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Releases / Re: [FF8PC-Steam] Ragnarok Rebalancing Mod (v1.2b & v1.1b)
« on: 2023-03-09 22:39:44 »
HA I see my video of Omega being used, so I'm gonna quickly answer to that part :
-For Zell : I want to say my video is a terrible display of his damage potential, I was terrible with him that day, I hadn't played him for a very long time and was very rusty, not mentionning I got terribly unlucky and only got Low Crisis Level (aka short timers) not only that but in this video but I also forgot to junction his Luck stat, which was a stupid mistake on my part as I had the mean to Junction both him and Irvine, in contrary to Squall Zell and Irvine's Limit Breaks damage gains a lot from high Luck and therefore High Crit Rate as a Crit means Double Damage.
Furthermore back when I wasn't rusty I had done some testing with Zell with the loop I had I could do :
-9 Hits at 3.66s
-12 Hits at 5.66s
-18 Hits at 7.66s
-26 Hits at 9.33s
My loop was :
If timer is 3.66 of 5.66 (start with Punch Rush) then :
1-Dolphin Blow
2-Mach Kick
3-Dolphin Blow
4-Heel Drop
5-Meteor Strike
6-Dolphin Blow
7-Heel Drop
8-Meteor Strike
Back to number 6 (Dolphin Blow) just chain Dolphin Blow, Heel Drop and Meteor Strike as much as you can from there.
If timer is 7.66 or 9.33 (start with Booya) then :
1-Meteor Strike
2-Dolphin Blow
3-Mach Kick
4-Dolphin Blow
5-Mach Kick
6-Dolphin Blow
7-Heel Drop
8-Meteor Strike
9-Dolphin Blow
10-Heel Drop
11-Meteor Strike
Back to number 9 (Dolphin Blow) keep chaining Dolphin Blow, Heel Drop and Meteor Strike as much as you can from there.
So base on that and damage done Omega in my video which are :
-Punch Rush : about 1000
-Dolphin Blow : About 2800
-Mach Kick : About 2100
-Heel Drop : About 1800
-Meteor Strike : About 3400
In my best day damage on Omega would have been with Crit excluded :
-3.66s : 21100
-5.66s : 29100
-7.66s (dunno Booya Damage gonna assume it should be about 1300 between Punch Rush and Heel Drop) : 46500
-9.33s : 67100
If we compare to your number with Squall which is 4500 per hits then :
-4 Hits : 18000
-5 Hits : 22500
-6 Hits : 27000
-7 Hits : 31500
-8 Hits : 36000
So adding that the number of Zell are without taking any Crit into account and every crit with deal Double Damage only adding to the damage even with the assumed 10k from Lion Heart Zell has still the highest damage potential, assuming you have a really good execution of course.
I'd argue for 3.66s and 5.66s throwing a My Final Heaven could be better since My Final Heaven can deal 10000 (20k if it crit) straight away.
As an all I think you are underestimating Zell's Limit Break potential even in my video if we compare the first Limit Break round for Irvine and Zell :
-Irvine get 4 Shots so Good Crisis Level and 2 Crit for 34979 damage
-Zell get the Lowest Crisis Level with 3.66 seconds, I pull off 6 hits + My Final Heaven which is pretty poor performance on my part for 23579 damage
So Zell is actually not to far off and he will outdamage Irvine if Irvine get the same Crisis Level as him, and again this is a basically No Crit Zell here, so the potential is here my video is just a terrible showcase ^^. Also I think LV take part in Physical Damage Calculation so Zell being LV47 probably means I wasn't at the most optimal damage possible.
TLDR : This fight could have gone faster really.
As for the boss itself, well you're statement are sadly true Omega has some issues, I think making him immune to Vit0 (he is susceptible to it in the Normal Ragnarok mod) makes him last longer than he should, and the main problem with him is that Terra Break completly ignores your Vitality, it will always deal 4k no matter what and 2k with Protect, Defend is pretty much the only way to survive it and it pretty much forces you to have someone constantly in Defend in case he throws it since unlike Vanilla he doesn't have a specific pattern and you dunno when he'll throw it, only other mean to survive it almost consistantly is having your all team in Zombie but then that forces you to rely on Low Spirit with AoE Elemental option.
