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Messages - Dracozombie

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-05-04 01:15:47 »
Not gonna lie, I had no idea this mod was balanced around Wait either. I've always kept the settings on Active and normal speed. There was ONE boss that I lowered the battle speed on because he was that horrible, but that's it.

For anyone who has time, what's the real significance between Active vs Wait (and I guess Recommended too, which apparently is not recommended)? I already know what it does, but strategy-wise, what's so important that it makes Wait the 'intended' setting?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-03-20 00:47:04 »
Yeah, well, I'm actually on disc 3 and I'm not sure what I'm looking for here. I didn't actually get around to playing that melody until... like 15 minutes ago because someone finally brought it up, but now that I did, I checked everything in the manor including the basement lab, and I'm not finding anything.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-03-16 01:01:26 »
I personally didn't think the HP was that big a deal, because bosses are supposed to be a big deal, but I can understand why other players might not like it. Someone else made a good point: once you nail down a strategy, it's just a matter of surviving long enough to keep doing it. That can get a little repetitive if the boss just takes that long to die, which is why I thought the Curator was too much even for a battle that's supposed to be hilariously hard to win. 45 freakin' minutes to take that thing down.

A "Fast Mode" might not be necessary. Just trimming some of the bosses' fat would be a compromise.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-03-07 00:40:36 »
-) Elemental
I want to change most of the elemental defence available to only offer 50% reduction instead of Null and Absorb, with 1-Star Elemental Materia. There'd still be some armour/accessories offering null/absorb but they won't appear until much later in the game. The reason behind this is that I have a hell of a time trying to balance Boss attacks that use elements much later in the game due to the amount of ways that these attacks can be completely negated which is tough for balancing. 50% reductions, though, allow for a nice middle-ground that doesn't cripple the boss too hard. I'm pretty set on this but maybe someone can argue me out of it.

Ehhh... maybe? I dunno, 50% reduction at max kinda cripples what Elemental is supposed to do. Maybe you could just limit the amount of Elemental materia we can obtain, like, there's only one or two available. Or, maybe you could set the maximum to Null rather than absorb. I suppose it's not a huuuuge deal since I use Elemental more for attack than defense anyway, but I will personally stage a revolt if you do a similar change to Added Effect. Elemental defense I can deal without; status ailment defense, no way.

-) Junon Leagues
I hate this for two reasons: 1) it's too similar to Battle Square except much slower and less versatile with prizes, and 2) it revolves around 1v1 fights which are the hardest fights to make interesting without story context backing it up a little bit. So what I'd like to do is, at a later date, is revamp this completely and make it so that you manage a fighter rather than fight in it yourself (the battles would be organised to be super quick though, with a 3-5min countdown on them so they can't drag out). You'd customise this fighter with different parts to adjust stats/innate abilities and select which attack variants it will use in the AI cycle (so you could swap out a rocket punch with a flamethrower that inflicts statuses for instance).

Given how this might pan out, I'm not planning to do this for 1.5 but to instead keep Junon Leagues as it is for now but I'd like to hear your thoughts.

1v1 fights in general tend to be some of the trickier battles, so I don't know if I could handle one involving an uncontrolled AI, even one that's well-programmed. Even with a good setup, I'm not comfortable depending completely on an AI. I don't mind the Junon Leagues, but if you don't want them to drag out, you could just implement the timer on what we already have.

Materia Bonus/Penalties
1) I'm avoiding HP penalties on standard Materia due to it quickly tanking characters who are magic orientated as they tend to need more stuff equipped.
2) I'm going to separate Strength penalties off Magic bonuses to make hybrids a bit easier to put together.
3) Support Materia will tend to have penalties on it to make it more of a double-edged sword rather than a splashable equip. Looking at things like HP/MP/Magic penalties on things like All, Strength loss on Added Cut, etc.

