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Messages - Sega Chief

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2526
FAQs and Tutorials / Re: Helpful Charts by DynamixDJ
« on: 2016-04-11 20:20:56 »
So there's a flag to disable pre-emptives; that's interesting. Having info on formations will also help with planning to save space.

2527
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-11 19:26:32 »
I dunno, still working on it.

2528
Troubleshooting / Re: Locked Data Folder?
« on: 2016-04-11 16:40:53 »
Yeah, it does sound like it or maybe a registry error of some kind. I'll pass on the bad news.

2529
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-11 16:36:21 »
I updated the patches + Main again; I try to avoid making updates so close together, but the two issues were quite serious.

2530
Troubleshooting / Locked Data Folder?
« on: 2016-04-11 15:49:15 »
Someone on ID reported that they couldn't access their Data folder for FF7 Steam, that it caused some kind of hard lock on their computer. They've tried reinstalling the game, but to no avail. Has anyone heard of something like this happening before? I thought it might be memory corruption, or some sort of security issue.

2531
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-11 15:42:45 »
Hello, so i began to play the mod and everything is fine but for some reason the save point between the train station and the sector 7 of the slum (the one right near the pillar) teleport me to the end of the game where i am asked to create a ng+ save. Hope i was clear enough, english isn't my primary language.

That's a debug routine that's snuck its way in. I'll remove it immediately.

Also there is a problem reported a while back that is not fixed. There is an extended menu part that shows when cloud climbs the latter at the second reactor after the save point near where jessie explains the card problem.

I've had a look at it but I'm not sure what's causing it. I'll have a shot at it later.

Right now the only thing stopping me from picking this up is the lack of compatibility with the Reunion (mostly the Beacause translation) and the whole "Aerith lives" business which I'm not a big fan of. I believe you said you weren't planning on making the former happen until NT reaches its final version, but as for the latter, is there any possibility of making a version where that specific plot point is kept intact? If so, can we expect it anytime soon?
And just as a suggestion, if it isn't too much trouble (it probably is, so feel free to just ignore this lol), maybe you could release the next revision (or another future one that you're relatively happy with) to be compatible with the ReunionR04C and keep that as an alternative for people that want to experience both NT and Reunion together until you release the final version of your own mod. That way you could keep updating it as you are now while still offering a compromised alternative for folks like me :P

The plan is to make it so that it uses flags that were originally reserved for Yuffie and Vincent being optional characters, that way there doesn't need to be an alternate version; it can handle both. That's coming in after I've finished this sidequest + Arrange Mode.

As for Reunion, I can't just make NT work with it; I need to sink in a lot of time to make all the changes manually.

Got past the fight and now making my way through the Northern Cave. As for feedback regarding Hojo:

First Form:

- Why does Poodler Prime take Poison damage where Bad Rap Prime Absorbs it? Seems to be none of them should be vulnerable to Poison.
- When either Bad Rap or Poodler is out of the way, Hojo exclusively uses ?? ?? Vial which is Hidden Elemental. As such he can be rendered harmless until the next phase with Escort Guard or Materia=Elemental Combinations in armour.

Second Form:

- Prophetic Hojo exclusively uses Mako Spit once Right Arm is dead. This means with Poison protection on all your characters you have another harmless phase while you chop down his Left Arm or main body. The loss of Right Arm removes 75% of his moveset (He no longer uses his Physical attack as expected but he also stops using Transmute Gas and Rabid Gale).
- Physical attacks from Right Arm seem to fluctuate alot regarding Critical Hits.

Final Form:

- Physical attacks such as Combo and his unnamed Life Steal attack seem to have abnormally high crit rates.
- Cellular Guard and Cellular MGuard seem a bit funny about how they work, is it number of hits or damage dealt that makes Hojo decide which one to switch to? Do Limit Breaks also affect it? He seems to be biased towards Cellular Guard over Cellular MGuard, despite damage or number of hits.
- Phantasm is a hard hitting Hidden Elemental attack which if you're protecting from it like with ?? ?? vial poses little threat, however he has enough other attacks that can pose a threat that this isn't an issue. It's still heavily punishing for anyone not protecting from Hidden.


