Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)  (Read 8318044 times)

Aerodynamics

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« Reply #11275 on: 2022-05-27 23:27:17 »
It'll be more noticeable later on; the calculation used for level for instance is /6, then * 7 (around 15-16% increase) with the game always rounding values down. So for lower level enemies this parameter likely won't visibly change. One way to check would be to find a Devil Ride enemy outside of Midgar (the red motorbike enemy) and use Sense on it; should be Lv.20 on normal, Lv.23 on hard. Other parameters like strength, etc. get adjusted too but these are trickier to check directly due to damage variance.

That's the location for long range if it was missed earlier by the rocket itself, will check it out.

Thanks for pointing that out, I will definately try it once i exit midgar! ;)

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« Reply #11276 on: 2022-05-29 14:21:09 »
Thank you for your answer !

I'm taking this opportunity to signal a consistent crash when I'm about to
Spoiler: show
fight Safer Cait Sith at the Temple of the Ancients
. I'm afraid due to that bug that I can't
Spoiler: show
fight Safer Sephiroth as well since it uses the same background iirc
.

The crash message just says Game Crashed :( and to visit the FAQ of the FFNx driver

EDIT : Had to disable all mods expect NT mod to proceed further, playing with 7th Heaven Mod Manager.

What other mods did you have on?

***

[NT 2.0 - Combat Only version]
A while back someone requested a combat-only version of the mod, which I've put together; it's all the battle rebalancing but paired with a default flevel (field script, dialogue, etc). But there's one thing to figure out and that's whether or not to modify the flevel slightly to include the Hard Mode/No-Exp options and the Source System which was used when balancing the enemies.

On the one hand, if the flevel is left unmodified then this means it can be combined with any dialogue/flevel-altering mods with less fuss as it uses the same encounter structure as the default scene.bin (I made some tweaks where needed so it'd conform to it, like re-adding the Mystery Ninja encounters and things like that). On the other, balancing might be tougher on the player without access to the Source System and won't be able to leverage the hard mode or no-exp options.

What I could try to do is set it up so that hard mode is toggled through the IRO rather than in-game, and tweak the character stat growth + equipment bonuses to compensate the lack of sources. Does that sound like a good plan?

***
I think someone else also asked for a 2.0 equivalent to the 'Vanilla Combat' variant of the 1.5 build as well (which would be the customised field scripting but using vanilla battles & balancing; the opposite to the above); I'm not sure how much work that'd involve yet, but the encounter table is (mostly) intact unlike the 1.5 build where that all needed to be restored so if it's a quick turnaround then I may get that together soon too.
« Last Edit: 2022-05-29 14:26:35 by Sega Chief »

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« Reply #11277 on: 2022-05-29 16:33:31 »
***

[NT 2.0 - Combat Only version]
whether or not to modify the flevel slightly to include the Hard Mode/No-Exp options and the Source System which was used when balancing the enemies.

On the one hand, if the flevel is left unmodified then this means it can be combined with any dialogue/flevel-altering mods with less fuss. On the other, balancing might be tougher on the player without access to the Source System and won't be able to leverage the hard mode or no-exp options.

i don't  mind giving it a wee run/playtest off stream (but recorded to show any fights struggled with uploaded somewhere)  with no exp / no sp / hard mode :) 2-3 days playthrough. and provide feedback :>  sub 24 hours could provide feedback for a purely hardmode/no source option. if thats of use let me know :) feel free dm on discord anytime.

nirwanda

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« Reply #11278 on: 2022-05-31 21:20:44 »
So I'm in the Hojo fight and the battle starts with big guard so I thought of using the classic strategy of casting reflect on myself to bypass the enemies' reflect and got stuck in a loop of the spell reflecting over and over from one character to the other.  Don't know if it matters but the spell was hydro.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« Reply #11279 on: 2022-06-01 00:52:56 »
So I'm in the Hojo fight and the battle starts with big guard so I thought of using the classic strategy of casting reflect on myself to bypass the enemies' reflect and got stuck in a loop of the spell reflecting over and over from one character to the other.  Don't know if it matters but the spell was hydro.

