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Messages - Skirmish

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1
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-05-21 06:12:58 »
Doing my second playthrough and just got past the Huge Materia at Corel Reactor section again, I like the idea of each boss on the train having a weakness so that you can stop the train in time if you play it tactically. However there is a glaring issue I faced during this and that is the X-ATM Scorpion.

I feel that due to X-ATM Scorpion's rather high HP the only real way to defeat X-ATM Scorpion within a reasonable time-frame is to inflict Dual via the use of Neo-Bahamut. The problem is that Neo-Bahamut only has a chance to inflict Dual and if it doesn't get inflicted there's pretty much no way to stop the train in time, Neo-Bahamut + Added Effect in your weapon doesn't work because the kernel doesn't have the appropiate flags to inflict/protect from Dual with the Added Effect Materia, heck it won't even work for Paralysis and Ramuh.

This leads to the X-ATM Scorpion fight being effectively completely down to RNG based on whether you inflict that one status effect which just results in player fustration, especially if they were lucky enough to steal Ragnarok or Oritsuru from Wolfmeister/Eagle Gun on that attempt. It's even worse considering you have to go through 4 mandatory battles (including Corel Reactor Troops) and a cutscene for each attempt making any time you weren't lucky enough to inflict Dual extremely punitive.

The Runaway Train section of the game is mostly rather well done as you actually feel like you're against the clock but I would seriously consider adjusting the X-ATM Scorpion fight as currently it's a punishing RNG fest that really takes the fun out of that section of the game.

2
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-05-15 19:28:44 »
Is that the field model for Tseng or the battle model? Either way, I'll get it sorted out.

For allies, the problem was that in order to get other enemies to attack them they needed to remain targetable. I think some can't be targeted (the Yuffie battle for instance) but for others they can be, like the Brass Dragon fight. Multi-target attacks are problematic there because they will hit them, but Tifa's Limits are the bigger issue as they randomly target and there's one battle with allies in Whirlwind Maze where she's a mandatory party member. I think I changed that fight so they couldn't be targeted though, not sure.

That's a good idea with Reno + Rude; the Rapps fight is quite hard to come up with a thing for because the player won't have a lot of Materia (if any) to make use of. Maybe I could plan a fight around that somehow.

Cheers, bud; hope it pans out. Glad you found that thing too, it's an easter egg of sorts (people very rarely give the Materia tutorial to Barret because it's so long).
I can confirm that it's the field model that has the red colour and that Tifa's Limit Breaks will still target your NPC allies in the Whirlwind Maze area.

3
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-05-12 22:09:08 »
I've been going over a couple of things and I think I know why certain enemy moves don't obey the rules they are supposed to. I'm talking about the Level specific moves and the reason they behave weirdly is very likely down to the Level Syncher placing the party at Level 44.

L2 Confu (Hipogriff) will always hit a Level Synched party for this reason.
L5 Suicide (Mu/Trickplay) and L5 Death (Parasite/Omega Weapon) will always miss the party for this reason.
L3 Def-less (Mimic) will always miss the party for this reason.
This also explains why old moves such as L4 Death (Allemange) and L2 Holy (Cuahl, I think that's how it's spelt) would always hit.

Just curious, how do Level ?? moves work as I know Allemange now uses Level ?? Flare and how would it be affected by a Level 44 Synched party. As of now the level based moves combined with the level synching in this mod do not mix well.

4
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-05-12 18:22:34 »
Speaking of the Cursed Ring, is there a way to cheese your way out of the curse?  Like, will Added Effect + Destruct or Odin prevent the auto death from affecting you?  My FF7 life might become less complicated if this is the case.
Yes, Added Effect + Destruct/Odin will prevent Sudden Death. I think you can also use the Death Force Enemy Skill to prevent the Sudden Death from hitting you aswell. However I think Added Effect + Destruct/Odin won't allow you to re-apply Death Sentence once it expires if you're planning on using Powersoul.

Keep in mind the Curse Ring Prevents Regen and Halves Restorative so it's risky to use.

5
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-05-12 09:09:40 »
I can confirm there is another Touph Ring somewhere--I currently have 2, and only 1 was from the Battle Square.  I forgot where I got it though, but I'm pretty sure it was a chest, because I haven't morphed much outside the final dungeon.

