Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 5319797 times)

aquecoucou

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3050 on: 2016-03-31 12:23:49 »
@aquecoucou
Get a character to an odd level. Otherwise, consider draining their MP to 0 first. I don't recall if they were vulnerable to transform, silence, or berserk, but those are worth a shot, too.

You can also tank the attack with 2 star elemental materia + any holy.

Barring all that, if you still want to push through, assuming you have enough Ink, you can fury them and hope they miss.
I'm pretty sure both Cloud & Yuffie were at lv 51, I guess I didn't check the proper save then :o

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3051 on: 2016-03-31 16:19:28 »
First off I want to say how great I think this mod is, I haven't had this much fun with this game in quite awhile. Now I am not sure if this is a common problem or not but in Mt. Nibel I have been trying to defeat the "Powersoul Keeper" and I just simply cannot beat him no matter what I try. He continuously uses "powersoul charge" over and over again and I cannot damage him since he keeps restoring his HP. He isn't killing me really, but he just keeps spamming powersoul charge and I just can't seem to find out why. If someone could help me out I would appreciate it very much.
Personally I find Poison helps counteract the healing he does each time he uses Powersoul Charge. Keep in mind once he goes Berserk that Poison ticks for 0 Damage. I find Earth=Elemental or Titan=Elemental in a Longe Range character Weapon such as Barret or Yuffie can help chop his Health down (Yuffie seems to have good success rate with Deathblow).

I personally found that slowing him down while Death Sentence ISN'T running can give you a bigger window for going on the offensive and that leaving his Haste buff alone when it is running means Death Sentence doesn't last too long.

One thing to be wary of is when he drops below 25% Health (6750 HP) as he will gain a noticeable damage bonus and this is where I save my ALL Materia charges for Barrier so that there's less chance of being absolutely wrecked. I also recommend that once he goes Berserk, wait until Death Sentence runs out before dropping him below 25% Health otherwise he'll be able to absolutely rip through Barrier + Back Row + Sadness.

This is personally what worked for me but if you find something better then let me know, this mod is actually making me try different things besides Time=Added Effect spam.
« Last Edit: 2016-03-31 16:33:04 by Skirmish »

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3052 on: 2016-03-31 16:24:34 »
One thing I have noticed when playing through this mod is throughout Disc 1 on the Main Western Continent (Costa Del Sol, Corel, Gongaga etc). Antidotes seem to be somewhat lacking, I checked the item shops and Gongaga, Cosmo Canyon, Nibelheim and Rocket Down seem to all be out of Antidotes. Was there a shipping error or is there a reason they aren't that readily available for purchase?

penetrice

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3053 on: 2016-03-31 17:20:24 »
I'm having trouble with the tyrant on the way down in the crater and was wondering if you could give me any tips on beating it.  I have no problems during the first phase of the fight, and then it uses overthrow and starts 1 shotting my team, even with them all being backrowed/tranquilized.  On top of that it gains shield to absorb earth, which is how i've been doing most of my damage to it.  Is there a specific strategy to use that im not seeing? Like do i have to dispel it or something :O?

FifulX

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3054 on: 2016-03-31 17:57:49 »
Leftover Opts in sunken Gelnika cause a zoom in softlock. I do not know what was the trigger of this, potentially one of its skills.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3055 on: 2016-03-31 18:09:00 »
If you play with a dispel materia, remember to slow him again after each dispel, it will delay its next powersoul charge. Remember that his damage is x2 for each status, meaning if you can't tank it while it's slowed + poisoned you gonna have a hard time damaging him over his heals. If you still can't beat him, rethink your party the following way :
-One mage who can cure when needed and then spam Quake 2
-One STR char who can haste/slow/barrier/dispel when needed, and then attack each turn
-Either a second STR char whith elemental + Titan linked in his weapon (if you agree to play with summons) or if you play her, Yuffie with the same setup, a high %attack weapon and spamming DeathBlow under haste.

It's actually 2x for Critical/Near-Death status, and 4x for Death Sentence; Master Fist is the one that gives 2x for negative statuses. I don't think enemies can enter near-death status though. Having him slowed/poisoned won't increase the damage he deals, so use those freely (just remember that Slow will make the Countdown tick slower as well).

I can't find any information about the "L2 Holy" attack.

