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Messages - Sega Chief

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2626
Well, Typhoon is Wind-elemental I think; that'd get you your third piece of wind protection (assuming you have two Lv.2 Elemental Materia). That fight is tougher at higher levels due to high HP, but if you lower your Max HP then it becomes easier to heal up the damage with more immediate spells like Cure2/3. Also, this game rounds down on decimals meaning that if your characters have an odd number of Max HP it'll take three hits to kill them instead of two; that'll make a big difference here.

2627
Okay, Vincent has probably been officially retired. Yuffie actually makes the fights with the Bad Reps and Basilisks and Poodlers a very simple task, as opposed to a desperate struggle to survive.

Either that or she might replace Cid, I haven't decided yet.

Also, if it isn't apparent, I'm not really good at FFVII. I've beaten it but the reason I'm playing a difficulty mod is because it was too easy, not because I mastered it. I never knew about how amazing Morph was until now, for example. Also I had no idea there were Luck Plus or Speed Plus materia in this game. Don't tell me where they are, I just am curious if they are easy to find? Like if I explore enough, I'll happen upon them?

They aren't rewards for the Rollercoaster thing at Gold Saucer I hope. I suck at that.

Yuffie is a good pick; she's fast, has decent natural Luck, and her Conformer hits like a truck. I actually used Vincent a lot for his natural Magic stat which is easy-ish to build up to 255 but he has low base HP. Red XIII was in for a while for similar reasons; high natural Magic. As your levels increase though, you'll want to start exploring Strength set-ups as physical attacks start to escalate with higher levels (and crits are always nice).

For survival, Sneak Attack + Exit can help you explore areas much more safely but it caps at an 80% maximum chance so maybe have two of them handy just in case. Pincer attacks are lethal, as they'll generally deal max damage + act first due to their ATB gauges starting off full (Ancient Forest is bad for this, the new specter enemies can appear in a pincer); Enemy Away should be handy too. For actual damage mitigation, if you can get Dragon Force then that can help you immensely in boss fights (same with Hero Drinks; a character with 200-ish defence can become almost invulnerable to standard attacks). Shield is also a good thing to pick up; this nullifies anything with an element, and plenty of attacks have one; using that on a Cover tank can give you a lot of breathing space.

If you need firepower, maxing Magic and then using Comet2 + MP Turbo will net some great damage but physical attacks should be the way to go once you get 4x-Cut. As for Speed and Luck Plus, if you don't have Luck Plus then you may have missed it permanently. Speed Plus isn't missable, and it doesn't drop from the Rollercoaster so don't worry about that. Where you do get it from, however, may potentially be worse ;l

2628
There are optimal strategies for beating the four Materia caves; they each have key weaknesses like elemental/status vulnerabilities or quirks that can be capitalised on using certain Materia and equipment.

As for source grinding, you can definitely manage without them but the last three story bosses are packing huge stats and crucially have defence-ignoring physical attacks that make things very tough for 9999 parties as it kills off the defence gain you would normally get from Dragon Force/Hero Drinks. You can just about mitigate the damage using a combination of back-row, Barrier, and Sadness but in Bizarro's case you'll be killing off his parts which unfortunately leaves him with only one attack; his physical, which hits the entire party and will often land crits (which your mitigation won't be able to help with). Having high Luck and/or Speed for evasion, though, can give you a better edge for things like this, and they're also the quickest sources to farm as the enemies that Morph into them are:

1. the weakest on the Gelnika
2. always appear in their designated area (the connecting corridor where the Turks were fought|)
3. appear in groups to give multiple sources each fight

And one thing to remember is that Luck/Speed Plus Materia can boost these stats by 100% if you stack two mastered copies onto a character. That means you only need to get a stat to 127-8 (which can also be helped with the hefty stat-boosts a lot of equipment give, check out the Luck gain on Cait Sith's HP Shout) in order to cap it at 255. Cid and Yuffie both have naturally high Speed and Luck stats to start with, so they tend to be the best to build on to cut down source-grinding time (that and they have reliable Ultimate Weapons).