I'd be curious to see what the Champion's Belt does too.  I always got a few in the original because I never had more than 1 Ribbon, and I liked the stat boosts.
Champion's Belt prevents Auto-Crit status but gives +25 Str/Vit. So it's best used for a Physical hitter with high luck, in other words on paper it's a good accessory for Cid but since I don't think his passive will activate while wearing it it's best used with a high Luck stat, if his passive bypasses status immunities (needs confirmation) then it would potentially be great.

It's potentially good for other Physical based characters earlier in the game where you don't have access to the Auto-Crit status making the immunity to it redundant, I think it also serves as the best Strength boosting Accessory besides the Curse Ring. However I will say that 32000 BP is pretty steep considering the Curse Ring outclasses it massively when used properly and any character that looks to benefit from Auto-Crits later in game would be much better off with the Auto-Crit status rather than the Strength increase, even with a Rank 0 Party.

As far as Accessories go it's kind of interesting but not really worth grinding Disc 1 Battle Square for unless you want to obtain it as a collector's item (Currently don't know location of Champion's Belt from Disc 2 onwards).

6
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-05-11 20:58:05 »
Is there any other means of getting the Touph Ring and Champion Belt besides Battle Square on Disc 1? Touph Ring looks to be a risky Tank Accessory (Halves Restorative, Vit/Spr +40).

Will be trying various methods for Disc 1 Battle Square and will see if Champion Belt is worth the effort. If there is another way to get these Accessories then let me know, if not then they are technically missable as far as I know.

7
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-05-09 19:52:39 »
Where do you get Morph materia at? I think I missed it  :-\
I think it takes the place of the Cover Materia in the garden at Aeris's house.

8
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-05-08 17:59:47 »
I'm guessing the bomb king and kaktuar are end game bosses right? I'm at the point where I need to return to the forbbiden city to get the holy materia and bomb king hits pretty hard and kaktuar just tornadoes my ass out of the fight!
They are optional bosses that guard the Materia inside the Materia Caves. With HP<->MP being moved to the Powersoul Keeper the Purple Materia Cave now holds the Mega-All Materia. The idea is the Materia in the Materia Caves is far to useful for anyone to just come along and take it, especially with Knights of the Round. So each Materia Cave now has a boss fight guarding it so you have to earn it.

Kaktuar grows bigger whenever he is hit with Magical Attacks, if he gets hit by too many Magical Attacks he uses "Cactageddon" which removes your party from the battle and flags them as dead, resulting in a Game Over. To avoid this limit the use of your offensive magic and hit him with some Physical Attacks.

9
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-05-06 22:31:27 »
Cheers, bud; the thing with the PC version is that Eidos changed the script slightly and the formatting was pretty bad so I decided to have a stab at it. Midgar and the Highwind scenes were done a while ago so they might need brushing up a bit and I think I got up to Temple of the Ancients or thereabouts before I put 1.4 out.

Edit: Put in an all-nighter (getting too old for that  :'() and Dark Cave is almost done. It's a lot closer now to how I originally envisioned it; not 100%, but closer.
Dark Cave hype is real, looking foward to it as I only started playing this mod at V1.4 so it's new content for me. It should also be a chance to obtain some goodies aswell.

10
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-05-05 14:58:08 »
Nah, I wasn't using anything like that. I uninstalled and reinstalled the game and used the main installer which seems to have fixed it. Odd. I noticed after reinstalling that P. Buster's model wasn't the current one when I was getting the freeze, I don't know what was up but, in any case, it's fixed now.

Ran into the Aerith/Scorp problem in the church but I see the flevel patch should fix it. I'll try later when I get home.

I've been out of the loop a while, what's up with the Dark Cave being taken out? A big overhaul?
Dark Cave is undergoing heavy maintenance right now, Sega Chief doesn't currently have an ETA on when it will be ready but I'm still looking foward to it.

11
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-05-02 21:09:56 »
No, all the checks/conditions that raise HP/Stats were removed from the AI including the KOTR one.
Good to know, hopefully this means when you fix the Jenova soft-lock I won't have to spend time farming for healing/damage items (I'm not going to use the W-Item glitch despite the temptation to just ROFLstomp the final fights, although you were absolutely right to make W-Item tricky to obtain).

