Brave New EarlHi

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About Brave New EarlHi

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    Classic RPGs
  1. Satisfactory answers all around. Thanks for your swift reply!
  2. Hello again! I have a few questions regarding spells and the mechanics of said spells. 1: Is there any difference between a stat-modifier like Protect Up effect granted by a consumable vs. Spell? Duration, effectiveness, etc? 2: Are stat-up/down spells and sabers based on a flat, unalterable number or percentage? 3: Reisz Class info says that her Luck stat impacts the bonus damage of her spells, yet she only has stat-up/down spells and her summon series, which the excel sheet says deals damage based off her PIE stat. Likewise, Hawk has a similar set-up where his spells say their damage is based off his AGI stat in excel, but the Class info says his bonus damage is based off INT. Could you clear this up for me? Thanks!
  3. Pretty sure Rage cancels Berserk. This is why you can't Berserk Gau while he is raging or double-Berserk Umaro(if only!). If Gogo was ever given the Oath Veil as a helmet option you'd probably see a boost in damage equivalent to Berserk when using Rods.
  4. That sounds really promising. I just feel like he really needs something. I hacked Daryl's Soul into his shield slot to give him 2x attack and that made a huge difference. He will benefit from the cover and counter changes more than anyone I'm sure.
  5. Like Gogo, half of Umaro's game is who you group him with. Big guy needs support, period. And he isn't picky about who he works with, but has a fondness for Moogle-tossing which results in bonus damage on his Toss-attack. As such, here is my favorite Umaro set-up and the simple logic behind it. I admit this set-up is more fun than effective. Edgar/Gogo/Mog/Umaro Edgar is a dragoon; mixing Golem/Unicorn for bulk with Golem equipped. He supports with Golem, Tools and Magic. Gogo is set with Magic, Lore/Throw, and either Runic/Bushido/Tools/Item, bringing more support. Mog is The Dancer; mixed with Maduin/Terrato for blend of bulk and style. Moogle Charm is crucial to this set up. He brings a little bit of everything, including much needed 'tude. Umaro smash! Rage Belt is mandetory, and I like to use either the Black Belt or Sprint Shoes on this monster...anything that will improve his likelihood of causing damage. ------ First round will be situational buffs/debuffs. Edgar casts Golem at the start while Gogo doles out Image via Smoke Bombs or Refract, or Runic for spell absorption so long as Mog takes his turn first. Mog slows. After that its party time! From this point on Edgar will spend most of his turns jumping. The point of this build is to maximize hang-time, which acts as a third layer of protection, so to speak. Ideally, Gogo will immediately use Mimic after Edgar uses Jump so it too can take to the air. When necessary, these two can add more support between jumps, such as casting Shield or using Defibrilator. Mog will stay grounded, dancing his little heart out. He is build Ford-tough with this set up, ready to share hits alongside his sasquatch buddy but also to be chucked at monsters when it is convenient. Since Edgar and Gogo will generally be far away when Umaro gets the urge to throw a party member, this strategy maximizes the chance he will throw Mog for extra big damage... ...and we all know how desperately he needs to see those 9's because damnit he needs something! He needs this!!! He can't even wear a *burp* h-hat Morty! What kind of contribution are you really going to bring towards saving the world when you can't even figure out hats?!
  6. * I did not adjust the default difficulty. * I did not raise VIT/ PIE accordingly. * I did not debuff or have debuff items with me. * Info on Jewel-Eater being a time-bomb is great to know now, but is there any in-game foreshadowing of this bosses' gimmick? Maybe a dwarf could give you a heads-up? Thank you for your reply. I look forward to applying your advice, and also studying the docs and tables that come with this mod.
  7. I think this mod is great and have been attempting to play through as Hawk/Angela/Carlie. However, I have some issues: * Ninja Masters with Shuriken in Hawk's opener. After several deaths trying to run past one that spawned in the tunnel before the exit you escape through, I ended up just reloading until something safer spawned. This is silly. * Carlie's Tinkle Rain doesn't work in or out of combat. The heal animation plays, but there is no recovered Hp or even numbers signifying a heal. * Randoms tend to shred my group; consequently I spend a lot of time running avoiding fights. This doesn't really bother me but having to chew through consumables after almost every engagement makes me wonder if I am doing something wrong. * Bosses, lets talk about them. Early bosses comboing powerful abilities just feels wrong, and I have found myself feeling like I spend more time item spamming than fighting. I hit a wall with my party at Jewel-Eater; even with my party sitting at an average of 16 he decimates me. Double-Jewel immediately followed by Power Punch - who can survive that? Not to mention melee attacks that can one-shot characters. What is a character like Hawk supposed to do in a fight like that? * With death practically being a fourth party member, 1150 gold for a revive item seems excessive, in addition to the Hp penalty you are already incurring. I really like the idea behind this mod but the early game is, suffice to say, brutal and discouraging since you have so few options to defend yourself or attack your opponent. I do enjoy it despite the gripes and look forward to future editions. I will read the armor and item listing which may give me more ideas for survival but god damn this is hard.