But you can beat the last few story bosses without sources. As for beating the optional super-boss, Omega, that's a different kettle of fish. This guy is packing high Luck and defence-ignoring attacks which means you'll be seeing 9999 damage a lot during the fight. He also has a lot of random variance for multiple attacks packed into his AI and counter-attack script, making him very unpredictable. Best bet for that is to grind the RNG out by maximising your chances with Final Attack, maxed Speed/Luck (for the best possible dodge chance), and Life + All to help the team recover when Final Attack charges run out.

2629
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-03-14 16:24:19 »
Nah, that's still messed up. It's the other sidequests I've been adjusting.

2630
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-03-14 09:04:19 »
Mind posting a link to that patch? I didn't see it on the front page. I know that 1.4 is hopefully and awesomely around the corner, but I'm losing steam doing disc 3 stuff so I figured I could restart a new game with a proper HP curve to tide me over. Granted, HP didn't become a problem until disc 3, and with my pace 1.4 will come out long before I even get there, but it's worth a playthrough to see what the HP is supposed to be like.

I think it might be this one; it's the last one that was made http://www.mediafire.com/download/zs4tpqm22bulc8a/NT_Mod_HotFix_Scene_-_3rd_November_2015.zip

hey sega

how much more longer until 1.4 is ready to be played

Just a couple of days.

2631
Releases / Re: [FF7PC-98/Steam] mexico's hard mod (v2.0)
« on: 2016-03-14 07:23:12 »
The more the merrier as far as difficulty mods go; we actually only have two complete ones for FF7 PC at the moment, with the remaining few being story revisions or incomplete/discontinued.

I'm not actually very good at making patches; I use a freeware program called Patchmaker (Gjoerulv made his own installer). In any case, I needed something to play so looking forward to seeing/dreading what's in 2.0  ;D

2632
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-03-13 04:53:18 »
1.35 has a problem with its HP arcs; I put out a patch but it turned out that it couldn't help games in progress, only new games that had been started with the patch applied.

2633
Nah, it's a huge amount of HP. You won't see anything higher in the story until Proud Clod.

2634
She had a mere 180,256HP :3

2635
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-03-10 23:29:57 »
There's a save point at the entrance, one on each of the three paths, and a final one near the point of no return that's handled by the teleport NPC.

2636
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-03-10 22:53:42 »
Save Crystals, eh?

About that, I'm currently tearing out the scripts for it in the North Crater and adding in a bunch of Save Points to certain points on each path; there's something special I want to do with the item and its unique property of returning from the Menu/flipping a variable :l

Resist lasts indefinitely until Dispelled, as does Auto-Crits.

2637
Heh heh heh.

2638
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-03-09 20:13:48 »
You can find out all about Nemesis on the FFX Wiki :p

He casts Ultima as a counter to Limit Breaks (and to the Steal command, I think). Mith's HP is likely higher too if he got his hands on that patch I had out briefly to fix 1.35 HP.

2639
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-03-09 17:43:18 »
I dunno  ;D

2640
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« 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

2641
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« 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.

2642
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« 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.

2643
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-03-05 10:50:25 »
I don't think they have any at the moment.

2644
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-03-05 06:59:01 »
(the scorpion Boss Form 989966573 gave me when he surrender).

:3

Here are the HP Values and what they morph into:
-) Barbariccia: 42,000 (Magic Shuriken)
-) Gil turtle: 35,000 (Wizard Staff)
-) Variablis: 41,000 (Heaven's Cloud)
-) Love Buster: 77,000 (Pile Banger)
-) Abyss: 132,000 (Oversoul Shard)
-) Nyctalopian Dragon: 155,000 (Outsider)
-) Tyrant: 163,000 (Spring Gun Clip)

Mystery Tank has no morph, and Abyss morphs into a Oversoul Shard which is used for building a Masamune. A lot of the third items will come from fights like Ultimate Weapon (Zenogias Feather), Lv.4 Limit sidequests, Dark Cave, etc. You can get Batteries from Golem enemies, mostly.

