Nesouk

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Everything posted by Nesouk

  1. Tone down Dadaluma

    So it is as I say you were poorly prepare who the fuck would not have a stock of phenix Downs when they became available, and I beat him in 6-7 minutes at LV13-14 with 0 Phenix Downs the only difference is that I had Sabin instead of Edgar so sorry but I don't think the fight is as insane as you make it seems.
  2. Tone down Dadaluma

    What rage do toi have for Gau ? Locke should hit hard with 2 butterflies + Black Belt and you van use him for items usage Celles with Sprint Shoes for auto-haste is good égaler and van deal sole damage with Ice (Dadaluma is weak To it) Edgar should do nothing but bio blaster spam. When he jumps put everyone on Defense when he cimes black immediatly use Slow and Drill, espion is annoying but single target if he has slow you shouldn't have trouble recovering. If everything fails then go back to Narshe and I suggest replacing Gau and Locke for Sabin and Cyan.
  3. Tone down Dadaluma

    Personnaly this is one of this bosses where I wonder why the fuck people have trouble with him honnestly I have never lost against this guy in vanilla BNW (on Nowea Hardtype that's another story) and I wasn't overlevel, so I assume that you are either unprepare or you are using a wrong strategie.
  4. General level overview

    LV19-20 by the end of the Floating continent, should be LV23 for Daryl Tomb, tough you can get through area being underlevel, in WoR try to often swap party members and for each new take the ones with the lowest Level this should make yourself have a somewhat consistent challenge, I never grind and never use the "No EXP" option during my playthrough and end up beating Kefka around LV30-32 and I never felt myself as being underlevel or overlevel except maybe at the beginning of the WoR because I started with Cyan (Zozo Mont) and Shadow's dungeons which seems to be quite tough if you just get off of Daryl's Tomb, Relm's dungeon however end up being too easy due to the LV I had gain from Cyan and Shadow's, I don't know what would be the best order to do stuff in WoR for a consistent challenge but overall IMO Jidoor's mansion should got first then either Veldt Cave or Mount Zozo, Phenix cave should be last character's recruitment dungeon, as for other optionnal Narshe up to Tritoch and Cyan's nightmare seems to be the easier one while Fanatic Tower and the Ancien Castle (where you found Odin) should go last before Kefka's Tower
  5. I have it but didn't mention it cause it is a common thing in old J-RPG to have a sometime insane encounter rate. Altough I remember during my playthrough after the Magitek Factory and just before joining Setzer and the Cranes I had a very crazy encounter rate couldn't make one step without having an encounter dunno if it was bad luck or a glitch.
  6. I have it but didn't mention it cause it is a common thing in old J-RPG to have a sometime insane encounter rate. Altough I remember during my playthrough after the Magitek Factory and just before joining Setzer and the Cranes I had a very crazy encounter rate couldn't make one step without having an encounter dunno if it was bad luck or a glitch.
  7. Download link?

    You can get the patch without the ROM here : https://www.romhacking.net/hacks/1740/
  8. Regarding what to do if it's your first time plot wise what I actually recommend is play the game normally don't aim for the TDE, because TDE ignore all of your choice so just play normally (just fight the fiends when they are available they will be more fun to fight this way) until you unlock the Final Dungeon (trust me you will know when that happen), then just do a save before entering the final dungeon keep this save on store, do the final dungeon, see the ending you have get, then you can just reload the save and do the Labyrinthe of Amala then redo the final dungeon to face TDE Final Boss, I also recommend that because TDE final boss is potentially a gap in difficulty that you may not like as a first timer (I personnaly reach him at LV95 but I had to redo my all team set up to beat him) if you don't care about the plot then just go for TDE As far as stat are concern few thing to note : -As you realise Agility in a magic build isn't usefull heck I barely increase it in my playthrough for Magic build Magic and Luck are the 2 most important stat tough you may want increase Vitality to increase the survivability of your MC since if he dies it's Game Over. -Also if it's your first time I don't know if you know this but even if you play a Magic Build you should at one point increasing Strength up to 25 (Magatama bonus doesn't count) as it is necessary to get one of the Magatama and you need all magatamas to unlock the ultimate magatama which is pretty much require for TDE final Boss, increasing Strength will also help by allowing you to break the larger obstacles in Hell Vault in Labyrinthe of Amala which will help for money farm (and you will need it for buying Magatamas and Demon Fusion)
  9. Nowea Hard Type

