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Messages - Purazis

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-10-27 04:01:45 »
Always playing with Tifa instead of juggling characters to learn their limits and always playing with a EXP materia on her, the physical attacks now feels really good compared to my 1st playthrough. The new SP probably helps significatively as i'm at 6/8 on Cloud and Tifa on Gaea's Cliff (before Phrenia, others are at 3/8 or 4/8) compared to 5/8 Cloud at Northern Cave. Got Cid at level 33 and he was as garbage as i remembered physical characters being, but after getting levels on him and a few SP ranks he became pretty decent. Tifa, always my highest, was always -2 to +2 levels far away from bosses and usually -1 to +1 against major ones (too bad only got lucky at being the same level against Powersoul Keeper), so it's not like she is overleveled, using boss levels as a parameter, anyway. The weapon from the Gold Saucer date also probably gave that extra oomph from that point up to Icicle Inn, i remember being disappointed on my 1st playthrough because i picked Yuffie but i ditched her and her pretty strong weapon at the time because she had already got Limit lv. 3.

I retract from my previous position about physical damage.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-10-25 23:55:47 »
Doesn't the blacksmith only shows up after you get the Bronco, though ? Then again i just realized that you can probably skip Cosmo Canyon entirely without repercussion since the Buggy doesn't break up anymore. That said, if you go to the blacksmith right after getting the buggy (and the ore), he won't be there, which makes things awkward for new players in case he now shows up before the Bronco (i'd guess you have to visit Gongaga or kill one or both the bosses there), same for skipping Cosmo Canyon if it's possible, as most players will probably do it because they know it's the proper order.

Are long-range weapons supposed to be actual long range or just not have back row penalty ? When i went to fight the not-Illuyankas on Dark Cave they weren't hitting him, and i found strange because there is one for Red XIII in Wutai.

EDIT: Aeris' Seal Evil can paralyze the two 8 eyes enemy that protects the Megaelixir while other methods of paralyze won't work. Not sure if intentional.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-10-25 18:55:55 »
Yeah, it seems i dun goofed, tried at different plot times, but nothing. Should've try to get the encounter at the 1st opportunity i had access to the forest. Maybe i had Yuffie on my party while looking for the encounter, so it locked me out of it.

Anyway, few questions:

- Does the items from the blacksmith change based on plot progressin / disc / RNG ? I swear i got a Tifa and Vincent weapon before then now i got Gold Armlet / Heavy Ring.
- Can you date Cid (he denied me) ? Does the affection system affects if you get a weapon or not for your date pick ?

Random things:
- Revive gets your ally to 25% instead of 50% if used on menu
- Goblin Punch can't hit long range (not sure if intentional), same for long range weapons (not sure if it's just a shorter way of saying that it has no back row attack damage penalty)
- Limit Breaks are always non-elemental, regardless of elemental equipped, which makes damage LBs lackluster or straight up inferior to attack / deathblow (on a character/enemy that you probably won't miss)
- That feel when Zolom flushes your ass because your average party level is below 40 and you have no dank Alpha for Temple of the Ancients. Seems too high for no reason, maybe could be 35 so you can get it at a reasonable time even if you don't fight a lot of random battles.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-10-24 19:42:19 »
I fought a few encounters just after Mythril Cave and then 20+ after the Bronco. I think the Encounters OFF messed up with the Ziegfried encounter, because i was getting world map encounters with encounters deactivated and then i stopped getting them after going to progress the game, which made me remember i had turned it off when i was playing before. I'll check it out another time after i finish Cave of the Gi. Just to be confirm, is it supposed to be the 1st encounter or just RNG ? Because i'm 99% sure that i got on the 1st encounter during my 1st playthrough.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-10-24 18:19:13 »
Is there any bug related to Ziegfried ? I've gone literally through 20+ encounters and nothing. Maybe the game is mixing up the data from a different playthrough so it thinks i've already fought him on the new save file ?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-10-23 21:37:42 »
First of all I want to say BIG THANKS for this MOD. It is really really funny mod.

But... I have a problem when I finish Corneo's Mansion, I can't follow the game because when the three chapters must fall in the trap (Aeris, Tifa and Cloud) just fall Aeris and Tifa, Cloud doesn't fall on the sewer and the fight wit boss 3 can't start! . I repeat for 3 times pass this moment but I couldnt.....

Somebody can help me? Thanks a lot!

Download the latest installer and install over (nothing will happen to your saves). This was already fixed 1 week ago or something like that. If it's happening in the newest version, then report on this thread once again.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-10-21 18:29:08 »
Hello!
I think some of the lvl 4 limits sidequests are not working... I got Vincent's and caith sith but even with the "where is the thing" requirements I can't get Yuffie's and Red XIII.