Summary:

The first two forms are a drawn out prelude to the final form which poses the only real threat. Periods of harmlessness from bosses coupled with high HP pools result in a rather mind-numbing chop down of the first two forms. Once you reach the final form you have the fustration of the inconsistencies of Cellular Guard and Cellular MGuard. The attacks themselves in the final form are fine except for the feeling of RNG screwing you over regarding the Critical Hit chance of his Physical attacks.

Recommendations:

- Give first form Hojo something other than ?? ?? Vial to deal damage to the party. Perhaps a couple different elemental and status vials to keep us on our toes. First Form Hojo and his pets HP Pools are fine as they are as L5 Suicide can efficiently deal with them.
- When Right Arm dies, keep it's ability to use Transmute Gas and Rabid Gale. You'd obviously expect his Physical attack to be disabled but with only Mako Spit to attack us once that arm dies, a party of Poison protected characters render this form harmless. Consider reducing the HP pool to counterbalance the ability to maintain himself as a threat throughout the form.
- During the Final Form, make the use of Cellular Guard and MGuard a bit more consistent about when they are used. It should hopefully make the fight less fustrating, if Cellular Guard and MGuard were based on how much damage of a certain type taken then it could potentially work as a means of determining the Boss HP without Sense.

-----------

Off Topic: Noticed this in the Extra Battle: Gold Match but it appears that even if your Level is a multiple of 5, L5 Death doesn't seem to work at all. I also think you can still access matches which are not unlocked.

The 2nd form's AI is a pain; I might try and rewrite it. I'll re-do all three fights actually.

So, I'm farming in crater to craft the ultimate weapons. I must say it's not fun at all. The fights are fine, AI is fine, stats are fine; but having to morph enemies between 103k and 150k HP which cannot be sensed when your higher STR char will do 100 damage when using morph + elemental weakness (it also means you can't use counter attack materias, else you might kill it before morphing) is a real pain. Even more when you have to count any single damage done to not overkill :\. Going with Yuffie's conformer would ease these fights, but you also have to morph an enemy to get her weapons :\

Adding the morph item as a drop would be a fine soluton, or maybe swap a steal item with a morph item (preferably accessory/armor such poison ring & dragon armlet since these are the rare steals of crater). Saying that reminds me due to the "new" steal formula based on the level and crater mobs being 90+, it's really hard to steal. Haven't tried with the glove yet tho

Edit :

Code: [Select]

LVdifference = 40 + User's LV - Target's LV

LV Factor = 512 x LV Difference
    -------------------
   100

Chance = Itemchance x LV Factor
----------------------
   256
Is this formula still correct ? After calculating, my team being ~85 and Crater Dragon being 93, I should have 20.48% chance to steal a common item (10.24 for the rare, 5.12 very rare). Cid used at least 20 mugs (maybe 22, I'm pretty sure since I counted the damage) and stole nothing.

It is still correct, but what I've not considered is the level synch vs. the enemy level; so it's actually Lv.44 you're trying to steal with vs. their Lv.90+. I'll need to reconsider the drop rates. As for Morphing, the Ancient weapons (Nail Bat etc.) are supposed to ignore the damage penalty from Morph. I'll try to get some kind of system together where the enemy will respond to the Morph command and help ease the process a bit.

2532
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-10 23:36:36 »
I know what's caused that; I'll repair it.

Edit: That's it patched; there was a serious problem there where game moment and a var were being set.

2533
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-10 18:21:20 »
I wouldn't know how to do that, to be honest.

2534
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-10 17:00:29 »
Random question, how the heck do you guys beat Love Buster in NT 1.4? My chars all deal 2 dmg:
Tried to dispel the effect of Romance bomber but to no avail. Help?

You can hit him with Gravity attacks; try using Laser, Demi2/3, or gravity items like T/S Bombs when conventional damage starts to become too low. Defence-ignoring attacks like Summons will also still work.

2535
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-10 09:22:52 »
Hojo never seems to go down well. I'll see what I can do.

2536
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-10 06:21:40 »
Please ignore the PM I sent earlier. I figured it out lol. Cant wait to play NT, been waitin quite a while now. Between this and FFIX on Steam it's gonna be some great gamin!!!!

