#Persona 3 Reload | Master Quest
1 messages · Page 31 of 1
it makes crits stronger on merciless compared to normal damage but player damage in general is reduced on merciless
so a crit on merciless is only marginally higher than a crit on hard but normal damage is far lower and enemy crits are more dangerous
i wonder
if i set junpei's crit rate add to 0
will it glitch out and make him unable to crit

unless the game fucks up real bad
but yeah you could make his thing only a damage mult
so he doesn't farm 1-more for free
I set the damage and boost caps to integer limit btw
is this crackhead behavior? yes but i want to see it in action for laughs
In practice, crits on hard vs crits on merciless just has 1% difference between each other
should i boost mitsuru's crit rate additive
Magic just got beat up since the weakness multiplier didn't have this
you'll almost never get it
or make use of it rather
+7/+15 is good if you had it constistent but like
you dont
9.3x damage with all relevant boosters, 11.2x if you account for weakness boost
12/20 
You have no idea how much i want to see this play out
i'll probably revert im just dying to see it
It's more of a problem with ailments being dogshit to use, more than anything else
i thought this would only apply to theurgia since active skill would mean -1 slot, but there are passive equips anyways
so it'd apply to everything
at least for magic
The crit rate boost from ailments are pretty good on paper
phys mult would be much lower
wanking magic 🔥
If you managed to like, at least, give down the crit boost
I think it'd be more usable
That or allow ailments on more things
phys would be 4.98x damage from boosters
doesn't hit cap!!!!!!
oh yeah
poison
uhhhh
i think im gonna buff poison's damage rate so it's not a tickle anymore
but keep the cap
250?
would make it only really matter against early game bosses
but could work
not that people poison much at all after thebel/arqa
250 damage every turn is still pretty juicy

I was thinking 30% MAX HP drain, mostly to punish the player for not curing it
people were self poisoning to cheese chidori
for example
the actual cap is 9999 in vanilla and 250 in MQ1
i'd like it to be relevant for a good chunk of the game but not be a complete enemy melter
30% is what it does in p3
no clue, i've only used it against priestess and some tartarus bosses because i thought it was funny
fair
i'd assume it doesn't but late game bosses can't rly be poisoned either way
No damage cap but it's basically immune to everything relevant
virus breath would be hilarious if it weren't nulled by everything
since its max hp damage along with 75% poison chance

750 maybe
thats quite fucking chonky though
its not like you can't exceed that damage anyway though
yeah like one crit at mid-late game is like 1000+ lol
i understand poison is funny but anything that isnt phys should be welcomed
soooooo
virus breath truthers
yukari poison mist spammer build
yea i think its cool lol
im ngl
some day yukari will have a practical use... someday...
the drastic nerf to poison in MQ1 was mostly caused by yuki ragging on it hard
im pretty sure she was against the nerf
poison bow 
she was, but she was also complaining quite loudly about p3r's poison caps
yeah probably caused by jin
they could've made a jinPoison status
instead of reusing the player ailment
let player use the potent stim injection

illegal drugs!
amrita gaming
i think the only things left to revise are
crit rate adds from ailments
and
dizzy inflict rates
rage accuracy rate
and major arcana rates (will probably keep it the same, ppl seemed to like it)
ive always liked weapon having a higher chance to inflict
makes weapons have a use
but then theurgy shows up with 80%
and aoe is hardcoded to 20 i think
or it uses the magic ratio?
magic 0% dizzy chance to troll the libs
shio wanking phys?
nah i'm just all out attack hater
magic 0% dizzy is a player buff
enemies will dizzy you less
if anything it should be like 35
speaking of this, i started running HAXMAN in episode aigis towards the end to see what the glazers were on about and I just don't really get it
its really simple
He hits like, kinda as hard as Junpei with like half the crit rate and no access to aoe
his damage is "okay" and they bench junpei because he's the pervert problematic icky party member
so they never get to see his potential
nah most haxman heads run junpei/aki/koro

i ran makoto ryuji yusuke in 5 lol
sometimes morgana
sometimes ann
i did whatever
that's probably one of the better casual setups
covers all buffs.
