#Persona 3 Reload | Master Quest
1 messages · Page 27 of 1
Here's all the nahobino skills Susano-o can get
Aramasa
Wrath Tempest (But aoe)
Thalassic Calamity (But aoe)
Moonlight Frost
Ruinous Thunder
Profaned Land
Sakanagi
Divine Arrowfall
Murakumo (No bonus)
Heavenly Ikuyumi (No bonus)
Miracle Water
Lunar Hurricane (No crit, pure rng on hits)
Paraselene Blur (Spammable)
Lord knows light/dark has shitass skills
the elemental ones don't really fit given susano-o has no magic skills
aramasa makes the most sense
i'd say definitely one of the phys ones, probably aramasa or wrath tempest given how he uses slash
he's level 77
Nah he's rank 10 fool
o
Yeah
i mean as long as you adjust the power to be competitive with brave blade
then sure
aramasa is 8 hits right
yeah but pandemid doesnt exist in p3r
hassou tobi power makes it incredibly overtuned
especially if you use the p4 version
hassou tobi power is like, double boosted severe magic
even at 10 power its better than MQ severe phys
lmao
If it looks like Tempest Slash in FES or Myriad Slashes from P5 that'd work
I can't think of anything that fits unless it's like
Vorpal
or Blade of Fury
and that's a stretch
maybe i can steal from Masquerade 
Tempest Slash in FES is basically just those funny slashes on samurai movies but purple lmao
while I'm at it i could add dlc back too
tempest slash
Lol
what
was thinking you could make non-unique severe aoe magic using the dlc skill anims
but idk if gamebanana would like that one
but yeah aramasa it is
You guys wanna see Aramasa 68 times
i do like aramasa
I did it to let Hayataro bite demifiend's balls off
It's the best skill to use for those skills that boost damage based on number of hits done
I remember now. During ||Invigorated Gigas|| in Tziah 2, I set up attack mirror strats without using tarunda. Except I let Mitsuru dieâŠshit
I know those custom moves are in drafts but I am hoping those will arrive a long with a version of useful descriptions only for Master Quest(that can be enabled or disabled via Reloaded or by deleting some files).
1 of the gripes I have v1.08 is no UD. So I had to get to user vague âthis will do medium damageâ. Where in actuality, that medium damage is different than in vanilla. And this is coming from someone who played through the pc port with the current available vanilla UD on
I think the non-descriptive ones are fine
obviously not ideal, but you could argue it encourages experimenting
It boils down to personal preference at that rate. Personally, I like seeing specific numbers and it feels off to play a hard mod that would (probably) hide those numbers unless you look at itâs code
And vague descriptions discouraged me from experimenting. Which explains my unorthodox way of approaching the Tziah 1 bosses and the upcoming humanoid boss right before ||Hanged Man||
probably could be solved with a compatibility patch with UD that well, adds UD for those new skills
đ€
do you really need to know exact damage for anything lol
Like i think the normal "undescriptive" descriptions do a good job of telling you what you're supposed to expect
Yes. Especially for the EX boss where I need to keep track of her HP to know if Iâm going to hit the next phase of the fight
i kept Zio on Aki for when the higher tier single-targets come around and using Zio still did low damage like it said it would
I mean if you just get numbers from the description it's not gonna tell you anything
Aren't those numbers like base power or smth
which is kind of irrelevant since rpg
Prolly like that except you donât see square root of number here. You would see the actual number after taking the square root of it
It would be hard for me to explain it without turning this into a full on algebra lesson
I mean i know what a square root is lol
and that still just tells you base power no?
What are you gonna do? It's not gonna predict the damage you will deal
The added info is nice. Itâs just boils down to personal preference
The one main big thing from UD is mentioning Crit Rate Amp overwrites Crit Rate boost so I donât accidentally have both of them on the same persona
Doesn't MQ show that too?
I know it showed in one of the crit+ skills that it doesn't stack
MQ doesnât
I think it was on Crit Boost
Unless that was changed in a patch
My playthrough ended on v1.08 and that was the last public build of the mod I played
You might want to double check your reloaded tool
Wouldn't help
unless i remembered the exact date i played on and saw that it wouldn't matter
and i don't
How? It would show the version of the mod you installed
but it was fairly recently so
Yes
I have 1.0.8 now
Ok good, youâre on the latest public patch
but if i have it now it's not gonna tell me anything about when i had it then lol
Naturally
But yeah iirc the crit boost skills do show info like them stacking and such
i'm gonna fact check you real quick
aight
you keep conflating master quest and "ultra hard cbt mods"
99% of the changes are entirely under the umbrella of things atlus themselves would have done
showing the exact numbers is not one
also medium means medium in MQ
vanilla game has different values for everything
in MQ, if it says medium, it's the exact same across all mediums of that same type
not true for getsu-ei iirc
Getsu-Ei's not a crit booster though
Unless you're saying it's
unnafected by crit boosting?
i wasn't done
Game has diff values for every element? đ
the numbers would unironically make the game even more confusing because you probably don't really want to do math every 5 seconds
you'd be complaining about wrong numbers when it's just you skill issuing at not taking stats and multipliers into account
numbers unironically make things muddier
No, but all phys is different
medium can be anything from a range
and the range is big
mq made it fully flat standard so there's literally zero room for ambiguity
the numbers are worthless there
If you want numbers, it's because you don't fundamentally understand how damage is calculated
Wait so basically Medium for Wind skills and Medium for say, Fire is all different?
