#P3R Memento Mori Rebalance Mod
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Me, in a Orpheus only run who has Tarunda “Sorry Akihiko, you’re benched unless enemy is weak to electrics”
just bring ken he is better
The priestess boss hits both units and you don't have the time to use 2 out of the 2 turns to heal, and there's not many group heal items in the early game
Saying both because you basically need to go into her with jack frost or unicorn
-undas are always better because kajas go away when a unit dies, debuffs always better since if someone dies and you bring them back the stat changes are still there
No that's not what I mean
I mean that Tarunda and Rakukaja genuinely give a bigger boost than Tarukaja does
If you have Tarukaja and attack an enemy with Rakukaja active, then you will deal less damage than if none of you had buffs
i find that kinda good actually
i don't think buffs should be 1:1 nullification
it's bad enough that 100% uptime is the optimal strategy at all times
I wonder, what’s the proper calculation with “lower foe’s attack by 40%” and “raises party’s defense by 40%”
How much damage would I take with the x3.00 damage value difficulty?
1.66x
because its damage taken multiplied by 0.6x
1 divided by 0.6 is 1.66666666667 
That’s the amount of damage I’ll take if I have defense up and foe attack down?
no
thats the multiplier for rakukaja
tarukaja is 1.4 attack, rakukaja multiplies damage taken by 0.6x (aka 1.66x defense), accuracy up is 1.3x hit rate for your own attacks and evasion up is 0.7x hit rate for attacks targeting self (aka 1.42x evasion)
Making a bug report: Fuuka’s Oracle ability with her upgraded Persona can miss her allies, it’s not a guarantee effect hit
I saw all my allies dodge the buff, lol
that's intentional. one of the effects is a 50% chance to charge/concentrate allies at the cost of lowering their hp to 1. i'm a little unsure and might rework it, but it's supposed to be an adaptation of oracle misfiring.
i suppose it's not clear there's a reason they might want to dodge it if you didn't see the effect
now that i think about it, 50% hit ratio isn't the same as a 50% chance. i should raise that.
i still need to fix one of fuuka's buffs still saying "atk/def/agl up", but it seems to incorrectly not use the effect message made for it and just use heat riser's. this is definitely supposed to be for fuuka's heat riser, but it seems unused.
[msg jyokyohelp_TRG_ORACL2_HE]
Bruh. I just got Juno and I hear this............
💀
Unrelated Question since I can't find an answer. Can we go to the Antique Shop on the Final Day like how you could in P4?
Been looking for this answer everywhere
@random basin Side Question. Noticed Mitsuru can now learn Magic Ability. Isn't it redundant with the fact that her ultimate weapon also has this as a passive or do weapons now stack with Persona passive in the mod now?
i assume so? i haven't changed anything.
Asking cause I'm pretty sure this was a P4 and up thing and we coudn't do it in P3
and, yeah, it's not needed if you have her ultimate weapon, but it frees you to use other weapons and still have magic ability if you want. there's not much reason to do that now, but there should be when i rebalance more weapons to be more equal.
I think the issue is that she doesn't exactly have any other decent weapon options besides Ice Amp, which is already available on accessory
Actually let me rephrase it. Can we go to the antique shop AFTER we go to Tartarus on the Final Day
the mod has a fair amount of "redundancy" in skill options, but i don't think that's necessarily bad
oh, no, you can't
the +25 to her total stats is a bit of a factor there, too
i get the hardest-to-get weapons should be overall the strongest, but maybe not vastly superior to every other option in every way
Guess that's fair, cause pretty sure I won't be able to get the ultimate without grinding till the end times in tartarus for it
That or if I want to one shot the bosses at the end. But that's boring, so no.
with incenses out of the picture i'm inclined to agree
i think some ult weapons are kind of bad though
like Apt Pupil for Junpei seems goated but its never worth missing out on either Slash or Fire boost depending on what you're building him for
Akihiko's Evil Gloves are horrible too
honestly, i've given junpei a lot of fire and magic options since he barely had any before, although it's still just intended to supplement his phys. i actually wonder how far you could take it if you tried to boost his magic as much as possible. blaze of life could do some real damage.
the cursed junpei magic build. has science gone too far?
Theurgia scales off Str and Ma
Blaze of Life already outdamages all other magic theurgia even at his base stats (he has a really high combined str/ma due to getting 93 str innate lol)
You need to stack fire boost + amp to outdamage Akihiko's Electric Onslaught considering Aki gets his boosters innate, but with them Junpei does by far the most damage for magic
Ah, I see. It’s just that I used Fuuka Theurgy 3 times and probably got unlucky where out of the 3 times, it was that effect and it landed only once on 1 ally.
I think I know why Shinjiro’s damage is so intense when using his theurgy gauge
I think the critical damage is bugged or reverted back to vanilla or ignoring something. I think something changed with the critical damage with the theurgy gauge update you did. Even though Crit’s are harder to land with the mod, they are doing a lot of damage compared to before.
I’m almost certain the crit damage got changed
I didn’t record it but Akihiko just did 600+ damage for a crit when he usually does 120 damage for a physical (non-crit)
i have a bad feeling i let a temporary experiment test build change make its way into the public build
ah, yes, crit damage is x5.00 in the public build. why has this gone a month with no one noticing it???
what was i even testing with that again...?
i think i was trying to figure out how the base crit damage and difficulty modifier to crit damage interact
it's probably, like, damage x 1.25 x 1.25. i don't remember. let me test it again.
i remember not feeling like the numbers i got were satisfactory
i know the actual crit multiplier is in btlcalc, and it says 1.5 there
oh yeah, i was also trying to test interactions with the weak hit multiplier. which i'm pretty sure is x1.25, but it's apparently not a value in btlcalc.
yea weakness is 1.25x
idk if you can change it outside of the difficulty parametre though
anyway, i'll update today in a little since 1.5.0 is more or less ready. i should test it a bit more for mistakes, but there can't be anything worse than x5.0 crit damage, so even if there are, updating now is still an improvement
it must be in the btlcalc formulas themselves. i should check how much progress has been made decompiling it now. there's a few things in there i need to change.
I’ve been busy with work
, I barely had the time to play it so when I make my report findings, it’s usually in a batch in one day with intervals of weeks instead of everyday, lol.
ah, doesn't seem like restoring trafuri as a skill is going to work. if it's in your skill list at all during a boss, it constantly tells you you can't use it every frame. i guess it's fine as just an item, though.
still doing the finishing touches on the strega personas, by the way. it's a little more work than you'd expect. have to set their x, y, z coordinates in the fusion greeting, ui status screen, and ui persona list screen. stuff you wouldn't initially think too much about.
And here I thought it was because Shinjiro was just that badass also,|| because they take him from us soon after..............||
@random basin Nothing too important just adding that the readme section for Koro is different from what it states in game. Been reading the readme too much that I used it without thinking to get the aoe buff.
yeah, i noticed, will be fixed when i update
i did nerf his power howling to not include repel shields, though
i added them for defense, but the repel part could make it do more damage than his actual offensive theurgy
Uh...................he still has the repel shields thou?
Or did you mean he had a teamwide repel before?
in the update, i mean
Ah. What does it do in the update? Or what does Koro get if nothing for it?
it's all buffs to koro except for tetrakarn and makarakarn
the resists are better since it's supposed to be for his survivability
Ngl was surprised he had teamwide Power/Mind Charge before. And after checking the only real reliable source of it in any form is just Mitsuru with Mind Charge and Akihiko with Blood Charge.
oh yeah, and i was going to add fire wall for the big brain use of using it when he gets fire break'd
Is that how that works? It's still active even after a fire break?
it cancels the fire break, i think
it could be cancelled again by another
i think?
i should test this
I think for this mod, the Attack down enemy debuff/defense up buff allies should be nerfed. When stacked together, even on Memento Mori difficulty, the damage values feel similar to vanilla Normal/Hard mode.
I’ve played with the mod for a while and I think the current meta is the debuff enemy attack/increase ally defense. It becomes spammy and that’s the way to survive, especially with the 4 turn duration buff.
There is a lot of ways to spam it, Aigis Defense AOE adding, Akihiko/Player Attack down enemy spam. Item AOE spams for it as well. I think either the effect should be toned down or the turn duration should be nerfed.
i absolutely agree, fes' balance of buffs being 25% is much more balanced than reload's 40%. it really turns things into either bosses being impossible without buffs or easy with buffs, and it's hard to have much counterplay with them.
i am definitely planning to look into btlcalc.uasset and try to change this
its also not 40% lol
its actually higher for several of them due to how the math works
well, yeah, but i assume that was the same in fes. lowering it to 25% seems right to me.
yeah if they were all 25% it'd be much nicer
i mean, let's say it were higher and buffs were, i dunno, 60%, it would be impossible to die if you had buffs up and impossible to survive without buffs, and nothing else would matter in battle. it's not that extreme, but you can see how raising buffs can have crazy effects.
rakukaja already is higher than 60% 
updated
1.5.0Strega's Personas are obtainable via Special Fusion. Incenses are no longer sold by the antique store, and the Hanged Man card gives you weaker ones. Lots of minor skill and Persona tweaks, giving them back some skills from FES, including restoring Posumudi, Charmdi, and Enradi instead of combining them into Patra and Baisudi. Trafuri is also back (scratch that, that's a lie, i had to scrap it), and Personas that had weapon master skills in FES have phys boosts now. Ultimate weapons are nerfed (but still overall great weapons). I noticed you can equip empty unused equipment ID's with no issues, so instead of replacing existing weapons, I've currently got two brand new weapons added to the police station.
oh yeah, and most of the persona level up animations are changed since reload changed almost all of them to their physical attack animation, resulting in stuff like orpheus awkwardly attacking the camera with his harp now instead of playing it
just little fes restoration things
couldn't quite place what felt off about the personas in the status screen until i saw fortuna level up and not spin her wheel like i was expecting
Did you replace any skills for teammates in the update? Haven’t downloaded it yet since I’m still at work
just a few endgame ones
Goodbye Me Patra, and Mabaisudi (The reason I bring Junpei to Poison Bosses), I will miss you!
yeah, i wasn't sure about that. i guess i could restore baisudi's poison cure.
it wasn't in fes, so it can do whatever
should probably just keep its effect the same tbh
since its the only real way to cure freeze/shock
Please and thank you again! 🙏
Still skimming through the readme to find what's new rn
I like some of the weapons tweaks to weapons which did nothing and even some of the other ones
For MC one weapon does something with Stats
yeah, i'll do more of them later
So I feel more inclinced to use them
i also outright restored one of the lategame axes cut in reload since nobody can equip them
not useful without the shinji mod, though
Btw in the tartarus rn but the "no weapon" to equip can only buy in the police station. Does it cost money?
the mod aigis fist and shinji axe? yeah, right now, the police station is the only place to get them.
