this particular one for a really long time and wondered how far I can go here. Getting a Game Over on the first try should be totally normal and that's why the save point the floor below is now visible. But multiple fails isn't exactly what was planned either, so yeah - toning down the battle by 5-10% seems reasonable.

So for the next update, expect some smaller changes to this battle. I'm also thinking about buffing Siren by adding in Slow to her attack, which would be really useful for this battle. I know that getting a cast off can be difficult, but that's why there's things like Silver Mails, GF compatibility items, Protect and so on. Just use all that stuff that was next to useless in vanilla - that's what the mod has been made for too.

235
So I watched that part from your latest stream and noticed a few things:

- Your GF distribution was not optimal. Brothers should be paired with Quezacotl because of their junction abilities. Quezacotl, Carbuncle and Diablos on separate characters so Mag-J is available for all characters. You can have two Spr-Junctions at this point (from Shiva and Brothers).

- You could have used the 5 Mega-Potions you found in the prison for countering Ray-Bomb.

- Your approach with beating the robots first is legit too of course, but relying on GF is too slow. Quistis could have learned Aqua Breath with the Water Crystals from the Chimeras and used this against the robots for tremendous damage.

236
Thanks for your input. This is one of the battles where defeating the enemies in the right order is key - otherwise you succumb in the chaos very easily. The following strat has been very reliable in my test runs and should keep the RNG factor to a minimum:

Spoiler: Beating the prison bosses • show
You have to focus your attacks on the Elite Solider and kill him off quickly to avoid any more Ray-Bombs and Auras on the GIM52As. Start the battle with Slow on the Elite Soldier by either casting Slow or having it junctioned to ST-Atk, then build up your defenses. Then hit him with Double Bio until he dies (his HP aren't very high). If you got hit by a Ray-Bomb and are under Vit0, don't waste time with curing the status (but have Protect and Shell up), just kill that soldier as soon as possible. You basically won the battle if you manage to do so, as the GIM52As alone aren't much of a threat.


As for the Meltdown and Double Ray-Bomb opener, the chances for this to happen are very low. But I'll see what I can do to avoid this further.

 

237
Smaller update already out today:

  • Many early-game spells are now easier to draw to make the first couple of hours less of a chore
  • AP requirements for basic Junction abilties reduced from 50 to 30 AP

Click here for quick update (replace your main.fs files from lang-en).

238
They are meant to be obtainable right away and provide important tools for stabilization themselves: Protect and Double. So start the battle by casting these on every character. As for the Mad Cow Special attack, you have to find a way to reduce or negate its damage. It is earth-elemental and used by Sacred every ~10th turn as long as Minotaur is alive. So you can kind of predict when it lands. If you feel like they are generelly too fast, lowering battle speed might help.

I hope this helps. Report back if necessary.

239
More Seifer battles? Might be difficult to find some good placements for them throughout the story. But I'll keep that idea in mind.

As for the castle bosses, have you already beaten them in the mod? Sphinxara, Krysta and Tri-Point are still not that hard as there have to be some easier bosses due to the seals, but the rest should be pretty rough, even with solid junctions. 

240
Coming soon:

  • Reduced AP requirements for Junction abilities (HP-J, Vit-J etc), as learning these soon is essential for this mod
  • A buff to the Return Damage ability (less AP, more damage)
  • More tweaks to enemy AI
  • Few more smaller sidequests
  • Changes to upgrade materials for getting a character's second weapon sooner

If you have own ideas don't hesitate to share. I'll see what I can do then.

241
Ah, I actually wanted to do that some time ago, once I realized that the file name doesn't matter at all. Thanks for reminding. Changed now.

242
v1.0.3 released (see opening post)

For a quick update, you can just update your battle and main files by downloading this file.


243
SeeD mission in Dollet: This portion of the game seems well balanced, actually. I will say that running into double Red G-Army soldiers was actually quite threatening, they do a lot of hard damage and aren't pushovers. My characters without HP-Junction were actually killed a few times throughout the mission (importantly, this depleted my supply of Phoenix Down, more on that later). I didn't have any problems with Elvoret or Biggs and Wedge encounters, seemed solid. I tried to kill the X-ATM092 the traditional way, I had stocked up on Lightning Magic but it wasn't nearly enough to kill him.

It's good to hear that the Elite Soldiers provided a bit of a challenge to you. That's exactly what I had in mind for them: Noticably more robust over generic G-Soldiers while dealing good damage, without turning them into killing machines. The main reason for making them stronger is their interactions with other enemies, which were hardly ever seen in the base game, because pretty much all soldiers die after one or two hits. To beat the X-ATM092, it is important to always be prepared for an incoming Ray-Bomb (it is used like every 5th turn) and to damage it at the right time in order to make it go into repair mode again as soon as possible. The Double spells from Balamb Garden are also very helpful here, should there be some left.

