#Persona 3 Reload | Master Quest
1 messages · Page 4 of 1
This is more on the changes involving the power of skills, and I think there's some room for improvement on this.
The Critical rate is mostly gutted now and that's pretty good. Same goes for the base of the skills for many phys skills. This allowed the fight to last longer and be more dynamic. If paired with fights with fixed AI, I believe thi...
they're 2-3 min fights normally
I'd say make them Frost Five colored
without Blue
so red green yellow and brown
was it actually, i thought it was elec (and then phys cuz they start shifting)
mitsuru felt L?
kinda
would you say the skill balance changed the fight for the better even without new AI
for zenon purple was all and final battle purple was phys yeah
Unless it was also elec (I didn't use elec because I forgot to give my doppelganger life surge)
absolutely

Akihiko's theurgia charge being high is a factor that made me consider him over Mitsuru
buffboy w?
since the fight isn't 3 sets of turns anymore
key word consider 
being longer in this case just means that we can actually get into the fight instead of nuking it
the theurgia spells are around the same though, right?
that wasn't changed?
i didn't touch theurgy yet cuz i wasn't sure how it worked
i will in the next patch

open to ideas cuz ugh
i do think they should still be the highest damage move in the set, it's literally the gauge ultimate
I think they could really implement more support ideas although animations are kinda set in stone lol
yeah anims shaft the idea
akimidko debuff!!
actually yeah why isn't electric onslaught the debilitating one
because atlus was thinking with the wrong head
boob physics
you could always add in extra effects on it
i can, yes
i don't want it to become a convoluted mess
no offense, but i look at memento moris theurgy changes for example and it feels like
I think that's fine for now, the odds of doing this to Lovers is pretty low with the changes you did
P5RR reference?
Junpei casually doing this and people still think he sucks before Deathbound
keep in mind the fight being longer also does mean that kind of luck becomes less balance-shifting
junpei literally having scarlet havoc base kit
maybe, maybe
was that crit with mq
they happen!!!!!
shinji kept getting them yesterday when i was testing
aki too
somehow
ailment probs
anyways I'll continue on the run
doggy op
oh i didn't use it yet but I'm 99.9% sure it will
omg playing as intended!!!!

