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Messages - Vir

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1
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« on: 2023-06-03 22:43:28 »
Hello, thank you again for the terrific mod.

Could somebody explain Fort Condor rewards in the current version?

I have gathered from the documentation that one can get a Safety Bit, a Fairy Ring, and--with no losses and no fighting the boss manually--a Ziedrich? Are there prizes in between those?

Thank you

2
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-07-25 17:16:31 »
Hi, this is awesome! My thanks.

I may have found an unintended opportunity? In the flashback, I arrived at the rope bridge and went back. Shinra soldiers and a gray panther told me the place was off limits. Seph killed them w Bahamut and Cloud wondered if Shinra had beaten them there. Probably they were meant for later.

3
FF9 Gameplay Releases / Re: [PSX/PC] Fixed Stats Mod
« on: 2021-06-29 13:32:02 »
Very possibly you know more about modern Hades Workshop than I do. When I made this mod, I was definitely patching ISOs of the PSX discs. I don't have FF9's Steam version.

4
I've had the pleasure to discuss a lot of these items already. In a long list of thoughtful tweaks, this mod's formula changes, especially, like lvl% chance for 7777 from Lucky Sevens are the most exciting. Keep up the great work, Caledor!

Could Killer, etc., apply smaller bonuses to skills than to Attack?

If we want to change Accuracy+ without changing its description, it could boost crit rates. Naturally if you buff all/important enemy evasion, then a simple accuracy boost below "Can't Miss" also makes sense, though that may impose a choice on the gamer.

5
Say, you could check Let's Plays and perhaps some guides to get character data for regular plays through.

6
Vir#2468 seems to be my Discord handle.

7
The Dagguereo jump at least feels exciting in the first several playsthrough when you feel like you unlocked something secret. If by now you go there as a matter of course, same as you'd go to Esto Gaza, then yea, might be more satisfying to balance it for you.

I didn't multiply in an elemental bonus for any of those above.

Whale Whisker (1.5x): 5501
Tiger Racket (1.5x): 2738

Yea, one of the advantages of making a mod for a perfect game run is you only have to consider the base stats and the max stats in balancing :) That average playthrough, actual stats thing is a lot harder ;)

8
Stats, gotcha.

Skullcap and Circlet sound like a fine place for flavor. The only trade-off apparent to me is Garnet would boost Leviathan in slightly less defensible gear: a very minor concern.

Re-adding missable synth materials sounds good.

I ran some numbers on the scratchpad on the mod's main spreadsheet to see what sort of damage the (Str+Mag)/2 formula weapons might do at max stats. These are averages of min and max damage.

Tiger Racket: 1837
Angel Flute: 3220
Whale Whisker: 3667
Whale Whisker (old): 1976
Mace of Zeus: 3504
Sargantas: 3300 (selected because as comparable w the above)
Obelisk: 3827  (selected because as comparable w the above)
Masamune: 5025
Ultima Weapon: 6000
Ultima Weapon (old): 6750
E2: 6300
E2 (old): 7350

Basically, if considering max stats, you can pretend that Garnet and Vivi wielding a Str+Mag weapon are wielding a Str weapon w the same power and a Str of 72. Eiko, 71. Whereas if they are wielding a racket/Str+Spd weapon, they do so like they are wielding Str weapons of the same power with Str of G: 43, E: 42.

Since row doesn't matter for striking your own party members, Healer on mages is much improved.


Edit: Would you say the main value of the rebalanced attack values is so that the attack values themselves make more sense internally?


Did you go ahead and change daggers to the (Str+Spd)/2 formula like you mentioned?

I can be available to discord chat some time soon. I don't use Discord much, so I'll figure it out after work today and plan to reply more about it to your next replies.

9
I was typing this before your last reply, which I now see:

Ok, so you did just mean for them to be in columns. Google Sheets apparently doesn't put the csv data into columns for semicolons. I opened in Notepad++, replaced the ; with , in the data, and reuploaded it to fix. However, DiffChecker.com (or some such) seems like an easier way for me to compare the vanilla and Caledor csv changes, so that's what I'll try next.

