Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Bowser9

Pages: 1 [2] 3 4 5 6 7
26
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-24 03:28:42 »
Remixing the Materia and Equipment placements would be great. Freshen up resource management.

27
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-09 01:15:54 »
@Sega Chief
Bullmotor + Death Claw team

28
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-06 22:20:15 »
That might be it, then. I never tried using Reflect on Circlet back in 1.4, and was pretty much hard abusing Dex builds back then.

29
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-06 21:11:09 »
Circlet appears to be preventing the Reflect status. Switching to a different accessory will allow that character to gain Reflect, so it wasn't the armor or weapon. I also didn't have Barrier or Added Effect materia equipped on that character. This was tested with the Mighty Guard enemy skill.

I'd like to know if anyone else is able to reproduce this.

30
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-05 06:11:11 »

Now you know I'm normally the one hesitant to call for a nerf on anything, but I MIGHT be calling for one on Lich.

He was doing 800+ on front rows, and 400+ on back rows for me, and he uses it twice in a row. At best there that's 800 - 850 leeched between the two attacks and at worst, over 1500 - 1600 leeched between the two attacks.
Is there a way to stop that auto recovery? Stop the Blood Sword leech? Am I totally missing something with this fight? If I'm not, I'd ask for a little tuning down of the health recovery.

Anyone else can share there thoughts too on this, cause I'd like to hear em.

Spoiler: show
 It depends on the build. My Cloud took Rank Ups for Dex/Luck and had Hardedge for the defensive bonus. He was on the front row in order to abuse a Mystic Knight materia build, had 2x Cover (30% each; total 60%) materia w/ Counter Attack and Magic Counter, and was benefiting from Barrier. The Luck combined with high defenses meant he was forcing a "Miss" or the attack dealt around 430 damage. He had a Jem Ring in order to be immune to paralysis (normally not possible to know about going in, but I had fought it back in 1.4). Counterattack return damage outpaced the healing, and Magic Counter would activate even on non-physical attacks. Understandably, I had no issue.

I suppose that you can also mitigate more damage/healing with Luck/Vit+ items. Protect Vest isn't available due to an issue with Heligunner at Shinra HQ (don't think I spelled that right), but Heavy Ring or anything else granting Vit+ goes a long way in mitigating physical damage alongside Barrier and/or Sadness. If you use Defend with anyone who's not attacking, that also increases the chance of mitigating the potential healing it can receive on its turn, though at the cost of relegating a party member to emergency response.


by the way....not thrilled with my choice of making cloud completely all-rounder. he just seems complete garbage almost now lol. he can sorta fill in on magic use.....not so much on physical dmg......not a terribly good tank but can sort of fill the role at earlier-game.....about all he does well is support i guess. possibly my absolute best characters seem to be barett and aerith, possibly followed by mayb tifa and either cid or red. hard to know what to do with some of the characters lol.
Spoiler: show
 He can still go Mystic Knight as a full all-rounder. This materia load-out focuses him on one element and chains together Cover, Counter Attack, Element (Weapon), Added Cut, Magic Counter, and Command Counter Mug/Deathblow. However, it will require 3, possibly 4 of the same elemental attack materia to optimize. You also need some decent linked slots. Since Tifa doesn't require any sort of set-up beyond Death Sentence, Added Cut, and Mug, assuming you have Powersoul, this allows you to optimize damage in a way that doesn't sacrifice a good tank and doesn't require Cloud to do anything strenuous in particular. As far as damage output per Boss turn goes, his optimal load-out can hit for little over half of a tri-Reflect magic barrage, but with the flexibility of being able to take other actions on his turn. Obviously, the damage goes down if the enemy has few physical attacks to its AI and/or one of its defenses is really high.

31
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-04 15:10:05 »
Oh snaps, then about Counter Attack:
Spoiler: show
 May want to check on the Counter Attack materia only being available in Disc 2/3 only. I got it just after the plate fell, in the park. What was supposed to be there, anyway? I know in the vanilla game it's Sense, and in NT 1.3 and 1.4 it used to be...

32
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-04 06:25:47 »
@ManInBlack
I believe that was added in 1.5. I recall it being a different materia in previous versions. Nevertheless, having access to Counter Attack mid way through the Midgar segment is pretty cool.

33
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-04 03:38:22 »
@Robo Jesus
Spoiler: show
 Pretentious? 1 gil? That word doesn't mean what you think it means. Well, let's leave it at that for this thread. Further conversation on the ins and outs of an additional gameplay input, the actual pay grade of rank and file grunts, and why a gil is abstract and probably not the lowest denomination of currency in a setting (fictional or not) can be left to private messages. That is, unless you actually are trying to request that Sega Chief change it to a non-negligible sum.

