Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4970824 times)

Alex Zender

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3175 on: 2016-04-04 18:00:14 »
In 1.35, is 2x (double cut) materia jas been removed ?

Mithrain

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3176 on: 2016-04-04 18:15:59 »
In 1.35, is 2x (double cut) materia jas been removed ?
It's given to you by one of the extra-battle npcs in Gold Saucer. I think you need to beat to Nyctalopian dragon to obtain it.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3177 on: 2016-04-04 18:18:43 »
Eh, Chief, did you say you fixed the NPC at the bottom of the crater? It still does the same thing where you can't not leave and the two options are messed up (save isn't clickable, leave to highwind is save and nothing is leave to highwind)

I adjusted it, but I guess it didn't do the trick. I'll look at it again.

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3178 on: 2016-04-04 18:36:53 »
Does Dual/Dual Drain cease to work if an enemy is under Manipulate when you inflict it or Manipulated after inflicting it? Just been testing the first release of the new Gold Match Extra Battle on Active ATB and it still doesn't wanna seem to die. After a while I chucked an antidote at it and it didn't miss (Meaning it cured the Dual, it wasn't Poisoned).

I didn't think Manipulate affected Dual although it's possible I'm wrong. When this thing eventually dies i'll put it in a different save game (Like with my Level 99 Party after defeating : | when it was outside the Shinra Mansion). I'll almost certainly have to wait a little while before I can defeat it Post-Patch, since as of now I won't be able to survive Ultima.

Alex Zender

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3179 on: 2016-04-04 18:39:43 »
It's given to you by one of the extra-battle npcs in Gold Saucer. I think you need to beat to Nyctalopian dragon to obtain it.

Ok ty =)

FifulX

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3180 on: 2016-04-04 21:15:39 »
What are some things that inflict dual and dual-drain?

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3181 on: 2016-04-04 21:32:34 »
Ok, did some quick test runs on the Extra Battle Gold Match, by the way you can still access Gold and Platinum without beating Silver.

Slash - Still haven't seen this attack, should be base power 16 like other Physicals.
Meteor - Appears to be unchanged. Out of curiosity, what did you set the base power to (FF8 Meteor = 20 Base Power I think)?
Medigo Flame - Still reduces HP to 1. While it was fixed at 9998 in FF8, it's not really suitable for that to carry over this mod. Perhaps changing the damage formula to Target's Max HP - 1 may be possible, otherwise you have 2 attacks in a row that CANNOT KILL anyone.
Gravija/Demi3 - Has had a name change but the Demi3 animation against multiple targets replicates Gravija pretty much identically. No issues here.
Terra Break - I had to remove Sadness from my characters to check the numbers for this, but the damage it deals is right on the money with it's FF8 Counterpart. Only issues are it's meant to be 16 hits (Not alot can be done about that though) and it shouldn't be dealing Critical Hits.
Light Pillar - Will obliterate a single target as expected. Light Pillar is still coming before Ultima though.
Ultima - Heavy Magical Damage, you'll want some protection or means of dodging to survive this. Only issue is it should come before Light Pillar, not after.

Gravity Attacks vs Omega - These are now healing him where in FF8, Gravity attacks either miss or deal 0 Damage. Omega definitely doesn't absorb them.
Omega's Speed - My characters have relatively low Speed themselves so it's hard to make judgements, but L5 Death seems to effectively be a Sneak Attack to open. With FF8 Omega it's possible for him to do a regular Physical attack before L5 Death. (FF8 Omega DEX/Speed stat = 61).

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3182 on: 2016-04-04 21:36:54 »
What are some things that inflict dual and dual-drain?
I think for players it's limited to the Neo-Bahamut Summon. It only has a chance to inflict Dual and there's no obvious tell for when an enemy is inflicted with Dual, the only way you can find out if it stuck is to either Sense it and track it's HP, or for 30000+ Health enemies chuck an antidote at it (assuming it isn't poisoned) and see if it misses or not. Even then you'll be curing the status you're trying to find out if you inflicted or not doing so.

