Author Topic: [FF7PC-98/Steam] New Threat Mod (v1.5)  (Read 2017694 times)

UpRisen

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8725 on: 2019-11-18 20:00:18 »
clouds innate is one that is much more viable early game than it is late game and a change wouldnt be the worst thing, but its purpose is that its an instant burst of power, Every other innate requires time in the battle before they become relavent but you can turn 1 limit and give cloud the instant boost.. but you are absolutely wrong about Yuffies. Dodge tank yuffie is the best way to play her. She keeps herself and her party safe from physical attacks. 100% cover + protect ring and all normal fights, and several boss fights are over before they even truly begin.

Also rank ups occur 8 times per character and there are 0 other ways to obtain sources outside of the rank up system. It puts the characters much more powerful than required aswell. I have completed the game and most of the optional content on Arrange with 0 rank ups and only 2 materia equiped per character.
« Last Edit: 2019-11-18 20:04:48 by UpRisen »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8726 on: 2019-11-18 21:38:40 »
No worries. Just wanted to be sure before I start a new file soon. What do you have planned for the final build anyways?

I'm remaking the mod from scratch more or less, using what I've learned over the last 6 years. There's a lot of clutter and unused data in the mod, unfinished features that need finished, stuff that was poorly thought out and needs cut, things like that.


PASSIVES:
Cloud: \\Innate Ability: Limit Boost//

REWORK PROPOSED: for each 10% of missing health cloud gains defense%. For each 10%missing mana cloud gains magicdefense %. These effects cannot go over the normal cap.  (this is intended to make clud more suitable in long term high burst fights, while red XII will be the more less bursty adapt versatile attacker.

YUFFIE:\\Innate Ability: Perfect Dodge//
When hit by a physical attack, Yuffie temporarily gains max physical evasion
until either a few turns have passed or she is targeted for any magical effect
(including healing).

another pathetic passive: even with perfect dodge yuffie got attacked many times and still got hit /critted in lotsa of situations where i never found this passive quite handy. It feels like there is no passive at all.

REWORK PROPOSED: Perfect dodge: The next time yuffie get attacked by a PHYSICAL ATTACK she halve the damage received unless the attack score a critical hit.

STEAL MATERIA: replace formula instead of level difference to affect the chance of stealing, make it based on DEX and LUCK, which is more sensed in roleplay wise point of view.

[Revised Character Stats & Progression]

REWORK PROPOSED: Make stat growth a little bit more: i noticed after 4 or 5 times you stat up the process ends... this is quite disappointing. Make it possible more times BUT remove totally sources from loot drops from mobs (like the ones in genilka) This will avoid all 255 stat chars and make them keep teir difference in roles.

Make possible to remove party from midgard leaving (for example make a party of tifa aeris and reXII for example to avoid big spikes in level differencies)

Sorry for loing post: English is not my native language i hope i ve been clear as much as possible, Good gaming :├žD

I think the text in the document regarding Cloud's innate is a little off; it was changed from a stack of 3 to a full boost of +30 to strength and magic whenever a Limit is used, which slowly deteriorates over time (and when the bonus wears off, it can be procced again). I've reworked his innate for the final build to something different to stat buffs.

Yuffie's innate doesn't seem to provide the evasion properly in all cases, typically after it's been used once and reverts. I tried experimenting with flags but this prevents targeting altogether which isn't ideal either.

Ah, you know, I just had a thought. This probably shouldn't be the full innate, maybe something extra to a new innate, but if Yuffie can apply the gil+ opcode to an enemy by attacking like Trickplay can do with gold shower then that might be a nice bonus. Not sure what her actual innate will be though; halving physical damage would be tricky to achieve without messing around with the defence stat.

Steal Materia is assumed to be dex-based a lot; I assumed it was for a long time as well. If I can track it down then I'll try changing it to check for the user's Dex instead. Advantage of level is that it means any character can use it, but it could add a little extra value to dex or luck if it uses that instead.

With the current stat-ups, each character's stats rise from base for a minimum of +40, with a max possible of +80 or +120 to stats that were selected from the rank-up options, depending on which one was chosen. Base tends to be around 10-50 so about 170 or so upper limit. The rest is covered by equipment which can reach up to +50 for a stat on one piece, but is often +10-30. They're around about the ranges that they need to be at to avoid easy stat capping while still making it possible to cap one or two off if you push the build + equipment.