It's used by cuahl when defeated (in Gaea's cliff). The problem is that it instant one shot my whole party. MBarrier doesn't seem to reduce the damage, reflect doesn't reflect. In Vanilla cuahl has two differents attacks depending if you hit with physical or magical. Going full physical or full magical still results in a L2 Holy at the end :\

It's a holy-elemental attack, so you can defend against it using Restore/Revive + Elemental in your armour. But this reminds me of a issue someone raised about the Level Synch where it would make some Level-based attacks always hit; I'll change it in the next patch.

I noticed that the fight against Tseng in Rocket Town is a little bit weird. For some reason, he started shooting himself, and getting extra turns just to shoot himself. Is that intended or is the AI bonkers?

The AI is going bonkers. I'll get Tseng's terrible aim fixed in the next patch.

One thing I have noticed when playing through this mod is throughout Disc 1 on the Main Western Continent (Costa Del Sol, Corel, Gongaga etc). Antidotes seem to be somewhat lacking, I checked the item shops and Gongaga, Cosmo Canyon, Nibelheim and Rocket Down seem to all be out of Antidotes. Was there a shipping error or is there a reason they aren't that readily available for purchase?

I'll contact the manufacturer and get some more ordered in for you.

I'm having trouble with the tyrant on the way down in the crater and was wondering if you could give me any tips on beating it.  I have no problems during the first phase of the fight, and then it uses overthrow and starts 1 shotting my team, even with them all being backrowed/tranquilized.  On top of that it gains shield to absorb earth, which is how i've been doing most of my damage to it.  Is there a specific strategy to use that im not seeing? Like do i have to dispel it or something :O?

Tyrant has an enrage mechanic wherein his stats will steadily rise as the battle goes on and he'll use Overthrow to give himself some serious buffs. Every three turns, he'll use Rising Rage which has no effect in itself but will add +1 to a counter he has for Overthrow. When this counter is at 4 or more, the next physical or magical attack you make against him will trigger Comet3 followed by Overthrow. This puts you in a bad spot because you'll need to heal up from Comet3 but also do something about the buffs he just gave himself.

Overthrow gives Fury, Haste, Shield, Berserk, and Lucky Girl/Auto-Crits all of which can be Dispelled otherwise use Debarrier to get rid of Shield and Slow to get rid of Haste. Some of his attacks can be defended against; Protect Vests will halve the damage of Comet3 (Shoot element), while Shadow Flare can either be nulled/absorbed with the Hidden element (non-elemental Materia + Elemental in the armour, or a Relic Ring/Guardian Ring/Escort Guard) or Reflected back at him.

Leftover Opts in sunken Gelnika cause a zoom in softlock. I do not know what was the trigger of this, potentially one of its skills.

I think I missed that one; I'll fix it this time.

Edit: Patch is up, 31st March scene hotfix.
« Last Edit: 2016-03-31 18:34:30 by Sega Chief »

penetrice

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3056 on: 2016-03-31 18:43:13 »
Ah ok, finally got him down  ;D .  Great fight!  Also noticed when i got to the bottom of the crater, the npc that is supposed to teleport you to the highwind gives 3 options: save game, return to highwind, and maybe later.  In actuality you can only choose between the latter two, but the return to highwind option actually leads you to save game, and the maybe later option returns you to highwind.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3057 on: 2016-03-31 18:46:51 »
Ah ok, finally got him down  ;D .  Great fight!  Also noticed when i got to the bottom of the crater, the npc that is supposed to teleport you to the highwind gives 3 options: save game, return to highwind, and maybe later.  In actuality you can only choose between the latter two, but the return to highwind option actually leads you to save game, and the maybe later option returns you to highwind.

He's sly like that. I'll get his options fixed.

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3058 on: 2016-03-31 19:45:28 »
Just wondering, are SP capped at 255? I'm currently going through the game without using any sources and was wondering how the cap would impact my ability to increase my stats incase I change my mind.

Potential idea:
If the game can check who's ranked up, could something be added to check if someone has gone through the game without the use of performance enhancing drugs... er, I mean Sources. There have been a couple of annoying enemies but I'm still clean.

Question regarding a certain enemy: In the Temple of the Ancients Clock Room, down the VIII path there is a chest with a Megalixir and 2 8-Eyes. I was able to defeat them through use of Laser and Demi spam and having Characters Max HP at an odd number but they seem rather tedious to fight, they attack with that looks like Max HP based attacks but nullifying/absorbing Gravity seems to have no effect on them. They are also significantly faster than most other enemies, counter-attack everything and are immune to alot of status effects, is there a simpler trick to beating them that I am missing?
« Last Edit: 2016-03-31 19:47:27 by Skirmish »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3059 on: 2016-03-31 21:00:01 »
Way it works is, you spend 100SP to get a Rank which translates to:

+5 Sources for every stat
+10 Sources for three stats (choice of four combinations)

So:
Key stats: +15
Sub Stats: +5

And you can get 8 Ranks, so you need 800SP for each character to max them out. 255 is just the limit of how much SP can be stored; the var can't store a higher value than that, unless I use a bigger one which takes up more space.

