This mod is AWESOME! thanks for taking the time to make so many options, i installed #18 earlier today to make a normal playthrough much more difficult and it is so damn fun actually needing to use my items and abilities to survive boss encounters. 10/10
I don't wish to bother the mod author as I know you are not taking anymore requests, but would you mind telling me how to get in the file and change "2x Enemy HP" mod into 1.5? I don't mind doing it myself, just need to be nudged in the right direction. I have succesfully extracted the pak to EnemyParameter.uasset and EnemyParameter.uexp but I am stuck here.
Yeah, I've gotten that far. For some reason the ff7r data editor wont open/read the .uasset or .uexp files after I save them.
Error saying "file name must end with .uasset or .uexp" after opening EnemyParameter.uexp and "Attempt to access memory outside buffer bounds" for EnemyParameter.uasset
Hmm I am not sure why you are having these issues. I have never face them before. You mentioned that you aren't able to read after saving them. Does that mean you were able to open the files initially before you edit them?
Did you edit my modded 2x HP files or you extract them from your game's data folder?
Hold on, I got it working. Weirdly when I saved them using umodel_64, instead of umodel_FFVII_intergrade_v3, and changed the directory structure, it's working now. Odd
This is going to seem like a really strange question, but here goes.
I've never played this game before. But I know that I won't be happy with the normal difficulty. Most modern RPGs just have terrible balancing in my opinion and you mostly blast through normal encounters without paying much attention.
So I really want to to start my game with this mod. Which one would you all recommend for a first time playthrough?
I'm thinking at least the 3x Enemy HP and 1.3x Enemy DMG. Seems like the Stagger mechanic is something easy to exploit as well correct?
HEALTH POINTS Normal enemies in FFVIIr have very low health points, you won't get enough time to know them since they go down in a single hit. Bosses otherwise known to have tons of health points one battle could last for 10-15 minutes, but if you know how to exploit the stagger mechanics you can shave the entire health bar in just 1 minute. And if you want to do a hitless run, normal hp is the only mode you can do it. The stagger mechanic is very unique in this game, there's pressured, extended pressured, and staggered state. many extended pressured state is health related, and I couldn't exploit them above >2xhp in many occasions. And on top of that with 2xhp you'll get to know normal enemies better since they don't go down in 1 hit. If extended pressured state is not your concern, there are many bosses with time pressure, and I can't beat them on 10xhp on normal mode.
ATTACK In hard mode the game uses 1.4xatk as default. and it is still too easy for most players, I played through the entire game by only dying two or three times. as long as you're decently equiped, even the strongest attack can't do a total party kill.
If you want survivable ultimates without worrying about total party kill: The maximum punishment to the party without killing them using this formula with the 10% damage fluctuation rate in consideration:(9090hp / 0.5 equipment / 1500power x 100 + 201def) / (2 x 328atk) = 2.165/1.18= 1.834 Therefore 1.834xatk multiplayer is the threshold. (You can push it up to 2.216xatk provided you have the defense balancing mod) Don't worry about 9090dmg since enemy attacks scale well with your level, as long as you're not under leveled they won't insta kill you. Some bosses might be tough but with the right equipment, I bet you could still beat them in one or maybe two tries.
If you're a veteran souls player, 3xatk modifier should make most weak attacks eg;100-500power survivable and special attacks eg;500-1000power insta kill without dodging, blocking, and defensive equipment and materias. Ultimate attacks eg;1000-1500power are blatantly not survivable even with all the defensive maneuvers in the game used, therefore you must focus on cancelling the ultimate itself by timing your pressure and exploit the stagger mechanics to the fullest. (You can survive it only with Barret provided you have defense balancing mod) 3xatk has become an entirely new game by itself. I could cheese certain bosses in one try, in some I needed ten to twenty tries alone to learn their move sets and weaknesses. Some normal encounters can be as difficult as boss fights.
