#Untouchable Gun Changes (looking for Testers!)
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i think the main issue is that he has not much going for him
dont think making him extra damage is the solution here
i mean sure he is accurate but he is a peashooter
and while the ailments are pretty good, he does not have any bonus effects unlike the main party
this is also kind of the case with ann, but she at least has pretty good damage even if her ability is sort of ok
Tbh, damage is not what i'm going for in case of morgana, ann, and haru
especially since you told me that ailment is very OP
what we're looking for here is making them proc ailments reliaby, in a similar way that crit characters can crit reliably and deal damage. ailment characters might not be doing damage, but if they proc, the enemy is pretty much dead
so it's fair that they didn't do much damage, right?
well, since you decided to make ann and haru deal good amount of damage by now, then what else can we do for morgana other than these?
- Raising his damage
- Raising the proc chance from medium to high
- Raising his max ammo count
oh don't get me wrong, his ability is powerful WHEN he gets the ailment modifications
but base is not that strong; that's about it
the only ideas I had was a Drain 1 SP fixed or Drain HP based on damage, but those could be abused and would not scale well with late game
UNLESS
we make his slingshots have more ammo with higher tiers eg kamoshida's palace would only have 4 and it would increase as he unlocks more slingshots
He works similarly to haru right now since his upgrades are limited.
The difference is that haru has good base damage, and there is a tradeoff between inflicting ailments vs having good damage.
Thinking we can do something similar for morgana where he gets his ammo reduced significantly if you want to give him ailments, but we can make the odds high. That way you can choose between doing dmg and draining pretty good SP for his base, or doing less damage and get less SP, but also being able to inflict ailments
Hmm, it's a bit of challenge, but doable
What do you suggest on the number?
i dont know because that depends on the palace he is in, the SP economy, and all that
In that case, how about this?
Start with 4, end with 9. All got medium chance
well, he does have a fanny pack
and his damage is the weakest
hmm hold up
why don't we make the ailment damage bonus not as bad for mona
like lets give it a like idk x0.9 instead of x0.5 multiplier
Do we need damage on ailment?
I think it's best to just increase the base damage instead
And keep the ailment with low damage
alright
In any case, your suggestion to increase the ammo per palace sounds good to me
It's just the amount that I'm not sure just yet
You can try using the game saves in gamebanana
Hang on, i forgot the name of the uploader
you know how many bullets that beelzebub has soaked over the past week
Wkwkwk sounds like a hunting season to me
Still, other than damage, morgana is doing fine in ailment department, right?
yes
I think the best way to solve this is just to increase the base damage, then. But even then, i think we don't even need to do so
well i dont think he needs damage
i think he needs more utility
like, every other party member has something that helps them
Debilitate? XD
Oh wait, you previously recommended adding stun or something before, wasn't it?
dizzy
Oh yeah, dizzy
there is an untested tag
Why don't we give him that on top of ailment?
you know how in p4, if an enemy gets knocked and then hit while down, they are unable to act for the next turn
i tried it out but did not do anything
and dizzy overrides the other ailments; you cannot apply 2 at once
i think the SP drain is the way to go
Hmm feels like sp drain doesn't feel right on morgana, theme-wise
what if we give ann sp drain
and morgana the ailment debuff
Ann has the skill soul thief in p5 strikers
which literally drains SP from foes if she lands an ailment
Hmm, in that case, it would thematically fit
but then ANN's smg becomes broken
But ailment booster on morgana
early game because it has so many bullets
Sounds dangerous
well we can make it not guaranteed
Accuracy can be tweaked once more
Again, we still need to knock them down in the first place. And i would presume once enemy got knocked down, players would wanna finish them off either way
yes but instead of an all out attack
you can just cancel, baton pass to ann
and get +13 SP in palace 1
Is it really so bad?
which would break the economy
+13 sp doesn't sound that much to me XD. Sry I'm a casual here
It's probably just enough to cast agi 3 times XD
it can be easily exploited
How?
well 1 find an enemy weak to fire
2 cast agi
3 finish it off with the smg
repeat until you are full on SP
I don't think it was that broken? Is it so bad to get full SP most of the time?
