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Messages - Bowser9

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151
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« on: 2015-01-10 19:55:27 »
@cicadian Ah, so you've hit the same problem as I have. You will have to abuse Sadness + Wall on your tank to survive KotR or make use of Shield/Gospel Spark. Follow up with Life + All. To make things easier, you can also take in Final Attack + Life, but that's your call.

152
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« on: 2015-01-10 02:05:00 »
I could set up an impromptu 'shop' that sells these items in a way similar to how you can buy GP at Gold Saucer from that dude; this way, the items can be acquired through shopping even without the .exe patch.

That would be excellent. I agree with trying to keep the .exe optional, so rock on.

153
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« on: 2015-01-10 00:52:24 »
@cicadian NP. Good luck.

Taking a break from endgame. I wanted to throw out a few requests. These might not work out, though, especially since I have no clue what changes will be in v1.3 and what might be feasible given how time intensive it is to implement certain changes.

In no particular order:
  • Would it be possible to introduce an auto-regen accessory? Resources for tank builds have been fairly narrow and this strikes me as a way to free up some space for more aggressive materia combinations, similar to what the Protect Ring ends up doing. Think of it as a viable item in the case of enemies that ignore barriers.
  • Berserk sees a lot of use in this mod as a devastating negative status, but I'd like to see more ways to utilize it as a buff. Currently, the blood weapons function as the only source of Berserk abuse. Would it be possible to create accessories/weapons/items that offer benefits while berserk? Something as simple as defensive boosts while berserk would be interesting, like an armor that powers up while berserk. I recall FF6 Umaro having certain relics that could alter his attacks. If you go that far, specific E Skills, summons, or commands could be used at random kind of like Gau's rages.
  • Holy is uncommon as it is. It'd be nice, like in older FF games, to gain access to one or two Holy elemental weapons. I'm thinking of Lightbringer.
  • I'd like a merchant somewhere with the remaining tier 3 elemental damage items, since Fire Veil and Swift Bolt can be purchased at Wutai. Not gonna lie. I'm also looking for ways to recreate the effects of the FF8 mega potion and elemental absorption is one of them.

That's all I got. Thanks for your time.

154
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« on: 2015-01-09 20:09:00 »
@RedManMark86 You rock. Keep it up.

@cicadian See below.
********SPOILERS**********

Enemy Skill Locations
Manipulated Beach Plugs i try to have them use Big Guard on me but it doesn't take either.

My memory is fuzzy on how I snagged Big Guard. If Manipulate doesn't work, try confusion or Reflect. This'll be easier for me to answer if you just say what E Skills you have.

Missing Materia
Contain Full Cure Shield Ultima
Double Cut, W-Magic, W-Summon, W-Item,
Only have found 1 Enemy Skill
Added Cut, Counter, Final Attack, Long Range
Speed Plus, HP Plus, Luck Plus, Magic Plus
Full Cure and Added Cut are found in the first few extra battles. Counterattack is found in the chocobo races.

Difficulty of Turks: You only get 1 added effect materia to slot a mystify into and it takes a damn long time to level up, why so much confusion and berserk?
Spam Resist or Vaccine if status ailments become an issue. Most fights that revolve around status immunities can be won with just that.

Why does the endgame stuff seem so hard? I'm level 50 have 3000 HP And do 1000 physical attacks and 3000 with aeris using Comet (9999 with a couple summons sometimes), Why are all the lets plays abusing planet protector and coin, I wasn't able to really get either until disc2 and even then you (rightfully) decided to nerf coin, but you made it so you had to use aeries to use it which is kind of odd, can you try to de incentive planet protector?
You can get by without doing that. You just need to set up a good tank. Well, except against Zack. That needs a different strat. I'm impressed with Planet Protector + Coin, though. I knew that might be the issue, but I just couldn't get the time to grind for that strat (her limit requirements are pretty high and work + AGDQ2015 doesn't leave me with much time). Coin, as is, should only be used if you're low on MP, facing a lot of enemies, and need a 1000 damage spread. Conceivably, you could also trigger Counter Magic Cure or Final Attack Life, but that's still more grinding. Otherwise, yeah, you'd need to abuse that.

King Bub' and his minions are an extremely weird fight I cannot get past for the life of me, I understand the lucky 7's but I dont understand the random healing and invulnerability, why don't they glow yellow when peerless? Is there a trick I'm missing to this?
Certain textures and effects don't load due to the mods you put on. To beat King Bub', you may just want to bypass the minions like I did by throwing stuff at him till you win. 8 inch canon also works. Just make sure you slow the minions so you have a chance.
EDIT: Woops, turns out it's Shield, which has no visual cue.