Spoiler: show
I received the seraph comb and the key from Bugenhagen but the key doesn't appear in inventory and the door to the cave doesn't open.

I have the item needed for Yuffie's Limit, but  her father keeps saying something like "Go with them... and take their materia!"


Ps.: I'm at disc 3.
I'm sorry if it was my mistake, and, if this is the case, I ask for help in how to get those limits  :)

Thanks in advance!

Besides what the other lad said, Yuffie's Limit is in her dad's house (where you can rest), in the final room at the end of the corridor, not the Pagoda.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-10-21 15:18:18 »
Actually had the same problem. Didn't poison it either. If i recall correctly, even if you don't take any action, it'll softlock when it tries to take its second action. While we're at it, you can still skip the Reno, Rude and Elena fight during Midgar raid, not sure if it was supposed to be fixed or simply can't be fixed (ironically the guy who reported it in the past also thought it was intentional).

Bahamut-ZERO, Phoenix, and W-Magic came as mastered and it doesn't get AP like Underwater. Mime is 2 stars with 100k AP to master.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-10-21 06:31:21 »
Does anybody have any good general tips for this mod? I've gotten as far as the Chocobo Ranch and while I'm not having too much difficulty, I feel there are some things I could do that'd make things a bit easier or maybe more enjoyable.

Also, loved that bit with Yuffie in Kalm. That was a brilliant addition.

- Don't buy new weapons for all characters, only the ones you intend to stick with for a while or know that you will have to play with for story reasons
- Gravity is pretty good up until mid game when monsters becomes immune to it
- Most regular enemies and bosses have status weaknesses which makes them way easier
- Damage Enemy Skills should be learned as soon as you can, as they quickly loses their strenght due to their base power. L5 Suicide is pretty decent throughout the game, as long as you bother with Sense or trial and error, and specially useful on end game optional bosses
- Defense and m. def. are way more important than in vanilla
- Earth is very important because most bosses and relevant enemies are weak to it, so always have 1 or 2 equipped to get Quake 2 or 3 ASAP
- Aeris is pretty good for conserving MP/Gil with her healing staves (until your characters gets 2k+ HP)
- Summons ignores defenses and are guaranteed to cause their specific status effect as long as the enemy isn't immune to it
- Items that gives buffs and debuffs can be really useful, and to a lesser extent damage items
- Berserk is insanely strong, maybe not on early game, though, so never forget about this option

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-10-20 18:17:01 »
Where is this magical notepad? Is there a link / could you point me to where? Thanks!

It comes in the installer zip, inside documentation.

Spoiler: show


Frog Song: Touch Me (Gongaga Forest, World Map)

L5 Suicide: Mu, Chocobo Ranch (World Map)

Vital Hammer: Razorweed, Wutai (World Map) - Manip.

White Wind: Zemzelet, Junon (World Map) - Manip.

Big Guard: Beachplug, Corel (World Map - Beach) - Manip.

Stasis Lock:

Dragon Force: King Bub, Boss (Kalm Traveler)

Death Force: Adamantaimai, Wutai (World Map - Beach) - Manip.

Antipode: Ark Dragon, Mythril Mines

Laser: Deathclaw, Corel Prison (or Parasite, North Crater)

Matra Magic: Custom Sweeper, Kalm (World Map)

Bad Breath: Icy Oscar, Gaea Cliffs (or Malboro, North Crater)

Beta: Jemnezmy, Temple of the Ancients (or Stilva, Gaea's Cliff)

Aqualung: Garuda, Da Chao

Trine: Thundercracker, Mt. Nibel (first two screens)

Magic Breath: Malboro, North Crater

????: Jersey, Shinra Mansion

Goblin Punch: Boxer, Gongaga (trails)

Chocobuckle: Any chocobo (world map) - Use L5 Suicide after
   feeding them Mimett greens

L5 Death: Parasite, North Crater

Death Sentence: Gi Spectre, Cave of the Gi

Alpha: Midgar Zolom

Shadow Flare: Ultimate Weapon

Pandora's Box: Yahcobo (Kalm Traveller)

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-10-20 17:09:38 »
The descent to the final fight is messed up, the scenario gets replaced with Midgar Disc 1 FMVs for a bit on screen transition and whenever you go on and out of the menu. Same happens after the 1st Jenova fight.  It's nothing detrimental to gameplay, though. Also the save option isn't working after that fight (pressed Yes but nothing happened), probably related. Maybe if i waited for the FMV to finish i could've saved.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-10-19 23:01:02 »
I might have missed this, but has anyone posted a list of all the enemy skills / locations? Also where to get the 2nd (or 3rd) enemy skill materia? My enemy skill list feels barren right now and I can't figure out where to find the rest :/

There is a notepad "where is the thing" where it has such list, except one or two that aren't updated, but they're end game. There is only 1 E. Skill in the game so people actually have to put some effort into the materia setup.