And it helps save up snuff soul
yes, very much so, SP management is extremely important
the last thing the game needs is to be even easier
I guess we could do it, but it feels like people are going to abuse it a lot
because I would certainly do it lol
Be as it may, it's probably only useful during several starting palaces
at least with morgana, it feels less exploitative because we dont care about damage, and we can tweak the dmg to ammo ratio a bit better than ann
Restoring 13 sp on endgame doesn't sound useful to me, at least
Hmm, if you're really worried about it, let's not change it then
it wouldnt be so bad if you couldnt do it every battle
but since guns refill, then it becomes the de facto thing to do, which kinda takes away from the rest of the things you can do
but yeah im out of ideas lol
What about instead of dizzy, we add sleep instead?
still, i definitely feel like the SP thing on Morgana would be pretty cool
Sleep will disappear after receiving attack
yes but then you have 2 effects on your gun
what if you want freeze and THEN it gets stolen by the sleep proc
Shoot again, sleep disappear, then hope the next proc is freeze? XD
What do you think?
i guess, but that feels more like an ultimate gun skill
and Morgana can already inflict normal ailments via pulinpa
this would not change much on the great scheme of things
Alright, let's think of something else. But seriously, there's not much options available here, and we're not sure everything will work in one go (like previously when we try adding knockdown bonus on Ryuji)
Crit is a great thing
when you get the MR, knock an enemy, and just start blasting
even without the crit, which is rare, it feels super satisfying
Which is why i don't wanna add too much on characters that got crit
well i dont know what the damage curve would look like on him
but i can always test it
vs ren
Anyway, you put the proc on high, right?
yeah
Can you tell me what does the first SP column, ailment column, and the second SP column mean?
the first SP column is literally the amount of SP he gains per battle
with his normal gun
basically it is equivalent to the number of shots
Wait, we're gonna add SP in the end? You sure?
well no, but if we dont try we never know
Hmmmmmmmmm, well, considering the ammo is different, maybe it's kinda balance itself?
it might fall off late game
But tbh, might not be useful late game XD
Ah well, I'll work on it right away! Gimme an hour or so
well i have a late game savefile so we will see how that goes
the extra ammo will help him out with dmg
and the SP early on will, well, give him SP
Drain fixed SP yes
hmm there doesn't seem to be any restore fixed sp
i think restore sp is the fixed one
right
yeah
then, i'll use restore SP again
wait
oh okay
exactly XD
you did said it yourself that it's broken before. and remember that morgana gonna have 99 accuracy
and it will scale better late game
well no because early on, your SP pool will be very low
and if we keep the bullets to 6, you only deplete 6 SP
that way we wouldnt have to change anything
so gonna be like this, yeah?
yes
alright, then i'll work on the ITEM.TBL now
just send me the skill in the meantime
yeah no dice
you've tested it already?
yea
how is it?
i see. hmm then let's try drain now
ik drain works for sure
who knows? gun might work differently XD. Unless you've tried it beforehand and confirmed it
Awesome XD. So normal guns are all okay for now, then?
Even Futuba couldn't let those mfs live
yeah, we just need the adaptive ammo for morgana and i think it's good to go
Alrighty. Thanks. In that case, we can move to the last part; the fusion guns!