I wanted to be able to inflict Dual with my weapon attacks but Neo-Bahamut + Added Effect doesn't work like that because from what I've been told, one of the flags needed to make it happen is missing from the kernel editor.

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3183 on: 2016-04-04 22:01:41 »
Edit2: Threw a wee patch up; changes Gravija to Demi3, Terra Break change (all three characters need to defend after Demi3 to avoid the damage), changed up the elemental resistances (I think) and re-enabled the physical attack.
Since Gold Match is still accessable before beating Silver. Tested this out and Terra break wrecked my party even with all my characters defending, defending still reduced it by 50% but definitely didn't avoid the damage.

Speaking of the Silver match, gave it a go. I know my characters aren't that strong but is it essentially just a damage sponge that spits out bad status effects or is there a trick to damage him quickly? Unfortunately because there's 3 immune body parts I can't resort to triple reflecting Bolt3 so trying to fight him takes a long time (How much Health does it have?).
« Last Edit: 2016-04-04 22:06:05 by Skirmish »

Lopes

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3184 on: 2016-04-04 23:47:48 »
Hello guys :)

I think i found a bug. I have fought Ziegfried 1 time, saved the game, continue playing and Ziegfried appeared again. Wich means 2 rewards.

Will load the save so i wont abuse the bug.

It is a bug right? :p

DynamixDJ

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3185 on: 2016-04-04 23:57:56 »
L5 Suicide has no element, just a formula-%; it'll hit Omega. As for Dual & Dual-Drain, they're technically the same status; Dual does nothing on it's own except appear in the status tool-tip bar when selecting status-curing items/magic while Dual-Drain will crash the game if applied without Dual.
How does this apply to {Vanilla} would I be correct in assuming that "vanilla" is the expression adopted for the original title?
Anyway, I have listed "Seizure" in my guide as the reverse-Regen effect, and Dual as a dummied out Status, that when activated via a hack its name will display in the "Status field" in-battle. Is this technically correct, or have I got it backwards, and what else (if anything) does Dual do?

Also, what background is that Pic of the Curator? Is it used in .... Vanilla? What ID is it?

GeoFlare

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3186 on: 2016-04-05 01:31:41 »
How does this apply to {Vanilla} would I be correct in assuming that "vanilla" is the expression adopted for the original title?
Anyway, I have listed "Seizure" in my guide as the reverse-Regen effect, and Dual as a dummied out Status, that when activated via a hack its name will display in the "Status field" in-battle. Is this technically correct, or have I got it backwards, and what else (if anything) does Dual do?

Also, what background is that Pic of the Curator? Is it used in .... Vanilla? What ID is it?

I am not sure of the ID but I am fairly sure that is the background for the Carry Armor in the vanilla game

DynamixDJ

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3187 on: 2016-04-05 01:33:15 »
Ah! I believe you are correct!

Mithrain

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3188 on: 2016-04-05 04:24:50 »
I think for players it's limited to the Neo-Bahamut Summon. It only has a chance to inflict Dual and there's no obvious tell for when an enemy is inflicted with Dual, the only way you can find out if it stuck is to either Sense it and track it's HP, or for 30000+ Health enemies chuck an antidote at it (assuming it isn't poisoned) and see if it misses or not. Even then you'll be curing the status you're trying to find out if you inflicted or not doing so.

I wanted to be able to inflict Dual with my weapon attacks but Neo-Bahamut + Added Effect doesn't work like that because from what I've been told, one of the flags needed to make it happen is missing from the kernel editor.

You could also use Synthesis Cell.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3189 on: 2016-04-05 06:05:04 »
Does Dual/Dual Drain cease to work if an enemy is under Manipulate when you inflict it or Manipulated after inflicting it? Just been testing the first release of the new Gold Match Extra Battle on Active ATB and it still doesn't wanna seem to die. After a while I chucked an antidote at it and it didn't miss (Meaning it cured the Dual, it wasn't Poisoned).

I didn't think Manipulate affected Dual although it's possible I'm wrong. When this thing eventually dies i'll put it in a different save game (Like with my Level 99 Party after defeating : | when it was outside the Shinra Mansion). I'll almost certainly have to wait a little while before I can defeat it Post-Patch, since as of now I won't be able to survive Ultima.

