Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)  (Read 7692450 times)

Asherdoom

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8725 on: 2019-11-25 14:05:30 »
still the same stuff. I noticed he got 110 luck could be that?=

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8726 on: 2019-11-25 22:53:51 »
still the same stuff. I noticed he got 110 luck could be that?=

Wouldn't be every time with 110, chance would be about 25% per attack and wouldn't miss.

***

Updated the vanilla NT version:

1) Checked materia equip values were default (make sure your .exes are getting patched). If in doubt, use vanilla .exes.

2) Restored original locations for most items and Materia. Not all, but most.

3) Ancient Forest final screen restored to default

4) Cleaned up Da Chao cave scripts to remove NT event there.

https://mega.nz/#!j41jlagJ!3C0if-ziU4epLf34Nvn-1vwD4O5By34BOAZPFFVRX9c

Asherdoom

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8727 on: 2019-11-26 16:08:37 »
Wouldn't be every time with 110, chance would be about 25% per attack and wouldn't miss.

***

Updated the vanilla NT version:

1) Checked materia equip values were default (make sure your .exes are getting patched). If in doubt, use vanilla .exes.

2) Restored original locations for most items and Materia. Not all, but most.

3) Ancient Forest final screen restored to default

4) Cleaned up Da Chao cave scripts to remove NT event there.

https://mega.nz/#!j41jlagJ!3C0if-ziU4epLf34Nvn-1vwD4O5By34BOAZPFFVRX9c

thanks sega

i noticed new nt mod in 7th heaven. i need to download that aswell? and how can i update it properly via 7th heaven?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8728 on: 2019-11-26 20:02:12 »
thanks sega

i noticed new nt mod in 7th heaven. i need to download that aswell? and how can i update it properly via 7th heaven?

That's not the standard NT mod that was updated, that's a different offshoot version which uses default battles. I forgot to make an IRO of it so I'll do that now.


FF7 NT Vanilla Combat Iro: https://mega.nz/#!j51xFIiC!pv4vGBZ9UNmREyoDk3q97omTAwtATGUnd-vfWqiTYPw
« Last Edit: 2019-11-26 20:09:33 by Sega Chief »

PokeFaize

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8729 on: 2019-11-26 21:05:57 »
I've reached Mt. Nibel and things are starting to really hurt now.

The Shinra Mansion Experiment Mutant Boss in Arranged Mode nearly gave me a heart attack when "phase 2" started since I had already burned most of my resources on "phase 1"...

The Nibel Dragons are now the dangerous monsters that they should've been. I nearly got wiped by one, even before I accidentally caused it to use Dragon Force.

The Armor Keeper is... wow. It oneshot everyone, which is a problem sine I screwed up the pipe slides by not kicking down the ladder... Guess I'll have to come back later.....

By the way, I didn't get stopped at any point to get told to pick up Vincent, so I kinda skipped over him.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8730 on: 2019-11-26 22:04:05 »
One of the chests in Shinra Mansion has the basement key, rather than it being in the Safe; the chest closest to the Safe has it.

PokeFaize

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8731 on: 2019-11-26 22:08:49 »
I already know about the key being moved. I'm just saying that I have yet to be forced to go get Vincent. If you want him to be "mandatory", you might want to set an event or something to avoid people skipping over him.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8732 on: 2019-11-27 10:03:01 »
I already know about the key being moved. I'm just saying that I have yet to be forced to go get Vincent. If you want him to be "mandatory", you might want to set an event or something to avoid people skipping over him.

Oh, I see. And I remember now, because a certain other character was made optional it can cause trouble on Arrange mode if the player reaches Bizarro with less than 8 characters. Maybe I should just set the conditions on Bizarro to make it 2-party if less than 8 characters are there instead.

