Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4998643 times)

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3125 on: 2016-04-02 19:06:56 »
You need to destroy each arm in turn, then the torso will become vulnerable. Just be wary, his attacks will change as each arm is lost and when his torso reaches a certain HP threshold (4 phases in total). The arms are immune to earth, but the torso isn't.
Fair enough, I guess I'll have it sorted if I can recover from Ruby Laser. Just curious, how much Health does each Arm + Torso have? Also what level/gear do you typically expect someone to have when they meet him?

« Last Edit: 2016-04-02 19:35:19 by Skirmish »

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3126 on: 2016-04-02 19:34:08 »
Accidental Post

Mithrain

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3127 on: 2016-04-02 19:50:39 »
Fair enough, I guess I'll have it sorted if I can recover from Ruby Laser. Just curious, how much Health does each Arm + Torso have? Also what level/gear do you typically expect someone to have when they meet him?
I'm not Sega, obviously. But I guess the intended level is around the 60 mark, as the boss itself is level 62. I think I killed it at around 54ish.

edit: 50k for each arm, 78k for the body.


It's actually there in that room; there's two pick-ups, the one in the centre (gives a gospel spark, incorrect text of 'W-Magic') and to the north-eastish under the foliage is another materia that's W-Magic.

https://youtu.be/KZCes-NPVTs

The location featured in that movie has nothing in my game, at least. :X Perhaps someone else who've been there, could chip in, whether or not they got it.
« Last Edit: 2016-04-02 20:13:38 by Mithrain »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3128 on: 2016-04-02 20:30:30 »
New boss for NT's Extra Battle to replace the placeholder one with the ships, but first he's gotta fight this dude: https://youtu.be/jWL6Gud1KvA

But now I gotta go to work :I

deha0002

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3129 on: 2016-04-02 20:41:48 »
New boss for NT's Extra Battle to replace the placeholder one with the ships, but first he's gotta fight this dude: https://youtu.be/jWL6Gud1KvA

But now I gotta go to work :I

Awesome! Cant wait for it!

Random question, how can i get the info in the items and equips myself? Doing excel calcs on the optimal rank up stats in combination with what gear is available. Cheers!

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3130 on: 2016-04-02 21:11:03 »
I'm not Sega, obviously. But I guess the intended level is around the 60 mark, as the boss itself is level 62. I think I killed it at around 54ish.

edit: 50k for each arm, 78k for the body.
I may need to call in some advice for this one then, Highest Characters are Cloud, Vincent and Yuffie at levels 51,51 and 53 respectively. Everyone else is around the mid 40s. As for Defence I'm mostly covered as I think several of his attacks use the Shoot element and Protect Vests can halve that.

However I'm struggling to put out a reasonable amount of damage. I would have liked to use Neo Bahamut=Added Effect on my Weapon to inflict Dual status but I'm not sure it works. Also not sure if Keelhaul Armour is Immune to Dual or not (Probably is), so I doubt using the Summon itself would inflict it either.

This fight is almost making me wanna go back to stopping the runaway train heading for North Corel.

aquecoucou

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3131 on: 2016-04-02 21:31:15 »
I may need to call in some advice for this one then, Highest Characters are Cloud, Vincent and Yuffie at levels 51,51 and 53 respectively. Everyone else is around the mid 40s. As for Defence I'm mostly covered as I think several of his attacks use the Shoot element and Protect Vests can halve that.

However I'm struggling to put out a reasonable amount of damage. I would have liked to use Neo Bahamut=Added Effect on my Weapon to inflict Dual status but I'm not sure it works. Also not sure if Keelhaul Armour is Immune to Dual or not (Probably is), so I doubt using the Summon itself would inflict it either.

This fight is almost making me wanna go back to stopping the runaway train heading for North Corel.

I guess it'll become tricky from there at rank 0 because of bosses having way more health (so longer fights). Having Vincent doesn't help because of his limits being pointless against bosses. If you still want to play with him, then he will obviously be your MAG nuker having the highest one at rank 0.

A quick setup would be (only mentioning what is mandatory) :
- Cloud : Command Counter = Deathblow (could be on Yuffie as she should have a higher %atk), Counter Attack, Elemental = Ramuh (in weapon), Cover, FullCure (you don't need MAG, it costs lot of MP but Cloud won't use any other magics)
- Yuffie : Restore = All, Barrier = All, Haste =All, Elemental=Leviathan, Counter Attack (if you have more than one), Enemy-Skill (Aqualung will deal water damage)
- Vicent : Lightning, Heal (Osmose to keep up MP), a ton of magic materias to boost his MAG stat

I really doubt you have Steal lvl 2 (Mug), so linking it with added cut would be pointless. Linking deathblow with added cut is not recommanded with your team because of Cloud having a not so high accuracy, and Yuffie will be healing more than using Deathblow.

Equipments :
All three should have a crystal bangle to get 6 materias slots linked and str/mag. Cloud need a STR/DEX accessory (Fire ring is really good, it will also absorb the topaz laser). Yuffie need a hybrid STR/MAG accessory while Vincent need a MAG one (earring ?).