TRVE
makoto is kinda bad if you know what you're doing but i think most players instinctually feel unsafe without a healer even if they've got items
i see party members as complementary honestly
they will never be on protag level
so i use them to fill in for shit i dont care about
meanwhile in p3r they are above protag level at endgame 
generally i just take whoever unless i need a specific thing covered
besides like p5 cus xp share like actively encourages not switching
900 atk evil gloves true
down bonus sword 🔥
can you make ult weapons not dogshit, like idc about the damage i know its a lost cause but can aki get something at least somewhat better than auto heat riser lmao
Auto heat riser armor
should i do changes to the crit adds from ailments, i think they're mostly ok?
buff fear
fear is 20
its one of the lowest ones on an ailment nulled by like everything
Freeze 100
Shock Roll + 35
Distress 60
Panic 20
Dizzy 15
Fear 20
where tf is the rest
damn bro
i thought swoon was charm
SAME
that's odd lol
ctobn goat
make dizzy crit bonus 0
evil
its already skipping a turn i don't think it needs to wank phys even harder
you get downed damage bonus too on dizzy
yeah but dizzy is already cracked regardless of if it adds crit rate
what about instaheal trvthers
1.2x extra damage for every attack and skips a turn
fear +100% crit as an epic p3 reference
fatal end op?
i think it'd be funny but doesn't really have to happen
not like you can inflict fear on anything relevant anyways
and no party member has evil smile
and ghastly wail lol
its just inherently bad in this one
alternative to freeze
player is feared much more often than enemies are
so 100% crit on fear is cracked for enemies lmao
could just make it a higher number
35% or something (reference to it being identical to shock in p3f)
the 35 isnt additive though its a second roll
hmm
money distributor 🔥
a lot of ailments don't but the ai thinks it does
nah panic in p3 just makes skills have a chance to fail
Distress in fes has some lower crit increase value
you can always weapon attack or item
distress in fes is completely different to p3r distress tho
Can't dodge and susceptible to crits basically
in fes it reduces defense and adds a small crit rate bonus whereas in p3r its a massive damage reduction and crit increase but disappears after one hit
ok how about.
Freeze: 100%
Shock: 35% (Secondary Roll)
Distress: 40%
Panic: 25%
Fear: 100%
Dizzy: 0%
So Dizzy's no longer real?
i don't think distress nerf is very necessary
i buffed it on weapons even which is kinda wank
Oh so you just can't crit while dizzy
i think make both distress and fear 65%
distress nerf is mitsuru nerf so i'm against it
isn't it 65 already
Fatal End buff
fear i think being high is good but guaranteed might make enemies feel a little unfair
75?
if you want lol
fatal end with panic (p3f new moon reference)
sharp student armour for metis
truth nuke
ok well
major arcana rework left
not sure it needs many changes from mq1
mq2 is probably going to be more normal battle heavy though
xp curve adjustment
so maybe 100% is too much
MQ1 vs MQ2
idk if the xp mult will turn the game into persona 4 golden but paired with catch-up it should make normal battles more useful
this the kind of change that needs a full run to verify, lol
Just LL tbh
You're basing this on what exactly
reload and MQ were giving out so much xp you could do mandatory battles only while still overleveled
the point of xp reduction (and megaten design really) isn't grinding, it's playing smart with the hand you're dealt
money grind is actually just grind
xp is different
the problem with MQ1 was that it was outright banning you from grinding
i like weak being stronger but i'm unsure about the increase to enemy damage
it kinda felt fine in mq1
Probably because boosters
i tested erebus and the mf was doing 90 damage with down bonus
lmao?
i haven't fought that boss yet
my save file is right before it i just got bored/tired so didn't bother yet
the change might on the surface look like the playtime is being doubled from grind but that's incorrect
you're still going to get insane boosts from bosses, they might even proc more often because of this since you'll be lowlevelling
just needs to be tuned
I am wondering, seeing this comment is making me think the XP system would revert back to Vanilla, but to 0.5x XP rate on all, is that correct? Or will it still have to MQ1 xp system?
Or is it the case of “Not Vanilla, Not MQ1, just reworked to flow better with 0.5xp”
My plan is reducing the hardcore cutoff on xp
Basically people were hitting the cap off of bosses alone and the rest of the game was literally filler even if they wanted to grind
With this reduction, my hope is that bosses give less boosts of massive xp, normal battles become more relevant, and people who really want to grind can do so
I'm not sure yet what's best, 0.5x is applying to all xp here, but there's still the level difference table. My idea is xp racking up steady as you climb, but if you do things low level, you still catch up with no grind, just not a massive overlevel
likewise if you really want to grind i guess this won't stop you anymore
I'm not sure whether the cap should stay or go
this would only be merciless, either way
I'm probably changing safety to be even easier than it is in vanilla rn
could just reduce boss xp tbh
Ask the database man
He's the one routing routes for mandatory battles only and skips lol
imagine its literally plaintext and its just that Light set the fucking thing as a byte instead of an int
on template
Is vanilla Safety as easy as P5R's was? Ngl, I played it once just to see what it was like, and it was far less fun.
yeah but the point of safety is to be "i dont wanna bother with this bullshit" mode
I typically think making things hard for hardness' sake is silly, but Safety was a bit too far in the other direction
safety is kinda designed to be bad
smtv imo just does it better
why do double damage in a mode where you literally cant lose
just do 10x damage

imo its best
That's fantastic
unironically a good way to do it tbh
yea
p3r safety is sloggy because like
you do 1.6x damage
which is the inverse of merciless
its decent damage but you literally cant die in safety
so why drag it out
After I beat Demi and ||Satan||, I tested Safety to see what those fights were like.
