Nowea Hard Type

Preserved from the legacy forum and rendered as a read-only archive page. Posting is intentionally not supported.

StarterNowea
Started2017-08-22 12:30 UTC
Posts recovered83
Views in legacy forum47672

Join the discord to download and patch directly onto your BNW 2.1 ROM. The password for it is the same as the BNW unlockme password

After TENS OF MINUTES of work I'm ready to release my modification to Brave New World. This is deliberately designed to be harder in a "FF3usME stat hack" style. @seibaby helped a bunch.

Changelog below:

  • V1:
  • ATB formula changed so that enemy ATB fills twice as quickly.
  • Esper Levels that grant HP now grant half the HP
  • Warp and Warp Whistle made 33.33x more expensive.

 

  • V2:
  • Lowered ATB multipliers for slow/normal/haste by 5 each due to an overflow error causing hasted enemies to have very few turns
  • Made the timer for status ticks constant, so that they are no longer affected by other status effects like Slow, Haste, Sleep, and Stop

 

  • V3:
  • Removed the Warp and Warp Whistle price hike

 

  • V4:
  • Added Warp Whistles to many item shops
  • Added Back Guard to (pre-IMTRF) Narshe relic shop
  • Reduced Back Guard price to 5000 (was 7500)

 

  • V5:
  • Fixed a text error reported by @thzfunnymzn way back in February where HP EL gains were still displaying old values

 

  • V6:
  • At the request of @BTB I have edited the config screen to reflect that you are playing Nowea Hard Type. I did this all by myself and there's absolutely no way I screwed something up in the mean time.

 

  • V7:
  • Standardized HP and MP ELs, now all HP and MP ELs give +20 (if with another stat) or +40 (if just giving HP or MP)
  • Added 4 new items. 3 are rare steals and 1 is a Colosseum trade. Steals were only edited on current humanoid random enemies that had steals previously. Note: This version uses item indexes 16, 60, 66, and 247. In 1.9 and 1.10 these indexes are not used, but other versions are not guaranteed. In addition, for maximum compatibility, these new items don't have descriptions
     
  • V8:
  • Changed 1 hidden item.
     
  • 2.0:
  • Added more easter egg weapons, some as rare drops and some as rare steals from humanoids. Note that these weapons still do not have descriptions. These added weapons use item slots that BNW 1.9 uses, but 2.0 doesn't. This effectively means that NHT 2.0 is for the BNW 2.0 line only.
  • Altered and added formations, expect to see some new enemy combos and enemies where you don't expect. Sometimes this even works in your favor ;)
  • Added a password requirement to access the patch, the password is the same as the BNW unlockme. I don't want people playing NHT as their first BNW experience in general.
  • Now every item and relic shop has Warp Whistles or Back Guards (respectively).

 

  • 2.1:
  • Updated for 2.1 release, config menu still shows 2.0
  • Multiguards now halve each element, but no longer give a stat penalty
  • Updated descriptions

This looks like how FF6A was made.

5 minutes ago, BTB said:

This looks like how FF6A was made.

Dragon's Den is the greatest dungeon of all time.

So you took the game and made it less fun :P

4 hours ago, Echoherb said:

So you took the game and made it less fun :P

I made it harder for anyone that felt like "I want to play BNW... but different"

Less fun for most, yes.

Updated for V2, fixing a boss-breaking overflow error and tweaking status timers.

Stop still halts other timers. :P

V3 made, it's slightly less stupid now that there's no price hike on Warp and Warp Whistle.

Played a bit of RC14 Nowea Hard Type.

Had a near wipe on the pincer introductory Narshe Fight. Bad luck would've wiped one or both of Biggs and Wedge. Yikes. Had to actually Cure between battles for insurance. Whelk also killed me once because I underestimated how many Beams I could fire off before he went into his shell. Nothing truly scary, but a wake up to call that I was playing Nowea Hard Type.

Figaro & Figaro Cave are same, essentially.

Around Figaro Town & Mt. Koltz though, things get scary. First and foremost, Rock. That move is horrible. High damage, no defense against muddle, limited Remedy supply, and I'm worried that such enemy speed will make it a matter of luck as to whether or not I can endure Mt. Koltz at decent levels. Other physicals & magics are bad too, but Rock is the worst.

Edgar is going to have to go all in with speed (Iron Cutlass, Knight Cape, Buckler instead of Iron Shield), lest I fall behind on NoiseBlaster control. Terra & Locke will both need Boomerangs for the damage output, so I'm going to have to grind a bit for GP; I don't think I can turtle forever with such fast enemies. Might also grind GP for Remedies & Brawlers for Slim Jim (with EXP turned off).

That's it for now. Might get to play some more tomorrow.

40 minutes ago, thzfunnymzn said:

Played a bit of RC14 Nowea Hard Type.

Had a near wipe on the pincer introductory Narshe Fight. Bad luck would've wiped one or both of Biggs and Wedge. Yikes. Had to actually Cure between battles for insurance. Whelk also killed me once because I underestimated how many Beams I could fire off before he went into his shell. Nothing truly scary, but a wake up to call that I was playing Nowea Hard Type.

Figaro & Figaro Cave are same, essentially.

Around Figaro Town & Mt. Koltz though, things get scary. First and foremost, Rock. That move is horrible. High damage, no defense against muddle, limited Remedy supply, and I'm worried that such enemy speed will make it a matter of luck as to whether or not I can endure Mt. Koltz at decent levels. Other physicals & magics are bad too, but Rock is the worst.

Edgar is going to have to go all in with speed (Iron Cutlass, Knight Cape, Buckler instead of Iron Shield), lest I fall behind on NoiseBlaster control. Terra & Locke will both need Boomerangs for the damage output, so I'm going to have to grind a bit for GP; I don't think I can turtle forever with such fast enemies. Might also grind GP for Remedies & Brawlers for Slim Jim (with EXP turned off).

That's it for now. Might get to play some more tomorrow.

I've yet to try NHT without grinding Terra in the mines (to 6 or 7), which helps get through the part where you don't have much option.

I'd be surprised if you can get through everything at a similar level to BNW's expected levels without resorting to LLG-level strats

I expect that the hardest part of NHT is going to be the early game. Once I get past Dadaluma, I think things will get simpler. Who knows though, maybe I'm in for a world of hurt.

What constitutes LLG-level strats? I would figure grinding for 99 Slim Jims would constitute as one.

I'd say that relying so heavily on rare steal consumables would count.

It is very possible that the challenge is front-loaded simply because of options opening up after Daddy. Unfortunately my personal run is paused for this week and nobody's played past Dadaluma to know for sure.

Defeated Mt. Koltz at lvl.7, whole team.
 

Spoiler

 

Made one "raid" into the mountain to grab the Butterfly and Power Glove, then left to re-charge for the full trip. Got enough GP for two Boomerangs, three Knight Capes, iron & mage equipment, 50 dried meats, a few phoenix downs and remedies, and a few other misc. items. Wasn't really a grind, GP came naturally with the raid I performed. I definitely wanted maximum firepower, HP, and speed for everyone; hence, the Boomerangs & Knight Capes.

Didn't die on the way to the Restore Point. Confusion + boomerang beat down kept everything in line, still stole lots of Dried Meats. Vaporites (& Rhodox in the plains), however, received a quick Fire to the face.

The spiral descent to Vargas killed me four times, each time to an AoE (Gale Cut or Snowball). Eagle x3 was the scariest fight on the mountain; confused eagles will hit each other quickly, setting you up for a Gale Cut. Had to keep at full HP at all times, and, after the initial Boomerang attack, Terra had to always be ready with an AoE Cure. Eagle/Tusker/Trilium is handled simply with Boomerang, Fire (Tusker), and then straight beatdown.

Vargas went down rather simply. And, oh my goodness, we can dodge Gale Cut now!! HUZZAH!! I definitely consider this a good change, as a Gale Cut beatdown is a little much for the game's first boss, methinks. >_>

 

tl;dr, aside from nasty AoEs, I overprepared and played it cautiously. More importantly, Gale Cut can be dodged now! Huzzah!!

Lete River will be more challenging.

Ultros down, everyone at lvl.8. Sabin & Sap did all the hard work, everyone else healed. Ultros moves too fast to attempt anything else. Lete River was surprisingly simple, just had to be more cautious with attacks & healing.

Start of Ed/Te/Banon scenario is rng-based; unlucky rng with misses/Blind = death by Fireball. Otherwise, same ole' boring scenario.

Sabin's scenario next up. I want Celes at highest join level as well as maximum equip options for TunnelArmor.

I did level grind up to lvl.8 at the end of Mt. Kolts, so I has 10,000 extra GP (2000 spent on Phoenix Downs) plus a few more Slim Jims.

Sabin's Scenario defeated. Lvl.9 for all, save Gau at lvl.8.

Soul Train was roadblock. Only defeatable with a Slim Jim Sabin beatdown. Granted, Slim Jim Sabin soloed & auto-fought Soul Train. Still, Soul Train was too fast, aggressive, and strong to try anything else. Can't Suplex Slow him either because of Elf Fire counters. Life Bell Sabin might've soloed as well, but Life Bell is gotten after this battle.

Couldn't use Knight Capes. I want the stat boosts (HP, Eva, Vig, Spd), but Cover is too dangerous to use. Quite annoying. Kinda worried that this is gonna be a thing for a while. Brainstorming makes me realize that certain late-game Hero Ring set-ups are no longer ideal b/c said set-ups don't want Cover.

Otherwise, same as usual for NHT: beware of early-game magics (Ghost x2 / Ectoplasm x3 is a frustrating encounter), play cautiously, kill enemies quickly. Used lots of Dried Meats. Got a lot of cash on hand, even after Nikeah shopping.

Finished Locke's Scenario & Narshe Battle. Level 8, with a couple of dudes at level 9.

Locke's randoms were same as always. Hell Angel, otoh, was rng-dependent. Even with top speed + Sprint Shoes, Celes' Runic cannot keep up with the magical onslaught. Best chance is to bum rush the guy with Boomerang x2 + Power Glove + Black Belt. Having a Slim Jim on Locke is useful too. Still luck dependent, but thankfully, Hell Angel doesn't have too much HP.

Narshe Team was Locke, Cyan, & Figaro Bros. Steal x4 vs. Trooper x4 gives more than enough healing items, so who needs white mages? Locke's a boss. Definitely saw the faster speed vs. Trooper x4, but thankfully, having a team of bulky dudes + Life Bell + back row + NoiseBlaster is more than sufficient to handle these boogers.

Knight Cape proved to be a mistake in the Narshe Fight. Knight Cape Cyan died, first fight. Took too many hits for the team. Can't tell if it's Nowea Hard Type's faster enemies or just a mistake in using Cover this early; my guess is the latter. A little annoying, as the Knight Cape's stat boosts are nice in the early game. Cyan especially loses out, as he really likes the stat boosts but can't use it at all. Boomerang Locke can still use it though.

Hell Rider, otoh, is another rng-dependent fight. He can open the fight with Virite + Acid Rain before you can move, practically wiping your party. Sabin's Spirit Claws proc'd Stop on the fool, which was nice. Failed to steal a Black Heart: hope that doesn't bite me in the butt. Kefka's also definitely stronger (and, without Runic, more dangerous). Failed to steal Tiara before Locke dropped (failed both boss steals), so I just bum rushed the dude with big damage. Still won first try, unlike Hell Angel or Hell Rider.

***

Phantom Train, Hell Angel, and Hell Rider have been frustrating. The first two require specific strats without overleveling. Otherwise, nothing unbeatable yet. Yet.

But...now comes Dadaluma. We'll see if I keep my streak of keeping my levels at normal levels with this booger.

I'm kinda surprised that Hell Angel ended up being a difficulty. On my original run it wasn't bad at all, but that may have just been that my 1 fight against him in NHT going well.

I'm enjoying hearing about this on the whole.

W00t! Dadaluma down, second try, average level (lvl.10)! Feel rather good about that one.

W00t! Game should be easier from here on out. IMF will still be difficult, and the Ultros III - IV - IAF sequence will be a hump, but otherwise, I'm not predicting major resistance until the endgame.
 

Dadaluma

Spoiler

 

Team was the Figaro Bros., Shadow, and Gau. Overall game plan was to let Sap and muddled Fighters do much of the work while I focused on survival. (NoiseBlaster doesn't trigger a counterattack from Dadaluma). Sabin & Edgar Suplexed / Drilled to keep Dadaluma Sapped and Slowed. Gau Raged Conjurer (duh!), Shadow kept Smoke Bomb up on himself and Gau. Edgar received a Slim Jim while Sabin kept the Life Bell, taking care of their HP. Shadow also did a lot of Item support. Figaro Bros. did a little bit of that as well. The new Rerise/Life revives at full HP at this point in the game, which is very nice.

The plan failed the first time through though (used far too many resources, got stuck in revive/heal loop). Second time, I mixed in the occasional heavy attack: Thrown Butterfly, Poison Claw, Counterattack Shadow, and occasional BioBlaster. The right balance of Sap + heavy attack should minimize how many Jumps, Elbow Drops, and Spoons Dadaluma throws out. I also controlled the Fighters better my second fight, which was just as important; perhaps more so? NoiseBlaster alone doesn't keep up; I also had Sabin & Shadow pitch in with Poison Claw & Shurikens to any Fighter who resisted Muddle. Controlling the Fighters better also insured Sabin would re-set Slow (Suplex) whenever Dadaluma Jumped. Second fight, I used surprisingly few resources: Dadaluma went down in half the time I expected him to go down.

IMO, Locke and Celes cannot be used for this fight. Celes simply doesn't bring any utility aside from healing, which is semi-pointless thanks to regen, Item, Rerise, and the sheer power of Dadaluma's counters. Locke is just a lesser Shadow, and I don't see the benefit in bringing two Shadows. He also lacks the utility of the Figaro Bros. or Conjurer.

Cyan might be usable? Dispatch, IIRC, hits like a truck, even compared to Thrown Butterflies or Poison Claw. Problem is that he doesn't bring any utility; the Figaro Bros. are mandatory for this fight, and I suspect Shadow is as well. (His slow speed is part of his poor utility). Also, at this point in the game, the Figaro Bros. are tankier; Edgar can go back row with shields, and Life Bell Sabin outperforms Iron armor.

Cyan might be able to replace Gau? No Rerise, but another person who could survive Jump and another heavy hitter? You also don't have to worry about Gau Zapping Dadaluma. Still, no Rerise might be frustrating. This is the only alternative team I could see: again, Figaro Bros. are mandatory, and I suspect Shadow is as well. Celes is pointless, Locke is redundant.