Torus

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8733 on: 2019-11-27 14:53:48 »
I've been playing the latest version and it really just seems like Yuffie's Perfect Dodge does not do anything, Cover materia or no. This time I installed it on a clean Steam version using the installer (rather than the time I tried playing last year, where I used 7th Heaven and forgot to replace the .exe files. That time, I also got to Yuffie and realized Perfect Dodge didn't do anything, but I blamed myself for it.)

I am honestly not sure what could be causing this, since I pretty much cleaned out all my data for a fresh install and started a new game. I am not using any other mods.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8734 on: 2019-11-27 21:12:41 »
I've been playing the latest version and it really just seems like Yuffie's Perfect Dodge does not do anything, Cover materia or no. This time I installed it on a clean Steam version using the installer (rather than the time I tried playing last year, where I used 7th Heaven and forgot to replace the .exe files. That time, I also got to Yuffie and realized Perfect Dodge didn't do anything, but I blamed myself for it.)

I am honestly not sure what could be causing this, since I pretty much cleaned out all my data for a fresh install and started a new game. I am not using any other mods.

Altering evasion seems erratic. I'll probably be moving away from Evasion for an innate, I had an idea for a replacement that would be two effects; one would be boosting Gil in battles she's involved with, and the other I'm still trying things out.

Torus

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8735 on: 2019-11-28 12:09:17 »
Entered a battle against Beach Plugs and defended myself with Reflect. Their party-wide Ice 2 proceeded to bounce back and forth between random party members and random enemies (who also had reflect on due to I assume Big Guard) around a dozen times before finally dealing damage. Is the back-and-forth a new intentional effect of Reflect?

Karsh Highwind

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8736 on: 2019-11-28 14:32:20 »
Entered a battle against Beach Plugs and defended myself with Reflect. Their party-wide Ice 2 proceeded to bounce back and forth between random party members and random enemies (who also had reflect on due to I assume Big Guard) around a dozen times before finally dealing damage. Is the back-and-forth a new intentional effect of Reflect?

That's intentional. If you have reflect and the enemy has reflect, it will bounce between until one sides reflect wears off. I believe VII has 4 uses of reflect before the spell is considered used, but I could be wrong.

So if you have 4 on Cloud and 4 on The Beach Plug, if Cloud casts Fire 3 on a Bleach Plug it does this: Beach > Cloud > Beach > Cloud > Beach > Cloud > Beach > Cloud which results in you getting hit.

Hope that makes sense.

Torus

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8737 on: 2019-11-29 19:05:27 »
Out of curiosity, what's the reward for defeating the Cactuar versions in Corel Prison Desert? I gave up on doing it after the little bastard successfully dodged half of Cloud's Meteorain barrage and all the battle items I had thrown at him.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8738 on: 2019-11-30 00:30:35 »
Out of curiosity, what's the reward for defeating the Cactuar versions in Corel Prison Desert? I gave up on doing it after the little bastard successfully dodged half of Cloud's Meteorain barrage and all the battle items I had thrown at him.

I'm assuming this is the actual Cactuar, and not the Qactuars.

Cactuar drops Cactuar Gun 100% (an item that almost deals 1000 damage piercing), has no Steal, and morphs into...Cactuar Gun. Like vanilla it gives very little EXP/AP (1 each), but gives 10,000gil.

If on the off-chance it was Qactuar from within the prison then:
Drops Potion sometimes, has Hyper as a Steal, Morphs into Cactuar Gun. 377EXP, 317gil, 17AP.

Torus

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8739 on: 2019-11-30 06:07:03 »
Thank you very much for the detailed answer! In the meantime, I already spent a considerable amount of time chasing the little bastards in the desert and found out the hard way that the only real reward was the 10000 gil, just like in vanilla...

I also watched a couple videos of the current version just to confirm whether Yuffie's evasion bonus works for other people and I definitely saw her get hit with physical attacks right after "Perfect Dodge ON" gets displayed for the first time, so it's definitely not a problem unique to me, and neither is it tied to her Perfect Dodge re-establishing a second time after being dispelled once. I'm glad to hear that you're moving away from the evasion innate as that has been my only issue in this amazing mod so far!