The Stats CSV is a bit confusing. There's only one difference:

Van: Stat Set 80,80,0,0,0,1,1,0,0,0,0
Cal.: Stat Set 80,80,0,0,0,1,0,1,0,0,0

So that would appear to be Stat Set 80. In HW, Steepled Hat is Stat Set 29. Stat Set 80 in HW is Rubber Suit. Go figure. Is this the Steepled Hat? Wouldn't that stat set have only a single 1 involved?

In any case, changing the Steepled Hat to +1 Mag shouldn't harm any stat setups, so all good.


Ok, what's your thinking on the Circlet/Golden Skullcap?

10
Hey Caledor, thanks for waiting. Though I've had a full week, I am still interested to talk about your mod, and since I did say "Friday" I wanted to check in.

I may be missing something. What is the best way to use the CSV files to make the comparisons easy? Like, I myself google sheets (though not Excel). I could download the two versions and paste them into side-by-side columns then use conditional formatting to highlight the differences? But that's a few more steps than what you must have meant, so figured I'd ask what I'm missing.

11
Hey, wanted to respond to say I'm glad to look it over on Friday.

12
Makes sense. Glad to take a look when you finish. I wonder how they do these balances.

13
Hmm, interesting. It does look like the Headgear is weird among hats for having even as much as +2 Def. Most hats just continue the +MDef progression and drop Def altogether. Headgear would completely outclass Feathered Hat if you gave it +1 MDef. You could take SH from 9 to 8, which would leave it with more than Feathered, less than Magus, and equal total +defs to Headgear.

If cost is the concern, though, you'd need to balance +1 Str (SH) against Halves Water (HG), too, ya? Because other stats go up point by point but elements are the same, you'd probably want to use a multiplier for the elements, like costs 20% more (just a random figure), rather than an additive cost bonus.

14
Good show.

15
That armor scheme makes sense to me. I haven't looked at the armors balances at all (or don't remember that I did, whereas I remember the weapons).

I figured out what those damage formulas were again. They weren't what I assumed they were from the abbreviations I had had.

Disagree: sure. As mentioned above, for instance I would not agree to make the mod incompatible with the E2PG or to balance the ultimate weapon attack values pre-formula. I am glad  that would test the formulas if you were balancing to contribute to this mod, since I would have imagined your showing me how you got the numbers for "balance," after all lol.

It's fun to talk about the mod after all this time.

16
Ah! For testing the different formulas' damage gaps, feel free to copy the damage calculation tables already made on the sheet "Stats, gear (just a scratchpad)." I'll make what the columns are doing clearer. If you or anybody would like to test such things, no reason to have to remake another calculator based on the same game mechanics.

Please feel free to let me know any questions and findings about this sort of thing!

17
Saw this edit:


Spirit formula and speed formula are not boosts. Instead of using 100% str they average Str and the other stat, be it magic, spirit or speed. The true boost is only for the lv formula of the StQ


Oh yes, don't I know it, ha ha. That's why if the goal is to do comparable damage (given Spd and Spr will tend to be lower than Str the way gear bonuses are), then weapons using those formulas need higher Atk than pure Str weapons.



Oh, and I definitely do not want to change the stat bonuses on gear for this mod.

18
Oh, ok, I thought you might have got to the end of the game and been like, "Hey! This Whisker's not trimmed to spec!" ^^

If you can open the file, then whenever you should get around to making the changes, I am happy to post the corrected version.

Very interesting! Agreed re: huge jump for the Ultima Weapon, Quina's drop off, Masamune shouldn't be weaker (never noticed! Does it hit harder for using Spr instead of Spd??), and it'd make sense to acquire at least sidegrades.

I have been balancing weapons based on ranking of who was hitting the hardest with their ultimates in the vanilla balancing, which is a post-formula balancing. I'd like to keep the ultimate weapons balanced on such a criterion. Your method does get around the stats problem for helping the weapons in the rest of the game.

I can say off the top of my head that changing Kaiser Knuckle has potential effects on the E2PG, so myself I would look into that sort of thing before I made a FF9.2.3 with it. If I look into which weapons I should like to keep the same, would you be interested in adjusting the numbers you already have around those fixed points?