Bro
i just said the opposite
What did this mean then
.
every single physical skill in vanilla has a completely arbitrary damage number
Is it like that in MQ too?
omg
Magic is entirely formulaic in Persona while Phys tends to have distinctions within tiers due to them serving a different fundamental purpose than magic
Damage numbers only help if you know how the game works
if you don't, they unironically work against you
how do you mean
the only thing you'd need to know is that st affects phys skills and ma affects magic skills
a casual player sees the bigger number and disregards all other factors in play
- Boosters
- Buffs
- Stats
Because the game told them the power is higher, so they'll pick whatever is higher
casuals don't check stats
i don't really think that's true
It is
i feel like that's assuming a genuine lack of literacy or just ability to do simple math from the player
you keep overestimating casuals when there's literally video proof of what I'm talking about
here even
if the average player doesn't realise a booster is increasing damage, then they'd still have the same fundamental issue
Yes? and it's a correct assumption
even if both descriptions are the same
they could have elec boost ziodyne and still use gigantic fist over it because "both are heavy damage, but one uses hp"
in which case the flat descriptions also don't help
i don't really think it makes anything more clear
i feel like its weird to complain about the damage ranges being different which makes descriptions confusing, but then phys skills in the mod all have lower base than magic, but nothing in the descriptions explain this
if anything, that's more confusing
are you're gonna tell me with a straight face that all casuals check IV/EV/Atk/SpAtk/Nature in their pokemon
no
they don't
persona has the exact same principle
they look at weaknesses and Heavy>Medium>Weak
i mean fuck Jet does this in their videos too it's not exclusive to absolute base level casual
i think if they purposefully inherited a damage boosting passive, they'll probably take said passive into account
which you can actually do yourself when given numbers, whereas its entirely vibes-based when given adjectives
not giving relevant info doesn't really help bad or middling players at all imo but does actively make it confusing for better players
numbers is bad design, strictly, im sry
in megaten it's strictly worse
for advanced players it's fine
for casuals it's unfriendly design
i can't really say i agree especially when phys and magic do different damage here
you'd thusly expect two heavy skills to do the same damage, but then often times there's quite a large difference in the mod
like, severe magic is almost 15% stronger than severe phys, but the game doesn't communicate this at all
idk i still don't see how it clears up anything
i don't think the game necessarily needs to give you the numbers, but not doing so does actively make it harder to account for things than having them
it also impacts multihits quite a bit
numbers makes multihits more confusing
how
"Weak 8 times" might sound bad, but "10 8 times" sounds even fucking worse
if we're to expect the ranges are flat, and akasha arts says heavy damage 1-2 times, then each hit would surely be as strong as gigantic fist or agidyne, right?
same with arrow rain. i'd expect each weak hit to be as strong as cleave
no?
literally just multiply it
you do
casuals do not
useful descriptions already does the square rooting for you
no meovv if the ranges are going to be flat in mq, like you've said they are, surely someone would expect two skills that say heavy do the exact same damage
Hi
but this isn't the case with multihits at all
ok whatever man I'll just randomize all the damage then
i think you're being obtuse on this point
either way, you don't need to include the info if you don't want to
I suggested a feature that should come into a later build of Master Quest andâŠyea
Im not sure why youre arguing in favour of casuals when clearly the mod isnt aimed at that.
I do agree with Meovv that it's better to have just general text to tell you what kind of damage a skill does
At least, I dont think it is, maybe im too casual to realise
It works for casuals and veterans alike
but when said text is inconsistent it kind of muddies the water, no?
it actively lies to you which imo is worse
No, it's not, but the bigger part of the self-proclaimed "experts" playing the mod are actually pretty inexperienced
It does but that's Atlus's issue
a bunch of feedback is just fuelled by dunning kruger effect
master quest is more of an overhaul than a difficulty mod
and Meovv is not doing Atlus mistakes (i'd hope)
it just happens to be harder than base game
MQ could use rebrand atp
Casual Quest đ
No, not really
Apprentice Quest
it's still a challenge ruleset but the things it adds are meant to still have the game be fun for casuals on normal
though i guess that's worthless since 99% of people who actually should be on normal get cocky and go merciless not knowing how to handle it
lmao
Admiteddly i skipped straight to Merciless on MQ when i played all Persona games on Normal
high iq: play master quest on safety
I began on merciless because the mod desc says it was designed and tested on it.
Anyway, no detailed descriptions is a final answer. The mod was always designed under the umbrella of "make changes only Atlus themselves would have done"
however a plugin would be awesome
sure
I'd use it
it would be good to have it be an optional thing. I agree with it not being mandatory
especially if you emphasize the fact that the descriptions are more accurate (medium not being a large range of damage)
I actually like the mod a lot, granted I havenât had that much time to play the mod due to work.
