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It isn't worth it tbh. Speed/evasion are very powerful but honestly irrelevant outside being hit by Ultima or your own OP stat confused character both of which are situations that can be 100% avoided from ever happening.
What I suggest is learning E.Skill Big Guard which casts Barrier + Mbarrier + Haste for halved physical + magic damage + ATB boost from haste. Equip your Ribbons/stat resist setup. If you want throw on Tetra Elemental to absorb Fire, Ice, Lightning, and Earth elements as health instead of damage and equip Mystify + Added Effect (has to be on armor) to be immune to confuse (the only actually problematic status effect in the game, frog is to rare as is berserk and not in any hard fights while mini allows you to steal remove outside battle arena conditions). Throw on HP Plus (one per char).
Lastly, use W-Item to duplicate Hero Drinks and use 3 hero drinks (+30% per use) or a 4th (+10% only for final one because total cap is +100% at 4 stacks) to your attack/m-attk/def/mdef and it can even bypass the stat cap of 255 for a max of 510. Anything will die under this even Ruby Weapon to physical attack limit break spam/4x cut if stats are high enough pre-hero drink.
Extras to be more OP Final Attack + Revive, mega-all (or another revive + all combo'd, note phoenix by contrast has a cast cap of 5 per battle), MP Absorb + Slash-All/4x Cut (or best Master Command).
These may be further off from what you are trying to do atm but they are the only ones worth actually pursuing if you want to get crazy boosts. The other Plus materia are largely irrelevant, though you could throw on MP Plus if you want to ensure you aren't missing MP for auto-revives (like vs Emerald Weapon).
Is that issue or game mechanics ?
https://gamefaqs.gamespot.com/boards/197341-final-fantasy-vii/49589285
https://gamefaqs.gamespot.com/boards/197341-final-fantasy-vii/49589285
Yes, a full non-magic team will work fine. It is how I play primarily. The only casting abilities that are good to use are:
- Revive magic (phoenix downs can replace, really only good for final attack auto-life)
- Cure magic early (items/White Wind can replace this)
- Choco/Mog (paralyzes bosses)
- Hades (paralyze for Ruby Weapon, or W-item the dagger daze item whatever it is called which is faster animation)
- KotoR (ONLY good for Ruby Weapon, limit break mime/4x cut are more efficient for Emerald/Sephiroth)
In fact, E. Skill makes magic and summons even worse.
- Beta (acquired at Midgar Zolom in marshes very early in the game) can hit 2-3k+ damage easily on all targets which completely outclasses almost every summon in the game and every offensive magic while having a good MP cost.
- Magic Breath is a buffed up AoE spell and beats out everything but KotoR for the most part in terms of casting abilities (but some enemies can absorb it due to multi-element making this a tad more common but still fairly rare, can use beta in those cases for many or physical attakcs).
- White Wind completely outclasses Cure3 AoE which heals around 3k max while White Wind can heal up to 9999 and remove all negative status effects (acquired just before Junon world map from the Teddy Bear like monster, manipulate it and cast on yourself).
- Big Guard from Octupus monster on beach outside Costa de Sol on World Map (manipulate and cast on you) grants AoE Barrier + Magic Barrier + Haste for a very low mana cost very early in the game.
By the time these becomes obsolete physical attacks simply outclass everything outside Ruby Weapon's fight.
However, if you want to go a zero cast run (no summons, no magic, no E. Skill) physical attacks are still very viable. Even Aeris can be in your party and still do okay with her first limit break Heal + paralyze bosses (both incredible limit breaks) and due to active ATB setting can get several attacks in between boss turns in contrast to casting which is long giving boss nearly 1 turn every 1-2 character turn. You wil find it isn't that hard so long as you prep the right healing items and use the right armor/accessories to cut down damage or make you resistant/absorb elements/status effects.
Use Long Range materia for melee char and put on backrow so they take reduced physical damage but deal full melee damage. Put gun characters on backrow because they always do full damage. Get added effect materia from Shinra building (save and keep trying if you fail) as it helps a lot. Sadness status effect can reduce damage taken, get your 3x HP Plus materia (1 per char) in Cosmo Canyon, definitely. Luckily, you can use mdef from armor on the Steam version which will make it even easier. In the original PS game the mdef stat on armor was bugged and didn't work but this is fixed in the Steam version. Magic attacks were the only risky attack type in the original game and even then a full physical run was quite easy, so you should be able to coast in FF7 on Steam.
You also want to buy a LOOOOOOOOT of Counter materia in Wall Market. They stack in that if you have 8 counter materia you get to counter attack 8x. If you pair it with the right support/command/indepdent materia setups you can leech life, steal, slash-all, etc. entire groups all at once. You can get crazy results. Ideally, you want a LOT for each of your characters to have several of them. Getting say x4 counter materia per char (12x total, you can get more at the end of the game if you want for Sephiroth fight but not necessary imo) is enough if you run short on gil, and will eventually fill some of those slots with command/indepedent/support materia.
Feel free to use magic/summon materia junctioned with materia like Added Effect for their effects even if you wont be able to cast them due to your run's rules.