Think I read that wrong. Thought that a "blank slate" weapon (One which kinda asks like Fuuka's no Weapon section) was added for everyone but it can only be found in the Police Station. Was asking if that, if that's what it is, would cost money
Ohhhhhhhhhhhhhhhhhh! Jumpei has APT PUPIL!!!!!!!!!!!!!!!!!
Late AF but still!
Junpei seems gigabuffed which im not too sure why lol
I want reasons to give a shit about him!
he was already the best character in vanilla tho
but now he seems like even further ahead of other characters
i don't really get why he needed more magic skills or fire boost innate, especially since he already has Laevateinn for that
Honestly cant speak for vanilla since I never even wanted to touch that hot mess
🤷♂️
you've only played modded p3r?
Yup! I absolutely hated the default reload. When I finally got to tartarus and did a few fights, the enemies felt as the weren't even a threat and I was in the velvet room every other minute because of the crazy amount of exp gain, it honestly felt like Royal all over again and not like the P3 I knew which kicked my face in and forced me to learn how to play this game where death was around the corner for one fuck up. Default Reload was a Joke. I hated the experience so much I wanted to refund it but because how long it actually takes to get to Tartarus and I'm a slow reader I was way over the 2hr mark and couldn't. That's why I could care, very much less about the meta for a game that doesn't feel the same. No offense dude I mean that.
well thats fair, but I would say Memento Mori is still a lot more similar to Reload than it is to FES
Which isn't a bad thing per se but its still mechanically different and the skill sets resemble Reload more
I'm not expecting it to be FES since the base is Reload but similar enough where I can enjoy it. I obviously love the Reload additions but I even back during the FES days I came to Persona for the challenge and the mod fixes what I feel is missing even at the beginning from Reload. And I still look forward to more.
Weapon and Crit nerfs hurts but that's realistic to expect
I still love this mod and can abide by the rules I have to work with
well i think the challenge is good but there's also the matter of balance within said challenge. Like you still have to deal with how party members compete in amongst themselves and i'd argue Junpei is still too strong compared to others
I personally don't see it, hence why I mostly relegate him to some niche fights instead in the main part but tell me anyway
Well like, he gains his powerful skills really early, has no real glaring issues in his kit especially since his magic has been buffed now despite it only really existing for coverage, his shift boost got buffed further to shift amp and he has the highest damaging theurgias in the party
also has the most consistent crit rate in the party which helps him a lot too
i would just say to change some things in his skill progression (gale slash was too early before, even more so now that its been buffed), and to remove the magic buffs since they are a bit incongruent with his design
Most be a late game thing cause man I've tried for the consistance crit rate and got nothing
well in reload, you mostly want to be stacking additive buffs
revolution is the big one but things like auto-rebellion and apt pupil obviously help a lot too
I feel that @random basin would say that's more for build varity but fine
to me it just doesn't really fit with how he's designed and i think him being more limited with his magic is more interesting and in line with FES. I think you could create room for build variety while not making him fill roles that he really shouldn't
I don't really like fire boost on his kit just because it invalidates Laevateinn entirely
Yeah that's true. Saw that and didn't take it up because I knew Laevateinn was a thing
As for the crit buffs thing
It's not like the dude has crit boost/amp so even then it only goes up to what?
hmmmmmmm
actually rev and rebellion is already 19%
And Apt pupil bring most thing to or near the cap in the mod anyway
hmmmmmmmmmmm
+8% from Crit Amp, +15% from Revolution, +7% from Rebellion
Then if you stack ailments it'll be really crazy but i wouldn't consider those reliable
Mostly trying to check for jumpei since he ain't got crit amp
he does
he has his own Crit Amp passive
different from crit rate amp
in memento mori, his passive is +8% crit rate and 1.15x crit damage
Ngl I forgot this existed
yeah its really strong lol
the reason i worry about it is mainly just because, since phys boosters exist in reload and aren't exactly hard to obtain, phys competes with magic even before crit, but completely dwarfs magic if it does crit
and you can make crit rates pretty consistent even with just additive boosters, not factoring in innate crit rates or multiplicative boost from apt pupil
i don't think phys should be bad without boosters though because that would just feel ass to play around
Gawd it does! It feels like so much setup JUST to crit but on the other hand it's a knock down with spending (much) SP sooooooooooooooooo.............
Gone are days of Vorpal Blade easy crits
well like, even before crit its good damage
and i think the crit rates are pretty consistent either way, especially for protagonist
if you're bringing koromaru then you'll be critting most of the time
As we are discussing this my ass looking to see if I got rev still on him 👀
if not Blue V store
you want revolution and getsu-ei on him definitely
Stop tempting me! (I did think about it though)
I wanted my magic dog to be a magic dog
getsu-ei is still effectively an endgame skill lol
crit rate is worse now but its still insane for damage
well you still have enough slots for magic stuff
you just want rev and getsu-ei for phys stuff, then make the rest magic or support
Koro has such tempting passives with the mod now that I constantly look over his kit
tbh he has too many skills to make one consistently best build lol
building around dark seems like the best choice due to demonic decree though, but you'd probably want phys as a secondary
I'll go with my favourite and just enjoy that. But thanks anyway
i was just looking at what i'd use but like he has so much that its actually a hard choice lol
Crit talk made me wanna re-evalute some builds
i'd at the very least take revolution tho cus no other party member can cover that
@random basin Just asking so I can check but are the Strega Persona's only available on a new game plus?
you unlock hypnos and moros when you unlock thanatos, then medea when you unlock surt
so, after you fight strega, basically
Was wondering cause I JUST unlocked Thanatos and I don’t see them. Gimme a bit to post a screenshot since not at home.
I remember I checked immediately the first day velvet room available after the fight (11/5)
oh, hm. i tested it loading saves before and after death rank 10, but i didn't try actually getting rank 10.
Back. Also just incase this is more on myside. Do I need anything up on reloaded II to make sure it Hypnos and the rest appears?
@undone elm Sorry to bother you but can you check real quick if Hypnos, Medea and Moros show up in your file of the newest update? NVM!!!
nah, i messed something up. i think i can fix it real quick.
By the way, is the x5.00 critical damage fixed in this update?
Welp time to test it
i think they were partially set to yurlunger's unlock conditions and you needed thanatos and him
and, yeah, that's fixed. there's a lot of small fixes.
You didn't manage to sneek in back remove poison as well for Mabaisudi did you? 👀
oh, i guess i should have done that
OOF!
Ah, okay. I’m wondering, what’s Fuuka’s Theurgy rate on Tartarus compared to Full moon operations? Reason why I’m asking is because with the new Theurgy resetting on regular floor bosses/monad doors, I don’t get her Theurgy in the entire battle (or in some cases, at the very end after many turns)
it's unchanged from vanilla, and the full moon boss charge rate is about 200% in vanilla, 150% in the mod
i'll look into buffing her charge rate
something as simple as getting a bigger boost from scanning would probably do it
How much percentage does the bar fill per scan and per turn if you know the numbers?
really, i wouldn't mind if fuuka's didn't reset on entering bosses since it's situational, but that would be weird and inconsistent
i do know, actually https://docs.google.com/spreadsheets/d/1f4Bhkg0gBqUSm4YR1Bba1JsQn6w6fPDrqBTaWlHla8A/edit#gid=1533814167
Weapons
ID,Name,Equips To,Attribute,Ignore Resistances,1.5x to Downed,Attack,<- as Skill Power,Hit,Crit Mod,Ailment Type,Ailment Rate,HP,SP,St,Ma,En,Ag,Lu,Skill(s) Added
1,Shortsword,MC,Slash,38,√19.00,95,,,,,,
2,Long Wakizashi,MC,Slash,65,√32.50,95,,,,,,1,1,
3,Saber,MC,Slash,60,√30.00,95,,,,,,
...
Yup it worked! I guess they can't be aligned by level like the regular personas or does this happen to the dlc's too (not like have them anyway)?
they need 1000 points to use theurgy, i think. does yukari really get theurgy after only healing four times, though? that seems wrong.
I think she does? I remember spamming heals in vanilla version, even when my allies were at 99% of health
the dlc does do that for satanael, but he's the highest level anyway, so he should be there. i think i can shift them around if i raise the id's for the other persona's positions.
Cause her SP cost reduction and theurgy gauge going up with heals, why shouldn’t it be spammed in the vanilla game? lol
Thanks for your work 👍
Speaking of Theurgy. Did you manage to get Paradise of Quietus to work?
not yet
and apparently i did restore poison cure to baisudi and forgot to document it
or change the skill description
A mission for another day and thank you
Figured out which Persona to make the 2nd Persona in the Theurgy? I'm guessing Thanatos but it could just be Moros
wait, patra isn't changed too, apparently. i'm pretty sure i remember doing that, though. oh, wait, i changed patra gems, but not the patra skill. they're different for some reason.
Btw was wondering. How does you NG+ work with the mod on Memento Mori? Same as "Merciless" where nothing caries over?
i had wanted to change ng+, but i'm not quite sure how it works
it's dt_datainheritancetable, i think
Was wondering if anything that it could only include the Persona key items since from what I can tell It's very likely to be overleveled before you even get the linked episode personas. So if anything starting a NG+ would mean being able to fuse them at the right level
yeah, reload's ng+ option is fucked
Ah
so i'd like to change it, but nobody knew how to properly edit data tables last i checked
Just hoping one day then
there's probably a way now
i'll go figure it out
actually, it probably was possible, but nobody knew how to fix the problem i was having with it. i just saw a certain someone dealing with the same issue and fixing it.
Sweet. So got any plans for the new game plus then?
Also Staring at the velvet room with Moros and Hypnos now and I think it's okay to level them at the end after Lucifer since I dunno
They feel more special that way
But then again again!
Having Hypnos right beside Thanatos is so tempting!
@random basin Okay so might have found a big problem. Whenever I try to fuse Thor, with any combination of fusion components, the game crashes.
well, that's a problem
Okay even more specifically, when I press to read what the moves do
I can look at the page and Persona bio
i have an idea what it might be
but as soon as I choose to read one of thor's moves it crashes
Oh thank gawd! That's fast!
yeah, i see, one byte is off when i was rearranging his moves
let me test it now
well, it's two bytes, technically, but whatever
yeah, simple mistake here. you have to manually shift all the skills over since they need to be in the right order they level up, so i moved his heart item down 3
but i forgot to change it to 1 for skill, so it crashes from either loading two heart items or an invalid heart item
i'll double check every persona i edited and then update
it might be easier to edit these in unreal, but, eh, whatever
Cool then. Guess I'll avoid making him and some of the personas from the recent update for now
💀
nah, i can patch it in like 15 minutes
probably should hotfix stuff quickly when i upload a mod that outright crashes the game, you know?