Oh yeah
Can you like, make existing theurgia upgrade but for all?
Like how Fuuka's work
That can open up some ideas like for example, Akihiko's lightning AoE getting a Marakunda effect
gonna let you in on a secret
oracle doesn't get upgraded
revelation is something entirely different
Aw.
would need to make a new theurgy
I know it's making the new one that's cbt
Damn
those were confusing me too. some of it follows the skill id pattern, some doesn't. i just partially documented the ones i saw so far as i saw them.
3 +30 hp
16 shock low
19 confuse low
12 + 100 sp
21 +10 sp
21 confuse high
24 fear high
26 distress med
33 rage high
34 poison low
35 poison med
36 poison high?
37 random ailment low
38 random ailment med
39 random ailment high
40 crit rate low
41 crit rate med
42 crit rate high
43 slash boost?
44 strike boost
45 pierce boost
53 counterstrike
97 reduce wind low
133 light evasion low
190 ice amp
191 elec amp
192 wind amp?
193 light amp?
194 dark amp
202 arms master
233 dizzy boost
234 ignore resist
253 regen 3/invigor 3
254 magic ability ```
i don't quite see a consistent correlation
yeah, i had the same idea too. mitsuru holds a pike, and it's slash. ken holds a pike, and it's pierce. documented the weapon model id's with what kind of weapon they are, and assigned an affinity to each model. makes weapons feel nice.
some dumb models like shinji's strike boost weapon having an axe model and not a hammer model. brilliant stuff. nameless katana? it's not the katana model.
i think elemental attacks are just hardcoded to be unable to crit
tried giving magic a crit chance and even making it scale on str and it did nothing lol
everything below 52 is a boost btw
46 fire boost
47 ice boost
48 elec boost
49 wind boost
50 light boost
51 dark boost
52 was counter iirc
yeah, i assumed
shame that some skills just aren't obtainable there
i wanted to give a weapon almighty boost but nah that shit just ain't included
yeah, that's the same damn thing i wanted
weapons also can't be made almighty affinity but can be made anything else
Would you also give that treatment to the Koromaru Bone Weapon
megiddo ark, and it isn't almighty like in p2?
200 was strike boost iirc
anyway
fes didn't hardcode magic crits
almighty has crit in NM doesn't it
nah it had knockdown chance
but not crit
str-based almighty skills can crit in 3/4/5 though
but i haven't tested it for p3n
ah
but if something scales on magic, it can never crit
oh, they can't? i thought i tested that and it worked. maybe misremembering.
i think only phys typing and almighty can crit too
almighty bone 
i know weapons can have fuuka damage and it works. the fuuka bazooka is real.
have you tried setting magic to koukatype 2 does that do anything
anything after dark makes them just not have an attack stat in the menu like how fuuka doesn't
wtf is fuuka damage
i haven't cus i only tested it briefly
fuuka has her own affinity for her skills
i know
attacks of the fuuka affinity cause fuuka damage, duh
presumably, enemies that block fuuka block fuuka damage
you can make an attack use it and it basically just becomes almighty but unaffected by boosts
damn, no fuuka amp?
fuuka driver
make oracle have chance of fuuka damage megidolaon
Still wonder why she has an affinity
Was she meant to attack enemies at one point?
no lol
make one of the oracle effects set you to 1hp and sp 
its so it shows as a move type in the menu screen
its just to make them seperate in the menu
Fuukageddon
Oh
Well guess that makes sense
wtf is that skill animation
sinful shell
Primal Megidolaon
oh i never used the dlc shit
yeah, i tried to make them different
almighty is able to cus nyx uses it
and its specifically str-based almighty
if it scales on magic it can just never crit
slash/strike/pierce/almighty when st based can crit
if ma based, they cannot crit, even if magic is st based and given a crit rate it cannot crit
almighty is the only exception because of almighty attack
we're not talking about reload, right?
the same thing applies in fes, skill assignments on weapons are done with a separate table of values, even unused ones
some of your missing ones like 2 for example is in all likelihood +20 hp, same with 17 and 18 likely being shock med and shock high
you just gotta complete the table
yeah, i'm sure it doesn't have all the skills, but i'm sure it also has unused ones i won't find just by looking at the in-game weapons
fill in the gaps
the fun part is when items use unnamed skills that are hard to track, and thus can't be used for new skill slots 
ah, damn, some of the item skills are unnamed?
i was planning to see what you could do with those
i would look into stuff like incenses
i haven't checked p3n all that much but they've traditionally been unnamed and unmarked 
i was displeased to find that all the revive items just use recarm and samarecarm and can't have separate values. UNLESS.....
find some unused skill with the same animation 
well, there's so many item skills like, you know, bread this and medicine that, you really could use them and change their item skills
will people really complain if bread now restores 50 hp instead of 20?
the controversial bread buff
wouldn't that just negate medicine
yea
perfect, elizabeth has a 100% poison skill. it just needs to apply that to self.
use jin's for the bread
it's some really good tasting bread
you know, i was actually trying to get recarmdra to be able to kill you in some way since i put it on yukari. sadly, i don't think it can work like that. reviving someone without a heal makes them die, so it has to heal and not damage the user, and a 100% HP cost with the use-past-hp flag puts you in a sort of limbo state with 0 hp.
i was thinking, like, costs 80% hp, even if lethal
wtf lol 🥴
it's recarmdra. it's supposed to kill the user.
just has to be situational somehow...
p2 recarm-dora
exactly. the only reason it doesn't is because they couldn't figure out a way to implement it.
what
what? that's what it did in every single game before 3, but p3's system doesn't quite work with it.
i don't think it's that they couldn't figure out how to implement it lol
creative decision to change it
isn't it because the protagonist dying is game over? no other megaten games adopted the change.
seems impossible to keep it as it is, so they changed it
but maybe if i'm clever, i can make it closer...? maybe.
recarmdra as a whole is shit design, should not exist
</3
i think recarmdra is funny
shit design is revival beads and balms of life being equivalent to recarm and samarecarm
literally zero reason to keep those skills
i think eternal punishment's recarmdra is fine
kills user to revive everyone else with 25% hp
yeah, it wasn't bad
you need to then heal everyone else and revive the person who sacrificed, so its still useful for turn economy but hardly a get out of jail free card
exactly
It's only good because there is no alternative without downsides
it would be shit in a game where oracle and divine intervention exist
turn divine intervention into recarmdra 
give this to shinji, feed into junpei/aki
literally synergy
Infinitely farmable Soma
only losers farm that shit tho
Perusona 2 Batsu
are you a loser bdjk
its over
I'm doing this now and you can't stop me, sorry
don't call bdjk a loser
i put recarmdra on latergame shinji too. my current testing for it now is reduce hp to 1, revive all members with 1 hp. i might need to have them revived with a debuff too, not sure. (keep in mind mediaharan isn't necessarily a full heal from 1 hp in this mod.)
but, you have to find out what doesn't work to find out what does work!

he had ali dance equipped so he dodged it bro
what?
canonize pocketwatch
actually this isn't as cool as it sounds because bloody charge is 40% already
nvm
aww
||this would be even stupider in p3n considering he gets shot in the back now||
all i did was make the game check for the flag for his max link epi and set his unlock and sortie values every day if it's 1
Nah that happens in P3P too
The idea is the pocketwatch stopped the first shot
so you're saying he's a coward? 
Goku survived the dodonpa because of the dragon ball hidden under his gi bro
it's perfectly plausible depending on the gun
takaya has a s&w 500 magnum
(a pocketwatch will not stop that)
Back in the future 3 when Marty copied the Poncho zombie in PvZ2
no, it's a different mod
Make it so Shinji gets too shot by Takaya if you cheat him into any of the Takaya fights
i was gonna upload it today