Ordinarily, any enemy will die at roughly the same time under Dual-Drain as the rate of hp loss is based on the afflicted target's MaxHP. However, past an unknown point this will no longer be the case for enemies with extraordinarily high HP. A single dose of Dual-Drain won't be enough to kill it outright, and one thing to remember with this status is that while Dual-Drain will eventually drop off like Regen, the Dual status will remain; so the HP loss probably wore off and the antidote only healed off the Dual instead.

Ok, did some quick test runs on the Extra Battle Gold Match, by the way you can still access Gold and Platinum without beating Silver.

Slash - Still haven't seen this attack, should be base power 16 like other Physicals.
Meteor - Appears to be unchanged. Out of curiosity, what did you set the base power to (FF8 Meteor = 20 Base Power I think)?
Medigo Flame - Still reduces HP to 1. While it was fixed at 9998 in FF8, it's not really suitable for that to carry over this mod. Perhaps changing the damage formula to Target's Max HP - 1 may be possible, otherwise you have 2 attacks in a row that CANNOT KILL anyone.
Gravija/Demi3 - Has had a name change but the Demi3 animation against multiple targets replicates Gravija pretty much identically. No issues here.
Terra Break - I had to remove Sadness from my characters to check the numbers for this, but the damage it deals is right on the money with it's FF8 Counterpart. Only issues are it's meant to be 16 hits (Not alot can be done about that though) and it shouldn't be dealing Critical Hits.
Light Pillar - Will obliterate a single target as expected. Light Pillar is still coming before Ultima though.
Ultima - Heavy Magical Damage, you'll want some protection or means of dodging to survive this. Only issue is it should come before Light Pillar, not after.

Gravity Attacks vs Omega - These are now healing him where in FF8, Gravity attacks either miss or deal 0 Damage. Omega definitely doesn't absorb them.
Omega's Speed - My characters have relatively low Speed themselves so it's hard to make judgements, but L5 Death seems to effectively be a Sneak Attack to open. With FF8 Omega it's possible for him to do a regular Physical attack before L5 Death. (FF8 Omega DEX/Speed stat = 61).

Slash is used at the end of it's AI cycle. I could add a bit of AI to have it randomly attack now and then; how does this work in FF8? Does he always attack physically after each special attack or is it random?

Megiddo is a tough one. I could set the damage to use the in-game clock instead maybe.

Defending against Terra Break worked in testing, but changing the condition to check all three characters are defending must have broken it. I'll do some tests and change it back to single-character defending if need be and I'll remove the crit-check from it. The 16th hit might actually be calculated, but not shown visually on-screen; that's what usually happens when no. of hits exceed what the animation can show.

Oh, is Light Pillar AFTER Ultima? I read the Wiki wrong :I I'll swap them over.

I'll set Gravity element to nullify and see what I can do with L5 Death; it is used in the pre-battle AI to keep it out of the way of the Main AI, but if there's a possibility for a physical attack before it then I might need to move it.

I think for players it's limited to the Neo-Bahamut Summon. It only has a chance to inflict Dual and there's no obvious tell for when an enemy is inflicted with Dual, the only way you can find out if it stuck is to either Sense it and track it's HP, or for 30000+ Health enemies chuck an antidote at it (assuming it isn't poisoned) and see if it misses or not. Even then you'll be curing the status you're trying to find out if you inflicted or not doing so.

I wanted to be able to inflict Dual with my weapon attacks but Neo-Bahamut + Added Effect doesn't work like that because from what I've been told, one of the flags needed to make it happen is missing from the kernel editor.

Flare from Contain will also inflict Dual-Drain; and Synthesis Cells like Mithrain mentioned.

Hello guys :)

I think i found a bug. I have fought Ziegfried 1 time, saved the game, continue playing and Ziegfried appeared again. Wich means 2 rewards.

Will load the save so i wont abuse the bug.

It is a bug right? :p

What version of the mod are you playing? Is it the 7H catalog IRO? This was an old issue in 1.35 where a variable wasn't being flipped.