I saw the comments of your vanilla video showing how broken Persona was on X a while ago Meovv, and the replies were funny, lmao.
âYou are using a broken persona, this wouldnât have happened if you used a different personaâ
Literally 90% of personaâs can achieve the same thing
âWhy arenât you using other teammates? If you did, thenââ
the mod description makes those things ultra clear
By the way, youâre making a master quest episode Aigis, correct?
Yeah, but I need to play it first
No making changes to something I don't know
it took me a second to realize you were talking about Twitter
X
Thanks Elon
goofy ass name đ
Yeah that's the other thing
those comments prove my point
they were very funny
Mathematical Double-Struck X Character, the Everything App*
no like actually
remember that dude bitching about Priestess
And my name is Sandy Claws, nice to meet you
who was just spamming agi
and doing math surrounding agi
only
instead of trying other things
Was it the dude with a level 6 Junpei?
yes
Ohhh
who
Still kinda sympathize with him. Similar issue I had but Yukari kept dying
personally, i'd have had at least a level 7 junpei. dude was an amateur
just have yukari dodge the bufula that would've killed her like i did vro
nah, I'd win
someone who left an extremely scathing review on gb
ooooooo
like, outright aggressively
is the review still there
My Jack Frost with Agi will beat priestess
Yeah I'll screenshot 1 sec
ty
omoikane with garula is the real best strategy for priestess
I fused a unicorn for it
i didn't use resist ice to troll the libs đ
@west swift i cant help but laugh, he really ended with "fuck you i'm going to the OTHER mod, it's better (i can win there)"
Prolly would be better send the screenshots in bulk rather than one by one
it's okay
I can't believe you hit them with the "lower difficulty" comment đ
that's crazyyyy
Well yeah
well yeah
That's a legitimate suggestion
right, it's just very funny
They can switch it back with mod menu it's fine
Wait, you can use the mod menu to go from merciless to hard and then back to merciless?
yes
OhâŠ
like i had to reply with a full ass game guide
there should really be a mod to just let you change to merciless without the usage of mod meu
I think memento mori has that but that requires you to download a whole different balance mod
anyways let me keep reading
because they were clearly doing a bunch of shit wrong
I agree
Same
what XP restriction are they talking about?
It wouldn't help me other than testing strats but I can just do it after dying and not save after the fight
I thought this mod removed the level scaling anyways
mq lowers your xp drastically
1 level higher 25%
2 50%
3 75%
4 0%
oh okay
i might remove that
make it
1,2,3 100%
4 0%
i think I'll also adjust levels of shadows so it's required to do some normal battles
and raise gatekeepers
I do like the difficulty of priestess in base game merciless tbh, idk how you personally feel about it
probably the only fight in p3k base where I did feel that way lol
oh cool
which makes the comments even funnier
I'm happy with that level of difficulty then (sorry I'm still reading lol)
I just think her summons on MQ are really just out for blood but thatâs just me
I'll remove their phys resistance
The only thing of note is the agi vulnerability's removed
Thatâs a plus. Thx
In terms of balance stuffs
seems pretty fair
Just means phys is used to beat it down, that's what majority did on release anyways
yeah lol
that is what I did
although it would've been nice for fire to be more viable
I'd add the fire vuln as a real weakness, but shio says that would destroy the fight on tactics because of stupei
it just seemed pointless bc phys was doing so much more damage
phys? L
we use a skill we realistically shouldn't have til 10 levels later here
can you do hidden weakness?
it would be fine if the analysis screen was more detailed
yeah if the fire weakness is a real one, then tactics junpei will just repeatedly attack it thinking he'll knock her down but he never does
weakness would make him spam for it
Nah the numbers say fire will deal more damage
It's a 2x multiplier, only time phys will compete is if it crits and it barely does
yea in base game agi is the best choice if you know of the vulnerability beforehand
no hp cost and just stronger mathematically
jack frost also has pretty high ma
jack fragi
probably just down to my builds I had at the time then
real ones are omoikane truthers tho...
i omoikaned
goated
Omoikane is only for heirophant baggage after the thebel guardians
donât @ me
first perusona with jio and has good ma
Omoikane sucks (not Jack Frost with Agi)
wait they didn't have a persona with rakunda? I had one by that point and I didn't really try to get it đ
so i got it for rampage drive
yes they didn't
rakunda is on like two of the best thebel personas which is funny
bro probably didn't fuse for shit
I had to fuse a multi element unicorn to deal with summons because my tactics allies only focused the boss
can't believe they removed pikushi's rakunda tho
Anubis unicorn holy shit
I have an idea to appease the noobs
idk like if you're playing the challenge mod on the highest difficulty it should be expected of you to use good tactics?