As mentioned above, Topaz Laser will hit for fire damage, I'm unsure for the other lasers, so if you struggle in the last phase, remove crystal bangles and get some nullifying armors.

I'm checking if I forgot some materias, I'll edit.

Edit : You might want to link Lightning = Turbo MP to boost damage. You should have a Bolt 3 at this point, and enough gils to get ethers. (Quick reminder, Turbo Ether gives you back all your MP, cost 100 GP each [10 000 Gils at Gold Saucer]). Also I can't remember if I had 3 or 4 Counter Attack materias (Thanks to Cid weapon doubling AP), so basically 1st on Cloud, 2nd on Yuffie, all others on Cloud.

Edit 2 : I have no idea about the Dual status. It can't be poisoned for sure, slow didn't work when I tried (I only tried once, might have been unlucky).

I had the feeling the fight was globally easier than in 1.35 but way more longer, which seems a nice balance.
« Last Edit: 2016-04-02 21:46:29 by aquecoucou »

magictrufflez

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3132 on: 2016-04-03 03:20:41 »
SC--I visited the Diarama outside of visiting hours during my first trip to Shinra (and was of course stomped immediately).  However, after I was annihilated, I restarted outside battle with all my characters at 0 HP and still dead.

I assume this is a bug?  I didn't think this could happen...

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3133 on: 2016-04-03 06:36:46 »
I may need to call in some advice for this one then, Highest Characters are Cloud, Vincent and Yuffie at levels 51,51 and 53 respectively. Everyone else is around the mid 40s. As for Defence I'm mostly covered as I think several of his attacks use the Shoot element and Protect Vests can halve that.

However I'm struggling to put out a reasonable amount of damage. I would have liked to use Neo Bahamut=Added Effect on my Weapon to inflict Dual status but I'm not sure it works. Also not sure if Keelhaul Armour is Immune to Dual or not (Probably is), so I doubt using the Summon itself would inflict it either.

This fight is almost making me wanna go back to stopping the runaway train heading for North Corel.


A large part of Carry's arsenal uses the Shoot element; investing in some Protect Vests (I seem to be plugging Protect Vests a lot recently) can help a lot, as they'll halve the damage.

SC--I visited the Diarama outside of visiting hours during my first trip to Shinra (and was off course stomped immediately).  However, after I was annihilated, I restarted outside battle with all my characters at 0 HP and still dead.

I assume this is a bug?  I didn't think this could happen...

Not really a bug, I just forgot to set party HP afterwards to 1 or something. You can have a dead party naturally too, if you swap in dead people via PHS but you automatically lose the next fight you get into (a trick used in Yuffie Warp speedruns for quickness).

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3134 on: 2016-04-03 07:08:29 »
Mediafire betrayed me and did not upload the patches overnight while I was at work, and so I have gone back to Mega temporarily. Main Installer is currently up, with the updated IRO inside. Hotfix patches are going up next to get current installations up to speed.

Edit: Patches up as well.
« Last Edit: 2016-04-03 08:03:26 by Sega Chief »

Alex Zender

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3135 on: 2016-04-03 09:52:17 »
2 questions:

- Where can i find an IRON MAn in 1.35 ? To get some weapon for cloud (data mine say you get one on an iron man, and a second by morphing it)

- I play 1.35, should i patch for 1.4 or wait some debug ?

Thanks all

selius

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3136 on: 2016-04-03 10:31:49 »
level 50 goblins in goblin island are worth sp no matter your level

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3137 on: 2016-04-03 10:48:21 »
A large part of Carry's arsenal uses the Shoot element; investing in some Protect Vests (I seem to be plugging Protect Vests a lot recently) can help a lot, as they'll halve the damage.
Does Cid's Dynamite reduce the chance for him to use Arm Grab like with Carry Armor in Vanilla? He seems to almost always use it straight after killing a character before I can revive it. Arm grab is essentially Dead Character I can't Revive yet.

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3138 on: 2016-04-03 11:49:39 »
Does Cid's Dynamite reduce the chance for him to use Arm Grab like with Carry Armor in Vanilla? He seems to almost always use it straight after killing a character before I can revive it. Arm grab is essentially Dead Character I can't Revive yet.
Never mind, everyone except Yuffie and Vincent are on their default Level 1 Limit Breaks.

In the end managed to beat him by blasting him with as much fire-power as possible (Blast it with Summons and a couple of SS-Mines I Picked up, can't remember where you get SS-Mines, those things are great in a pinch) so the first arm dies and prevents further use of Arm Grab. After that it was alot more controlled and got things taken care of. Using Protect Vests kinda highlighted just how low my character stats are, still no drugs though.

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).
Whose to say I haven't already?
I really hope it's worth it.
« Last Edit: 2016-04-03 11:57:17 by Skirmish »

deha0002

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3139 on: 2016-04-03 12:39:23 »
Ok guys, I need all the tips i can get on how to beat the Curator. I get wiped before i can even you my first action. Is there something am missing?

