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Messages - Kevinhb7p

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1
Hi.
I'm enjoying a playthrough of FF7 with the gameplay tweaks mod, setting the enemy HPx5 and Speedx20. I wanted to try it to experience the vanilla combat but with more difficulty (after trying the other difficulty mods). A problem that I encountered is that enemies are left without MP too fast because they have more turns and the battles are longer because of the HP. Also, a Enemy damage multiplier could be pretty nice, but I don't know if it's possible.
It's possible to add this features?
Also, enemy lv99 will only add a little to the damage and hit% calculations right? Because I don't think that the enemies have a lvl growth table. I activated the enemies to lv99 and I don't feel a difference.
Thanks!

2
Thanks for your help!
Have a good weekend  :)

3
Hi.
I've already beaten NT 2.0 and it's pretty good. Now playing 1.5 (arriving to Corel). I usually don't like difficulty/gameplay mods because they just bloat stats, this is balanced and interesting.
But I have a question. Did you tune something about VIT, SPR and defense calculations? Because in the OG 255 defense gives 50% damage reduction (the theoretical max of 512 gives 100%, Ruby has 498 I think), so you get approximately 10% damage reduction every 50 defenses, which is pretty worthless compared to other stats (every 50 dex is like haste and even the basic attack multiplies by 16). I see that the character stats choices have a mix of VIT and SPR, and a lot of guides of NT recommend paying attention to those stats. So, my question is, did you modify how the damage reduction is calculated? I didn't find anything about it in the documentation.
Thanks for your responses and for this awesome mod! 😎👍🏻

4
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
« on: 2023-09-13 18:16:45 »
Hi. This is really an awesome mod and seems pretty balanced.
I couldn't find more info regarding limit breaks, to plan my party and builds in advance. So I used a save editor to unlock anything and take notes.
There is some information missing in the descriptions. Aerith limits doesn't state if they affect all, I added it to the Level 1 limits because I tested it. Vincent shows the stat modificators but I don't know if the formula of attacks themselves changed from the base game. I don't know if you altered anything from the Cait Sith limits, besides the change stated in the documentation.
I assume that when it says "Mag" it means that it scales fully with the Magic stat and not that it's just magic damage that scales with strength, is this correct?

I will copy here the notepad I wrote. Also here's the link if want to download and add it to the documentation (that will be great, if you also add this missing details). No need to mention me or anything. Thanks for this splendid work!
Link: https://drive.google.com/file/d/1_uto7_qkPpP0zwnspQfpR48On8fS28wl/view?usp=sharing

Text:

Limits

- Tifa -
All physical.

Level 1
Beat Rush: Base 20
Somersault: Base 24

Level 2
Waterkick: Base 28
Meteodrive: Base 32

Level 3
Dolphin Blow: Base 36
Meteor Strike: Base 40

Level 4
Final Heaven: Base 70

- Yuffieh -

Level 1
Greased lightning: Base 52, inflicts Slow
Clear tranquil: Restores 25% MP and Poison/Silence/Blind

Level 2
Landscapper: Base 62, Mag, Inflicts Slow, All
Bloodfest: Base 10, x10 hits

Level 3
Gauntlet: Base 70, Mag, Inflicts Slow, All
Doom of the living: Base 12, x15 hits

Level 4
All creation: Base 180, Mag, Revives KO'd allies

- Vincent -

Level 1
Galian Beast: Fire, Def +20%, Dex +50%, MaxHP +30%

Level 2
Death Gigas: Bolt, Def +50%, MDef -70%, Dex +20%, MaxHP +100%

Level 3
Hellmasker: Poison, Def/MDef +50%

Level 4
Chaos: Edgy, Def/MDef +100%

- Barret -

Level 1
Big shot: Base 58
Grenade bomb: Base 54, All

Level 2
Mindblow: Base 60, Mag, Inflicts Confu/Berserk
Hammerblow: Base 70, inflicts KO

Level 3
Satellite beam: Base 70, Mag, All
Angermax: Base 10, x18 hits

Level 4
Catastrophe: Base 30, Mag, x10 hits, Ignores Def

- Red XIII -

Level 1
Sled fang: Base 48, Drains HP
Lunatic high: Grants Haste and Evasion%

Level 2
Blood fang: Base 70, Drains HP/MP
Stardust ray: Base 10, Mag, x10 hits

Level 3
Earth rave: Base 35, x5 hits
Howling moon: Grants Berserk, Wall, Haste, ATK+

Level 4
Cosmo memory: Base 144, Mag, Fills Limit gauges

- Cait Sith -

Level 1
Dice: Random damage

Level 2
Slots:

- Cid -

Level 1
Boost jump: Base 52, inflicts KO
Dynamite: Base 48, All

Level 2
Hyper jump: Base 70, inflicts KO, All
Dragon: Base 60, Mag, Drains HP/MP

Level 3
Dragon dive: Base 27, Mag, x6 hits, inflicts KO
Big brawl: Base 28, x8 hits

Level 4
Highwind: Base 12, x18 hits

- Cloud -

Level 1
Braver: Base 52, Lowers Def/MDef by 5%
Cross Slash: Base 48, inflicts Paralysis

Level 2
Blade beam: Base 55, Mag, Spreads
Climhazzard: Base 70, Lowers Def/MDef by 10%

Level 3
Meteorain: Base 24, Mag, x6 hits
Finishing touch: Base 70, inflicts KO

Level 4
Omnislash: Base 17, x15 hits, Auto Crit

- Aerith -

Level 1
Healing wind: Restores 50% HP, entire party
Seal evil: Base 16, inflicts Silence/Stop, All

Level 2
Breath of the earth: Restores 50% HP + Status
Fury brand: Fills Limit gauges

Level 3
Planet protector: Grants Wall/Regen
Pulse of life: Fully restore + Revive

Level 4
Great Gospel: Fully restore + Peerless

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