Demi took 2 turns. ||Satan|| STILL took 6+.
make the damage multiplier go into scientific notation
Demifiend only needs 1 turns in any difficulty
wait
i did 300 million with justice
would that mean you'd take a bajillion damage from a repel
probably
removing damage cap is the best thing i could've done
300 million damage justice on safety is a blast
Meovv safety mfs when they melee attack the funny elephant man
we do a little trolling
that one sword that repels slash nuking junpei for using blade of fury
imagine the heals on absorb, too
i always feel like drain is less than what the attack would've been
It is, afaik
obviously we set every affinity to drainx1000
p1 random encounters be like
ALL MY BUDDIES BEG TO BRING ME -
im pretty sure it was literally this btw
You could pull an Atlus
“Man, this boss was very hard to beat, I hope that he gives a generous amount of XP”
Atlus: “0 XP”
okay but based though
make gold hands give 0xp so rerolling floors until you find them is no longer optimal and they're just money farm
You may as well delete the rumored level 99 Maya that can spawn and give you a miillion xp
^ I wouldn’t mind this change, Golden Hands are for money purposes in my opinion
Either that or give them regular dungeon xp. I feel like Strong enemies should give out XP, while golden hands gives out money
in p3 and p4 ps2 they always give 1xp
making them give inflated xp feels like its supposed to be an anti-grind mechanic but it ironically makes it more grindy, just in a different way
can confirm
xp is not a "weird ass formula"
the template is just bad
@dreamy orchid
oh really lmao
whats it actually like
light made everything a byte
it's a short
the template was only affecting 1 of the 2 bytes that contain the value
so yeah it was making the numbers wrong
likewise the buffs is an integer
not a single byte
ints are 4 bytes
??? is 50k xp flat
if you fix template. sure enough
it goes from "80" xp to 50k
so yeah
no weird ass formula just bad template
well that's good to know
there's no weird formula, they just made everything give a trillion xp for no reason
ig that makes it easier to fix it
i dont see what needs fixing
the problem isnt boss xp
it's the huge multipliers put on them
due to level
pretty sure bosses still give massively more xp than normal enemies even without this
persona 3 and persona 4 
normal enemies give way less in those too are you high
p3 and p4 have level catch up caps
tartarus guardians don't rly give high xp
and in p4g bosses all give less xp than one gold hand
thats literally worse than reload
i think the way p4g does it is awful but i also don't think making bosses give a ton of xp is that good
because it makes the party you use for them vastly overlevel your other characters
and catch up becomes much harder
i dont see that as a real problem in practice
i think maybe boosting normal enemy xp but lowering boss xp would be better
makes grinding up lower leveled characters easier while not overleveling the main team
also makes preparing for bosses easier for those who are struggling lol
grinding the same 5 encounters for catchup is abysmal gameplay
i'd rather make clock 100% spawnrate
but you'd need to do it less than you do now
that'd technically be way faster but it interrupts the flow of gameplay a lot lol
you'd need to watch that spawn anim constantly and keep returning back and forth from the lobby
no
i can edit them too
without template
float search in hex 
i can probably make a janky template for it tbh
but i dont really care too much
i'd just nerf defense to make it cancel out properly
and maybe evasion
adjusted for all possible boosts and crit/weak being swapped
akasha cannot stop winning
Curve certainly looks a lot more upwards now
it has literally not changed
i mean it has but the sort is completely different it has nothing to do with the curve
funny we are always going through the exact same issues at the exact same time, it seems. just different solutions.
except that my notes are messier
i think you're more changing the skills themselves, and i'm more changing their distribution on personas and level ranges
I haven't necessarily done anything yet, I'm mostly trying to understand which approach will be best at the moment
i see. i assume you're trying to deal with always having skills objectively better than others at the same level range, and in general.
