Deschain

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Posts posted by Deschain


  1. 32 minutes ago, Mugenhagen said:

    I was curious if it'd be possible to use the Woolsey Uncensored Mod with the "Vanilla" version of this mod, and if not would it be a difficult task to make it work?

    Unfortunately, the way BNW modified the rom moved a lot of shit around compared to vanilla, especially related to the dialogue, making this very difficult to do, and definitely not something you can do yourself without some significant hacking. My suggestion would be to wait until 1.10, because it will include a Woolsey-ish dialogue patch that will be compatible with BNW.


  2. 3 hours ago, Hapanpappa said:

    All this talk of nerfing bosses and people complaining about the difficulty actually has me worried that the awesome bossfights of yore will fall flat and underwhelm me when I start a new playthrough in the near future. I never felt the fights were too long for a second.

    If it dragged on or I had trouble I simply changed my strategy and that was the whole fun of it. And I'm not a hardcore player or a BNW veteran with only that single playthrough completed 1-2 years ago. Do the veterans also agree that the nerfs were actually called for and it wasn't just done at the whim of some lazy people who expect to steamroll bosses vanilla style without doing any strategizing whatsoever?

    Not trying to sound like an ass but the heart and soul of the mods on these forums have always been the challenging and epic boss fights, for me at least... Seems weird to jeopardise that challenge that people are looking for when they come to these mods in the first place.

    You can rest assured that no one balancing BNW is interested in nerfs that make the game easier for its own sake. Any nerfs are either to make a fight more fun (there's nothing interesting in spending 5 more minutes on a boss than necessary once you've already figured out how to beat it) or to make sure the fight is properly balanced. However, I also don't think any fights have been nerfed in the past two years. If you're referring to Vargas, he hasn't been nerfed, but if he were, it would be because his difficulty is higher than he should be the options available to you at the time, since you don't have espers yet. But still, most of the proposals here to make him "easier" simply involve giving the player more information, not decreasing his difficulty.


  3. 16 hours ago, SGFTI said:

    Which of these mods out there are on par with BNW?

    Monster Tactics is not as well balanced as BNW, but there doesn't exist another game nearly as balanced as BNW. It is, however, a really interesting, and REALLY hard, improvement for Final Fantasy Tactics. (I personally couldn't get past Golgorand Execution Site but it was super cool up to there.) I think it's what you're looking for.


  4. 11 hours ago, hypernova said:

     

    Are the 8 dragons designed to be fought at a later time once you've amassed a good deal of some of the better equipment?  Earth destroyed me early in the WOR, kinda expected it.  I probably got through nearly all the fire dragon later on by wasting it with Ice3 for 4k each time with Celes along with the constant sap and sporadic other damage via Sabin blitzes and counters, but eventually a Southern Cross wiped me.  I probably spent about 30 minutes on it.  (Low-mid 20s, but I have NOT spent any ELs yet.  Trying to amass them all before spending the points.)

    The dragons are optional, so they are definitely designed that if you want to fight them at the time you encounter them, you will need a very good strategy and equipment setup. Southern Cross will 100% wipe you if you don't have fire resistance. 

    I would really recommend just spending your ELs, they are a huge component of your effectiveness in battle and if you want to change your mind later, you can respec at the Colosseum (although respeccing anyone but the first four characters is very expensive.)


  5. Fire+wind attack (Merton):

     

    Before the patch:

    Null fire, neutral wind : 0 damage

    Null fire, weak wind : 0 damage

    Null fire, null wind: 0 damage

    Null fire, resist wind: 0 damage

    weak wind, neutral fire: double damage

    weak wind, weak fire: double damage

    weak wind, absorb fire: absorb

    Resist fire, resist wind: half damage

    Resist fire, neutral wind: half damage

     

    After the patch:

    Null fire, neutral wind : half damage

    Null fire, weak wind : normal damage

    Null fire, null wind: 0 damage

    Null fire, resist wind: half damage

    weak wind, neutral fire: double damage

    weak wind, weak fire: double damage

    weak wind, absorb fire: absorb

    Resist fire, resist wind: half damage

    Resist fire, neutral wind: normal damage

     

    Also confirmed that this patch does not accidentally change single-element damage in any way.


  6. 1 hour ago, GeradFigaro said:

    There’s a lot to like about this mod, at least in WoB, but I don’t know what you’re thinking with numbers like that. A lot of these WoR bosses are taking me upwards of a half hour to beat (or worse if I die). I hate to say it, but I’m actually getting bored, and I love FF6. It’s just every single enemy has SO MUCH HP.