The game can tell who has how many ranks to an extent; a variable tracks what rank the character is on so this could be used to trigger alt encounters, AI, etc.

The 8-Eyes can be hit for significant damage using the Leviathan summon, or as you mentioned Gravity magic. I could make their attacks Gravity-based too if that helps.

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3060 on: 2016-03-31 21:35:31 »
So I won't actually lose out on the ability to gain stats, just i'll have to grind more to make up for the SP I wouldn't be getting due to being at the 255 cap. Good to know I won't permanently lose out even if it means more effort in the long run.

So the game could identify every character being at Rank 0 at a certain point then. Or is Rank 1 the lowest? Either way let me know if you'll consider doing an alternate event based on lack of drug use (Sources are the street name for Drugs, we all know it).

I haven't done the Wutai part of the game so I won't have the Leviathan Summon. My issue with the 8 Eyes isn't so much their Non-Gravity Max HP based attacks but their speed, constant counters and no real way to Crowd Control them. Rather than straight up call for a nerf, I ask you review their attacks and AI and make any changes if you feel it would be appropiate.

eXistenZe

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3061 on: 2016-03-31 21:50:15 »
Cof cof updated iro cof cof...
Or an easy way to apply the exe patches to the hiro (no extract allowed with 7zip).
Can't wait for the 7th heaven update. Hope there is no incompatibility with the other mods...

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3062 on: 2016-03-31 21:59:07 »
Either way let me know if you'll consider doing an alternate event based on lack of drug use (Sources are the street name for Drugs, we all know it).

Whose to say I haven't already?

Cof cof updated iro cof cof...
Or an easy way to apply the exe patches to the hiro (no extract allowed with 7zip).
Can't wait for the 7th heaven update. Hope there is no incompatibility with the other mods...

Oh yeah, the IRO needs done. Alyza is going to update the catalog IRO once things are settled down, but I reckon the game-busting ones have been ousted (and she's busy at the mo). I'll update the makeshift IRO in the meantime.

aquecoucou

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3063 on: 2016-03-31 22:12:27 »
Way it works is, you spend 100SP to get a Rank which translates to:

+5 Sources for every stat
+10 Sources for three stats (choice of four combinations)

So:
Key stats: +15
Sub Stats: +5


Actually, it's +5 for every stat, +10 for 2 stats and +5 for a third stat which results in 2 stats at +15, one at +10 and others at +5. Btw, when thinking about it, it's sums up at 8*9*55 = 3960 sources. Thanksfully it's in the long run because pressing 4k times the same button to increase stats would have driven us insane ^^

Now that I know there might be an event for running the game at rank 0, I already know what my next run will be seeing how great the fort condor battles reward is if you don't miss any out.
« Last Edit: 2016-03-31 22:14:52 by aquecoucou »

FifulX

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3064 on: 2016-03-31 22:13:55 »
I was wondering what sort of damage formula is used for the "Attack" command, as it seems very underwhelming. Everyone on my team, including Cid (whose magic is like slightly over 1/3 of what his STR is) does more damage with level 2 spells than Attack. On the other hand the Deathblow also misses too much to be reliable physical damage. Is magic meant to be the 100% time go to, or is my gear just weak (strongest weapon I currently have is apocalypse) and I'm struggling with the Pearl Weapon and the four materia caves, I got close to killing King Bomb once but I ran out of ethers and perished a long death.

On another note, it's not possible to select the "do nothing" option when talking to the Corel NPC that teleports you into saucer areas with the gold ticket, so you always have to trek back if you by mistake talk to the NPC or decide not to go to the saucer.
« Last Edit: 2016-03-31 22:18:05 by FifulX »

aquecoucou

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3065 on: 2016-03-31 22:25:30 »
I was wondering what sort of damage formula is used for the "Attack" command, as it seems very underwhelming. Everyone on my team, including Cid (whose magic is like slightly over 1/3 of what his STR is) does more damage with level 2 spells than Attack. On the other hand the Deathblow also misses too much to be reliable physical damage. Is magic meant to be the 100% time go to, or is my gear just weak (strongest weapon I currently have is apocalypse) and I'm struggling with the ...