I have less problems with Magic being slightly underdog if the passives that make it viable become more common
yes
Also replacing the stupidly high level learns of Heat Riser and Debilitate with compound buff skills
I removed the boost caps and tried a fully stacked Satanael Dreamfest, and I can't even lie I liked the results
it was competitive with Shadow Hound crit
Hmmmm that is already the case on the old version
It can't be, because to match Shadow Hound i needed Driver, Ability AND Mastery
Although the nerfed crit rate made it so King and I is objectively better if you managed to get Mastery
Again I have no real issue with magic underdogging if full passive stack is accessible and actually worth getting
because base phys is still less effort for sufficient dmg
Well yeah I get what you mean
I'm just saying, you kinda did that already before but no DLC
That makes sense
my thinking is that reload lets you learn mid-game and late-game skills MUCH sooner than you could in fes, like you used to get myriad arrows at level 65-77, and reload, it's 43-79
Yeah and that did the trick lol
You get Blade of Fury at 28 and are set until level 70
Siegmid
i don't get the Siegfried glazing
Well he is easy to fuse
But you can always aim for higher with just simple steps
Plus in The Answer the goat's Bishamonten
it's because he already comes with slash amd, crit rate amp, and brave blade at level 59
easy to fuse, has most of the skills you need innate/unlockable, only needs a few skill cards to be strong
and you dont need to go out of your way for a higher ma stat for stronger theurgy bc the game is so easy anyways
Bishamonten's what Siegfried in the minds of people
He learns boost amp myriad arrows crit rate amp
Just need apt pupil, single/multi target and null ice
bishamonten too, i just nerfed him the other day
You are not going to like my Masakado...
oh and also you need siegfried for scarlot havoc anyways so once you get him, why switch off in most cases
Chernobog's better soz man
wow! instead of one shotting the enemies you can one shot the enemies even harder!
Problem with siegfried is that dark weakness
see what i mean lol
but yeah thats why people hype him up lol
Make the baseline 3 so that Starter Persona becomes better
Even Orpheus Telos?
orpheus only viable??
Fix cock to drain pierce instead of strike pls
Never forget that edit Deus made when he got Siegfried and the theurgy involving Siegfried. Good times
and, yeah, bishamonten makes you're good for a looong time. level 60, pierce boost, crit rate amp, pierce amp, myriad arrows, primal force.
Ok but why would cock drain pierce
yeah, that's the one issue is pierce didn't get the buffs brave blade and god's hand did
Nrub please do calculations on skill potential primal is so bad
Why would the Cock suck Pierce
At least give it a strong crit rate or someshit
gay
oh, of course, i know. i mean he's already set for when you need pierce, not for every situation.
Getting dark resist is hard, null even harder unless you overlevel
don't need to worry about fusing and inheriting skills on personas. they already got everything they need.
And you want to fuse Siegfried out for Auto Rebellion and Auto Masukukaja anyways
So do it
And make a better persona
Siegmid real
i dont necessarily see premade kits as a huge problem
they put you onto passive synergies that you can then refine even further
the problem is the base premade is already sufficient

yeah, i don't think so, but they shouldn't be too fully made
persona with strong pierce skills and pierce amp, fine. both best pierce skills, pierce boost, amp, and crit rate amp? that's a bit much.
i guess they thought it was fine 'cause pierce sucks
all boosts is egregious yes
Pierce driver for the low low price of 5.99
i didnt even fuse him in the answer though
skillcard

i mained slash for most of it
that, and they shouldn't be premade when they're the lowest level you can obtain those skills in the first place. no point in bothering fusing anymore, right?
if they're later on in the game, yeah. i won't complain about level 75+ personas having good premade sets.
anything 80+ I made stronger tbh
some of them have laughably bad kits
why even bother fusing anything higher than level 70
Chi You fell off
Mada is also laughably bad
But he does lock out the best damaging skill in the game somewhat
You're looking at a Mada with Growth 3 or an Asura
god
Very big gap
nah
firefox
spamming 200 tabs is hefty
rangda wtf
counterstrike innate then wastes a slot 2 levels later with high counter right away
scathach with two autos

That latter one's not that bad
auto-mas should be fused together tbhtbh
oh yeah, one thing i was gonna mention i think works out nicely is it seems like your custom skills are drawing more from nocturne and modern smt, and mine's focusing more on cut p3 skills, p2, p1, and if... skills. there's probably a lot of demand for p3r rebalances since the game's so easy, so if there's gonna be two big ones, it's good they're going for different theming in case someone prefers one over the other.
Yakshini kinda busted
Mainly SMTV and Soul Hackers 2
Some cheeky referencing to Persona 2 and 5 with the Rumor Skills
I would've added the cut P3 skills but I don't see them being very necessary at the moment (I am however replacing Vacuum Slash with the classic Power Slash, setting the current one back to Cleave)
p5 does have a lot of oldsona skills too, to be fair
Nah in terms of s.link boosts she's not worth it
Very good in the answer though
I actually skipped straight to Yakshini there
Same results, relatively speaking
I focused on a Setanta with Charge instead for early game
i would have really liked to give thanatos a unique skill from his snow queen boss battle, but he doesn't have one like hypnos does... sad.
I forgot, how does ATK/DEF/AGL up/down work in master quest? Are they still vanilla or were they changed?
was not changed
No reason to change it after all
Sukukaja technically buffed
Isn't that changing their values rather than changing how they work though?