Yeah that's definitely a priority!
i'll add "cannot knockdown" in the hama and mudo descriptions, too. that wasn't actually intended, and i just rolled with it. i'm not sure why hama and mudo don't knock down, though.
must be something else that determines it specifically for those skills
done
Okay cool
Kept forgetting to ask about that
May as well ask something else then
For skills like Terror Eyes and Chaos Element that have 2 debuffs
Let's use Terror Eyes. If the enemy is immune to one, does that mean the other will trigger instead or will the enemy be immune to it entirely
?
that is a great question. i have no idea how the game determines that.
i can test it later
so, attack stones. i feel like they're overpowered and make personas and team composition matter less. it's pretty easy to exploit bosses weaknesses when every party member can knock them down and get multiple one-more's and all-out attacks. which is why it's rare for bosses to have them, limiting variety.
i feel like removing them completely might be overkill, however...
that said, i can turn the skills they used to take up into more interesting skills
either as items or skills
i remember in smtiv apocalypse, i had a muu shuwuu i just put attack knowhow and healing knowhow on her, and every other skill was a support skill. items can be fucking strong.
While I can understand this point if we had them in abundance, the fact is that we hardly have access to elemental gems. We can't buy them, we can't make them (aside from megido) and enemies don't even drop them.
Elemental Gems when we do get them from chests are hardly given a thought, despite how good they can be. They are mostly an emergency option if anything.
I could not honestly tell you about the rate of elemental item frequency in smt IV apoc compared to persoan 3 reload
🤷♂️
Personally, I don’t think it is an issue for me. Never really spammed them and I only used them when it was a dire situation of “fuck, I brought the wrong element teammate and it’s been 6 turns. I am starting to hate this enemy so I’ll knock it down.”
they are very much not overpowered
they're good but also basically never show up again after arqa
might just be that i stocked up on them too much from not using them. regardless, i think i'll compromise by changing just the magatamas, so it's only 1/3rd less of them. and, really, half of it is because i want to repurpose their skill slots for new magic attacks.
and, yes, the game does recognize it if you change their affinities, so fuuka will not tell you an enemy is weak to an agi gem if it's not a fire skill anymore
i'm also considering adding ailment resistances to personas. it's a little awkward, but i can at least add what they are in the lore descriptions. i noticed, like, pixie is traditionally weak to confuse, and she happens to already learn resist confuse, almost begging me to make it valuable on her by covering a weakness...
oh, right, i remembered i don't need to resort to that to add new attack skills. there's those completely unused skills with animations and stuff.
So does this mean that we will be keeping elemental gems and also not have the really low rate that exists already made even less?
haha, maybe. it was just something i was considering and wondering what people thought.
i'll definitely add tetraja and fire/etc wall, but i wonder if walls should be accessible to the player at all. maybe only as rare items.
like...if i replaced fire magatamas with... no, maybe there's another way.
i can just add new items and add them to chests
damn, fire break does not remove fire wall. well, maybe it's for the best. i don't want bosses to turn into a big back-and-forth of setting up walls and breaking walls.
and i can make bosses have weaknesses and then use a wall to make you change your strategy instead of just spam one element
probably more fun than just breaking out your breaks
Noticed Auto-Mataru has a Space Between the hyphen and Mataru compared to the other 2
Small thing also. Got Sandalphon recently and noticed he's just a regular fusion now. Is it possible to make him a Special Fusion again like in Fes and remove him from the regular fusion pool?
how could i make a terrible mistake like this...
Does feel awkward to see.......
and, yes, i could. i'm not sure if i want to go mess up the fusion calculator, though.
Would it? He is the last Moon fusion but it's probably something that's over my head so it's for the best.
hmm, yeah, i guess it wouldn't really matter. any fusions resulting in sandalphon would make hell biker instead, and any fusions involving sandalphon would still be the same.
special fusions being normal fusions is one of those things that feels "off" when going from fes to reload, so i'll try it out
there's a few other ones like that
tetraja is fully functional and ready to add, by the way. it has the tetrakarn animation.
i want to see if i can get the element walls to use them too before i add them. pretty sure i know how if kismet would just recompile this right.
i'm editing the legitimately unused, nameless skills i haven't seen documented anywhere for that. you could pretty much make whatever skill you want with whatever animation with them this way. i think they're completely unused and won't cause problems to change, anyway.
Wait how exactly are you doing unique skill anims?
Is it like, piecing together other anims to make look as close to the animation as possible or are the effects actually getting ported over
oh, i meant animations already in the game
Ah!
it would take work beyond my level to port over effects
by the way, since door of hades is edited from from takaya's megidola in the scripted fight against not-abaddon, he dunks on him with it when he says he'll show you his power as a happy little accident
(i decided hypnos being his twin to be enough that he and thanatos share it)
@random basin Finally got a chance to use both Divine Judgement and Dark Verdict and they seem to have the same problem as Mudoon and Hamaon with dmg, they don't knockdown.
ah, shit, they don't? i need to figure out how to change that. it's not from skillnormaldata.
i guess in my testing, i always one-shotted enemies
i guess i could make it an intentional thing. maybe raise their damage higher with the cost they can't knockdown.
better in some situations, worse in others
no light or dark walls either, so i think it might actually be okay to might them stronger than ragnarok, etc.
@random basin So made multiple persona on the New Moon to test if the skill change would work and over half an hour now I haven't seen any trigger of the skill change mechanic on the New Moon. Honestly feels like I see it less on the New Moon to be honest.
hmm, this seems pretty straightforward that a higher number is more likely. maybe the formula doesn't work like that. i'll probably just remove it.
wait, it can't be that the accident and skill change rate are reversed?
maybe it uses both numbers in the formula. i'll leave it alone since i don't know how it works, then.
Oof. Welp there goes that mechanic then 💀
what file is that btw?
UI/Tables/Combine/MoonAgeProbabilityDataAsset.uasset
Do you know if you going to nerf the buffs/debuffs with the ATK/DEF/AGL values to be similar to its FES values?
already got around to it. that's real high priority to make enemies not one-shot you without buffs but then destroy them when you have buffs.
now if only i could actually recompile the damn thing to use it
maybe i could try find it in a hex editor? hm...
they were the only 140 and 60 numbers in the entire folder, so
after theurgy, and maybe the lack of enemies with two turns, how extreme buffs are is one of the major balance issues in reload. really, if you were a more casual players and let enemies buff, it would be kind of brutal.
maybe every boss wouldn't need amp and boost skills on them for 75% more damage if... you couldn't lower their damage by 80%? to make them do regular damage?
but, i get it, the average player won't keep buffs up 24/7. the game's not intended to be balanced around that.
that's one of the reasons i've prioritized over things than bosses so far, since getting hit twice by a buffed enemy on a high difficulty would be way too much
I didn’t really found destroying enemies with the Attack up/Defense down (Except Shinji Bloody Charge stack but that’s a different story and it’s an optional character)
Currently with Memento Mori difficulty, it’s supposed to be a difficult time that takes a quite a few attempts to understand the enemy and plan accordingly.
It’s just that all the strategy was spam enemy attack down, there is no instance where you ever want it to go away. Made it extremely easy with the buffed 4 turn duration and it made it a compliment with the defense up. I could always try a new save with the buff/debuff changes and see if the damage values are good or not since I’m already on November with my current save.
For nyx affinities and weakness is it already implemented?
it is
nothing else, though
i don't want to take all the time to give nyx two turns and balance the fight around that before i lower buff effects, finalize endgame items, stuff like that. but i can do a little bit.
each nyx phase should be identical to its full moon boss
aw, shit, changing buff power really was as simple as ctrl+f 140 in btlcalc all along. was never any need to recompile it.
wait fr?
yeah, it seems to work fine
does it work for all buffs/debuffs or just tarukaja?
i'm testing the others right now
these numbers aren't adding up right, but i think i just need to isolate what each one does
right, i remember you said this
the numbers i'm getting is btlcalc 140 = x1.6 in-game and 125 = x1.4 in-game
yeah, it's x1.25 in other places. okay, that's a separate thing from this, i guess. i'll ignore it for now.
@random basin these numbers might be helpful to isolate things
Its likely attack up and defense down are the 140 numbers, whereas the 125 is most likely elemental boosters lol
i specifically tried it without any passives
it seems like it's working how it should now, anyway
for all buffs?
yeah, all four, and they seem like they cancel each other out right
were the numbers the 140 and 125 you had assumed they were?
oh, i meant there was a value of 140 that made tarukaja do x1.6 damage and x1.4 when lowered to 125
changing all of them instead of just one seems like it changed that
i think i'll just update with this now instead of waiting until everything in 1.5.0 is ready. it could use the playtesting anyway.
where is this being CTRL+F'd 
Yes, I know, but the template doesn't parse the entire file on hex editor
or are you editing this elsewhere
i didn't use the template
lol?
just hex edited it
there's not many results, so
and you can tell you're looking for 4 values from looking at btlcalc
wonder why the template doesn't cover it
it's around F1B0h right
4 values, very close to each other
those are all together and easy to find
funny lol
yeah, around there
it's not 8 effects though?
it's like this. but hex.
just use the decompiled version as a reference
ctrl+f it for 140, 60, 130, 70, then find them in the compiled version
would definitely just be better for posterity to have this mapped out in BT lol
hacking at hex like this is scuffed
thanks, i like that the mod implemented weakness on boss, it's like the game teach you to do weakness+ailments to do big damage then just give most of it's boss that has none of those features lol
heh, with the new date-specific tartarus lobby dialogue they added, there's rare dialogue for mitsuru's awakening that can only be seen on one day before junpei's awakening happens
(noticed since i'm working on the shinji mod that's technically not part of this mod but basically is)
does this mod add skills from other persona games ?
yes, i should make a list of new skills. but, the line is kind of blurry since they're all technically just edited existing skills.
Flash Grenade, Flash Grenade EX, Nigayomogi, Lobotomy Slash, Door of Hades, Terror Eyes, Balzac, Spring of Life, Randy Haze, True Ziodyne, Panic Voice, Posumudi, Enradi, Charmdi
and tetraja will be in the next update
lobotomy slash is actually a name i just made up
(i considered "true lobotomy" from strange journey)
wait a second, i just realized the plant nigayomogi is "artemsia" in english
i should move it to mitsuru
what even is that skill lol
i used some really obscure skill names for some. randy haze is from smt if...
nevermind, she doesn't really have room for skills or anything good to replace. only aigis, ken, and shinji really have room to add extra skills beyond what i've already added.
Can one use this mod on a ongoing save file?
yes, i've been particular not to add anything that would cause issues from that
if you want to learn new party member skills they've passed the level of, you can even relearn them at blue v whatever
did you add or tweak the doors of hades skill ?
those are all modified versions of duplicate skills normally unobtainable by the player. door of hades is edited from a copy of megidola. it's effectively new, but technically not.
let me know if you guys think the difficulty values should be raised or lowered, by the way. the reason enemy damage goes from x1.75 to x3.0 is so they can still be threatening with 40% tarukaja and 40% rakunda, but now that's gone.
keep in mind though, now tarunda and rakukaja are nerfed, and those were actively stronger than tarukaja/rakunda anyways
like, if the enemy has tarukaja and you have rakukaja, you take less damage than you would if nobody had buffs
so if the values are actually even between them now, then you'll take more damage in in many scenarios, and its harder to completely shut down enemies with defense
i think they cancel each other out actually, right? that was the impression i got from btlcalc.