Adding to that Light Pillar is pretty much impossible to survive without Defend unless you have max Vitality and Megido Flame which I honnestly don't know if Shell and high Spr matter against it and yeah, Defend strat is pretty much the safest option, all you need is your Defend character to have a Spd high enough to be able to throw an item then get an action right after before Omega acts again, and a high enough Vit and Spr for the few attacks that can hit through Defend and enough items.
That being said I considere Limit Break a core mechanic of the game, it's actually pretty fun to learn how to increase your Crisis Level without Aura with stuff like keeping Statut Effect on your character to increase it, and surviving with said Statut Effect can't be done in the Omega Fight sadly.
EDIT : Also I totally second the removal of some late game bosses Elemental Weakness like Griever (is still has it technically but at one point cast a spell that makes him immune for the remaining of the fight) and Ultimecia + Griever phase being a terrible decision, physical damage dealer get really impacted by this in Normal Ragnarok Squall with Darkside and Junction Water to attack could actually outdamage even a Triple Meteor for the Ulmecia + Griever phase for instance, but since the weakness have been remove, have to resort to good old non-elemental spells.
In my opinion Triple should definitly be removed from the game, Double is fine but Triple Cast really indeed give an edge for Magic, and I also think Defend should be nerf in regard to physical damage making it nullify physical damage is kinda OP not gonna lie, especially when you take into account it works with Cover.
EDIT 2 : For the lol reopen the game and try to practice back Zell's Duel trying to get better results on Omega, well due to the strat Zell is pretty much guaranteed to get a low Crisis Level but manage to pull off much better combos with a 3.66s timer, can pull off 8 hits + My Final Heaven that chain got a Crit on Punch Rush and 2 Dolphin Blows as well as a Crit on My Final Heaven for a total of 44454 damage, so even higher than what I was expected, in comparaison Irvine with 3 Shot of Pulse Ammo shot can at best reach about 40k assuming all 3 shots crit.
Of course this depend of Crit, the highest Luck I can reach with Zell at LV47 is 100, if I remember the Crit Rate formula correctly that means he has about 39.2% Crit Rate (excluding potential ability multiplier which I don't have the data for).
I'll try to get the best chain for his highest damage potential.
-For Zell : I want to say my video is a terrible display of his damage potential, I was terrible with him that day, I hadn't played him for a very long time and was very rusty, not mentionning I got terribly unlucky and only got Low Crisis Level (aka short timers) not only that but in this video but I also forgot to junction his Luck stat, which was a stupid mistake on my part as I had the mean to Junction both him and Irvine, in contrary to Squall Zell and Irvine's Limit Breaks damage gains a lot from high Luck and therefore High Crit Rate as a Crit means Double Damage.
Furthermore back when I wasn't rusty I had done some testing with Zell with the loop I had I could do :
-9 Hits at 3.66s
-12 Hits at 5.66s
-18 Hits at 7.66s
-26 Hits at 9.33s
My loop was :
If timer is 3.66 of 5.66 (start with Punch Rush) then :
1-Dolphin Blow
2-Mach Kick
3-Dolphin Blow
4-Heel Drop
5-Meteor Strike
6-Dolphin Blow
7-Heel Drop
8-Meteor Strike
Back to number 6 (Dolphin Blow) just chain Dolphin Blow, Heel Drop and Meteor Strike as much as you can from there.
If timer is 7.66 or 9.33 (start with Booya) then :
1-Meteor Strike
2-Dolphin Blow
3-Mach Kick
4-Dolphin Blow
5-Mach Kick
6-Dolphin Blow
7-Heel Drop
8-Meteor Strike
9-Dolphin Blow
10-Heel Drop
11-Meteor Strike
Back to number 9 (Dolphin Blow) keep chaining Dolphin Blow, Heel Drop and Meteor Strike as much as you can from there.