Quote
Timber mission: An important thing I noticed is how few opportunities you have prior to this battle to stock up on items you need in Timber. I did not purchase any Phoenix Downs prior to leaving Balamb, and unless I am mistaken, there is no opportunity to purchase more from a vendor within the city. With two Phoenix Down left and with a party member dead, I had to force the story forward (instead of exploring the city's side quests) in order to use a one-time rest at the inn of the leader of the Forest Fox because the regular inn is not available while the town is under occupation. If I could give a suggestion, I think having the G-Soldiers you encounter while running around town drop Phoenix Downs may alleviate this issue.

There is a vendor in front of the pub entrance that can be accessed after completing the train mission. You probably just overlooked her. Still, it is indeed advisable to buy some items before leaving Balamb because of the Gerogero boss fight. While we are at it: Inside Timber pub, buying the man the right drink is now more worth it instead of just showing him the Buel card. 

Quote
Battle vs. the President's body double: Probably the hardest battle I'd encountered so far. Again, I tried to kill him the traditional way a few times but ended up wiping and getting a game over. At this point I became very conscious of the changes you made to character's stats and strengths. I had already noticed that Selphie and Squall are much better at using magic then Zell, but after a few wipes I completely rebalanced my character's magic inventories and Battle abilities via Junction to maximize their effectiveness. I stopped equipping the Magic command and gave Zell the Item command instead; I'd given Selphie the exclusive job of casting our party's strongest heals at Gerogero. I have to say that I am very, VERY pleased with how this aspect of your rebalance is turning out.

...

Likewise, I don't use Zell in my party any more because his potential damage is so much less than the GF attacks or casted magic that he's pretty useless. I'm not sure how to fix this issue other than maybe making him naturally more tanky than other characters?

Good you realized that Zell is not suited for taking the role of a mage at all. Even with Mag-J available, other characters will be noticably more proficient in spellcasting (the order is Rinoa > Selphie > Quistis > Squall > Irvine > Zell). As mentioned in the changes overview, his low Magic and Spirit stats are meant as a penalty for his high HP and Strength. The fact that physical attacks lack the solid raw power of spells might lead to the impression that having Zell in the party is not worth it. Keep it mind though that physical attacks rise with Strength exponentially, so Zell will become a valuable fighter as his Strength stat rises. If he gets Ifrit and his second weapon (the required Dragon Fins can be received from the Grendels in the forest before Galbadia Garden, or Card Mod), while having something like Aero junctioned to Strength, his Strength should be around 100 - which is pretty much the point where physical attacks start getting strong enough to rival the power of spells or GF.


About the Centra Excavation site: I rechecked the damage of Elastoid's Reflect Beam and 800 damage is indeed a bit much for this point in the game. Gespers have always been attacking allies and foes alike - a unique trait that I wanted to keep for the mod. It is correct that they are relatively weak compared to other enemies at the site, but keep in mind that they start using Degenerator from medium levels onwards. The final two Cyborgs will be nerfed with the next update coming later today:

- Boomerang Sword will deal 200-300 less damage
- The critical hit rate from Shotgun and their Punch attack will be reduced
- Their speed multiplier after throwing their weapon will be reduced from x2 to x1.5

Quote
If I may offer one more important bit of feedback, and this may be an extreme suggestion, but would you consider disabling the GF command in battle? There's not really a lot of strategy to them offensively, they do too much damage to regular monsters and the most efficient option to winning battles is just to cast one and kill everything at once.

I wouldn't really like to remove them altogether, but I'm considering lowering their base power a bit. For now, further increasing Zells base Strength as part the update should help with dealing some quick damage during battles. Which spells are you currently having junctioned to Strength by the way? After completing the Centra Excavation site, it should be at least Aero, which can be easily obtained from Thrust Aevis around Timber.

Again, thank you for your input. It is really interesting to discuss all these little details that hardly ever mattered in the original game. Feel free to share more impressions in the future.

244
Hey Konichu, thank you for stopping by.

The difficulty spike at the Centra Excavation site is intended, to motivate players to look for new spells in case they still don't have anything better than Cure, Fire, Bliizzard or Thunder for junctioning. I see that the last battle against the two Cyborgs can be frustrating, especially if they use Boomerang Sword early - so I might tone them down a bit in the next update. All in all, stabilization is key in this battle. You can draw Protect and Shell from the nearby Gespers if you don't have any more left, and Dispel from Elastoids which is a decent upgrade on HP over just Cure. Of course, it is very beneficial to have HP-Junctions available for all 3 characters when you fight them. They are also susceptible to Slow. You can also save yourself the waves of soldiers before the two Cyborgs by activating all the traps inside the Excavation site, to make things a little easier.

In order to beat the Brothers, make sure to have at least Zombie on HP for everyone, which you can get by modding the Zombie Powders you got from the Gerogero Boss or by Drawing it from Blood Souls around Galbadia Garden. Regen and Demi are also available at this point in the game, in case Zombie is not enough. In battle, try to stabilize as soon as possible and hit them with their elemental weaknesses. The battle is intended to be very challenging and long, given the fact that it is entirely optional.