i mean that's what fes did too
i found a genius
what the fuck am i looking at
nice, got that extra tarunda for the sp save
he deleted god's hand and went "i never use this skill anyways it sucks"
this guy is high iq
Perusona youtubers are a different breed
bait
nah this is unironic
Proof
hes fighting every enemy with basic attacks and level 1 elements
all of his personas are like level 30
mudkip also kept single and aoe buffs on all characters
lmao
"because i don't want to waste sp sometimes"
hamamudotrue kept sukunda over masukunda on yukari
and deleted koro's phys attacks
big brain stuff
didn't mudkip also put in like 15k gb points to remove agility as a mechanic
i didn't see
aoe's have less accuracy anyway, so you want to keep single-target debuffs. everyone knows that.
Tbh that has its uses but
It's one thing to keep Ziodyne and Maziodyne and another to keep Zio and Mazio
it's literally a waste of slot
No keeping Zio could actually be justified
How.
dynes are bad enough to where keeping the lower level ones just for knockdown and ailment (its the same rate) isn't even that bad
not as if you're ever using magic against neutral resistance anyways
yeah, reload really hated -dyne spells specifically
i did that in p3p too
Oh is this an SMT IV situation

okay no this guy is a genuine genius
let them cook
you're biting the bait
yes but not in the "I'm playing optimally" way
it has underlying sarcasm
100%
i dont think someone who uploaded this is being ironic
He has more views than me
jealousy
bdjk owned
miserable because they have a purposely gimped kit
it makes sense lol
this guy is hilarious tho
shadow of the abyss was an ok fight i had to make new build for it 
hes only using aki/yukari/mitsuru
i thought that one was auto win
GOATed comp, covers all debuffs
or is that a diff one
takaya version is auto win
Shadow of the Abyss was way scarier looking than it was actually scary
you fight it once as a scripted fight then again as the final monad boss
this is before Elizabeth
I lost 4 times on the boss before it and won the Shadow of The Abyss fight first time
He was aight, I did a magic + phys strat lol
i don't remember what i did but i do remember it took some effort
ended it with reflects though
i remember one shotting it with ken theurgia
amada boy op?
hes cracked trust
he was very cracked
I have it recorded
shoulda used mamada bdjk...
It's stupid
:sh2_true:
:sh2_true:
[Reply to:](#1218154340775231508 message) if Anubing with whole party was a more prevalent strat
phys_true
akihiko
only akihiko
or bring aigis to help out buff amp
Nah I'm banking on great clock tutorial
mmmmm not quite, as sh2 doesn't provide rewards for anubing in that same sense, it's a damage additive, so you still want dynes
or the funny multihit ones
Stack per target hit would be insane
I'm guessing by Maha skills you just mean the Multi-Hits
Which for the purpose of building stack i guess they're kinda useless but they help clearing out enemies quick with stacks by already having some damage spread out to enemies with that weakness
At least that's how, I've interpreted the way to use them
buff amp boy W????
Yeah but this is a great tool to show Akihiko's uselessness
mutate hiito rizaa
"oh I have matarukaja he should be good now, right???"
wrong channel btw
lol
Need to know real quick
Were any changes done to the Priestess boss?
Need to know to discern whether I was having skill issue overload or not
meovv changed the affinities a bit and made the adds target weakness
Hm
Well i was getting instakilled as soon as those got a turn 😭
Her 2 little guys exploited Junpei and Yukari's weakness and then hit me on the way there
After that, Priestess did cleanup with a Bufula on me and i was a goner
Though one thing i think might've have affected the battle a little was not having Eiha or Kouha
I had that on my first go-around and i think the adds had that as weaknesses
meovv made the weaknesses fire/wind/elec iirc
For real???
yea
Because i used Wind on the adds and they resisted
Same goes to fire iirc
And Elec
Lemme get there and record in case it's smth unintended
Alright i think i missed
One thing
I found the add that was weak to fire
The one that resisted wind tho was still there
Ok nvm I'm just washed
There we go
Never-seen-before MQ Skill Issue gameplay warning
viewer discretion is advised
no
the weaknesses are same as vanilla
i just made the spawns random
it's fire/wind first then only ice in vanilla
mq makes it full random
Ah ic ic
oh and slash/pierce too
mq removes the phys weakness
dub jumpscare!!!! aaaaaaaaaa
So they have no phys weakness
I honestly didn't remember them having that
@ashen pulsar thanks for description update now i dont have to do it
I think i just got massively unlucky that one time to have not tried fire
