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 :çD
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.