They don't because of how the math works
yeah, assuming it uses math
if you want buff/debuff to be 1.25x, and you want taru/raku to cancel each other out, then you'd want to set rakukaja and such to be 0.8
which ig would be written as 80
well, i'll see how i like it from testing it myself
lowering the values in general is good though because the difference between buffs and no buffs before was just too big
vanilla merciless has you do x0.60 damage, but with 40% buffs, that's not as bad as it sounds
so i might make it x0.70-x0.65, maybe
i honestly expected even x2.5 damage to be way too ridiculous when i first tried it, and was really surprised x3.00 was playable. probably part of that is that boost/amp nerfs apply to bosses, too, and i didn't realize how strong buffs were back then.
p3p's maniac is x2.00, and that felt pretty brutal
at least until you got protect and endure, then it didn't really matter how much damage they did if your team couldn't die
imo 3.0x is playable if you forcefully maintain buff 100% uptime and the enemies have nothing to do about it
if you were to, for example, merge MM and MQ, the game would probably be unplayable due to the one more exploitation, passives, and dekajas etc
yeah, the nice thing is, every boss i individually rework to let them do something about your buffs, i can simply remove their amps, maybe lower stats a little
we're probably doing the same just in reverse tbh
so it won't be all imbalanced while it's half-done
probably
i think doing the boss battles after everything (which i pretty much got now with the buffs changed) is better since you'll want to playtest them with all the other changes. otherwise, they might not be balanced anymore.
personally i've grown to like single target buffs in the early game a lot more, i used to hate the idea
choosing who to buff at the right time to protect or charge them, while being wary of SP costs so you can't blatantly spam them for 100% uptime has added a layer of strategy i was not expecting
yeah, single-target buffs making buffs last longer was a big reason for extending their duration. they're a lot of fun deciding who needs what. it's also why i made debuffs have a chance to miss. if the whole party is debuffed, it's not hard to decide what to do about it. if it's only yukari's attack down and you're using her to heal, maybe ignore it?
and it means agility buffs let you essentially combat buffs by making them less likely to work
I would like to give my opinion about the buffs/debuffs hit rate. I know they aren’t guaranteed to 100% anymore, but the accuracy is too forgiving for the 4 turn buffs. (I think the 4 turn buffs apply to AOE as well? Not sure how that works but it feels like it does)
I would say maybe decrease the accuracy for Solo/AOE, like maybe a 93% accuracy for Solo and then maybe like 85% for AOE relating to debuffing enemies? The revamped Theurgy Gauges guarantees 100% accuracy for the debuffs if they don’t block it I’m assuming.
that's a fair idea. the thing that spooked me out of lowering debuff accuracy much is treasure hands with their 99 agility and the lowered minimum hit rate. yukari missed debuffing one like three times in a row. of course, i can simply, you know, lower their agility. i can also have different accuracy depending on the debuff.
85% accuracy for aoe debuffs sounds way too harsh. keep in mind this applies to enemies, too. if you've got masukukaja up, you're gonna dodge their attempts to get rid of it.
Ah, I see. I forgot about the enemies part too
yeah, even with it at 99%, it's not uncommon to see debuffs only hit half the party
Koromaru passive AGL down for all enemies every battle + party AGL up moment
I may have used that strategy a lot, lol
yeah, want to avoid that situation where you just can't have buffs removed
I almost did a long text requesting Fuuka’s charge Theurgy gauge to be improved but I didn’t see the recent patch notes of it being buffed to 70% in 1.5.0 update compared to the 50% in the 1.4.0 version
yeah, that was because of the theurgry reset before bosses. i will look into improving everyone's charge rate traits individually eventually. i already did some for the protagonist.
Though this is a suggestion, but maybe make it a 100% hit rate with a -24% SP? Not as harsh as the original backfire, but remember that Reload’s SP items are easily obtained by the time you get Fuuka’s upgraded persona.
so those will be adjusted to specific numbers i choose instead of lowering them all by the same amount
interesting idea, it's certainly possible to make it a drain sp move
my main concern with it is that you'll use the charge/concentrate on theurgy. being inconsistent in more so the downside than the hp.
i could also just make it do something completely different
Fuuka is already kinda RNG to begin with, so RNG on top of RNG (granted, you have greater luck with activating specific circumstances) makes me trying to avoid that move altogether when I can get a different buff instead, lol.
Regular allies are knowledge checks with their Therugies and has a guaranteed positive effect if you know the enemy
Fuuka is Fuuka, so her being more fuuka than the per usual for one move only compared to all moves having 100% accuracy makes it kinda different
I apologize for the long rant.
i'll see if i can think of other ideas
it was an awkward solution i did plan on being temporary when i did it
By the way, I don’t think I saw in the patch notes, but what changes did you do the Fuuka compared to the previous updates? I saw that her scan ability is 20 SP compared to 35 SP
i hadn't changed her skill values at all before. they're changed now.
scanning is cheaper, overpowered stuff is more expensive
keep in mind you can put spell master on her later
Was spell master not in the vanilla version of her persona?
no, i mean as an accessory
oh, wait, you're right. the fuuka sp skill changes weren't documented. i'll fix that.
can you make the nyx fight harder ?
that's definitely in the plans. it has a couple buffs already, but reworking its ai and everything comes later. i'm feeling out what i can do with other bosses right now, making sure i know what i'm doing with the simpler ones first.
some stuff i've been up to, by the way: duplicating skill cards will cost 3k yen. adding a few more skills like the two unique pierce skills from the justice-chariot tank on aigis, metatron, and sandalphon. theurgy damage is raised a bit again. special fusions from fes are made special fusions again. restored old cut skills on a good chunk of personas so far.
i've started working on the chidori boss fight, but i'm always making little mistakes in the code since i'm not good at it.
oh, good, i just looked at it again and realized the problem
i got a pretty good idea of how i want her fight to go. i want strega to act really intelligent and feel like a human player, and her strat is to waste your time with ailments while she regenerates and uses her axe to chain one more's off anyone with ailments.
can you make chidori have normal boss fight like in the original game instead of a scripted event
not to steal attention, but master quest does that
yeah, that's what i'm doing. it's playable now, but i just have simple ai right now.
it is surprisingly easy
yeah because chidori still has a lose condition
i tried making the fight with takaya as ally playable and that one is not possible
hardcoded to not let mc die
i can't call the gameover screen without breaking the game either
yeah, i was thinking about looking into that, but i figured it wouldn't work out. doesn't feel like there's much point of it anyway. the scene is just kinda set up to be a cutscene fight with takaya only using hypnos to finish it off.
way back, i removed the code for the game not letting chidori die, but there's no proper battle outro. she does have a dying animation if you spawn her into a different encounter, though.
really, it's surprising the game lets you die in the chidori fight
(i know because i just got fucking killed by her while testing)
you can disable takaya's scripting
but
his third phys hit will always crit
and his megidola is the only skill that can actually kill abaddon
i changed that megidola to "door of hades" and made it do 3 weak hits, so now it actually is impressive when he shows off
hypnos lives in hades. it's close enough.
Is the homunculus item nerfed? It's not preventing insta kill
no, i haven't touched it
updated to 1.6.0. it's mostly a lot of tweaks, but there's a few new skills in it, and now duplicating skill cards costs 3,000 yen.
chidori isn't quite ready yet, but she'll be in 1.6.1
a lot of personas learn tetraja now, and the two unique skills the justice-chariot uses were nerfed, given names from p2, and put on metatron, sandalphon, and aigis. they probably needed nerfed regardless since 50% crit rate on one and 2500 attack on the other was kind of extreme.
...oh, i forgot i already said all of this above. that's okay, i guess.
when will the mod be finished ?
when it's done(tm). i don't really consider it unfinished, just continually being updated.
Came back to game after a break and saw the yen cost for shrines. Dude.................why?
free skill card duplication every day seems really excessive. fes didn't have skill cards at all, and portable only let you duplicate one every five days. reload is really generous with how much it lets you duplicate.
you got one every five days before in p3p, and 3k yen every 5 days sounds reasonable enough. if you really, really want more than that, you have the option. i think duplicating needs some kind of limit to it, anyway. i think meovv removed card duplication entirely in his mod.
this mod expects you to be playing the game optimally, and, honestly, going back to the shrine every single day because there's no reason not to was annoying to me
tbf the yen restriction kind of only effects early game where skill cards are less important anyways
yeah, that was a little bit of the intent. you're more free to abuse the system at the end of the game, but before then, you should be trying to actually fuse to get skills instead of just carding what you want onto everything.
really easy for situations to arise where, "hm, i need a personas that blocks this but has this skill... welp, time to card it in with all my duplicated cards, no need to go to the velvet room."
i removed it and replaced it with a mechanic that is arguably better, more balanced, and cuts grind time
i think slapping a yen cost on it is just an annoyance with no real change
tbf i think replacing it is also adding more grind due to certain skill cards being quite rare and generally being useful in making more diverse personas
base model duplication is neat but i've honestly not found it too useful because the game showers you in those anyways, and it also might be a balancing issue because allowing base models to be infinitely duplicated means you can get ali dance and ult weapons on the whole party without much drawback
like it'll be useful for dead moon's husk but i think those are kind of ultra rare for a reason just cus they let anyone get ali dance or reduce magic damage armour lol
i feel like trying to restore skill cards to taking five days to duplicate again would be an even worse option. i could lower the price to 2k, i guess. technically, you should be offering food, not money, but whatever.
without any cost, i just ended up with duplicates of every single card i had, so i could put any skill on any persona at any time after fusing them at no cost regardless of foresight
The thing is we end up doing that anyway, and again the addition of a price just becomes a nuisance if anything.
chidori is pretty much done now. i just need to decide where to put her stats. she's kind of kicking my ass. which means i did good, i think.
wait, did i remember to put in fire break? well, she's about done, anyway. i think i'll have to lower her hp to 1,200 like in the original game. which is nice because it was like that since she has the 12th arcana.
i gotta lower the minimum charm duration back to 1 now that charmdi is back and me patra doesn't cure it. i want strega to be hard, but she's going to be annoying if she's not balanced carefully.
wouldn't yukari and protag have amrita shower by this point?
this guy's yukari is level 52. i've been testing with different saves i download for different results and stuff. you're right, though, he's level 60 but hasn't fused amrita shower yet.
if the exp cap is any similar to master quest's, you can get to level 60-63 for this fight, yeah
his party members are low because he's probably been using them equally. that's why i actually raised the exp gain slightly at certain levels.
i used everyone equally too in MQ so idk its probs not that
plus you have the clock
actual scenario is they most likely just... didn't do Harabah 1 before Chidori showed up
sucks that a repelled attack can't be absorbed, otherwise i'd have her avoid fire break if you repel it since you couldn't win her dps check like that
that idea will just have to go unfulfilled
do you have the P4G preorder DLC? if so, I could send my save archive tomorrow if you're looking for more saves to test.
sure, i do. more saves wouldn't hurt.
can you change the level you need to be to fuse thanatos ?
i could, but i think he's better at a higher level, and i decided not to go around changing persona levels anyway. it would throw off fusion calculators and probably annoy people.
that's a lotta saves, thanks
okay, updated with chidori
yeah I figured this save archive would be useful for later if I ever did more modding with the game (I did not)
hopefully it helps you though haha
hopefully the three-day wait on duping cards is more well-received. it was five days in p3p, so i'm still being generous.
downloading thru R2 gets me this wonderful error, dunno if you know anything about that... (seems fine downloading thru GB)
I'll emphasize that I'm not the most skilled player and that my persona builds were far from optimal (I did not cover my weaknesses), so keep that in mind. I just used the save I had, which was on hard mode NG.