Cuz then I didn't and then my whole team got shafted and i got Bufula'd in the end by the priestess
Don't know if that's avoidable i think lvls 10-11 might be enough for this fight unless I'm reaching
Massive skill issue
It seems to be mostly the same if you have the right strategy at hand. However, if one mistakes the persona used and whatnot, it can be devastating. Likely not everyone had the idea to get potent healing items this early in the game, but it will help a lot. As you can see here, I can just shrug off damage and with some luck, have good RNG in the...
Jack Frost with Agi my goat
Not the Agifrost 
i didn't 
WE STAY WINNING
Gosh that was hard
Props to MQ i don't think i woulda actually been challenged like that without it
Had to do a bunch of Rakunda and Tarunda and the fully random support shadows really added to the tension
pog
smh taking my credit 
Difficulty Param:
Removed Merciless Weak/Crit damage boost (Player Side only)
Theurgy:
Hack n' Blast - Reduced Power to 200, Crit to 1% (Additive with boosts and guaranteed under Freeze)
Scarlet Havoc - Crit to 1% (Additive with boosts and guaranteed under Freeze)
Bleeding Fury - Reduced Power to 250, Crit to 1% (Additive with boosts and guaranteed under Freeze)
Maximum Firepower - Crit to 1% (Additive with boosts and guaranteed under Freeze)
Orgia Mode - Crit to 1% (Additive with boosts and guaranteed under Freeze)
Proposed (Not implemented) changes to Theurgy:
Orgia Mode - Include AI Tactics Fixes in Master Quest for better control of Aigis
Adjust power for: Electric Onslaught, Trickster, Jack Brothers, Lightning Spike, Divine Retribution, Hound of Hades
Best Friends - Increase At/Df/Hit/Ev/Crit to All Allies, Remove Charge/Concentrate
BtlCalc:
Reduced Accuracy Floor 50% -> 0%
Increased Accuracy Ceiling 99% -> 100%
Increased Ailment Accuracy Ceiling 99% -> 100%
Increased Escape Rate Ceiling 99% -> 100%
Reduced Charge 2.3x -> 2.0x
Reduced Concentrate 2.3x -> 2.0x
Lowered Player's Ailment Recovery Rate 70% -> 50%
Increased Enemy's Ailment Recovery Rate 30% -> 50%
Junpei Crit Boost 1.2x -> 1.1x
Junpei Crit Amp 1.4x -> 1.2x
Akihiko Buff Boost 1.1x -> 1.2x
Akihiko Buff Amp 1.3x -> 1.5x
Reduced Poison Damage Ceiling 9999 -> 250
Reduced Poison Damage Per Turn 20% -> 5%
High Counter 20% -> 50%
(/j)
BUFF AMP!!!
sukukaja_true
I mean
depending on how exactly it works in p3n
Akihiko with sukukaja now might be better than Ali dance
if sukukaja applies a reduction to acc the ceiling being 0% is nuts yeah
i have to check 
inb4 its acc floor and ali dance op
wdym
It does that for everything that can miss
If it has 100% acc Ali dance gets fucked
If it has 99% acc Ali dance makes it 50%
ali dance truthers
then it wouldn't set all hit rates to floor
100 would be 50
ig
1.5x buff amp?!?!
akihiko now the hardest hitting character in all categories? 
why did you nerf poison damage % btw
cap makes sense but now it's kind of a nothing ailment on the player with the only downsides being no shift/theurgia
budget unshaken will 
bdjk: akihiko sucks
also bdjk: buff amp is goated
now it's good?
The passive is good, it's just on a bad character
That's the problem
He's carried by the passive basically
the issue is that it doesn't synergize with his own skills
Yea
because 250 damage is a lot in early game, and decent in lategame, where 5% would be a ridiculous number if uncapped
okay buff boost/amp going back to their default values i guess
🥴
aki S tier for a total of uhhh
13 minutes
good while it lasted
but yeah technically buff amp makes akihiko a better magic user than midsuru, buff amp is stronger than her magic ability sword and she doesn't have a damaging trait 
uhh to add onto this
poison should be chip damage, not the primary choice of damage dealing
looking at you and your yukari bow
actually shit wait
this change makes jin actually hard again LMFAO??
potent stim is poison
How to make Yukari poison bow nerfed
Remove poison effect, lmao
her having poison bow isn't that bad
Does the poison get really strong?
yes
it's 20% of the enemy's hp
always
regardless of level
so if yukari poisons someone you can just spam guard and win
The level 2 Yukari killing the level 80 enemies
I’m kidding
It got them pretty close to death tho whenever i used it
poison doesn't kill but it gets you 80% of the way there
Yea
Pretty useful
Didn't know it was still relevant late game
Fixing the issue with the Poison Bow would probably require changing poison entirely
Unless that 20% behavior is specific to the bow
no
it's poison in general
lmao
the bow isnt as bad as you think
she has poisma
which has even higher hitrate
Does full moon bosses take poison damage or do they block it?
every boss except tartarus gatekeepers and jin block poison
I'm pretty sure most full moon bosses resist every ailment