đ
otherwise like genuinely set it to normal or hard
what if I make naturally obtainable revives (Balm/Bead) usable, but Aohige ones, no
yeah tactics AI are really bad at killing the ads and then if the ads don't die, they one hit the party members, so you have to really bank on mc either one shotting them or using items
man that was a funny review
if the game had assign target tactic the boss would be like a thousand times easier on tactics
common p3 w
Yeah, it was mostly that and using the lucky few gems I had to oneshot summons aa fast as possible
I would think that would be a good change
bc I got griefed mutliplt times getting revival items in chest only to see the funny flavor text
it's free money!!!
i think no revive items is more fun because it encourages actually keeping recarm/samarecarm and using the party members with them
i could boost the sale price
"This one is out of energy. I wonder if Officer Kurosawa will buy it off of me"
nobody uses the recarm skill on protag when they have access to revival bead lets be fr
Its not enough to afford better gear
its not uncommon enough to become scarce unless you're like really shit
Possible but I reckon that's around 40 or so revival beads the entire game
pls do
OHHHH right no healing items either
maybe that'd be good
did you remove the revival items from the shop or no?
i did
Theres some hillarity in it I'll admit. However, it has some parallels to my struggles with MQ Priestess
lIke I only won bc I got good RNG closer to when she died
I mean tbh, and I'm speaking as someone who hasn't played the mod, I would probably struggle too
I did fine against the vanilla merciless boss but I think the changes in MQ would make me have a slightly tougher time
I only really did it because the high tension of clutching a fight with your whole party dead in the early game was one of my favorite parts of itemless SH2
It's really not that big a deal but ofc if you let someone die in every single battle of course they'll be under level??
The way I see it is it's majorily with some self imposed restrictions like tactics usage or poorly planned persona routing that fucks people over
"slightly tougher" is kind of an understatement. Like blind Priestess in vanilla took me hours much like MQ Priestess
hmmm idk how to feel about that, I feel like if you're optimal you should be able to consistently deal with it
Yukari media isn't needed because Angel is gonna have Divine Blessing in 2.0
The only thing you didn't do as much is item usage iirc
oh yeah meovv
my thought was that I would probably struggle bc I do not play optimally lol but if you needed a few tries playing optimally then hmm
so I guess it depends how consistent it is or if it ends up being down to boss rng
but even then, her summons are random. Like if you dont have any way to poke at the sunmmon's weakness without leaving yourself open, run's ded
specify in the exclusives' descriptions that they are unique like how SMT V does it
don't accidentally make people excited to transfer it then they realise they can't lmao
good idea, put it in big red text lol

Yeah i was wondering if I should
but p3r also has uniques and the game doesn't say it
big red text, all caps
I think it's worth doing
Yeah but almost all of the P3R ones are inheritable which makes the few that aren't really strange
and MQ should fix that
you're adding a lot of new skills, I think you should specify
I will then, good call
imo Heaven's Blade feels like a generic enough skill to where it should be inheritable
since its on more than one perusona
have you seen the new list
unless you make it Michael exclusive
i added a few more
lay it on me
I should play with MQ sometime but honestly I haven't been in the mood to play P3R lol
1-15 hits would also be a waiting simulator lmao
the game just bored me so much initially at the end that it really soured me on the experience
it's pinned
this game doesn't do the hits fast like smt v
it should be 1-150 hits
How many hits is mobius rondo?
8
Shiva with the two exclusives
Personally, I do think you should wait for the 2.0 build to be out before playing the mod and also get all of the achievements in the vanilla game pls
in base game its 6 but i think in mq its 8
bet okay
Morbing move is single hit hassou tobi
I still haven't fought reaper or Elizabeth yet
you can onetap both
go beat dat reaperman man
I ended the game at like lvl 84 or something I was really trying to avoid encounters lol
its RNG as hell but its manageable
I could probably fuck up reaper but I'm guessing I'd probably need new personas to deal with Elizabeth's rules
I've actually never done the Elizabeth/Theo fight before in any version tbh lol
Yeam you'll need diff personas for Liz if youdont want to get griefed by "I bring you Megidolaon"
I just have my Siegfried bc I'm a casual and decided to not fuse him away đ
Pro tip, you only need basically 2 personas for it fully built and one with enduring soul
Oratario is now actually an upgrade to salvation rather than a sidegrade?
I like that
150 mp lets go
or that
i think things that are really good for turn economy should have egregious prices
tis only fair
yabusame will be 99% hp
what level was this at?
trust
Same here. Before I did it on vanilla reload and then on MQ reload. Same fights but with some differences that made me change my approach drastically
99
Although just no DLC and just heat riser and charge should kill the first turn if it crits
what if I make yabusame shot almighty instead of pierce
since it already pierces anyway
hmmm I wonder how the fight would go with my current party
Probably well, beating it at high 60s was my first time
tbh I also left yukari on the team too LMAO, she griefed so hard but I like her so that's why I left her on
I'd wager you can solo it with ailment null too
25% heals op!!