If the spell is bouncing then it should eventually resolve but it'll take a bit of time; each person has 4 'charges' of reflect. In situations where it's infinite and a final target can't be determined (there was a way to make this happen with Reflect Ring but I forget how) the game crashes.

Aynath

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« Reply #11280 on: 2022-06-02 22:02:37 »
What other mods did you have on?

I have several mods like Cosmo Memory, 60 FPS mod, NinoStyle models, Tsunamods Textures pack and NT mod. After some more testing, I enabled all mods I normally use but the Mouth Texture replacer. Since I use NinoStyle models, it was irrelevant to let it enabled and thanks to that, I no longer had the crash and could fight the boss !

Other question : It is normal that Cid's ultimate weapon, Venus Gospel has a 0 base attack ? All other ultimate weapons have 50 base attack.

EDIT towards the question : Actually some of the weapons have in deed 50 base attack and some have 0.

I do find the ultimate weapons really underwhelming, stat wise they are somewhat decent, making them good stat stick but damage wise it's really bad. I use the next tier of weapons (like Spring Gun Clip, Startlight Phone, Ragnarok etc...)
Spoiler: show
[spoiler]instead, I no longer feel guilty of using Masamune thanks to the nerf (ignore defense removed). I just defeated Emerald, it's a tough one but satisfying to end. Had to use cleverly Mime + Counter Command, to either heal or offense. That poison it self inflicts really helped too, as it dies in a pathetic way by a tick of the poison haha.
[/spoiler]
« Last Edit: 2022-06-03 22:03:59 by Aynath »

nirwanda

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« Reply #11281 on: 2022-06-06 12:37:16 »
So uh... what's with the Shinra soldiers in the Chocobo stable on the Highwind. I already reached the bottom of the north crater and got the gold Chocobo from the Kalm traveler but I still can't kick them out. The Kalm Chocobo says my stable is full and I can't board the ship with any manually caught ones.
Whenever I talk to the soldiers they keep repeating the same line over and over.

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« Reply #11282 on: 2022-06-07 07:23:30 »
Chocobo says my stable is full

buy stable at chocobo ranch. it will then be able to go there.



nirwanda

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« Reply #11283 on: 2022-06-07 19:52:14 »
buy stable at chocobo ranch. it will then be able to go there.
Oof i haven't played this game all the way to the end in so long I forgot about this. Thanks!

FFIXFAN

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« Reply #11284 on: 2022-06-09 17:56:02 »
Hey Segachief

I have been enjoying this mod a lot and managed to get up to the temple of the ancients on type B, I went to load it up and now its saying file is invalid when trying to load my save. Previously when i played I was farming some missing enemy material skills and I saved it at the save point in the gold saucer entrance ( bout to do date scene and get keystone ) Any help would be appreciated as I don't wanna start over again if It can be helped

Damy

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« Reply #11285 on: 2022-06-12 23:07:37 »
I personally did not like the mod after many hours play (looking at all nerfed things). Anyway there is a possible bug which I want to report about:
Apparently you can flee from the Knights of the Round bosses and get the materia.

rempha

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« Reply #11286 on: 2022-06-16 21:26:11 »
Parts of New Threat I like
The area music continuing into battles
No :O face characters
Additional dialog/story/character interaction
Ability to skip flashbacks/cutscenes
A few additional enemies and new enemy mechanics

And that's about it. I've just beat diamond weapon and ultima weapon and found the disappointing changes made to Cloud's Ultima Weapon. The absence of 2/4 Cut and Ultima materia have also been disappointing. I've ended up in a strange party arrangement with Nanaki just casting Comet and Tifa and Cloud just on support, its interesting, but not fun or cool. Is it possible to just mod in the elements I live and leave out the rest?