okay for these i think we keep the ailment from the originals
but the issue is that they get them at different points in time
at least for the ailment weapons
we COULD change the recipe so that they drop from other fusion shadows, though this would screw some things up and would require additional planning
True. Joker's Nataraja is pretty much an endgame gun. While Ryuji's Pumpkin and Ann's Pink Buster are early game weapons
I think it's best to just adjust the effects. I like your idea from back then, like saying to give Regen to Pumpkin, for example
The problem is to set the effects for everyone
I would like to keep the ultimate (as in, the stat sticks) as it is
okay
I think sacrificing gun entirely to get stat boost is worthwhile
Just gotta adjust the stat bonus XD
Maybe next i should try giving them 0 ammo instead
i just think it is a bit boring, at least it does not excite me a lot
We have not much gear effects, unfortunately
they kind of already do that in vanilla with makoto's +10 to all stats
So gotta make do with what's available for now XD
I think, we can have a combination of a passive and stat boosts for the ultimate guns
and we can make the other ones ailment guns
Maybe i should jack it up to +15? Is it bad? XD
well the issue is that just getting stats is a bit meh
like for me there is nothing really that exciting about just equiping a gun that gives me a lot of stuff
- it makes the game too easy because i take no damage from all the endurance boost
- I dont get to do the pew pew stuff
Is it really? You know that i previously set the stats to +25, right? I thought it would make the user crit all the time XD
I thought it's fun, myself
well i did not really test them much, but i know that stat-boosting gear is a bit busted
i dont know if death chaos ever updated CBT
you you probably had the +50 stats haha
Wkwkwk, alright2. But until we got better idea, let's keep it as it is for now
Which is why i followed your advice and tone it down to +10 for now XD
but lets do the ailments for now
So it's +20 of its doubled
Yep
okay to be honest i've never used these before lol
Hmm, i got some ideas myself. Let's see...
except the gummy worm revolver
Huh? What's that?
makoto's revolver
Oh her fusion guns?
well tell me your thoughts
Hang on, typing
Ren: Random ailment (low), and (med) for EX
Ryuji: Regen 2, and Regen 3 for EX
Ann: Charm (low), and (med) for EX
Morgana: no idea just yet
Yusuke: no idea just yet
Makoto: no idea just yet
Haru: 16 ammo (untested, but think it will be fun). EX can be either more dmg or more ammo (max 16, of course)
Okay
I had the idea of looking at the personas
that are itemized, and then making the guns based off of their abilities
let me help sorting them out (ordered on when they can be obtained, though CMIIW):
Ryuji: Pumpkin (Jack-o-Lantern)
Ann: Brainshot (Succubus)
Morgana: Catnap (Neko Shogun)
Yusuke: Gouhou (Vasuki)
Haru: Cat Punch (Nekomata)
Makoto: Mirrirmina (Yurlungur)
Ren: Nataraja (Metatron)
Ryuji and Ann can get their fusion guns early.
Although Haru's supposedly early too, it's the user that joins up rather late instead.
Morgana's can be obtained after the 2nd or 3rd Palace, i think (i remember it's early, but i don't think it can be obtained in 1st Palace)
I forgot about Vasuki for Yusuke. I think it's obtainable mid game?
And then Yurlungur for Makoto, I think it's obtainable rather late
Lastly, I remember getting Metatron real late. Even more than Yurlungur
So it's pretty much end game (outside of Third Semester)
What? We're gonna return them back to vanilla?
If they're pretty much the same as vanilla, then wouldn't people demand them to be customizable once more?
And once it's customizable once more, it's the same cycle once more! People would just choose fusion guns over the shop guns!
well yeah, it is vanilla
i just saw what we were working with
no, these are not my proposed changes haha
Oh you're not suggesting to return them back. Phew! My bad
okay have you ever even crafted the pumpkin shotgun?
I did, actually
No. The weapon model put me off. So i went back to normal guns XD
same
and i think the issue was that
by the time I unlocked the gun, i was far too above the level where it would be useful
i think that is the core issue of these guns
because 1) you need to have unlocked that persona 2) you need to be at just the right level 3) the weapon must not suck
oh and 4) you have to actually notice that you can craft that
It depends on whether players look it up on google or play blindly, i guess. If they know, they might work on it and unlock the persona (if they think it's worthwhile).