If you compare Attack to a spell, you have to compare it on an enemy who isn't weak to your spell used. Else if you use the weakness, use elemental + magic materia to compare. STR chars are handy for many situations, not only to Auto attack. Taking the Cid example, you can build him STR/LCK which will catch up the magic damage by critting. There are a lot of good materias for STR oriented characters and keep in mind they will have way more HP since they don't have any magic materia equipped.
I don't know your setup so I can't help you much more but I might suggest you getting Cover, two or three Counterattack materias on Cid, link a deathblow with command counter and such on. I'm unsure if it's possible on NT but Steal (level 2) materia + Added cut should allow you to hit twice a turn (I'm also unsure if x4 materia is available, if it is, x4 will be better ofc)
« Last Edit: 2016-03-31 22:42:57 by aquecoucou »

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3066 on: 2016-03-31 22:33:33 »
Actually, it's +5 for every stat, +10 for 2 stats and +5 for a third stat which results in 2 stats at +15, one at +10 and others at +5. Btw, when thinking about it, it's sums up at 8*9*55 = 3960 sources. Thanksfully it's in the long run because pressing 4k times the same button to increase stats would have driven us insane ^^

Now that I know there might be an event for running the game at rank 0, I already know what my next run will be seeing how great the fort condor battles reward is if you don't miss any out.
I will say I've been very impressed with the Fort Condor rewards. Everything so far has been useful and if I haven't missed anything then I've just done Fort Condor Battle 11 for Remedy x10, just after waking the Sleeping Forest with the Lunar Harp in Bone Village.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3067 on: 2016-03-31 22:41:06 »
Actually, it's +5 for every stat, +10 for 2 stats and +5 for a third stat which results in 2 stats at +15, one at +10 and others at +5. Btw, when thinking about it, it's sums up at 8*9*55 = 3960 sources. Thanksfully it's in the long run because pressing 4k times the same button to increase stats would have driven us insane ^^

Oh, is it? Whoops. I can't even remember my own nonsense ^^'

I was wondering what sort of damage formula is used for the "Attack" command, as it seems very underwhelming. Everyone on my team, including Cid (whose magic is like slightly over 1/3 of what his STR is) does more damage with level 2 spells than Attack. On the other hand the Deathblow also misses too much to be reliable physical damage. Is magic meant to be the 100% time go to, or is my gear just weak (strongest weapon I currently have is apocalypse) and I'm struggling with the
Spoiler: show
 Pearl Weapon


On another note, it's not possible to select the "do nothing" option when talking to the Corel NPC that teleports you into saucer areas with the gold ticket, so you always have to trek back if you by mistake talk to the NPC or decide not to go to the saucer.

I'll fix that NPC. As for Attack, you need to make some preparations to beef up your physical damage output. Consider using some of the following:
-) Elemental Matera + [Element] in the weapon, 2x damage
-) Added Cut + Command/Spell for additional damage (Deathblow and Mug are the common ones, for a makeshift 2x-Cut).
-) STR boosting equipment: Power Wrist, Gigas Armlet, Edincoat, anything that raises it.
-) Front Row for short-range attackers (Back Row imposes a 50% damage penalty to physical attacks).
-) Counter Attack and Command Counter can be used to generate more free physical attacks.

Another thing to consider is the defence of the enemy; some will have noticeably higher physical defence or magical defence. Pearl Weapon has 200 Defence vs 170 Magic Defence, but both these stats drop to 55 when his chest-plate opens for his big attack. Put a non-elemental Materia like Barrier or Cover or something into Cloud's weapon and then combine it with Elemental for 2x damage (doesn't work for his Limits, which use separate formulas/elements).

The general balance of Physical vs. Magical is that physicals are fast-animation and cost no MP while spells take some time + MP to use. Physicals though can generate more hits overall and have the ability to land 2x damage from criticals, with stacking counter attacks, command counter, Added Cut, 2x-Cut/4x-Cut, and Limits. It's easier to build the STR stat as well thanks to the Weapon value adding onto the character's strength.

Where Magic comes in is with the versatility that's available at a given time and it's higher damage overall. By contrast, the support Materia for Magic isn't quite as potent. Quadra only doubles the damage output because it halves the base damage dealt with the drawback of only being effective for as many charges it has (5x max), while MP Turbo and Magic Counter can both drain MP at a quick rate. I think the potential damage is higher for Magic though, which is the way it should be. There needs to be a pay-off for using that MP and setting up all the Materia for the spells.