    Is the update will work with save from the previous version ?
  10. That's weird I did fight Yakra like 2-3 times before recording and the "Too close can't counter-attack" was always happening when he was at the right position, weird glitch maybe an emulator or ROM issue.
  11. Nowea Hard Type

    Continuing so Terra's scenario has nothing important going on for it Locke's scenario : Sabin's scenario : Narshe battle : Road to Terra :
  12. What I found great about bosses so far it's not the mechanics, the mechanics where for the most part already present, but what Zombero did here is balancing bosses stats and the power of their attack to make the player having to realise and seek each boss feature and forces the player to strategize around this mechanic and while I'm at it : Yakra the first boss is actually the perfect introduction to that design philosophy, it requires the player to pay attention because unlike vanilla CT his counter attack hurt a lot (in Vanilla they didn't even reach 20 damage which was laugheable) so Yeah I struggle to at first until I attack him at a point and the game said "Too close, can't counterattack" that's when it ticks that you just have to wait for Yakra to be close to a character to attack with this character with no risk of counter, I must say this has been a great introduction boss and since then I always seek if the boss have some "hidden" mechanics like that turn of them most of them have and unlike Vanilla where for most bosses you could just ignore these mechanics (or even never found about them) this mod encourage you to seek and exploit them and the stats increases of bosses are all design around that and I congrats Zombero for succeed in that at least so far (just beat Magus).
  13. Nowea Hard Type

    As I say I will do on Discord I will post my progress here I don't know if I'm going to complete it but we'll see Beginning of the game : Figaro : Mont Koltz : Lethe River :
  14. Currently casually replaying the mod with a physical build this time, for now I think the early game is easier with Physicals than Magics in fact remember about soloing Specter 2nd phase ? Well.... It's even easier with a physical build due to Counter ^^ By the way I have a question in the list of change I see this : Dark/Bright Might crit rate reduced to 50% Might crit rate increased to 30% Might skills, Drain Attack, and Attack All can now all stack with each other So I was wondering does the might skills stack between themselves ? Like if I had Dark Might and Might will they stack and give me like 80% crit chance ?
  15. Well since I really enjoyed your HardType mod for SMT : Nocturne I decided to try out this one, since there is a lot less of customization and things to set up than Nocturne I suppose I don't need to go through the all process so here's my boss series in progress currently beat Heckran. Bosses I'm gonna say the beginning was quite rough especially when Crono is alone the very first battle is very luck-base at LV1 and considering we can't run away from battles I suppose the next one would have been trouble so I had to grind up to LV3 while being with Marle to stand a decent chance, the beginning of the game in general was tough and the very first boss Yakra was challenging and I had to hold on and wait for him to be at the good placement so that I could attack without getting counter (because his counter hits really hard), the prison section is rough to due to having only Crono and Lucca fortunatly it's easy to grab some Mid Tonic, the Dragon Tank wass less troublesome than Yakra once figuring out it's better to just normally attack the head with Crono and keep Lucca on the healing duty with Item, then attack both the Heels and main body until the heels are destroy. But since the Dragon Tank I have to admit that the mod has been quite easy since then (still more challenging than the original tough), I think this is mainly due to Marle joining, she heals for a fair amount and Aura cost only 1 MP plus the Duo Aura Whirl that heals everybody for emergency case, I guess the difficulty will increase later but for now it seems I am on the easy part of it and Heckran was the easiest boss so far but hey he is just a tutorial for magic after all.
