Adjustments to damage reduction would be coming from the .exe; I guess that's the next thing to get done. In an .exe patch, the following changes would be made:
-) Enemy physical attacks can be long-range (projectile attacks like machine guns).
-) Limit Break effects adjusted; some minor, like Braver having it's base damage swapped with Cross Slash, and some major like Cosmo Memory being turned into an ally-buffing effect.
-) Materia has more pronounced equip bonuses/penalties (but not for HP/MP, that crippled this feature last time).
I love the idea of enemies having Long Range. As for the other two, Yeah nothing really big needs to change there and the Health and MP numbers are pretty much spot on in my view so I agree fully that no change there is right.
Resist has the drawback of being expensive to cast and preventing beneficial statuses.
Reading a little down though the page, it seems I'm in the minority on this one. I'm not too bothered by this one really, but I figured it was something to think about.
Morphing has been a big problem with enemies going past 30,000HP which is why it's being dropped as the method for acquiring end-game weapons. Stealing isn't easy either due to the level difference but I'm thinking that a Sneak Glove will sort that right out. So if one weapon is a common drop, and the other is a steal, that should work out.
I'm thinking of having Disc 1 bosses be Morphable, right up until Jenova LIFE who I think has 30,000HP. As far as weapons that ignore the Morph damage penalty go, I was told that Ancient weapons like Nail Bat do this but I can't remember if they did or not when I tried it.
Oh thank deity! Any change here I will fully welcome and support!
I'm OK with Cover, it's already had its proc chance adjusted.
Fair enough, agree to disagree on this one.
The thing with Hojo is that it comes at the end where you've already had a boss fight with Diamond Weapon, the Turks, and Proud Clod within the span of an hour or so. All these fights are 'big' fights, but they can't be left as long ones simply because they're too close together. Hojo itself is also three encounters rolled into one. The downtunes to HP that have been put in so far for these fights are more like quick fixes than actual changes. The randoms in Disc 2 also need to be made faster.
Oh for sure, I was saying it in general terms. For that part specifically though I don't think a down tuning of health is all that imperative. The end of Disc 2 is a pretty significant event.
I'll get these sorted out; I need to patch the flevel anyway for this surprise Hojo fight on a save point
Surprise Hojo fight?
Latest crop of bugs are fixed, except when I checked Bahamut-ZERO, Phoenix, and W-Magic these have the correct AP needed to drop as mastered (16777215 to be exact). When you all picked these up, were they mastered or were they like Underwater Materia and able to accrue AP?
I already had them in my inventory. Maybe they reverted on my installation somehow? Not sure.
Edit: Scene patch is up, it reduces the total HP of Diamond Weapon through to Hojo; his third form now has the highest base HP of this section at 100,000. Diamond and Proud had about 100k taken off them and they now sit in the 80k range; this was due to the proximity of all the boss fights throughout this segment. Midgar Raid enemies have also dropped down a fair bit of HP; this is going to be finalised once I've worked through all the enemies from the start of Disc 2.
Once I go through the mod again, I'll be sure to give my thoughts on this.