DEFENSE I recommend using defense mods as well, with higher enemy attack powers the armors become significantly weaker, the strongest one even go down from 32.636% damage reduction down to 8.239% against the strongest attack on 3xatk mods renders them useless compared to accessory, skill, and materia that reduce incoming damages by 25%, 30%, and 50% respectively And as per my calculations: 3xatk needs 3.69xdef to balance it, and 2xatk = 2.38xdef. anything below 2xatk is manageable without armor mods but if you still want them balanced here you go: 1.2atk x 1.07= 1.284xdef 1.3atk x 1.08= 1.404xdef 1.4atk x 1.12= 1.568xdef
STAGGER Staggering an enemy involves using weak attacks/magic to increase your Limit gauge, so the longer you take to stagger an enemy the more useless your investment becomes. Cross Slash 1700power is filled after using 3 abilities, 200x3 +1700= 2300/3= 766 power increasing the stagger gauge by 0.5x may require you another use of ability or magic, hence 200x6+1700=2900/6=483 power. compared to Braver's 500power there is no point to stagger the enemies other than leaving it unable to attack. there are some magics that fill the stagger gauge almost 1.5x faster even more than 2x with some combos later in game. But leaving you with near 0 ATB charges at the staggered state, which is a situation you don't want. I'd say leave this settings alone it's good as it is, but if you want to experiment on ng+ then it's okay.
LIMIT AND SUMMON Incoming damage & causing stagger corelates to your limit gauge in remake, so the more health enemy has, the more you can cause stagger, therefore limit breaks will not be as novel as they're intended to be, I can easily use 2-3 limits per battle even against normal enemies. So if you're using 2xattack and/or 2xhealth, I recommend 2x limit gauge, and maybe 2x longer summon to help you exploit enemy weaknesses since they stay twice as long.
with that said here's my recommended list: 1.5x enemy health (up to 2x to exploit extended pressure mechanics & max 8x if you don't care) 2x enemy attack (max 3x if you want some challenge) 1x enemy stagger (max1.5x if you want some challenge) 2.4x player def (3.7x if you use 3x enemy attack mod) optional: 1.5x limit gauge (2x if you use 2xhp and 2xatk mod) 1.5x summon time (2x if you use 2xhp mod)
I am not sure if the latest update would mess with these, never have the chance to test out. I am pretty sure there will be mods like this in Rebirth when the time comes, whether or not they are gonna be done by me or by other modders.
127 comments
Would really appreciate it.
https://github.com/jordanbtucker/ff7r-data-editor/wiki/Getting-Started
Error saying "file name must end with .uasset or .uexp" after opening EnemyParameter.uexp and "Attempt to access memory outside buffer bounds" for EnemyParameter.uasset
Did you edit my modded 2x HP files or you extract them from your game's data folder?
Thanks for your help
want to change the HP of an enemy from 3x to 5x using the file 2), but I don't know what to do after unzipping the pak file.
please tell me
Enemies 5x HP + Enemies 2.0x Stagger ResistanceI would like to.
Having trouble getting into the pak file.
I've never played this game before. But I know that I won't be happy with the normal difficulty. Most modern RPGs just have terrible balancing in my opinion and you mostly blast through normal encounters without paying much attention.
So I really want to to start my game with this mod. Which one would you all recommend for a first time playthrough?
I'm thinking at least the 3x Enemy HP and 1.3x Enemy DMG. Seems like the Stagger mechanic is something easy to exploit as well correct?
HEALTH POINTS
Normal enemies in FFVIIr have very low health points, you won't get enough time to know them since they go down in a single hit. Bosses otherwise known to have tons of health points one battle could last for 10-15 minutes, but if you know how to exploit the stagger mechanics you can shave the entire health bar in just 1 minute. And if you want to do a hitless run, normal hp is the only mode you can do it.
The stagger mechanic is very unique in this game, there's pressured, extended pressured, and staggered state.
many extended pressured state is health related, and I couldn't exploit them above >2xhp in many occasions.
And on top of that with 2xhp you'll get to know normal enemies better since they don't go down in 1 hit.
If extended pressured state is not your concern, there are many bosses with time pressure, and I can't beat them on 10xhp on normal mode.