    I’m noticing that a lot of fights and even random encounters are designed around the assumption that the player is bringing the optimal team, which completely defeats the purpose of locking the characters into “classes” and limiting what they can do. I don’t want to take the long trek through Phoenix Cave, Narshe, etc just because I didn’t know ahead of time that an elemental dragon would be one-shotting my party, or as is more often the case, my characters can *survive* against the boss, but don’t have the right spells or abilities to hit weaknesses, so the fight takes forever. Atma is another example, where if you don’t bring float it’s basically unwinnable, and if you don’t bring rerise, you’re at the mercy of RNG whether mind blast and a follow up will wipe you. And if you don’t know that ahead of time, you get to go through the floating continent twice. It was a really bad way to cap off the WoB, and it’s really disappointing to see that it is a theme in WoR. 

    Shadow learns float and is forced to be in your party?

    (He also learns Rerise if you found the Memento Ring from an NPC's hint earlier in the game)


  7. I just finished the second round of edits on a script that is essentially what you're asking for. Don't know when BTB is going to make it into a patch, but once it's done, it'll be BNW, with a script that is a combination of the Japanese, BNW, and Woolsey, with the aim of keeping the spirit of Woolsey, the ideas of the Japanese, and the clarity and better translation of BNW. I'll post it here when it's finished.

    • Upvote 4

  8. My problem with Dadaluma is that two crucial pieces of information are more or less completely opaque:

    1) Slim Jim giving haste is only possible to see if you bring Scan or have stolen one and used it, and it's perfectly reasonable to assume that Slim Jim just does regen + jump because that's already a lot of things for one attack to do. (Yes, I know it doesn't actually CAUSE the jump, but that's what it looks like to someone who doesn't know what Slim Jim does.)

    2) Up until this point, counter-attacks have been very simple. Blitz Albatross, get Fireballed. Tools Tusker, get Gored. Then all of a sudden, Dadaluma has an extremely complicated script with multiple interacting counterattacks and incrementing variables and shit, with no indication of it.

     

    My solution: An NPC in Zozo says "I've noticed Dadaluma gets lethargic after he eats..."

    Another NPC in Zozo says something like "I've watched Dadaluma fight. He responds to every attack with exactly the same counter!" or "I've watched Dadaluma fight. His attacks are a lot more threatening than his counters!"

    Now the relevant information is not completely hidden, and it's up to the player to figure out what it means. And if they don't talk to the NPCs, well, that's on them! And it has the added benefit of not changing the fight in any way, just giving the player some extra information going into it.

     

    If this were added, then when someone inevitably complains about Dadaluma being too hard, we can be like, "Did you talk to all the NPCs?" rather than "Just figure it out!" and it feels a lot better as a player, knowing it was their fault they missed it, rather than the game just hides it.

    • Upvote 6
    • Downvote 1

  9. On 5/28/2018 at 5:47 AM, SirNewtonFig said:

    The original line is "Power only breeds war... I wish I'd never been born." Pretty emo.

    It sounds emo when you read it out of context, because we are used to 13 year olds saying it after they get grounded. She's saying it because her birth (as iirc the first successful magitek-infused knight) has caused her to be a pawn in the middle of a power struggle between two factions that are very close to literally ending the world. That's a pretty reasonable thing to wish had never happened!

    • Upvote 1

  10. One of the most subtle, but ultimately largest and most important, differences between BNW and vanilla, is that stats are REALLY IMPORTANT in BNW. Every point of stats you give your characters is relevant and noticeable. So putting on a relic whose only stat is +10 block, versus, say, the Zephyr Cape, with 10 block, 10 magic block, 7 speed, and 5 stamina, you are going to really feel the lack of stats. The loss of all those stats to gain the benefit of saving yourself from casting Haste a single time is pretty much only going to be worth it if you're fighting enemies that set Slow.

    • Upvote 1

  11. Myria:

    Spoiler

    I thought she may actually be impossible, what with the flaring and the flare staring and the zombificating and the inherent haste, but she was actually a lot easier than I was expecting, once I set up.

    Mog jumping with Gungnir, Setzer and Shadow with Ribbon supporting, Umaro with Rage Belt and Death Ward. Strategy was just to keep Mog in the air 100% of the time, and Shadow/Setzer healing, and Umaro throwing people.

    Asura:

    Spoiler

    Also surprisingly easy! I equipped water defense gear, and as long as I kept everyone at full health and always kept someone ready to heal, he didn't do anything really threatening.