 

 

Randoms

Spoiler

Vulture would occasionally get off a Razor Leaf before I could do anything, killing Gau and Shadow. Otherwise, NoiseBlaster + Suplex + Antlion/Brawler + Butterfllies or Switchblades was able to handle everything. It wasn't easy, but I could survive even bad luck with Razor Leaf, Acid Rain, Step Mine, and pincers.

BTW, Switchblade Mugging does work with the new instant Mug patch. So, Switchblades can be used to chain Mug stuff in Zozo. Furthermore, if Shadow's/Locke's ATB isn't full, yet they get a Switchblade Mug counter (Black Belt), their ATB will immediately fill up. Hilarious, and useful.

Again, Cover is still a detriment this early in the game. Only back row fighters can safely equip the Knight Cape. I actually bought an early Stat Stick for once, just so I could equip that on my front row Shadow instead of a Knight Cape.

Builds

Spoiler

I'm going to take a risk and use the builds I would've tested had I played a normal 1.9 game. The proper thing to do is to use powerful and safe builds. But...I'm taking the risk. I can reset my ELs in the WoR, but that won't help for the Ultros III - IV - IAF hump late in the WoB. Still, imma take the risk.

So, plans are:

Terra - Carbunkl! Actually, it'll be a mix of Unicorn and Carunkl. I'll just take the risk of doing less Unicorn than I ought. The benefit will be more MP for tier-3's and Ultima in the WoR. So, I'll probably stick with heavy Unicorn for the WoB.

Locke - Kirin. This is actually a both a build I want to play and a safe build. Also will let me experiment with Cover + Counter in Nowea Hard Type.

Edgar - Unicorn. Not a safe build, probably not a very good build. But, it allows me to play a unique Cover/Counter/grounded spear game with Edgar. Might as well try it out. I'll esper reset to vig Edgar if it proves detrimental.

Sabin - Terrato, using vig Sabin for the WoB. ^ _ ^

Celes - Vigor, even for the IMF (Morning Stars ignore defense now). Not safe, but I'm obliged to play this. BTB finally did what I've been asking for since WT with Te/Ce's weapons. She should be solid now, I'm just unsure of how solid she is for Nowea Hard Type.

Cyan - Cheese. Kirin until I clear Cyan's Soul, then vig + Alex. Gaming the system here.

Shadow - Spd. Because I haven't played spd Shadow enough. Should still be useful in Nowea Hard Type.

Gau - Spd. Safe & haven't played him enough.

Mog - Mogoon. Safe, and it's been a while since I've played him.

Setzer - Stam. Mostly want to test out Cover + RegenX with him. Might as well throw some of the buffed GP Toss while I'm at it. The Bank Setzer would probably be safer.

Strago - Strago only has one build: magic. Therefore, I'm going magic Strago. (Would love me some HP Odin for the endgame though).

Relm - Zoneseek. I think Ifrit would be safer, but I just did Ifrit Relm last game.

 

Ultros down. Sabin for MVP again. Fire Dance clears rats. Self-berserk + Fire Claw = roasted octopus appetizer at the Opera House. Life Bell kept Sabin alive. Cyan & Locke were mostly there for moral support; Sabin could've solo'd Ultros. Hanging outside the IMF now at lvl.12 (Sabin's at 13).

OTOH, double speed randoms are rough. My best defense right now is a good offense - kill anything with nasty AoEs el pronto and Muddle stuff. Not quite going full-on glass cannon though. Also, I have to beware of jerks who counterattack the Fight command (Dragonflies, Trilium recolors). I sometimes have to wait a minute before using Blitz/Bushido just to insure that Locke/Celes attack other dudes first, minimizing how much time enemies are on-screen. Doesn't always work; sometimes, Locke fails to Throw his Full Moons, or I get pincer'd, or the AI just decides to spam powerful AoE magic. Chickenlip x5 would've been brutal if Chickenlips weren't so weak: they got, like, a million moves to my one move. >_< Onion Kid x5 killed me for this very reason; got too greedy stealing everything, then WHAM!, Sabin gets Muddled right as I input the Fire Dance command. >_< Dogs and soldiers ain't much better; they hit like trucks.

I'm not sure if I can safely use Cover yet. Double speed randoms are just too rough. Furthermore, I'm not sure there's a point in using it yet. No one member of my party can stand up to a concentrated physical onslaught right now, especially thanks to these reduced HP gains, so there's little point re-directing physicals to one member. (Normally, Cyan would be nearing 475 HP with heavy armor. Now, he's still short of 400 HP, still lacks a shield, and gets hit twice as often.) I tried some Cover/Counter with Morning Star Celes, but those dogs nearly killed her first turn for even thinking about it. She didn't even counterattack, nor did she need to cover Mr. back-row-high-evade Locke. >_<

OTOH, if most characters struggle to use Cover/Counter effectively, it might mean Unicorn Edgar is unchallenged in his role as a good Cover tank. >_> At the very least, HP+50% Gungnir is still going to be awesome. When I get there.

Oh, HP/MP gains still say "HP+30", etc, etc. Might want to fix that.

***

Morning Star Celes is nice. Even with Power Glove and Ramuh ELs, it falls short of OHKOing randoms except for small fry (Bugger, Chickenlip, etc) unlike Edgar, Sabin, and Cyan. It's nice to have even decent offense though. Morning Star + Scimitar is cute, but I don't think it'll hold up for the IMF (too much high defense). Oh well. Hey, @BTB , have you considered having Fighters not counter Magic? That way, Celes' Ice can actually hammer their weakness without overkill retaliation? Could even make Dadaluma weak to Ice as well as not countering Magic. Doubt it'll do much compared to just using Edgar, but at least Celes gets some reward for using her special skill set. Sides, Dadaluma not countering Magic kinda makes some sense Lore-wise.

I'm enjoying this Let's Play, funnyman. Keep 'em coming. Glad you decided to go full in on trying out Stamina builds for cover and counter, too.

* blush * Why, thank you.

***

Aaaand...IMF, clear. Lvl 15 after Cranes. No Cover/Counter used; too dangerous. OTOH, Morning Star Celes just keeps getting better. Number 024 aside, I'd put her on par with Cyan for the IMF. She needs to stick with Runic for 024 though. (Dispatch melted Number 024. 1650 damage a blow. That's almost as much as summoning an esper on a weakness. I think this is one area where "Bushido gets stronger with BPow" goes a little too far). Locke just abused the new Mug mechanics, proc'ing a lot of Bolt 2 casts while he was at it. Sabin & Cyan did Sabin & Cyan stuff. Used a lot of Dried Meats.

Stupid Mine Cart nearly wiped me. Jerk x4 spammed AoE Ice, killing Cyan, and then smacked Locke to take him down. Sabin had to reduce them to one then carefully Phoenix Down back up. Number 128 was also pretty nuts with how many turns he got; I'd have been in trouble without Golem + Ocean Claws. Cranes, first round, straight up OHKO'd Setzer & Locke before I could move. >_< gg Cranes. Second round, Locke got heavy armor, I summoned Golem, Suplexed (Slowed) one, and then they were manageable with Ocean Claws & Storm Blade. Cyan just summoned Kirin and ran moral support.

Sabin is still MVP. Carries clutch victories, doesn't die thanks to Life Bell (best user of Life Bell), good speed for both turn count & initial ATB gauge, and Suplex / Ocean Claws. Despite the weaker 1.9 Golem, equipping Stat Stick / Magic Cube to summon Golem in the boss fights here is still useful. Golem prevents 024's muddle strike, and since 024 mostly relies on magic, Golem should stay up for a while. (Or for the whole time, if you're melting 024 with Dispatch). Number 128 and the Cranes can now wear down Golem pretty quickly, but it does give some breathing room in the opening of the fight.

Morning Star Celes was fun. Probably still a little weak for the Zozo arc (see my Ice comments on Fighter / Dadaluma above), but once she starts getting levels, Ramuh ELs, and the Power Glove, she'll do solid damage. Cyan's stronger, Sabin will outdamage her even without the Power Glove, and both Figaro Bros. have better AoE, but blast it, it was fun actually letting General Celes deliver a meaningful physical beatdown in the WoB. Course, I'm going to have to use Esper Reset if I'm to try out Phantom Celes, but oh well.

Abusing the new Mug mechanics was amusing. Locke would sometimes get in 4 hits before anyone else moved, including some Bolt 2 casts. Even KO'd a high defense Defender once thanks to his number of attacks. Lol. His elemental blade options allowed him to outperform Cyan for Ifrit & Shiva, 024, and Cranes. Though I had Cyan summon Kirin, which somewhat balances things out a bit.

Cyan didn't wow me as much, especially near the end, but I think it's subjective; he didn't have cool new toys to play with, nor was he ever the biggest damage dealer (except for 024). NHT also appears to hit him the hardest; again, probably not objectively true, just looks that way. Kirin Cyan is normally nigh invincible by the mid-/end-point of the IMF. In NHT, he still hasn't reached the point of invincibility. I suspect he'll pick up some steam once he can stack more HP ELs and learns Dragon though.

***

Gau & Mog are running WoR builds, so they won't be active players in the WoB. Setzer, despite running a stam build, will probably go heavy Seraph at first, so I might use him later in the WoB. Edgar can finally start stacking Unicorn ELs, though I'm concerned that I've passed the point of the game where I need a hyper-dedicated Cover specialist. We'll see. For now, it's just some breather dungeons with the Cave to the Sealed Gate and the Imperial Banquet.

Finished Imperial Banquet.

"Return scum! I challenge you to a duel!"

Cyan Dispatches him for 1900 damage.

"Maybe you can handle the espers."

Lol.

***

Used Locke, Terra, Edgar, Setzer for the Sealed Gate, lvl.15. Everyone's running heavy HP builds, so I've got 450 - 550 HP across the board.

Was an interesting run. Got slammed with statuses much more than normal thanks to double speed. Antares had to be Muddled to avoid Glare spam, and Muddle, Berserk, and Blind all proved annoying. Nothing deadly though; still a breather dungeon. I normally buy Spirit Ring x4 for this dungeon & Daryl's Tomb, but I'm restricting how many status immunity relics I allow myself (only one of each, sans the 2nd Ribbon in Kefka's Tower) so as to see just how useful stamina's status evade really is. (Should be testing this without NHT, but >_> ) I had precious few methods of nulling Zombie (Seraph equip included), though thankfully, I didn't see that status a lot of it.

Phalanx boss went down to BioBlaster spam.

Cave to the Sealed Gate is the first dungeon where I can safely Cover/Counter. Decked out Edgar for max defense and a Fire Lance. Only !Halberd (Phalanx) did significant damage. Edgar is significantly tankier than Terra & Locke (Locke less so); he face-tanked some halberds for Locke. Course, this cave is a breather dungeon more focused on statuses; Floating Continent may prove a better test of Cover/Counter in NHT. Haven't tested Cover/Counter Cyan here. Not super interested in doing so either, will probably just wait until the Murasame & Floating Continent.

At first, I had Locke dual-wield Flametongue with Demonsbane. Then I noticed that Demonsbane insta-kills undead anyways, so I didn't bother.

Terra & Setzer did normal stuff. Heals, Fire 2, and Blackjack spam.

***

I'm probably going to cheese Ultros III's broken script with an Elec Sword for the upteenth time, so I'll post again after I finish the Floating Continent.

"Hey, guys, I got an idea. How about I miss Slow on Heartfire."

"Uh, Terra, that's..."

Fireballs and meteors rain from above. Team dies.

***

"Blargh. Brains."

"Well, don't that just beat all. Mog and Gau have turned into zombies."

"Eh, let them sleep it off in the castle. They'll be fine in the morning."

"Uh, you sure about that Edgar? You sure they won't try and eat someone's brains?"

"Trust me, they'll be fine. Sleeping cures everything."

***

Oh, and Kirin Cyan's mighty 635 HP right as we prepare for the Floating Continent. ; _ ; (Normally, he'd have 770)

Holy good night, Atma is insane! Took me six or seven tries to finally put that booger down, and even then, only by the skin of my teeth. (Lvl.18 IAF, Lvl.20 Atma, vigCeles/Relm/stamEdgar)

Even when Slowed, he gets two turns for every one that my party gets. Maybe that's what everything else was getting and I'm only just now noticing it because of how crazy Atma's script is. Doesn't help that I'm playing extra macho and the only relevant status relics I have are Jewel Ring, Fairy Ring, and White Cape. Low HP hurts.

Atma's supposed to have new script about Dispelling his power as he charges it, right? I completely forgot about that. >_> Also, when does Atma re-set Haste on himself? I think knowing both of those would've helped me a little bit. (For the fights that managed to get that far).

Not Atma

Spoiler

IAF Pincers: "Oh, hai, we hear you liek diieng before u can m0v3!"

- _ - (Died 3-4 times here) Tbf, the main problem was that I forgot to give Relm Bolt Rod + Black Belt. Once I re-worked my strat for Relm attacking, Celes Curing or summoning Ramuh, and Edgar decked out for maximum Cover chance (Stat Hat + Zephyr Cape + Life Bell + 10 Unicorn ELs = 49 stamina), I won first try. Even got to see Relm's Desperation Attack do 4k+ damage.

Ultros, Chupon, IAF: Same ole', same ole'. Celes & Relm got ham with electric weapons + Black Belt, Edgar & Celes set-up before Chupon comes in, blitz Chupon before he kills me. Chupon almost took me out b/c I forgot to Slow him, but Bolt Rod pulled through in the end. IAF crumpled under an onslaught of Ramuh, Bolt Rod, and Bolt 2. (Ramuh equip also means Celes can tank his bolt attack). Edgar just kinda chilled.

Floating Continent: Again, fairly standard. Celes, Relm, and Shadow went all-in with damage; Elec Sword + Scimitar + Black Belt, Bolt Rod + Black Belt, and Shadow doing Shadow stuff. Never saw Behemoths, so I guess I got a little lucky. I used Demi on Dragon for 4k+ damage: that was a neat trick. Also saw Relm counter kill an entire formation: got a Bolt 2 proc on all 3 and OHKO'd all of 'em.

Had to Warp Whistle from some encounters. Ing x3 opens with Discording two of my dudes, and any back attacks involving Ninjas are a "nope!"

Oh, and I finally learn that Gigantos' Avalanche is a counter to Magic/Tools. Feh, at least Shiva/Ifrit did big damage to the guy.