I dunno it seemed like they meant something different when they asked specifically "how they worked" instead of just if their values were changed or something similar
Rangda
Scathach
Alilat
Yakshini
Leanan Sidhe
Kohryu
Flauros
Oni
Anubis
Zouchouten
Archangel
Arahabaki
Dakini
Atavaka
Kali
Siegfried
Hanuman
Jikokuten
Matador
Rakshasa
Valkyrie
Alice
Okuninushi
Baphomet
Mokoi
Chi You
Bishamonten
Seth
Chernobog
Yamato-no-Orochi
Asura
Quetzalcoatl
Uriel```
these are the movesets i think are most sussy just at a glance
no weakness
no black frost?
Black Frost does cover his weakness by himself
its a lot better than not having one at all
well, maybe i'm biased since it's a big buff from p3. and he's easier to fuse too.
Being fusable on level in P3's the buff lol
He sucks ass in the journey because you can't fuse him until you're 10 levels higher
That's also why he's ok in the answer there
That's Vacuum Slash already wdym
vacuum slash is removed
it's just a different translation of the same name, isn't it?
yes
but like i mentioned
Power Slash is Cleave now
which makes Vacuum Slash Power Slash
so there's no early aoe slash anymore
well, it's aoe, but i get what you mean
are you sure...?
bro
Power Slash is changed to Cleave (FES)
Vacuum Slash (Reload) is changed to Power Slash (FES)
so there's no aoe phys at early level anymore
i'd need to create a new skill
i could do it the other way and add cleave manually but the level attribution is fine so i didnt bother
are we crossing over from different universes right now or something
You're not understanding what i'm saying 
Power Slash (Reload, Single Target Skill) is changed to Cleave (FES, Single Target Skill)
Vacuum Slash (Reload, AoE skill) is changed to Power Slash (FES, Single Target Skill)
oh, yeah, you mean they moved their slots
no i mean MQ changed it
not that they're literally the same skill
OH, okay, okay
what i did was just move gale slash back to the personas it was on, renamed "power slash" back to cleave, add in power slash as a new skill
that works too its just the same in reverse
it is pretty dumb there's flat-out no tier 2 slash skill, you can see there
goes from 1 to 3
the tiers are all kinda weird in general. they go up really fast. i guess it's because of the really wide level distribution.
Archangel learning apt pupil is a joke
it makes justice a guaranteed 100% crit
at level 13
oh, i see. it's because they moved skills around without changing tiers. torrent shot is tier 4, so you get it in the level 40's in fes. it's still tier 4, you just learn it in the 20's.
the tiers are weird because they're faithful to the original when the skills aren't
they just mashed fes and p5 together and called it a day
compendium was made in an afternoon
probably
i'm surprised arrow rain is tier 3 and not tier 6
they caught that one, at least
they didn't catch accidentally reversing its animation with myriad arrows, but, eh, you win some, you lose some
Huh?
Wdym dude
Arrow Rain in OG's brown torrent of arrows from above
Myriad Arrows is a torrent of silver ones that you can't clearly see
It never was purple beforehand
The only purpleish skill that's pierce ever is Pralaya
yeah, and myriad arrows is the brown torrent of arrows in reload
am i remembering wrong or something?
Yeah you are
wait, wait, wait, this might be from the unused skills that made me think that
There's no brown torrent of arrows in Reload
This boss fight seems to have shifting resistances this time around. While it is easy to simply beat up, I must commend the design of this boss. This is way better than the old version, it keeps everyone engaged and if done on level, they can't die to a single Theurgia at the very least. There is an element of Theurgia bar management that other...
See Ken using it here
shit, you're right, i think i'm getting it mixed up with neuro slash
yeah, it just reminded me of the old myriad arrows animation
...how actually
my memory was telling me "purple stuff fall from sky in the game, but not on myriad arrows"
Neuro Slash is slow as fuck and red and has a lot of zigzag lines
You're stinky
my medication makes my memory foggy
you can work around it i believe in you
yeah, i guess it's the fact that arrow rain looks a lot more flashy than myriad arrows, which made me think they should be reversed, which made me misremember they are
You glaze Reload and hate P5
What's bad about Leanan Sidhe?
debilitate being late af is deserved, its only heat riser that's out of place really
a lot of bosses are single target, but the party is never just one or two people besides very specific circumstance or if you're doing a challenge run
part of me just kinda wanted to cut debilitate, honestly. it either makes -undas obsolete or i make boss ai very likely to dekunda when they have 3 debuffs, and now it's kinda useless. however, it's my rule not to remove any new reload content, sadly.
except ali dance. what the fuck where they thinking.
i mean i know the minimum hit rate is 50% and it lets you hit it with only one skill, but if there's wasn't a minimum, it'd be: 99% acr x 0.6 evade x 0.85 angelic x 0.5 ali x 0.7 magic evade high = 17.6% acr
Idk Debilitate is the natural evolution of Kundas so I don't see an issue with it being there
Sure if the boss is programmed to Dekunda if it spots their stats down it ends up becoming a big SP cost for the user but i think you can work around that
And that inherently can make things easier for you given the boss will be using it's turn trying to cure it while you wail on it
is that not kind of the point of a skill like that? reduce all of the stats and force the boss to either deal with it or react to it
i guess so if you can communicate to the player the ai is reacting to how many debuffs it has. the reason i like normal kundas is because you have to make a choice about which debuff is more important depending on the situation.
if the boss is in a low-hp danger phase, you need to rakunda and kill it. if it's doing multi-hits or low accuracy attacks, sukunda, if it's doing higher-accuracy, high damage hits, tarunda.