    Isis:

    Spoiler

    My party was Gau, HP/MP Locke, Mag/Spd Celes, and Vigor Edgar. This one took a few tries, mainly because I couldn't reliably kill anyone who got Charmed. I ended up putting Gau on Cephalid, like usual, having Locke X-Magic heal, Celes mostly Runic, and Edgar jump. It was a pretty boring fight, I just had to immediately focus on murdering whoever got Charmed with everyone and healing up before Moonlight and it wasn't bad.

    Fuck I have 4 Remedies left. Hope that's enough!

    Kefka:

    Spoiler

    Somehow this only took 3 tries! I used Setzer/Terra/Relm/Mog so that I would have Meteor, Ultima, double Rerise, Slow-X, AOE sap, everyone has a good AOE heal, and everyone can get their M. Block really high. I set Setzer up as a tank/healer, Morphed Terra so she could throw Ultima out pretty much every turn, and used Relm for RegenX + Rerise and Meteor if she got a free turn. The first two tiers were actually surprisingly easy. I just spammed AOE spells, Setzer tanked everything, and stuff died pretty quickly. On the third tier, I didn't realize that Sleep goes apeshit if you kill Girl, so I had to frantically heal with pretty much everyone every turn, attacking one or two times if I was able. Eventually I just whittled her down with Flare/Ultima, but I lost Mog in the process, so Shadow came in for Kefka. This fight was EXTREMELY hectic. This was both of my wipes. The important thing was that I set up Rerise on every person, immediately, every time they lost it. If he Purged, I would stop attacking until everyone had Rerise back up. Once I made that my strategy, he went down without too much trouble. I don't actually know what triggers Goner, but I never got two back to back.

    Okay, so! Thoughts.

    1) I don't like the nerfs to HP espers, I think the speed increase does a good enough job at increasing difficulty, the HP nerfs just made a lot of ITD attacks feel unfair. If the HP nerf stays, I think Meteo/Quasar/Moonlight(?) need a small nerf to compensate.

    2) M. Block is absolutely essential. You basically need to make sure you're dodging enough attacks that their missing compensates for them getting twice as many turns. By the end of the game most of my strategy involved "how can I efficiently put as many points into M. Block as possible and still be able to do other things I need to do." Other than on jumping characters I pretty much didn't equip an item if it didn't give M. Block.

    Other than that, it really never felt unfair. I always felt like I was able to figure out how to win, with the tools the game gives. Which really says something about how insanely well balanced BNW is.

    • Upvote 2

  12. KT: Ok, first, how to split the party.

    Spoiler

    I obviously wanted a mix of DPS, tanking, magic damage, physical damage, healing, status ailments, element types, and making sure every party had some way to Slow, Rerise, Float, and Dispel.

    I ended up with: Terra/Sabin/Relm/Cyan,  Celes/Gau/Locke/Edgar,   Umaro/Mog/Shadow/Setzer

    You may be thinking, no Strago or Gogo????? Well, in NHT, they are just too damn slow and squishy. The main threats are defense-piercing attacks like Meteo, Meteor, and Quasar, so all the defense in the world isn't going to matter if you fall over in a slight breeze. Or in a hail of meteors.

     

    Atma:

    Spoiler

    You know what's worse than fighting Atma? Fighting him a second time with your B-team!

    This took me almost as many tries as the first time. I didn't have much trouble getting to the second phase, but then he's start spamming high-power attacks so quickly I would get stuck into a rez-loop, and he was fast enough that I could never end up getting out of it.

    Final result: Fuck defense. I conserved mana as much as I could until phase 2, then I cast Fenrir/Seraph and went all out offense once he started mind-blasting. Gau on Cephalid, Celes spamming Ice 3, Edgar jumping with Longinus, Locke throwing out X-magic Life 2. Turns out it only took a few rounds of that for him to die, right before I ran out of mana!

    Inferno:

    Spoiler

    Actually surprisingly easy. I didn't have to do much special here. Pretty much just let Umaro throw people for 8000-9000, while everyone else supported, with Shadow attacking for ~4k whenever I had a turn available.

    Green-D:

    Spoiler

    Put a Black Heart on Setzer and Shadow and just killed him while my other two dudes were dead. Super easy.

    Guardian:

    Spoiler

    Everything is going fine, Terra doing Bolt 3 for 9999, until... shit, none of this team can Dispel his Barrier OR his Shield! Welp, this fight is going to get annoying from here.

    So now he has Reflect, Safe, and Shell up... but he doesn't actually do very much damage? So I stick Terra and Relm on healing duty, and continue using Tempest and Bum Rush, and he eventually goes down without much trouble.