Atma

Spoiler

I did best and eventually won with Relm & Shadow as my glass cannons, Edgar as tank & back-up healer with Life Bell, Celes as a my primary healer with Life Bell, and LOTS of Rerise spam. (The only buff, besides Float, that I bothered maintaining outside of relics). I also used all 3 of my X-Ethers thanks to Rasp. Ugh. What an annoying move. Still only won by the skin of my teeth. Didn't use too many Remedies honestly.

Low HP hurts. Flare Star does 450 damage, which is essentially a Game Over unless I insure everyone's maxed out. Celes & Edgar have HP to spare, but thanks to Atma not caring about your defense stats (Quartr, Grav Bomb, Meteo, Flare), they're in danger without Life Bell and have to always be ready with a Cure 2. Relm & Shadow at least have Tabby Hide / Gaia Gear for all of Atma's Earth magic.

I forgot to buy an Ice Rod. Then again, I had precious little time for casting Dispel and the common Sketch, Flare, does a mighty 2400 anyways. It would've improved my damage, but I'm not sure if it would've warranted having to also manage Dispel as well. Maybe? Doubt the MP drain would've been significant for Ms. 280 MP.

I only tried Icebrand Celes once or twice before giving up on it. For phase 2, she simply has to dedicate herself full time to Cure 2 & Rerise (& Slow). My winning try didn't even bother with Black Belt for Icebrand counters. Used Sprint Shoes & Life Bell to maximize her support capabilities.

First time I've ever had Shadow focus on Rerise. Atma's normally not enough of a threat to warrant Rerise spam: I normally just throw up Smoke Bombs to prevent Full Power counters.

Edgar was the weak link despite Cover being so clutch against the IAF randoms. His use on the team was as a Cover tank & bulky healer, but aside from a few clutch Covers, I think Terra could've done the same thing but better. A (little) less HP, sure, but more MP, Life, higher magic stat, perhaps an actual attack in phase 2 (Break). Doesn't help that Edgar's lost Haste & Dispel utility. Terra could've even done much the same Cover shenanigans against the IAF. (Setzer's an option too, with Rerise, but he lacks Slow, so iunno). Edgar dodged Grav Bomb / Quartr / Rasp / statuses far less often than I'd like for a supposedly stamina-heavy build (still 49 stamina), but either I was too frustrated to truly pay attention, got unlucky, or I just shouldn't rely on stamina evasion in the WoB.

Still, in the end, Edgar pulled through. Terra or Setzer maybe would've been better, maybe not, but since I had to spam X-Ethers anyways, I'm not sure they would've been so significantly better so as to suddenly make Atma a walk in the park.

Characters

Spoiler

I took along the team that I did because they're the big ones with new 1.9 mechanics to play with on the FC. (Kirin Locke and Cyan have Cover too, but it's not the same as trying out Unicorn Edgar for the first time ever).

I was honestly hoping for the Kusarigama for Celes. Though, after playing, it would not have made a difference. Bolt, Ice, and Cure / Rerise are just far too important in the fights here. Atma doesn't even give breathing room for Celes to bother attacking; couldn't even make use of Black Belt counters. Feh. At least Flail Celes was awesome for the IMF.

As always, Relm is either dps queen with a Bolt Rod or absolutely useless with a brush for most of the FC. While Strago has Aqua Rake for the IAF, Rerise is just too important for Atma to bother considering Strago over Relm. Life had its moments, but Rerise is the main beneficiary of the new Life mechanic.

Unicorn Edgar was nifty and had a few shining moments, but broke apart against Atma. He's lost much of his WoB utility (Haste, Dispel, weaker Golem), so he's back to much of his utility being in the WoR. His Cure game is also significantly better in the WoR, when he has much more MP for spamming Cure 2, as well as the Nirvana Band to make it more respectable. Edgar does have a solid gameplan here with Sword Jumping (Elec Sword or Icebrand), but I couldn't afford to do that with Relm on my team. Maybe if I had brought along Sabin as originally planned.

***

Part of me wants to test FC with at least one more team. One of Kirin Locke or Cyan for a true bulky fighter with Cover/Counter shenanigans (probably Locke; speed + Gaia Gear), Sabin b/c Sabin, maybe someone else. Not now though: Atma was a pain in the butt. I'd also have to carefully select a team that can handle the nightmare that is NHT Atma. Kinda worried that one of Celes, Relm, or Setzer (Rerise) might be required. : / Guess that means I'll use Terra to try without Rerise. At least Terra + Sabin + Locke will have a lot of HP with Gaia Gear x3.

 

Whelp, tried the stam-Locke / vig-Sabin / HPMP-Terra team on Floating Continent. Most of the continent was a lesson in why 600+ HP = win. Easy peasy IAF without having to worry about Relm or Cover. Choke points were IAF boss and Atma. Forgot Ocean Claws first time for IAF boss so I wiped. Otherwise, easy peasy.

Atma, however..............

....is impossible without either Rerise spam or a team fully decked out in Amulet + White Cape. And the former is still a tricky luck-shot. (OK, technically, I also have to try out Forest Suite as an option too. It's unreliable, but maybe it can work without the other two?). Simply impossible. I tried. I can get past the initial Flare Star + Mind Blast, but without the clutch of either Seraph + Rerise spam or a team fully decked out in status immunity relics, I simply get trapped in a Remedy / Cure 2 loop. I can slowly deal damage with Suplex, Break, or Kunai, but he simply lays on the hurt FAR too fast, even when Slowed, and Mind Blast comes RIGHT as I finished recovering from the previous.

Mind you, this is the new Rerise, which revives at 200-500 HP. Not sure if old Rerise would've cut it.

Last thing to try is Forest Suite without Rerise or mass status immunity. Maybe Mog can clutch it. If not, well, this is a lesson in why turtling = win in BNW. Lots of HP ELs + status immunity relics + Rerise = invincible. (Mass status immunity relics = win is one of the major reasons for why I don't think stamina is really equal in importance to the other stats. It's nice, sure, but when push comes to shove, HP and relics are far more reliable).

(OK, ok, so friggin' huge damage also is very important. Not sure it's as important as the turtling that I mentioned. Having Relm's Sketch / Ice Rod as my dps in lieu of Suplex would be nice, but without Rerise, I don't think it'd be enough to clutch a victory unless I got lucky).

***

Should also mention that Kirin Locke, like Unicorn Edgar, is a weak link against Atma too. Too much of his utility (MP) is locked into the WoR & Icebrand is only so-so against high p.def foes with only 25% proc rate. Forgot to use Cover, but honestly, not sure how much of a difference that would've made, since aside from Shadow, no one member of my team is particularly lacking in the bulk department. (That, and Atma's not scary b/c of his physicals but b/c of his magic). Maybe I'll replace him with Mog.

*******

EDIT: Oh, my precious Harvester and status immunity relics! I'm never leaving you again!

Harvester kicked Atma's butt, Mog MVP. (Locke was replaced). This has been a lesson in BNW's status game.

Honestly, it's a little unfair of me to rant so much about stamina in the WoB, when it's still low. But you know what? I think my point will still stand in the WoR anyways. Reliability > unreliability. Harvester & relics > stamina evasion. Guess I should test Myria & Atma (KT) with primarily stamina as my status defense?

***

Thinking about it for five minutes, stamina's defensive benefits are really backloaded. Not the regen ticks; those more rely on the character having actual HP. But Stamina's contribution to status evade only really matters on endgame set-ups that really, really stack it. Kinda like how defense gets more and more valuable the higher and higher you go. Like, going from 96 -> 112 stamina is HUGE in terms of how much garbage you can dodge. Going from 48 -> 64 however? Meh, whatever.

Perhaps if early & mid-game stuff status / gravity garbage had lower accuracy? Mind Blast might've been more tolerable without Harvester / mass immunity if I could rely on one of my heavy stamina dudes actually evading the statuses thrown my way. As is, I had Kirin Locke, Unicorn/Carbunkl Terra, Maduin Mog, & Unicorn Edgar all go at it. None of them could reliably dodge Rasp, Grav Bomb, Quartr, Mind Blast, what have you.

Also, forgot to mention that I'm loving how I can dodge Flare now. Stacking mg.eva actually proves useful for once. : )

*******

EDIT 2: After owning Atma with Harvester, I should probably back-up and retract my statements about Locke & Edgar being weak links in the Atma fight. Edgar's Cover performed admirably for what its job was worth, especially since Golem balanced now & Shadow had no time for Smoke Bombs. With Harvester support, I could've set Locke up for Cover + Counter with an Icebrand and, I think, gotten good results.

Got the Falcon. After the nightmare I just went through, everything here was a breeze. Only death was b/c I decided to play around with the Tentacles. (Double speed with lots of enemies is honestly somewhat scary. Most of my trouble was me dorking around with elemental attacks though).

Places

Spoiler

 

Burning House: Kusarigama + Black Belt swept this place real easy.

Serpent Trench: Drain Weapons (Blood Sword and Ocean Claws) + Black Belt + Zombie immunity (Seraph and Spirit Ring) handled everything. Blood Sword + Black Belt felt very important for the brief Celes solo portion, lest she get killed before she can do anything.

Phunbaba: Same as above. Phunbaba's fast enough that I had to actually use some healing and buffs (Haste). Gasp!

Figaro Cave/Castle: Kusarigama + Falchion + Black Belt Celes is probably the first time I've seen Celes actually kick butt in this portion of the game. Normally she's just sits around and casts Cure while Sabin does the heavy lifting. I even fought the Robot x3 encounter, something I normally flee from lest I eat a high damage Exploder. (Side note: Stray nulls the stupid Imp status of the Robots and Humpties).

Tentacles: I berserked Celes (Kusarigama only). That's a strategy I've never seen before. Oh, also tried to really, really memorize which Tentacle is weak to what. If it isn't obvious, I gave up on that and just berserked Celes.

Daryl's Tomb: Flametongue + Fire Claws + Fire Lance = killing the undead for good. Tried a Cover + Counter + dual-wield Fire Lance strategy for an alternative dps to Jump; a couple of Orogs put an end to that real quickly.

Chesticle: Kusarigama Celes did the most damage. That's a first.

Dullahan: Died under an onslaught of Flametongue + Fire Claws. Edgar & Setzer ran healing.

Shopping: I'm swimming in GP b/c I'm not buying stuff I'd normally buy. (Full set of status immunity relics, full stock of items, actually thinking about my purchases and selling old equipment, etc). Don't have enough for Crystal equipment though.

 

Characters

Spoiler

Celes - So far, I'm satisfied with the new Paladin Celes. She does good damage, she's got Cure, and she's got decent HP and defenses. Next up is playing with the new Rune Edge and Leo's Crest. ^ _ ^ Honestly, I should've tried Cover + Counter in Daryl's Tomb as an alternative to Power Glove + Black Belt. Otoh, I would've had to take off the Mystery Veil for actual defense (Genji Helm), so I don't think it would've really helped her dps. Sides, it was easy peasy anyways, so w/e.

Edgar - No one here is in any danger of dying from physicals except fools who try to face-tank lots of physicals without a shield. : / I'm worried Unicorn Edgar is gonna drop off at this point. He could prove useful if the team is running 2 frail characters with no Image support. Without the Gungnir though, I doubt he'll be able to both Cover safely and Counter fish while two-handing for decent damage. : / I've given him some Palidor ELs so that he's not totally specialized in Unicorn. Probably should've given him Siren instead, since this build is more of a support build anyways. (Which now makes me curious as to how a 10 Unicorn / 10 Siren build turns out. Basically mag Edgar with a side of Cover. Might honestly be a better idea than what I'm here).

Setzer - Seraph Setzer is best Setzer. I'll go Owzer's first so that I can start building stamina, but I don't think I'll esper reset away those 10 Seraph ELs. For one, GP Toss is ultra powerful now. For two, I saw Anima Zero running stam Setzer without GP Toss, and want to try it for myself.

Nothings set in stone, but I think the first things I do in the WoR after my initial sweep of everything is to clear Owzer's Mansion, then get Cyan and clear his Soul, and then finish up Narshe. The first to Strago, Relm, and Starlet. Second and third are so that I can esper reset asap - former to use Phantom Celes & vig Cyan (both with lots of Alex), latter to use Terrato Sabin. Oh, and I'll start using Gau and Mog now that I have Fenrir and Palidor.

!R(GJ2F!@FQ@#TN!(TR!G

SINCE WHEN WAS PHUNBABA THIS STRONG!!!!!!

In the end, I only beat him using kaizo strats (aka, save states). Part of my problem was learning the hard way that BTB recently changed Phunbaba's script to favor an all-in offensive tactic. But...the other half of the problem is that Phunbaba is a luck-based fight at fair levels. : / I had to luck-out with the glitched Hurricane that only blows away one party member, leaving me a full team for Phunbaba. I also had to get lucky with how often Phunbaba attacked Terra, since Fire 2 - didn't have Fire 3 b/c underleveled, : ( - was my best offense, with Bum Rush in second. Also had to get lucky in who was kept after Hurricane, esp. for any poor unfortunate soul who tries to do this without the "Randomly keep 3 party members"  glitch.

Phunbaba, alongside Hell Angel & Soul Train, have been the only battles so far that I felt have been totally and completely luck-based. Everything else has been beatable with the correct strategy, even Dadaluma and Atma.

Whelp, now I can finish sweeping the WoR before going into Owzer's.

"OK, I have Gau now, let's use the new 'Leap Anywhere' function to quickly & easily grab all but a few Rages, plus steal me a Magic Bone for his physical offense"

* 50 Game Overs later *

OK, treat everything like a full-fledged mini-boss or boss fight, especially Colossus. Be prepared to run whenever a Phoenix Cave fight turn south b/c my lvl.20 team cannot win these fights with bad luck. Punishers wreck face now, why do they wreck face now?

>_<

It's nothing I can't handle, but I'm going to have to treat the WoR with respect now if I'm too win smoothly (finally). It was my failure to respect NHT that got me killed. (Plz give us a mid-game Bone that isn't a rare steal in a late-WoR dungeon; that was annoying.)

Kinda worried about Unicorn Edgar though. Edgar's an unmatched tank in NHT, but his low vigor, speed, and stamina (Cover%) are all very noticeable. : / Definitely wouldn't go pure Unicorn in normal BNW, probably shoot for more 10/10 or 12/8 Unicorn:Siren. He does have unparalleled HP in NHT, but I'm not sure how well I can leverage that.

Also kinda worried about HP/MP Terra, but that may have just been me trying to use her at lvl.18 without respecting NHT. We'll see.

***

On a lighter note, I learned that Cover will, in fact, Cover allies on the other side of a pincer. I also got to witness Celes & Edgar both Cover the same attack (didn't pay attention to who took the damage). Fun stuffs. Cover seems more useful now that I've got actual HP & defenses, though for la-de-da-dolling along just collecting stuff, it was more just there rather than anything real serious.