Oh, whoops. I sent a reply already.

Shera doesn't know how to words. The "Hear the whole story" and "Quick summary" options for Cid's flashback appear to give the opposite results.
Soon after, there are a couple of text goof-ups on why Luck is important. The next textbox is also affected, then the two afterwards are just a empty, awkward silence.

Palmer's fight was dope, though.
They ignore the Morph damage penalty.

I'm surprised the text options are mixed up; I'd better check that. As for the text alignment, that might be because I started to rewrite it then forgot to finish it. Cid's innate is a bit up in the air at the moment because I'm starting to suspect it doesn't actually work :l

2537
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-09 15:29:24 »

Ah I already try this fight. Can't do anything my characters spend them time control by the boss.

Edit: Well, he's dead, now i will uset he power of exel to try to morph it


Edit 2: After 6 fight, he NEVER get the same hp max. Sometime more, sometime less.
 (exemple: max hp 38556-  46578-  41151-)
Did you REALLY have put random hp on a boss we need  to morph ? Really ? ........... I have to find you now

Edit3: Confirmed, he has random hp. Segachief you are satan

There is no boss with random HP; he's got 41000HP. Smack him with four 9999 damage hits, then a Cactuar Gun for something like 990 damage, then finish with a Morph.

Got soft-locked in Mt. Corel with Cloud constantly running into Tifa after speaking with the NPC on the first screen.

I also had Barrett in my party, if that makes any difference.

http://imgur.com/gMMqbw1

Edit: Will happen with any party that involves Barrett, regardless of their position in the team.

I tested the combinations at the time; I must have changed something. I'll get it fixed.

Damnit Sega! I tried so hard to do the Cat's Bell => 7777 HP trick, but you seem to have patched it! xD well well, have to beat the bosses the "legit" way it seems.

That's actually a thing present in the vanilla game; with Cat's Bell, it'll skip the 7777 mark and go to 7778 or something like that.

2538
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-08 16:33:34 »
I updated the IRO in the main installer DL; should be dated for the 7th.

2539
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-08 15:34:08 »
During the Gongaga Turks fight, is Reno supposed to counter even Rude's MBarrier with Turk Light?

I'm playing the 04/02 IRO version.

Goddammit, Reno.

Heu guys, in 1.35 where did i can find the "Heaven's Cloud" weapon ? To craft the ultimate weapon of cloud =)

Heaven's Cloud is obtained in 1.35 by Morping Variablis in Extra Battle.

2540
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-07 22:58:52 »
I replaced them because the custom .EXE at the time changed some of the effects but having two kernels for two different explanations would have been very tricky. So instead I changed it to be target-info instead; multi-hit means it lands multiple attacks per use (Omnislash = 15 hits for instance). Multi-target means it affects more than one target, like an All effect.

Edit: Updated the Main Installer with some fixes like W-Magic and the wrong text in Junon Leagues (seems the correct prize was being dished out though). I also adjusted Omega's AI (again) and hopefully fixed Grosspanzer. I'm also hoping this is the last set of patches that need to be made before I can get Dark Cave finished.

2541
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-07 20:47:49 »
So i was playing 1.35 in the second difficulty, quite challenging and really really interesting ! ( i'm before teh attack on midgard to stop Hojo).

I start 1.4 today and my god the game is SO EASY :O
Event the Mecha soldier was a challenge before

I think i will stay on 1.35 for now

No worries, I'll tempt you over when I've finished the new and improved Arrange Mode for 1.4.

Hey dude. I'm just asking myself why the heck in some fights I lose HP like its "ANTI-Regen" or smthing. This sh1t is really pissing me off. And I don't know how I could fix this. If all my party members got this status, im literally fcked.


Thanks in advance, hean

Dual-Drain (aka Anti-Regen/Seizure) can be stopped through several methods; you can use an Antidote to heal it off, or use Dispel to get rid of it. You can also use Regen to cancel it out in a pinch, or use Slow (even Stop) on the afflicted character to stop their HP ticking down so fast. There's also some accessories that can block the status. You could also prevent it altogether by using the Resist status from either the spell of the same name, or a Vaccine item.