Or alternatively I might just allow the arms to gain Peerless and then hit Jenova with powerful Multi-Target attacks. I'll test this now to see if killing LANUV and LUPER without killing the arms avoid any soft-lock issues.

EDIT: I was right, the soft-lock issue seems to be exclusively the arms. I was able to kill LANUV and LUPER before the arms and avoid any soft-locking.

12
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-05-02 18:27:46 »
Hmm, not sure; I was watching a stream recently where Lanuv and Luper died first unless I'm remembering it incorrectly. I imagine it's tied to the arms in some way though, that's where the problem is likely coming from. As for the typo, it might be due to a long name causing the text to run on but I don't think there's any mention of a long name in that particular line. I'll have a quick look at it.

In slightly better news, I figured out why the Fort Condor Teleport NPC was tripping up for some people so that'll hopefully be up and running once it's patched.
Just tested the fight again while letting LANUV and LUPER keep their buffs and it's definitely something to do with the arms. Maybe this fight can't handle more than one thing dying at the same time or something?

I guess I'll try single targeting Jenova JUNOA and see if that just finishes the fight like that or if it still soft-locks. Either way the fight still needs to be looked into.

EDIT: Single targetting Jenova JUNO's main body results in her dying normally and progressing to the next fight.

By the way does using Knights of the Round on Jenova JUNO buff Sephiroth's HP in the next phases?

13
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-05-02 17:35:21 »
I think the way it works is that it doesn't update until you've entered a new screen.

Did you use Quadded Ultima with HP or MP Absorb by any chance? http://finalfantasy.wikia.com/wiki/Quadra_Magic_Ultima_glitch
Despite what the Wiki says, it does occur against Jenova Synthesis (and anything else with multiple parts).

If that wasn't used, then I'll have a look at the AI and see what's going on.
Actually I was Miming Shinra Bombs for consistent unsplit damage to all enemies. Didn't have HP or MP Absorb equipped at all and didn't use Ultima. I think the game seems to be a bit iffy about LUPER and LANUV dying first which for some people probably wouldn't happen as they like to buff themselves with Peerless.

When LANUV and LUPER die before the main body they don't actually vanish like most other enemies but they teleport to somewhere else on the battlefield, often ending up in midair.

There's also a typo just before you venture down into the final part of the game, namely "They're coming out in f".

14
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-05-02 10:50:29 »
Decided to give JENOVA JUNO a go and it looks like killing either JENOVA LUPER or LANUV either before the main body or at the same time as the arms seems to soft-lock the game. There are many things I can overcome but soft locks just aren't one of them.

15
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-05-01 22:46:06 »
Regarding the Gold Saucer Special Battle... I'm guessing "It's Hop-less to Resist is a typo"? Either way there's only one thing to say about our final opponent:

What... The... Hell?

I wouldn't have it any other way but that was still surreal.

16
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-05-01 21:39:37 »
Since we don't have access to Dark Cave yet I don't know this but what are the stats regarding Mystile? Is it like a Magical version of the Aegis Armlet or does it do something else? Also will the Micro Engine be added to the Lost and Found vendor?

Also Knights of the Round Summon has no name when you cast it, instead of Ultimate end it just reads [                  ] where the attack name goes while casting.

17
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-05-01 20:58:33 »
Yeah, but if the materia equip bonuses/penalties have been altered then that's an .EXE change. There's no .exe alterations that I can see in the makeshift IRO I've made, so it must be coming from something else. Is it MO maybe?

It's intended to nullify every element, including Restorative. These don't stack either, because they're flags. If there's more than one flag though then they can combine (so if you have Absorb + Half, then I think you absorb it but it's reduced by 50% and same goes for Absorb + Weak, you absorb 2x the damage). Null and Half will override each other though based on which one is read first/last (not sure which).

So I ran it through the formula:

LV Difference = 40 + 44 (user level) - Target level (90)
= -6

LV Factor = (512 x LV Difference) / 100
=  5.06

Chance = (Item Chance x Lv Factor) / 256
= 0.625% chance for a common item :l

So that's not what I had in mind and it'll need to be greatly adjusted. However, with a Sneak Glove the Lv Difference is always set to 100, so the chance increases exponentially:

LV Factor = (512 x LV Difference) / 100
= 512

Chance = (Item Chance x Lv Factor) / 256
= 12.5%

So it's better to have the Sneak Glove equipped after all, at least for the time being. I'll need to gradually increase the steal chance for enemies going past Lv.44 in order to account for the increasing gap in Level so that it's more like 3-50% or so.
Since we don't have access to Dark Cave yet I don't know this but what are the stats regarding Mystile? Is it like a Magical version of the Aegis Armlet or does it do something else? Also will the Micro Engine be added to the Lost and Found vendor?