OK, so, grab Mog, then do Owzer's. Going to have fun with the new Rune Edge + Falchion combo, plus old standards like Mogoon that I haven't played in a while. : )

Enter Narshe Mines.

Get pincer'd by Hot Wheels and Low Rider.

Wipe before I can execute any command.

- _ -

This was going to be a post about how stupidly powerful Gau's Adamantite Rage is. 9999 damage to Inferno, cripples every Narshe encounter save for Hot Wheels + Low Rider and Nastidon x2, the latter of which is solved with Muddle anyways.

Instead, what happens? Right as I'm about to enter the doorway to Mog?

Pincer! Low Rider x2, Wizard x2. Attack, attack, Stop, Magic, Stop, Zombie, death. Couldn't even Warp out since Edgar is Stop'd right as I use a Warp Whistle.

- _ -

So, basically, Pincer = Game Over. I....I'm not sure if it's because I'm "underleveled" for the Narshe Mines or if this is just going to be a thing from now on. I'm going to go buy a Gale Hairpin & Back Guard (haven't bought those in years) and hope this is just a "Narshe Mines is meant for lvl.25 characters" thing. If this keeps up, though, I'll chalk it up as a 4th thing that needs to be looked after for NHT (alongside Hell Angel, Phunbaba, and Phantom Train).

Considering how much I'm relying on Gau's Adamantite Rage to carry me through the Narshe Mines, perhaps it is just an underleveled thing. Maybe NHT is hard enough to force the soft level barriers of the various dungeons. * shrug * We'll see.

- _ -

Well, Owzer's clear. That was a lesson in humility. (vig Celes, vig Mog, vig Sabin, HP/MP Terra. Average finishing level of 22, except Celes at 24)

Chadarnook was simple. Bolt resistant gear, Terra's Cure 2 keeps everyone topped off, Celes & Sabin pound away, Mog Hastes and either Jumps or dances Blues. Simple stuff, just took quite a few rounds because of his HP.

No, the real threat here were the randoms. All encounters are 3, 4, or even 5 (!) buggers who open the fight with powerful physicals or AoEs. I count a handful of Game Overs.

  • One to the forced pincer in the painting in the basement (I tripped it on purpose). Or was it an unlucky pincer I got that wiped me right away? Might've been both. Think on one of them, there was nothing I could do. Just got straight up owned before I could input any command.
  • One to a Eagle x3, Atlasphere x2 opening. No back attack or nothing, just straight up "We attack first and roll Gale Cut x3, Starlight x2." I died, nothing I could do. Didn't even have poor gear or anything.
  • One to the mini-boss painting. I went in unprepared for SleepX, what does she do? SleepX, own me, SleepX right as I get up, Game Over me. HP/MP Terra's & Sabin's stamina stats weren't high enough to do anything.
  • One to the Maiden x3 guarding the basement. Tbf, this was more poor planning and "eh, it's not going my way, let's just reset and try again"

: /

The WoR is going to be smooth sailing funnyman. You keep telling yourself that.

Without severe overleveling to create a massive HP & damage buffer, it looks like Gale Hairpin + Back Guard + Ribbon + Muddle spam are going to be mandatory from here on out. Randoms just have too many dudes taking too many turns and hitting too blasted hard, or crippling me with nasty statuses. Turtling doesn't work; while I still need the HP to survive the attacks as well as status immunity, by and large, my only defense is killing & crippling my foes before they can do anything. I can't really rely on the stamina stats of my +1 stamina builds either: Edgar got owned by Stop plenty in the Narshe Mines, and stamina certainly didn't help Terra or Sabin against SleepX or Mute. (Mind you, they're +1 builds prior to having lots of good stamina+ gear, but then again, that's kinda part of my whole issue with trying to use stamina as a makeshift status relic anyways).

Three vigor dudes in Owzer's felt less like a "Easy mode, let's own this place" and more like a "Required team set-up just to survive". Without the dps from striking the low p.def of the foes here, I fear I may not've had the strength to punch through, even with Muddle spam.

I skipped the floating treasure chests because I feared for my life. I'll return to snag them when I'm stronger.

Mt. Zozo is next, after I level up Strago. I'm not looking forward to this, especially not to the Wind Dragon.

***

In more positive news:

Rune Edge Celes is great. Hits as hard as Sabin, but can actually take a hit. With her OHKO's and Cover/Counters, she was my dps MVP for this dungeon. : ' ) I'm so happy, vig Celes is finally a shining star. (Tbf, she was two levels ahead of everyone else). I stuck with Rune Edge + shield because I needed the defense here. Rune Edge + Falchion + Hyper Wrist was used on the mini-boss though.

Mogoon is Mogoon, except that the real shining star here was his statuses. While Terra also has Muddle, Mog's high speed (high starting ATB with the new patch) was a godsend for controlling randoms here. Easily the true MVP of the dungeon. Some battles, alls he did was spam Muddle. Because I was using a Thunderguard for Chadarnook, he spent most of the boss fight either setting Haste or dancing Blues. (Did I mention I like Haste Mog? I like Haste Mog). As per usual, Fire Lance was great for the plants & Trident was useful for the mini-boss.

Sabin did Sabin stuff, claws & Suplex. Didn't use Bum Rush, (though it'd probably have been just as effective as Spirit Claws vs Chadarnook anyways). Did summon Golem in the (mini-)boss fights, but that was about it. Actually less reliable for OHKOs than vig Celes (!), but still, it was Sabin.

Terra = Healbot. Boring, but practical. Also back-up Muddle user, so I guess she's strictly superior to Setzer in that regard. (Oh, and Break outdamaged a single-handed Mogoon vs Chadarnook, but w/e).

Lesson in humility: Please do "easy" and/or short WoR dungeons first with strong immediate rewards (Mt. Zozo, Gogo's Cave, Owzer's), rather than bull-charging to something hard like Yeti. >_<

***

Team: vig Mog (lvl.22 - 24); spd Gau (lvl.20 - 22); HP/MP Terra (lvl.22 - 25); mag Strago (lvl.20 - 22). Most definitely under-leveled, especially the two low HP dudes. Another level or two would've probably changed some OHKO's into 2HKO's.

This time, the randoms were simple, but the bosses were a doozy. The randoms here are all susceptible to very debilitating status effects (Stop, Death, Muddle), which my team has plenty of (Doomstick, Muddle x2, Antlion, Mute, Stop, Bad Breath). Gau & Strago dropped several times, hurting my Phoenix Down supply and further hurting Terra's MP, but overall, randoms in the ruined town / snowfields were simple.

Randoms in the Yeti Cave weren't real any stronger. Rasp / Rock were annoying, but again, status effects took control of the situation. Doomstick was replaced with Quartrstaff, since lots of stuff in here nulls Death.

Biggest issue was that such a long dungeon really hurt Terra's MP supply, even though I've given her 8 Carbunkl ELs. (Also difficulties staying Morphed in boss fights hurts her damage output, making her less MP efficient). I dipped into a handful of my Ether supply and even an X-Ether. I'm not proud of this, and really wish I had done Gogo's Cavern first so that I'd have Edgar for Mana Battery support. Otoh, Battery support can be done later, whereas I don't think Edgar would've helped at all for the Yeti fight.

Also, Gale Hairpin only gave me, like, 2-3 Pre-emptive strikes in this entire dungeon. Useless trinket. Oh well, I'm keeping Back Guard at least.

Side note: For 1.9, I had initially planned on having vig Mog run c(over)/c(ounter) Quartrstaff / Doomstick set-ups prior to finding Longinus and Gungnir. If he fails to proc, he'd still deal strong damage, so total win-win. Decided against it here because Nastidons & Cerberus hit way too hard to play around with c/c. Probably should've tried it in Yeti's Cave though. Oops.

***

Tritoch was, as usual annoying. Difference is that he's now fast enough to be dangerous. (Also, Thordain = death to Gau & Strago). I stuck to a Refract plan while Morph Terra whittled away at him with Fire 3 - used my first Ether for this fight. Mog had to Sun Bath a once or twice (failed it mostly), and I ultimately won with a few people eating dirt and zero MP left. Closest Tritoch fight I've ever had. Tbf, I think I could've improved my strat (and starting MP) to greatly smooth out the fight.

Tonberry's a jerk. First, I forget to set Mute, eating multiple Step Mines. - _ - Second, I learn the hard way that he un-Mutes everytime he returns to the back. - _ - Third, I learn that he's so fast that he'll Shank 4 times before I can revive anyone, so it's Conjurer (Rerise) or bust. - _ - Doesn't help that Shank can't be dodged via Image. Stupid. Kept a save state here to avoid walking back everytime I died.

Yeti................@$(TQGN# BN(JF@Q#$%H(Q#*G(UAV A(W*E)R(@#Q)(FVQG#$GNA(JU(SI*TW#$JNGV IW N(J$

I really should've gotten more levels (HP) before trying this. Reset that save state right before the boss fight so many times. Also learned that pissy boss mode does, in fact, set Haste alongside Safe and Shell.

Otoh, I'm quite proud of my victory against this bugger. Turtling up by stacking as much Image support as I can (Refract, Witch Rage, Desert Aria) with as much speed on those three characters as possible; keeping everyone topped off with Holy Wind, Tonics/Potions, and the occasionally Sun Bath (Aria); setting Zoneseek initially while equipping Wind resistant gear & auto-Haste (Blizzard) (Iceguard would've helped, hence, why I should've done Mt. Zozo first); and letting Witch Gau and unMorph Terra slowly beat him down with Fire 3 (lacked Dispel, but oh well). Once I got this strategy down, I beat him in two tries (sans the times he just straight up killed me on the first turn >_<).

Few levels would've still helped Gau & Strago survive at least one Yeti attack. Thankfully, Mog & Terra had enough HP/defense to survive a few attack or one Takedown.

I now have Terrato. Once I snag Alexander (later), I'm esper resetting Sabin, Edgar, Celes, and Cyan. Celes so I can go pure Phantom + Alex (she's Ramuh + Seraph right now). Cyan for Tempest (I don't trust c/c in NHT). Sabin for Terrato Sabin > : ). And Edgar because I want Siren ELs.

***

Mog didn't mogoon. Instead, he played support with status, rods, and dance. Forgot to do Quartrstaff + c/c in Yeti's: oh well. For once in my life, I actually liked Desert Aria. Strago's Refract and the Witch Rage are definitely better, but I needed a third source of Image from , and Aria did a decent job. Also got some clutch Sun Baths and Meerkats. So, not a great primary source of Image/heals (to random), but it's a nice back-up to take some of the pressure of your primary Image/heal person. I think vig Mog's speed also plays a role here: timing and # of turns seems more important for this dance, rather than raw power. BUT....otoh, Sand Storm was counterproductive - did zero damage and even triggered Takedown counterattacks. - _ - Not a fan of Sand Storm.

Terra needs Battery support. : ( Granted, this is a long dungeon prior, with no Restore Points, but half of my MP ELs are Carbunkl. Probably should just let the remainder of her ELs be Unicorn. Fire 3 still saved the day here, against all 3 bosses. I couldn't Morph against Yeti. I can't reliably keep Image up all the time, so Terra needed to be able to take a hit or two. I doubt more Unicorn ELs would've changed that, and her level wasn't too bad (25), so, meh, no Morph against Yeti.

Strago was here for Refract + Holy Wind (all in speed equips), though he got to also pitch in with statuses, Quartrstaff counters, and a few Razes.

Gau used Antlion & Brawler for randoms (status control), Dragon for Tonberry, and Witch for Yeti and Tritoch.

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 :

Spoiler

Tek Armor fight : They aren't to bad except the pincer one which can be prove dangerous I nearly lost Biggs and Wedge on this one because I wasn't cautious enough.

Welk : Well this is a first boss so he is easy, 3 beams then wait for him to enter his shell then exit (it's actually faster since he act faster) and finish him off, if needed healed with Heal Force he doesn't have any AoE attack so he isn't that dangerous.

Terra is alone in the cave : The random aren't dangerous but they do act faster so let's be cautious fortunatly Fire One-Shot the Wild Rat and the Mens can be killed with Physical

Locke to the rescue : I was actually worried for this fight because of one move and one only named Snowball this move can fucked us really bad in Vanilla BNW because of Blind so I was worried but I guess I got lucky this time because they never use it, as for Marshal he hits hard for this point and with the speed increase he can kill a character if he decide to focus his attack, and since he acts faster it's also possible he stop 2 of our character, the Wolves just add to the battle, just kill one of the wolf and focus on Marshal.

Figaro :

Spoiler

2 Tek Armor : Don't care about what they are capable to do because Bio Blaster one shot them xD

Figaro Cave : Now this place isn't to different except for one monster, the Hornet they are actually dangerous with the boost in speed especially if they are 2 or 3 of them cause they pretty fast, Needler spam can actually hurt and Slow X gives them a large advantage in speed fortunatly they aren't tough but in case of ambush or Pincer this guys can be scary.

Mont Koltz :

Spoiler

I did grind a little for money to get better equipment before Mont Koltz, but I get some LV in the process.

Mont Koltz random fight aren't bad Poison can be annoying but outside nothing really noticeable most fights will not last very long anyway.

As for Vargas he wasn't hard for his 2 bears just Noiseblaster them and kill them with Fire, and then Locke and Edgar do the damage (especially Locke with the Butterfly and Power Glove) on Vargas while stay on stand by and cast a general Cure when Vargas use Gale Cut, when Sabin just Hokuto Hyakurestu Ken him and he is history.

Lethe River :

Spoiler

I didn't forget to put Banon in the back row, just DON'T attack the Albatross with blitz Fireball counter is quite nasty, I actually was expecting to get more Banon's death but I guess I was lucky.

As for Ultros well Terra learned Fire 2 just before him so I use it, Pummel with Sabin for Sap then Suplex spam, Banon is on full Health duty with Edgar tossing some Dried Meat at banon if he is targeted by Tentacle, a stressful fight but not to bad.

 

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.

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.

 

Continuing so

Terra's scenario has nothing important going on for it

Locke's scenario :

Spoiler

The random against Soldier can be annoyign fortunatly they are not hard to kill.

In Figaro's Cave the mobs that counter with Mega Volt is annoying but Celes can take care of them with Ice.