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« Reply #11287 on: 2022-06-17 08:08:50 »
The absence of 2/4 Cut and Ultima materia have also been disappointing.

I've ended up in a strange party arrangement with Nanaki just casting Comet and Tifa and Cloud just on support, its interesting, but not fun or cool. Is it possible to just mod in the elements I live and leave out the rest?


doublecut/4cut materia is still within the game and indeed ultima materia
Spoiler: show
 where you get them has changed. ultima materia is now in the room with the 4 save crystals which you can 'awaken' doublecut and 4x cut has been splitt into wattack find it in sacredcave at wutai finally xattack from the man in kalm (trades reward).


regards your party arrangements, depends on the way you wish to build characters, there is always more than 1 way. sure
Spoiler: show
comet ignoring defense somewhat
can help, however it really isn't necessary, if take advantage of weaknesses (and build your own characters strengths materia/equip setup (and SP if choose to use that))  then it does not require to be a rinse/repeat solution.
« Last Edit: 2022-06-17 08:13:07 by wdx »

Sac Moldave

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« Reply #11288 on: 2022-06-17 08:51:44 »
Hi ! Sorry to bother you guys but i have an issue finding the 1/35 soldier from Gold Saucer prize. The Documentation says Sub Prize #5 so i assumed it was Speed, but i can't drop it after several times. Did i misunderstood ?


Cavist

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« Reply #11289 on: 2022-06-17 17:49:26 »

Not been able to get info about it, so I'll just buy it now and have a look at it myself.


Hello, have you tried making it work with the MS Store version or it is not possible/not planned and I should stick to the steam version?

Aynath

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« Reply #11290 on: 2022-06-18 08:30:58 »
Parts of New Threat I like
The area music continuing into battles
No :O face characters
Additional dialog/story/character interaction
Ability to skip flashbacks/cutscenes
A few additional enemies and new enemy mechanics

And that's about it. I've just beat diamond weapon and ultima weapon and found the disappointing changes made to Cloud's Ultima Weapon. The absence of 2/4 Cut and Ultima materia have also been disappointing. I've ended up in a strange party arrangement with Nanaki just casting Comet and Tifa and Cloud just on support, its interesting, but not fun or cool. Is it possible to just mod in the elements I live and leave out the rest?

As mentioned by another answer, 2x and 4x Cut and Ultima still exist, they are in different locations. I agree that Ultimate Weapons are overall underwhelming but you can still reach high amounts of damage depending on how you build your party. New Threat pushes you to try different builds and strategies by nerfing the strategies from the original game.

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« Reply #11291 on: 2022-06-18 16:21:01 »
Hi ! Sorry to bother you guys but i have an issue finding the 1/35 soldier from Gold Saucer prize. The Documentation says Sub Prize #5 so i assumed it was Speed, but i can't drop it after several times. Did i misunderstood ?
sub prize #5 is exactly that: the 5th win of the gold saucers minisub mission.
beating 1/2/3/4 and the reactor option for that minigame.

rempha

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« Reply #11292 on: 2022-06-18 17:57:16 »
As mentioned by another answer, 2x and 4x Cut and Ultima still exist, they are in different locations. I agree that Ultimate Weapons are overall underwhelming but you can still reach high amounts of damage depending on how you build your party. New Threat pushes you to try different builds and strategies by nerfing the strategies from the original game.

Right, thanks. I appreciate a lot about the mod, I'm just not finding additional challenge, and more complicated mechanics, more fun, which is fine, just not for me.

rempha

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« Reply #11293 on: 2022-06-18 18:14:52 »
So I've got all of Tifa's other limit breaks, I've met all the conditions, I've got the Final Heaven item, but she still won't use the item to learn the final limit break, anyone have any ideas why that might be and how to get it to work? Thanks.

Cavist

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« Reply #11294 on: 2022-06-19 07:46:02 »
Can anyone recommend their setup and others mods running along NT2.0?
I am not looking for a total overhaul but maybe upscaled graphics like menus, battle fields etc.