18
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-05-01 19:03:33 »
With Ziedrich when it says "Halves All Elements", is that supposed to include halving Restorative to stop it from being overpowered or is it an oversight? It also appears that having 2 seperate things that halve an element (E.G Ziedrich and Curse Ring both halving Restorative) doesn't nullify or quarter it but rather it remains at half.

19
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-05-01 14:40:28 »
I'm not using the New Threat Exe from the 7th heaven. I'm using the IRO. I put the NT April 22 IRO file in the 7th Heaven folder and then set it to New Threat through 7th heaven that way. Also.....is there a new character in NT? Because Ive noticed at the Save point when i go to the rank up menu theres a tenth slot below the others with ?????????
I don't think a 10th character would be possible, given that Sephiroth shares the same character slot as Vincent and Cait Sith shares the same character slot as Young Cloud I don't think having any more than 9 would be viable.

20
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-30 13:54:39 »
You can't get it just yet because I haven't prepared the scripts. I've unfortunately deleted the original choco scripts and I can't copy-paste a new set from the default flevel (it won't carry across two flevels) so I need to do it all manually which'll take some time.

Ultimate Weapon doesn't use the Hidden element anymore, Weapons are Holy-element monsters in NT and are weak to Hidden. I think his beam is probably non-elemental.
Speaking of Hidden + Elemental. I tried putting HP Plus + Elemental (Mastered) in a characters armour and it didn't let them absorb Hidden. Is this just specific to HP Plus or do all Purple Materia fail to grant Hidden Elemental?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-29 16:43:51 »
Pretty impressive doing that sourceless; nice work.

Edit: Patches updated.
Knights of the Round feels like one of those things that "If you're able to obtain it, you don't need it." But it's nice to have Ziedrich and the Magitek Ashes though. First off I've noticed that Ziedrich also halves Restorative making it a bit of a double-edged sword, but on the plus side Ziedrich + Curse Ring doesn't nullify Restorative but rather has it remain at half. Also what do Magitek Ashes actually do, I was secretly hoping from the "Fortifies the Party" description that it would temporarily buff my teams stats but rather it seems to give Peerless, Shield, Regen and maybe Resist?

Just went to the Lost and Found vendor. Why does it put you in a fight with a Tonberry? You can steal Turbo Ethers from it, gain Elixirs as drops and Morph it into a Megalixir. Even if you aren't missing any key items you get put in the Tonberry fight so you can potentially farm these rather easily. Glad to have the X-ATM Core and Pulse Ammo back but I didn't see anything regarding Cloud's Innate Ability or the Micro Engine for Tifa's Ultimate Weapon.

As far as finishing the game goes I actually have only a few things left:

- Turn in Earth Harp for Dragon Force (Necessary for Master Materia, despite already having Dragon Force)
- Turn in Desert Rose for Pandora's Box
- Complete Kalm Traveler Sidequest for Master Materia
- Defeat Nemesis in the Gold Saucer Platinum Battle (With a Sourceless party that probably ain't gonna happen...)
- Acquire remaining Ultimate Weapons for each character
- Complete the Dark Cave Sidequest
- Finish the game and defeat Sephiroth (All characters Level 99, could be problematic).

22
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-28 22:29:51 »
It was changed to Disc 3 only, but I'll roll the Game Moment check back so that it's as soon as you get the Highwind.

-39 player actions that can trigger a counter-attack script.
-4x-cut and other multi-hit abilities count as 1 action; the W-Materias however seem to be two separate actions.
-Hitting the adds doesn't add to the counter either.
-He has 820k HP.
-It is, the hits would have been 9999 but I went with the time formula instead because Mammon Machine is a reference to Chrono Trigger.
The bastard is finally down. By my calculations he would have used Mammon Machine in about 2 more turns, needless to say without the explaination of his AI or knowing his Max HP I wouldn't have stood a chance. This is still with Rank 0 Characters so I had to take a couple of risks here and there.