PokeFaize

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8740 on: 2019-11-30 16:40:24 »
Quote
So if you have 4 on Cloud and 4 on The Beach Plug, if Cloud casts Fire 3 on a Bleach Plug it does this: Beach > Cloud > Beach > Cloud > Beach > Cloud > Beach > Cloud which results in you getting hit.

Actually it'd hit the Beach Plug.
Fire 3 from Cloud (4 Reflects) onto Beach Plug (4 Reflects) -> bounces off of Beach Plug (3 Reflects) -> bounces from Cloud (3 Reflects) -> back to Beach Plug (2 Reflects) -> back from Cloud (2 Reflects) -> to Beach Plug (1 Reflect) -> to Cloud (1 Reflect) -> Beach Plug (0 Reflects) -> Cloud (0 Reflects) -> and Beach Plug gets hit with the Fire 3, since it has no more Reflects.

As for changes to Yuffie, maybe have her come with a Sneak Glove so Stealing early on isn't a pain, and for her Innate Ability changes... maybe something along the same vein as Geo Guard and Second Wind? Maybe a Self Haste when she defends after a certain condition is fulfilled? Or maybe she gets a buff when someone uses the Steal command, similar to Cloud's Limit Boost?

EDIT:
BTW, legit Cid Date Scene when? ;)

EDIT 2:
I just noticed that the Barrier Materia grants Shield (in addition to Wall and Reflect) when paired with Added Effect, but Shield Materia doesn't grant anything when paired with Added Effect.

Also Aerith's Wizard Rod heals MP instead of HP, making it even more vastly superior to the Princess Guard. The in-game description says the Wizard Staff heals HP.

EDIT 3:
So I hopped back over to my normal mode file and I'm not sure if this is a result of having endgame gear, stats, and whatnot, but Ozma was a total pushover. My first attempt was hilariously bad since I still had Hidden Element on my weapons (which resulted in a very dead Cid, thanks to Ozma absorbing Hidden causing the Venus Gospel's drain effect to reverse). My 2nd attempt completely steamrolled Ozma, with Holy Element on my weapons, and Aerith bopping Reflect + Wall (+ Shield) on the party. Reflect kinda tears Ozma apart, since he heavily favors Lv.?? Holy for countering (at least in this attempt), and Ozma nearly takes 9999 from the reflected Lv.?? Holy. Flare Star did laughable damage, leaving Lv.?? Death and Doomsday as his only ways of damaging the gang. Flare Star doing under 600 leads me to believe you're supposed to fight Ozma around the first visit to Nibelheim or during Disc 2, but Doomsday being almost strong enough to wipe my Lv.99 gang of Aerith, Red, and Cid with Wall up makes me think he's supposed to be fought at the end of the game. (I also got an unnamed Item with "? ? ? ?" as its description. what's this for?)

Viridian Weapon was surprisingly tons easier to beat than Carmine Weapon, largely thanks to Shield being useful against it. Unfortunately, I don't think Long Reach will be finding its way on any of my characters, and probably isn't a good reward for taking down Viridian Weapon (especially fighting it without using Shield).
« Last Edit: 2019-11-30 23:31:06 by PokeFaize »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8741 on: 2019-12-01 00:20:43 »
As for changes to Yuffie, maybe have her come with a Sneak Glove so Stealing early on isn't a pain, and for her Innate Ability changes... maybe something along the same vein as Geo Guard and Second Wind? Maybe a Self Haste when she defends after a certain condition is fulfilled? Or maybe she gets a buff when someone uses the Steal command, similar to Cloud's Limit Boost?

EDIT:
BTW, legit Cid Date Scene when? ;)

EDIT 2:
I just noticed that the Barrier Materia grants Shield (in addition to Wall and Reflect) when paired with Added Effect, but Shield Materia doesn't grant anything when paired with Added Effect.