Not to sound pressuring, am simply wondering, how is the Dark cave quest coming along? ( As well as the Arrange mod and exe patch)?

Getting there; Dark Cave will be first, followed by the .EXE patch and Arrange.

2542
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-07 16:27:30 »
Maybe I put the wrong files into the IRO? I'll check.

2543
Troubleshooting / Re: Battle Pyramids ?
« on: 2016-04-07 16:13:03 »
You mean AAAA? It can't be; I replaced that with a giant enemy crab and no giant enemy crabs appear over the player characters in-battle; I think I remember someone mentioning that it was one of the miscellaneous .dat files in the Battle folder. Kage is shadows, maybe Mark.dat?

2544
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-07 06:17:38 »
I will agree that Pearl Weapon looks alot more aesthetically pleasing. I didn't see him dealing that many counters since Operation: Furious Dice meant I was mostly dealing Physical attacks that ignored VIT. I guess it also explains why I got Counter-Attacked when slowing him down (Is Pearl Raze the multi-target laser attack).

When his chest opens, is damage against him multiplied or does he suffer a drop in VIT and SPR. I'd like to know if I do another run through to see if it's worth saving Summons for that point (No point holding back if it's only a VIT/SPR drop since Summons ignore MDef).

I think it might be worth pushing foward to the North Crater section of the game so I can get some Ribbons. Don't have nearly enough Status protecting items for some of the sidequests I'd like to do.

It's a drop in defensive stats, so Summons won't afford extra damage there.

2545
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-06 15:08:32 »
Spoiler incoming, just to be sure I'm not missing something.

Spoiler: show

After beating Curator, you get back keycard to 66th and 68th floor, yet you still can't go back to 68th floor. I know it's intended in the Vanilla game, but you didn't add anything in 68th floor right ? Or you simply forgot to re-open the door ? I really have a doubt since you get both of these keycards.


Edit : Grosspanzer enemy is bugged (can be found in the screen after Proud Clod boss). It's a multi staged one, Grosspanzer.Big must be defeated, then Grosspanzer.Small A can be damaged. Once Grosspanzer.Small A is defeated, none of Grosspanzer.Small B and Grosspanzer.Mobile can be damaged, even with their weakness elements (water, lightning). The only way to end the fight is either to escape or to die.

Edit 2 & 3: Is 'Alpha" enemy skill base power correct ? It feels like a really weak spell being the only "Holy" one. I mean it costs more MP than Trine or Beta and will do less damage on an enemy weak to Holy than a Bolt 3 (enemy having neutral resistance to lightning). I was quite surprised during the Hojo fight, him being weak to holy/wind (contain not yet available) and absorbing gravity made it a bit boring when he was immune to physical. Alpha was hitting for 1.2k while Bolt 3 would hit for 2.5-3k.
Also got a question regarding Highwind NPC, isn't the captain supposed to let you rebattle Disc 2 bosses ? I'm at Disc 3 and he still sleeps.

Edit 4 :
Spoiler: show
Cid's third fight (Snuffle) have a weird behavior when using "Drake Salvo". I'm not sure what happened but it seems to have two salves, the first one killed two full life characters while missing a lot on the third, second salve seemed to heal but the characters were already dead and somehow Cid was dead but still standing. Not sure if intended or if anything has gone wrong.

Also got a last question, is there anything to do in order to trigger the craft of final weapons ? The NPC still have the dialogues saying he was a master and such.


I'll adjust the flags for Grosspanzer. As for Alpha, I adjusted down the base power for the unholy trinity of Beta, Aqualung, and Trine for this version which meant Alpha went down as well. I could just put that back up to it's old base power of 50-ish. As for the Boss Rematch thing, I took that out; it was stopping me from putting one-time drops on them. I'll check that attack; if it's too buggy, then it'll need to be replaced.

As for the ult weapon crafting, that's on the same trigger as before; try going to the bottom of the North Crater, getting the phone call confirming game moment = 1998, and then heading back.

2546
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-06 06:29:10 »
Thanks. Thank you Sega Chief, tonight I learned an important life lesson ... : NOTHING IS OFF LIMITS

If ever a truer word was said, I've not heard it.