How does this apply to {Vanilla} would I be correct in assuming that "vanilla" is the expression adopted for the original title?
Anyway, I have listed "Seizure" in my guide as the reverse-Regen effect, and Dual as a dummied out Status, that when activated via a hack its name will display in the "Status field" in-battle. Is this technically correct, or have I got it backwards, and what else (if anything) does Dual do?

Also, what background is that Pic of the Curator? Is it used in .... Vanilla? What ID is it?

It's the same for the vanilla/default game; Dual does nothing on its own but seems to be needed for Dual-Drain/Seizure to function correctly. It has no other known function, though a theory is that it was an early prototype for a 'Double' effect where two spells could be cast at once, like W-Magic.

Lopes

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3190 on: 2016-04-05 08:59:15 »
Quote
What version of the mod are you playing? Is it the 7H catalog IRO? This was an old issue in 1.35 where a variable wasn't being flipped.

Im playing the latest, normal 1.4 version and the fixes. Up to 4 April

aquecoucou

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3191 on: 2016-04-05 14:20:26 »
But I'll need to warn you now; there is nothing awaiting you at the end of this endeavor but madness.

YOU NEVER HAVE BEEN SO RIGHT

How come you could came up with the idea of adding him def and mdef each time he does a ****** rainbow laser ! But no, that's not enough, you must be under sadness and wall as well at the time of the laser or your whole team will wipe. Oh gosh, I hate this boss. Can anyone here believe that Cid, a FULL STR char is hitting 150 at lv 81 ?!

I'm not done with it. Even though its def and mdef have been increased from what I counted I did something like 100k out of the 180 (being under 50% of 360). Since none of my characters use the "Attack" command during the fight, I'll come with all three limit break ready and burst it down as soon as I reach the first rainbow laser. I just have to hope he doesn't use Rainbow Laser the same second that wall status go off >.>

(Ah yeah, I have changed my mind, I'm not continuing the mod until I have killed this boss :D)

Edit: I'm unsure if you can do anything for it and I forgot to ask so many times but could you look at Cid's limit break "Big Brawl" ? The steam version makes it very bugged and I only found one thread about it with no valuable answer. What happens is that sometimes the limit won't display any damage. It can happen anytime, on any ennemy. A quick example was the Turk Fight in Midgar Tunnels. The first time I used it, Cid was doing 800 on each attack. When I did it again (same boss, second fight after a wipe) the limit did the same exact animation except there was no sound on each hit and no damage was displayed. I can't tell if the damage is done and not displayed or simply not done at all. Only thread I found : http://steamcommunity.com/app/39140/discussions/0/540733523750867651/
« Last Edit: 2016-04-05 14:33:29 by aquecoucou »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3192 on: 2016-04-05 15:08:08 »
Im playing the latest, normal 1.4 version and the fixes. Up to 4 April

I'll look into it, then.

YOU NEVER HAVE BEEN SO RIGHT

How come you could came up with the idea of adding him def and mdef each time he does a ****** rainbow laser ! But no, that's not enough, you must be under sadness and wall as well at the time of the laser or your whole team will wipe. Oh gosh, I hate this boss. Can anyone here believe that Cid, a FULL STR char is hitting 150 at lv 81 ?!

I'm not done with it. Even though its def and mdef have been increased from what I counted I did something like 100k out of the 180 (being under 50% of 360). Since none of my characters use the "Attack" command during the fight, I'll come with all three limit break ready and burst it down as soon as I reach the first rainbow laser. I just have to hope he doesn't use Rainbow Laser the same second that wall status go off >.>

(Ah yeah, I have changed my mind, I'm not continuing the mod until I have killed this boss :D)

Edit: I'm unsure if you can do anything for it and I forgot to ask so many times but could you look at Cid's limit break "Big Brawl" ? The steam version makes it very bugged and I only found one thread about it with no valuable answer. What happens is that sometimes the limit won't display any damage. It can happen anytime, on any ennemy. A quick example was the Turk Fight in Midgar Tunnels. The first time I used it, Cid was doing 800 on each attack. When I did it again (same boss, second fight after a wipe) the limit did the same exact animation except there was no sound on each hit and no damage was displayed. I can't tell if the damage is done and not displayed or simply not done at all. Only thread I found : http://steamcommunity.com/app/39140/discussions/0/540733523750867651/

Found your white whale, eh?