Also Aerith's Wizard Rod heals MP instead of HP, making it even more vastly superior to the Princess Guard. The in-game description says the Wizard Staff heals HP.

EDIT 3:
So I hopped back over to my normal mode file and I'm not sure if this is a result of having endgame gear, stats, and whatnot, but Ozma was a total pushover. My first attempt was hilariously bad since I still had Hidden Element on my weapons (which resulted in a very dead Cid, thanks to Ozma absorbing Hidden causing the Venus Gospel's drain effect to reverse). My 2nd attempt completely steamrolled Ozma, with Holy Element on my weapons, and Aerith bopping Reflect + Wall (+ Shield) on the party. Reflect kinda tears Ozma apart, since he heavily favors Lv.?? Holy for countering (at least in this attempt), and Ozma nearly takes 9999 from the reflected Lv.?? Holy. Flare Star did laughable damage, leaving Lv.?? Death and Doomsday as his only ways of damaging the gang. Flare Star doing under 600 leads me to believe you're supposed to fight Ozma around the first visit to Nibelheim or during Disc 2, but Doomsday being almost strong enough to wipe my Lv.99 gang of Aerith, Red, and Cid with Wall up makes me think he's supposed to be fought at the end of the game. (I also got an unnamed Item with "? ? ? ?" as its description. what's this for?)

Viridian Weapon was surprisingly tons easier to beat than Carmine Weapon, largely thanks to Shield being useful against it. Unfortunately, I don't think Long Reach will be finding its way on any of my characters, and probably isn't a good reward for taking down Viridian Weapon (especially fighting it without using Shield).

Something based on Steal/Mug might be an idea. Throw is in contention as well, but depends on whether it consumes stock or not when used through AI.

I'll catch the barrier and wizard rod stuff with the final update.

Ozma is a weird one; I tried to make it as close to the FF9 fight as possible so some of it is a bit off. I can't recall what Flare Star is based on but it isn't target level as that formula isn't in this game. The item it drops is a kill item that ignores status defence, meaning it can one-shot anything in the game.

PokeFaize

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8742 on: 2019-12-01 01:09:13 »
Quote
Throw is in contention as well, but depends on whether it consumes stock or not when used through AI.
Throw is an iffy sort of thing to base an Innate Ability around, especially since x4 Cut and Deathblow=Added Cut can do more than 9999 (a similar issue that plagues All Creation and Cosmo Memory), and an "auto-Throw" can see you losing Weapons that you didn't stock up on for Throwing (e.g. Throwing a Mythril Sword instead of one of the many Boomerangs stolen from those weird bird things in the Junon region).

An innate that improves Steal Rate gets invalidated by the Sneak Glove, and a Gil Bonus innate wouldn't be particularly useful since the average player would only buy the weapons that fit the builds they're going for and maybe a handful of potions, which they'll have plenty of Gil for.

Quote
Ozma is a weird one; I tried to make it as close to the FF9 fight as possible so some of it is a bit off. I can't recall what Flare Star is based on but it isn't target level as that formula isn't in this game. The item it drops is a kill item that ignores status defence, meaning it can one-shot anything in the game.
huh. that's strange. oh well. at least I can use that Item to take out Carmine Weapon and no longer be plagued by its continued existence lol

By the way, what on earth is with Nemesis? Inflicting practically every status effect in the game with Ultra Spark, having a 9999 attack to delete a party member, and being extremely fast is waaaayyyyyy too much. Is it even possible to beat him without using Ozma's instakill item drop?

EDIT:
Quick note that I got W-Summon from the Gold Saucer Silver Match and W-Magic from the Gold Match. Your pastebin page on "where to find the things" has them listed as W-Magic as the prize for Silver Match, and W-Summon for Gold Match.