Hell Angel is one of the most random boss so far but that's actually partially my fault I should have done Sabin story prior to Locke would have give me the following advantages :
-Power Glove (which I forgot to remove from Sabin)
-Sprint Shoes 
-Sleep protecting accessory

So what I did is equip Locke with Boomerang and Black Belt and just have to hope Hell Angel doesn't use to many spell in the row (or sleep) do as much physical as possible (with Locke countering) and Locke getting to good throw of Boomerang as much as possible Celes is just spamming Runic.

Sabin's scenario :

Spoiler

Nothing to noticeable here Shadow just clean the way with Shuriken against random up to the imperial camp, Sabin with his Def ignore Blitz does a lot of damage.

As for the Soul Train section Cyan is a beast with Mindblow, Sabin with Spirit Claw no trouble what so ever with Random as for the Soul Train himself he wasn't bad and basically Cyan with Ghost Ring can solo him, Shadow dish good damage by throwing Mythril Dirks and Sabin just attack.

Rizopas is make completly harmless if Stop from the Spirit Claw proc.

After farming some Rages with gau the underwater section fairly easy.

Narshe battle :

Spoiler

Did go with the following teams :

-Celes, Locke and Edgar
-Terra, Cyan, Sabin and Gau

So basically :

-Celes and Terra are mostly healer, Runic is used with Celes to recover MP

-Locke : Steal some healing items and also steal the Tiara to make Kefka run away was attacking only if Bio Blaster didn't wiped out the ennemies

-Edgar : Bio Blaster OHKO almost every ennemies here so just spam it

-Sabin : Counter a lot often killing the poor unfortunate guy who attack him, spam Def Ignore blitz for Tek Armors

-Cyan : Dispatch spam and Empowerer to keep him alive

-Gau : I mostly use Wild Rat rage when Soldier are around Wild Rat give Auto-Haste and Poison and Bio which is great against human formation, when Tek Armor are around I use Albatross for Fireball

Road to Terra :

Spoiler

So originnaly I was going with Locke, Celes, Edgar and Gau to be faire this team is great for Mobs fight :

-Locke with 2 Wing Edge can dispose really easily of flying monsters (they aren't in Zozo but on the way to Zozo they are soem flying monsters which are annoying) while being safe in the back row
-Celes is healing duty and can tag Runic with some of Gau's Rage (Raven and Conjurer especially) for MP management
-Edgar clean the Humans with Bio Blaster and protect the other with Cover from spears
-Gau either help Celes to recover MP or against humans ennemy is in Wild Rat rage or Albatross for Fireball

Was really good for random but I hit a wall with Dadaluma couldn't find a strat to win without a good bunch of luck, the ennemy's speed boost is a killer for Gau here he dies way to quickly and altough Reraise is really nice sadly sometime RNG just screw me by having him casting it multiple time on the same character wasting turns as a result, and overall I was lacking DPS on him and sadly sometime Slow just miss after his Slim Jim and Dadaluma in haste is really really bad in NHT (especially if the fighter are around), tough no that I think about it Gau would probably have been really good if I had Shadow casting Smoke Bombs on him.

So I just resolve to get rid of Gau and Edgar and take Cyan and Sabin works a lot better basically :
-Locke : Since he has nothing else to do I just put him in Auto-Berserk in the back row with Wing Edges and Power Glove he can deal up 1400 damage
-Sabin : Cover/Counter set up with 2 Poison Claws, Knight Cap, Black Belt simply the MVP of the fight Suplex to put Slow on Dadaluma after Slim Jim, hit for 450 per hit with Poison Claw (+400 when Poison proc)
-Celes : Healing duty with Cure or items (for Remedies)
-Cyan : Second Cover/Counter (Kotetsu + Knight Cape) because why not he is setting Sap with Empowerer deal 1100 with Dispatch when the Fighter are here Flurry can confuse them.

Beat Dadaluma first try with this team only annoying thing are Elbow Drop, Spoon and if the fighter manage to use Rock on everyone.

So now finally access to the esper the good stuff can begin ^^

 

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.

 

After getting feedback and discussion about solutions, I've put out a V4 of NHT.

The objective of this version is to ensure that the player always has a tool to handle pincer/back attacks and to always have the means to get out of combat with randoms (Warp Whistles) because running in NHT is pointless.

I'm amused that this quick and dirty stat hack that was made as a joke is starting to slowly take off as more and more people keep trying it, and then it keeps getting small tweaks to make it more "fair".
Maybe one of these days I should give it a shot as well since I have a problem of over exploring areas and getting a bit too much exp anyway.

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

11 hours ago, Nowea said:

After getting feedback and discussion about solutions, I've put out a V4 of NHT.

The objective of this version is to ensure that the player always has a tool to handle pincer/back attacks and to always have the means to get out of combat with randoms (Warp Whistles) because running in NHT is pointless.

Is the update will work with save from the previous version ?

7 hours ago, Nesouk said:

Is the update will work with save from the previous version ?

Should work just fine, just do typical proper patching procedure and patch NHT onto a clean BNW and you should be good. (hell, patching it onto a V3 patched ROM should also be fine but idk)

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....!

@Deschain @thzfunnymzn and anyone else:

Any chance you 2 could fill us in on what levels you have been completing stuff at?

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...

@Nowea Current levels, before fighting the Goddesses

Spoiler

Terra 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

 

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.

...OK, so, Deschain is a better player than me, and also a significantly faster player than me.

1) I'll take Deschain's remark as proof positive that HP nerfs was a bad idea then (I know I'm at least part of the reason for why it happened). Guess that validates what I'm seeing that HP esper nerfs is also homogenizing character HP values too much. Probably also hurts Cover/Counter too.

2) ...Dang, I stopped paying attention to eva and mg.eva a long time ago. Probably because I keep pushing & trying novel (aka, downright stupid) strategies. Oops

 

Gogo's Cavern: (Vig Celes, Vig Sabin, Mag Strago, Umaro)

Zone Eater? Easy peasy. Just have Umaro and Ocean Sabin rip him a new one

Randoms? Sigh.

First time, died right before save point to a Shinobi / Ogor / O-Bake combo. Didn't have any Warp Whistles, got status controlled to death.

Second time, died the very first random.  Wart Puck's Quartr followed by Ogor 3x attack "Oh, I'm sorry, is your whole team dead without chance to do anything? Here, we'll put Sabin to sleep as well." - _ -

Umaro has 90 stamina. Does that do jack-all guarding against Ogor's Zombie Strike? Nope. Umaro got Zombie'd more often than not, and a Zombie Umaro is an instant Warp Whistle. (I officially give up trying to rely on stamina for status evasion. Time to go buy a full set of status immune relics). This on top of my usual "Someone got Muddled first thing in a random, let's just Warp Whistle and ignore this random"

Oh, and I still hate those buggers on the stupid bridges.

I want to fight an enjoy the battles here. I really do. But, like Fanatics', this is the one area where, more often than not, I just Warp Whistle.

*****

In brighter news:

Bodyguard Umaro works nice. Overleveled Yeti does a great job protecting the party. Shame he got Zombie'd so often.

Dunno which version it happened in, but I like being able to Stop undead. There were a number of Ogor fights I could win simply because of Strago's Stop. Also liked being able to Mute those stupid dancers.

Celes' Kusarigama got to show its face again. It's actually not terribly much stronger than the Rune Edge against high defense foes and lacks stats, but doesn't drain MP. Hmm.... (+HP% on flails? Would give Strago an actual reason to equip them. It's a spitball)

The only real unstoppable random here was O-Bake / Shinobi / Ogor. Ninjas are dangerous, even when berserked; Ogor can potentially ruin a fight before he can be Stopped; and O-Bake has Discord, plus he can't really be dealt with until the other two are handled. Most the other randoms can be dealt with via status control before they get out of hand. The Wart Puck / Ogor cheap shot was a stroke of bad luck. Don't take this the wrong way, as this still is one of the most dangerous WoR dungeons.

*****

Now, off to recruit Cyan, and then to clear his Soul so that I can respec for Phantom Celes and Terrato Sabin.

Stickied. I shoulda done this sooner. 

1 hour ago, Mishrak said:

Stickied. I shoulda done this sooner. 

I consider this an official endorsement :kappa:
V5 output, while re-reading @thzfunnymzn playthrough I saw he had reported ELs claiming they gave more HP than they do.

No, they give the reported HP. I'm just agreeing with Deschain that it should be reverted to normal, since double enemy speed is bad enough.

OK, so, before heading into Mt. Zozo, let's actually grind up magic points for Setzer and Relm so that they actually have their WoR magics. Which means killing Doom Gaze and obtaining Heiji's Coin.

Heiji's Coin was simple. Setzer just cast regen on himself and slowly wittled the foe down with Dice. Think I had Seraph equipped for some sort of immunity, and that was it.

As for Doom Gaze, I took Umaro, vig Mog, mag Strago, and HP/MP Terra

mag Strago was really just there for support. Considered Gogo to have a Chakra and a spare Life 2 user, but I don't need Chakra for Doom Gaze and he's got too little MP for Life 2. (Probably still would've been a fine choice though). Managed to get some use out of the Sage Stone with X-Slow and X-Shell. No damage though. (X-Ice2 was his best option, at 2800 damage to the 4k+ everyone else was doing).

Got a nice Tritoch summon with Terra for 7k+ damage (to Fire 3's 4k+). Also, Life 2 proved useful when Doom decided to laugh at my characters. She also dodged two bullets (Aero and Bolt 2) after being revived at 1 HP from eating her own Doom.

vig Mog did vig Mog stuff. Flew around in the sky with a flaming spear, did damage, got wrecked with Bolt damage, got used as a battering ram by Umaro for 9999, etc, etc. Mog stuff.

Umaro face tanked everything, did Bodyguard stuff once, and threw a few characters for big damage.

***

Grinded Setzer and Relm up, so when I next play, its Mt. Zozo time. Complete with killing the Wind Dragon.

Umaro's nice right now. Halved effectiveness on HP espers means his HP advantage is unchallenged. Also, his level advantage is a lot more useful when things are harder.

Went into Mt. Zozo with spd Gau, stam Edgar, mag Relm, stam Setzer. Levels 24, 23, 21, 21 respectively.

Crushed randoms with status and AoE. Ran from Colossus though.

Wind Dragon was a slow fight, though I still won it comfortably in my first try. Gau raged Dragon, Relm & Setzer danced between supporting with heal / Rerise and attacking with Flare / GP Rain (and needed lots of MP support). Edgar pretended to be mag Edgar, lul.

I....summoned Fenrir. Saved Gau & Relm the first few times, but then Edgar's Image never dissipated, so he was never able to Cover Gau or Relm. Had Palidor equipped, so no Golem summon. Oops? Still won, but it meant that Edgar's main use never came into play. Also, magic attacks chew through Edgar's HP rather quickly. Tbf, he didn't die, unlike everyone else.

Relm died in one hit to Wind Claw counters. Should've gone and gained more levels with her. Flare isn't as strong as I remember; about same power as GP Toss. I presume I've been doing something wrong in my recent games for Flare to feel so weak. Either that or its the low level really weighing her down. Also forgot to learn RegenX before the fight. Oops. She spent a decent deal of time healing with Osmose, though only for 96 MP a pop.

Setzer healed, threw money (ouch, my wallet!), spammed RegenX, and occasionally used Rerise and Bio. Had to be supported with a Mana Battery. Useful, though I wish I had more GP so I didn't feel so bad using GP Toss.

Gau clocked Wind Dragon upside the head for 4400 a pop with his Rage, much more than Relm's & Setzer's 2800. Also moved much faster than them, so despite the random Glares, he was definitely my dps here. (Snow Muffler and a higher level helps a lot though). Seriously, Bone Club is absurd once its obtained. Hurtmore and Umaro are easily my strongest attacks right now, to a little bit of a ridiculous degree. (But Gau balance is another topic of discussion entirely, and we're all ready busy with stamina discussion over in the other topic).

***

Next up is clearing Cyan's Soul. Going to actually grind up in the FT first for ELs and Levels. I am so not doing Cyan's Soul at levels in the low 20's. Afterwards, I'm esper resetting Edgar (to magic), Sabin (to Terrato), Cyan (vig + Alex), and Celes (Phantom + Alex).

I finished it.

 

Wasn't too brutal with the speed increase once you build around it and prepare to take a lot of hits and do a lot of pre-heals. 

 

 

Cleared Cyan's Soul. vig Sabin, stam Edgar, mag Relm, all level 23 - 24

Also, I made an esper reset. Celes, Sabin, Edgar, Cyan. I finally have people who have other 1,000 HP naturally, w00t!!

***

First order of business is getting a Punisher Rod for dealing with the Dream Jerks. Relm's going to be MVP for the boss fights. To do that, I need either the Wing Edge near the entrance to the Phoenix Cave or the Avenger near the entrance to the Cave to the Ancient Castle, and then trade said item in the trading circle in the Colosseum. I opt for the Avenger, guarded by Master T.

Team is: MP/HP Terra, mag Strago, vig Sabin, mag Relm

Turns out, 'Gank' can miss now (or was it always like that). Huzzah! Does mean that this guy becomes a lot simpler: Mute, Golem, p.eva, lots of Fire damage. Morph Terra does 7k+ even without magic EL investment, Raze & Flare do 3800 - 4400, and Fire Claws are doing 4.5k. Master T crumples without a hitch, Colosseum trade goes quickly.

***

First area of Cyan's Soul, I actually bother to clear a random with Meteor. Otherwise, just running to the Stooges with Back Guard + Gale Hairpin equipped.

For the Stooges, courtesy of @Satarack, I have discovered Reflect Ring strategies, making these guys so much simpler. I was dreading these punks on NHT, as they normally give me trouble every game. Reflect Rings made this fight a lot simpler. Also, Relm's RegenX cuts through Reflect. ^ _ ^

Edgar's purpose is to SlowX. After that, he mostly pretends like he's mag Edgar, with Bio Blaster, Defib, Cure 2, and Battery. I didn't even equip a spear for Cover because speed (Falchion) was more important. I brought Edgar along for Cyan's Soul because he's one of my lower level dudes and has SlowX. Mog perhaps would've been a wiser choice, but you know what, oh well.

Sabin's purpose was to be dps, but it turns out that Poison Claws only do 950 damage a pop (as does the proc), so...uhh...stam Edgar was outdamaging Sabin. >_< Berserk Sabin did better, but I couldn't berserk him until the top stooge is down because getting through the first part of the fight is top priority. Multiple opponents at double speed = not fun.

Relm's purpose turned out to be dps. Punisher's Dark proc hit for 7k, nearly 8k, damage a pop. Granted, the rng decided it hated me most of the time, but the raw damage output compared to the Figaro Bros. couldn't be ignored. It ain't the Figaro game anymore. RNG decided it liked me for the last dude and proc'd Dark thrice in a row, ending his life quickly. Otherwise, Relm also threw out RegenX.