Ok, this guy is a TANK. I'm guessing he's weak to Earth and possibly Hidden but most of my attacks barely tickle him. If his Health is anything like Keelhaul Armor (178000 Total, 78000 Body, 50000 x 2 Arms) then this is going to be extremely painful. It looks like he's immune to most status effects, I tried casting Slow on him but he seemed to counter that with his multi-target laser twice in quick succession.

I thought this guy was originally Topaz Weapon in the NT mod? I'm guessing alot changed in 1.4

He's a hefty dude. I changed the colour scheme because it was a bit garish; the new one looks a lot cleaner. He'll randomly counter Magic when his chest is closed with Pearl Raze, and randomly counter physical damage when his chest is open. He does indeed open his chest at 25% thresholds; it's a slightly modified version of Demon Gate's AI that I used.

Hello Mr Chief, I was wondering the NT IRO packaged with the 4th of April update say it is 1.35 is that just a mistake. Also I take it other gameplay mods in 7th heaven need to be turned off. And one more thing does it need to be put in alphabetical order the mod, in the load order described in the tutorial.

Prob a mistake, I compiled it with 1.4 files so should be good to go. If the new game text mentions 1.4 then it's fine, otherwise let me know. As for load order, I think it's based on type. Gameplay mods should be last/lowest priority so that graphical mods can go on top.

Now in the process of hunting down Ultimate Weapon for some Reflect Rings (Ground) and Circlets (Aerial). Ultima Beam doesn't appear to be Hidden Elemental in this mod but on the plus side he'll use Shadow Flare in every battle except the first one at Mideel meaning I can learn the Enemy Skill without too much difficulty. Shadow Flare is also Hidden Elemental so reflecting it back at him does alot of damage since WEAPONS are weak to Hidden, as such I'm expecting him to have more HP than Heinz.

Off Topic: What's up with the spawn mechanics for Ziegfried? Been looking for him in Forests so I can get the MP Plus Materia but haven't had any luck finding him, I figured he'd have same spawn rates as Mystery Ninja but even in the Rocket Town area forests he just doesn't want to show.

He should only spawn once, but the spawn-rate reportedly increases as you progress through the game. If he's not appearing for you at all, then I wonder if this is related to that other bug report where the guy said Ziegfried was showing up repeatedly. I'll check the trigger, but it wasn't touched for this build.

2547
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-05 15:08:08 »
Im playing the latest, normal 1.4 version and the fixes. Up to 4 April

I'll look into it, then.

YOU NEVER HAVE BEEN SO RIGHT

How come you could came up with the idea of adding him def and mdef each time he does a ****** rainbow laser ! But no, that's not enough, you must be under sadness and wall as well at the time of the laser or your whole team will wipe. Oh gosh, I hate this boss. Can anyone here believe that Cid, a FULL STR char is hitting 150 at lv 81 ?!

I'm not done with it. Even though its def and mdef have been increased from what I counted I did something like 100k out of the 180 (being under 50% of 360). Since none of my characters use the "Attack" command during the fight, I'll come with all three limit break ready and burst it down as soon as I reach the first rainbow laser. I just have to hope he doesn't use Rainbow Laser the same second that wall status go off >.>

(Ah yeah, I have changed my mind, I'm not continuing the mod until I have killed this boss :D)

Edit: I'm unsure if you can do anything for it and I forgot to ask so many times but could you look at Cid's limit break "Big Brawl" ? The steam version makes it very bugged and I only found one thread about it with no valuable answer. What happens is that sometimes the limit won't display any damage. It can happen anytime, on any ennemy. A quick example was the Turk Fight in Midgar Tunnels. The first time I used it, Cid was doing 800 on each attack. When I did it again (same boss, second fight after a wipe) the limit did the same exact animation except there was no sound on each hit and no damage was displayed. I can't tell if the damage is done and not displayed or simply not done at all. Only thread I found : http://steamcommunity.com/app/39140/discussions/0/540733523750867651/

Found your white whale, eh?

Big Brawl does that sometimes; the damage should be calculated as normal though, even without the numbers.

2548
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-05 06:05:04 »
Does Dual/Dual Drain cease to work if an enemy is under Manipulate when you inflict it or Manipulated after inflicting it? Just been testing the first release of the new Gold Match Extra Battle on Active ATB and it still doesn't wanna seem to die. After a while I chucked an antidote at it and it didn't miss (Meaning it cured the Dual, it wasn't Poisoned).