Big Brawl does that sometimes; the damage should be calculated as normal though, even without the numbers.

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3193 on: 2016-04-05 15:12:54 »
Slash is used at the end of it's AI cycle. I could add a bit of AI to have it randomly attack now and then; how does this work in FF8? Does he always attack physically after each special attack or is it random?
It appears to be random, I think it's effectively a flow chart where there's X% Chance to use Slash and Y% Chance to use something from it's pre-determined attack pattern. I wouldn't say it's 50-50 (Possibly 25% Chance to use Slash) but I don't know the actual numbers. What I do know is I've seen it use Slash before L5 Death and I've also seen it use Slash twice in a row.

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3194 on: 2016-04-05 16:23:46 »
off course it will be. Good luck with Pearl Weapon.
Ok, this guy is a TANK. I'm guessing he's weak to Earth and possibly Hidden but most of my attacks barely tickle him. If his Health is anything like Keelhaul Armor (178000 Total, 78000 Body, 50000 x 2 Arms) then this is going to be extremely painful. It looks like he's immune to most status effects, I tried casting Slow on him but he seemed to counter that with his multi-target laser twice in quick succession.

I thought this guy was originally Topaz Weapon in the NT mod? I'm guessing alot changed in 1.4

FifulX

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3195 on: 2016-04-05 20:22:55 »
Ok, this guy is a TANK. I'm guessing he's weak to Earth and possibly Hidden but most of my attacks barely tickle him. If his Health is anything like Keelhaul Armor (178000 Total, 78000 Body, 50000 x 2 Arms) then this is going to be extremely painful. It looks like he's immune to most status effects, I tried casting Slow on him but he seemed to counter that with his multi-target laser twice in quick succession.

He's pretty tanky. 182000 HP and more defense than magic defense. He's weak to hidden and earth as you said, but he is indeed weak to slow. I had a bit of a problem with him, but it was a long fight as opposed to a hard fight. Try to keep alive (back row, sadness and wall) whilst chipping away at him slowly, eventually you'll whittle him down. Once he opens his chest his resists drop so just throw everything you have at him.

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3196 on: 2016-04-05 20:35:23 »
He's pretty tanky. 182000 HP and more defense than magic defense. He's weak to hidden and earth as you said, but he is indeed weak to slow. I had a bit of a problem with him, but it was a long fight as opposed to a hard fight. Try to keep alive (back row, sadness and wall) whilst chipping away at him slowly, eventually you'll whittle him down. Once he opens his chest his resists drop so just throw everything you have at him.
Finally managed to kill him, Operation: Furious Dice was a success (At one point rolled 6,6,6,4 for a whopping 6600 Damage) and helped bypass his insane defences, I'm guessing from what I've seen he opens his chest up based on 25% Health thresholds, If I was to do this again I'd probably take the time to level a bit and have more damage options. Burnt through a couple Turbo Ethers but otherwise the only real issues were unlucky foot stamp crits and the occasional double magic blast.

Holy profanities, that's alot of EXP, AP and Gil.
« Last Edit: 2016-04-05 20:39:37 by Skirmish »

aquecoucou

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3197 on: 2016-04-05 21:48:32 »
Thanks. Thank you Sega Chief, tonight I learned an important life lesson ... : NOTHING IS OFF LIMITS



I knew the reward was worth it :)
« Last Edit: 2016-04-05 21:50:10 by aquecoucou »

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3198 on: 2016-04-05 21:52:01 »
Thanks. Thank you Sega Chief, tonight I learned an important life lesson ... : NOTHING IS OFF LIMITS



I knew the reward was worth it :)
So is it a Battery or a Potion? This is Sega Chief we're talking about.

aquecoucou

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3199 on: 2016-04-05 22:07:26 »
So is it a Battery or a Potion? This is Sega Chief we're talking about.
Not going to spoil it, I'm pretty sure some players want to find it out by themselves. It's none of those, the item is really useful this time ^^