Also a strange bug best I can explain it is, Tifa + Fury Brand + Level 3 Limit + Battle Square Special battle = Zero Limit guage with infinitely avaialable limit breaks.
Happens without Fury Brand. Also, Special Arena will crash if you activate Vincent's Chaos limit. Be warned.

PS I had to hack in ribbons after spending a couple hours wiping to the final turk fight, did you change ribbon so you cant get regen/haste or is that vanilla
You can just equip peace rings and casts Resist on the Turks. If you use Resist on yourself (which is what I assume Ribbon does now, since I don't have any Ribbons) you can bypass the lack of regen if you have a good healer, and haste if you equip +Dex armor/accessories (casting haste beforehand or equipping Sprint Shoes also works). The Turk fight is a battle of attrition that you're pretty much guaranteed to win if you do this.

155
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« on: 2015-01-08 01:16:51 »
Coin targets all allies and enemies. Was testing it out and nuked myself pretty handily. Was this intentional?

EDIT: Cool, thanks for the clarification. I was confused since the targeting never indicated it would hit the party and I wasn't sure if the flavor text meant you wanted to weaken the ability overall or ensure the damage was met both ways.

156
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« on: 2015-01-05 21:34:49 »
The only other notable things are that Cloud has the Cover materia, his model is from whitERaven's model revision, Aeris is in the party (also whitERaven's model), and Red XIII has the pre-emptive and enemy away materia. Even then, this is a bit dubious since I've unequipped my materia and used PHS to switch party members to those without new models. I still get the same result, regardless of hit or miss, and I'm pretty sure the empty box isn't affecting this. I can't think of anything else that could cause this since I haven't activated additional mods except alternate music, models for several main characters, and world map textures. I doubt any of the sidequests I've done could cause this.

If this is only my problem, I don't think you should remove 2x-Cut from the enemy. I can circumvent the battle via Exit, so it's not a game-breaking issue on my end.

EDIT: Thank you, Sega Chief.

157
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« on: 2015-01-05 02:57:36 »
Commando: 1st will soft lock the game after making a basic attack. The model remains adjacent to its target after the attack and no further actions can be made while the game is expecting the enemy's action to resolve. This was tested on both Active and Wait. Occurs at any point going up to the Sister Ray.

158
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« on: 2014-12-27 20:10:53 »
please no. please please please no.

pick something else. tifa desperately needs that gigas bracelet to stay relevant. other than cheesing powersoul+ death sentence, which i hate doing because it's cheap as all fern, physicals at the time you get that are still dragging ass considerably, (limits notwithstanding)

@selius
Why does Tifa need growth on Gigas to be relevant??? None of the materia she would want to use benefit from gaining AP or being linked to support materia (meaning Edincoat works perfectly if you need some kind of growth + strength combo), and they will level up stupidly fast once you reach disk 3 anyway (triple growth weapons, baby). I don't understand your logic at all, here. Halp.  :'(
You also definitely don't need Powersoul to do damage. She scales like a monster and so many aspects of the mod help facilitate that. Without going into specific limit, equipment, and materia combinations, you already have her fast strength growth (best in the game). You will do damage at a far faster rate than if you had death sentence + powersoul, from way before you even get that combo going, if you know what you're doing. Even a simple elemental materia will already have her dealing damage much faster and more efficiently than Aeris or Vincent with an appropriately leveled spell, and that's without any real set-up. There are also so many ways to abuse Motor Drive that it's mind boggling. Tifa is fine.

159
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« on: 2014-12-27 12:00:06 »
Ah, yeah, since I was the last one to post before, I decided to edit everything in to avoid double posting.

-) For Gigas Armlet, I forgot to set the Armor slots to visually reflect the AP growth. Thing is, I can't remember if it's supposed to be None or changed to 1x. It'll be fixed for 1.3, I'll likely just give it AP growth.

Personally, I like having access to armor that has slots with no materia growth. I do NOT want certain materia to reach the next level at the point I'm at (screw Mug). In fact, I bought an extra steal materia thinking I'd need the spare just in case one leveled up.  :-P
A lot of the materia I wanted to improve have already sat in the double growth slots anyway, and there are plenty of those.