2645
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-03-04 20:42:25 »
Sega Chief.

I have a problem on FF7 new threat mod 1.35 that i don't understand. I'm on disc 3 and I didn't see any changes in the Highwind: no menu of disc 2 bosses, I can't find the armorsmith to create the ultimate weapons. Furthermore, i have seen a video where a NPC was in the airship and talks you about the secrets and the localizations of the 4th limits of the characters, and that NPC isn't in my ship. Do you know where i can find this things?

On the other hand, I tried to looked up for some materias but the game laughtes in my face every time, I am talking about: Super Pg, Super Pm, Cut X2, Items X2, and the others Enemy Skills. Do you know where i can find those materias.

Thanks for everything, and i do apologise about my English, I am Spanish, sorry.

Cheers!

PD: BTW, i love this mod, i had surprises and very good times playing it, especially on disc 1. Good work.

The others have covered it, but just to confirm:

To activate the Disc 3 content, go down to the bottom of the North Cave (this area: https://i.ytimg.com/vi/w2Ju3zJfk8E/maxresdefault.jpg)

Most of the Plus Materia were removed, only MP Plus survived (though they'll be returning in the 1.4 update). There's also only one Enemy Skill Materia in the entire game, it was the best way to balance it without nerfing the skills themselves.

2646
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-03-03 10:19:36 »
Should be same as before.

2647
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-03-03 09:45:08 »
True ff7 fans must have mint ff7 disks, multiple isos to keep the disks mint, the square and the steam versions, just to be sure if one shuts down.

Edit
BTW, if you need an ER nurse I can always take a flight there just to be sure 1.4 sees the light... Don't want hundreds of fans to start having heart attacks and flood my hospital.

Saying that, I had to abandon my 1998 installation for the Steam one recently. Something changed, maybe an intel hd optional update, and now it won't run at all. I'll sort it out once 1.4's out.

I don't think we'll quite be seeing anything like ER floods if 1.4 never releases but no worries; I'll see if I can't get that AI pasted across the board today then I'll put the installer together.




2648
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-03-02 11:49:34 »
Sega Chief,

I started a new run for the first time and I guess I had a controller fix mod installed so some of the patch did not apply successfully.  Originally I couldn't access the rank up menu.  I ended up reinstalling and repatching at the train graveyard save point.  I read somewhere the first rank up is around here or the pillar but I've made it to the shinra HQ save without being able to rank up so far.  I can access the menu now just fine.

Did I miss the points previous to the train GY because of the bad install?  Should I worry about being under powered later because of not being able to rank up yet?

Tried to search on here and insanedifficulty but couldn't find anything after putting in some effort. Thanks for your help and enjoying this greatly so far.  The 2nd scorp and chocobo commander both surprised me and made me laugh my ass off.  And the 2nd reactor button scene which i failed off course ;-)

You'll be fine, if you want to reclaim missing points then sending characters into Battle Square can nab you some extra. You'll just be hitting ranks a little later than normal.

Thank you for the info - be much better,Cant Wait - also i downloaded the Ultimate Pc version, then noticed i got wrong one and got the unmodified version (original 1998),so id be all good but did it matter? what is ultima edition? and does it work with this mod?


The ultima edition is a modified 1998 Original with some dodgy hacks installed into it. When modding, it's always best to use either the steam or original 1998 version.

Update: Been sick since yesterday but I managed to fine-tune the SP AI and all I have to do is copy-paste that into each enemy. Then we're good to go.

2649
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-03-01 17:59:06 »
I revised all the prizes, and there's a special prize if you manage to clear the Fort Condor sideline without letting Shinra win a single time (they have 15000gil to start, to cover battles that can't be accessed, and a new NPC appears in certain places to let you fast-travel to and from Condor).

2650
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-29 15:23:08 »
You'll find plenty of uses for it here; most enemies don't resist it, and flying/airborne enemies take 2x damage from it meaning they can be killed by Demi2 or higher. Morph tables were changed too so you can get yourself some decent gear earlier on, which Demi helps with. 

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