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Posts posted by Deschain
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Works as advertised. Runic works fine. Set Vanish, it still continues to work fine, and absorbing a spell doesn't remove Vanish.
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Just tested, all of these things work as advertised.
1) Allies in the back row are covered as normal by allies in the front row. Allies in the back row do not cover. Allies in the front row are only covered if they are critical.
2) Mog covers fine until he starts to Dance, then stops covering. Then starts covering again once Dance is removed.
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37 minutes ago, MGE said:FF3 US -> BNW -> Nowea HT?
Correct.
[H] is if you're using a headered rom, [N] is if you're using a non-headered rom. If you have to ask, you are probably using a non-headered rom.
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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.
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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.
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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.)
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But Merton sounds WAY cooler
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Chiming in that I am in agreement that stam Sabin is very underpowered. In my NHT run he was my most useless character. He died to everything, despite his stamina, and didn't add enough of anything to be worth rezzing. He was more of a liability than a help. In KT I pretty much just left him dead and 3-manned bosses without him.
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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.
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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)
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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.
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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.
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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!
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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.
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SpoilerHe only starts using Black Omen once you have killed all his Hidonites
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Myria:
SpoilerI 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:
SpoilerAlso 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:
SpoilerMy 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:
SpoilerSomehow 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.
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@Nowea Current levels, before fighting the Goddesses
SpoilerTerra 30/22
Sabin 27/18
Relm 28/18
Cyan 30/20
Celes 27/18
Locke 27/16
Gau 31/22
Edgar 29/19
Mog 30/20
Shadow 28/17
Umaro 29
Setzer 32/22
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KT: Ok, first, how to split the party.
SpoilerI 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:
SpoilerYou 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:
SpoilerActually 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:
SpoilerPut a Black Heart on Setzer and Shadow and just killed him while my other two dudes were dead. Super easy.
Guardian:
SpoilerEverything 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:
SpoilerEdgar jumping with Trident, everyone else supporting, a Thunderguard, a Minerva, a Rage Belt, and a Force Armor = easy fight.
Kaiser:
SpoilerOh 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...
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FT:
Warp Whistle from nearly every encounter
White-D:
SpoilerThis 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:
SpoilerSurprisingly 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....!
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Brown-D and Blue-D: practically free.
Purple-D:
SpoilerUmaro 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:
SpoilerMog 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:
SpoilerEdgar with Royal Jacket/Trident, Gau raging Ninja, Terra with Flameguard spamming Ice 3, Setzer healing/Rerising like he does in every fight
Silver-D:
SpoilerTerra 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:
SpoilerShadow 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
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Got all the characters! Now to clean everything up and go to KT.
Dullahan:
SpoilerVery 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:
SpoilerSabin 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:
SpoilerGau with Adamantite + Ninja scrolls cleared out most packs, even the pincer attacks. Chadarnook itself was a pushover.
Tritoch:
SpoilerBuff Tritoch. Pretty sure I took 0 damage this fight.
Doomgaze:
SpoilerImmortal Umaro with Snow Muffler/Rage Belt/Life Bell basically soloed him while everyone else spent most of the fight eating dirt
Yeti:
SpoilerDidn'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.
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Fuck Atma Weapon
SpoilerEdit: 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.
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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:
SpoilerThe 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:
SpoilerIf you put a Ghost Ring on Cyan, you can just keep yourself alive indefinitely with Empowerer while sap drains him to death
Ultros 2:
SpoilerSimilar to Phantom Train, my dudes kept dying, so I just put Gau on Conjurer and waited for Ultros to die to sap.
Number 024:
SpoilerMy 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:
SpoilerGau on Antlion for stopping + fire immunity, Locke with Healing Shiv, and Edgar jumping for 2k with Trident, he died quickly.
Cranes:
SpoilerGau 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:
SpoilerStill a baby dungeon for babies
Heartfire:
SpoilerBetween 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:
SpoilerOnce 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.
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Wanted to make sure, so I went through FC. Still working!
Note, at the end of FC, with running from maybe 5% of total battles, my characters are level: 17, 15, 14, 19, 17, 14, 13, 12, 14, 12, 9
Also, before the patch, the average number of steps between encounters, overall, was 24.9. After the patch it was 33.1
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Coming Soon: Brave New World 2.0
in Final Fantasy VI: Brave New World
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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.