I'm sure this prediction is vulnerable to oversights, but off the top of my head it would be fine to balance anything not used in the E2PG however we wanted to. People who want to follow that guide will still have the option to do so and have that experience. People who want to use your changes to have a different experience, that'd be their business, so (I don't know off the top of my head) why not? If you are keen to add balancing like this onto what I have done, the worst that can happen is if we don't wind up agreeing on 9.2.3, then you/we can post two different versions.

What's your view of armor-to-armor balance?

19
Very good, yes. Perhaps you can check if you can open the SteamyBacon file in HW? If not, I can look more into what you should do.

Reviewing my private messages, I think that we can probably fix it. When HW for Steam first came out, I had mistakenly told BaconCatBug that probably he just needed to make the text changes over and the data changes would take care of themselves. That's how it had been for making the German PSX version. Actually, it turned out he had to re-input every single change! So, that means that probably these things can be fixed.

I am well pleased that someone enjoys the mod and likes its design concept and documentation!

The weapons balance would be worthwhile. It makes me wonder. What is your view on what level stats to balance them around, since knight swords and spears, for instance, use different stats? Since I imagine the mod is already most useful to perfect game players, I'd probably balance them around lvl1 and/or around max stats. I would need to review the E2PG guide to see which weapons to hold fixed so that the mod remains compatible with E2PG.

It looks like whole new fields of possible modding have opened up in the past few years. That gives some chance that I might get interested again some time!

20
The original game has Ifrit's MP cost at 26, whereas I set him, Shiva and Ramuh all to be 24. The mod was right; the changelog was wrong, with the Now and Prev values reversed. Good attention to detail!

When I load the PSX mod in Hades Workshop, everything else is which you mention is as listed in the Changelog. I am happy to check my PSX version for any further errors, although I'm not sure that I can check the Steam version without purchasing that version of the game.

Are you or is anyone else keen to help fix these errors?

21
Well done! I'm lucky I stumbled in here today.

From reading your documentation, I like your thoughtful take on balance over all. Multicast Protect, Shell, and the efficiently-simple earlier Power Up and High Jump seem like especially good ideas. From what I can tell there, my favorite idea is your giving Healer to David Bowie. I was interested to imagine him doing focusing on party support and Soul Love crowd control. If only Healer healed through Trouble!

I wonder what is "Lightbringer," which you mention in Steiner's writeup? I must have overlooked it.

22
Well, here's a blast from the past. I'll look into it. Thanks for letting me know aught else to check.

I don't have the foggiest idea why the Steam version would change such very particular things. So, I assume the errors are mine and, therefore, readily corrected.

23
General Discussion / Re: Some IZJS resources
« on: 2017-08-02 03:09:30 »
I hope so! It's not here.

24
General Discussion / Some IZJS resources
« on: 2017-07-28 21:13:31 »
Here is a spreadsheet with data comparing how characters and classes perform, especially endgame: https://goo.gl/zuXsbA

Here is a spreadsheet which calculates attack time: https://goo.gl/Ct1u5s

Here is a chart showing what cures what status ailments: https://goo.gl/sjW8hF

Here is a party-planner spreadsheet for IZJS: https://goo.gl/bm7iwq

25
General Discussion / FF8 Missables List
« on: 2017-07-28 19:47:19 »
Hello. I hope this may be helpful. It's not scarce information anymore, but I would be happy to keep it somewhere. Thanks.

This thread aims to list everything significant which you could miss permanently and many things you could miss for a long while. At this time, "significance" is assumed for the following: sidequests/their segments/their effects, GFs, missable menu sections (eg, Information entries or Reports), scenes which have falsifiable significance end-game or missable FMVs attached, magazines (most of which are only "missable for a long while"), items which cannot be replaced, subquests, and extremely-valuable-if-technically-replaceable stat-maxing opportunities.

Since this list includes many items which are not strictly "lost-forevers," and some readers may prefer a yet-stricter list, items of irreparable, non-scene-like loss (in the American release and assuming no Chocobo World) are bolded.

Other things which may be missable under some definitions, like the non-unique items in the Prison and many scenes, have been left out for practical reasons of balancing the list's thoroughness and bloat. Cards receive little treatment, but the list covers keeping all cards at least available on D4. If someone wants to make a missable scenes guide, they would be well served to look at this topic's source topic as well as Version One's source topic (follow the chain of links starting with the source link below).