I want to play NT2.0 steam today and looking for some hints what else is working along the NT and fits the overall game theme.

Damy

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« Reply #11295 on: 2022-06-19 21:52:44 »
Parts of New Threat I like
The area music continuing into battles
No :O face characters
Additional dialog/story/character interaction
Ability to skip flashbacks/cutscenes
A few additional enemies and new enemy mechanics

And that's about it. I've just beat diamond weapon and ultima weapon and found the disappointing changes made to Cloud's Ultima Weapon. The absence of 2/4 Cut and Ultima materia have also been disappointing. I've ended up in a strange party arrangement with Nanaki just casting Comet and Tifa and Cloud just on support, its interesting, but not fun or cool. Is it possible to just mod in the elements I live and leave out the rest?

I agree with you there. Overall the mod is great, I just don't like the unrewarding experience and "test my limits". Grabbed for example the Knights of the Round materia only to find out each hit does 2k damage! And the matera is already at maximum level. With MP Turbo (and perhaps more Magic?) you can at least reach "decent" 4k+ dmg per hit. Also read all patch notes and saw endgame weapon Masamune was nerfed so I were curious about it and cheated it and it does not impressive damage indeed. Far from what you can do in the vanilla game.

The feel about unrewarding and only challenge is just not for me. But otherwise the mod is great which other will love.

Aynath

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« Reply #11296 on: 2022-06-20 15:36:38 »
I agree with you there. Overall the mod is great, I just don't like the unrewarding experience and "test my limits". Grabbed for example the Knights of the Round materia only to find out each hit does 2k damage! And the matera is already at maximum level. With MP Turbo (and perhaps more Magic?) you can at least reach "decent" 4k+ dmg per hit. Also read all patch notes and saw endgame weapon Masamune was nerfed so I were curious about it and cheated it and it does not impressive damage indeed. Far from what you can do in the vanilla game.

The feel about unrewarding and only challenge is just not for me. But otherwise the mod is great which other will love.

Masamune was way too overpowered; given that most bosses don't have much HP, I read on the forum that Emerald had 165000 HP for example, which is far less than in the original game, but they are far more tough/more defense, so ignoring the armor is really valuable. But it is actually possible to reach high amounts of damage (relic ring, SP system, some materias combinations etc.), it's just more difficult to do so due to the overall balancing (crit damage reduction, level influence on attack damage, etc.).


Can anyone recommend their setup and others mods running along NT2.0?
I am not looking for a total overhaul but maybe upscaled graphics like menus, battle fields etc.

I want to play NT2.0 steam today and looking for some hints what else is working along the NT and fits the overall game theme.