  16. I also have some doubt on C/C Edgar's efficiency due to his low base Stamina but he does have Spears for the Cover effect (also Gungnir for HP+50%) alloing to free up a Relic space for Nirvana Band for instance and can reach a decent vigor even if you go full Unicorn but it doesn't seem as appealing as Cover/Counter Cyan, Terra however could be great due to high damage potential thanks to Morph + Sword that cast Spell since she has access to the Oath Veil to increase spellsword cast, being in Morph also boost the healing she receives and give her massive Regen ticks so there is potential there I think, Sabin would be interesting due to the fact that just like Cyan his base Vig is already high enough that even with no investment in Vig through EL he can reach a good Vigor with equipment, however unlike Cyan he doesn't have access to equipment that gives him the counter effect so he requires Hero Ring + Black Belt and his equipment in general gives less Defense than Cyan. But after all I guess it's ust a matter of playstyle ^^
  17. Well for Cover Counter in my playthrough I use it for the following character in my last playthrough : -Cyan with the following set up : Completly unkillable (especially with Empoworer) Cover/Counter very often for good damage per counter, Cure 2 is actually not bad at all was healing for 800HP on everyone, get very good ticks from Regen and Dispatch and Tempest still deals good damage in addition of Dragon and Eclipse, I really prefer this build to Vigor Cyan because it has survavibility and more utility. -Shadow following set up : There's actually a lot of thing that could change here : -Using Masamune instead of Orochi you lose Damage but get the counter effect to use a better Helm -I think Full Phantom might have been better -Power Glove can be replace by Zephyr Cape for better Evasion In any case Shadow works suprisingly well as a Cover/Counter user because he evade a lot and his counter with Orochi and Kagenui are actually very strong, combine with a good speed and Auto-Haste and he also attacks a lot so combine the counter for Covering + the actual turns (for attacking or using throw) and IMO this is the best Physical Damage Dealer in the game for me, it would be even better if he could cover while under Image but that's unfortunatly not possible.And finally Mog with the following build : Replace Punisher by any Rod you need. Very tanky, magic from Rods with the MP for Critical effect still deals a lot of damage (was dealing 9000 with Fire2 from Fire Rod to Hidon for instance) when snipping weakness, his magic is still high enough to make use Dance in random mobs (or with the Moogle Charm + Dragon Seal set up). Outside of this 3 I didn't use Cover/Counter but I think it can be well used by Terra, Celes, Edgar, Locke and Sabin (maybe Setzer to) depending of the build.
  18. Definitily Maduin Build is IMO best build for Rod Mog by sniping Elemental weakness you can deal a lot of Damage (I was reaching 9000 on Hidon) with it and now with the Cover/Counter having higher chance with Stamina there's even more of a reason to get Stamina, alternativly I think if you don't want to use Cover Counter with Mog then just swap Maduin's EL with Shoat's EL you will reach high damage with Rod's spell faster and increase Dances efficiency and since you might reach a comfortable amount of Magic stats faster you can maybe get more EL to Terrato for more survivability and then the Mystery Egg + Moogle Charm might be interesting. Something like that :
  19. That's personnal opinion but I personnaly like having to choose what I want to priotize with a character depending of what oppenent i will face and personnal preference Mog is a good exemple for me do we want to go all out with Rod damage by Cover/Countering pn the front row or do we want to use a less Rod-damaging set up (Dragoon Seal + Moogle Charm) to take benefit of the Dance's support option I think that's part of what make J-RPG fun, the player having to choose what tool he wants to use and how to use them.
  20. It's a gameplay not story mod if he add scene it will be for the sake of new quest or new stuff 'and by the way Square confirm Ultimecia is not Rinoa), by the way how about making Edea as a permanent party member ?
  21. Who's your MVP?