Given the all-stat debuff/buff skills are pretty late game I wouldn't seen an issue with them being around as long as it's restricted to a select few characters
and, similarly, the boss ai needs to decide which debuffs it cares about
but, yes, ultimately, as long as debilitate is endgame, it doesn't matter that much
Sukukaja's basically the only thing affecting hit counts
i think heat riser really should be like mid game but debilitate being endgame makes sense
that shit ain't luster candy its dogshit
heat riser being midgame makes particularly more sense when SH2 compound buffs are 80+
no one is heat rising when war cry exists
Mfs when Rundamizer
Tbf i don't think any Persona had the buff/debuff combo skills
no one is heat risering anyways but yeah its even more outclassed assuming you add 2-in-1 skills
erm, dragon hustle
Isn't that just Party Heat Riser
which is a combo of 3 buffs 
cadenza also exists as the opposite, giving half a buff lmao
I meant combo buff/debuff like Attack + Defense Buff or Attack + Speed Debuff
never been in persona
Ive only ever seen it in vengeance, sh2 and metaphor
metaphor has single target versions of combined buffs
which is
uhh
a choice
aoe skills seem to all require 2 press turns + someone with a compatible archetype though
p2 fusion spells real?
its peam?
its ripped straight from DDS
wholesome
but if you hit a weakness or crit it consumes zero press turns
multi-target buffs taking two actions is beast mode though
that'd be hype if they didn't one tap everything
500 damage heavy slash at level 10
is there no reason not to do the combo attacks then
you cant just spam it or you'll risk dying i guess
but if you crit or hit weakness, you get both half presses
so you can technically do these 4 times
with a full party
the VA seems really good for this game
488 without crit 
yeah but it's rakunda x3
buffs stack up to 3
wait its debuffing too?
no
oh you meant you applied rakunda
hulkenberg was debuffing
im dumb
protag and strohl were attacking after the debuff
yes
2 turns i think im not sure
either that or stack duration is weird
they feel short
anyway warrior is stupid
phys boost at rank 3
slash boost at rank 20
(mage gets magic boost at rank 20)
and the boosts are inheritable
you're supposed to rank up different classes then mix the good skills together
slots are very limited though i think
phys boost is 40% if everyone in your party is warrior lineage
idk if that means 4 warriors or specifically 4 different archetypes of the warrior lineage
Well Reaper gives more exp than I remember lmao (from level 79)
Nah that's the right amount
reaper is level 99 in MQ
Yeah I saw, probably that's why
3 things:
-
Inconvenience is a challenge to be worked around. Annoyance is an element of friction and in Reload it's absolutely a skill issue if an enemy counters your strategy. If the enemy is Spirit Draining, maybe don't make your entire team SP-based members? (Aki Mitsuru Yukari is terrible)
-
Direct vanilla game complaints at Atlus, not at me. The negative descriptions on these video showcases are teetering on the line between feedback and plain rudeness
-
It's been almost 6 months and you're still withholding feedback by turning it into a semi daily content drop. Is this a review or a YouTube series? You're free to do whatever, but at this rate I will make a point of ignoring feedback from this source out of principle
no it's a normal one
I mean SP draining is always annoying. But idk, at this point in the game the challenge evaporated for me completely. I've yet to post my review of the mod (only Nyx left, I just don't feel like finish the run at the moment lmao), but imo nothing past Chidori poses any challenge. Well, maybe Reaper the first time you fight it.