Resist has the drawback of being expensive to cast and preventing beneficial statuses.

For me the only drawback of Resist is when you can't finish the boss fight before your Wall wears off or just a bit after that. On top of my head only 3 fights (only Red Materia and last boss left) made me consider or actually use an Added Effect protection instead of Resist. Then again i use the ATB wait trick as much as i can on slowest or medium speed to get the maximum time out of Wall, aka, only confirm the action in queue after the previous attacks animations already happened or simply only use the 3rd character to heal or remedy when needed because i have a high dex char getting 2 to 4 turns over the enemy, not that it's a big deal, but it's something to consider because maybe the average player isn't as much of a "tryhard".

If Resist had a deBarrier or a haste dispel effect, now that's what i'd personally call a drawback.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-10-19 01:53:25 »
Can't learn Blaster from Tsarcat, the character does an animation when getting hit but there is no damage (i think that's normal, can't remember from Mimic's fight) and i don't  get dual or haste (no status resistances on my characters). Is there anything else when you get outside of Dark Cave ? There is a mention of something missing, but i went to Dio and explored a bit of Midgar and talked to some NPCs, but nothing. Also didn't get Mystile there.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-10-16 20:50:28 »
If you save after the 2nd boss on Dark Cave and load the file, you won't be able to climb the tower. The door is graphically open, but there is an invisible barrier. Where is Yuffie ? She is the only left and i talked with everyone and went everywhere.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-10-16 15:40:09 »
The Junon League NPCs vanished. Is that supposed to happen after you win all leagues ?

Started the Dark Cave and for some reason all the enemies in the 1st area turns into white blob and instantly dies at the beginning of the fight, even the supposedly first boss. After that up to the 2nd boss it was fine.

The notepad mentions a Letter to SOLDIER sidequest that starts with the Accessory Vendor in Junon, but i assume that was dropped/removed as there is nothing unusual happens and the NPC on Highwind doesn't mention it either.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-10-16 13:00:49 »
Yeah, Attack can be viable on boss fights, but you still have to deal with +50% physical damage (in other words, usually more MP and turns burnt on healing), which is specially annoying for Tifa given that you will face party-wide physical attacks, misses for Cid and the low HP for Yuffie against high acc spells. Obviously nothing major, but as you said, it really is overshadowed by magic.

On regular fights it's simply too annoying, as there get to a point where you have to escape battles where enemies aren't weak to your equipped elemental and fighting without a elemental with anything besides Yuffie or Tifa using Deathblow+Added Cut, as anyone else i felt like didn't hit often enough, means you only have 2 party members instead of 3. Maybe reduce regular enemies physical defense on discs 2 and 3 areas so elemental attack isn't a must-have to do anything more than tickle to the enemies. It's possible that i'm over reacting about regular enemies (except on disc 2 Midgar Raid and Northern Crater, but i assume this last one was designed around you fishing for specific encounters and avoid everything else or simply turn battles off), as discs 2 and 3 have little and short areas, but i was always trying to check out every regular enemy i could find to see the changes and difficulty, so maybe it's not a big deal for the average player.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-10-15 20:33:37 »
My Carmine Weapon isn't spawning with its eyes nor do they spawn/awaken mid-fight (then again it was only 3 min ingame time). Latest patch (yesterday).

While we're at it, my feedback/random thoughts about the mod now that i've played most of it:

- Magic vs Attack

I understand that the point of magic being superior because it costs MP, but right now Attack is simply too far behind during the main game. It can only relatively catch up before the transition to the tier 2 and tier 3 spells and only with elemental equipped, aside from the 1 to 3 cases where you get a weapon that is clearly ahead of the curve. Late game you even get Contain and Comet (maybe MP Turbo and MP absorb too, can't remember) through the main story while you probably have to grind for mug, 2x-cut is behind aditional content that you're not sure when you should fight so i imagine it's easy for people to ignore it until they unlock the limit 4 sidequests (even then i imagine it's too annoying to fight Cait-Sith Tank without several Added Effects).