I do think it felt a little overtuned though. I tried the fight a few times and it was rough because with how she targets weaknesses, given the number of turns she gets, she will just keep targeting the same person over and over again so they're basically guaranteed to die in her turn. like for example I had Ken in my team; she hits him with a dark skill, and then hits him with another dark skill, and then hits him with another dark skill... or she hits you with charm (in my attempts, they hit everyone every time) and at that point it's just kinda over bc your party just kills themselves
previously with this fight, obviously it was scripted but Siegfried kinda just got to spam power charge brave blade so it definitely felt a bit more engaging
I also didn't really have a good ice persona either lol bc at that point in the game, it was scarlet havoc spam...
at the same time, she didn't seem to have a lot of health, but I'm not sure if her regen/spring of life makes up for it. one power charge brave blade did like 800 damage to her, so had I been able to follow up on that, seems like she would've just died then and there lol
noted. i might have made a mistake with her checking if party members are down or not. she's not supposed to do that every time, especially if someone else has an ailment or weakness.
it is supposed to be rough on hard mode, though, and, yeah, she's not supposed to have a ton of health. strega aren't big monster shadows, just humans, so i think they should have very dangerous ai but not particularly high stats.
maybe lower luck
yeah you should take this all with a grain of salt bc it's not like I really built my personas or team comp to be super super strong lol
just felt frustrating though because it was like... what am I supposed to do about her laser focusing a single target and having like 4 turns? it's basically a guaranteed kill, so it feels more unfair than hard if that makes any sense.
yeah, i do still want party members to die a little bit so it's a threat you have to try to mitigate. if there's no risk, that's too easy. the penalty for it is wasting one turn and losing half their theurgy charge, so, ideally, you have to be careful balancing defense and offense. ...however, theurgy is disabled in the chidori fight. oh well.
it's good tension since it's half of your current theurgy you lose, not half your whole bar. the closer you are to filling it up, the more you're going to lose if someone goes down. great for pacing, starting the fight with low risk, then things getting tense near the end.
tbf though you could also just bring members who aren't weak to her attacks
aigis has insta-heal for the ailments and koromaru nulls fire and dark while doing good damage with getsu-ei
I did notice that, no theurgy lol
I only tried it with one party, I was honestly assuming that she could hit all weaknesses so I didn't bother testing other party comps
if that's the case then it's probably more fine then
like i figured, looking at chidori's ai again, i had her her going after members with ailments but not check if they're already down, so she'd axe people confused on the ground, trying to dizzy when she can't. i'll set up her weak/ail check to axe if someone has ailment and is not down -> agi/mudi/eiga/axe anyone weak and not down -> axe anyone down and no ailment to inflict dizzy and then leave alive.
i think her ai should already be avoiding hitting downed enemies with their weakness, though. not sure if they're getting unlucky with her randomly using an attack or the down-check isn't working right.
even for her, finishing off downed enemies is a worse strategy than getting more knockdowns
i made sleeping table 2.0 and managed to beat the fucker. felt good.
totally skipped my mind that i'd have to replace the terminal table fight i redid with the og sleeping table, so i guess i'm slapping that ai on something else later
Sorry i wanna ask if you're available @random basin
I have a problem that the mod itself only apply half of it
This is what it should be look like ( I think )
it also said in here that orpheus will have alot of skills through out the game but only the vanilla skills in my game
( I don't really know how to check if the mod actually work or not so i can only assume via everything that i found in the pastebin and gamebanana )
nvm for everything
i just reinstall all and it work like a charm
i know you already fixed it, but you probably either didn't have all the requirements installed or had it conflicting with another mod installed. probably the former.
the thing i'm working on right now, by the way, is rebalancing theurgy charge rates. i think it's too slow and not getting full before bosses end. ideally, i'd want you to start getting them in the second half of the fight.
it needs more testing, but i added secondary conditions that give characters boosts to try to fix it. door gets a boost from low hp and getting knocked down like shinji, yuka-tan from support, jumpy from skills in general, aki for any attack skills, mits for healing, aigis for getting shifted to, ken for using magic attacks, koro for getting crits, and shinji for using phys skills. in addition to their regular ones.
keep in mind you lose theurgy for getting ko'd, which is actually supposed to happen during fights now, and really hurts theurgy gain. makes it charge slower as a side effect, so i need to adjust for that. making theurgy charge slower isn't intended.
it's kinda expected for people to go down during bosses in oldsona and smt games, so, you know
oh, and i restored special fusions like attis like someone suggested
updated
Tweaked all Theurgy charge rates. Party members now have a second condition that accelerates their charge. Intended to be faster overall.
Made special fusion Personas from FES (like Attis) special fusions again.
Nerfed Shinjiro's entire skillset.
Rebalanced Terminal Table, changing him back into Sleeping Table from FES.
Fixed up mistakes in Chidori's new AI.
Toned down difficulty modifiers to ailment accuracy.
Buffed less-useful accessories with stat boosts.
Polished skill descriptions some more.
updated again. priestess and the three thebel bosses are rebalanced now. notably the three birds weak to pierce that hit junpei's weakness with magaru are back. orpheus has a skill that restores 50 hp to everyone to make up for losing cadenza, really just the same skill an item already does.
apsaras got sukukaja too since the bird fight without agility up is a huge pain
finally, besides adding her cut skills from fes, i wanted the priestess to still be able to attack on turns she sped up the monorail, and i found a neat little solution in simply making invitation to chaos do slash damage. it already looks like it should hurt you.
This mod is snot designed for any other language than English, right? I play with JP text and ENG text still pops up in certain places like the startup for connecting to Network and Skill Description.
yes, that's correct. you could manually fix that by going into the mod folder, looking in the ue-atlus-script folder for all the message files (they all start with "BMD_" and end in ".msg") and deleting those. that will have it use the language it's set to, but then the skill descriptions and whatnot won't be accurate for modified skills. any of the mod's new skills won't have descriptions at all.
i'll try to be aware of the way i set the files up and how they'll interact with other language modes. if something is purely flavor and doesn't impact gameplay, i can make sure it only affects the english version. you'll notice skill names or enemy names should still be in japanese since it loads them differently.
unfortunately, not really a good solution besides making a separate version of the mod for every language
i've been working on the hermit boss fight, might update today if i think he's all good now. it's really tricky to get him to 1. require effort to knock out of charge, 2. be very scary to let get charged up but not a guaranteed loss, 3. still make a decent attempt at fighting outside of his charge gimmick instead of wasting every turn trying to charge.
stats and stuff right now are
Hermit: 5000 HP, 35 Str, 45 Mag, 85 End, 30 Agl (from 8000, 55, 90, 25, 10)
Slash=Weak(+15%), Strike=Resist, Light=Weak
Normal: Elec Break, Dekunda, Dekaja, Matarunda, Marakunda, Zionga, Mazionga, Mamudo, Maeiha; Low HP: Ziodyne, -Zio, -Mazio
Charging Up: Tarukaja, Rakukaja, Makarakarn; Low HP: Heat Riser, Tetrakarn, Matarunda
Failed Charge: Thunder Baptism, -Mazio
Charged: Thunder Baptism, Mega Spark, Giga Spark, Myriad Arrows, Primal Force; Final Charge: Maziodyne, Tera Spark -God's Hand, -Swift Strike
Passives: Null Shock, Null Dizzy, Shock Boost, Elec Boost, Resist Freeze, Fast Heal, -Null Freeze
AI: Has 2 turns when not charged. During normal or charging state, has a chance to delay a turn of his Normal->Charging->Charged cycle and attack from his normal skill pool.
fun strat is to elec break him
i had to give him fast heal since it seems like his ai will give him infinite turns while frozen until he thaws out if it's trying to knock him out of charge while he's frozen. it was funny.
Hello sorry. I'm "Charlie Kraken" on Gamebanana and I've been having an issue with the mod today
since the update I'm getting random lag spikes when I play with the mod. I understand PC gaming is a whole bag of worms so I would just like access to the earlier version of the mod for download even just privately if possible
Its been a great time its really made the game significantly more fun for me as a Persona veteran so thanks a ton for that
@oblique egret yeah, someone asked for that before https://drive.google.com/drive/folders/1rwg2tTAqAS1SpXT8lyZevN-eCF5cesdn?usp=drive_link
Thank you very much
quick question is the band-ace item supposed to heal or revive ? because to me at least it says that it to revives with 35% health but when i use it it heals it does not revive. so is this a bug or is it something else ?
it's supposed to revive with slightly less health than revival beads. you have the files for modified skills and stuff, right? if you don't, that would be causing it to be a 20-hp heal instead.
@cold prairie yeah, i tested it, and it works fine for me. you must be missing DatSkillNormalDataAsset.uasset
how do i fix it ?
try deleting and redownloading the mod
It turns out I just needed to reinstall windows to fix the slowdown issue I'm dumb
anyways do you have any plans to update the mod for The Answer DLC? Even just carrying over the baseline changes would be enough. I understand modding is a whole thing and you probably can't make any promises right now
but I figured I'd ask
i'll have to wait until we get our hands on the answer to see exactly how it'll work, but, yes, i do plan on covering it too
about done overhauling hierophant and lovers bosses. they got two turns, a lot more skills, a lot more strategic ai. lovers basically already had two turns with how they gave him a 100% crit holy arrow, anyway. lovers is doing a weird bug where he uses a skill called "attack" that softlocks the fight, though. all the skill id's i entered look right no matter how many times i check them, but he's sometimes doing skill 0 for some reason?