    So gonna do quick review of the build I used in my playthrough so : Terra : Build her with mostly Maduin and a little Unicorn until I get Tritoch in which I put the remaining EL, she hits really hard with Magic, tank decently and is easy to heal due to Morph also increasing the healing she receives (MP regeneration quite usefull with Edgar's Mana Battery) Celes : Well did go for an Hybrid build mixing Ramuh, Shiva and Seraph it ends pretty well quite hard to kill, can hit Hard with both physical and Magic and have some good support option, also the Merton + 4 Flamegards set up is fun to use ^^ Locke : Give him mostly Ramuh and Ifrit's EL and the rest on Phenix, a good support but he lacks some MP recovery option, he is definitly the best of the 3 potential Sage Stone users, and has enough Vig to get some good damage. Edgar : He is the only character I reset in WoB I used him as a Dragoon was usefull but I wanted to try him as a supportive Tank mixing some Unicorn and Siren EL but he get his best support tools (Defibrillator and Mana Battery) in WoR, so good support, good tanking, can deal good damaging by Jumping with a Sword (for the spell), Cover/Counter or using Flash. Sabin : Full Golem what else can I say he just hit like a truck (especially if he targets elemental weakness) and his hard to kill, Blitz are usefull, summonning Golem for Defense really nothing wrong with this build. Cyan : Full Kirin until I get Alexandr toward the end and gives some HP, IMO Stamina Cyan is awesome now, nearly impossible to kill (especially with Empowerer), good Damage with Cover/Counter, Dragon and Eclipse, can still get a really high Vig with equipment to make use of Dispatch against Human and Tempest and make the counter stronger (also he can equip Nirvana Band), awesome out of fight healer (since he can get his MP back very easily) and even in Battle his Cure 2 isn't to bad really nothing wrong here the only thing he lacks is speed for me. Gau : Well go full speed with go since he is in auto-pilot through Rage might as well speed him up he can be really great when use properly but I felt like he was lacking end game. Relm : I mix Zoneseek and Ifrit's so basically a speedy mage very good Healer, great Non-Elemental damage Osmose for MP Recovering, and Sketch can be really great. Strago : Full Mage going Zoneseek and Shiva, Raid and Osmose are really good MP recovery option, Lore are good, and Dual-Casting Dark and Ice 2 against ennemy weak to hit is very effective, is probably the character that can set Safe and Shell on the entire party the fastest. Setzer : I mix Seraph and Shoat's EL one of the best healer in the game, Slot are great once mastered, lack some Offensive option End-game in my opinion. Shadow : Go for a mix of Phantom and Fenrir, people have told me that most of his damage come from Scrolls and Shuriken, I say grab 2 Sakuras in WoB if you get the 2 Break damage is really great, in WoR grab the Orochi and Kagenui increase his Evasion as much as you can (Dark Gear and Dark Hoods works well and we can just buy them and later there is the Mirage Vest) and you get IMO the best physical Damage Dealer in the game, he evades a lot while protecting his allies (not to mention Interceptor) and counter violently, alternatively with his insane speed putting him in Berserk works very well to, Haste X is nice but outside of it and Smoke Bombs Shadow lack support option which is his only down side. Mog : I'm going to put it simply easily the best Rod user putting points in Maduin to increase Mag and Stam to increase both the odds of spellcasting with Rod and the odd of Cover/Counter, and then once you get Terrato put all the remaining EL into Terrato and you get a really hard to kill Mog, and then it's either Cover/Counter with Rods by having Hero Ring and Black Belt OR Jumping with Rods in the back row with Moogle Charm and Dragoon Seal in both case Mog is best Rod user for because he is the only one that can get very tanky, Dance have their use early on but didn't find very usefull in WoR and I really don't see any reason to use Sage Stone with Mog over Locke and Strago. Gogo : Jack of all trick master of none can put some really combo such has Rage + Rods or Mimic powefull magic for a free and instant cast, really I liked him but to fragile and low stats Umaro : Gonna say if you want a brutal and brainless physical Damage Dealer Umaro is the man, he punch thing and do it with passion. So overall there wasn't bad character in my playthrough, I think for me the best were Cyan, Shadow and Terra all three were usefull in every way and I think that of the 3 Cyan was the best because his usefulness bloow earlier than Shadow and Terra and he stay usefull until the end for me.
  22. Honnestly just switch things up I suggest progressing like BTB everytime you go to a new area take your lowest Level party member sure they probably will have a rough time at first but they will catching up of course be mindfull of the party composition I suggest always having at least a Tank (Cyan and Edgar can be build that way and they both have good support ability to complement there tankiness, Shadow to can be a good Agi Tank against ennemy that rely a lot on physical but he lacks support options outside of items) that will cover your weak allies and a Healer (Setzer, Celes, Relm can fill that position quite nicely) for obvious reasons for the 2 party members left to do how you want.
  23. No that actually not an issue since most of the time when I will use a Dance with Mog it means I don't need Rod's Elemental sniping and the opposite is also true if I need to attack with Rod I will not use Dance and in general I think it's better that way to have the player having to choose if he wants Mog to Dance or attack.
  24. Replaying the mod in 1.9 just beat Atma Weapon with Celes LV20, Sabin LV20, Mog LV19 and Shadow LV19. So far I enjoy this playthrough, I feel like the Cover/Counter combo having higher chance to happen base on Stamina make for some really interesting thing (also making stamina Cyan a little less boring to play) however I'm kind of feeling Stamina is maybe to important compare to other stats, regarding characters they are all good just still have a hard time figuring out what to do with Locke (I dunno why in 3 playthrough he is the only character I am never satisfy with) and I feel Gau is lacking some option in WoB to truly stand out, force myself to use Mog as I am not a fan of him got to admit he is usefull especially as a rod user with the new Counter/Cover thing increasing on Stamina, a little question about Mog can he counter while he is un a Dance ?