Also what do the Champion Belt and Oversoul Shard do?
« Last Edit: 2019-12-01 01:17:03 by PokeFaize »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8743 on: 2019-12-01 01:31:21 »
By the way, what on earth is with Nemesis? Inflicting practically every status effect in the game with Ultra Spark, having a 9999 attack to delete a party member, and being extremely fast is waaaayyyyyy too much. Is it even possible to beat him without using Ozma's instakill item drop?

EDIT:
Quick note that I got W-Summon from the Gold Saucer Silver Match and W-Magic from the Gold Match. Your pastebin page on "where to find the things" has them listed as W-Magic as the prize for Silver Match, and W-Summon for Gold Match.

Also what do the Champion Belt and Oversoul Shard do?

Nemesis is based on the FFX enemy of the same name; he has the same elemental/status immunities, but some statuses exist in FF7 that aren't in FFX. Exploiting that can make it easier, but you'll likely need Resist/Ribbons for it still.

Champion Belt boosts strength and vitality, shards are used for making a Masamune.

PokeFaize

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8744 on: 2019-12-01 02:23:07 »
Well that was something. I got Ribbons on everyone, and slapped Hades/Transform=Added Effect & Barrier/Titan=Elemental on Cid's & Red's weapons, which let me actually fight a very unique looking Nemesis. He still did a crapton of damage with Ultra Spark and could still oneshot with Ethereal Cannon, which made the fight not very fun.

I take it the Hero's Medal alters the Final Battle? If so, I should probably save in a different slot so I can experience the normal NT final boss.

EDIT:
I used the unnamed instakill Item on Carmine Weapon, and it didn't kill it, but rather broke its AI? Then I hit it a few times, and it died after Cid missed with a Tornado... about 3-4 minutes had passed since I had used it at the start of the battle before the instant death kicked in. Is it a heavily delayed instakill?
« Last Edit: 2019-12-01 02:41:41 by PokeFaize »

Torus

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8745 on: 2019-12-01 08:59:22 »
Been playing some more, and noticed the game doesn't warn you about the 5th Fort Condor battle (the one in the narrow window between the campfire scene and killing the Gi Nattak boss), nor does it offer you a teleport to the Fort. It's a pretty crucial time for the teleport ability too, because if you broke down your buggy, this battle becomes completely unavailable.

EDIT: NEVERMIND I GUESS. I was absolutely not expecting the Fort Condor guy in the sealed cave hahahaha. You got me.
« Last Edit: 2019-12-01 09:09:35 by Torus »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8746 on: 2019-12-01 11:29:00 »
Well that was something. I got Ribbons on everyone, and slapped Hades/Transform=Added Effect & Barrier/Titan=Elemental on Cid's & Red's weapons, which let me actually fight a very unique looking Nemesis. He still did a crapton of damage with Ultra Spark and could still oneshot with Ethereal Cannon, which made the fight not very fun.

I take it the Hero's Medal alters the Final Battle? If so, I should probably save in a different slot so I can experience the normal NT final boss.

EDIT:
I used the unnamed instakill Item on Carmine Weapon, and it didn't kill it, but rather broke its AI? Then I hit it a few times, and it died after Cid missed with a Tornado... about 3-4 minutes had passed since I had used it at the start of the battle before the instant death kicked in. Is it a heavily delayed instakill?

It used to but not anymore. It doesn't really do anything anymore, like the mark of omega in FF8.

Carmine not dying in one hit might be due to the eyes.


Been playing some more, and noticed the game doesn't warn you about the 5th Fort Condor battle (the one in the narrow window between the campfire scene and killing the Gi Nattak boss), nor does it offer you a teleport to the Fort. It's a pretty crucial time for the teleport ability too, because if you broke down your buggy, this battle becomes completely unavailable.

EDIT: NEVERMIND I GUESS. I was absolutely not expecting the Fort Condor guy in the sealed cave hahahaha. You got me.

He is everywhere and nowhere. Always watching.