I'm using 7th Heaven mod manager to install the mods, here's my setup if you're interested, the list below is in order from top to bottom (mod order is important, there's a button that auto sort the mods but here's mine anyways):
  • Cosmo Memory: Overhaul of Sounds effects and added sounds like footsteps, ambiance sounds etc. It makes the game more immersive imo
  • SYW V6 60 fps: FMV scenes are in 60 FPS, which is really nice, there's the 30 FPS version as well if you prefer
  • 60/30 FPS Animations for New Threat 2.0: A fix to have 60/30 FPS on new enemies added in NT Mod (without it, the enemies' animations are sped up in a goofy way, need the 60 FPS Gameplay mod to work
  • 60 FPS Gameplay: A mod that modifies almost every animation up to 60 FPS, or 30 FPS, makes the game a lot smoother and is a lot more stable than it used to be
  • NinoStyle Models: By order : Battle, Field, NPC Fields, Vehicle, World, Bike Minigame, those are models with the art style of Nomura, there are other styles but this is my favorite
  • SYW V5 Battle Textures: Textures of Battle scenes remade in HD, it's really close to the original
  • Limit Break Textures - Jinkazama2k7: Color change of limit break activation texture to be light blue instead of orange
  • SYW V5 Field Textures: Textures of Fields scenes remade in HD, it's really close to the original
  • SYW V5 Spell Textures: Textures of Spells remade in HD, it's really close to the original
  • Coin Skill Spell Textures: Textures of the Coin command animation remade in HD, you have several choices
  • Combined HD World Textures: Textures of the Overworld remade in HD, quite different from the original, if you prefer the original style, go for SYW V5 Worldmap Textures instead
  • SYW V5 Minigames Textures: Textures of Minigames remade in HD, it's really close to the original
  • New Threat 2.0 : ;D
  • EDMusic FF7 Soundtrack: Some musics of the soundtrack is replaced by other versions made by Enrico Deiana, for example Let the Battles begin, Jenova and others
  • Phoenix Tail Avatars: Avatar replacements in the menu, there are several choices in the mod option, including the FF7 Remake avatars
  • FF7 Remake ESUI Theme: Redesign of the UI aligned with the looks of FF7 Remake
  • Enhanced Stock UI: Needed for the FF7 Remake ESUI Theme mod to work
  • Gameplay Tweaks - Qhimm Catalog: Allows you to activate some interesting tweaks, like Lucky Tifa (her Limit Break reeks will always display "Yeah!"), Save/Phs Anywhere, or Always Run

That is for mods, but there are Driver Settings as well :
In Graphics Tab:
  • Graphics API: Auto
  • Resolution : Your internal resolution
  • Window Mode: Borderless is now available, but I personally stick to Fullscreen
  • Aspect Ratio: Stretch to Fill
  • Antialiasing: 8x MSAA (depending to your PC configuration
  • Anisotropic Filtering: On (depending to your PC configuration
  • Vertical Sync: Off
  • Advanced Lighting: On, enables real-time lighting, it's up to your preferences
In Advanced Tab :
  • Music Option: VGMStream (Recommended)
  • Movie Option: AutoDetect (Recommended)
  • Analogue Controls: On if you have a joystick/Gamepad
  • Internal Resolution Scaler: Auto
  • All the other options are Off since it's more for debugging

I hope this helps you :)

rempha

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« Reply #11297 on: 2022-06-20 16:11:20 »
I agree with you there. Overall the mod is great, I just don't like the unrewarding experience and "test my limits". Grabbed for example the Knights of the Round materia only to find out each hit does 2k damage! And the matera is already at maximum level. With MP Turbo (and perhaps more Magic?) you can at least reach "decent" 4k+ dmg per hit. Also read all patch notes and saw endgame weapon Masamune was nerfed so I were curious about it and cheated it and it does not impressive damage indeed. Far from what you can do in the vanilla game.

The feel about unrewarding and only challenge is just not for me. But otherwise the mod is great which other will love.

Right, it was a consistent experience of working towards a goal and being disappointed with the reward.

Aynath

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« Reply #11298 on: 2022-06-20 16:46:43 »
    So I just finished the game in Hard Mode Type B after almost 80 hours according to the game timer but I'd say about 100 hours instead. I loved it, the subtle dialogues are nice and fun, the QoL changes are a blessing and I loved the gameplay changes; I can't play the original game now, the mod is too good for me :)