@late raptor yo, it's cool if i modify your ai tactics mod to incorporate into my mod so they can be compatible together, right? says to ask, so i'm asking. i think you're already aware there's a little issue with the ai thinking theurgies still pierce.
is the only issue the theurgy pierce error
i think so? i'm actually testing other tactics stuff right this second. i'm checking to see if they use skills they weren't meant to have properly, and i might try to get them to target weaknesses on full moon bosses that can't be knocked down.
the theurgy thing is the main thing, anyway. looks simple to fix.
it is
oh, yeah, it looks like junpei doesn't recognize to use spring of life to heal himself. i'll look into that too.
yeah, there's no way to make it compatible
there's a funny way we could make it compatible but it doesn't work yet
well it does but it's not worth it
unfortunate since it really doesn't need big changes, but whatever. it's fine for me to use?
i was thinking
if you toggle an unused flag somewhere players are guaranteed to interact, such as tartarus entrance or whatever
that flag could serve as memento mori = installed
which the tactics mod could seek
but it's a bit roundabout
oh, now we're being clever
actually no you don't even need to do this
you don't need the entire tactics mod
you only need to hook the theurgia function
you'd make a hooked theurgia function which would then overwrite my mod
but only that part of my mod
so if I updated the mod
you wouldnt have to update yours
unless i messed with theurgy specifically
hm...
do you know how hooks work
sort of. i've only used it for one thing right now.
wait actually @sudden grotto is hooks for the purpose of mod merging working in P3R Essentials?
would someone be able to hook a function replacing only part of my mod? without having to bundle the whole thing in?
would only be beneficial to me to have a reason to do more with it and learn, anyway
oh, fixing the ai not recognizing modded-in skills like spring of life would need changing the skill, not the ai, actually. so that's not a compatibility issue, i don't think. probably.
No, I still haven't updated BF Emualtor and P3R Essentials to support it
I did think about this recently and realised that it's not going to be easy if we want to keep it like Persona Essentials where you include a dummy bf and it pulls the real one from the game. I'd need to add some way to load files from the game to unreal essentials or something which sounds hard...
We could just accept that you have to put the actual original bf there and then it shouldn't be hard though

the flag thing should work if you'd rather add the compatibility into your mod like you suggested. i don't think it needs anything changed other than theurgy use conditions.
let me sleep on it
late
sure. i tested it out in the meantime using battle flag 444, and it seems fine.
just a small FYI I've been meaning to bring up but I keep forgetting. Makarakarn has a typo in its description. Its had this for a while for me so it might just be a me-issue which if it is then no big deal cause I know what it does
but in case its a universial error I figured I'd bring it up
thanks, i'll fix that. i wonder where that mistake came from.
Dope and yeah no biggie
i'm toying with the tactics ai's theurgy use conditions at the moment, stuff like using break skills when theurgy is full and choosing targets if one enemy resists their theurgy and but other ones are vulnerable. i'm not super fast, so still plenty of time for meovv to decide later whether to implement it in his mod or do it some other way. if we do that, though, i figured the best way would be to just have it all isolated in a separate procedure that will never get called without the mod.
you can do either that, or, when checking resists, you do (null && mori installed) in the same if expression
probably cleaner to just have a mori specific function though yeah
yeah, it would be messy to have a bunch of checks for the flag everywhere
i have currently jinxed myself by saying this should be easy, anyway. since there is VERY CONVENIENTLY no function to check nor target neutral affinity, i can't quite think of a way to handle the ai targeting a mix of enemies that are and aren't immune to their theurgy.
it would at least be an improvement to settle for having them use a break or wait for you to use one if anything on the field resists their element, but i feel like there should be some roundabout way to do this... checking for what affinity is causing the conflict and then not targeting that affinity kind of works, but not if there's two enemies that are both immune.
also sorry side note I noticed that you gave Orpheus Telos Null Phys
its not a huge deal as it can be overwritten/not learned but that does make him unable to be used in the Elizabeth fight by default which is a bit counter-intuitive to its design
as its meant to be a "optimal Persona to use against Elizabeth" but you can't bring anything that nulls an element against her
its fine if you want to keep it that way its just something to consider
yeah, that's primarily just to get it off messiah without outright removing content. maybe i'll put it on chi you instead.
Yeah I think that might be better but its your call
Hey so I was doing the Chidori boss fight today (great job making it difficult) but also I noticed thurgies didn't charge at all during it
just reporting this in case it hasn't been reported yet
unless its intentional for thematic reasons in that case I get it
it's intentional. it's not listed in the changelog because that's how it is in the normal game. i think i could disable it if i wanted, but it would mess up her gimmick if you could save up theurgies.
it makes sense she can't be crit since they probably don't want you to knock her down and hear junpei yelling during the all-out attack
still appreciated though
Yeah I figured that might be the case (and I agree with keeping it)
but I wasn't 100% sure
Cause I've only played P3FES and P3P before so I hadn't seen the P3R version of the fight
which btw thank you so much for this mod cause I love Reload but it would have gotten very tedious to play an easier version of a game I've played before for 100 some odd hours
really helped the experience
Hi, quick question.
can this mod be enabled during a playthrough or should it only be enabled on a fresh save?
you can enable or disable it whenever
if you want to learn new party member skills you missed out on, you can learn them at be blue v
by the way, i decided to remove single-target boost from yukari since i think she's strong enough in endgame. i'm thinking about multi-target boost instead, though. not really a magic aoe-focused character. have to either drop vidyaraja's blessing or amrita drop for it, though. not sure if vidyaraja's makes her too op in endgame... it's only 15% phys evasion, but that matters on a low-hp low-agl character.
ah, yes, and i noticed i had polydeuces (not caeser) learn slash amp at 88 instead of strike amp. good thing it was on pollux so nobody would ever see that.
havent tried this out yet but it looks very promising, will definitely give it a shot once it's a bit further down the road! quick initial question though, why the attack renames for the DLC persona attacks? They're all actual move names those personas had in either their base games (the p5 stuff) or spinoffs (stuff like cross slash and magatsu mandala are from p4 arena), so why change the names to random other persona/SMT moves, especially if their unique animations are going to be the same? also wondering why from a balance perspective there are player accessible versions of boss only attacks, like high voltage current, ice storm, etc. I read the section about them in the changelist but I wasn't fully clear how/why this change was made from your explanation. Did you revamp the magic/phys system to have a new highest tier of skills that come after the preexisting highest ones, or are they just sidegrades to existing spells that share the boss attack's visuals? Are they unique to specific personas or are they just inheritable by anything? Regardless of the answer, what does gaining access to these extra moves really do to benefit the gameas opposed to sticking with reworking the spells we can already get normally? I personally like that the bosses all have unique attacks and things only they can do, so giving the player and/or party a way to use those same moves over and over again kinda just feels like it'd cheapen their visual impact, no matter how balanced from a numbers standpoint they are. To me it feels like a very "mod" thing to do, which isn't necessarily bad, just somewhat counterintuitive to what I was expecting for what seems to be an attempt at a toned down version of the game that is trying to keep the difficulty curve less about just unlocking the next bigger and better moves and more about having to interface with the tactics and decision making instead of just brute forcing combat.
Sorry if any of this came off as too confrontational or non-constructive since that's not my intention at all, and again i haven't tested this mod out myself yet so any or all of these questions may have apparent answers if I had. I really do think you've done an incredible amount of work here and I'd love to give this thing a go once it's got more or less all the planned features, but I just kinda didn't understand the why of some of your changes when things either already made sense the way they were or I can't really figure out what those changes really do to make combat balance less polarizing and extreme
yeah, i'd thought about that, and it is very "mod-y", but i thought it wouldn't be a big deal to use them very sparingly. so, first, the dlc skills are renamed because 1. one of the goals and themes of the mod is reverting things to how they were in the original, personas, bosses, and small details, in part for the sake of nostalgia. that's what the "memento", "remember" part of the name means. (i thought about the name for a little.) one of the complaints about reload is that it "feels like they p5-ified the game", and while that's not strictly a flaw or anything, it's something some people dislike, and i think there would be an overlap between them and downloading a "hardcore" difficulty mod. feeling more "old-school" is simply one of the themes of the mod.
one of the purposes of that is to give some sense of direction, too. recarmdra is a skill i think was underpowered and not useful, so when thinking of how to change it, i looked back to how it was in p1 and p2 and made it revive multiple party members. it's a change a gameplay change from p3, but it should feel natural and recognizable for the skill instead of completely arbitrary. the dlc skill renames are changed for the same reasoning. for balance reasons, ice age, for instance, is not actually on kamu susano-o any longer. it's also now an aoe ice spell that does 2-4 hits and can be slightly stronger than mabufudyne at the cost of less consistency and lower accuracy. that's exactly what glacial blast does in a lot of megaten games, and the name should make it feel more intuitive and natural that that's what it does now. (multi-hit move damage is also affected more by passive multipliers, which is another difference.) additionally, if skills like magatsu mandala and sinful shell that reference games made after p3 (bad for the mod's theming) aren't exclusively associated with those dlc personas anymore, and they're now generic skills anything can use, it makes sense they have names that reflect that.
and 2. i want as many excuses as i can to argue this mod isn't about giving you access to the dlc content so gamebanana doesn't get on my case, so i simply changed their names
SO, the access to enemy-only skills. it wasn't something i initially planned except for giving junpei spring of life since he used to have it, but i figured there was no harm in it since i've already set the precedent i can 1. add entirely new skills like tetraja, balzac, randy haze, and 2. let you use enemy-only skills. i think all of the skills unique to the full moon bosses can only be obtained at level 90+, and mitsuru and akihiko learn them only at level 99, at which point the game is pretty much over. it can't do much harm to gameplay balance at that point. one other goal for the mod was to sprinkle in some new stuff to spice up second playthroughs for people, and that's what those are for. same reason you can fuse strega's personas despite that also feeling very much like a mod-y thing to include. it's something a little fun to play with now that you're already at the end of the game.
i said changing the tactics ai would be easy, but making it actually smart has a lot more going on than i expected. i guess that's a good sign my theurgy changes actually did add more depth with more factors to consider?
then after that, if no enemies are neutral to wind, use wind break if she has it, otherwise if it's a boss fight and she doesn't have her second theurgy, settle for attacking something that at least only resists wind if possible
i'm not sure if targeting weak is necessary since they should already have knocked them down to use their theurgy on the one more for more damage, but i guess it could come up if there's multiple enemies knocked down and only one is weak to wind?
now i need to get them to not try to knock down full moon bosses with weakness and immunity to knockdown but still always target their weakness when they do attack
Your therugy changes are one of my favorite things about the mod
it really does make the combat more fun cause you're encouraged to use them more often and the debuffs mean you use them more tactically
them being weaker overall also means you use different ones more often like even in January I use Jack Bros sometimes to try and fish for a knockdown and its been clutch
hmm, i've been doing one last check over all the party member skills now that i've finished gradually adding skills to them and tweaking skills, making sure i check the game formulas and recheck the numbers again, and it seems like aki is too weak and koro is too strong at the endgame. buff amp was the thing that made aki op as fuck in the original game, and it's toned down. i guess i need to take hellfire (2-4 fire hits) off koro and put the elec equivalent on aki.
i didn't realize agility effects how many hits multi-hits do, and koro's innate agility and auto-masukunda make it free to get maximum benefit from that. aki has buff amp for sukukaja to increase his damage from them more, but that requires you buff instead of getting it for free.
well, i actually had their aoe damage exactly the same before factoring in agility, accuracy, str, crits
koro divine judge: 22 x 1.6 x 1.25 = 44
aki god's hand: 24.5 x 1.6 x 1.4 = 54.88 x bloody charge 1.15 = 63.1
aki maziodyne: 14.5 x 1.6 x 1.4 = 32.48
koro hellfire: 5.5 x 1.6 x 1.25 x 3 avrg hits = 33
but, with sukukaja, it's more like 3.5 hits, apparently, so suku/taru koro's aoe damage is 38.5 compared to taru aki's 32.5. i guess this is fine, actually.
yukari-ken seem balanced, junpei-mitsuru seem balanced. i think it's only aigis that might be too good over shinji and aki now...