Incidentally, you hazard missing Tutorial/Information entries ("Terms") if you only follow the walkthroughs on GameFAQS.


Editor/Contributor credits: GameFAQs users Arkane Denial, Kyote, Moomba33, psxqwerty9999, _Red___XIII_, shimatani87, The_Kusabi_, Vilurum, xZantetsuken. Thanks. Thanks to the GameFAQs guide writers whom we have referenced as well.

LIST

DISC 1


1. SCENE: Zell's Love Quest (ZLQ) 1: Speak to the Library girls before the Fire Cavern. There are quite a few scenes in this sidequest, but other than the one you can do as Irvine, none of them need necessarily be done in the suggested timeframe. You could, for example, put them off until after other plot points than those suggested as long as you have enough plot points to move the scenes forward to your satisfaction. They always come in the same order, however (Irvine exception already noted). If you have any questions about these ZLQ entries, see my source: <http://www.gamefaqs.com/boards/197343-final-fantasy-viii/47165843>;. Item-wise, if not story-wise, you only have to do one total to resolve the quest, so rather than listing each first opportunity for a scene as in Ver. 1 as an entry, we will have a [ZLQ] marker to show that before the next missable entry is a potential scene. Refer to Ver. 1 or the above link for more detail.

2. GF: Siren: Draw from Elvoret. You can also drawn her from Tri-Point in the final dungeon. In the Japanese release, no GFs are available in the final dungeon.

3. SCENE: X-ATM092: Whether you decide to have Squall & co. destroy X-ATM092 in battle or to have Quistis destroy it with her giant machine gun is marked and verifiable through the end of Disc 3. If you prefer Quistis to destroy it and see the optional FMV to that effect, this will be marked by the robot's remains remaining on the Dollet beach. A lack of such remains will mark that you destroyed it in battle. The choice is of no necessary significance, but you may now make it purposefully.

4. SCENE: Timber Maniacs 1: There are thirteen of these magazines and an entry from Centra Ruins. The two in Balamb are mutually exclusive, therefore you may pick up twelve TM issues total and get thirteen diary entries after adding Centra. None of the magazines are actual Item menu items. When you pick the magazines up, they disappear, and your having found them is noted in Selphie's Diary (which, being on the Squall's classroom computer, cannot be checked on Disc 4), with one exception forthcoming. There are two magazines in Balamb at this point, and you may pick one of them. Pick the one at the train station and Selphie will write about alcohol; pick the one at the Balamb hotel and Laguna will pass out drunk while visiting Julia but you will get no Diary entry and have fewer total. Basically, both options are but tiny tidbits, both options are invisible in the end, and both options are legitimate steps to finishing this sidequest, so neither is less missable or less perfect. See this topic for an accessible list of all TM entries: http://www.gamefaqs.com/boards/197343-final-fantasy-viii/50789263 . You may like to keep your own list on this, or leave them be until Disc 3, because I will not direct you to each one individually.

5. REPORT: Battle Report: Talk to Cid at your SeeD promotion before leaving for the dance, or else before leaving for Timber. You can forget the other reports if you miss this.

6. ITEM: Weapons Mon Apr: Check Squall's dresser after the Dollet Mission. Presumably this would stick around until the end of Disc 3. I am noting these magazines not because you could never get another of each in most cases (Occult Fans III and IV are unique, though), but because the game drops them in your lap more or less in sequence, and you many will like to get them as soon as they may. [ZLQ]

7. ITEM: Magical Lamp: Talk to Cid before leaving for Timber. This is the only way to get the GF Diablos without Chocobo World. [ZLQ]

8. ITEM: Pet Pals Vol.2: Get this from Rinoa's bed before leaving the Owls' train. Pet Pals Vol.1 you got automatically, Pet Pals Vol.3-4 you can purchase at Timber's pet shop, and Pet Pals Vol.5-6 I will mention later.

9. TERM: Timber Maniacs: I'm not 100% sure that this is missable, but enter the TM building while in Timber and it won't matter. I imagine you can do this right up until ending Disc 3.