koromaru virus breath goated 
poison imo is best as a chip damage additive (5% WILL be 250 in the lategame lol)
why did they give the almighty ailment skill to koromaru and not the ailment-focused magic user
you slap poison on the enemy and it just adds bonus damage while you keep fighting
Kinda wasted on enemies with adds tbh
poison being the primary damage source is stupid
Yea that makes sense
So Poison is going to be left as is or are you going to nerf it?
I mean sounds pretty clear they're gonna nerf it to me lol
big nerf and i gotta test jin after this lol
i mean tbf i can just armageddon him after the megidolaon and vorpal blade
but poisoning him before second phase doesn't make it an instawin anymore
suboptimal, even
you technically need to be overleveled for armageddon but chances are you will get it normally cus this game gives you a billion xp
Difficulty Param:
Removed Merciless Weak/Crit damage boost (Player Side only)
Theurgy:
Hack n' Blast - Reduced Power to 200, Crit to 1% (Additive with boosts and guaranteed under Freeze)
Scarlet Havoc - Crit to 1% (Additive with boosts and guaranteed under Freeze)
Bleeding Fury - Reduced Power to 250, Crit to 1% (Additive with boosts and guaranteed under Freeze)
Maximum Firepower - Crit to 1% (Additive with boosts and guaranteed under Freeze)
Orgia Mode - Crit to 1% (Additive with boosts and guaranteed under Freeze)
Proposed (Not implemented) changes to Theurgy:
Orgia Mode - Include AI Tactics Fixes in Master Quest for better control of Aigis
Adjust power for: Electric Onslaught, Trickster, Jack Brothers, Lightning Spike, Divine Retribution, Hound of Hades
Best Friends - Increase At/Df/Hit/Ev/Crit to All Allies, Remove Charge/Concentrate
BtlCalc:
Reduced Accuracy Floor 50% -> 0%
Increased Accuracy Ceiling 99% -> 100%
Increased Ailment Accuracy Ceiling 99% -> 100%
Increased Escape Rate Ceiling 99% -> 100%
Reduced Charge 2.3x -> 2.0x
Reduced Concentrate 2.3x -> 2.0x
Lowered Player's Ailment Recovery Rate 70% -> 50%
Increased Enemy's Ailment Recovery Rate 30% -> 50%
Junpei Crit Boost 1.2x -> 1.1x
Junpei Crit Amp 1.4x -> 1.2x
Akihiko Buff Boost 1.1x -> 1.2x
Akihiko Buff Amp 1.3x -> 1.5x Reverted buffboy to vanilla 
Reduced Poison Damage Ceiling 9999 -> 250
Reduced Poison Damage Per Turn 20% -> 5%
True
You need to hang out with yongyea tho
only if you're a dub player
Also from what I can tell, Crit Boost does pretty decent damage in early and mid game so I think that's good
Also wdym by reduce power to 200 on hack and blast
It's 200 in vanilla iirc
its 250, check aqiu
i also physically changed 250 to 200 on the table
so yeah its 250
its 250 yeah
more like it will synergise with koromaru lmao
although the 1% crit harms junpei the least
He already synergizes with Mitsuru as is
cus he gets +10% by default
why koro
revolution
+15% crit with no conditional requirement attached
this game's crit boosts are so good that im not scared of making skill crit rates abysmal
the boosts will make them "good"
it will make apt pupil dogshit but no party member has that innate
so who care basically
no its base
funny havoc shouldn't be a crit gamble skill to begin with
im ok with it being enabled off of ailment synergy
but not pure gamble
2 + 5 + 15 (+15 Mitsuru W) is not bad though
1% scarlet havoc crit is authentic to p3
now you just need to make it do no damage and it'll be a real p3 reference
theoretical max crit for scarlet havoc (without freeze) is 97%
Speaking of which, you're gonna like
Touch a lot of bosses' ailment spreads, right?
actually no its 100%
Hm? How
crit rate amp overwrites crit rate boost btw
so -5%
1 + 15 + 15 + 7 + 1 + 60 + 15 oh wait yeah that's 100
But that involves distress
Lmao
Yeah
mitsuru eerie sound peak
wheres source on that
is that how we found out that shock rolls for crit twice as well
Scarlet Havoc 1%
Apt Pupil x2 (2%)
Crit Rate Boost (+5% = 7%)
Crit Rate Amp (+15% = 22%)
Overwrite apparently so (-5% = 17%)
Mitsuru Boost (+15% = 32%)
Distress Boost (+60% = 92%)
Revolution (Idk exact % but it will be 100%)
15% revolution
And it stacks with rebellion
Yeah
requiring several boosts to maximize the potential
You get Revolution starting Yabasshah
And Matarukaja
So at that point you have basically all tools
For crits being decently reliable
You might need to be good at s.links though
Lmao
how much is rebellion
7%
Apparently been like that in P5 too
I guess it makes sense
7.5% to 15%
But since the game rounds down
Voila
can junpei get apt pupil equipment
his ult weapon has it
ah
lmao
We freeze people
yoooo??
I think that's used for battle end dialogue
Like the stuff on the tutorial
When the gang first uses AOAs
yes, i dont care what it is, as long as it's something that executes at the end of battle
i'll check tho
It should work then i think