    Gold-D:

    Spoiler

    Edgar jumping with Trident, everyone else supporting, a Thunderguard, a Minerva, a Rage Belt, and a Force Armor = easy fight.

    Kaiser:

    Spoiler

    Oh fuck. This guy is utterly kicking my ass. I am here with Terra/Sabin/Cyan/Relm and he's destroying me so badly I may need to actually leave KT and come back with a different party. Sabin is essentially useless in this fight and Cyan dies to everything, and I don't have anyone to Dispel him to change his wall. uuuuugh.

    Ok, so, here is the plan. I go back to the White-D plan of absolutely maxing Magic Evade at the expense of everything else, and I attack with NO ONE EXCEPT Terra, and only if the dude is weak to something. Everyone else just heals and sets Sap/Slow and throws her Tinctures, and if he isn't weak to whatever she's throwing, she just heals too.

    Somehow, this ended up working.

    Setup:

    Terra Zantetsuken/Force Shield/Circlet/Minerva - Gale Hairpin/Ribbon - Phoenix

    Sabin Stormfangx2/Red Cap/Mirage Vest - Zephyr Cape/Back Guard - Golem

    Relm Punisher/Multiguard (Just stole it off the last random!)/Red Cap/Dragon Hide - Crystal Orb/Ribbon - Zoneseek

    Cyan Masamune/Genji Helm/Force Armor - Muscle Belt/Zephyr Cape - Kirin

    So now I have exactly 8 Remedies left because I completely forgot to restock on them before coming, I should probably leave before doing the Goddesses...


  13. FT:

    Warp Whistle from nearly every encounter

    White-D:

    Spoiler

    This guy killed me before I got a turn so many times. Probably wiped to him more than every other boss put together so far. I revised my strategy a bunch of times, and nothing was working, but then I realized he did mostly holy and poison damage, so... Black Heart strats?! Quasar would get me low, and then anything else he did would finish me off. So I just pumped up my HP as high as I possibly could and farmed some Black Hearts.

    I finally ended up taking him down with the following setup:

    Setzer doing his usual

    Mog X-magicking Bio, with a Black Heart

    Edgar jumping with a Gungnir (I traded for it at the colosseum for this fight, and traded it back afterwards!) with a Black Heart equipped

    Terra casting Break and healing and throwing out MORPHED TINCTURES (she could have been anyone, in hindsight I probably would have done better with Shadow here)

    Magimaster:

    Spoiler

    Surprisingly easy. I took Gau and Mog, but I didn't realize beforehand how many of their Dance/Rage elemental attacks are multi-elemental, so Gau at least ended up pretty much being healer. Terra and Celes were my heavy-hitters here. I mostly played defense, making sure I was buffed and full, until he was on wind (Break and X-Break), earth (X-Quake), or ice (Ice 3 from both girls).

    Alright, guess it's time for KT....!


  14. Brown-D and Blue-D: practically free.

    Purple-D:

    Spoiler

    Umaro with a Snow Muffler/regen/image is, again, pretty much unkillable. He only takes damage from regular attacks, and he just heals back up with regen.

    Wrexsoul:

    Spoiler

    Mog and Terra with Flameguards and Reflect Rings are unkillable outside of Meteo if they aren't attacking, so as long as I keep my HP above ~600 I whittle them away with Edgar jumping with Trident for ~3.5k-7k and throwing out Water Rondos when I feel safe enough

    Red-D:

    Spoiler

    Edgar with Royal Jacket/Trident, Gau raging Ninja, Terra with Flameguard spamming Ice 3, Setzer healing/Rerising like he does in every fight

    Silver-D:

    Spoiler

    Terra with Iceguard spamming Fire 3, Setzer healing/Rerising like he does every fight, Mog on Wind Blues duty for Sun Bath, and Edgar jumping with Fire Lance (and pretty much dead all the time)

    Hidon:

    Spoiler

    Shadow with Avenger/Kagenui, Edgar jumping with Trident, Setzer healing/Rerising like he does every fight, Strago being petrified and absorbing a bunch of attacks because fuck Strago and his 500 HP and 29 speed. I used Fire Scroll + Flash + Blacjack to clear out the Hidonites whenever they popped up and just healed through Black Omen.

    Time for FT and then KT! God help me


  15. Got all the characters! Now to clean everything up and go to KT.

    Dullahan:

    Spoiler

    Very difficult fight. Took me quite a few tries. I had to have Celes absorb most of his spells, and even still I essentially had to keep my entire party at full HP the entire fight or Absolute Zero could turn 2-3 people into zombies. I ended up with a clutch zombified Edgar jumping twice on him for the win but it was very tight.