For the level part, maybe it's hard to adjust. Considering p5r allows Ren to fuse persona above their level (with money). And the part where the weapon must not suck is what we're gonna do now.
another thing we could do is
remove the fusion all together and give them via quests or something
or even the challenge battles
That might make things even more complicated XD. Not impossible, but it will cover a lot more things than what I intended
yeah true, it would be scope creep
hmm still i think accessibility is a big part of progression, but lets just do like you said
For now, let's just try making them not suck, but as balanced as we could
Ren: Random ailment (low), and (med) for EX
Ryuji: Regen 2, and Regen 3 for EX
Ann: Charm (low), and (med) for EX
Morgana: no idea just yet
Yusuke: no idea just yet
Makoto: no idea just yet
Haru: 16 ammo
ima be honest, brainwash on ann is a bit useless
i think we should move it to makoto
Really? I thought it's real useful early game. I used it a lot, you know XD
im saying this because her gun is random, and if an enemy repels gun, then she gets brainwashed
Though i actually feel it's a bit OP
which happens a lot later in the game
Owh. Well, i took care the enemies that can repel first beforehand, XD
Only after that I unleashed hell
in my experience, those enemies are usually the takniest ones
since they have no weaknesses most of the tame
In that case, i used skill instead
๐ Keeping things challenging, i see
its good that we have 2 perspectives here
but yeah usually that discourages me from using ann's gun
since well if an enemy nulls or repels gun, she basically wastes her turn, or she gets brainwashed herself
lets look at succubus and see what she has
Ailment XD
So ailment, crit rate, burn, dekaja, and instant kill
Yep
Alright, let's keep it that way for now
Ren: Random ailment (low)~(med)
Ryuji: Regenerate 1~2
Morgana:
Ann: Invigorate 1~2
Yusuke:
Makoto:
Haru: Ammo 10~16
Hmm, what about Crit Rate up on Yusuke?
Yusuke can't crit on his gun
So it will be helpful when he used melee or physical skill instead
Then it makes even more sense, no?
but im not sure how useful it would be for yusuke
sure he does get brave blade later on
Other than ice skill, yusuke is a physical damage dealer as well, right?
but at that level he learns deadly fury and myriad slashes
usually all his skills have a 5% crit
but we could increase the crit rate maybe
Then let's keep it that way for now
Crit rate med/high i think
got it
Ren: Random ailment (low)~(med)
Ryuji: Regenerate 1~2
Morgana:
Ann: Invigorate 1~2
Yusuke: Crit Rate (med)~(high)
Makoto:
Haru: Ammo 10~16
Only Morgana and Makoto left, for now
Morgana is fine as it is i think
What do you mean?
sleep
Aah
Hmm, sleep huh
I was wondering whether to slap random ailment from Ren instead to Morgana
one think we can do is get a bit wacky
Or use stuff like auto Rakukaja
Eeeh it's worth a try, i guess. So we got an early source of psy damage
Though still need test to make sure it can hit weakness
But it's almighty. No one got weakness on almighty right?
well yeah but the gun affinity changed
if it was still gun, then he would not be able to damage enemies that repel
Hmm, if that's the case, can't we do the same for ryuji?
For his pumpkin to deal fire damage
yess
Then let's do this XD
Oh wait, for morgana
How many ammo should we put?
Depending on the ammo, the ailment chance must be set accordingly as well
lets keep it at 6
Ren: Random ailment (low)~(med)
Ryuji: Deal Fire Damage, Regenerate 1~2
Morgana: Sleep (med)~(high), ammo 6
Ann: Deal Psychic Damage, Invigorate 1~2
Yusuke: Crit Rate (med)~(high)
Makoto:
Haru: Ammo 10~16
alright
This is Yurlungur, then
Hmm, it got SP recovery, ailment, elec, almighty, crit rate, and break skills
trying to keep the guns in theme too
Too bad we can't apply break effect on the item
Brainwash (med) ~(high)?
Alrighty XD
I think with the pawzooka we put confuse low, we make the ammo 3 like in vanilla
and we just let haru do her thing
her launcher will combo off of the confuse to get a technical
Eh? I don't remember haru ever got more than 1 ammo?
She got 3 in vanilla???