I didn't think Manipulate affected Dual although it's possible I'm wrong. When this thing eventually dies i'll put it in a different save game (Like with my Level 99 Party after defeating : | when it was outside the Shinra Mansion). I'll almost certainly have to wait a little while before I can defeat it Post-Patch, since as of now I won't be able to survive Ultima.

Ordinarily, any enemy will die at roughly the same time under Dual-Drain as the rate of hp loss is based on the afflicted target's MaxHP. However, past an unknown point this will no longer be the case for enemies with extraordinarily high HP. A single dose of Dual-Drain won't be enough to kill it outright, and one thing to remember with this status is that while Dual-Drain will eventually drop off like Regen, the Dual status will remain; so the HP loss probably wore off and the antidote only healed off the Dual instead.

Ok, did some quick test runs on the Extra Battle Gold Match, by the way you can still access Gold and Platinum without beating Silver.

Slash - Still haven't seen this attack, should be base power 16 like other Physicals.
Meteor - Appears to be unchanged. Out of curiosity, what did you set the base power to (FF8 Meteor = 20 Base Power I think)?
Medigo Flame - Still reduces HP to 1. While it was fixed at 9998 in FF8, it's not really suitable for that to carry over this mod. Perhaps changing the damage formula to Target's Max HP - 1 may be possible, otherwise you have 2 attacks in a row that CANNOT KILL anyone.
Gravija/Demi3 - Has had a name change but the Demi3 animation against multiple targets replicates Gravija pretty much identically. No issues here.
Terra Break - I had to remove Sadness from my characters to check the numbers for this, but the damage it deals is right on the money with it's FF8 Counterpart. Only issues are it's meant to be 16 hits (Not alot can be done about that though) and it shouldn't be dealing Critical Hits.
Light Pillar - Will obliterate a single target as expected. Light Pillar is still coming before Ultima though.
Ultima - Heavy Magical Damage, you'll want some protection or means of dodging to survive this. Only issue is it should come before Light Pillar, not after.

Gravity Attacks vs Omega - These are now healing him where in FF8, Gravity attacks either miss or deal 0 Damage. Omega definitely doesn't absorb them.
Omega's Speed - My characters have relatively low Speed themselves so it's hard to make judgements, but L5 Death seems to effectively be a Sneak Attack to open. With FF8 Omega it's possible for him to do a regular Physical attack before L5 Death. (FF8 Omega DEX/Speed stat = 61).

Slash is used at the end of it's AI cycle. I could add a bit of AI to have it randomly attack now and then; how does this work in FF8? Does he always attack physically after each special attack or is it random?

Megiddo is a tough one. I could set the damage to use the in-game clock instead maybe.

Defending against Terra Break worked in testing, but changing the condition to check all three characters are defending must have broken it. I'll do some tests and change it back to single-character defending if need be and I'll remove the crit-check from it. The 16th hit might actually be calculated, but not shown visually on-screen; that's what usually happens when no. of hits exceed what the animation can show.

Oh, is Light Pillar AFTER Ultima? I read the Wiki wrong :I I'll swap them over.

I'll set Gravity element to nullify and see what I can do with L5 Death; it is used in the pre-battle AI to keep it out of the way of the Main AI, but if there's a possibility for a physical attack before it then I might need to move it.

I think for players it's limited to the Neo-Bahamut Summon. It only has a chance to inflict Dual and there's no obvious tell for when an enemy is inflicted with Dual, the only way you can find out if it stuck is to either Sense it and track it's HP, or for 30000+ Health enemies chuck an antidote at it (assuming it isn't poisoned) and see if it misses or not. Even then you'll be curing the status you're trying to find out if you inflicted or not doing so.

I wanted to be able to inflict Dual with my weapon attacks but Neo-Bahamut + Added Effect doesn't work like that because from what I've been told, one of the flags needed to make it happen is missing from the kernel editor.

Flare from Contain will also inflict Dual-Drain; and Synthesis Cells like Mithrain mentioned.