Seemingly, the guy doesn't have all auto skills, and attacks enemies before debuffing their defense, so kinda skill issue anyway
also sometimes doesnt attack before all buffs/debuffs are up on all combatants which is not just a massive stall but also a waste of sp
zero awareness of damage multipliers etc
I suppose you could say he's playing the game as intended lmao
And managing, apparently
yeah ive never understood why they treat heat riser as an endgame skill when it's completely outclassed by the auto-mas and even just the regular mas. it's way too expensive and obtained way too late for being way shittier than all of its other late-game counterparts
not to mention giving you a full party version with extremely easy to circumvent restrictions with Thermopylae in P5
It's a solo tool, more than anything else
Jonkler is allergic to debilitate though, only fucker that doesn't want debuffs
I kinda feel like heat riser would make sense as a mid game tool or maybe a little later, rather than end game, since all party buffs are just better in practice
but yeah it's always treated as a late or even end game skill lol
I think the tough thing might be filling the gap
I feel Heat Riser would be good to have as an endgame skill if the buff combo skills that buffed 2 different stats existed
what?
those existing would make heat riser even worse
it gets no diffed by ma-kajas, those are just ma-kajas with even better turn economy
I'm guessing they mean single target double buffs? but idk that doesn't change anything about heat riser anyways lol
Having the other skills can add to the progression before you get the final buff skill that just flat out buffs every stat
but the problem is that heat riser is not as useful as ma-kajas if you have a full party
heat riser would have a niche getting party members back up to speed after a revive
if tarukaja wasnt the only relevant buff
make it do crit too or something
still wont help it much but 
auto revolution doesnt exist
i mean if it buffs crit that just makes it more useful on phys users and in a solo setting, doesn't really help characters like mitsuru or yukari at all
Buffs don't affect heals so nothing can help Yukari, and Mitsuru does have a multi target phys skill
But yeah, I don't really know how you can make Heat Riser useful. You can't introduce it before mass buffs, and after them it's pretty useless. In those rare moments where you want to buff a single party member because they died/got hit with debilitate, items exist
Yukari has attacking skills lol
And Mitsuru is not a phys attacker even if she learns one (1) phys skill
I think heat riser only needs to be obtained earlier
if it were like a level 30-40 skill then i don't really think it'd be bad
Its just the fact that its so late despite not really comparing too well to mataru/maraku that makes it feel worthless
why does mitsu even learn phys in the first place, i can only assume it's becausethe skills she learns have a low ailment chance but why tf would you ever want to do that over marin karin or freeze fishing
I don't think the chance is explicit but yeah she has Fatal End and Neuro Slash iirc
If she doesn't have the latter then ig it was an MQ addition
"low" ailment chance
neuro slash has higher panic chance than tentarafoo lol
its 50%
What about Fatal End?
she only has ailment phys in base game but in the dlc she has vorpal blade for some unknown reason
its like 35
wait what lmao
fear sucks anyways
why tf does it say low instead of medium then
Does it??????
because atlus descriptions love to lie
atlus is incapable of accurately conveying information to the player in skill descriptions
tentarafoo is 45% panic (worse than every other ailment for no reason) and neuro slash is 50% panic
Technically has Vorpal Blade in the boss fights before
It makes more sense than Ken Myriad Arrows
Wait is Panic Confuse or Distress
Because if it's confuse i could see the logic
distress is a different thing
Well yeah but i think both could apply honestly
charm, confuse and fear have lower inflict rates than poison, distress and rage
Well anyway i think the reason why it has low chance is because it's a turn disabler skill pretty much
And it's multi-target so
rage also disables turns and makes enemies take double damage
so is every ailment ??
They still attack and their attack is boosted
Pulinpa
pulinpa also has lower rates
basic attack stats are incredibly low in p3k
like, low enough to deal like single digit damage
rage also no longer gives double turns anymore
Yea but still the logic is they're pretty much disabled but they can still act out and their attack is boosted
i think rage is a much better disable than panic still lol
so silly
then neuro slash has higher rate than tentarafoo anyways despite dealing damage and having crit chance
Maybe doesn't work in practice due to balance shenanigans but you can understand why it's done the way it is
Is that a P5 skill type icon
For the player yeah
More damage for you and you can usually tank what they dish out
Damn
getting inflicted with rage is also much scarier than getting inflicted with panic
True but they can at least still act on their own so if you luck out they end up killing lol
Panic is a full on action disabler so no turn for you
Would've preferred they have each game's icon but it's probably like you said, it's easier
Dumb skull for dark skills it is ig lol
i mean
healing and support skills have the same icon in p3/4
so that'd be less intuitive since they're different affinities lol
icons are also not coloured in those games
Hmmmmmm
True ig....
But you do have Reload for P3 icons now
That separates em
Nothing for P4 yet though
Gotta wait for P4 Rewind lmao
Wonder if they're gonna do like Kiwami thing and P4 remake is Persona 4: Reload
why would it be reload
its called reload because they use guns
perusona 4 rewind
luckily we live in bliss for now
metaphor financial empire will dominate for a while
Still i could honestly see it being a Kiwami style thing for the naming but I'd prefer Rewind for theming
i'd prefer no remake at all but we don't always get what we want
anyways this chat is for the mod so discussion should probs stay about the mod lol
"2.0 when"
I'm guessing 2.0 is a while out lol
at a certain point I feel like I'm just going to decide, ok, maybe I should try MQ in its current state
I mean I don't think it's a bad experience as is
And iirc Meovv is gonna introduce different roles between EP Aigis and The Journey so a Journey playthrough is worth trying out imo
kinda feel like them following the same rules would be more intuitive still
is there a reason they're going to be balanced differently anyways?