Fusions results where changed with this mod right? Can't find a combo for helel
According to the guide, the average number of hits a skill can do goes up or down depending on whether the caster has Sukukaja or Sukundra, it doesn't take into account the target's status.
So Koro's Auto-Sukundra isn't helping him get more hits. If I'm understanding everything correctly.
ah, right, it's purely the attacker's
It also doesn't take into account the caster's agility stat. At least, that's not mentioned in the guide.
i think it should be the same
3 new strega personas are special fusions and won't affect normal fusions, and there's six that are removed from the regular fusion pool to be special fusions, but those are girimekehla, daisouji, lilith, attis, sandalphon, and arahabaki. personas that resulted from those should be the only ones different.
helel is star rank 10, by the way
oh, i see. and it must not take buff amp into consideration either. wouldn't make either of them stronger if i moved them.
Oh yeah I totally forgot to mention I came across Daisoujou in Shuffle Time even though I'm not supposed to now
hmm, he is technically still there, just with a 0% probability and the other ones raised. i guess it doesn't work like that. i'll make him and giri different personas in that range just in case you somehow get the 0% probability, i guess.
...why does the rank 20 shuffle time consist of one 100% jack-o-lantern drop. 19 and 21 are in the 40-ish range. this must go unused or something.
that's really interesting
not sure what fight it is, but maybe some battle forces you to get him for jack bros. apsaras is used like that, rank 0 shuffle is 100% apsaras.
Small typo alert, Trickster still says "to all foes"
thanks. i probably forgot to change it since i'm still not 100% sure about what to make trickster do for utility. maybe fire+ice+wind+elec break?
if you're using it over scarlet havoc or king and i, might be because it's an enemy with a lot of resists. gives it more situational utility instead of being equally good in any situation.
I think fire+ice+wind+elect break would be great for utility while making it more situational yeah
that change has my vote
I'm encountering a game softlock level issue where this enemy uses a move called "Attack" and it softlocks the game
This is the only gameplay altering mod I have
I can work around it in the meantime by exploiting its weakness and just not letting it have a turn but its an actual issue
oh, right. i forgot there's one single enemy in the game that uses recarmdra. should have tested that.
i'd wanted to do some testing with how ailment affinities work and stack with weak/resist and percentage modifiers, but i should probably push an update out by now with what i've got done before that
Its up to you but yeah
Not a problem glad I was able to bring it to your attention
@late raptor yo, i finished the tactics ai changes i wanted to make. it only took slightly longer than i'd planned. i ended up tweaking more stuff than i'd expected, but it's still nothing a bunch of &&'s couldn't fix. it's still up to you, but i'd suggest i work it into my mod instead of merging into yours. i might want to tweak it more or use the tactics script for another purpose, and it would create a minor issue where someone deciding to disable mori mod after saving would still have the flag active, and it'd permanently mess up the tactics mod. might be able to workaround that, though. ironically, turning the flag on from the tactics script would be a good place to make it turn on from battles.
having adaptable compatibility would be cool, though. that's what the REAL mod scenes have, like fallout new vegas.
well, i mean turning it on from the tactics script would be good if that wasn't the whole issue
sorry to interrupt with a typo report but in case you didn't notice Ken's second theurgy also still says "All". Keep up the good work and I'm glad I can help in a small way
it does revive all fallen allies if there's two people down
it would be A LOT more useful if it triggered automatically if ken went down with full theurgy...
aaaah sorry
also I defeated The Reaper but didn't get the Bloody Button did you lower its drop rate?
fine if you did but just wanted to double check the drop chance was still there
oh, can an enemy only drop one item? i figured you'd always get the bloody button like this.
yeah I defeated the reaper and did not get the Bloody Button
well, waiting for meovv at least gives me time to put some last-minute stuff in the update. there's some equipment effects that can't be obtained on accessories (or at all), and i thought it'd be neat major bosses dropped stuff.
there's a panel of the manga that has a bunch of copies of the protag wearing all the full moon boss masks as a metaphor, so that inspired me
shit, i just realized they already drop the tarot cards as key items instead. i'll have to repurpose these.
Monrad Passage bosses maybe?
i don't think the key items do anything lol
it's a flag but that's it
can probably change it to be an accessory
This seems like bloat though, I can't think of a single reason where these effects are worth consideration by a player
yeah, i assumed it was a flag without checking. and i think evasion equipment can be really useful against certain bosses. it's not really fair to give a boss two turns, smarter ai, and break skills without their being any way to reduce their damage besides a 25% rakukaja.
i mean the vanilla game obviously doesn't have anything hard enough it's worth considering, but that's the point
ok, updated to v1.7.4
i still want to do more testing and tweaking of ailment rates. foul breath is, to my understanding, a x2.0 multiplier, which i should really figure out how to change. the vanilla game was relying on the me patra buff and the aoe ailment safety checks to balance things.
What does yukari tranquility do in the mod?
Description says it's heals, removes debuffs, and buffs all stats.
But it doesn't seem to be doing anything
Ohhh I think it gives concentrate +mind charge to everyone?
that's what it does in the unmodded game. maybe reinstall the mod or something?
Huh that's strange pretty sure the mod is working as I do see Memento Mori in the difficulty
UnrealEssentials\P3R\Content\Xrd777\Battle\Tables\DatSkillNormalDataAsset.uasset is the file that changes skill effects. i'm assuming it's not there for some reason.
This mod is really great by the way. My only problem so far is some party members being pretty underpowered until late game. A big example for me is Ken, when you first get him he is basically a walking death waiting to happen he literally dies if you poke him too hard. You’re not really incentivised to use him over Yukari as she is infinitely a better healer and support + Sukunda is busted with her on against bosses, I can’t comment on how he plays late game but the moveset seems to improve a lot late-game id just like to see him get a bit better when you first get him
I feel like Ken would be a good second healer option if you don’t want to use Yukari as I feel right now that she is basically essential if you don’t want MC to be a healer
I ended up going with Aigis Ken and Koromaru as my main team for my playthrough on Lunatic
though I used everyone except Junpei plenty
I personally found Ken to be fairly useful later in the game espically cause I like running Aigis for her damage output
and I don't like having two party members share a weakness
His lack of early revive and ailment support just made him an item slave for me
So I ended switching back to Yukari since she is busted
yeah I don't deny Yukari being the better party member
just a personal preference of mine but I did use Yukari plenty
I’ve ended up using Yukari for all my playthroughs I’m going to switch it up next time probably it’s just she’s too good to switch out a lot of the time
She costs basically nothing to heal it’s crazy
yeah its super good and I did end up having to use healing items a ton given my main party comp
half of the time I swapped Ken out for Mitsuru
Ken is a massive SP item drainer
its just I like Aigis' reliability and I don't like having a party that implodes if the enemy has Zio skills
I found the opposite
it felt like he had infinite SP given his hang out skills recovering 10 a turn
I just needed to space out his more SP intensive skills in a fight and he's fine
as in use items/phys
Maybe I need to spam healing less since I’m used to Yukari’s basically free healing
oh yeah that's something I learned to do
was let myself be at not-full HP
being smart with guarding and also Koromaru's auto-masukunda
helped a lot with that
I basically never swapped Koromaru out once I got him
I was going to use Koromaru but I’m using Shinji a lot so his revolution didn’t really help him out much
Shinji has equipment that makes him have Auto-Revolution so it makes poor Koro not so good
makes sense
for my Shinji-less playthrough Koromaru was definitely an MVP
he pairs great with Aigis
They seem like they’d be great together
yeah they synergize really well and his revolution allows Aigis to buff up her damage output even more
and get more reliable crit knockdowns
the only party member I didn't find super useful was Junpei tbh
but that was to be expected
I haven’t used Junpei since he was benched for Mitsuru 
I want to try and use him at some point
yeah I like getting everyone to level 99 at the end of the game so I used him for a handful of fights just when I could spare a clock charge
but every time it just felt like everything he can do someone else can do better and more reliably
but he was also underwhelming in FES
imo at least
Akihiko on the other hand, the mod definitely helps his usefulness in Reload
but he still fell off late game for me
whereas he was great in FES/Portable
Ironically the hardest boss for me in this mod was the shadows you fight before the first full moon boss
I died to them like 3 times? And the actual boss I beat first try
yeah that's understandable
The hardest boss for me thus far (I still have to do 1/31 but I've done everything else)
was definitely this mod's version of Chidori
it ended up being a really fun fight
I haven’t got to that part yet I think I’m almost there?