well, no one is gonna like my lineup for Reaper
MC, yukari, aigis, and koro
in MQ, same but repalce koro with Aki
I'll probably do a bit of work first on my personas. I have a Siegfried with an uncovered dark weakness lol
lol
(I'm very good at the game)
Jin or Takaya kept hitting my weakness and doing like no damage it was really funny
You could remake a siegfried by fusing another persona with daisoujo that knows null dark
if I'm going to fuse again I'd rather just do like chernobog or something
or maybe I should see if it's possible to get a null dark skill card bc I wanna be lazy (I dumped a lot of arcade time into Siegfried)
when are the party members getting unique skills meovv
Its possible to get a null dark skill card from an arcana chance iirc but you're better off leveling up Daisoujou to level 65
when is haxman gonna get to hax all over the bad guys
Just fuse the damned Chernobog
Resist dark is on Tziah II
Or null dark on rank J cards
like the thing about my P3K playthrough is that it was not like very optimal at all. it just so happened that it didn't take much effort to be closer to optimal
There's drain dark on Rank K cards
siegfried kinda mid
(my one had kinda meh skills so i fused into chernobog lmao)
though i ended up using bishamonten cus of null fire
for chidorita
eat whole is going on koromaru
get mudkip to replace heaven's sword with bones and I'll give him Vorpal Bone too
Boner charge
give ken damaging hama (reference)
ig you could make the theurgia attacks feel more like unique skills though
like, give them actually unique effects instead of severe bleh damage to 1 foe
Okay but anything i do there is technically a buff on an already cracked attack
Using theurgia charge on Ken that's not the free heal and revive and karn is a grief
Genuine skill issue if you pick that
just lower the damage a lil to compensate tbh
it makes them more strategic which i think would be a net positive
like yukari cyclone arrow feels very underwhelming when aki's electric onslaught is basically the same thing but way better damage and ailment
same with mitsuru's 1st one feeling much stronger
try to think abstract purrhaps
like, things that fit the characters both in personality and in function
If you can somehow tie a buff move into an attacking one that'd be useful
only debuff
like
if you use it on an enemy, every effect you put there is on the enemy
sukunda.....
its op in mq
yukari theurgia op?
no you dont get it
tbf yukari already has it as a debuff anyways so like
the current version of mq lets you have 80% evasion
with suku
its stupid
i need to fix
oh that's funny
I will main a Black Frost for the meme
Sukunda don't even fit Yukari they just gave her it cus its green bruh đ
sounds like you can't do like, damage + buff or something for party members?
I don't think it can learn Mastery though
bit of a shame
morgana
nah the affects are applied to the target
morgan
Well, maybe green is Yukari's favortite color
She had Matarukaja at one point
dude
Whatsapp yukari is real
new moon yukari having marakunda and stagnant air as one skill (she can't even inflict ailments herself)
thats synergetic
No you don't get it bro, gerbera is her favorite flower. Gerbera is green in DMC 5 he's cooking something
Well mitsuru gets debilitate on her second theurgy
true but i feel like stagnant air fits mitsuru much more
Its probably possible
She has poison
And panic
in new moon?
Or is it called confuse here
Panic is distress
charm fits yukari better than any of the ailments reload gave her đ
but she needed pulinpa to successfully become Morgana
no
Charm sucks ass
And already taken by Mitsuru
confuses them with her lesbianism
So makes sense to me
Nah, charm will always fit Mitsuru
yeah but mitsuru also already takes panic with tentarafoo
Yukari just cant have rizz
She doesn't have that here right
Mitsuru is not charming at all
It's now distress
so perhaps would Yukari wind theurgy with a debuff work?
I guess it's kinda redundant with Mitsuru but...
Freeze, Charm, Distress, Panic, Fear
taru-kunda fr...
Mitsuru's debilitate one is a second tier anyways
whereas yukari's you have right away
also single target
I would like to see a Yukari theurgy with an accuracy and evasion down debuff bc she learns Sukunda
that's useless
it doesn't add anything to her because she can already inflict that with a normal skill
it just makes the normal skill even less useful
it should do something she can't do normally
extra damage against charmed foes for mitsuru synergy? 
impossible
No it's not
it is
heartbreaker
i even applied it to cyclone arrow during testing lmao
and it works
I can change babylon goblet too then
don't most enemies null charm anyway
it's useless in practice
i mean, you could make it more applicable
does mitsuru have sexy dance
she will get sexy dance and it will have a buff when using high cut
could give yukari sexy dance instead of poison mist considering koro already has virus breath
which is a directly better version of the same skill
Give sexy dance to all female party members
sounds like it would incite a funny reaction on X
does she
you could make it more applicable but eh
not as if you haven't reworked boss ailment resistances already
ig the issue is just that it deletes turns so its hard to balance around besides in group encounters
Eh I don't think you'll need to go that far
No Revives is something you'll get used to and does encourage better play by unintentionally teaching you to try and keep everybody alive without the crutch of them being revivable mid-battle
Plus i gotta say it can also make players remember guard exists because the biggest source of deaths i had in MQ early on is because i forgot i could press C and not get my weakness hit
While it could remind players to guard and incentive players to keep everyone alive, thatâs probably just a placebo effect.