Now that's interesting. I don't know if you'd need to get rid of HP penalties altogether, though it's hard to go lower than 2%. I'm just so used to FFVII that it feels weird to not have some kind of HP penalty. But I guess it would make the 10% reduction from things like MP Turbo more bearable when you're already loaded up on standard magic materia. Not sure about penalties on support materia, especially when the major ones like Quadra Magic already have some hefty reductions. But Quadra Magic is major and deserves some penalties; why does All need them? All already has a built-in limit, that being how many times you can use it per battle.

Getting rid of the strength penalty would be great, though. It could just be my playstyle, but NT doesn't seem like a mod where you can afford to be too specialized. I'll be looking forward to making Cloud a real fighter-mage hybrid.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-02-19 15:49:56 »


Welcome back! It should have dropped, but the command line for it is missing. I remember fixing that though, how old is the build you're using? Are patches installed?

Everything's up to date, patches and all. Zack trolled me.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-02-19 02:18:17 »
Oh snap it's been a while. I'm messing around in Disc 3, and now 1.5 is going to be a thing soon. Cool. Does that include the New Game+? I forgot whether it going to be a traditional, Chrono Trigger-esque one where you keep all your levels and equipment and you get to beat up all the lowly enemies with your end-game stats, or something else. Somehow, I'm getting a picture of the ENTIRE GAME being balanced for level 99 characters, and it sounds very awesome and very painful.

I honestly wouldn't mind a few things getting moved, altered, or axed completely. I gave Omega a few half-hearted attempts, consulted GarlandTheGreat's video where you need to have the Sadness/back row AND Defend active to have any hope of surviving Terra Break (and I can never get the timing for Defend down during any circumstances), and I said, naw, screw it. It ain't worth the trouble. Same goes for Nemesis. I would not mind one bit of those two were overhauled.

But mainly I'm glad that the HP curve was fixed for the latest build, and that rank ups automatically give +5 to each stat. I can actually survive things now! And rely on party members besides Barret and Cait Sith! But ironically, it seems this build is harder than I remember. Maybe the game's balanced differently precisely because of the +5 for all stats on each rank up. Or maybe I'm just thinking of the optional bosses, which are now evenly distributed across the game instead of in one big boss rush on disc 3 and are SUPPOSED to smack you around. Or maybe I was just overconfident and underprepared and the game punished me for it. Yeah, it's probably that last one.

Oh yeah, beating Zack in Nibel Manor didn't get me Omnislash. Is it found somewhere else now, or I did I just get trolled?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-28 16:21:34 »
I might prefer the static SP growth too (welcome back, btw!). Getting SP from randoms actually concerned me because I'm always worried that Cloud will inadvertently gain too many levels and prevent my lower level characters from gaining SP. Not to mention that it's too similar to the vanilla method of grinding for strength when NT prioritizes strategy over raw power. It forced me to really think and plan instead of gaining levels to compensate, and it wound up becoming more fun than I thought. Assigning SP at fixed intervals made it feel like a reward for reaching a certain point in the game, not because you killed a bunch of mooks along the way. That's normal for RPGs, and I don't necessarily mind it at all, but after 1.35 did the fixed method, 1.4 seems to make SP gain less special.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-22 02:23:51 »
Yup, so far the consensus seems to be Confusion + Laser spam. I don't know where the glitch is coming from, but I've noticed it only seems to happen when people try to kill Rude first before Elena (correct me if I'm wrong). I dunno, by default I always went after Elena first so I never ran into that frenzy glitch.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-21 03:24:00 »
btw is anyone else seeing weird stuff in their SP menu? I'm seeing Cloud listed twice and also seeing Sephiroth with 128/100 SP. Cid is listed also with 128/100 despite not even being in my party yet (I only just got to Junon). The characters I actually have so far seem okay from what I can tell, though.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-21 02:20:11 »
Mithrain: King of cheese and cheese is delicious and so's the video.