***

Soul Train portion was handled with more Poison. Caves portion was the usual Bolt + Heal nonsense, though with some high damage killing Relm once.

***

Wrexsoul, otoh, was a pill. It took me many resets. Despite improving my strategy & tactics a bit, there was still some luck to the fight. Namely, with who Wrexsoul had infected and Flare / Meteo. It's rare that I pull together a team for Cyan's Soul that can easily handle both Dream Stooges and Soul Fires, though that may also be because I keep trying to clear Cyan's Soul at lower than expected levels. >_<

Sabin actually was the dps for this fight. After summoning Golem, his job was to berserk himself (so, no Reflect Ring, ; _ ; ) so that he can wail on the Soul Fires for 1.7k Ocean Claw strikes, plus the occasional critical (2.8k) and Drain proc keeping him topped off. Spreading out the damage proved useful, since the last Soul Fire going berserk proved difficult to handle, so it needs to be nearly dead when the first one dies.

Relm's job was also to provide damage (Flare) and the occasional Cure 3 after setting up with RegenX and Rerise. I tried to have her Flare whichever Soul Fire had been taking less damage so as to avoid the "last Soul Fire goes berserk" problem. Relm kept a Reflect Ring on, protecting her from Flare & Lifeshaver. For the winning run, this and Relm's high mg.eva for dodging Meteo proved invaluable, as she was the one who Wrexsoul had "possessed." Reflect Ring, Red Cap, and high mg.eva meant she never died despite the Figaro Bros. dying, so I was able to win.

Edgar was least valuable person here. SlowX is still nice, as was Hasting Sabin, but otherwise, he mostly sits on a full ATB until someone needs healing because I can't afford not to have someone without an active turn ready because of double speed Soul Fires. Also, Defib proved useful.

I had to use 2 Phoenix Tears, an X-Potion, and an Ether in the winning run. What jerks. Ultimately, though, it's my fault for dragging some underleveled Figaro Bros along to a late WoR dungeon. Probably should've replaced Sabin with Mog, come to think of it.

***

Well, I still made it through, and went straight to esper resetting Celes, Sabin, Edgar, and Cyan.

For Edgar, I gave up on stam Edgar and reset him to mag Edgar. 5 Unicorn, 10 Siren. He basically was a bad mag Edgar for Cyan's Soul anyways, might as well stick with it. I'll use Umaro, Celes, or Locke if I want C/C. (Might try Shadow).

Sabin has been reset to Terrato Sabin for the lulz. 15 Terrato. Probably should grab some Stray.

Cyan has been reset to vig Cyan, because that's the way you play Cyan. Actually, he's still got 8 Alexander ELs, so he's still bulky. Need to grind him up, as he's only at 18/9 right now.

Celes was reset to Phantom / Alexander Celes instead of Ramuh / Seraph Celes. 8 Alex, 7 Phantom, with more Phantom coming. Get to try out a bulky c/c Celes with ???.

***

I have no idea what's up next. I guess the Phoenix Cave?

Beat Phoenix Cave & Cave on the Veldt, grinded up Cyan (vig), Locke (kirin, with some phoenix), and Shadow (spd), grabbed Illumina, and am now ready to grind Hero Shield, kill Earth Dragon, and then conquer Ancient Castle. Mostly breezed through everything on auto-pilot. Hopefully, hard stuffs over until Kefka's, with a couple of exceptions (Holy Dragon).

Levels were mostly 25 across the board, with a few hitting 26. Terra hit 27 at some point, forgot when.

Also, I completely forgot to try out Phantom Celes these two dungeons. Uhh.....oops?

***

P.Cave, Dragon Killers: spd Gau, Umaro, HP/MP Terra, mag Edgar

P.Cave, Other Team: HP Sabin, stam Setzer, vig Cyan, mag Strago

Umaro and Gau wrecked the cave. 6k Hurtmores at top speed from Gau, and Umaro tanks stuff, kills stuff, and guards allies a ton. Terra & Edgar kinda just watched them half the time, with Terra having a knack for being turned to stone or getting killed by Blowfish (damsel in distress). The other half of the time, Umaro and Gau kept missing, so Terra would have to pick up the slack. Edgar kept Terra's MP going with the Battery, healed, and sometimes Muddled stuff. Only difficult fight for this team was Sea Flower x5, and half of the difficulty was the annoyance of watching Gau & Umaro slag through it while Edgar & Terra keep everyone healed.

The other team, otoh, kinda struggled a bit, with only vig Cyan really looking good. Tbf, I messed up my Strago strategy. I relied mostly on Raze and Tsunami, and while Tsunami turned out solid, Raze was kinda meh. Should've gone Rod + Black Belt for single-target damage. Probably should've tried some Shoat strats with stam Setzer, as half the time I did attack, I tended to use either Bio or attempt insta-death.

HP Sabin is a lie. Dude could barely scratch anything without Water/Ice weakness (Mus and Witches). Also, his HP gets chewed through very quickly, requiring constant healing. Which means no Cover strats for Sabin. Guess I can turn him into a Chakra battery instead.

Fire Dragon exploded. 8k Ice 3's from Morph Terra, 6.5k Blizzards from Umaro, Gau doing 3k Ninja Waves at ~80 speed, and he can barely hurt me because of my resistances. Tbf, claws and blowfish are threatening, and berserk is annoying, but mostly, he got 'sploded.

Oh, and I got Locke. Yay, Locke. I can now continue playing as Kirin Locke. I finally have more C/C users besides Umaro! (Umaro's still the best)

At some point there, Umaro threw Terra for 9k+ damage, whereas he was normally tossing people for 6k+ damage. Also, every other time he threw Terra, it was for 6k+ damage. So iunno what happened there. Also, pincer'd Sea Flowers + Wavecannon = minor graphical glitch of Wavecannon dancing around between which side it's gonna hit.

***

Cave on the Veldt was Chakra team. HP Sabin, HP/MP Terra, Kirin Locke, mag Relm, all 'sploding stuff with magics while Sabin supports. Can't really tell how strong the strat is overall because I'm nearly endgame strength running over an early/mid-WoR dungeon. Won't really get to know until I take it to Kefka's either.

It was mostly Relm and Terra 'sploding randoms with Meteor, Flare, Fire 3, and Ice 3. Locke did Cover fairly well, but it wasn't really necessary right now. Sabin never died and no one ran out of MP. Can't tell if HP Sabin is a better Chakra battery than stam Sabin b/c of survivability or if it's just being overlevelled.

Tiamat exploded. Morph Ice 3 and Flare followed by Morph Fire 3 and X-Fire 3 (without Rogue Cloak, but oh well). Didn't last long.

When Tiamat comes from behind, does that switch row or not? I assumed it did, but then I told Terra & Relm to switch rows and they go forward. Don't recall Locke ever Covering anyone after the switch either, though Tiamat did explode pretty quickly. Also, Tiamat Haymaker'd Morph Terra for ~1200 damage after she switched rows (going forward).

***

Eh, I kinda wanted too long to get Locke, Shadow, Cyan, re-spec Phantom Celes, etc, and now I don't have too much time to play with them before Kefka's. Also forgot to use vig Mog more and, being underleveled most of the time, had little time to play with Chakra. Oops. Otoh, I do know how vig Mog, Cyan, and Shadow work anyways.

I'll go 'splode the Earth Dragon next time before going to the Ancient Castle. Shadow's coming along for the ride, dunno who else is. Probably should bring Mog.

Hey there,

How does one go about patching this?  My friend and I are going to give it a playthrough.

FF3 US -> BNW -> Nowea HT?  Or just straight from original to Nowea?

What's the difference in the two files?

 

Thanks!

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.

52 minutes ago, Deschain said:

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.

 

Many thanks, we're hoping this offers a great challenge.  We've played through just about every hack and hard mode for most Final Fantasy games that are available and are still looking for a very difficult challenge.  Thanks again.

WoR has too much grinding. Maybe I just play inefficiently.

Grinded out Hero Shield, made several trades in the Colosseum, and also re-spec'd Setzer to The Bank because of some discussion that's been going on in Discord and b/c Bank is just better than stam anyways. (OK, OK, GP Toss should start doing good damage once you stack enough stamina, but by that point, I'll have Fixed Dice. Sides, I got Umaro for c/c).

Ancient Castle will be spd Shadow, vig Mog, Phantom Celes, and Bank Setzer. My first actual test run of c/c Illumina Celes. We'll see how it goes.

Finished Ancient Castle and Ebot's Rock. Only few last things (grind to 30, Dragons, Cultist's Tower), and then Kefka's.

***

Ancient Castle. spd Shadow, Phantom Celes, vig Mog, Bank Setzer. Start at levels 25/15, finish at 28/18. Ancient Castle and Narshe seem to be dungeons of the WoR that really give EXP; don't think I've gotten huge jumps in level in any other WoR dungeon.

Randoms were swept with a mix of Kunai, Fire Scroll (Zorathians), Jumps, Illumina, and Bank Setzer throwing the fancy Black Dart weapon talked about in Discord. I don't think anything really threatened me. Also got to have fun with Kagenui's X-Fight. WEAPON was handled with Water Scroll and Water Rondo; found 3-4 of them, so major EXP and EP.

Katanasoul perished under a mountain of Fire Scrolls and Illuminas. High HP (finally) means he didn't kill me with GP Toss.

Got fancy Genji Shield for for Phantom Celes.

For Water Dragon, Shadow, despite having high speed Bolt Scrolls, has no Water resistance, so, uh, he died a lot. (Forgot about Kagenui + Orochi strats, oops). Him dropping a lot was probably the chink in my armor for that fight. Otherwise, Celes and Mog did a good job pummeling the dragon while Setzer kept everyone healed up.

Return trip, however, I was majorly drained on MP, so I had to resort to Zantetsuken and Slots for return battles. Boxxy x3 is b0rked; I got hit with three S.Cross's in a row, no chance to react, and just flat died. >_< Otherwise, I made it through about the same as normal, just slower.

For Shadow, despite dropping a lot against the Water Dragon, performed well. I forget how powerful he is. Still dislike his frailty and lack of build variety. Oh well.

Phantom Celes was amazing and may be my new favorite build for Celes. Illumina hits plenty hard right now, and C/C does a nice job increasing her damage output. Didn't need the defensive benefits for Mog and Setzer though. Also, Illumina chews through her MP really fast. (Hmm.....chews threw MP fast, Cover to defend frail characters. I'm seeing a character to pair with stam Sabin and mages). Cover also defends people on the other side of a pincer, hilariously. Otoh, I'm concerned that she won't be as effective once enemies get harder in Kefka's.

Mogoon was Mogoon. Punisher strats would've been stronger, but enemies here were easy enough that I just stuck with Partisan for conserving MP. (And I talk so much about Punisher being better than Partisan). I did use Punisher strats for the Water Dragon though, for the extra damage. Dragon died right as Mog ran out of MP too.

Bank Setzer is invincible and has an infinite amount of MP. For just strolling through the dungeon, I had, effectively, an infinite amount of MP for throwing the Black Dart. Otoh, Seraph and Cures drained my MP after the Water Dragon fight, so I had to resort to Slots. Oh well.

***

Ebot's Rock was done with mag Strago, mag Relm, stam Sabin, and Kirin Locke.

Randoms died to X-Zone.

Hidon was a surprising bugger on Hard Type. Probably b/c of two low HP characters, forgetting to set Slow, and forgetting to summon Golem to handle early battle physicals. >_< Herp derp.

X-Fire3 did 12k damage to Hidon. (Yes, I used X-Locke with Kirin Locke. Omega Valiance was used for randoms).  Even when Locke's MP bottomed out (I used an Ether once) and I had to resort to Fire3-Fire2 combo while Sabin Chakra'd, he still did 9k. My main damage dealer.

Sabin spammed Chakra to keep X-Locke going. Also used Mantra a few times to restore HP, but eventually, Locke's MP meant he had to Chakra full time. Didn't bother with Aurabolt; actually, I competely forgot it existed. Wouldn't have helped, b/c I wanted to keep on Hidonite alive to prevent a respawn.

Strago, as usual, was kinda just there. He used Tsunami to help control Hidonites at first, but afterwards, resorted to Holy Wind, when he wasn't down on HP from Quasar. @BTB, please remove Poison absorb from Hidon, it's frustrating that Strago doesn't actually put down his rival from his youth. (Actually, please swap Fire weakness for Poison weakness. I want to blow up Hidon with X-Dark).

Relm did Relm stuff. Sketch'd for Black Omen, RegenX / Cure 3 at times, and used Flare (and got Mute'd in response).

I...really b0rked this battle. Should've had White Cape on Relm, summoned Golem, Slow'd him earlier on, etc, etc. >_< Stupid. Oh well/

***

Imma take stam Sabin, X-Strago, and Phantom Celes to one of the dragon fights. (Not Holy Dragon). Don't have a second Sage Stone, so can't do a double X-Mage strategy. Ah well, maybe I'll drag Terra or Relm along. Probably Ice Dragon, for the Morph Fire 3. Might also try to get this team working in Kefka's.

Otherwise, standard endgame ahoy.

 

2 hours ago, thzfunnymzn said:

Imma take stam Sabin, X-Strago, and Phantom Celes to one of the dragon fights. (Not Holy Dragon). ... Ah well, maybe I'll drag Terra or Relm along. Probably Ice Dragon, for the Morph Fire 3. Might also try to get this team working in Kefka's.

Enjoy! Morphed Terra spamming lategame spells, C/C Illumina Phantom Celes, and Stam Sabin for MP support are BFFs. It's one configuration where relegating Sabin to MP-recovery duty doesn't feel like a waste. Strago would make a great fourth wheel, bringing Shield, X-Shell, Refract, and some heavy Poison and Water elemental  coverage to the table. I've used Relm as the fourth in this configuration to great satisfaction as well. Having 3 characters who can all switch hit between healing and DPS like champs is extreme luxury.

I feel like it's high time I take a stab at NHT. This thread has me craving another run, and this patch should make things fresh enough. Maybe toss on a few beta patches (Elemental mixing, ephemeral reflect, encounter rate) for extra freshness.

Speaking of fresh new things, what is this Black Dart for Setzer you speak of? I don't recall coming across that before.