Setting up the full game for different party leaders is possible. Might be a bit time-consuming in places depending on the scene, but it would be interesting to have. I think I talked myself out of it before but I'll give it a go.


clouds innate is one that is much more viable early game than it is late game and a change wouldnt be the worst thing, but its purpose is that its an instant burst of power, Every other innate requires time in the battle before they become relavent but you can turn 1 limit and give cloud the instant boost.. but you are absolutely wrong about Yuffies. Dodge tank yuffie is the best way to play her. She keeps herself and her party safe from physical attacks. 100% cover + protect ring and all normal fights, and several boss fights are over before they even truly begin.

Also rank ups occur 8 times per character and there are 0 other ways to obtain sources outside of the rank up system. It puts the characters much more powerful than required aswell. I have completed the game and most of the optional content on Arrange with 0 rank ups and only 2 materia equiped per character.

Is that innate stable after it reverts? I felt like it maybe wasn't, but perhaps I'm wrong.

Oh yeah, the other places to get sources were removed. Forgot to say.

Asherdoom

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8727 on: 2019-11-18 21:59:13 »
I'm remaking the mod from scratch more or less, using what I've learned over the last 6 years. There's a lot of clutter and unused data in the mod, unfinished features that need finished, stuff that was poorly thought out and needs cut, things like that.


I think the text in the document regarding Cloud's innate is a little off; it was changed from a stack of 3 to a full boost of +30 to strength and magic whenever a Limit is used, which slowly deteriorates over time (and when the bonus wears off, it can be procced again). I've reworked his innate for the final build to something different to stat buffs.

Yuffie's innate doesn't seem to provide the evasion properly in all cases, typically after it's been used once and reverts. I tried experimenting with flags but this prevents targeting altogether which isn't ideal either.

Ah, you know, I just had a thought. This probably shouldn't be the full innate, maybe something extra to a new innate, but if Yuffie can apply the gil+ opcode to an enemy by attacking like Trickplay can do with gold shower then that might be a nice bonus. Not sure what her actual innate will be though; halving physical damage would be tricky to achieve without messing around with the defence stat.

Steal Materia is assumed to be dex-based a lot; I assumed it was for a long time as well. If I can track it down then I'll try changing it to check for the user's Dex instead. Advantage of level is that it means any character can use it, but it could add a little extra value to dex or luck if it uses that instead.

With the current stat-ups, each character's stats rise from base for a minimum of +40, with a max possible of +80 or +120 to stats that were selected from the rank-up options, depending on which one was chosen. Base tends to be around 10-50 so about 170 or so upper limit. The rest is covered by equipment which can reach up to +50 for a stat on one piece, but is often +10-30. They're around about the ranges that they need to be at to avoid easy stat capping while still making it possible to cap one or two off if you push the build + equipment.

Setting up the full game for different party leaders is possible. Might be a bit time-consuming in places depending on the scene, but it would be interesting to have. I think I talked myself out of it before but I'll give it a go.


Is that innate stable after it reverts? I felt like it maybe wasn't, but perhaps I'm wrong.

Oh yeah, the other places to get sources were removed. Forgot to say.

My post was based all on the september release of the mod and text files (so got no idea of inner calculations lol)
concerning yuffie i tested lot more in junon area where mobs attack physically 100% of time and no... it is useless this perfect dodge is not make her dodge any attack lol

i got question: i got my first MP Plus materia. is it possible to ecounter the mob that drops it multiple times or no? Is just 1 per game? :D

UpRisen

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8728 on: 2019-11-18 22:03:31 »
I havent played in a few updates but last time I did was the no rank up and with 100% cover yuffie I was barely ever taking physical hits. It didnt feel like it was broken after using magic on her, but I avoided doing it myself and maybe the bosses just didnt hit her often. But i was using the chocobracelet the entire time so perhaps for the first time in history i stayed on the positive side of rng.

PokeFaize

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8729 on: 2019-11-18 22:58:42 »
Quote
100% cover yuffie

I tried this and Yuffie still took a beating while covering. unless this got changed in the New Threat mod, Covering sets your Evade stat to 0%.