10. ITEM: Girl Next Door: Pick this up in the TM building before Disc 4. This is unique, so you may not want to give it away (perhaps not even when Zone asks for it). If you consider trading it for the Shiva card, consider that Shiva is not missable or even limited-quantity. Girl Next Door is available in Chocobo World.

11. ITEM: Pet Nametag #1 of 2: Return to Timber once you get out and encourage the man outside Timber Maniacs; then come back on Disc 2. (I'll remind you.) You could get more than two if you had Chocobo World.

12. SHENANIGAN: Laguna Pandora 1: When Laguna's lost with the Esthar soldiers: find the first Old Key, loosen the middle lever, loosen the right lever, loosen the left lever, find the second Old Key, hit the red switch, hit the blue switch, push the boulder. See Absolute Steve's walkthrough's section {6} for details.

13. ITEM: Weapons Mon May: Go down the manhole before scaling the Presidential Manor. You can come back for this until the end of Disc 3 by returning to Caraway's house and navigating the sewers again.

14. GF: Carbuncle: Draw from Iguion. You can get it from Krysta in the final dungeon.

DISC 2

15. TERM: Eyes On Me:
Ask Kiros about Julia during Laguna's Winhill sequence. It's one of the options while the two of you are reuniting and before going on patrol.

16. REPORT: Character Report: Win this from the card player on Floor 10 of the Prison. I suppose your last chance is when heading upstairs again after Irvine arrives.

17. ITEM: Pet Nametag #2 of 2: Found on Floor 2 of the Prison.

18. ITEM: Combat King 001: Found on Floor 1 of the Prison.

19. SCENE: Friends at the Garden: Bring Rinoa along when choosing the Warn the Garden Team in order to see an extra FMV; you can also hang out with Rinoa (as opposed to no one) before meeting NORG if she's along. If you don't bring Rinoa, but do bring Zell, you can see a short sequence with him instead (this being after the White SeeD Ship has left). If you don't bring either Zell or Rinoa, you hang out with Quistis briefly after the White SeeD bit. Note that, regardless of the above, if you bring Zell to the Library during the Garden Master fracas, the scene and reward will change. [ZLQ: visit without Zell, if possible]

20. GF: Leviathan: Draw from NORG. Can get it from Trauma later.

21. ITEM: Occult Fan III: Look up the Master Fisherman quest AS SOON AS YOU CRASH INTO FH. Split Infinity's section SM#12 is easy to access. Note that the Master Fisherman sidequest has two parts, the former, leading to the unique Occult Fan III, being available immediately and the latter, leading to a Megalixir, being available after the BGH251F2 battle. [ZLQ: visit as Irvine]

22. SCENE: Ward in Trabia Canyon: After the Garden becomes mobile, you have access to the Timber Maniacs magazine in Shumi Village. If you read that before the Laguna movie sequence, Ward won't be in your party during the same. What's the difference? See http://www.gamefaqs.com/boards/197343-final-fantasy-viii/52309624 .

12. ITEM: Pet Nametag #1 of 2: Go back to Timber and speak with the man whom you encouraged. You may be able to do this as late as Disc 3, but do it on Disc 2 to be safe. [ZLQ]

23. GF: Pandemona: Draw from Fujin. Can get it from Red Giant later. [ZLQ: can now be ended any time]

24. ITEM: Weapons Mon Aug: Found in Trabia. Trabia's open until the end of Disc 3. [ZLQ]

25. GF: Cerberus: Defeat it in Galbadia Garden. Can draw it from Gargantua later.

26. GF: Doomtrain: You cannot get him till later, but you can never get him if you miss Alexander and don't have access to Chocobo World. That means his Term is missable too.

27. GF: Alexander: Draw from Edea at Galbadia Garden. Can get it from Catoblepas later.

DISC 3

28. ITEM: Combat King 003 and ZLQ Conclusion: You have had chances enough for eight scenes up to this point, and here is a chance for a ninth, in which you should hear that someone is looking for Zell. Regardless, having taken Zell to the Library at least once, go to Balamb and talk to the people near whichever entrance you used. They should have news for Zell. Next see Zell's mom, then stay at the Hotel.