34
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-04 00:25:40 »
Sega Chief, about MP Plus

Spoiler: show
 I was agreeing with you on it being unique so selling it would be a one time deal, but the Temple of the Ancients has another one lying around at the half-way point of the long, Indiana Jones hallway. May want to switch that one out for another EXP Plus or something.

35
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-03 16:48:03 »
so i fought powersoul keeper without the trine patch on. tifa rendered it a joke as is becoming usual.

am i just too overleveled at this point? what level were people fighting this at?

Cloud 39
Tifa 41
Aeris 38
I fought it at 38, but I don't Limit grind or set limit strategies.

Spoiler: show
 I was only at level 38 because of my encounter luck and backtracking to get Enemy Skills. I went into the Powersoul Keeper fight, slowed it, threw a vaccine at it, Big Guard, and began the beatdown. Killed it pretty fast and didn't have anyone drop too low considering I forgot to equip the Bolt Ring and I was using double equipment (so no elemental defense), but limit only came into play for me in the last 5k HP or so. If I had Fury Brand, I'd probably be doing what you're doing.


And yea, ComradeDroog, SC is amazing. After the Wutai Pagoda, I'm either speechless or laughing randomly from the cleverness.

@Soulofsteel
I'd just make up for the other defensive stat with equipment, materia load out, and status. Cloud's Rank Up options are definitely playing up the Hybrid designation, but NT offers a lot of tools to make up for it.

36
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-03 06:27:01 »
Ah, Wutai. It's good that not even mastered materia are discriminated against.

Noticed something strange and not sure if intended.
Spoiler: show
 Alpha Rapps doesn't have enough MP to cast anything and, when berserked via War Gong, does not attack. It instead attempts to cast on each of its turns.


EDIT: For pagoda.
Spoiler: show
 Are we supposed to be unable to morph Shake and Chekhov? I get the feeling it's possible to morph Shake with a 255 accuracy weapon (if Yuffie has one), but Chekhov stumps me.

37
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-03 03:15:25 »
Indeed, next run I'll be focusing different characters. Barret and Cait Sith's rank up options intrigue me.

@MoCheese
Spoiler: show
 You're supposed to win vs Ziegfried. If he's still targeting you with Odin, you'll need to use Tifa and let Grit kick in. Then, revive the remaining party member and go to town.

38
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-03 02:53:38 »
Uh, excuse me, there could be buried treasures in those places! Many lost things have been found in the back of closets... or so I've been told..  and I'm not sure what I was looking for in the toilets... Hmm... Anyways, on a side note, it keeps hurting my characters when I attack them with Cloud, fix?!?!

Ok seriously, a question: How does one acquire Chocobuckle? I used L5 Suicide on Chocobo's outside the farm, both when they were eating Greens and not eating Greens. I tried both of those methods on all three different encounters you can get with Chocobo's and they never used it. L5 Suicide hit every single time but they never used it. Was it moved? The method changed? Do I need to use it on a specific Chocobo? Or am I simply remembering incorrectly on how to acquire it?

The readme says: "Chocobuckle: Any chocobo (world map) Note: Use L5 Suicide after feeding them greens"

Is the Readme accurate and it isn't working, or was it changed/moved and the Readme not updated?

You'll still need to use Mimett Greens.

39
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-03 02:06:03 »
I've also been able to defeat the Powersoul Keeper pre Trine AI patch. It seemed to activate Trine on reaction to any action, even pulling out a hi-potion. I can confirm that it was epic, though it also ran into Tifa's lv 3 limit and triple reflect Quake 2. I can't see the average player getting through it, so I'm glad it was patched.

To confirm what selius said, yes, if you don't screw around too much and you have Tifa as a main damage dealer, you can get her to 6 limits by the end of Mt Corel. I've actually been able to consistently make this happen in 2 prior runs. It feels about as powerful as usual if you're stacking all the strength bonuses properly and getting the "Yeah". Sadly, I haven't had much luck this run with "Yeah." Mostly misses. Morph + Added Cut w/ Work Glove has done the majority of the work. Throw is still good vs unreachable enemies since chucking something at around 110 str will usually pop over 2k damage without care for barrier, miss chance, or intensive materia combinations. Leaves you free to go the fast while doubling up on materia growth.

That being said, it's been about even between full materia combo Tifa and tri-Reflect abusing Aerisths. With offensive rank-ups, they usually trade-off on boss destruction depending on the circumstances. In some situations, relegating Cloud to full Mystic Knight load-out has resulted in the fastest and safest boss kills (chaining Element, Added Cut, and Magic Counter with 3 of the same kind of magic materia, followed by Cover, Counter Attack, and Command Counter later on).

I'm having more fun with this than all the previous versions. :)

40
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-02 18:08:37 »
I completely forgot about the Odin targeting issue with Ziegfried. Tifa just got back up because of Grit, so I was like "huh, I guess you need Tifa for this version of Ziegfried," hahaha.