it does execute after all battles
because of the split-up mechanic
this script handles it

oooh nice
Yooooooo
[msg MSG_SUGGEST_FUKA_00 [Fuuka Yamagishi]]
[uf 0 5 65278][uf 2 1][uf 4 5 6 0 65535 50 0 0][uf 3 1 3 0 65535 5061 0 0]We've secured the area. Do you want to send someone out to scout ahead?[n][uf 1 1][e]
[msg MSG_SEPARATELY_YUKARI_00 [Yukari Takeba]]
[uf 0 5 65278][uf 2 1][uf 4 5 2 1 65535 65535 0 0][uf 3 1 3 0 65535 1002 0 0]I'm on it! Just let me handle this![n][uf 1 1][e]
[msg MSG_SEPARATELY_JUNPEI_00 [Junpei Iori]]
[uf 0 5 65278][uf 2 1][uf 4 5 3 1 65535 65535 0 0][uf 3 1 3 0 65535 2001 0 0]C'mon, dude. You know I'm the man for the job.[n][uf 1 1][e]
[msg MSG_SEPARATELY_SANADA_00 [Akihiko Sanada]]
[uf 0 5 65278][uf 2 1][uf 4 5 4 1 65535 65535 0 0][uf 3 1 3 0 65535 3001 0 0]I'll go. My training's prepared me for this.[n][uf 1 1][e]
[msg MSG_SEPARATELY_MITSURU_0 [Mitsuru Kirijo]]
[uf 0 5 65278][uf 2 1][uf 4 5 5 1 65535 65535 0 0][uf 3 1 3 0 65535 4001 0 0]Allow me. Don't worry, I'll clear us a path.[n][uf 1 1][e]
[msg MSG_SEPARATELY_FUKA_00 [Fuuka Yamagishi]]
[uf 0 5 65278][uf 2 1][uf 4 5 6 1 65535 50 0 0][uf 3 1 3 0 65535 5068 0 0]Oh, I think Koro-chan's volunteering to go! Well then, we're counting on you, Koro-chan.[n][uf 1 1][e]
[msg MSG_SEPARATELY_AEGIS_00 [Aigis]]
[uf 0 5 65278][uf 2 1][uf 4 5 7 0 65535 65535 0 0][uf 3 1 3 0 65535 6019 0 0]I'll go. I have experience conducting solo missions.[n][uf 1 1][e]
[msg MSG_SEPARATELY_AMADA_00 [Ken Amada]]
[uf 0 5 65278][uf 2 1][uf 4 5 8 1 65535 65535 0 0][uf 3 1 3 0 65535 7002 0 0]Leave it to me! There's no way those Shadows will find me![n][uf 1 1][e]
[msg MSG_SEPARATELY_KOROMARU_ [Koromaru]]
[uf 0 5 65278][uf 2 1][uf 4 5 9 1 65535 65535 0 0][uf 3 1 3 0 65535 8001 0 0]Arf, arf![n][uf 1 1][e]
[msg MSG_SEPARATELY_ARAGAKI_0 [Shinjiro Aragaki]]
[uf 0 5 65278][uf 2 1][uf 4 5 10 0 65535 65535 0 0][uf 3 1 3 0 65535 9005 0 0]I got this. You cool with that?[n][uf 1 1][e]```
P3RE Tiredness...
There's actual code for that still around?
no, i mean the actual split up that is actually in the game
if after every battle i run a timer, and kick out tired people, it acts as tiredness would it not

poggers
tiredness bros... we won.
Lmao more or less >:3
Oh the floor scouting
you can just disable sortie, they'll leave tartarus and be greyed out in menu
its supported by the game already
even better, if sortie is reset every day without me having to manually re-enable it, i can implement this so fucking fast
omg
oh yeah
i can also use this to set all Theurgy bars to 0 after battle

at least i think i can

there's a function in mod menu to fill the bar and i think it just sets the rate to 100%?
if it's a restore function then i cant
nevermind
it's SET_TP
i can set it to 0 methinks