PokeFaize

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8747 on: 2019-12-01 17:23:44 »
Now that I have Pandora's Box (that was a fun boss battle), I should probably ask:
Which Materias grant the Hidden Element when paired with the Elemental Materia? and does Shield block Hidden Element?

And does winning all Fort Condor battles still net you a "free" Masamune?

EDIT:
That Zack boss battle is super frickin YIKES! holy frick it's so bad. Cloud dies in like 2 hits if he doesn't have Wall up, Lucky Stars makes all of Zack's physical attacks instantly kill Cloud, and having over Sense's HP Limit?? Sorry, but that's just WAY too much for a 1v1. I hope Zack gets a huge nerf in the final version (unless I'm completely missing how to deal with the Zack fight).
« Last Edit: 2019-12-01 17:56:04 by PokeFaize »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8748 on: 2019-12-01 19:44:48 »
Now that I have Pandora's Box (that was a fun boss battle), I should probably ask:
Which Materias grant the Hidden Element when paired with the Elemental Materia? and does Shield block Hidden Element?

And does winning all Fort Condor battles still net you a "free" Masamune?

EDIT:
That Zack boss battle is super frickin YIKES! holy frick it's so bad. Cloud dies in like 2 hits if he doesn't have Wall up, Lucky Stars makes all of Zack's physical attacks instantly kill Cloud, and having over Sense's HP Limit?? Sorry, but that's just WAY too much for a 1v1. I hope Zack gets a huge nerf in the final version (unless I'm completely missing how to deal with the Zack fight).

Most Materia that don't have an element associated give Hidden; this is because Materia can't be non-elemental. Magic Materia with no element attached will do the trick; the element they give, if any, is listed in gold text on the Materia when equipping. If no text, assume it gives Hidden.

Fort Condor gives a Masamune if all battles are won through the minigame; if the enemy reaches the shed, it's not considered a proper victory by the game (which is no why item is given after the minigame if it resolves in this way in default game). Battles that are settled through funds are considered victories though, and Fort Condor starts with enough funds to cover the unreachable battles that remain.

The Zack battle is fairly high-end and will need a good amount of kit to resolve cleanly. There are different ways of doing it, but in 1v1 fights counter materia tend to be the best option. Magic Counter on a healing spell and counter-attack/command counter will ease things. Shield is generally a good thing to bring along, perhaps paired with Sneak Attack; it won't block every attack but it will stop most of them. Dispel should also be taken in to remove the Lucky Stars effect ASAP as this grants auto-criticals. Slow-Haste can help as well (the amount it helps depends on ATB setting). He attacks on a fixed cycle, but will use a one-time special ability when his HP hits a certain threshold.

PokeFaize

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8749 on: 2019-12-01 21:12:22 »
I had tried slapping a ton of Counter Materias on Cloud with a x4 Cut and Barrier Materia, and the Life(/Force?) Stealer, and Zack still beat Cloud into dust. I dunno if I'll bother with beating Zack with how excessively powerful he is for a 1v1, and Cloud is, more often than not, dead weight when I'm forced to use him, compared to just about any other character. (Pretty pretty please consider letting us throw Cloud in the trash upon leaving Midgar in the final version of NT)

With everything (but the Zack Flashback) completed, I finally took on Sephiroth. Oddly enough, Pinnacle Sephiroth only wanted me to put together one team instead of 3. Very nice fight, keeping me on my toes the whole time. Keter Sephiroth is honestly laughable, much like Safer Sephiroth. A crippling weakness to Holy and low defense (Cid and Red were almost always hitting for 9999 with x4 Cut, and Long Range on Cid and Red proved useful here), and he was down pretty quickly. Cloud being the forced dead weight he always is in my run just slowed down the fight. Had I been able to use Aerith instead of Cloud, Aerith W-Casting Quad-Holy would've obliterated Kater Sephiroth even faster (yes, I could've done this with Cloud, but Cloud can't heal the gang's MP to full with a Slash All on the party)