    I'm going to give my feedback below, there are also some bugs which fortunately aren't fatal, the list is not exhaustive, it's more of a hot take :
    • Restorative spells and attacks are supposed to ignore barriers but it isn't the case for MP restoration it seems; Cait Sith's MP restoration with his Weapon (can't remember which color) is halved with Barrier and the party can dodge his healing ! It is an intended counterplay ?
    • With his MP restoration weapon, Cait Sith single handlely carried me through farming sessions
    • In hard mode, you cannot gain Gils from Battles so it makes the Materia Gil Plus not usable; I think it would be nice to gain gils again but like half or maybe less
    • I would change the scaling of Red XIII's Limited Moon, it currently scales with Limit but I feel like it is not suited for him (or for anyone), if I want to go a Physical build, I'd prefer a more stable weapon, but even with a Magic build, the weapon is not that good
    • During the Emerald battle, it seems it sometimes enter in a Limit mode, there's a message saying : "Carmine enters Limit Mode !" I believe it is a relica of NT 1.5
    • There's no music once you reach the cave at the end of the Ancient Forest
    • I revisited the old man cave and he mentions something about a giant flower at the at the end of the Ancient Forest (Ho-chu ?) then he mumbles "gloves", I don't know what it is supposed to mean, Morphing it gives a Megalixir, so no gloves
    • In the North Crater, when you have to climb back to the entrance by pressing O, the leader jumps back automatically, sometimes multiples times
Spoiler: show
  • After beating the Chocobo in the Glacier, if there's a battle in the same scene, the chocobo music is played instead of the normal battle music
  • I haven't use the SP system because I wanted the supposed easter egg when you beat the game in hard with no SP, I don't know how it supposed to show, I had a screen with the party in the church with a thank you (no refunds), is it this one ?
  • I have beaten the Secret Boss at the North Crater (finally !!) but nothing happened after the battle; the leader comes back into the 4 save points room which are still awoken and my ?_?_?_? item is still in my inventory. I've beaten it without killing the tentacles, then did it again but killing the tentacles first. While the battle itself is intense, having basically no rewards (massive amount of EXP and AP but I maxed out the party) for it feels bad for me
  • The Party focused Side Content feels unbalanced; for Yuffie we have to defeat basically two bosses and has some cool dialogues, but on the other hand Cid has basically no side content(Highwind being automatically obtained, and Venus Gospel is the gold saucer battle rewards), Cait Sith has a funny boss to beat but the reward (Dark Matter) has no utility as far as I know (a relica of NT 1.5 I believe ?)
  • I still haven't find the usage of the Red DragonScales (reward from 3D Fighting Game in Gold Saucer)
  • In the battle against Bizarro Sephiroth, despire having all 9 characters, you still have to choose 8, I ditched Vincent (sorry), is it possible to add the possibilty to use all 9 characters in this battle if we saved Aerith ?
  • Safer Sephiroth's Super Nova seems bugged because most of the animation is dark as if it has no texture. I remember from the PS1 game seeing the planets getting obliterated one by one with their names displayed. I tried disabling all textures and 60 FPS mods to be sure, it's still the same
  • Contain + Elemental affects the Hidden element despite not being displayed as such in the game, it took me time to understand what makes my Cloud to absorb Pandora's Box's damage, I thought Contain would help to affect Fire, Ice, Wind and Earth elements instead
  • In the same reasoning, I'd love to see the Core materia to have this multi element effect
  • I wonder what a Shout materia would look like
  • I'd love to see a return of the Dark Cave side quest that was present in the 1.5 version; maybe less bloated, but with new bosses instead, or another Battle zone, maybe a mirrored version of the North Crater that would give lots of XP and less AP (or the contrary) than the North Crater
[/list]

I'll replay the game again after some updates, it was truly a great experience !!
« Last Edit: 2022-06-21 14:40:26 by Aynath »

Damy

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« Reply #11299 on: 2022-06-20 19:29:47 »
Masamune was way too overpowered; given that most bosses don't have much HP, I read on the forum that Emerald had 165000 HP for example, which is far less than in the original game, but they are far more tough/more defense, so ignoring the armor is really valuable. But it is actually possible to reach high amounts of damage (relic ring, SP system, some materias combinations etc.), it's just more difficult to do so due to the overall balancing (crit damage reduction, level influence on attack damage, etc.).

I see. Just a weird and new way balancing the game which I didn't notice. Actually I played 1.5 before (the one I mentioned about can exploit the Knights of Round bosses and use Smoke Bomb to flee). And I LOVED some aspects about it for example the new Midgar Zolom so it's strange that he was reverted back to normal one in the 2.0.