no balls u won't
@vale wharf can't tell if it's either not executing or if something went wrong in compilation 
gonna slap it on every function in the bf instead of just 000
theres just no way this isnt executing on every battle though
makes no sense
~~inb4 it's hardcoded/a BP determines when that BF executes after a battle and not just after every single battle
~~ /j (hopefully
)
there is a flag
actually
opcode issue pretty sure
there's a flag in the field sector
FLD_DNG_BATTLE_END_CALL_SCRIPT
resets to 0 after every battle or changing floors
i'm convinced the game is just running the vanilla bf
@vale wharf you wouldn't happen to know if it's normal for BFs compiled by AtlusScriptTools to crash upon being re-decompiled would you
because that happens here
im just assuming something's going terribly wrong when i compile lmao
actually yeah, cuz i can decompile mod menu or my own stuff just fine
something fishy's here lol
When you say crash do you mean AST crashes when decompiling or are you describing Compiling -> Decompiling -> Compiling -> Game Crash
either way neither of those should be happening as far as im aware; closest to that would be if you put the BF in the wrong directory or something but otherwise if the file compiles it should work fine
i mean as in
decompile original
edit bf
compile new usasset
attempt to decompile new uasset
get error
Hmmm as far as I'm aware that shouldn't be an issue at all
i see it as an indication its not properly compiled, because i'm able to decompile my own modded uassets just fine
i did it to reverse mod menu too
Yeah I went ahead and decompiled the uasset I made for Rewatch TV just fine so something's up with that file 🤔
could you maybe try replicating? Xrd777/Field/Data/DataAsset/Bf/Dungeon/BattleEnd/BF_Fld_BattleEnd.uasset
if it works maybe i'm just on an extremely old version of the fork ig
decompiling and recompiling with no edits should do the trick
once that's working i'll have to figure out how split-up works because i suspect the chance is 100% and it's instead controlled by a flag that gets toggled on floor change
having a BF dump similar to how we have a full MSG dump would be so good 
Doesn't Unreal Atlus Script do that or does that do something else
were you actually able to tell if changing player/enemy ailment recovery rates has any noticeable effect? i have them both set to 50 too, but my tests setting them to 1 or 500, i didn't notice a difference.
I can't even compile anything apparently because i just get "invalid flowscript file format specified" every time i try to compile no matter what i do 
oh wow yeah there's a LOT that cant decomp properly here
yeah, a lot of this stuff, i change values, but it's not much use if i can't figure out exactly what they do from testing. still not quite sure whether to raise or lower "KnockdownRateAttackingDownCharacter". i don't think i found any differences in testing it.
wow
Ok i ended up figuring it out and got it to decompile again just fine
i can at least say my changes are in fact here though
or rather
unreal atlus script decompiled it with my changes here
so uhhh
thing is, this script gets loaded when you enter tartarus
its logged on console
so whats up here
what was the issue 
the init BF for tartarus gives Pop Register Opcode WIP error, RIP
Looking back i think i didn't really fix it, for some reason it would only compile if i passed -OutFormat V1 instead of -OutFormat V1RE even though from what I remember you're supposed to use V1RE for reload files
i looked at the file in a hex editor and the compiled file definitely wasn't correctly formatted the way the original was so I probably just did it wrong lmao 
(in my defense i really haven't done much at all with reload flowscript esp not for a LONG while now so I am very lost on what Im supposed to be doing lmao)
yeee i dont think this is possible yet
rip
so close tho
good news and bad news
bad news: what the fuck is triggering this LMAO
One of the uses for that thing is the text post-tutorials so maybe it's somehow triggering for every post-battle text?
yeah this is injected into the post-tutorial
but thing is
this is always loaded no matter what
so i dont know
bruh i can also confirm the flag is what makes the script run
whats going onnnnn LOL
it triggered normally now??? hello??
Programming in a nutshell
Try restarting the game and see if it's still 50/50 if it works or not
da man would never get tired
i will give him 9999999999 stam
real and true
I guess Yukari wasn't kidding about Tartarus being tiring on the first mission...
Can't imagine why it's wacky like that
What does the log window say
nothing, i disabled UAS to make sure it wasn't related
ok, didn't load in Adamah
Thebel only maybe?
yes
Reload code what are you cooking 😭
Only thing i can imagine it being is that battle end file being like a one-off specifically for the earlier floors but that seems unlikely
Is there any other file that has text related to post-battle text?
not that i know of
anyway, theurgy gauge reset is working here too
and immediately after, someone asks to scout
because it's 100%
Oof
Might be worth downloading that text dump .txt and search for any of the post-battle lines to see if they're not in like
2 separate files or some shit
im just confused, because scouting uses this script
if the flag for the script to be active is on this should execute no matter what
did not work in august
maybe it stops working after split up is unlocked? that makes no sense
even funnier, like
its loaded when you enter tartarus
always
tf is going on
seems to be locked to certain floors
but uhhhh
if that's the case
that means that scouting/splitup is also hardcoded to only happen in specific floors...?
🤔 huh
well what i can try here is
see what floors split-up has happened on in the past
enable flag in them
see if it works
thing is
its a fucking flag and i am tripping the flag
whatever's going on, there's a second, hidden, completely redundant check here
why??