Spoiler is for my methodology so those who want to work out a strategy for themselves don't have to see it.
Spoiler: show
Setup:

Cloud Equip: Masamune, Escort Guard, Curse Ring (As much Strength as possible, Gigas Armlet not viable due to lack of 6 Linked Materia slots).
Cloud Weapon Materia: Mime + Double Cut, Barrier + All, Revive + All
Cloud Armour Materia: Hades + Added Effect, Mystify + Added Effect, Destruct + Added Effect

Aeris Equip: Princess Guard, Minerva Band, Choco Feather (Princess Guard + Slash-All puts Shield on the entire team after "Deployment").
Aeris Weapon Materia Equip: Revive + All, Restore + All, Heal + All, W-Magic + Slash-All (1 Star)
Aeris Armour Materia Equip: Phoenix + Elemental, Gil PLUS + Gil PLUS, HP Plus + Gravity

Tifa Equip: Master Fist, Shinra Alpha, **** I forgot to equip an Accessory after giving Cloud the Curse Ring. I'm an idiot.
Tifa Weapon Materia Equip: Leviathan + Elemental, Double Cut + Enemy Skill, Counter Attack + Counter Attack
Tifa Armour Materia Equip: Transform + Added Effect, Mystify + Added Effect, Counter Attack + Counter Attack, Counter Attack + Counter Attack

Items used:
Yellow Waves
Hero Drink II
Soft
Elixirs
Megalixirs
Graviballs
T/S Bombs
Lucky Pills

Make sure you start the fight with Tifa in the Front Row and an empty Limit Bar (So she can do 4x Cut without trouble) and make sure Cloud has a full L4 Limit Bar (This will be vital). The first part is pray that Magitek Corruptor doesn't hit Aeris and get the following setup as quickly as possible: 2 Yellow Waves on Netzechariah, Dragon Force on Tifa, Hero Drink II (After Dragon Force), Wall (Cast on Party).

At the start of the fight Netzech tends to follow this pattern: Magitek Corrupter, Magitek Ray x3 (1 per party member), Magitek Bomb x2 (Hits all targets), Magitek Shoot x3 (1 per party member), Tank Purge (DeBarrier effect). Then he will do nothing until 13 actions (not including Counter Attacks) have been used against him at which point he will use Deployment and phase 2 of the fight will begin.

If you got Dragon Force/Hero Drink II/Yellow Waves set up properly then Tifa should do several Critical Hits on the boss for heavy damage and also counter for heavy damage whenever hit by various moves. Keep the party alive any way you can but be careful not to let Tifa get Petrified and use a Soft on her ONLY when the timer above her head starts to get low so you can make use of the extra damage of having Slow-Numb with the Master Fist.

Once Netzechariah stops attacking during the first phase (the period before he's allowed to use Deployment) Tifa can then proceed to hit Netzechariah with 4x Cut and the Master Fist bonuses for some hefty (barely adequate) damage. Once Netzechariah uses Deployment have Cloud use Wall, Aeris use Slash-All on the party to grant Shield to everyone and stop using 4x Cut with Tifa.

With Deployment, Magitek Bit and Byte enter the fray and they need to be dealt with, this is done by having Tifa use Graviballs and T/S Bombs on Magitek Bit and Byte, Aeris using W-Magic with Demi and Demi2 and Cloud Miming Aeris's W-Magic since they take normal damage from Gravity attacks.

Now that you've used Shield on the party you'll now absorb a good chunk of Netzechariah's elemental attacks. This has several benefits because absorbing Tidal Wave will actually DeSpell Tifa's Death Sentence from Hero Drink II and also cure her Silence, this allowed her to use Laser to finish off the Magitek Bit/Byte when Demi2 stops doing 9999 and absorbing Geocrush will actually grant Recovery to whoever it targets instead of K.O. Just make sure to heal up when hit by Magitek Ray/Bomb/Shoot from Magitek Bit/Byte when they happen.

Either way once Magitek Bit/Byte are down, Netzechariah should have finished his attack pattern and you'll have some breathing room. You should also at this point have 26 Attacks to finish off the remainder of his health. After 13 Attacks he'll Ascend (Be unreachable for standard Melee attacks) and use Overclock which grants him Haste (This is a trap to get you to waste a turn DeSpelling it) and 13 Turns after that he'll use Mammon Machine and tear your party to shreds.