Hello guys :)

I think i found a bug. I have fought Ziegfried 1 time, saved the game, continue playing and Ziegfried appeared again. Wich means 2 rewards.

Will load the save so i wont abuse the bug.

It is a bug right? :p

What version of the mod are you playing? Is it the 7H catalog IRO? This was an old issue in 1.35 where a variable wasn't being flipped.

How does this apply to {Vanilla} would I be correct in assuming that "vanilla" is the expression adopted for the original title?
Anyway, I have listed "Seizure" in my guide as the reverse-Regen effect, and Dual as a dummied out Status, that when activated via a hack its name will display in the "Status field" in-battle. Is this technically correct, or have I got it backwards, and what else (if anything) does Dual do?

Also, what background is that Pic of the Curator? Is it used in .... Vanilla? What ID is it?

It's the same for the vanilla/default game; Dual does nothing on its own but seems to be needed for Dual-Drain/Seizure to function correctly. It has no other known function, though a theory is that it was an early prototype for a 'Double' effect where two spells could be cast at once, like W-Magic.

2549
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-04 18:18:43 »
Eh, Chief, did you say you fixed the NPC at the bottom of the crater? It still does the same thing where you can't not leave and the two options are messed up (save isn't clickable, leave to highwind is save and nothing is leave to highwind)

I adjusted it, but I guess it didn't do the trick. I'll look at it again.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-04 15:58:58 »
In FF8 I think Gravity didn't heal him but straight up missed or dealt 0. He definitely shouldn't be vulnerable to it but he definitely doesn't absorb it.

Is there a difference between Dual and Dual Drain? Because Neo Bahamut specifically says it has a chance to inflict Dual.
Also does L5 Suicide count as a Gravity attack or a % Formula attack? Under Enemy Skills it doesn't say Gravity Skill like Laser, ???? and Vital Hammer.

L5 Suicide has no element, just a formula-%; it'll hit Omega. As for Dual & Dual-Drain, they're technically the same status; Dual does nothing on it's own except appear in the status tool-tip bar when selecting status-curing items/magic while Dual-Drain will crash the game if applied without Dual.

To survive the first few attacks before you get a turn, you need to start the fight with protect rings (Auto-Wall), if you stole a ribbon from Brass Dagon, it could be also used on one of your character depending how they can tank the opening attacks. Sadness helps a lot to reduce damage as well. From there, juste haste your team, get a character who keep shielding your team, get one spamming Bolt 3 and the last one to attack a lot with elemental + lightning (and lot of counter attacks :D).

If you run out of ether (though I used something like 2 elixirs and 2 Turbo Ethers) you can steal Turbo Ethers from the "panther" in the tunnel just in front of Shinra HQ.

Going further on the fight, he'll use new attacks such "Harsh warning" which will damage for 9999 one character and ignoring your Shield Status, just use a fullCure on the character and reshield him. He used it only once and seems to be usable only by the arms which means it's not a threat anymore once only torso is left.
You might need 2 or 3 tries to get lucky with the arm grab (it can be used at the beginning right after his opener but it's pretty rare).

In the last phase he has two new attacks which are annoying : Coral laser and Timed warning.
Coral laser won't damage much but inflicts death, shield will again prevent the damage and status.
Timed warning is more tricky because it causes damage ignoring shield (low damage tho, around 1.2k) and inflicts Slow + Stop even when shielded. It's an annoyance only if it affects the character who shield the team. I haven't tested yet but there is an accessory preventing time statuses, equip it on shielding character and it should be fine.

I just checked with the Prod Cloud tool, both arms got 99k hp, torso have around 350k.Since both arms sum up at 200k I'm pretty sure Torso can be done even if it's a bit longer because of the stop status on your attacking character.

There is only last attack from what I've seen with PrC tool which is called "Rainbow laser", the only attack the boss haven't done to me yet. From what I saw with the tool, it should damage a lot but shouldn't pierce shield. I might be wrong, but if it doesn't ignore shield, the boss is definitely doable ^^

The Torso has two phases; you'll see Rainbow Laser when it's below 50% HP.

But I'll need to warn you now; there is nothing awaiting you at the end of this endeavor but madness. And a scaled model of Midgar.

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