Cue a ton of :| emotes as Tifa proceeded to wail on all his 8000 something hit points.

41
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-02 03:00:10 »
I use Seal on cast, though the 22 MP cost makes you think before use on a low level run. I rarely use Added Effect due to the lower chance, but I'll go for it if I've got space on a tank. Cover, Counterattack, Seal + Added Effect.

It's just that, based on my experience with previous versions of NT, Mt Corel is filled to the brim with enemies that aren't immune to sleep. It really helped with morphing everything and cataloguing back before a database (or Proud Clod) was available.

I also did not find the Fort Condor runner in Cosmo Canyon. I just hiked it back.

42
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-02 02:28:44 »
I didn't realize it was an issue since by the time I'm at Costa Del Sol I'm eager to abuse Sleep. Now that you guys bring it up, though, I get the same feeling.
I'm not sure where in Costa Del Sol. Maybe in the villa? In the bathroom (lol)?

43
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-02 01:32:25 »
Were you using a someone like Tifa to hit them? If so, that's why morph misses. They are technically flying enemies so you can only morph them with long range weapons likes Barret's guns or Yuffie's shuriken/boomerang.
I was able to morph them with Tifa. This run I've decided to glass canon my way with Tifa and Aerisths so there is no mistake on my end.

EDIT: Go the fast.

44
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-02 01:29:39 »
they are not morphable. i spent over a half hour trying. no matter what morph always misses.

iirc in 1.4 it was the earliest you could get earrings too
I morphed them yesterday. I currently rock the earring and powerwrist.

Did you use Earth element and then try to Morph?

45
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-01 22:37:29 »
MP Plus materia (still?) sells for 560,000 gil.

Given that EXP Plus sells for 1 gil, I'm sure this is unintended.

46
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-01 17:32:29 »
You can buy dirty bombs in Wall Market, so the Grenade Combatants are not the earliest.

I have not encountered the ghost issue or the Honey Bee Inn make-up dialogue error.

47
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-01 02:30:49 »
I have not encountered the floor 63 glitch that Robo Jesus has.

EDIT: I don't know if this is intended and/or if it's just me, but the two commandos at the Respectable Inn both use Cid's model.

48
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-01 01:18:07 »
True that, though as it stands now its worth 1 elixir + 1 turn(action) ONCE per battle

Now that someone has mentioned it, I've been able to proc the innate more than once per battle. I've had it proc twice in a battle while in the 2nd reactor, goofing around in front of the save point before setting the bomb. This happened again while goofing off vs Eligor. In both cases I could tell because Cloud's MP went back up again despite not taking any action to restore MP.

49
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-06-22 07:52:00 »
Agreed, Mithrain. Hopes are high, and it'd be great to see some old faces back on here for New Threat's final form.

50
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-05-04 10:17:26 »
Not gonna lie, I had no idea this mod was balanced around Wait either. I've always kept the settings on Active and normal speed. There was ONE boss that I lowered the battle speed on because he was that horrible, but that's it.

For anyone who has time, what's the real significance between Active vs Wait (and I guess Recommended too, which apparently is not recommended)? I already know what it does, but strategy-wise, what's so important that it makes Wait the 'intended' setting?

It's been explained before, but for Active in general:
  • Active on faster speeds mitigates differences in ATB speed, such as via high Dex or Haste, allowing you to enter your action during enemy animations.
  • Time sensitive buffs like Barrier and Shield deteriorate constantly, thus benefiting fewer attacks. Enforces parity since this also goes for enemy Barriers and Shields. You can still Slow your own tank to extend the duration of buffs at the expense of actions.
  • Acts as a difficulty spike if you are slower to make commands; enemies take more actions than you as you think about your next action. Faster speeds just make the spike more frequent as you can be attacked more while you think.

Wait, on the other hand:

  • Wait can allow you to optimize the duration of time sensitive buffs by stopping them from deteriorating during animations, thus allowing them to benefit more actions.
  • Can also optimize turn advantage if you happen to have a faster ATB gauge than your opponent (again, like via Haste). Setting ATB speed to slow makes this easier to accomplish, but can also make dealing with enemy defensive actions a chore.
  • For animations that do not stop the ATB throughout, such as simple attack animations, you can abuse a free party member by entering a menu to prevent the ATB from moving during your actions. You can deny enemy ATB by trying to keep the ATB paused while your actions are queued. This also lets you take as long as you want to make decisions, making it the easiest mode to work with if you like having time to think.

For the most part, optimizing ATB speed, Wait, and using Active vs enemies with temporary buffs isn't necessary to beat the game. It's just an extra strategy that you can employ to swing things in your favor or make a disadvantage less severe. Recommended is not recommended, as you said, but it will do some of the work to extend the benefit of temporary buffs so that they benefit more actions. You can still use it and win.

Pages: 1 [2] 3 4 5 6 7