About the ATB: I know it can appear the way you described, but it's working as always. In the case of the Cyborgs, they are just very fast (especially after throwing their weapon), and Minotaur immediately uses a follow-up attack after being healed (Sacred does this too, but sometimes he just heals without doing a attack immediately after). I would recommend lowering the battle speed in order to have more time to react to certain moves accordingly.



   

245
so you're also changing Enemy Diversity :)
i guess for me it felt like Disc 1 especially suffered from lack of diversity...
even their Levels being FIXED instead of SCALING for so many areas during Disc 1 is a bit :( inducing...
it does mean different MAGIC is available sooner though which means you want to be careful not to make it too easy to get OP i guess...
but speeding up the first couple hours of game-play a bit that was does seem nice :P

Yes, as enemy variety or lack thereof is a balancing matter, this point had to be tackled in the mod as well. The results might still not be optimal, as there aren't that many different enemies in the game to begin with - which in turn makes it tough to find enough matching enemies for a certain area or enemies that fit well in the same battle (a soldier alongside a T-Rexaur would be a no-go for me). There should be still a noticable improvement compared to the original though.

By the way, isn't it just the Fire Cavern where random enemies' levels are fixed on disc 1? That's actually how it is in the vanilla as well as in the mod. Not so sure what exactly you are referring to here. In case you meant the limited scaling from the mod: You usually won't even reach these level caps as long as you don't spend a lot of time power-leveling (limiting exactly this is one of the reasons for the change). I also think it's better to not have too many different enemies at the beginning of the game already, to leave some surprises for the later stages.

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Quote from: Divatox
You edited every encounter in the game?

No, mainly just the most trivial ones. There are actually many interesting encounters in the base game already - the problem is that these are often very rare. This has been changed for the mod as well, so players can expect too see previously rare encounters more often than before.

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Few examples for encounter alterations (old left, new right):


     
One of the many vanilla encounters that only have 1 Geezard in it. The addition of Cockatrices makes this particular battle more dangerous, as they can now inflict high damage with their Thunder attacks.


     
A better variety of enemies can now be encountered at beaches (in the base game, it's like 90% Fastitocalon-Fake most of the time).


Spoiler: The following image contains a little spoiler - new players (if there are any at all), click at your own risk • show
     
Something more threatening than a single G-Soldier should be expected at this point in the game...



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@Lunareste: Glad to hear the mod can keep experienced players like you excited. That's some very valuable impressions you shared there, thank you. The point the player can receive high-level spells is now more in line with other entries in the series: Around mid-game for Firaga, Thundaga and Blizzaga, late game for Flare and Holy etc. Card Mod can still help with getting these a little earlier, as said before.

And yes, casting spells is now definitely more worthwhile; especially during the early-midgame, they are usually superior to physical attacks due to their higher raw power. Towards the end of game, they lose a bit of effectiveness, as their damage increase in relation to the Mag stat is only linear, whereas physical attacks rise with Strength exponentially. But then again, there's still Triple, and in the case of Flare and Holy, they are now even more than twice as strong than in the base game, to make spellcasting worth it throughout the entire game.


@Divatox: Draw works pretty much as usual, except that the Draw cap of 9 has been lifted. Whether you can draw more than 9 units of a spell in a single turn or not mainly depends on the drawer's Mag stat. Spellcasters such as Quistis or Rinoa will be able to break that limit easily and will gain 100 units very fast, while others may struggle. So no 100 units per Draw guaranteed, sorry ;)


249
So just had my first test battle fighting solo with Grats in the training center, they killed Shiva before I could even get a cast off...  I'm in for a good time! xD

Wow, that's actually not quite what was planned ;D But given the circumstances (solo Squall, Lv. 1 Shiva likely being hit by Gastric Juice)... yeah, there is a chance she won't make it. Grats may catch the player off-guard at the beginning, but won't be a threat for long. They should be as tame as always after unlocking the first set of Junction abilities.

Anyway, thank you for giving the mod a try. If you play until the Centra Excavation site, I would appreciate if you shared how it went for you there. If more players struggle with that area a lot, I might tone it down a bit after all.

Thank you for that picture, Mcindus. I've been using SeeDReborn for quite some time already. This is definitely a nice addition :)

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Releases / Re: [FF8PC-Steam] Ragnarok Rebalancing Mod
« on: 2018-09-07 21:43:35 »
^ Would be awesome to have this in-game when using the mod. Nice ;D

Due to recent events (saw someone playing the mod), I feel the urge to leave a few more words about the mod's difficulty:

As I said before, the spells given to the party by default are just enough to beat the first few bosses. It is necessary to look for new spells every now and then to keep up with the difficulty as you progress. Cure, Fire, Blizzard and Thunder can carry your party up to the Centra Excavation site at most. If you still don't have anything better for junctions by then, your party will be stomped into the ground by the final two Cyborgs there. GF distribution should be rechecked if they still seem unbeatable, to get the most out of the junction abilities (HP-J, Str-J etc). Leveling up can help too, as they are at fixed levels, but that alone probably won't do it. In case you wonder why they have been made so difficult, it's simple: this battle was supposed to feel like a real boss battle, and the Centra Excavation site as a whole more like a real dungeon.


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