I'm guessing he modded Setzer's darts based on something BTB will likely make a post relatively soon on regarding 1.10 development

 

22 hours ago, SirNewtonFig said:

Enjoy! Morphed Terra spamming lategame spells, C/C Illumina Phantom Celes, and Stam Sabin for MP support are BFFs. It's one configuration where relegating Sabin to MP-recovery duty doesn't feel like a waste. Strago would make a great fourth wheel, bringing Shield, X-Shell, Refract, and some heavy Poison and Water elemental  coverage to the table. I've used Relm as the fourth in this configuration to great satisfaction as well. Having 3 characters who can all switch hit between healing and DPS like champs is extreme luxury.

I feel like it's high time I take a stab at NHT. This thread has me craving another run, and this patch should make things fresh enough. Maybe toss on a few beta patches (Elemental mixing, ephemeral reflect, encounter rate) for extra freshness.

Speaking of fresh new things, what is this Black Dart for Setzer you speak of? I don't recall coming across that before.

As Nowea said, I made a modification based on 1.10 development. Also making a change to Dark based on 1.10 development. X-Strago is going to wreck Holy Dragon.

For Chakra spam, my main issue has always been that I felt like there's too few configurations where it's truly useful, meaning it's difficult to use Chakra Sabin without pre-planning into specific set-ups. Chakra itself is pretty boss (1.10 development looks like it'll buff Chakra itself, which I'm not a fan of). C/C was just recently introduced, so my lack of playing 1.9 means I missed a new use for Chakra Sabin. Throughout most of BNW's history, Osmose was pretty op, so Relm and Strago didn't need Chakra support either, meaning Chakra Sabin was limited to Morph Boxless Terra, X-Mog, and X-Locke. I...I'm a stubborn mule, so it's taken me 2-3 playthroughs of recent versions to accept that new Relm does want Figaro support. Not sold on Strago wanting Figaro support (support spells are cheap, his dps is unimpressive without a weakness), but the aforementioned new Dark change is meant to change that.

EDIT: Also, technically, I'm running Terrato Sabin with a few Stray. So far, I prefer Terrato Sabin at Chakra support rather than Stray Sabin.

Cultist's Tower done. Easiest time I've ever had with this place. HP/MP Terra, spd Shadow, HP Sabin, mag Strago.

For the randoms, adding Gale Hairpin, Back Guard, and spd Shadow with Warp to the Reflect Ring set-ups makes it much easier to skip all the encounters here. They never once did major damage to me, despite NHT's double speed. Therefore, I childishly stick my tongue out at this place. : p

For the Holy Dragon, everyone's at level 30, equipped with HP boosters, and with decent enough stamina for mg.dmg variance to matter. (Despite playing mag Strago, Strago's stamina meant Holy came just short of a OHKO. This proved very crucial to keeping my momentum going). After the initial buff / debuff phase, the strat is that Terra's the healer, Shadow runs other support (Rerise, HasteX, Smoke Bombs, spot-heals when Terra's not available), HP Sabin spams Chakra (used Mantra twice), and X-Dark Strago is the dps. Terra and Shadow are running White Capes to avoid my support structure getting halted by Mute. X-Dark's great dps for this fight, but I'm also playtesting a proposed 1.10 idea: a Dark that's stronger but costs more MP (from 72 to 90 BPow, from 32 to 42 MP), so that X-Dark is more useful as a general-purpose attack (instead of just for Poison weakness or low mg.def). Idea is that X-Strago gets a true general-purpose, top-tier dps attack, but the high MP cost should mean he wants Figaro support.

Even if I hadn't run a stronger X-Dark, this was definitely my easiest Holy Dragon fight in a long, long time. (New X-Dark meant 14k damage instead of 11k. Still breaking the damage cap). Everything went very smoothly. So...another toast to Chakra Sabin, although part of that toast also goes to just having high HP. I like high HP. It's nice finally having high HP. * glares at nerfed HP espers * Course, I did most of the WoR "underleveled" (running into later WoR dungeons at below level 25), so some of this is my fault.

Oh, add spd Shadow to the list of people who like Chakra support, even though he doesn't care for it as much as an X-Mage.

Magimaster died a horribly, bloody death, as per usual. Do I need to comment on this fool?

***

Since I've got a real dps tool for Strago now, I did something unusual (for me) and traded out the Box for another Crystal Orb. Thamasa Duo are both getting an Orb for moar damage! If I hadn't had this new tool, I'd have probably kept the Box and used mag Strago more as a mixed & speedy support dude with good off-turn attacks. Both of which would've meant limiting Chakra Sabin to Relm + C/C Celes. With a real dps tool, I've got a few different options for how to build Chakra team; options are nice.

Only things left before Kefka's are Earth Dragon and Ice Dragon. (Oh, also, I ran from those forced pincers in Owzer's. Gonna go back for my mullah). I'll forgo a Chakra team for either since I all ready got my fill with Cultist's.

Defeated Warring Triad. Only Kefka remaining. Everyone's at 30, except for a few at 31.

Team 1 is Team Chakra: HP Sabin, HP/MP Terra, Phantom Celes, mag Strago. After the fork, they'll fight Asura. Also, again, testing out the in-development Dark for 1.10. (Slightly higher BPow, but also slightly higher MP cost).

Spoiler

Big elementals, X-Zone, and c/c all thrashed mobs. There were a few encounters I Warped away from; forgot which ones. Either they got the jump and/or I felt like this team couldn't handle them well.

Guardian, as per usual, died a horrible, horrible death. Morph Terra with Bolt 3, Tsunami Strago, and even Bolt 3 from Celes all put this guy down without much of a fight. Oh, and Dispel to prevent any Reflect shenanigans on my Bolt 3 spam.

Kaiser's Wallchange decided to be mean and mostly role Holy and Fire. Ice would've been preferred. Otherwise, nothing much to say. Suplex's "never miss Slow" prevents Haste from being an issue. I was mostly fairly safe HP-wise and had a never ending supply of MP.

For Asura, after some initial fights where she decided to RNG-kill me (N.Cross) and/or I forgot some key pieces of equipment (Chocobo Hide for Water resist), things went smoothly. Morph Terra's Bolt 3 pelted her for 9999, Strago's X-Dark did 5500 - 6000 per Dark, Sabin did his usual, Celes c/c'd, supported, and healed (Terra also healed, obviously).

Also, I had both Terra and Celes on Cover. There were a few times that both Cover'd Strago at once. Hilarious.

***

This team ended up being my A-team. Which means Chakra Sabin is better than I thought. I do have one defense though: this is Terrato Sabin, not stam Sabin. : )

Terrato Sabin spammed Chakra. Even at only ~50 MP per heal, this is still useful enough to keep the team going, save for one or two times when Strago needed X-Osmose. Also kept Sabin alive, unlike Deschain's NHT play with stam Sabin. Other than Chakra, Mantra actually found a few uses, and then his usual Golem.

HP/MP Terra. I initially planned to play NHT with MP Terra, but I stopped that because HP was too important. Otoh, I did forgo Maduin completely; elemental weaknesses, low mg.def, and Morph means that Terra barely noticed. Also had her run Cover a few times when not Morphed, just to push her "party support" role a little further. Had I not swapped Gem Box for a Crystal Orb, Terra would've been fine without Chakra support.

Phantom Celes is my new favorite Celes build. With Alexander and great equipment (looking at you, Cyan), she can take plenty of hits and dish out solid damage in return. C/C means she can run party support while still expecting to see Illumina counterattacks. Chakra support was appreciated and also enabled her to switch over to magical damage for certain fights (Guardian, Kaiser, a few randoms), as well as giving her effectively infinite MP for Illumina and support magics. This build appreciating Chakra is probably my biggest error in evaluating Chakra's usefulness. Otoh, c/c only just now came into existence, so....uh....>_>

mag Strago, as a glass cannon, feels so much better when X-Dark actually hits like Tempest. Though, just as importantly, Chakra support = free use of X-Zone. : )

For Sabin, I'm actually very tempted to either run vig Sabin -> respec to Terrato for Chakra spam, or to stick with hyb Sabin set-ups. Chakra spam was nice. Though if I end up running defensive mages, I'll stick with vig Sabin.

Team 2 is glass cannon team. mag Edgar, mag Relm, spd Gau, vig Cyan. I thought they'd fight Myria (Flurry & Hurtmore), but they fought Isis instead. Oops.

Spoiler

This team was mostly fine for randoms. Hurtmore, Harvester, Meteor/Flare, and Flurry/Tempest mostly handled stuff, while Edgar handled healing & Battery support. Not as good as Chakra team though; I blame Cyan.

For Atma, I really need to start considering this guy as an important fight; he kicked my butt this run, as he has done in previous runs as well. Died 5 times to this guy. Eventually resorted to Reflect Ring (and Alexander) strategies just to get through Phase II; Harvester, Relm, and Edgar simply couldn't keep up, while Tempest just wasn't doing the damage to be worth only having Cyan running offense.

Bolt Dragon, otoh, died pretty easily. Bolt gear and plenty of damage ended him quickly.

Oops, not Myria, but Isis. >_< I had planned on Hurtmore and Flurry blowing up Myria's low p.def self with huge damage (both should've done 9999). Had fire and wind gear at the ready. Ugh.

Isis was annoying, though not super dangerous. Charmed Gau an awful lot, though Harvester Gau is non-threatening when Charmed. Other than that, it was a slog of Edgar and Relm healing / supporting while Relm and Cyan chipped off her HP. Tempest gets a nice damage upgrade when she turns her back, but Cyan also ate dirt an awful lot. Ugh.

***

This team was definitely my C-Team. Partly because it was built poorly for the bosses (Isis, Atma), though maybe NHT Atma is just too brutal? Iunno. The other reason, however:

vig Cyan really, really feels the hurt from weakened HP espers. My other HP+60 dudes were fine; Cyan, otoh, dropped an awful lot. I went heavy Alexander, but weak HP ELs means that I'm down 240 / 300 HP. Weakened HP ELs, his usual lack of shield, and avoiding 1.9's Hero Ring b/c of Cover = Cyan dies like Strago. Urg! Part of the reason early on was equipping Cyan poorly: my semi-strict policy of not swapping gear in Kefka's meant he went with Dark Good + Crystal instead of Genji. Still, even after fixing some of those issues (Genji Helm, Muscle Belt), he just didn't perform. Tempest only did 6k damage (Masamune, 80 vigor) and his 1.7k HP just didn't hold up. I really miss my Power Glove + Hero Ring set-up for Cyan.

mag Edgar is mag Edgar. Utility, healing, and Battery. I...think I did something wrong, as he only had 40 spd and 60 mag for me, and I know I went heavy on the Siren. Nirvana Cure 2 / Defib only did about ~700. I...uhh....did something wrong. Well, he still performed well, just was expecting him to be more powerful. Definitely superior to Unicorn Edgar though. (Except maybe for FC, but I guess that's just a case of front-loading mag Edgar with Unicorn).

Been a while since I played mag Relm. Feels good. Blow stuff up with big Flares, actually heal a good amount with Osmose (180 with the Crystal Orb), have a good chunk of MP. Having Battery support did keep her from having to Osmose all the time. (Some versions ago, Osmose would've been at double power and Radiant Gown would've had MP+50%, so she really wouldn't have needed Battery support). Just feels good to use this build again after playing spd Relm a lot.

spd Gau is fun. Great damage dealer, useful healer. Haven't bothered with any other Rage in ages. Even boosted with a Blizzard Orb, Harvester only heals for 400, but Gau does get an awful lot of turns. (Still needed Reflect strats for Atma, unlike my previous non-NHT run). Really wish I had fought Myria.

Team 3 is a bunch of bulky dudes and a ninja. Kirin Locke, vig Mog, Bank Setzer, and spd Shadow. I thought they'd fight Isis, but they fought Myria instead. Oops.

Spoiler

This team rolled all over randoms. Inferno and Myria were a bit of a grind though.

For Inferno, I died a couple of times at first, before hitting on better strats. Kagenui proved very useful for keeping the arms Stopped/Slowed.

Poison Dragon died, as per usual. Though surprisingly less easily than Bolt, thx to this Shadow and Locke deciding they liked eating dirt. (Also, lack of status resists, herp). Oh well, 8k Longinus jumps wrecked this guy.

I wanted this team to fight Isis, not Myria. Plenty of back attackers, plenty of ways of killing & reviving the Charmed, bulk. Urg!

Myria was annoying, though once I got a strat down, like Isis, mostly a grind. Died once, then I switched Locke over to Sage Stone. Had to scramble a lot with Remedies, Holy Water, and Potions, and also used up a few X-Potions and X-Ethers. Also still had a timely save from a Harvester that I rolled rng for.

***

Next time I play Kirin Locke, Imma do it rightly and give him Ramuh ELs. Omega will just get traded in the Colosseum for a Mirage Vest. Awful damage, and his low mg.def means he crumples mighty quick. Still, Phoenix ELs and Sage Stone saved my bacon for Myria, so he's not all bad.

vig Mog is vig Mog.

The Bank: Setzer performed admirably. Would've been better with proper HP ELs (>_>), but....it's Setzer. Gave up on stam Setzer: I had been running a heavier HP set-up, which hurt GP Rain's damage, and I was also broke. Could've used him for Cover or resisting statuses, but I just decided to go all-in with The Bank. I could've respec to heavy Starlet for great damage, but I felt like I was better off letting other dudes handle damage while Setzer did his job as a cleric.

I'm really liking spd Shadow. A lot. Possibly enough to change my preference to actually wanting to use Shadow more often, despite his low HP.

***

Unless Kefka pulls a surprise, Nowea, I think you've gotten most of my feedback. There's a few bosses that need to be looked at (Phunbaba especially), and Back Attacks need to be less "rng kill you". Also gonna agree with Deschain that HP ELs have been lowered a bit too much. I'd at least bring them back up to 2/3 strength (+20, +40).

I'll comment more on general 1.9 thoughts some other time.

Commenting on 1.9 in general:

Spoiler

HP/MP Terra, is the same old, same old. Great bulky healer with plenty of opportunities to snipe a weakness, good attack on FC with Break, needs MP support in WoR either in form of Chakra or Gem Box, though has good debuffs for randoms at least. Only new thing is possibility of front-row Cover support (Hero Ring). She definitely has no use for Maduin, outside of an endgame respec for Ultima spam. (Which, IIRC, only nets about 1000 - 1500 extra damage with Ultima).

Kirin Locke, Imma actually play correctly next time by snagging Ramuh ELs and using a Genji Shield to take hits. It's not my personal preference, but I can see why people would like endgame c/c Kirin + Ramuh, forsaking Phoenix. Maybe not my preference though. (It does remind me of an old idea to turn Phoenix into HP +15 / MP +25, encouraging Kirin as the big HP esper for Locke.) Also, Omega was lol. (Omega's a bugger to balance as an attack. Terra's got Morph and a +2 esper to use it well, but as it's no longer a stat stick, Edgar and Celes would rather just trade it out for a Mirage Vest. Dunno if a proper Kirin Locke would utilize Omega Valiance well, or if even he might prefer to just swap it out).