So base on that and damage done Omega in my video which are :
-Punch Rush : about 1000
-Dolphin Blow : About 2800
-Mach Kick : About 2100
-Heel Drop : About 1800
-Meteor Strike : About 3400
In my best day damage on Omega would have been with Crit excluded :
-3.66s : 21100
-5.66s : 29100
-7.66s (dunno Booya Damage gonna assume it should be about 1300 between Punch Rush and Heel Drop) : 46500
-9.33s : 67100
If we compare to your number with Squall which is 4500 per hits then :
-4 Hits : 18000
-5 Hits : 22500
-6 Hits : 27000
-7 Hits : 31500
-8 Hits : 36000
So adding that the number of Zell are without taking any Crit into account and every crit with deal Double Damage only adding to the damage even with the assumed 10k from Lion Heart Zell has still the highest damage potential, assuming you have a really good execution of course.
I'd argue for 3.66s and 5.66s throwing a My Final Heaven could be better since My Final Heaven can deal 10000 (20k if it crit) straight away.
As an all I think you are underestimating Zell's Limit Break potential even in my video if we compare the first Limit Break round for Irvine and Zell :
-Irvine get 4 Shots so Good Crisis Level and 2 Crit for 34979 damage
-Zell get the Lowest Crisis Level with 3.66 seconds, I pull off 6 hits + My Final Heaven which is pretty poor performance on my part for 23579 damage
So Zell is actually not to far off and he will outdamage Irvine if Irvine get the same Crisis Level as him, and again this is a basically No Crit Zell here, so the potential is here my video is just a terrible showcase ^^. Also I think LV take part in Physical Damage Calculation so Zell being LV47 probably means I wasn't at the most optimal damage possible.
TLDR : This fight could have gone faster really.
As for the boss itself, well you're statement are sadly true Omega has some issues, I think making him immune to Vit0 (he is susceptible to it in the Normal Ragnarok mod) makes him last longer than he should, and the main problem with him is that Terra Break completly ignores your Vitality, it will always deal 4k no matter what and 2k with Protect, Defend is pretty much the only way to survive it and it pretty much forces you to have someone constantly in Defend in case he throws it since unlike Vanilla he doesn't have a specific pattern and you dunno when he'll throw it, only other mean to survive it almost consistantly is having your all team in Zombie but then that forces you to rely on Low Spirit with AoE Elemental option.
Adding to that Light Pillar is pretty much impossible to survive without Defend unless you have max Vitality and Megido Flame which I honnestly don't know if Shell and high Spr matter against it and yeah, Defend strat is pretty much the safest option, all you need is your Defend character to have a Spd high enough to be able to throw an item then get an action right after before Omega acts again, and a high enough Vit and Spr for the few attacks that can hit through Defend and enough items.
That being said I considere Limit Break a core mechanic of the game, it's actually pretty fun to learn how to increase your Crisis Level without Aura with stuff like keeping Statut Effect on your character to increase it, and surviving with said Statut Effect can't be done in the Omega Fight sadly.
EDIT : Also I totally second the removal of some late game bosses Elemental Weakness like Griever (is still has it technically but at one point cast a spell that makes him immune for the remaining of the fight) and Ultimecia + Griever phase being a terrible decision, physical damage dealer get really impacted by this in Normal Ragnarok Squall with Darkside and Junction Water to attack could actually outdamage even a Triple Meteor for the Ulmecia + Griever phase for instance, but since the weakness have been remove, have to resort to good old non-elemental spells.
In my opinion Triple should definitly be removed from the game, Double is fine but Triple Cast really indeed give an edge for Magic, and I also think Defend should be nerf in regard to physical damage making it nullify physical damage is kinda OP not gonna lie, especially when you take into account it works with Cover.
EDIT 2 : For the lol reopen the game and try to practice back Zell's Duel trying to get better results on Omega, well due to the strat Zell is pretty much guaranteed to get a low Crisis Level but manage to pull off much better combos with a 3.66s timer, can pull off 8 hits + My Final Heaven that chain got a Crit on Punch Rush and 2 Dolphin Blows as well as a Crit on My Final Heaven for a total of 44454 damage, so even higher than what I was expected, in comparaison Irvine with 3 Shot of Pulse Ammo shot can at best reach about 40k assuming all 3 shots crit.
Of course this depend of Crit, the highest Luck I can reach with Zell at LV47 is 100, if I remember the Crit Rate formula correctly that means he has about 39.2% Crit Rate (excluding potential ability multiplier which I don't have the data for).
I'll try to get the best chain for his highest damage potential.