i think meovv's idea was having theurgia pierce in base game but not le answer but i don't really know why it needs it in either setting
Yeah though different rule sets for different environments does make sense as well
It's up to Meovv ultimately
Who knows they could've just changed their mind atp and what I've said is null
I wanna hear their reasoning bc my first impression is that I'd want them to be reasonably consistent with each other so I'm not essentially learning two different rulesets
have they specified why theurgy would be disabled in EA? i feel like they've been more or less properly tuned in the base game version and it's pretty drastic of a change even compared to no items in battle
not to mention it's kind of a huge bummer to cut one of the coolest features of the game entirely instead of just toning it down
i changed my mind because the conversation and feedback about p3r and mq has become so cynical and tiring that it's completely drained me of any desire to keep going
2.0 is going to be focused around whatever i think is most fun regardless of balance or how much it fits the original game's themes. that means reworked stuff just like the original MQ, but also new skills and ways to interact with all the boost shit reload added
i'm confident it'll still be a more challenging experience than vanilla p3r, but i mean this 100% sincerely when i say i really don't give a shit anymore lol, too much cynicism for me to want to bother with when the point was just making something fun
that's definitely valid, even though i have my issues with some stuff reload did differently it has been pretty irritating how intense and uncharitable so much of the criticism has been.
with that said yeah some theurgies won't pierce anymore
but some will also be buffed
Yukari's will do double damage to charmed enemies, for example
that feels like a good way to go about it, like yeah you could just recreate FES exactly as it is, but FES isn't exactly a bastion of perfect JRPG balance either haha. I'd definitely agree that going with what feels right to you is a lot healther of an approach, and worst case scenario you can always go back and change stuff if things don't work out
even if there were such a thing as a perfect way to balance a game, putting yourself to that standard right out the gate, combined with thematic consideration too, feels like you'd end up burning yourself out pretty quick. there's a reason games like that are made by more than one person and cost a ton of money to make lmao
seems like a good way to go about things. sorry to hear that about MQ but I am looking forward to trying 2.0 out
I'm guessing you'll also give her a charm skill
maybe holy arrow, but its not like she needs it
the bonus would combo with mitsuru or mc
Ah so you're gonna make her more like a combo fighter?
don't worry I've got sparking zero and a bunch of games on my backlog so no rush lmao
not necessarily, i just want leveraging all possible mult sources to be a common thing
so weak + down + passive + shift + whatever
to maximize as much as possible
ic
Well I'm down for it either way
A new experience's always fun
Well not always but i like to think they always are
ailmentable bosses and minion spawns in bosses are something i want to experiment with
also, and yes i know this sounds dumb, removing the boost cap
but reload is already about insane damage so what's a little more
Insane damage with enemies that can take it or insane damage that's just insane?
oh they'll be able to take it yeah
i tested an optimal satanael with 8 passives and i was doing like 17k with dreamfest
makes me wonder how it will play if you don't go and stack a bunch of buffs
probably the same as smtv
smtv and p3r aren't too different in the damage department, but smtv bosses are way bulkier and that's the main difference imo
they also hit harder
and there's more skill variety
a karn in smtv isn't a guaranteed loss prevention for example
sounds like it gives people an out if they don't stack boosts, they'll just be fighting for longer lol
seems reasonable enough to me
thing is, why wouldn't you stack boosts
cuz you suck at the game 
I'm stupid
not having damage isn't some quirky and niche alternate strat, it's just a skill issue
if you're a damage dealer you want boosts
period
they're objective
supports dont need it ofc
they're supporting
also please make Yukari good again I miss her being useful
yeah ofc i need to figure something out
but magic being stronger is already one step there
You could look at weapons to help her damage
She has no phys skills but if you could make her weapon damage be good i think that could help too
i frankly have no issue with giving her holy arrow and poison arrow
That also works but looking at weapons could be interesting too
weapon issue is they all need to have 2x or 3x the damage to be useful
they're great in metaphor btw
im doing the first dungeon weapon only almost
lmfao
Why are they halved anyway?
probably because they're free
Weapon scales your skills in that one so it has to be good
By itself
And RTC stuffs
What?
Oh that
Weapon is just part of the calc
Oh, it's Brawler exclusive?
it's specified by the skill description
huh
usually brawler yes
I really enjoyed MQ 1.0, I’ll let you cook for MQ 2.0, I believe 2.0 will be great.
By the way, I hope you enjoy Metaphor!
oh
Bro thought we were gossiping about him
all I know is that I'm supposedly pretty good in metaphor