Like throughout my playthrough of the mod, I kept making a repetitive joke over and over again to my self. Which makes more sense the more I hear it
It'd have been a Placebo effect if it didn't actually make a difference
And it does
Like i genuinely had to think about using Guard even on random battles not get cooked
I literally only used Guard in Vanilla when the game explicitly telegraphed that a big attack was coming
And that was so few times that i literally forgot Guarding was even a thing that's really useful and i should use and only learned it after i died a ton of times to random Tartarus enemies
Yeah I like the no healing items in battle rule as is
I like the base model duplication change
In my other playthroughs I mostly duped everything to be at least 2 cards in case I wanted to use them but I only ever really used cards for very early builds and lategame ones
It is an alright change. The main issue I have with it is just the UI. Like when I am about to duplicate a base model, the game doesnât tell me how much I have of that model before I dupe it. So I have to exit out of that menu and go to the pause menu to check how much I have of that model and then go to the shrine and dupe it.
Ah. If thereâs a way to bypass that limit
I wouldn't make the ui shit on purpose
i already said several times it's impossible
Nothingâs impossible!
Itâll probably be solved like 20 years later after the gameâs release like most modded games where itâs dissected from bit by bit, lol.
|| https://youtu.be/SRpvsMgqQzk?si=p4F3cd0urptvzuv3|| This fight took me 2 tries. Not sure how to feel about giving one of the bosses 2 heals despite the fact he only has 1 turn
One of the main selling points of this mod is it modified all of the humanoid bosses. The changes here give me a mixed reception but, it seems to be a bit more engaging than vanilla Reload.
Note: Before the Sasanqua Falls from Like a Dragon: Ishin over Unavoidable Battle was part of a BGM modpack I was working on at the time of making this vide...
Otherwise, fun fight
The heal is a condition
50% HP per humanoid, can be skipped with a critical hit from charged scarlet havoc
I had a feeling it was but I didnât know if thereâs a way to bypass it
if you only focus takaya or jin, they will heal infinitely
the point is spreading the damage
That was the idea I got to just damage them evenly
Yup
But yeah a bunch of theurgies can just push them over the edge and completely skip the heal
Reward for setting up the nuke

I guess that explains Jin hitting himself with mabufudyne and not doing anything about it
also getting Unbreakable Cage here is like
the way to go
at least in vanilla
total confuse null
what is unbreakable cage
accessory from antique store
nulls confuse
so you dont have to spam re patra every 5 turns
re patra? junpei reference?
smh smh
thinking about something else i was working on
get paraselened mf
Kouga * 4 but that's just me fucking around
look at my passives lol
i had peak performance
no magic mastery... mid build fr...
non transferrable
make it inheritable to ruin the game balance 
poggies
telos is getting neo cadenza

i wasn't going to because the whole point was that it had no skills because it was the definition of infinite options
but then i saw they gave the mf victory cry
so who cares
1600 Power skill đ„
Phys btfo'd
lets be real its unusable in a bunch of relevant story battles
unless i make nyx freezable or something
it's usable in Liz though

It's applicable to tartarus mfs but not main bosses
It's fine
arent you done with all tartarus mfs by the time you can fuse sandalphon

oh yeah right
i think down being considered an ailment might make it too good though
TOTAL NOZOMI VICTORY
here's the best part
i can change it, but i don't know how
so I wont
Well, he does get a healing spell in PQ
Healing Harp, 33% passive heal after the end of a turn for 3 turns

telos having a broken buff is whatevs
requires all SLs, is level 91, and i'll make it like 180SP
Telos is best support in vanilla I guess
real ones won't use him
did you give ugly lucifer an exclusive
Root of Evil (Lucifer)
Deals severe Almighty damage to all foes. Negate Fire/Ice/Elec/Wind resistance of targets for 3 turns.
tfw no Light break
Yeah idk why they don't have that
We were scratching the bottom of the barrel when looking into Liz no theurgia
can you add a player usable version of the liz meghidoraonn without the 9999 damage (i just think it looks nice)
yeah i can change the visual
give it to messiah for le thematics
Super Meghidoraonn :pog:
okay but like he's THE persona
Shiva gets two...
also trying to assign uniques to the unlockables
Mothman - Gale Charge
Decarabia - Death Lust
Lilith - Mother Earth
Houou
King Frost - King Bufula
Nebiros
Hua Po
Thoth
Lucifer - Root of Evil
Masakado - Oneness of Body + Recalcitrant Execution
Susano-o - Aramasa
Futsunushi
Scathach
Alilat
Odin - Gungnir
Kohryu
Cybele
Thor
Melchizedek
Arahabaki
Lakshmi
Atavaka
Attis
Thanatos
Yurlungur
Beelzebub - Death Flies
Chi You
Helel
Sandalphon - Paraselene Blur
Asura
Messiah - Oratorio
Metatron - Fire of Sinai
Orpheus Telos - Neo Cadenza
Surt
Horus
Byakko
Michael - Inferno of God
Hell Biker - Hell Exhaust + Hell Burner
Saturnus
Fortuna
Pale Rider
Flauros
Black Frost
Parvati
Mada
Norn
Alice
Mara
add ardhanari to shiva so he has three exclusives
parvati is the other half of ardhanari...