I found Cid to be drastically more reliable in the Untouchable Cover Tank department, since Cover can't override Lucky Evades (calculated by Luck/4), and Cid can easily get over 200 Luck for a flat 50+% chance of avoiding damage.

Asherdoom

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8730 on: 2019-11-19 00:10:30 »
I tried this and Yuffie still took a beating while covering. unless this got changed in the New Threat mod, Covering sets your Evade stat to 0%.

I found Cid to be drastically more reliable in the Untouchable Cover Tank department, since Cover can't override Lucky Evades (calculated by Luck/4), and Cid can easily get over 200 Luck for a flat 50+% chance of avoiding damage.
this is somthin to remove. the cover debuff. i mean maybe reduce evade chance while recovery by 50% but geez 0% seems kinky isn't it?

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8731 on: 2019-11-19 08:22:17 »
My post was based all on the september release of the mod and text files (so got no idea of inner calculations lol)
concerning yuffie i tested lot more in junon area where mobs attack physically 100% of time and no... it is useless this perfect dodge is not make her dodge any attack lol

i got question: i got my first MP Plus materia. is it possible to ecounter the mob that drops it multiple times or no? Is just 1 per game? :D

Just once; if he isn't encountered then MP Plus can be picked up from temple of the ancients instead (but isn't there if you already got it from the enemy).

Asherdoom

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8732 on: 2019-11-19 19:40:41 »
Just once; if he isn't encountered then MP Plus can be picked up from temple of the ancients instead (but isn't there if you already got it from the enemy).
thanks for info :D well that is a wise choice :D

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8733 on: 2019-11-21 11:13:08 »
sorry for asking. I noticed rank up is 8 maxximum ranks ( i am level 50 and finished all 8 ranks alrady and im far to cap some stats i wonderr if is meant to belike this for avoid 255 hard cap erach) and secondly sources are giving 1 point per source only i ve read somewhere in this forum that source should give 5 points instead of 1 am i wrong?


Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8734 on: 2019-11-21 11:26:36 »
There was a period of time where sources gave 5 per use but if the .exe wasn't patched properly then it was leaving players high and dry with barely any stat growth as you'd get 1-3 sources each time.

So for the more recent versions, it was changed back to 1 source = 1 point, getting 5-15 sources for each stat per rank. That way if the .exe isn't patched it doesn't cause any lasting damage that needs save-editing to fix.

If you're getting 1-3 sources for each stat then let me know and I'll sort it out.

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8735 on: 2019-11-21 13:31:25 »
There was a period of time where sources gave 5 per use but if the .exe wasn't patched properly then it was leaving players high and dry with barely any stat growth as you'd get 1-3 sources each time.

So for the more recent versions, it was changed back to 1 source = 1 point, getting 5-15 sources for each stat per rank. That way if the .exe isn't patched it doesn't cause any lasting damage that needs save-editing to fix.

If you're getting 1-3 sources for each stat then let me know and I'll sort it out.
nono sega i am getting 1 point per source so is working as intended thanks. What i was asking is: I am level 50 and all my chars almost (aeris apart) got already 8/8 sp progressed yet none of them is hitting even 200 points barely (i always chose the 1st option for each of them which i suppose is progressing em to the basic class concept they got) is that intended ? Is there a way to reach hard cap of 255? I ask for later source farming if possible otherwise i will enjoy the game the way it is :D (btw i LOVE how you reworked many bosses and god save me the sweat i tossed killing Lost Numbers at level 40!!!)

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8736 on: 2019-11-21 15:53:25 »
I think from ranks the highest you can get a stat is about +120. If the base stat was 50 then it'll be sitting at 170. You then have a weapon, armour, and accessory (as well as materia bonuses) to push that stat to 255.

On the other end of the scale, if we have a stat that starts at a really low base, like 10, and it gets no bonuses from ranks (+40 is minimum, as every stat gets +5 on each rank) then it'll be at 50 or so; much more difficult to get that to 255 even if you use all the equipment that gives the highest stat boost for it.