You're lucky Elena didn't confuse anyone. In all my fights, even the one I just won, Elena always managed to charm someone (usually the one casting Laser) right before a single Laser finishes her off. This fight definitely boiled down to some luck, and I sure hope that Rude being immune to berserk is an oversight and not something we have to legitimately cheese our way through.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-20 23:03:34 »

*When fighting Rude and Elena, Turk Cure does not inflict berserk, thus making it impossible to beat since i dont have a way to burst 1000 dmg ( doing no random encounter run).

Anyway, have fun on your week off Sega, the bugs will be waiting...=)

I was actually just about to comment on this. I was tearing my hair out on how to bypass Rude's 1000 HP heal every other turn, but then you reminded me that Turk Cure was supposed to self-inflict Berserk. Yeah, I'm stuck too. Luckily I saved back at the chocobo ranch so maybe I can buy a green or steal an item that inflicts Berserk or something.

Laser actually deals some hefty damage, around 700 to Elena and 800 to Rude, but not even that's enough to brute force Turk Cure. Nothing deals close to that damage except for Choco/Mog.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-03-13 19:48:21 »
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.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-03-09 19:45:31 »
Can confirm that Counter Attack is most likely only 50 percent in the current build.

Mithrain, you just found a way to totally cheese a boss I was having trouble with and you are my hero. For extra cheese, I wonder if it's possible to get a Dragon Force or a Lucky Pill on Cid/Cloud so they can wail on Nemesis even faster. Also (correct me if I'm wrong, I didn't watch the whole videos XD), how come Nemesis never cast Ultima? Is it a counter attack of sorts? Because that's the one attack that prevents me from beating him.

I'm also quite mind-blown that your party's HP is so high. o.o My Cloud's pushing level 90 now, but with all the materia I have on him (I use him as a main or backup caster depending on my party setup), he barely crosses the 3000 mark.

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

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

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

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

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

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

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-29 06:01:34 »
Uuuuuuuugh why does victory have to be so pyrrhic.

Technically the guy wasn't lying when he said he was indeed giving me Master Materia... guess I forgot that actual Master Materia isn't in NT.

I feel sad.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-29 05:10:55 »
It's... it's like a sick joke.

I finally beat Emerald, and now I gotta figure out how to beat the Master Materia, especially that Summon one that seems like it can summon two things in the same turn. Not only is there a big risk of a dual-cast Bahamut + Alexander (it's happened more times than you'd think), I gotta sit through all those summon animations. tbh, the amount of waiting is also the primary reason I'm not even bothering with the Mime materia tonberries anymore.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-25 05:12:55 »
How does one get around Emerald's time attack storm thingy? He's otherwise completely manageable except for that one attack that totally wipes out my party (my timer's pushing 70... shaddap). I know it can be dodged, and sometimes my characters do, but whether they do depends on luck and that's not a strategy I can rely on. Speaking of luck, I was thinking of bringing Yuffie into the fight in the hopes of activating her lucky dodge innate, but she's so squishy it's hard to keep her alive until Emerald even starts using Emit Kcatta. There's also how Yuffie's lucky dodge will cancel if she's hit with magic effects, and most of Emerald's attacks are magic-based. Besides, getting lucky dodge to activate at all is... well, luck. Which I don't feel like depending on.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-24 02:18:33 »
I too am grateful for the help with my Disc 3 pain. 1.4 hype whoooooo

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-23 03:39:18 »
It's based on the in-game timer

whywouldyoudosuchathing

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-22 03:50:17 »
Mmkay. Before that, I'm going after the Weapons. I was pleasantly surprised by how easily Ruby went down; after how much I got mauled in Dark Cave, it was a relief to kick something else's ass for a change. Of course, since Ruby and Emerald unlock other fights, I'm guessing those aren't the hard ones. But for Emerald, I can't peg what Kcatta emit Storm draws its damage from (thank god it's not from your materia). I know it's "time attack," but does it draw from your ATB gauge or something? The first time he used it, it knocked out Cloud but missed Tifa, but I can't tell if it didn't affect her or if she just dodged it.

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