ATTACK
In hard mode the game uses 1.4xatk as default. and it is still too easy for most players, I played through the entire game by only dying two or three times. as long as you're decently equiped, even the strongest attack can't do a total party kill.
If you want survivable ultimates without worrying about total party kill: The maximum punishment to the party without killing them using this formula with the 10% damage fluctuation rate in consideration:(9090hp / 0.5 equipment / 1500power x 100 + 201def) / (2 x 328atk) = 2.165/1.18= 1.834 Therefore 1.834xatk multiplayer is the threshold. (You can push it up to 2.216xatk provided you have the defense balancing mod) Don't worry about 9090dmg since enemy attacks scale well with your level, as long as you're not under leveled they won't insta kill you. Some bosses might be tough but with the right equipment, I bet you could still beat them in one or maybe two tries.
If you're a veteran souls player, 3xatk modifier should make most weak attacks eg;100-500power survivable and special attacks eg;500-1000power insta kill without dodging, blocking, and defensive equipment and materias. Ultimate attacks eg;1000-1500power are blatantly not survivable even with all the defensive maneuvers in the game used, therefore you must focus on cancelling the ultimate itself by timing your pressure and exploit the stagger mechanics to the fullest. (You can survive it only with Barret provided you have defense balancing mod) 3xatk has become an entirely new game by itself. I could cheese certain bosses in one try, in some I needed ten to twenty tries alone to learn their move sets and weaknesses. Some normal encounters can be as difficult as boss fights.
DEFENSE
I recommend using defense mods as well, with higher enemy attack powers the armors become significantly weaker, the strongest one even go down from 32.636% damage reduction down to 8.239% against the strongest attack on 3xatk mods renders them useless compared to accessory, skill, and materia that reduce incoming damages by 25%, 30%, and 50% respectively
And as per my calculations: 3xatk needs 3.69xdef to balance it, and 2xatk = 2.38xdef.
anything below 2xatk is manageable without armor mods but if you still want them balanced here you go:
1.2atk x 1.07= 1.284xdef
1.3atk x 1.08= 1.404xdef
1.4atk x 1.12= 1.568xdef
STAGGER
Staggering an enemy involves using weak attacks/magic to increase your Limit gauge, so the longer you take to stagger an enemy the more useless your investment becomes. Cross Slash 1700power is filled after using 3 abilities, 200x3 +1700= 2300/3= 766 power increasing the stagger gauge by 0.5x may require you another use of ability or magic, hence 200x6+1700=2900/6=483 power. compared to Braver's 500power there is no point to stagger the enemies other than leaving it unable to attack. there are some magics that fill the stagger gauge almost 1.5x faster even more than 2x with some combos later in game. But leaving you with near 0 ATB charges at the staggered state, which is a situation you don't want. I'd say leave this settings alone it's good as it is, but if you want to experiment on ng+ then it's okay.
LIMIT AND SUMMON
Incoming damage & causing stagger corelates to your limit gauge in remake, so the more health enemy has, the more you can cause stagger, therefore limit breaks will not be as novel as they're intended to be, I can easily use 2-3 limits per battle even against normal enemies. So if you're using 2xattack and/or 2xhealth, I recommend 2x limit gauge, and maybe 2x longer summon to help you exploit enemy weaknesses since they stay twice as long.
with that said here's my recommended list:
1.5x enemy health (up to 2x to exploit extended pressure mechanics & max 8x if you don't care)
2x enemy attack (max 3x if you want some challenge)
1x enemy stagger (max1.5x if you want some challenge)
2.4x player def (3.7x if you use 3x enemy attack mod)
optional:
1.5x limit gauge (2x if you use 2xhp and 2xatk mod)
1.5x summon time (2x if you use 2xhp mod)
I hope you'd have fun with it!
What are the chances something like this can be done for the eventual Rebirth PC release?
I played my first run of FF7R with the HP x2, ATK x1.3 and Stagger Resist x1.5 and it was such a great experience.