    Phunbaba:

    Spoiler

    Sabin with Life Bell and Reflect Ring spammed Suplex over and over, Cyan with Reflect Ring spammed Empowerer over and over, neither one ever died.

    Road to Chadarnook:

    Spoiler

    Gau with Adamantite + Ninja scrolls cleared out most packs, even the pincer attacks. Chadarnook itself was a pushover.

    Tritoch:

    Spoiler

    Buff Tritoch. Pretty sure I took 0 damage this fight.

    Doomgaze:

    Spoiler

    Immortal Umaro with Snow Muffler/Rage Belt/Life Bell basically soloed him while everyone else spent most of the fight eating dirt

    Yeti:

    Spoiler

    Didn't have as much trouble here as thz did. I just stacked the absolute SHIT out of evade. Evade in every slot. Shadow had 104, Mog had 88, Setzer had 82, Terra had 46. I had Setzer permanently healing/casting Reraise, Shadow permanently throwing smoke bombs, Mog x-magicing Bio, Terra spamming Fire 3. Between the smoke bombs and evade I almost never got hit, even when he was attacking ~10 times between turns.

     


  16. Fuck Atma Weapon

    Spoiler

    Edit: ok, finally killed the mother fucker. Took me about... 20 tries? I kept dying to Meteo, so on my last few attempts I actually left the FC to go buy every single piece of M Block equipment I could find, and stacked it in every slot I could spare.

    Full loadout, for reference:

    Edgar, 20/12, all Unicorn, Golem equipped, Amulet/Dragoon Seal, Icebrand/all Gold armor

    Shadow, 18/9, Back Guard/Zephyr Cape, double Sakura, Ninja Mask, Gaia Gear

    Gau, 21/12, Back Guard/White Cape, Green Beret, Gator Hide

    Celes, 20/11, mostly Siren levels, a few Seraph, Seraph equipped, Hero Ring/Gale Hairpin, Storm Blade/Gold Shield/Magus Hat/White Dress

    I tried to have Edgar in the air whenever I could so he would be dodging attacks, Gau was raging Cephalid most of the time, Celes full time healing/Rerise duty, Shadow full time Rerise/dispel/float/haste duty. The most important thing was to have Rerise up pretty much all the time on everyone so I didn't wipe to an unlucky Meteo. With this loadout I didn't have much trouble with Mind Blast because I was mostly protected against the worst effects.

     


  17. Because it seems like what all the cool kids are doing, I decided to try my hand at NHT too. I'll probably just be posting highlights.

    Biggest highlight: Gau is massively MVP everywhere I can use him.

    Ultros 1:

    Spoiler

    The majority of my wipes in the mod were to goddamn Banon dying. After about the fifth wipe, I decided to just stop using Terra for anything except waiting for Banon to take damage and then healing him, and I got him next time.

     

    Phantom Train:

    Spoiler

    If you put a Ghost Ring on Cyan, you can just keep yourself alive indefinitely with Empowerer while sap drains him to death

    Ultros 2:

    Spoiler

    Similar to Phantom Train, my dudes kept dying, so I just put Gau on Conjurer and waited for Ultros to die to sap.

    Number 024:

    Spoiler

    My party was not great for this, so I ended up putting Gau on Conjurer, Locke with double Butterfly, Edgar jumping with Stout Spear, and Celes healing. No one was doing much damage to him, (Locke hitting for ~600 total, Edgar jumping for ~700) so it was really about attrition. Took forever to outdamage his Regen at this pace.

    Number 128:

    Spoiler

    Gau on Antlion for stopping + fire immunity, Locke with Healing Shiv, and Edgar jumping for 2k with Trident, he died quickly.

    Cranes:

    Spoiler

    Gau on Flan to prevent elemental damage and occasionally Storming, Edgar jumping with Trident, Locke casting Bolt 2, Setzer not doing anything but setting sap with Blackjack and then dying over and over. This was a race to kill one of the cranes before I couldn't keep up with their DPS.

    Sealed Cave:

    Spoiler

    Still a baby dungeon for babies

    Heartfire:

    Spoiler

    Between Storm and Aqua Rake I could easily one-shot the adds, so I just had Locke on healing duty and Strago and Terra with max magic defense and magic block spamming spells.

    Ultros 3:

    Spoiler

    Once again sap did most of the work here. A tanky Locke with a Life Bell and high defense/Healing Shiv never died, and I slowly whittled him down with the other two

    I've actually been pleasantly surprised by how doable NHT is so far. I haven't run into anything I've felt was "unfair" other than pincer attacks.