With 26 Attacks to go you'll need to put out some heavy damage per attack and this is where that Full L4 Limit Bar Cloud has comes in. I forgot that Masamune gives 100% Critical Chance so I gave a Lucky Pill to Cloud (The Auto-Critical hits of Omnislash can still go Critical and deal x2 Damage, unless this got changed or something). Since you used 2 Yellow Waves at the start of the fight Netzechariah should have no defence at this point, now you'll want to use Omnislash and MIME THE EVERLOVING **** OUT OF IT.

With Escort Guard and Curse Ring Cloud has 80 Strength and the +100 Attack of Masamune gives Cloud 180 Attack Power. Even with Yellow Waves I was only doing ~1600-~1700 per hit or rather ~25000 per Limit Break. This means that with the point where Magitek Bit/Byte died I needed Netzechariah to have less than 650,000 HP (26 x 25000 HP) and fortunately thanks to the 4x Cut + Master Fist antics of Tifa along with Counter Attacks at the start he had around 596000 HP when he used Deployment. Meaning I was able to constantly Mime Omnislash and have about 2 turns to spare when he finally dropped.

I also found that if you use Gospel Sparks or Planet Protector/Great Gospel, one can survive Mammon Machine but he then counters every attack on him after that with Mammon Machine meaning if you can't keep Peerless going for as long as you need you're screwed. It may however buy you a few extra turns if you think you'll fall short of the mark a bit.
Spoiler: show

Why does he say "Yah has remembered" upon being defeated? Is that a reference I'm not getting?



23
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-28 17:30:34 »
ETA is tonight; I've got the fix made, just need to generate the patches and upload them which takes time.

You need to kill him before he uses it altogether. Way it should work is, whenever you hit him it adds 1 to a counter up to 13. Then he uses deployment (but he needs to complete one attack cycle first) and resets the counter back to 0. 2nd time it goes past 13, he flies up and uses Overclock. Then the third time is Mammon Machine so you've got 39 attacks total to bring the guy down if you play it safe and don't attack very often during his attack phase. However, you can get more than 13 hits in before he finishes an attack cycle but this'll be risky. You can also deal damage freely with Counter Attacks too without raising the counter.

Let me know if he's behaving differently in the fight itself.
To clarify a couple of things:

- Is it 39 Hits or 39 Turns? Because if it's 39 Hits then Overclock putting haste on him is just a trap to get you to waste a turn.
- Does 4x Cut count as 4 Hits or 1 Hit?
- Do Limit Breaks count as 1 Hit or the Number of Hits they contain? (Catastrophe = 10 Hits)
- Does hitting Magitek Bit or Byte add to Netzechariah's counter?
- If I'm right Netzechariah has something in the region of around 780,000 HP, can you clarify this? (Testing in previous build)
- Does Mammon Machine do damage based off the ingame clock? (Noticed it doesn't quite do 9999)

24
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-27 21:30:13 »
Do you have an ETA for when the Kalm Traveler is going to be fixed? Still can't hand in my Desert Rose/Earth Harp and I would really like to see Pandora's Box without having to watch re-runs of Sleepy Hollow Season 3.

With the Netzechariah fight, he does a move called Mammon Machine which means the absolute devastation of my party. What do I need to do to prevent this:

- Kill him before he uses Mammon Machine
- Somehow Survive him using Mammon Machine
- Stop him from casting Mammon Machine by alternate means

I figure it's one of the following but I'm not entirely sure what. I can't maintain my damage output with Tifa once he Ascends and despite being a Physical Attack, Mammon Machine completely bypasses Shield so surviving it that way is also out of the question.

Side Note: First time fighting it I misread it as "Mammoth Machine", leading to the thought of "You and I must have different definitions of Mammoth...".

25
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-27 08:37:09 »
Decided to give Netzechariah a proper attempt and it was going well up until the point where Mammon Machine just absolutely wrecked my party. Do I have to somehow survive Mammon Machine, stop it from happening or kill it before Mammon Machine can be used?

Also is Deployment used upon reaching a certain HP Threshold or is it based on number of turns?

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