If we assume that the highest stat boost from each equipment type is +50 (some are higher, some are lower depending on the stat):

Weapon: +50 (for strength, weapon damage should be considered the strength boost as it gets added to it and has a cap of 255).
Armour: +50 (for vitality/spirit, the armour's defence/mdef should be considered a boost to those respective stats)
Accessory: +50
That's 150 from equipment. Then materia might push that up another 10-20 or so, depending on what's equipped.

So you should be able to get 1 or 2 stats to max, but definitely not all of them. Some stats are easier to max than others; the secondary stats Dex and Luck for instance tend to have higher equipment boosts and some characters start with really high base Dex or Luck.

Asherdoom

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8737 on: 2019-11-21 17:56:42 »
I think from ranks the highest you can get a stat is about +120. If the base stat was 50 then it'll be sitting at 170. You then have a weapon, armour, and accessory (as well as materia bonuses) to push that stat to 255.

On the other end of the scale, if we have a stat that starts at a really low base, like 10, and it gets no bonuses from ranks (+40 is minimum, as every stat gets +5 on each rank) then it'll be at 50 or so; much more difficult to get that to 255 even if you use all the equipment that gives the highest stat boost for it.

If we assume that the highest stat boost from each equipment type is +50 (some are higher, some are lower depending on the stat):

Weapon: +50 (for strength, weapon damage should be considered the strength boost as it gets added to it and has a cap of 255).
Armour: +50 (for vitality/spirit, the armour's defence/mdef should be considered a boost to those respective stats)
Accessory: +50
That's 150 from equipment. Then materia might push that up another 10-20 or so, depending on what's equipped.

So you should be able to get 1 or 2 stats to max, but definitely not all of them. Some stats are easier to max than others; the secondary stats Dex and Luck for instance tend to have higher equipment boosts and some characters start with really high base Dex or Luck.

many thanks that was the answer i was searching thanks for clearing out :D

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8738 on: 2019-11-23 04:25:28 »
Hey there Sega Chief.

I just took a look at the forum's and see you are planning a "Final Version" of the New Treat mod, could you please also make a "Final Version" of the Vanilla Combat version of the mod, removing the small bugs that are still present in the current version (I think most of them are left over data from the extra quest / fights that were included in New Treat but no longer exists in the Vanilla Version) I would be really gratefull if you could do that.

Thanks in advance, and keep up the good work. :)

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8739 on: 2019-11-23 16:19:59 »
Hey there Sega Chief.

I just took a look at the forum's and see you are planning a "Final Version" of the New Treat mod, could you please also make a "Final Version" of the Vanilla Combat version of the mod, removing the small bugs that are still present in the current version (I think most of them are left over data from the extra quest / fights that were included in New Treat but no longer exists in the Vanilla Version) I would be really gratefull if you could do that.

Thanks in advance, and keep up the good work. :)

Yep, will do. Will probably have that done in the next couple of days.

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8740 on: 2019-11-23 19:21:22 »
i got a weird bug on exp bars somehow i leave screenshot of bug and my 7th heaven profile
Spoiler: show

BUG: https://imgur.com/a6tJYgh

Battle Models - Weapons
ID: fe92e17c-f60d-4cf5-9c79-889f93d1edcb
Version: 2.1
weapons_aerith = 3
weapons_caitsith = 1
weapons_cloud = 1
weapons_sephiroth = 1
weapons_yuffie = 1

Field Models - Objects
ID: 7f1274cf-3bf8-4ae6-a722-d2f374c902fc
Version: 2.1
huge_materia = 1
materia = 2
potions = 1
save_point = 2

Battle Models - Characters
ID: 1917178d-5ef1-42e2-9c5c-58045588b3f4
Version: 2.1
models_aerith = 1
models_barret = 2
models_caitsith = 1
models_cid = 2
models_cloud = 4
models_redxiii = 3
models_sephiroth = 1
models_tifa = 3
models_vincent = 2
models_yuffie = 1

Battle Models - Enemies
ID: 267ef1d2-599c-4f4d-860c-b838f402c587
Version: 2.1
models_diamond = 1
models_frogs = 2
models_scorpion = 1
models_jenova = 1
models_joker = 1
models_life_form = 1
models_motorball = 1
models_ruby = 1
models_soldiers = 1
models_sweeper = 1