but also since its an original fight I didn't know what to expect
yeah it was fun for me as a Persona vet to essentially have a brand new fight
The second worst fight for me was Hermit
I got confused on how it worked
So the first time he charges you can’t stop it? Or can you
I don't believe Hermit has a guaranteed charge
I could be wrong on that but I don't think so
His first phase before he charged was literally a fight between his debuffs and Aigis’s buffs
Everytime Aigis would buff he would use two turns to debuff me 
Ken was just always on guard incase he got Eiga’d
I didn't bring Aigis to that fight I don't think
Koromaru was my main damage dealer for that one
Yeah Koromaru might have been a better pick if I had good gear on him
I just had to rely on Orgia mode
And Ken’s Therugy
yeah that party comp would definitely make it a bit trickier to knock him out of the charge
It ended up taking me about an hour all to get rewarded with Ken almost learning Tarukaja 
Pffff
I will say given my main party comp, Ken having Matarukaja was really helpful
since it allowed me more flexability with who has to apply it
Yeah I can imagine Matarukaja is good on him but Tarukaja alone I’ve hardly used on Aigis so idk if I’d use it on Ken
yeah I didn't use Tarukaja much at all from him
I hardly used any of the single target buffs
If I needed to buff in a boss I’d use the cooking items for a full party buff
I definitely use them early game on protag/Akihiko/Aigis but the nanosecond I get the party wide buffs they stop being useful
its why honestly like
man Heat Riser is so underwhelming
cause by the time you get it you have access to all these auto-ma skills and start each battle with full buffs anyways
and its more practical to just keep them applied in longer fights with ma skills
I haven't used it once
and its just the first to get cut when need be
Yeah heat riser is good in theory but by the time you learn it it’s easily outclassed if you’re slightly prepared
Debilitate on the other hand on bosses is a game changer
yeah Debilitate is fantastic love that move
I found myself using Cadenza a lot more than I did in base game since I don’t have Koromaru in my team
oh even with Koromaru on my team I used Cadenza a good amount
not a ton but it came in clutch
really like the changes made to it one of my favorite buffs in the mod
Oh yeah it’s 100% a needed change in my opinion it’s just a little TOO good early game
Yeah definitely
It quickly becomes balenced mid-game so really I don't think its that big a deal that its a bit too good early
but it is a thing yeah
One complaint is I think a lot of the common enemies are a bit too strong sometimes
I’ve found sometimes the red shadows are easier since it’s only 1 you have to deal with
idk what difficulty you're playing on but for Lunatic at least I both do and don't agree
I didn't find common enemies too hard but rather a fun level of challenging
but
I did find red enemies eaiser
consistently
to the point that when I was grinding The Reaper I used red enemies to get my thurgey gauge up cause it was less risky
Don’t get me wrong the red enemies aren’t easy
yeah easier isn't the same as easy
It’s just easier to manage 1
so I get ya
yeah 100% they felt way more managable
which to me felt a bit underwhelming as I wasn't finding common enemies too hard
so really idk
I love this mod a ton and its such a fun gameplay experience but on a fundamental level
it is making a PS2 era SMT game out of a game designed for Persona 5 newcomers to pick up and play easily
so there's gonna be balencing jank
just inevitably
I’m playing on memento mori so one weakness hit without any buffs is basically instant death
I’m no god tier SMT player so I have to cheese a little on some bosses
oh no yeah cheese seems like necessary on that difficulty level almost
I'm not incredible at SMT either I just am experienced enough to know how to plan for bosses
I try to plan for bosses but sometimes I fuse away all my personas before a full moon 
pffff it happens
Recarmdra + Bead my beloved
its good in a pinch and definitely sounds vital on that level
anyways good talk I'm going to bed
Have a nice rest
ah, i was still thinking about this since i had been trying to figure out how to buff mid-game ken without stepping on anyone else's toes. i think i got it: change amrita drop (not in fes nor useful) to diamrita from smtv, give it to ken instead as his alternative to me patra and amrita shower. i like it.
endgame, past level 80+, i had to take divine judgement off him since his damage was surpassing koro's and getting too close to yukari's. instead, he'll learn resist ailments, evade dark, and finally vidyaraja's blessing, which meshes well with his agility and luck and gives him some survivability that yukari lacks. which ALSO meshes with his theurgy to revive everyone, since he kinda needs to be alive to use it. i think that all works out.
- When healing, Yukari and Ken will always pick Media skills over the same tier of Dia when more than one character is under 50% HP, with an exception being if the protagonist is under 25% and needs the extra boost. They will also use Media if all characters are under 75% instead of waiting for one to go under 50%. Characters with only Dia skills will always heal the protagonist if he's below 50% HP, even if someone else is lower. If his health is below 20%, healing takes highest priority over all other actions for all characters.
- Characters on Act Freely give higher priority to support skills against bosses (especially full moons), then stop as their HP goes through the 25%-45% range. Switch someone to Full Assault if there's too much buff spam. They won't use the same buff twice in a row, at least.
- Shift conditions and priorities are to Shift if they can hit a weakness, use Media, Recarm, Dekaja, Dekunda, then, based on RNG and factors like higher SP or damage output, to someone else to do anything. Characters are also more likely to shift to characters they like, such as Aki to Shinji, Mitsuru, and Ken. Junpei actually dislikes switching to protag, but Yukari and Aigis prefer him.
anyway, i've ended up simply rewriting the tactics ai myself without copy and pasting meovv's code and trying to make it competent enough it's viable to use. it looks like it's going to end up being four times the size of the barebones unmodded tactics ai.
i just wish i could figure out how to make them use items
shit's broke as of the update, by the way. i don't think it's that bad, so i should be able to fix it soon.
good thing, though, is that means the unused placeholder the answer skills in the main game are officially safe for me to do whatever i want with later
what do you mean ?
oh, the mod crashes. i know which file it is, and i'm fixing it right now.
the theurgy boost charge rate tables were totally reorganized for both the main game and the answer, including all 12 characters in both, so i just gotta update them
(it would be done faster if i had a working template and wasn't having to directly hex edit everything)
Thank you so much for being on top of things
also, do the baseline changes of the mod automatically carry over to The Answer? like the difficulty percentile changes and moves that are already changed?
or is some stuff automatic and others not or its completely separate
should be none
the answer is quite literally a completely different game with its own folder
it shares BtlCalc, BtlDifficultyParam, and the level-scaling tables, so those should be the only things
difficulty and some battle and passive skill values
i'm not going to prioritize overhauling the answer before the main game, but i'll try to get it functioning with some more of the mod's basic changes
there's a few files in the base game that the update also modified, so what's what's breaking some stuff
if i'm not mistaken, atlus SHAMELESSLY copied my mod and buffed base game aigis to get more theurgy charge from receiving shifts. that confused me for a second why a change i made was already there.
(i joke, of course)
Dope that's more than enough
That's super cool that a change you made they also had in mind
yeah, in the base game, everyone gets 2% for being shifted to except shinji, who gets 3%
aigis now gets 6%
being treated like a teammate and not a machine makes her emotions stronger or something. it made sense in my head.
that's probably what they were thinking
shinji only gets the extra percent because he gains extra theurgy from literally doing anything
there's probably other theurgy boost changes they made, but it would be funny if the sole reason the update broke my mod was because it was trying to make the same balance tweak i already made
that would be funny yeah
although she does kinda cast her emotions away for a while in the answer so hmmm
ooooooh, wait a second. let me check the answer table then.
uhhh, id 7 now gains 15% from being shifted to, but i think aigis is 12 now, right? the answer's tables still has boost data for door, old aigis, and shinji.
lol you're joking
heartless feels like 3.0x crit multiplier on enemy side
no joke
maybe it's how they made metis gain more theurgy from shifts only from aigis, since i don't know how that's done
uhhh, i mean, unless they modified difficulty param too...
vacuum slash dealing almost 400 damage does not sound like vanilla merciless
on enemy side
im still only 4 hours in but this dlc is significantly more balanced than reload base
there's a BP_BtlCalcParamAstrea for some metis-related things
that's great to hear. i was hoping from the start that they'd keep with the answer being more difficult. the only reason that worked so poorly in p3 fes was because the tactics system doesn't mesh super well with a challenge mode. and with no compendium.
early game is early
but so far i had an easier time with fes
base reload was very good at tricking you into thinking it was balanced
i'd said before somewhere that the answer might be the best persona combat we get so far. but, yeah, i was also really satisfied with reload's balance until theurgy was introduced.
so, you know
answer is designed with the theurgy in mind
like, it feels like it fits way more
chalk it up to it being directed by soul hackers 2's battle planner

hmm, i'll definitely have to be careful not to copy the exact same changes over and expect it to work in the answer, then
the only thing i found to be funny so far is that the clock exists, but returning to the dorm also heals you for free
i get that losing arcana burst is supposed to be a punishment, but it's actually a reward in disguise due to some of the cards lol
I'm genuinely considering doing the opposite
pulling from answer into journey, and lifting some of master quest's restrictions
oh, yeah, that would work too
master quest's ruleset in the answer sounds awful im not even gonna sugarcoat it
let's just figure out exactly what those changes are
endgame is probably way more chill/out of control ig
(and, i will be brutally frank and honest despite how much i do not want to tell other people how to make their mods, but i do think mq's heal/recovery item ban is excessive and changing item effects and scarcity is a better solution)
but you didn't hear that from me
it had worked very well so far
it only really filters unprepared players
oh, i mean, yeah, it's not that it's too hard, i mean
revive is probably the only one i see value in reverting
yeah, it's stuff like that
it seems like bringing yukari and ken is extremely important
and then making sure to conserve their sp because you're screwed if they run out
nah just dont die 
...wait, shit, no, i am giving my unsolicited opinions on mods i have not even played. that was the thing i was supposed to not do.
it is not your forgiveness i care about, but my own hypocrisy and moral failing
really hard to tell which feedback is legit and which feedback comes from people who don't even use buffs
the only feedback i've ever gotten that has ever, ever genuinely bothered me was when i saw one guy complain that it's awful the mod's idea of "difficulty" is just cutting the player's damage in half
but... it's the same as merciless, x0.60... it's not my fault...
very sad stuff
oh shit i had the same kinda
they were complaining about a huge damage reduction that wasnt even real
like "my maximum damage is 20 wtf"
did you remove the big weak/crit multipliers from merciless?
Yes, but it wasn't applicable in this specific situation
they were spamming Agi on a shadow that is not weak to fire
and were not trying any other element
oh, well, yeah, early game agi does about 20 damage
im pretty sure 90% of people who quit got filtered by Priestess, it's huge shock therapy
i'll have to giga nerf her when i finish the answer
took me 3 hours of attempts and i was being semi-optimal, so ig that's fair
(lie, because i was on tactics)
these are the five difficulty settings i've more or less settled on, anyway. maybe not all perfect, but probably enough variety someone can find one they're comfortable with.
kinda hard -> merciless -> maniac -> maniac+ -> maniac++ door must die mode
at least they are better than base reload. Base Reload was too easy.
that was funny when i realized the x1.20 ailment accuracy on merciless was to offset the x0.80 enemy ailment accuracy, but also that they got the math wrong and it should be x1.25.
in my case, i did see a stream of someone just barely getting through the priestess with like 15 seconds remaining after multiple attempts
which sounds like, hey, mission accomplished, it should be like that on the hardest difficulty, but he never actually realized she's weak to fire, so...
maybe i have to buff her
she needs a slight buff, also the shadows you fight on that full moon need a slight nerf in my opinion.
noted
i guess it probably forces you to restart the whole operation if you die to them, huh. i probably should be more lenient with them.
yeah i had to restart at least 5 times. The kouha skill is a bit stronger than it should be in my opinion.
i might be able to make them boss fights that do trigger the retry option. the mod's kinda balanced around knowing that feature exists.
since there's no time limit while fighting them like the original, there's no real tension, so i thought a good idea would be to make them trickier than regular enemies. that way, you really feel the impact of junpei's screw-up while you're trying to fight with only yukari.
that nue you fight in p5 with only ryuji was cool
by the way a few months ago i asked help about a problem the mod had. and you told me to redownload i did and i still have it.
i still have copies of every old version. i always do that with projects, have clip studio paint projects from 5+ years ago still hidden away.
you said i was missing DatSkillNormalDataAsset.uasset. and that to fix it i had to delete and redownload the mod. i did and the problem still remains so how do i fix it ?
is the file there?
since the band ace item only healed and not revived with 35% health as you said no it ain't there.
click the mod in reloaded ii, click open folder, go to UnrealEssentials\P3R\Content\Xrd777\Battle\Tables, should in there. should be 11 uasset's in there, that one included.
I'll play The Answer vanilla then on Heartless thanks for saying that
if not, then, uh, here it is, i guess

