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Messages - Danstorm1

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
« on: 2023-10-28 03:18:30 »
Doing a new playthrough cause there's been a few updates and I just want to. Out of curiosity, how much did the limit break kills get reduced? The beginner hall in Junon lists them as the same as far as I'm aware.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
« on: 2021-06-06 02:09:47 »
Loving the mod, is there any chance you could update the docs for B type? It seems like some things are in different locations or different bosses replace things that they drop from, I don't want to accidently miss out on anything.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
« on: 2021-04-16 21:04:35 »
Hey I was just wondering, I'm playing on type B, and the Sample never used Matra Magic, is it missable? I waited and defended multiple turns and it was never used, laser was though. It kinda sucks cause now theres not much early game AoE besides all materia which is locked to 1 use at the moment.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.96)
« on: 2021-04-14 18:45:46 »
I have a question, I picked up a new computer recently and was wondering if this works with a cloud save? Like If i had a NT save on one comp and can access the save from another will it work properly?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-01-26 03:25:45 »
It's getting a tune soon because its counter-heavy setup is a bit of a pain to deal with and slows things down.

Way the torso works is, that the lower its HP becomes the more likely it is to counter-attack against damage with one of its counter-abilities (and to use Lapis Laser on its actual turn). So one thing you can do there is hold off on attacking if you need to recover your group as it'll deny counter-attacks until you do start attacking again.

Zeta Emission is the last counter to get used and it inflicts Dual-Drain (reverse-regen). Protecting your three party members from that status would make the last part of the fight less risky. Two of the counters are also bolt element so that should be worth trying to guard against.

Before attacking, I would go through the 3 following checks:
1) Everyone is at good HP
2) MBarrier is active on everyone
3) At least one of your party has a turn ready to go in case of a Lapis coming out and you need to fix things up

For some extra insurance, you can go for a heavier counter setup yourself with Counter Attack, Magic Counter, and Command Counter. Then when you've dealt with the arms, you can lean heavier on counters proccing from Lapis Laser rather than attacking directly as your counters won't trigger his counters. Magic Counter with a Bolt3 or a Cure3 would be nice to have, or CMD Counter on Deathblow as the torso has no evasion and it should land frequently.

One last thing is to save powerful attacks for the last push on his HP; at 25%, he'll change to the Zeta counter and the rate will be 100%. That's when you'll want to make your attacks count the most to finish the fight up. If you use things like Summons or powerful attack items earlier, or if you use Limit Breaks before then, you might find yourself in that nastier part of the fight for longer which is riskier.

Wow, thanks for the response. Quick and very detailed. I was trying to figure out if the zeta was in response to limit breaks or not, but that makes sense. I appreciate that your very responsive to this thread, Thank you!

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-01-25 21:03:11 »
Really enjoying this mod, I love its progression system, it makes the characters feel more distinguished and feels really balanced.

I've made it all the way to the Underwater Reactor without too much trouble, but I have gotten stuck at the Carry Armor. I can clear out the arms pretty easy, but after that it just does too much damage to quickly for my party to beat it. My setup for the fight is Physical Tank cloud, fast attack tifa, and magic Yuffie. I'm not clear on what I'm supposed to do, because it seems like if I do anything but attack, including limits, it counters with a strong attack. My party is around lvl 53. Any tips?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2020-09-08 04:08:31 »
I'm playing on the latest 2.0 release and I'm having an issue where in dungeons, (i.e Materia Cave, Cave of the Gi, Mt. Nibel, and the Shinra Mansion) I am not getting ANY random encounters. I've tried using enemy lure or enemy away materia and the result is the same, no encounters whatsoever. Bosses still work so I can progress the story still, but I am slowly getting underleveled and feel like the dungeons are far too easy because of this. I tried searching for a fix but with 416 different pages of replies its a little difficult to pin anything down.

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