Field Models - Main Characters
ID: efe1b0ec-6ce3-43f7-9659-f1bc9d36f60c
Version: 2.2
models_aerith = 2
models_barret = 6
models_caitsith = 1
models_cid = 2
models_cloud = 5
models_redxiii = 3
models_sephiroth = 1
models_tifa = 4
models_vincent = 2
models_yuffie = 1

Field Models - Non-Player Characters
ID: d329bc05-3dc0-4f35-94aa-632986f47194
Version: 2.34
models_base = 1
models_biggs = 1
models_jessie = 1
models_wedge = 1

Field Textures - Omzy
ID: 5ee78f47-6a2d-4981-8be5-c9afa763b965
Version: 2.3
field_bg = 1

Menu - Avatars and Backdrops
ID: aec06415-0f12-410b-ac43-f4e89e363729
Version: 2.1
avatars_aerith = 2
avatars_barret = 2
avatars_cait_sith = 2
avatars_chocobo = 2
avatars_cid = 2
avatars_cloud = 2
avatars_cloud_young = 2
avatars_red_xiii = 2
avatars_sephiroth = 2
avatars_tifa = 2
avatars_vincent = 2
avatars_yuffie = 2
game_over = 1
prelude = 2
start_menu = 10

Enhanced Stock UI-rel1
ID: d1d0cd86-f471-4426-b5bf-4acce7f333c4
Version: 1.0
enhanced = 1
status = 1
items_materia = 3
bars = 2
digits = 2
text = 2
rowsbasic = 1
rowsextra = 1
battleview = 1
hbb = 1
fds = 1

FF7 NT IRO
ID: cf0bc54c-1fb9-49d2-b10f-98f02ae0de58
Version: 1.5
gameplay = 1
MY SAVE (taken from steam folder >saves) https://gofile.io/?c=GY7Ohr
« Last Edit: 2019-11-23 19:22:39 by Sega Chief »

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8741 on: 2019-11-23 19:23:20 »
Have you used a save editor at any point to adjust character levels? Also, has this save file ever migrated between vanilla to NT, or from an older version of NT to the current one?

Asherdoom

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8742 on: 2019-11-23 19:25:03 »
Have you used a save editor at any point to adjust character levels? Also, has this save file ever migrated between vanilla to NT, or from an older version of NT to the current one?
o sega this porblem appeared at level 45 roughly. I started a new fresh run AFTER installing 7th heaven and this menu overhaul mod and NT mod. Totaally new fresh file and i dont even have any save editor

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8743 on: 2019-11-23 19:36:22 »
The gauge glitch from your save file is showing up in a non-MO environment as well. Ordinarily this is due to manually raising/lowering a level in a save editor, or a save file from vanilla being loaded into NT which would make this instance unique.

I'll try levelling the character up in-game to see if it carries to the next level, but usually a gauge glitch like this will correct itself upon level up.

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8744 on: 2019-11-23 19:38:59 »
The gauge glitch from your save file is showing up in a non-MO environment as well. Ordinarily this is due to manually raising/lowering a level in a save editor, or a save file from vanilla being loaded into NT which would make this instance unique.

I'll try levelling the character up in-game to see if it carries to the next level, but usually a gauge glitch like this will correct itself upon level up.

the thing is: this glitch randomly appears. I swear i never used a save editor. This glitch random appears like for example, i hit the middle way to exp bar and BAM here it comes!

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8745 on: 2019-11-23 19:45:42 »
the thing is: this glitch randomly appears. I swear i never used a save editor. This glitch random appears like for example, i hit the middle way to exp bar and BAM here it comes!

I've seen the glitch before but not like this.

It seems that he needs a lot more EXP for this particular level than he should (110000 instead of roughly 20,000). The gauge corrects itself once he levels up to 46, and doesn't seem to reappear for the new few levels after that.

Best approach would be to ignore it and carry on; when he levels up to 46 it will likely return to normal. But let me know if it resurfaces after that.
« Last Edit: 2019-11-23 19:47:26 by Sega Chief »

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8746 on: 2019-11-23 19:48:05 »
I've seen the glitch before but not like this.