I might give Lakshmi Luster Candy
but make it cost something absurd like 150 SP
Ice healer mage gets strongest fire skill in game
give surt smt v ragnarok fr
give thanatos its shit one from p5
thanatos already has something i just didnt assign on the list
Kiss of Death (Thanatos)
Fully restores an Ally's HP, inflicting Down. Can activate a 1 More.
byakko fist master 
I, too, would like to spoil a reload player about SMT V (no one cares about the Aogami storyline)
tsukuyomi isnt in the game

oh you meant aramasa
lol
ppl wont make the connection
Norn used to have an exclusive 
where
Just remove Panta Rhei from everything else 
oh
Lmfao
Also Alice and Mara already have exclusives!!
Unironically you may as well make the normal severes into Barions and then give the old Severes back to their original Personas due to the names being about le norse mythology

could make the barions be slightly worse
or the uniques slightly better
whichever
no press turn consumption on switch out.....
It's broken trust
100% is ridiculous
i know i used it to 1tap satan
the game design of all time
100% would be fine if there were no boosters
No way, me too!!! I used Dis too
boosters shouldnt be obsoleted
32 Paraselene Blur
i mean, in p3 it had an excuse because there wasn't a shock/freeze boost
it was still ridiculous though lmao
lol
imagine if i make a skill
where all it does
is just un-down all enemies
so you can keep getting 1 mores
that's just paraselene blur
can you make mararagidyne actually good now
since you're on board with op exclusives 
220 with high charm is bad?
yes!
most relevant enemies null that shit đ
that much into resist is obscene lmao
It never was
yeah but it being "severe" is funnier
It's like, double digits stronger than Maragidyne
Base wise
So it's really an irrelevant difference in practice
its one of the funnier lies in description
thank you fes very cool
vanilla only had one lie in its descriptions 
Herculean Slash
oh that one makes two
From Seth
I was thinking about Morning Star being considered Massive damage despite having the same base as Last Judge, which is considered Severe
It's a 69420 reference
penis weed joke
seems fine
like keep in mind vorpal blade is like 500 power with crit chance lol
you could make it even stronger and i still don't think it'd be op
i cant
ok
buff amp crit amp phys amp auto masukunda auto heat riser healing apex ailment amp
Smells
it's completely different from the original one
its like, candy raining down on the enemy now
liz uses it now
yeah i remember it being underwhelming
liz traded her p4 mamudoon for normal ass die for me...
Before it was cards on spikes
i like the smt v version
I thought Midsuru has it
mitsuru one should probably stay single-target just to not fuck with the animation
yeah
what? Mitsuru's?
or actual recalcitrant execution
i think aoe str-based almighty is kinda unique enough
well just make mitsuru's single target
already has debilitate as is
making it able to crit just makes it actually worth using damage-wise if you pass the rng check
i think making the skill multihit would also fuck with the animation and damage total lol
imo just giving it a crit chance would make it fine
since its single-target you could justify like 20-25% tbh
can be revolution'd too
has synergy with her worthless characteristic thing too
for the five enemies in the game that can be inflicted with ailments
distressing nyx 
maybe? ailmenting nyx sounds very cursed
for nyx i don't think its needed
ideally Mitsuru would be able to keep up without gimmicks there
(which I don't really think she does rn just because of her sp issues)
lmao give her an upgraded version of spirit drain
or just make severe magic cheaper tbh tbh
probably a good thing in all honesty
imagine paraselene against enraged target
sure but like
nulling is one thing
but disabling a particular skill entirely feels like bad design more than balance
well paraselene is a gimmick skill that'd honestly be too good if it were applicable there
unless you were to nerf pretty heavily but if you left it at 100bp then its by far the strongest attack in the mod
and the gap is not even close
OP but with gimmick cast condition sounds good to me
down is kinda easy to attain
but
đ„Ž
literally 50% better than severe magic while technically being aoe
i guess it wouldn't be the end of the world but like against nyx it'd 100% just one shot phases
pretty sure i can't 
custom skills are just gonna have copypasted visuals from other skills
for now anyway
the blueprint is literally
Since Tsukuyomi has that purple glow when using those scythe hands
Skill ID: Call effect
Effect: Call Blueprint of the other skill
its literally using shining arrows
like
not a dupe
it's calling shining's anim
is wheel of fortune in the strength/fortune boss not actually rng? it seems to be rolling the exact same spaces every single time
it's not rng in vanilla,
its rng in mq
but some of the effects are "fake"
meaning
you'll never get them
because atlus literally didnt code it
oh huh, does the rng not reroll after retrying or something then or are the first few attacks just those where it cant roll anything else
ive tried the fight three times so far and all the rolls have been identical
then its either broken or you're lucky asf
only gotten to two or three though so idk
definitely not lucky since i have been getting the 300 dmg one as the first roll every time lmao
that one might be forced? i'm not sure
its genuinely your luck
everytime i retried the wheel landed on different stuff
i actually refought the boss because i never had any of the damaging affects occur and strictly got ones that benefit me and i thought that looked too lucky for the video lmao
huh, ill see how it goes after a few more tries and just relaunch if it stays the same
sometimes my reloaded 2 fucks up and doesn't really load my mods properly for some reason
it gives me an error message but after one or two more tries to launch it fixes itself
ok yeah it was just a really bad run of luck haha, got something other than 300 dmg on the first roll
I'm playing with this mod right now, and wondering if it doesn't make Aigis kinda useless, what with her only having phys moves? As their damage and crit chances have been nerfed a lot. Same for Shinjiro.