I'd say up to Corel/Gongaga it's fine both on regular fights and boss fights given enemies HP and your MP pool, but after that enemies get too much HP compared to the physical damage output, Elemental materia becomes a double-edge sword, mostly because virtually every area having both  flying and heavy enemies, those two points combined also makes gravity heavily outshine Attack (doesn't require any M.Atk stat) and for last your MP getting high enough that you can go through one save point to another without wasting your entire mana. On disc 2 and 3 i fought most story bosses with 2 mages and was required just a few osmoses/ethers before the fight was over, and it was definitely worth over Attack or Deathblow+Added Cut. Even the endgame sidequests probably requires at the very worst 2 turbo ethers.

By endgame you can farm turbo ethers on the pots if you ever need and get W-Magic almost for free, as if Contain wasn't already overkill by itself. Meanwhile if you want your attack to catch up you have search for the material through several sidequests and deal with the annoyance of morphing material for the ultimate weapon. I may sound pissed, but it's just my way of getting my point clear, so sorry if i sound agressive.

- Buffs/Debuffs/Counters/Tank and Spank

You have played BNW, so this makes things easier. What i find interesting about BNW is that bosses have a chance to counter specific commands/spells and will buff/debuff/dispel based on a global combat timer (and not their turn), which is something it lacks here. I only found counters to Limit Break on Northern Cave and Deathblow on the Reno and Rude fight on Gelnika It makes combats more interesting because it requires some degree of decision making. On Brave New World you can have the right pieces put together and still die because you went greedy, took the wrong decision or straight up got bad RNG, which is relatively rare, but it's entertaining and makes battles intense. On New Threat you can simply Haste+All, Barrier+All and Slow (if the boss isn't immune) and instawin most story bosses just through good old tank and spank, using the strongest attacks and healing when low on HP (god bless white wind, by the way) like on "any" vanilla Final Fantasy. The only ones that i felt actually threatened by death even with the right setup were Curator and Abyss (my setup probably wasn't the greatest, but it wasn't bad either), which i felt was on a whole new level compared to the bosses found on the other paths, then again the Ribbon reward is probably the reason.

On the other hand NT is much more challenging on the preparation to fight and figuring out the proper setup, it really feels like a puzzle game, specially at end game, but the main story had a few good ones like Gi Nattak, Pagoda 1v1s, Huge Materia train enemies (in this case the proper setup to kill them in time, but then again i was being stubborn with a garbage party), Reno & Rude on Gelnika.

I'm throwing this thought just in case, but i'm aware that there may be several reasons for that, like Materia system x Class system, 3 members instead of 4, battle mechanics, specially regarding time, differences, making the mod more acessible as somehow there are people who managed to beat BNW but yet struggled and gave up on NT, etc etc.

- Tranquilizer / Back Row 50% damage reduction / ATB wait "trick"

I feel like through the main story the damage was balanced around the players not using any of those. The damage always felt really low. Wouldn't be better for balance if you remove tranquilizer (and remove the property to cause sadness from any attack that has it) and reduce the back row mitigation to 25% instead of 50% ? Hopefully in the future you or someone in the modding community manages the same sorcery they did with BNW ATB wait/active system (i have yet to play the FFX "ATB" version) so it makes things easier to standardize

God tier mod. My only complaint is that this can't be emulated so i'm forced to watch animations and talking instead of fast forward, then again i'm sure someone will get triggered by this comment. The quality of life additions like cutscene skips, fast tents, extra shops and save points kinda makes up for it.


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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-10-11 21:08:31 »
Is there any way to know if an enemy is inflicted by dual-drain status, or if it's immune to it, for that matter ? I've killed two of them extra fast on lower-left path compared to the one pre-split, but i didn't use Flare on the pre-split, so i'm not sure if Sega was messing with HP and forgot to change back (that happened to Elena in the past, according to himself), if it's dual-drain working its magic or if it's intended, as the steal spreadsheet has the lower-left tonberry with morph/steal/drop swapped around.

On another note, i've read about steal being insanely hard on North Crater enemies due to the steal formula. Out of curiosity, what are the odds of getting a steal without gloves on a level 99 as i don't know their level and it's obviously above 99 ?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-10-09 20:20:14 »
Is there any actual strat to beat Curator ? I've searched here and on ID forum but found nothing. I've beat it through Shield abuse and burning 13 turbo ethers (2 mages for DPS) and 9 megaelixirs (4 or 5 of them to heal after rainbow beam), but it felt unsatisfying. The only video on YT is from april and it seems like it's way weaker with its attacks, but maybe the person focused on defense with his ranks. How does it compare to disc 3 extra bosses ?

Is there any reward for beating it (i assume no, given the no missables objective) or should i load the save prior to the fight to save my consumables ? I didn't get any key items that the guy on the mentioned video got and Curator respawned after i left the room he was blocking, it must be intentional, but mentioning anyway just in case.

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