It seems that he needs a lot more EXP for this particular level than he should (110000 instead of roughly 20,000). The gauge corrects itself once he levels up to 46, and doesn't seem to reappear for the new few levels after that.

Best approach would be to ignore it and carry on; when he levels up to 46 it will likely return to normal. But let me know if it resurfaces after that.
many thanks for support i willn ignore it (bnow yuffie got it too andshe is level 40 to 41. Barret now dinged 40 and is displaying correctly as far as i can see. In the future if something like this will keep on reappearing i will report again.

btw Is my load order correct?

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8747 on: 2019-11-23 19:50:27 »
many thanks for support i willn ignore it (bnow yuffie got it too andshe is level 40 to 41. Barret now dinged 40 and is displaying correctly as far as i can see. In the future if something like this will keep on reappearing i will report again.

btw Is my load order correct?

Should be, NT typically goes bottom like with other gameplay mods.

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8748 on: 2019-11-24 22:32:49 »
I'm in favor of changing the Steal formula to scale off of Dexterity & Luck, since Arrange Mode gives several levels to enemies, making it extremely difficult to snag their Steal Items (the Moth Slashers and SOLDIER 3rd Class are the most notable offenders of this, since most characters want the Carbon Bangle, and Cloud appreciates the Mythril Sword. Trying to Morph them is very dangerous in Arrange Mode, since they can and will kill the party very quickly).

If you tweak the game to let us switch Cloud out of the party as early as leaving Midgar, that would be wonderful, especially for those of us planning for parties that don't include Cloud. (My Arrange Mode party is gonna be Physical Attacker Aerith, Tifa Tank, and Red Mage)

Since I brought up Aerith, I wanna note that her Princess Guard is a bit of a downgrade from her other two choices for endgame weapons. The stat bonuses from the Fairy Tale and Wizard Staff alone are plenty strong enough to put them above the Princess Guard, but the Princess Guard also applying Shield on hit just drags it down ever further. Shield is kinda bad since it causes far more harm than help against non-elemental enemies (such as the WEAPONS) since Shield prevents healing via Full Cure or Aerith bopping the party again.

Also what is the special effect for Cait Sith's Ultimate Weapon? The ingame description for it is "? ? ? ?"
His Platinum Megaphone is also kinda bizarre. Only one Linked Slot Pair, with so many unlinked slots kinda makes it hard for him to make some fun Magic combos that, say, Yuffie can do with her Crystal Cross + Armor.
The White Megaphone being his only MP Healing Weapon seems kinda weird, since over half of Aerith's weapons are healing staffs. The White Megaphone only having 3 unlinked slots is also a notable drawback, since he can't do fun things such as Barrier=Added Effect + Slash All/Mega All, like Aerith can with her Healing Staffs.
The Starlight Megaphone seems kinda pointless since the Crystal Megaphone boosts Luck in addition to Vitality & Spirit (which more than makes up for the 15 point loss in both defensive stats, since Cait prefers boosts to his Luck) and has the same number of Materia Slots. Maybe change this (or the Crystal Megaphone) into another MP Restoring Megaphone?

EDIT:
I just noticed that Tifa has three Dex+30 weapons. Strange that her Dexterity weapons have the same Dex value, while Yuffie has properly "tiered" Dexterity weapons.

EDIT 2:
BTW Stardust Ray is pathetically bad. I pumped Red's Magic stat to 255, and Stardust Ray only did ~770 per hit (for a total of ~7,700 damage over 10 hits). Compared to Earth Rave doing about 3000 per hit and being able to crit for 6000+ (for a total damage range of between 15,000 - 30,000+ over 5 hits) when I pumped Red's Strength to 255. Please consider buffing Stardust Ray to at least be more comparable to Earth Rave, since Stardust Ray scaling off of Magic is supposed to be a big draw point for building Red as a Mage.
« Last Edit: 2019-11-25 03:22:51 by PokeFaize »

Asherdoom

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8749 on: 2019-11-25 09:43:23 »
i have to post a perplexity i got: I just have CID in my party (finished rocket town) and now he got his basic standard spear equipped. Each time he attacks in battle the screen flashes like hes critting even if he misses an attack. Does he have a built in deathblow? :/ he does always crit or miss attacks, never plain basic damage.