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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-06-28 22:29:19 »
Nah it won't break. The most that'll happen are the graphical errors I mentioned if your are using the IRO. Other than that everything works fine

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Hey there, I've been interested in playing this mod and triply interested after watching dozens of hours of 4-8Productions on Youtube playing it. I'm getting started now and the reason I'm posting is because I thought I saw a mention somewhere that there was a list of what mods are compatible with New Threat; I don't want to install a graphical update that conflicts with the custom sprites in this mod or something of that nature. I looked through the readme and I couldn't find anything like that, so I figured it was best to ask on here.
Deathblow is mostly worthless on Vincent due to his low luck and weapon percentages. Canon had two weapons with a 255% hit rate for Vincent, but this mod only has one such weapon for Vincent with that hit rate (not counting the Masamune), and even then it's an end-game weapon, which again, majorly messes with Vincent's usability outside of one type of setup with things as they are. :shrugs:
And a person should not have to waste two materia slots in order to be able to physically hit generic enemies when they chose to use attacks.
Vincent Mug Glitch (which I brought up earlier for why I normally do not use "Mug" with Vincent).
That said, I have not messed around with Added Cut to see if that would get around that particular canon glitch.
Ok, I laughed at the "and fittingly, doesn't care about staying Sad forever" line. Thank you for that.
Still, I've found that Vincent is hitting his limit after two, maybe even three hits if the enemy is weak enough, even with Sad (Mideel, Ancient Forest, and the Northern Crater being the areas I'm focused on atm). That in turn makes his usability in a physical-damage based role pretty much entirely unworkable. And that makes it utterly useless to use any of his rank up options that don't support a setup like you suggested.
That is not a good thing with things left as-is. And it won't take much to 'fix' that either. Just slowing down how quickly his limit breaks fill fixes that issue with using Vincent in a physical-damage based role.
That's why I had to speak up and say something.
Ahhh , yes I should have realized.. status effects are going to start becoming part of the strategies in later fights.. cant just mindlessly attack everything anymore.. I will be sure to put my materia thinking cap on for the rest of the game...Thanks for lighting the bulb with the tip
So I have made a couple of observations.
Strength <---- Best Offensive Stat for Physical Based Builds
Magic <--- Best Offensive Stat for Magic Based Builds.
Vitality <---- Great For Physical Tanks (Not Sure how many enemies use magic later in the game but trying to find a balance between Vitality and Spirit Seems like a Safe Bet.)
Spirit <--- Great for Magical Tanks (Seems more useful late game when enemies use stronger magic more often. Balance Between Vitality for Best Results.)
Dexterity <---- While it makes your ATB bar fill up much quicker... What I have noticed is that well.... no matter what your characters almost always onlly get 1 turn before the enemy gets to go... so really not as useful as I thought. Someone feel free to prvoe me wrong but from what I have gathered, I have never seen a character stacked with dexterity go twice before the enemy goes once.)
Luck <--- While useful early game, I find it also somewhat useless because end-game weapons all have 100% Crit (Plus you can craft the masamune which has amazing damage + Auto Crit)
So it seems like dexterity/luck builds are not as cool as I once thought.... (I could definitely be wrong though but for my current playthrough I have decided to avoid building dexterity\luck.
The best way to build characters seems to be to focus on strength or magic no matter what... and raising vitality\spirit when possible.) (thats not to say you cant raise dex and luck using equipment but I would not focus on them.. they are truly secondary stats... wheras Strength\Magic are Primary Offensive and Vitality\Spirit are Primary Defensive
EDIT : Also for most random battles the extra atb charge speed is not really needed (or you can use sprint shoes once you get them unless they are not in this mod.)
and for boss battles you can just all + Time and cast haste on all your party members .. as haste pretty much caps the atb charging speed.. well close enough that i think difference between a hasted character with 255 DEX will not be much faster than a hasted character with 100 Dex Or less.
A question about what stats do .. I just reached fort condor and I plan on power leveling a bit to gain some ranks (yes I love to grind to reduce challenge .. sorry but its just one of my strategies.) so I am curious about which ways I should build my characters...
Firstly, ever since I started playing action rpg games.. i changed the way I play all RPGs.... when I am given a choice.> i usually try to stack power on everyone and turn them into either power tanks or glass cannons....
dexterity ---> affects hit % and dodge % ... does it affect the frequency that characters get turns?
luck ---> how big of an effect does it have on critical strikes?
I am just trying to figure out whether I should Stack certain characters with strength +dexterity or luck) (if the character has that option.)
\\Aeris Rank Up Options//
Set #1: +10 MAG/SPR, +5 DEX
Set #2: +10 MAG/DEX, +5 LCK
Set #3: +10 MAG/VIT, +5 SPR
Set #4: +10 STR/VIT, +5 MAG
Set # 4 is the only Style that suits me.
In the end it really boils down to how big of an impact Dexterity has on Turn Order/Dodge% and Luck on Critical Strikes... so please get back to me about this as soon as possible.. I await your answers before I continue playing.
I do feel that I'm missing something. One of the features is to level characters up in a customised way. But my characters are all around level 16, and apart from HP and MP, their stats are all the same as at level 8. In fact, I think Cloud's stats are getting worse. The closest I've seen to a "custom build" character is to give them an utterly crappy piece of armour which boosts either strength or magic. And apparently there are no Source items in the game either.
So... what's going on? Where is this amazing character customisation? The sector 7 pillar has just collapsed, so I'm assuming there is a shop or character or ability which becomes available soon?
Oh, and also: do we really have to answer four security questions each time we make a post? Really?
Congrats! Hopefully I can tempt you away to some of the other characters for the next run, I made some adjustments.
Does anyone here know if New Threat included with 7th heaven is latest version? It does not say anything about 2017 updates in the readme.
I cannot make the glitch happen with The Reunion, so my change to how they work may have fixed this issue too. I think it's how the var bit is set to on and off as you move towards and away from it. You seem to be able to open the menu at the same time as the Save dialogue is shown. Unless this is a New Threat issue, but you said you could do this in the original game too?
Sounds like you've got the .exe edits active; they aren't intended to be part of NT anymore because of balancing problems. I think they get activated when NT and something like Menu Overhaul are used together in the catalog.
Is it normal that I maintain 2 Ice Materias and a Fire Materia during the Wutai Quest where Yuffie Steals your Materias?