I didn't know that! XD so she's originally can hold more than 1 ammo?
though it might be a bit broken
yeah, ann had like 32 ammo
but you could not use the entire clip
and the ammo was for the entire palace
Noooooo why did they change this T-T i wanna have full blasting too
Ah yes, heard about this one
it was for the better, you could not dump her entire mag anyway
so you actually had to conserve ammo
and have gun skills to cover gun weaknesses
thats why a lot of enemies in royal null gun now
which is annoying
I was previously trying to make it more in line with the SMG in real world, you know? Trying to make Yusuke's rifle to hold around 30 bullets and the SMG for like 25 at least
But alas, the hardcoded limitation stopped me XD
yeah rip
Hmm i see, i guess that's Atlus way to make things more balanced
Still, it gives me hope for Haru's ammo limit
which is where this mod comes into play
I haven't tested giving her 16 ammo yet. But maybe 3 is probably doable
We'll adjust as we go. For now, let's just go crazy with it XD
3 ammo and low dizzy i think
oh right, let's see
it's not multi hit, though? it hits all
I wanna try setting it to 16 first, just wanna see how far we could go with ammo for haru
I know it will most likely be broken, but just wanna test the UI first
Alright, thanks again!
I'll test the UI first at least after i got back home
Ren: Random ailment (low)~(med)
Ryuji: Deal Fire Damage, Regenerate 1~2
Morgana: Sleep (med)~(high), ammo 6
Ann: Deal Psychic Damage, Invigorate 1~2
Yusuke: Crit Rate (med)~(high)
Makoto: Brainwash (med)~(high)
Haru: Ammo 10~16, Dizzy (med)
what do you think?
I set Dizzy to med since we anticipate changing it to 3 ammo later on
Ahh, wait! I just remembered. @hazy quiver, we set Akechi's almighty element on Skill.TBL, wasn't it?
There's no element for specific ranged weapons in Item.TBL
If that's the case, we can't set Ryuji's and Ann's weapon to Fire and Psychic respectively
For now, i'll set them with just regen and invig
there is
the gun overrides the element type i think
okay fusion guns are kinda cool
never noticed this but ryuji has a literal AA 12
and ann gets a tec-9
oh okay thanks XD
and haru gets an RPG
i dont think it should have 3 shots anymore all the sudden lol
it's just for fun XD
well it is a bazooka but whatevs lol
but do you have another idea? i'm open for suggestions
no, lets just do that for now
then we'll do multiple ammo for now. gonna test out 16 ammo first, and then it will be readjusted to be more balanced
oh you tried it yourself?
no, just throwing things out
Okay thats all of them
except for yusuke since i dont have any money left lol
the irony
ill look at the changes later gl
XD thanks again
as expected, i don't like fusion guns
they're too wonky, visual-wise XD. if the model is fine, it was gaudy
Alright, here goes!
I made a few bits more changes as well, btw:
Ren: Deal Bless Damage, Random ailment (low)~(med)
Ryuji: Deal Fire Damage, Regenerate 1~2
Morgana: Sleep (med)~(high), ammo 6
Ann: Deal Psychic Damage, Invigorate 1~2
Yusuke: Crit Rate (med)~(high)
Makoto: Deal Curse Damage, Brainwash (med)~(high)
Haru: Ammo 10~16, Dizzy (med)~(high)
Oh and I also made changes on stat sticks to have 0 ammo as well
I knew this wouldn't end well XD
looks like Haru got maximum of 6 to not make it look glitchy
I edited the Pawzooka and Paw-Bomber to have 3 and 6 ammo now
We're going public!
https://gamebanana.com/mods/513162
Special thanks @hazy quiver for helping me to grow this mod to this point! Let us wait for the others' responses on our changes now XD
nice man, no probs
I still think we should have probably kept some of damage to the ultimate guns
and just made them unable to be customized as balance
Hmm, I'm open for suggestions, but how big of the damage are you thinking in the first place? Because imo, as of it now, i think there's still reason for people to use it over the more standarized shop guns
Either for stats, or for the specific effects
Sorry to bother, but I have a question. Can persona stats go past 99 like for example if you equipped makoto with her +11 all stats gun in vanilla when she already has 99 stats in everything?
I noticed from this mod that every penultimate guns gives +7/+15 all stats so I assume that thereโs a hidden stat increase even though if a party member has max 99 stats.