  8. Rod-rage will get the most impressive results for a damage-focused Gogo, bar none. Just make sure it is paired with someone that can support it, like Shadow, Strago or Gau. For a supportive/magic based Gogo I like to pair him with Terra, Celes and Relm using Magic, Lore, and either Throw or Tools. With Magic equipped, it gets access to most of the spell list, which is great and awards a lot of flexibility. Mimic also comes in very handy here for obvious reasons - free casts of top-tier damage spells and summons devoid of cast time. You can Mimic Relm after she uses Sketch and don't need to be using a brush. *Likewise, you can Mimic Celes after she uses Runic and enjoy two spell absorbtions and don't need a blade equipped. The only thing I feel Gogo is missing is more access to equipment, specifically the Sage Stone. X-Magic would be amazing on Gogo, but I don't feel it would be broken considering its' limited stats and MP pool. * Disclaimer: this may only work because I am using the Runic Forever hack along with BNW.
  9. Can I just say that a cut-scene with Ultros teaching Mg the Water Rondo would be hilarious and fit in with Ultros' role as comic relief?
  10. There are already a couple of instances where battles are potentially extended, or the conditions at least change somewhat. 1: An enemy calls for back-up. Dadaluma does this, and I recall some troopers and robot-types sounding alarms to do the same in random battles. During the Opera House event, rats will respawn during fights unless you can wipe them out quickly, pressing you for time. Wouldn't it be possible to add calling reinforcements a more common element for some battles, or as another type of "counter" against certain actions the party takes in battle? This could also increase opportunity for strategy, ie: enemies can't call for help if they are affected by certain status effects depending on their type. 2: The battle with Tiamat I always found interesting because it is the only one I can recall where you start in a standard battle formation but are then forced to switch sides because you are effectively ambushed from behind. Imagine the Magitek Research Facility...the party is breaking in to the heart of the Empire...it isn't long before a fight breaks out. You might start with a Preemptive Attack and have full advantage, but didn't take out the Commandos fast enough(maybe one escapes early?) and suddenly you are ambushed by Commandos and Foxhounds and forced in to a Back Attack formation, and then just when you think you have defeated the last enemy, two Protomen emerge(remember that first Commando?) as the last wave and you are forced in to a Pincer Attack formation. Phew! That sounds intense just thinking about it! I am not a coder so the limitations of the game are unknown to me, but wouldn't something like this be possible to add more flair to battles?
  11. Just wanted to say you're doing God's work, friend. OH YEAH!!!
  12. I am one of those weird people who loves random encounters; even the sound and visual effects leading in to the battle still gives me a thrilling jolt, even after all these years. You want to talk insane encounter rates? Shin Megami Tensai Persona.
  13. A post I saw suggesting random encounters on the ferry reminded me about how Setzer informs us that the "skies are a lot unfriendlier these days." foreshadowing Doomgaze. Well, that's great, but wouldn't it make more sense if Doomgaze wasn't the only thing flying around up there that wanted to eat you? I submit that there should be more random encounters in the air that the party needs to deal with outside of Doomgaze. There are already suitable backgrounds that wouldn't need to be modified, and plenty of flying creatures to use. It would also allow for an element of surprise when Doomgaze actually appears, since at this time everyone knows that the only air encounter is Doomgaze. In addition to randoms, I also suggest that another boss encounter be added, one you can't just select to chase down. Perhaps one of the legendary dragons could be flying around menacingly? Perhaps a mechanical horror set loose by Kefka? One final suggestion would be more complex, but what about a script event, perhaps after the party first fights Doomgaze or any other air battle, where the Falcon gets damaged and is forced to land on Triangle Island, where the party is forced to wait until repairs are completed. They explore the island, encounter the Zone Eater, and after recruiting Gogo the Falcon is repaired.
  14. If patched correctly, will it say 1.8.6 in the config menu? Edit: the answer is no.
  15. Thank you for that explanation. What do i do with .7z files like Runic Forever?