-) If EXP given has become 0, then it might be that you've hit Lv.40; regular enemies were set up with AI recently that will set EXP given to 0 if any characters present in the battle are Lv.40 or above. Certain repeatable bosses and the like will continue to give EXP up until lv.50-70 depending on how strong they are; it was a fail-safe added recently to help end-game stuff stay on a curve. If it proves unpopular, it'll be patched out but it should keep things interesting for thorough players who like to 100% the game.
That explains everything. Cloud hit 40 just before Great Glacier. I had been cycling through the other party members, spending time to make sure I had stolen from and morphed every enemy at least once before abusing Exit (now with Sneak Attack) or the Summoner build to quickly take care of mobs, and everyone besides Cloud is 38 or below. I definitely like it now that I know what it is. There should be no issue with this fail-safe as I feel that many players that experiment with your mod know how to appreciate it. I do wish for something like adding a star next to the level (Chrono Trigger style) to denote a plateau in overall power, though I don't know how feasible that would be considering other menu mods. It would let players know what they've achieved while feeling like a pat on the back for players that have never encountered this system or are unfamiliar with how to interpret it. Additionally, having an NPC in the Respectable Inn explain these things would help round out the level of polish.

160
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« on: 2014-12-23 00:17:12 »
It's interesting that you've been using Throw, it doesn't seem to be used very often but it has a lot of potential. I've seen a lot of different strategies being used in tackling this mod's fights which makes me happy; I randomized the drops from bosses fought from Disc 1 to the beginning of Disc 2 as well so that different playthroughs might go differently based on what equipment a player got.
Every time I make the pilgrimage back to Fort Condor, I buy Striking Staff x9 and steal every Boomerang I can along the way as a sort of pick-me-up.  :P
With a Crystal Bangle + Power Wrist, throwing those weapons net a little under 1k damage up till Rocket Town without grinding anything. It's a great go-to materia for boss slaying and it was my primary method of attaining Vincent ASAP alongside several Right Arms. Also, thank you for that well-placed HP <-> MP materia. That last trek to Fort Condor before getting the Tiny Bronco was filled with Summon spam. I'm impressed at how well a "summoner" build works in your mod.

Oh, so that's why I got a Relic Ring just for beating your new and improved Aps. That's hilariously awesome. <3

EDIT: Four minor things came up on my way up to Gaea's Cliff.
  • Ramuh + Added Effect does not grant anything regarding paralysis.
  • Gigas Armlet is supposed to have growth: none, but it says growth: normal.
  • Wutai's mobs mostly have no steal or morph item. Were there plans to add any?
  • Mobs in the Great Glacier and Gaea's Cliff randomly give 0 exp, which has ended up as a boon since the exp from bosses + exp plus actually set me at the correct level to Goblin PAWNCH many of the more threatening enemies.

161
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« on: 2014-12-22 23:11:48 »
@Sega Chief
I've been having a lot of fun with this mod so far. The emphasis on party roles, mobs, early materia access, unique armor/weapon properties, combat consumables, and scaling boss tactics bring back the nostalgia for me. It reminds me of the tight design decisions present in FF5, but at an even higher level thanks to normalizing values (equipment by tier, element overhaul, etc). Thank you for all your hard work. You rock.  :)

I've gotten to Rocket Town and there are a few questions I have regarding my experience up to this point.

******Spoilers!*******

  • The Respectable Inn's Beginner Hall ghosts don't have the new dialogue. Are there any plans to change this?
  • Upon visiting Gongaga, Reno and Rude have absurdly low hp. Was that intentional? 
  • Fort Condor is still a pain to get back to. Are there any plans to add in a way to reach the mini game expediently? Like via a Fort Condor runner in certain towns?
  • I feel like the limit breaks are, for the most part, properly reinforcing primary and secondary roles. Are there any plans to tweak Barret's limits to deal less damage while applying certain conditions, like armor break or power break? Any plans to tweak Cloud's limit breaks to have more utility to enhance his position as an all-rounder (ie Climhazard causing dual/confusion at the expense of extra damage over Blade Beam)?
  • Are there any plans to create an extra star for Sense? I feel like it'd be convenient to have a second level that gives info about what item can be stolen/morphed and if the target has any persistent buff, like the SoulKeeper's 2nd Phase Wall.

Also, I, for one, like the HP values you've given to bosses so far. It rewards players for exploiting the roles to their maximum potential (Speed Support abusing items, Physical DPS abusing Throw or Deathblow, Magic DPS abusing reflect). For players that don't care to optimize everything, Slow + Haste see their maximum value here, ensuring that players of all skill levels advance through these fights at a good clip. Kudos to you for the early Time materia. *thumbs up*

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