Unicorn Edgar is lol. Probably fine early on, but as a pure defensive move, Cover can't carry a whole build (chances are too low, can't choose who gets Cover'd, only prevents physicals). Siren Edgar is Siren Edgar, just less powerful than I had previously thought. Still fun though. With Gungnir, Siren Edgar can probably run Cover reasonably well anyways.

Golem Sabin is Golem Sabin; 2nd best character in WoB. For Chakra Sabin, I'm going to have to bite back a lot of my previous remarks. After playing 1.8 and 1.9, the Osmose nerf in 1.8 definitely means the Thamasians care a lot more for the Chakra support. C/C auto-crit (Phantom Celes, Maduin Mog with Punisher) is also another solid use, with a cute defensive synergy with defensive mages. Mind you, this was Terrato Sabin, not Stray: Chakra was awesome enough that I didn't really need it to be stronger, just needed more HP on Sabin for his own survivability.

Phantom Celes is my new favorite Celes build. Plenty of HP and armor for tanking hits, a strong weapon for great counters, and the ability to get all three of "Physical Damage +", "Counterattack", and "Cover." MP intensive though, so either pair her with Chakra (and frail mages), or sacrifice some HP for Seraph ELs. Slightly low damage (3.9k swipe), but meh, w/e.

Kirin Cyan is Kirin Cyan; best character in WoB. vig Cyan really, really feels the HP nerf in this hack. Probably because, for the WoR, he and Sabin are highly dependent on stacking HP ELs for their survivability. (Probably why I felt like Terrato Sabin was better for Chakra spam than Stray Sabin). Sabin's got the Royal Jacket, high vigor, and great utility though. Cyan....can't use Hero Ring without hurting his own survivability again. ; _ ; So, my high Alex vig Cyan just kinda didn't perform as well as I had hoped. Still hit hard. More like my Kirin Locke; not terrible, but clearly under-performing. For NHT, almost definitely should've just pumped more vigor and just relied on Image / Reflect / Rerise / Defib support more heavily.

spd Gau is spd Gau. Hurtmore and Harvester spam; don't think I've bothered with his other stuff in quite some time. (Partly from lack of time, partly b/c why bother?). Harvester is only 300 - 400 in endgame, but at probably double the speed of anyone else. Hurtmore is easily a 6k - 8k at double speed.

spd Shadow is changing my personal preference about Shadow. I think I like double turning stuff as much as I like tanking a million hits with huge bulk.

For GP Toss Setzer, if I play him again, it should probably be with a respec. GP Toss just really needs to stack high stamina to do the damage. Otherwise, I could use Starlet for extra Cover support on The Bank Setzer, as raw HP/MP is slightly stupid, esp. with nerfed HP ELs or without an HP/MP booster to boost those stats (esp. MP) to absurd levels. Still, he's great, and he's still got plenty of offensive options (Blackjack on FC, Shoat, sniping Holy/Human weaknesses with knives; even Fixed Dice, with Daryl's Soul, should average to good damage in a longer boss fight).

vig Mog is vig Mog. Mogoon with Partisan until you grab Punisher, hit stuff with Punisher until you grab Longinus, Mogoon with Longinus, and don't forget magical utility or maybe even Forest Suite.

mag Strago is mag Strago. Somewhat useless on the FC outside of niche Holy Wind strats or abusing Rods (Mog & Relm are better), becomes solid in the WoR with new Lores, though mostly shines through his utility and mob control. (Sounds like I'd prefer stam Strago for playing a more support-based game, but I think stamina is pointless on Strago, so might as well have stronger attacks for when I do attack). 1.10's proposed X-Dark's damage performed as expected: a better single-target magical attack for Strago to use. Terrato Sabin's Chakra can't quite keep up with its MP cost (84), but it still more than halves the MP cost, so Strago only needs X-Osmose maybe once per fight to keep him going. Dunno how well it performs without Chakra support. Also only really got to test its improved power in a few fights, since most the rest of the time, Strago was doing mob control or sniping a Water or Ice weakness.

mag Relm is nice. Also not op, like she was in 1.7 or earlier, when double strength Osmose and MP+50% Radiant Gown made her a bottomless pool of MP. (Taken me two runs to confirm this though). That and Nowea's speed change (?? version) definitely means mag Relm is probably preferable to raw damage output, both for Zoneseek's MP and for more magic yielding stronger Osmose. spd Relm is still the better support (and we'll pretend that stam Relm doesn't exist).

Bodyguard Umaro (Hero Ring) is fun.

Cover / Counter is definitely a fun new tool. I've mostly appreciated it with Celes, HP/MP Terra (Cover), and Umaro (Cover) though. Probably would've appreciated it more with Locke if I had built him properly and given him a Genji Shield instead of trying for Omega Valiance. Might've also appreciated it with Kirin Cyan had I played him game long or had I been less scared of NHT's brutality on the FC (HP nerfs hurt). (Same reasoning with Edgar; probably should've used Cover side more with mag Edgar once I had Gungnir, but HP nerfs are kinda scary). Didn't get to try it with Mog, Shadow (lol, crazy), Ocean Claw Sabin, or Setzer (Cover).

 

Defeated Kefka. Had to level grind up to lvl 34/25 in order to defeat him though. T1, T2, and Kefka himself are no jokes.

Team: HP/MP Terra, mag Edgar, mag Strago, mag Relm. (spd Relm would've been much superior. Oh well)

General Strategy: Strago is damage unit using 1.10's X-Dark. Occasionally uses Black Omen. Uses Shield prior to T2, and Holy Wind / X-Items as needed. Relm is Rerise / Cure 3 support, as well as occasional damage. Terra is tank and healer, with the occasional damage. Edgar provides the critical SlowX for T1 and T2, as well as being another support unit, especially since I'm low on Ethers. (Fast foes = lots of healers, one big damage dude).

T1: Strago picks off Face (9999 x2 damage thx to weakness), Left Arm (also big damage, low mg.def), and then Right Arm (also big damage). Edgar uses SlowX, Hastes / heals everyone, occasionally run Battery support (I'm low on Ethers). Relm and Terra do their thing. Strago sets Shield before going to fight T2.

T2: Lost twice due to sheer bad luck (Berserk and Freeze; no Ribbon and no stamina). SlowX is essential to getting this guy under control. T1 and T2 are perhaps the only fights in the game where I feel like I actually want high stamina. Memorized actual opponents here: top-right Hit was nuked with X-Dark (9999 x2), bottom-right Tiger was nuked with double Ice 2 (6000 x2), top-central Tools is nuked with Terra's Bolt 3 (9999), and far-left Magic is nuked with non-elemental, ignores target defense (Ultima, Black Omen, Flare; the Big Magics).

T3: Breather battle. Nuke the Girl with Big Magics, keep everyone healed up, pick off Sleep with X-Dark. Getting Rerise back up after T2 is desirable for Kefka.

Kefka: After summoning Bahamut and Ragnarok (9999), the only attack that ever happens is X-Dark, doing 4.5k - 5k twice over. Surprisingly smooth when only one guy is attacking (still a very tense battle that burns many X-items), though I had a scare when Relm got Muddled and nuke Terra with a Punisher Rod. Kefka never used Goner.

Kefka hard-walled me when I tried fighting him at lvl.30. (Surprisingly, I made it past T2 once, though with Shadow replacing Terra b/c of T1). His elemental tier 3's OHKO'd the squishes and I only had one healer. Gaining levels for HP certainly helps.

***

I have conquered NHT. I've had my fill of challenge, next game is a normal BNW. Might even get the chance to play with c/c more outside of Celes and Umaro. Also, Terrato Sabin!

Released v7 of NHT, see link on first post.

  • V7:
  • Standardized HP and MP ELs, now all HP and MP ELs give +20 (if with another stat) or +40 (if just giving HP or MP)
  • Added 4 new items. 3 are rare steals and 1 is a Colosseum trade. Steals were only edited on current humanoid random enemies that had steals previously. Note: This version uses item indexes 16, 60, 66, and 247. In 1.9 and 1.10 these indexes are not used, but other versions are not guaranteed. In addition, for maximum compatibility, these new items don't have descriptions

NHT 2.0 release. Main post edited with download link. Please be courteous and considerate of mainline BNW testing still being done for BNW 2.0.

  • Added more easter egg weapons, some as rare drops and some as rare steals from humanoids. Note that these weapons still do not have descriptions. These added weapons use item slots that BNW 1.9 uses, but 2.0 doesn't. This effectively means that NHT 2.0 is for the BNW 2.0 line only.
  • Altered and added formations, expect to see some new enemy combos and enemies where you don't expect. Sometimes this even works in your favor ;)
  • Added a password requirement to access the patch, the password is the same as the BNW unlockme. I don't want people playing NHT as their first BNW experience in general.
  • Now every item and relic shop has Warp Whistles or Back Guards (respectively).
  • Known issue: The config screen version display looks janky when playing with any of the RC patches. This should resolve itself when 2.0 is out.

After tens of minutes of testing, I can safely say something is wrong with the Fire spell in NHT. See Discord for details.

7 hours ago, ff7hero said:

After tens of minutes of testing, I can safely say something is wrong with the Fire spell in NHT. See Discord for details.

Fixed fire spell, no other spells appeared to have the issue after a quick once-over.

Quick v3. One hidden weapon had its power reduced by 30%

Updated link with some more fixes. Removed an easter egg item that didn't function properly. Fixed some broken formation/pack data, etc.

Yo, is this updated to work with 2.0? I'm deep into my new playthrough and 2.0 is everything I ever dreamed... Except for the difficulty, which feels even tamer than in some older versions - so much so that it undermines the complexity&depth of gameplay and monster AI, since only a few enemies and bosses pose a long/serious enough threat for the mechanics to fully shine. So already craving for a hardtype run instead of just limiting myself and keeping exp off, thereby missing all the cool customization in the mod.

21 hours ago, Hapanpappa said:

Yo, is this updated to work with 2.0? I'm deep into my new playthrough and 2.0 is everything I ever dreamed... Except for the difficulty, which feels even tamer than in some older versions - so much so that it undermines the complexity&depth of gameplay and monster AI, since only a few enemies and bosses pose a long/serious enough threat for the mechanics to fully shine. So already craving for a hardtype run instead of just limiting myself and keeping exp off, thereby missing all the cool customization in the mod.

This is updated to 2.0, yes. Some of the items I added have glitchy animations but they still function (This is addressed on my end but not put out in a patch yet). That being said, make sure you have the unlockme password handy since I don't like people tossing on NHT without any BNW experience.

No worries there, been coming back to BNW occasionally since 1.6x if I recall. Although limiting information is one of the best, and my go-to ways to make any game more difficult, I imagine that won't be needed here. 

Now that I've finished BWN for the umpteenth time, I guess I'll try this bad boy for a spin.

Wish me luck. Or better yet, pray for me.

Finally got past Hell Angel. All the battles up to it were a cinch, mostly because of a nice little item that has been added to NHT: the Stinger.

What is the Stinger? Only the best sword I've ever seen. It has these properties:

  • Dark elemental
  • May counter attack
  • Allows 2nd weapon
  • May cast Sap
  • May instantly kill

It simple roflstomped everything up until now. I've lost count of how many battles I've won by simply countering enemy attacks (which on NHT happen very very often) and the Dark element dealt a ton of damage even to Vargas. But it really got to shine on the Hell Angel battle (which, by the way, is every little bit as hellish as the previous posters said). The strategy that worked on it was this:

  • Steal 2 Slim Jims from those fighters at Mt. Kolts.
  • Get the Black Belt relic in the South Figaro basement.
  • Stock on at least 30 dried meats.
  • Put everyone in the back row.
  • Give Locke a Stinger and an Iron Cutlass, set def relics on him becase he'll need it.
  • Give Celes Black Belt.
  • At the start of battle, immediately use the Slim Jims on both characters and set them to defend.
  • PROFIT

Hell Angel might be immune to Dark, but it is NOT immune to sap. The counters on Stinger will guarantee that eventually Hell Angel will get sapped, and whatever damage it may cause you will be mitigated by defend and healed by regen. You simply have to counter/sap it to death. Takes a ridiculous amount of time, though, and you can't really be afk because every time it casts Sleep you will have to set the target to defend again once it wakes. And heal it with a dried meat if Hell Angel casts Tek Laser on them more than twice while they're asleep.

Fun fact: it will only cast fire during the very beginning of the battle. Afterwards it's just Sleep and Tek Laser.

Yeah, Stinger is a super nice Scimitar-Class weapon for the very early game. It drops in usefulness after Zozo usually due to the lack of bpow and weak proc but a sap proc and insta-kill is useful.

Technically he has a 2/3 chance of using Fire any round he doesn't use sleep until he gets under 1024 HP

Continuing on version 2.0:

Got past Dadaluma. My strategy for the Soul Train battle was to have everyone wear ghost rings, and everyone but Cyan defend. Cyan himself had sprint shoes on and spammed mindblow, which derailed the train in three turns.

The Narshe battle was a bit harder, since Terra and Edgar had lower levels than everyone else, but I stocked on dried meats on Nikeah and it proved to be a good idea. Kefka himself fell on the first turn once I stole a tiara from him (was that BNW or a new NHT item? anyway, it was genius).

For the journey to Zozo, I picked Locke, figaro bros and Gau. I don't really like BNW's Shadow, probably because I usually prefer to stock on healing items and never have GP left for scrolls. I didn't hire him. Locke and Edgar had Stingers on, while Sabin had the black belt, and once again the counter attacks carried me. Gau did Gau stuff and either healed with the Soldier rage or dealt some AOEs with Leafer.

Zozo had a couple of surprises, namely the Beatstick and the Hairspray. I'm really enjoying the added items, and can't wait to try the Beatstick on Strago. Or Relm. Or Mog ( ͡° ͜ʖ ͡°)

On Dadaluma himself I admit I cheesed a little and had Gau use the Conjurer rage. Dadaluma got so many counter attacks on his face that he fell before getting a chance to use Spoon, and I stole a number of Slim Jims from his cronies. All in all, a profitable encounter.

Now, on to the IMRF.

On 8/22/2017 at 8:30 AM, Nowea said:

Now every item and relic shop has Warp Whistles or Back Guards (respectively).
 

I'm VERY tempted to do something with Warp Whistles and Back Guard whenever I finally get around to doing my own mod.