Alex Zender

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3140 on: 2016-04-03 13:02:05 »
Ok guys, I need all the tips i can get on how to beat the Curator. I get wiped before i can even you my first action. Is there something am missing?

Get Tifa =)

deha0002

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3141 on: 2016-04-03 13:05:53 »
Get Tifa =)

I have, she dies at the second barrage.

Tbh i may be underleveled, since Cloud has 3600 with magic materia build, and the first lazer deals 3400.
Might try using Phoenix with Tifa i guess.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3142 on: 2016-04-03 13:08:32 »
2 questions:

- Where can i find an IRON MAn in 1.35 ? To get some weapon for cloud (data mine say you get one on an iron man, and a second by morphing it)

- I play 1.35, should i patch for 1.4 or wait some debug ?

Thanks all

Iron Giants can be encountered on the last screen of the Left-Down path in the North Crater. I'd finish up on 1.35 and then start a new game if you want to try 1.4.

I really hope it's worth it.

Of course it will be. Good luck with Pearl Weapon.

Ok guys, I need all the tips i can get on how to beat the Curator. I get wiped before i can even you my first action. Is there something am missing?

Yeah, you're missing the fact that visiting hours are between 8.00 and 17.00.

Alex Zender

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3143 on: 2016-04-03 13:31:42 »
Iron Giants can be encountered on the last screen of the Left-Down path in the North Crater. I'd finish up on 1.35 and then start a new game if you want to try 1.4.

Heaven's Cloud: Iron Man, Morph
Ragnarok: Iron Man, Drop


So you can't have this weapon till the almost last screen of the game ? oO

I've patch to test and exept losing some stats cause there is a few more bonus in 1.4 rank up  i don't miss  anything else right ?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3144 on: 2016-04-03 13:35:17 »
Heaven's Cloud: Iron Man, Morph
Ragnarok: Iron Man, Drop


So you can't have this weapon till the almost last screen of the game ? oO

I've patch to test and exept losing some stats cause there is a few more bonus in 1.4 rank up  i don't miss  anything else right ?

I think Ragnarok drops from Proud Clod as well; it's more to give you a repeatable source for those weapons because they're consumed in a craft for an Ultimate Weapon. As for patching over to 1.4, you'll take a stat hit but also a HP hit and I don't know if a 1.35 party can take those hits. Beyond that, there's also variable triggers and the like so I don't know how stable your save file will be; I can't guarantee there won't be problems.

deha0002

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3145 on: 2016-04-03 14:53:51 »
Iron Giants can be encountered on the last screen of the Left-Down path in the North Crater. I'd finish up on 1.35 and then start a new game if you want to try 1.4.

off course it will be. Good luck with Pearl Weapon.

Yeah, you're missing the fact that visiting hours are between 8.00 and 17.00.

Damn if i only knew that beforehand.....On a serious note, it this joke boss or am i just not visiting at the right hours.

FifulX

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3146 on: 2016-04-03 14:58:24 »
Hm, It seems I still can't interact with either the tubes in shinra mansion or Godo during disc 3. I don't know what's causing this but I've not done anything in northern cave. I also just killed Ultimate weapon but it doesn't seem to have changed anything. Godo says the usual thing he says about getting materia, whereas the shinra mansion tubes say the usual specimen message. No special encounters/text is triggered.

EDIT: Ok, I'm stupid. After getting to the bottom of the cave they unlock.
« Last Edit: 2016-04-03 15:44:28 by FifulX »

magictrufflez

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3147 on: 2016-04-03 15:07:44 »
level 50 goblins in goblin island are worth sp no matter your level

Can this be left in?  I think having a set mob at the end to power grind SP as an option would be the ideal solution to the SP accumulation debate.  You could set the SP value to 1 or something real low so power levelers like myself still have an option for SP at the end if we need it

(plus I could feel better about needing some extra levels in the Shinra building--thank you for allowing me to turn off random battles!)

FifulX

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3148 on: 2016-04-03 16:19:25 »
Hm, I'm struggling with the abyss fight in North Crater and I can't get out of the area. How do you beat him? He has that breath that game-overs you if used. How do you stop this move? Compared to the Cloud/Sephiroth yin/yang fight Abyss seems very difficult.

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3149 on: 2016-04-03 16:21:44 »
I think Ragnarok drops from Proud Clod as well; it's more to give you a repeatable source for those weapons because they're consumed in a craft for an Ultimate Weapon. As for patching over to 1.4, you'll take a stat hit but also a HP hit and I don't know if a 1.35 party can take those hits. Beyond that, there's also variable triggers and the like so I don't know how stable your save file will be; I can't guarantee there won't be problems.
Ragnarok is also a rare steal from Wolfmeister. I got it in one my failed attempts to stop the runaway train with the Mega-Materia in my no-drugs playthrough. I successfully stopped the train (7 Seconds left on the clock) on a run where I stole something else instead but at that point I was just glad to succeed.