29.TERM: Esthar (1): Talk to Edea at the Orphanage until she mentions Adel; this would generally be part of the mandatory visit you make there, but it's possible to leave without doing it. Adel's name appears in yellow, so it's easy to notice. You must talk to her until you see Adel's name in yellow before punching the wall.

30. TERM: Esthar (2): Same as 'Esthar (1).'

31. TERM: Time Compression: Talk to Cid when you're there learning about the Esthar terms. The timeframe here approaches Disc 4, if I recall correctly from reports of people claiming you needed to do it after visiting Esthar (which you don't, necessarily). There has been some talk about getting this term and 'The Great Hyne' from Esthar, or from Laguna, or from the White SeeD ship. I can't speak to the former two, but I advise you get these from Cid. I do not believe the White SeeD ship has anything to do with it all, though.

32. TERM: The Great Hyne: As 'Time Compression.'

33. ITEM: Timber Maniacs 12: Found on the White SeeD Ship; better get it before leaving for Esthar. Again, these magazines are not proper items, and the only way to verify that you got it is through Selphie's online diary (which can't be done on Disc 4 anyway).

34. ITEM: Weapons Mon 1st: Found during the last Laguna sequence (working in Esthar). See Absolute Steve {18}.

35. ITEM: Occult Fan IV: Pick up after the Esthar Presidential Secretary. See Split Infinity's section SM#19A.

36. ITEM: Combat King 4: Talk to a certain Esthar Soldier before leaving for the Lunar Gate. Talk to a certain Esthar Soldier before crashing into the Lunatic Pandora. See Split Infinity's sections SM#19A and SM#20.

37. CARD: Chances at all, except PuPu: Beat the CC Group sidequest before finishing Disc 3. Doing so will allow you to get any card (except PuPu) as many times as you like (though you may only hold one of each rare card at at time) on Disc 4. Check out section {OPT-8} in Absolute Steve's guide.

38. REPORT: GF Report: Beat the CC Joker at cards. You need to do this sometime between mobilizing Balamb Garden and finishing Disc 3.

39. CARD: Queen of Cards': If you want to complete her quest and get her cards before Disc 4, then do so. See http://www.gamefaqs.com/boards/197343-final-fantasy-viii/53021144 and/or {OPT-9} in Absolute Steve's guide.

40. CARD: Pupu Card: Finish the PuPu sidequest by giving it 5 Elixirs. Do not lose this card. This is the only absolutely unique card in the game. Getting the card the first time is not missable; you just can't get another.

41. TERM: Shumi Tribe: Ride the Shumis' elevator. You cannot get at the elevator after Disc 3. Why don't you do the Shumi Village Quest ({OPT-5} in Absolute Steve's guide) while you're here? (Because this is its entry too.)

42. SHOP: Any you want available through your menu on Disc 4: Visit them before Disc 4. Absolute Steve {INF-5} has a full list, but his 'Trabia Shop' can only be opened by hacking. Note that some magazines will be missable if you lose access to some of the shops (i.e., Pet Pals Vol.3-6 and any magazine that you did not find).

43. ITEM: Various sidequest items not available on Disc 4: For sidequest stuff not explicitly covered here, see Absolute Steve's sections {OPT-2}, {OPT-4}, {OPT-10}, and parts of {OPT-17}. None of this is unique, except the sidequests themselves. Take a moment here and remember the TM Magazines list I cited at the top of the list.

CHOCOBO WORLD

Power Up 1:
There is only one missable within all of the Chocobo World minigame. No other items and Boco's later Power Ups have limited availability. The Event setting must be set at Event Wait On before the first encounter dot is reached after reaching Level 50. If set to Off, this Power Up will be missed permanently. If this first Power Up is missed, then all later Power Ups will be unobtainable as well.~The_Kusabi_

Terms Ribbon and Mini Mog are only available in Chocobo World as are items Friendship and Chocobo's Tag. Certain items which are missables in FF8 are not missable in Chocobo World. Pet Nametags, Magical Lamps, Solomon Rings, Girl Next Door magazines, Hungry Cookpots are notable examples. See Saint's guide, http://www.gamefaqs.com/ps/197343-final-fantasy-viii/faqs/6615 .

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