Author Topic: [FF8PC-Steam] Ragnarok Rebalancing Mod (v1.2b & v1.1b)  (Read 224607 times)

Yoids

  • *
  • Posts: 3
    • View Profile
Re: [FF8PC-Steam] Ragnarok Rebalancing Mod (v1.2b & v1.1b)
« Reply #725 on: 2022-06-20 13:17:01 »
I am almost finishing with Lionheart mode, and it's been a blast.

I just got Ragnarok access, and I am really trying to get Bahamut. However, it is a very challenging fight since that dragon hits hard. I have lost against him maybe 8 times already. The main problem comes from his normal attack doing around 4-5k, which almost 1shots people, and his mega flare which does so much damage that kills anyone without shell on it. Add many other attacks, and a very good speed, and it is a very challenging fight. I will get there eventually.

So far the battles I remember as most challenging were some Laguna flashbacks, where the Esthar soldiers casted "Death" like crazy. It is very important to be able to protect from death there.
I remember the last battle against Edea + Seifer, it was a nightmare since they did so much damage. I had to level a little bit there, the only time I had to.
I remember the centra ruins, being impossible the first time I got there with the garden. I did not want to level, so I came back later to get Odin and Tonberi. Still Odin was a little pain, had 3 or 4 tries until I managed the winning combitation (good SPR, status defense to STOP, AoE heals with megapotions).

I have seen the "game over" screen dozens of times, and it has always been fun to figure out how to beat the encounter. It was always a matter of finding the correct magic spells to junction, or which abilities to use. I remember in the original game, the only challenge we faced were Marlboros, until we realized we needed status protection to Berserk, which was the real problematic status effect. Well, with this mode, it has happened several times.

Overall advice I can give is:
- Protect spell is KING
- In some encounters, SHELL is needed. You can heal with items which is very good as well
- Get Phoenix asap
- Cerberus is not so good to summon. Too slow for an effect you could get just casting double/triple directly.
- Diablos is as good as ever
- You will get many Mesmerizing Blades, which can turn into megapotions, which are VERY useful with a MEDUP character to heal 3k to all
- Remember to cure STOP by casting HASTE on the character
- Of all the command abilities, I think TREATMENT was the best one. It heals and cures all, even if you are silenced. It is very solid.
- You will cast FULL-LIFE a lot. You can get 20 from regen rings later on, which chimeras have a change to drop, IIRC. Forget about junctioning this until you can farm those chimeras, and use the 30 full-life spells you will get along the game for challenging fights!

And the best part, Phoenix summon is AWESOME. Since fights are actually hard, when he kicks in, it really really makes your day. It really shines.
(you can still get killed though, enemies can 1shot your party 3 times before you get a turn LOL)
« Last Edit: 2022-06-20 13:23:30 by Yoids »

fooli

  • *
  • Posts: 6
    • View Profile
Re: [FF8PC-Steam] Ragnarok Rebalancing Mod (v1.2b & v1.1b)
« Reply #726 on: 2022-07-18 03:55:59 »
Dev on this still going?

Also, is there a doc somewhere with all the hidden/new questlines put in? Was wanting to do a run through and see what has been added/changed since my last one.

Malekith

  • *
  • Posts: 5
    • View Profile
Re: [FF8PC-Steam] Ragnarok Rebalancing Mod (v1.2b & v1.1b)
« Reply #727 on: 2022-07-20 18:23:40 »
Thanks for the great work, I already finished the game once 2 years ago, now I'd like to work for an italian localization and for some monster tuning to make my friends and family play it.
I would be happy if you could contact me either here or on discod: "Malekith#5670".
With a good grasp of statistics and lot of experience in video games I believe I can make things even funnier.

I already posted a while ago!
I'm ready to do whatever it takes to take this to the next level.

EDIT:
At the moment I'm personally working on the project.
If anyone else want to contribute feel free to contact me on discord.