At best she can be used as a buff bot, but idk if that's worth it
Shinji's Bloody Charge can buff his damage a lot
You can stack them too for pretty high dmg
It also helps with his Theurgy meter
Aigis idrk
She worked decently as a tank attacker or tank support depending on the enemy
Short answer no
that's how much better physical was
Hm. Do you have a detailed changelist? I wonder what the numbers are like
we just memorized the number changes
At least the low level phys skills feel completely useless to me. Power slash/bash/sonic punch/single shot deal about as much damage as weapon attacks, but cost hp
nah seriously it was talked here but aren't pinned so oof
It's almost quadruple the crit of weapons, but yes it's low dmg
tier 1 phys was never good in the first place
them being weaker to or equivalent to weapons is actually accurate to the original versions 
Sonic Punch is also still stronger than tier 1 magic while having both crit and ailment attached to it
I'd also say overall that phys is still better in the mod than magic, just that magic is more worth considering now
Aigis very good in the mod đ±
answer duplicates every table, MQ is unaffected
that means anything answer adds can't be put in the journey, however
The good old phys vs magic?
Well, yes, phys has crit and ailment attached to it.. but magic has weaknesses attached to it which is like guaranteed crit
Not saying phys didn't deserve a nerf, only that people villify it a bit much
Oh well, I'll see if later phys skills are worth using
You can crit bosses.
There are zero (0) bosses with weaknesses in Persona.
phys:
-
Can be used infinitely for cheap (HP cost means items can be spammed, you can't buy SP items)
-
Is in almost all iterations of modern megaten stronger in base power than magic
-
Can crit on top of being stronger, which works on any enemy regardless of affinity, including bosses
-
Is almost never resisted
It's also in most cases better than hitting weaknesses too, because the crit rate not being 100% means you can spam aoes and get several 1 mores instead of just one, which means tons of spammed damage for free
Crit is just much more applicable than Weaknesses in relevant fights, along with the fact that crits in Reload are like near guaranteed and phys also has damage boosting passives lol
Using magic to hit weaknesses also means you have to find said weaknesses in the first place, whereas with Phys you just monkey brain with aoe 1-more spam that is usually more consistent and higher damage anyways
I think the funny part with the base power thing is that in other versions of P3, single-target phys is lower power than magic generally, while multi-target phys is higher lmao
probably because it wont give 1 more
almost never anyway
unless you do like
deathbound with apt pupil
funny 80% crit deathbound 
but yeah it makes sense in all honesty, its just kinda funny
i stumbled into 80% deathbound by accident
and it immediately changed my perception of phys
i was new to megaten
its insane in p3 and then in portable its like actually broken
because of the 1-more farming
although granted vorpal blade one shots everything anyways
if you piss first
Something had to replace weary thrust
mid (vorpal blade) vs peak (weary thrust)
Is this mod NG+ friendly? I'm almost done with a run of the Memento Mori mod and once I feel like another run after I'm done with The Answer I wanna do it with this
so I just wanted to double check if its balenced for NG+ or if that would completely break it
Well it's NG+ Friendly if you're not bringing busted shit from your previous playthrough into the new one lol
Also I don't think Memento Mori and MQ work together if you're planning on playing with them together
a ng+, especially one from MM would absolutely break everything yeah
if you're willing to wait a couple months (?) the mod is getting updated to support episode aigis, plus some extra stuff
and one thing i do want is a level 99 mode for NG+
speaking of phys, do the different types have any differences from each other besides weakness typing? they all feel like they do more or less the same damage relative to their strength tiers, but if all of them are neutral on an enemy ive been tending to prefer the pierce multihits since they can highroll for a tiny bit more than single hit
it seems like they also cost extra hp to compensate, so that feels like the intended tradeoff, just the game doesn't really clarify if they have inherent differences beyond that
they've been made standard and equal as much as possible, but i'm likely going to revert this
Slash - Lower power, more crit
Strike - More power, less crit
Pierce - Best of both, but with lower accuracy (also more multihits)
Fire/Wind - Cheaper, no proc
Elec/Ice - More expensive, ailment
Light/Dark - More expensive, more damage
Almighty - Very expensive, powerful but with less potential for boosts
makes sense, i more or less knew the magic type tradeoffs but never was sure about phys in games where it's not just one blanket damage type
in base game there's not really any specific traits assigned to them


