Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99999)  (Read 6154421 times)

grake

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99999)
« Reply #11950 on: 2025-08-01 03:15:51 »
From 2016, Relic Ring gives Auto-Wall (like a Protect Ring), +20 to Strength & Magic, as well as defending against Dual-Drain and Manipulate (used by some bosses). It will also absorb Hidden...but also Restorative; so if you use it, make sure to have some alternate means of healing (absorb Fire, for instance, using an Elemental Materia).

I realized this was for v1.4. What did you change relic ring's effects? It looks like you changed it to max vit and spr out instead of auto wall. No +20 str/mag... I assumed it was too much? It looks like absorb death and being undead. Am not sure about ???? yet.

I would like to give feedback if you plans to update NT mod. I am not sure if you would like to boost monsters' hp more like x1.5 or x2? I read the past posts and you explained that boosting hp would mess up on some systems. I hope 1.5 or 2 are ok to boost monsters' hp. I feel it was so easy to take it down. Monsters' stats for str and mag are still pretty good enough to beat my team up.

Is it possible for you to add a npc or something to let me know that I have more sidequests to look up after airship's npc with sidequests explanation?

I feel you gave SO much +dex on weapons. More elements or boost hp/mp?

If I don't want SP upgrade, but I would like to have small stats natural growth... Is there a chance for you to have this similar idea to your mind? It is probably good idea to ask in the new game screen before start a game, for instance, pick to depend on SP upgrade or small stats natural growth that you can't change after picking. NO source items if no sp upgrade. 

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99999)
« Reply #11951 on: Today at 13:25:46 »
From 2016, Relic Ring gives Auto-Wall (like a Protect Ring), +20 to Strength & Magic, as well as defending against Dual-Drain and Manipulate (used by some bosses). It will also absorb Hidden...but also Restorative; so if you use it, make sure to have some alternate means of healing (absorb Fire, for instance, using an Elemental Materia).

I realized this was for v1.4. What did you change relic ring's effects? It looks like you changed it to max vit and spr out instead of auto wall. No +20 str/mag... I assumed it was too much? It looks like absorb death and being undead. Am not sure about ???? yet.

I would like to give feedback if you plans to update NT mod. I am not sure if you would like to boost monsters' hp more like x1.5 or x2? I read the past posts and you explained that boosting hp would mess up on some systems. I hope 1.5 or 2 are ok to boost monsters' hp. I feel it was so easy to take it down. Monsters' stats for str and mag are still pretty good enough to beat my team up.

Is it possible for you to add a npc or something to let me know that I have more sidequests to look up after airship's npc with sidequests explanation?

I feel you gave SO much +dex on weapons. More elements or boost hp/mp?

If I don't want SP upgrade, but I would like to have small stats natural growth... Is there a chance for you to have this similar idea to your mind? It is probably good idea to ask in the new game screen before start a game, for instance, pick to depend on SP upgrade or small stats natural growth that you can't change after picking. NO source items if no sp upgrade. 


Relic Ring currently in 2.0 has these effects:
+255 Vitality & Spirit
Blocks KO, Sleep, Poison, Confu, Silence, Frog, Mini, Gradual-Petrify, Petrify, Regen, Dual-Drain, Death Sentence, and Blind
Absorbs Poison, Gravity, ???? (Hidden), and Restorative elements

I think I took the Str/Mag off it so I could max the character's defences as accessories only allow for 2 stats to be raised (Curse Ring has a built-in effect to raise other stats when applying the death sentence at the start of battle).

Regarding the feedback:
1) I'm wary about raising enemy HP as a pitfall I fell into with earlier versions was that I'd test bosses with a fairly optimised party that was using elemental weaknesses & equipment that bolstered their offence stats. Even with the tweaks to things like critical-hit damage & elemental weakness damage multipliers, the time it takes to complete an encounter can vary wildly depending on what the player has equipped. I'll be aiming to make a proper hard mode for a future patch though where I can probably tune enemies to be a little bulkier.

2) I can maybe try and set that NPC's dialogue to mark off completed sidequests or something.

3) I'm currently rebalancing everything for an upcoming patch; the way I've budgeted stats on weapons, armour, and accessories there should be less Dexterity generally on weapons. Armours as well have far less stat boosts on them in the WIP patch than the current build.

4) Characters do have natural stat growth in 2.0; like the base game, the highest these can go is 100 and they increase by a varying amount at each level up. Each stat has a minimum and maximum possible value (usually about 10 or so difference). The max values they can get through stat growth alone is below: