Ah ok, yeah you probably did, thays good in preventing farming and letting us play the game for the game itself.
Some thoughts on innates. Som are pretty weird, or not so usefull imho, like cid getting lucky when near death or tifa upgrading when using sense? So practically cid will rarely upgrade and even when he does it will be luck? If im not missing something isnt luck just a dum stat? And even when I use sense its just once, twice a battle, so it's very small, rare upgrade, compared to barrets for example. How about changing it to steal or restore instead? Yuffies i like its logical, goes with her.
I just remembered i got mastered chocobo summon. Its nice not to have to bother to master it for longest time, but i feel on the other hand that it would be satisfying to just put few hundreds or a few thousands ap to master it. Like this it feels like i got ultimate weapon that i didnt work for, and since your mod is all about satisfaction you get when you earn something...
Innates were revised for the new build already. Tifa's new ability is called 'Grit' and once per battle she will auto-revive from KO with 1HP (effect is instantaneous). She retains any status effects/limit charge/queued action/ATB prior to the KO, but this is a double-edged sword as statuses like Dual-Drain or Poison will likely kill her again almost immediately. I've found it to be very useful so far, and enables some great clutch moments.
Aeris was given a 'Geo-Stance' effect to her Defend command; while Defending, she will absorb most elemental damage with the exceptions being Gravity, Poison, and Hidden (I think). It comes in handy for turning large hits like Motorball's Rolling Inferno to your advantage. Someone suggested I transfer this over to Cait Sith instead, but still on the fence about that.
Yuffie's innate was changed to give physical or magical evasion depending on what kind of damage/effect she was hit with last. The boost is limited now to something like 30%, instead of the rather broken perfect dodge which set evasion to 255%.
Cait Sith's rage system was dropped, basically because there wasn't enough space to properly implement it, was unwieldy, and of limited used. His new one is much more useful for tanking; he has a 1/3 chance to gain HP equal to half of his current MP value after each action, and this can push his HP past it's maximum value. Naturally this could pose balancing problems, but the random chance on it keeps it under control and sustained battles where MP use is high will keep it fluctuating.
Vincent was given the MP regen that Aeris used to have; I was going to experiment with it, but for now it's a fixed +5MP per pre-battle action. I'd like this to scale with his level somehow, but pushing variables into MP seems finicky for whatever reason and I'm low on kernel AI space.
Cid was given something similar to Barret, but without a limit on how many 'stacks' he can get. His General Counter (which triggers on most actions that target him) will give him +5 Luck each time. Not the most exciting, but I can see it really making a difference in longer fights when he starts lucky dodging attacks and landing constant crits.
Luck is a very strong stat if you can raise it to a decent amount; there are only two checks associated with it, but they can turn a battle right around. The first check is Lucky Hit, which makes your physical attack an undodgeable critical hit. The second check is Lucky Dodge, which lets you dodge any physical attack without fail regardless of it's accuracy. In terms of priority (enemies get them too), Lucky Hit will ignore a Lucky Dodge because the game doesn't do the second check if the first one succeeds. The chance itself for both is Luck/4, so with a Luck stat of, say, 150 you have a 38% chance (the game rounds up) to land a critical hit or to dodge whatever physical attack comes your way, on top of any normal evasion you have.
So now at the moment I am in the Shinra building, I more than likely over leveled. Just about to fight the boss after you get Red XIII and I am at level 38.
:l
It's almost as if you're able to read my mind sometimes. Limitbreaks were almost a bad thing to get/use once you hit endgame, at least for Cloud, who pumps out nearly 50k damage per round, as Omnislash couldn't even get close to that amount.
Edit: Got any numbers to share, in regards to limit-break strength, for comparison-reasons? Just for Omnislash, for example. (Old, 1.35, & 1.40)
Any differences in regards to materia stat gain/loss in the .EXE?
I asked if you were able to give Shield a visual effect, a while back. Any news on that front?
edit#2: Doing some damage-tests, to determine who I want to accompany Cloud & Aerith in 1.4. Yuffie (equipped with Conformer) dealt about 6k per hit with counter attacks @ Nemesis, but for some reason she did half that with her 4x cut. Any idea why? It doesn't seem as if other characters suffer the same penalty.
I'll likely set Limits back to their original base power; I need to do some tests to find out what their max damage output is with the new stats/equipment vs. a 4x-cut/counter attack chain. I'll likely bolster the more niche Limits like Mindblow with more effects like before, though.
Not sure about the 4x-Cut thing. I'll look into it. As for the Shield visual effect, not had much luck so far. Someone more familiar with coding the .EXE like DLPB would need to tackle it.