I've been told by some that physical attacks are too strong but then other players will tell me that Magic seems to be the end-all. In the vanilla game, there is a definite point when physical attacks will outstrip magical ones and it's based on Level and the availability of Materia that will multiply it's damage output. In NT, Level gets synched at 44 and those Materia are shuffled around a bit with all the equipment changes so I'd say it's in constant flux; there'll be times when physicals have an edge but others when magic has it. It depends when you unlock stronger spells, find weapons & Materia, and what characters you happen to be using for certain stretches of the game.

I will say I've been very impressed with the Fort Condor rewards. Everything so far has been useful and if I haven't missed anything then I've just done Fort Condor Battle 11 for Remedy x10, just after waking the Sleeping Forest with the Lunar Harp in Bone Village.

Well, I'm glad; someone said they were useless consumables and only useful for selling ;-;

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3068 on: 2016-03-31 22:48:59 »
Well, I'm glad; someone said they were useless consumables and only useful for selling ;-;
The funny thing is when it comes to item use, I am extremely cheap which is why I absolutely love Osmose as a spell, that with Magic Counter can allow me some bonus MP back when attacked. However since I am doing a no drugs (Sources) run, at some point I am going to need those items badly due to my party being significantly weaker than normal.

Speaking of MP costs, I encountered a Hungry in the Corel Valley just before the Forgotten City. It had 100/100 MP but it kept saying it's MP was depleted, what exactly is it trying to cast because whatever it is, it costs more than it's Max MP.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3069 on: 2016-03-31 23:28:23 »
The funny thing is when it comes to item use, I am extremely cheap which is why I absolutely love Osmose as a spell, that with Magic Counter can allow me some bonus MP back when attacked. However since I am doing a no drugs (Sources) run, at some point I am going to need those items badly due to my party being significantly weaker than normal.

Speaking of MP costs, I encountered a Hungry in the Corel Valley just before the Forgotten City. It had 100/100 MP but it kept saying it's MP was depleted, what exactly is it trying to cast because whatever it is, it costs more than it's Max MP.

That little bastard isn't still trying to cast Pearl, is he? I could have swore I changed it to Lagomorph. Oh well.

selius

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3070 on: 2016-03-31 23:52:35 »
physical is useless up until you complete tifa's holy trinity.

then by that time she's fucking wrecking shit so hard you forget she was worthless for the bulk of the first disc

Bowser9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3071 on: 2016-04-01 01:15:32 »
Nah, Throw is love. Throw is life.

Also, Tifa is not useless in early disc 1. Her first "upgrade," courtesy of Hell House, gives her +30 dex at the cost of some str. She attacks/chucks things like Bolt Plumes, Fire Fangs, and Vampire Fangs (obtainable in Midgar easy) so quickly, it out-classes anything you can do with other characters/materia for a good while. Once you get to +50 dex + Haste, it's over.
« Last Edit: 2016-04-01 01:36:01 by Bowser9 »

JLOUTLAW

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3072 on: 2016-04-01 02:04:35 »
How do I download the new New Threat v4.0 from 7th heaven?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3073 on: 2016-04-01 02:28:27 »
How do I download the new New Threat v4.0 from 7th heaven?

It's not in the catalog yet; there's a makeshift IRO supplied with the Main Installer though.

selius

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3074 on: 2016-04-01 02:35:11 »
Nah, Throw is love. Throw is life.

Also, Tifa is not useless in early disc 1. Her first "upgrade," courtesy of Hell House, gives her +30 dex at the cost of some str. She attacks/chucks things like Bolt Plumes, Fire Fangs, and Vampire Fangs (obtainable in Midgar easy) so quickly, it out-classes anything you can do with other characters/materia for a good while. Once you get to +50 dex + Haste, it's over.

why, sure, i'll spend 2 hours farming useless strawberries when i can move on with the game.

throw also costs money. money i was always strapped for until disc 2 when i realized all those crystal swords i stole sold for a hell of a lot of money. glad i took the time to swipe em.

30 dex just means she hits for junk damage more often. doesnt mean much when spells are doing triple her per turn damage for a paltry amount of easily restored mp.

if you say her damage is good, did you overlevel?
« Last Edit: 2016-04-01 02:37:02 by selius »