I'm guessing you already tried checking if anything else checks for that flag
most sensible guess i could have is maybe as some kind of balancing/pacing decision to force things so that the option doesn't appear too often or something, but this is ATLUS so who knows what the real reason would be for that lol
Or at least if anything else is affected by it
I saw scout on thebel
???????
do you remember which floor?
can shinji scout
Well if it's used by the scouting mechanic then i guess see what else there is about that??
i'm severely limited because the init script for tartarus dungeons is undecompilable
yeah scripttools doesnt support it yet
I guess Unreal Atlus Script's BMD/BF dumping thing wouldn't help much either would it
nope
only says failed to decomp
it loads the endbattle script every time i enter tartarus but that's also not telling me anything
Are you re adding the fatigue system?
trying to and fucking dying
The main thing that's confusing is that apparently your script is working on some floors but not all of them, which makes me wonder if there's any kind of pattern to which floors work and which don't
Because at least if there's a consistent pattern to it then that's not necessarily great for the mod (since obviously it's best for a fatigue recreation to work on basically any floor lol) but at least you'd have an idea of how it works basically
And then if there isn't then welp GL ig 🫠
The scouting seemed kinda random tbh
i mean yeah, cuz its meant to be random
best way to find out would be ctrl F on the flag that enables the script
but we don't have BF dump, and the init for tartarus also doesn't work on decompiler
so i have to bruteforce every floor
which uhhh
i'd rather not?
Tbh i assumed you were using some way of forcing the flag to be on automatically all the time which is why I said that whoop
(like hooking another BF somewhere that also is always loaded/executed in tartarus and setting the flag there)
the scouting is mostly random but there are definitely floors you can't send members to scout on
so maybe thats why its only working sometimes?
Well Doors said they got a scouting to happen in Thebel
So idk if it's really impossible anywhere
no i was toggling it every time i changed floors lmaooo
it is possible yes
I would laugh if the scouting toggle was changed to the fatigue system
Fuuka: “Hey, there’s this really cool item and I’d like on of you guys to explore—“
Teammate: “I’m going home, bye everyone”
Nah because then it wouldn't be fatigue it would just be bullshit
i'd like to confirm if scouting is forced, as in, will always happen even if you savescum
cuz if so you'd be able to savescum tiredness too
I'm not sure, I think it is?
Alternatively, we can employ OG strats and rush to the boss floor then grind, if it's anything like scout then if we know the next floor's layout, it won't trigger
if we could get a savefile where there's a guaranteed scout on a floor i could load it and check for flag 1526+Field
if it's 0 that means scouting in the battleend script is unused
for some fucking reason
i doubt it tho
maybe scouting only happens on floors you've never seen too
I was under the impression that that's exactly the case
So floors where you have monad doors doesn't apply
if i get really really desperate i can make it so that your party becomes tired after a gatekeeper
but thats kinda ass
they wouldn't leave immediately
gatekeeper would trigger flag, then it would make them leave when entering the entrance again
so you could keep thugging it out
just realized that could bring back the fes glitch with split up
if i dont do it properly
lmao
this would actually make the clocks inside tartarus itself useful
cuz they're so fucking useless
That's actual ass but I think it's doable for anyone in the know
what part is ass
Like, getting tired after a boss and not going back to the entrance
adds some tension ig
if you wanna save you gotta let the team go back home
but yeah it could be ass
what if instead of just after a boss, it takes away stamina points from a teammate, and if it reaches 0, they get tired
its just that there's not really enough gatekeepers for that
Hmmmm I can see that working for intermediate players
Yeah but I'd imagine that's for the best of the best
Is that your target audience? Cause uhhh
If not then I hope the scout mechanic can work
I wonder, is it possible to remove instant SP Heal after the day/time passes and use the stamina system like that? Like it heals a certain amount of SP % instead.
for theurgy yes but for hp/sp not using flowscript afaik
How about reducing the times when rescue requests are done
Like
Make the deadline a week instead of the end of the month
Or make it more brutal like 3 days because they're not a navi persona user that can sense where tf the shadows are
It won't fix early game but mid game up to endgame, there's incentives to go multiple times in a month
i don't think that's something i can do
Aw.
well uh
i can confirm there's some kind of guaranteed element to scouting
got it to trigger in floor 100 twice
once naturally and once with flag
but flag only worked if the floor was unexplored
it doesnt use the flag at all

wth
Lmfao
oh this is funny as fuck
so
i think i figured out how to force it
it requires disabling scouting
if you set it to not be unlocked anymore, the script runs everytime
what the fuck lolll
“How to force scouting”
“First, you disable it”

I’m glad you figured out a way though! That’s a good step
Nice
what the fuck lol
it re-enabled itself

could it be that scouting has a special hidden requirement that i flipped and now it's always working
this was immediately after beating a gatekeeper after all
thats the only diff
its just
working
now
huh
could it be the flag resets itself with a lot of shit and its working now because i'm forcing it mere steps before getting into a fight
back to my 1/31 save ig
im also noticing
theurgy gauge isnt resetting if full
or well
shinji's isnt
i might have forgotten his id
oh brother
dont tell me thats it
that it resets with every little fucking interaction
i will flip
I love seeing a guy go insane
Also, uhhh
You're gonna make that not happen in actual 1/31, right?
ofc
xd
i think it resets over time and i legit cant tell what's triggering the reset
i think its literally either time or spawning the stairs
if its stairs i need to place trigger at stairs too
im pretty sure that's plausible
split up wouldn't happen if stairs were discovered
as that's the point of split
Uhmmmmmm
I had a weird happen to me
Black Frost leveled up
But bro doesn't have Growth skills on him
And I sure wasn't using him
Agidyne Bufudyne Matarukaja Single Target Boost Multi Target Boost Fire Amp Fire Boost Ice Amp
Do any one of those have a hidden growth effect?
Did you perhaps pick up a persona from shuffle time that was the same arcana?
omfg
it sets itself to 0 every time a piece of the map is discovered
you're shitting me
so you're telling me split up rng is calculated every time you enter a new room in a floor

Is the game spaghetti coding or just smart coding itself to where “hey, don’t touch this value or else I will revert it back”
its pure spaghetti
basically instead of running after every battle and going
5% chance or whatever of split up
instead its
100% chance of split up at the end of a battle
but only if this random ass value = 1
and it sets itself to 0 every time a new room is shown in the minimap
with a small chance of being 1
and if its 1, the next fight will do splitup