So far I've modified apocalypse, the end, selphie limit, spr and vit scaling for characters.
« Last Edit: 2022-08-01 04:17:20 by Malekith »

Nope911

  • *
  • Posts: 1
    • View Profile
Re: [FF8PC-Steam] Ragnarok Rebalancing Mod (v1.2b & v1.1b)
« Reply #728 on: 2022-08-01 10:41:38 »
Mod is fantastic, thank you so much for creating this!
Currently on disc 3 and fighting X-A with zells squad inside lunatic pandora.
Honestly not sure if my game is bugged, or if I've missed something. He only takes 50-150 damage for -every- attack. Ultima, Holy, thundaga, GFs, demi, full status 100% resists. Maybe I'm underleveled, but I'm not really willing to gain levels just for an optional side boss.

I've also ended up spending hours on this thread searching for info- can you please, please, please add a changelog either to the files itself or the first post of this thread?
Just the main things in a spoiler tag that include: new side quests, Zell card, GF status effects, new final weapon ingredients (srsly I spent hours before realising that they were different), and other basic key features of the mod (ie, enemies now being fixed level is -so- important and barely mentioned), tonberry changes,  limit break changes, magic/new magic changes, ability changes/ GF ability prerequisites, etc. There's literally so much with 0 documentation.

Thanks again, this is the ultimate way to play ff8!!!
« Last Edit: 2022-08-01 10:44:56 by Nope911 »

Nesouk

  • *
  • Posts: 70
    • View Profile
Re: [FF8PC-Steam] Ragnarok Rebalancing Mod (v1.2b & v1.1b)
« Reply #729 on: 2022-08-03 08:13:14 »
I've also ended up spending hours on this thread searching for info- can you please, please, please add a changelog either to the files itself or the first post of this thread?
Just the main things in a spoiler tag that include: new side quests, Zell card, GF status effects, new final weapon ingredients (srsly I spent hours before realising that they were different), and other basic key features of the mod (ie, enemies now being fixed level is -so- important and barely mentioned), tonberry changes,  limit break changes, magic/new magic changes, ability changes/ GF ability prerequisites, etc. There's literally so much with 0 documentation.

There's a full documentation for the new sidequests, moved cards and such with the mod. Weapon recipies is give to you in-game in the magazines, also new spell effect, abilities effect and Limit Break change is in their description in the statut menu in-game.
Ennemies LV being fix as litteraly it's own paragraph in the first post and in the documentation given with the mod, as most of the general change.
The only changes not truly mentionned are the GF Abilities prerequesite and the thing about bosses giving you additionnal reward if you don't draw their GF (and the fact you still get the GF even if you don't draw).

Malekith

  • *
  • Posts: 5
    • View Profile
Re: [FF8PC-Steam] Ragnarok Rebalancing Mod (v1.2b & v1.1b)
« Reply #730 on: 2022-08-06 02:23:54 »
So far, the changelog:
- the end is now an huge damaging spell
- VIT and SPR scaling is now reduced, so that you are more likely not to hit cap, as the formula is: damage*(265-SPR/VIT)/4, that makes it OP once you get over 240.
- fixed zell limit to not be looping
- fixed selphie slot limit, it will now be weaker early game and more solid late game
- increased rinoa STR as angelo scales with STR(and should be start scaling lower around disk3, in favor of magic).
- Nerfed speed scaling on invine, selphie and zell.
- Gave weapon progression a more linear scaling and will make a very noticeable difference.
- Lowered early game attack damage.

you can test those changes by downloading main.fs here:
https://github.com/Malekitsu/FF8-ragnarok-


- fixed easy fights in disk 1  (ifrit, laguna dream 1, granaldo, tomb of the forgotten king, sacred, diablo; testing now deling city encounters).
-missile base side quest in disk 1 now grants a weapon upgrade item

Monster and map changes are done with battle.fs and field.fs, too heavy for github, can upload on request.
Will probably upload anyway once I've completed disk 1.

I'm considering about increasing exp to level up by around 20%, which would balance the game better overall (for an hard mod), but that might just mean more grinding.

If anyone has some ideas/features that would like to be implemented post down here.


EDIT:
Has anyone else got crash in prison (disk 2) when irvine appears? Remastered edition.
« Last Edit: 2022-08-06 19:52:48 by Malekith »