#Persona 4 Golden | Clean Balance Tweaks
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garura 24 and power slash 27 purrhaps?
oh woah
funny enough
great minds or something like that
2 lvl gap minimum is probably best
stand by on that
dont look at naoto
perusona 3 has several 1 level gaps
in the official game
so its chill
p4 has a couple too
48 is nice
yeah but she has the invigorates so its cinema
3 and 4
is blade of fury at 48 still ok ecs wise?
ecs doesnt take level into account
bwade of fuwy
on normal xp you'll probably be a bit below the recommended levels
not if we leave the golden hands unchanged lol
the average player will probably be around that lvl then how about that
if you do the standard strategy of fighting every shadow you see but not going out of your way to farm a lot of gold hands
average player attempting to fight a gold hand would be funny
yukiko doing agilao into a drain then missing 2 basic attacks
in base game, fire boost is there
but i think we can all agree that having fire boost earlier is better
matarunda ๐
some random bloat ailment spell ๐
B1
but like protag gets it a bit later
im kinda pro matarunda but like then the bike slot is emptied
mod rewards this, you need normal battles for equipment lmao
wait does yukiko have mudoon still
yes
can u post the page
https://docs.google.com/spreadsheets/d/1uf3oywmJgnvL8p4b0Nvdj9c6sRUo1Kf3BDxvphpYHIo/htmlview#
https://docs.google.com/spreadsheets/d/1jVc8tTxffd6m-Klwlsq0eP6xNGuu3_fZnXnExWfa_fs/edit?gid=446960411#gid=446960411
its hard to conceptualise without it in front of me cus im scatterbrained
danke
this is good for me too so i dont lose it haha
i mean spirit drain works but its kind of a bloat skill
unnerfing maragion (40 -> 39)
well not bloat but like filler
yeah i just dont know what she could get between mediarama and agidhain
feels like a big gap too
8 levels
yea i think if you're not planning to make matarunda into base kit then there's no other pick really
and average player probably values sp more than i do lol
spirit drain is late even then ngl
spirit drain 46?
it's a bad skill lol
it is but like
but oh well
i dont agree
i think 60~ would be better
rainy death is too strong to go much lower
63 feels a tad late
i could move high counter up but it feels useless then
Then it stays as it is
either that or like
you sure?
I would presonally lower its dmg
just lower rainy death power a bit
it was 195 in base
475 high crit
but its up to yall
vs gigantic fist at 330
it's strong rn
i don't know why you buffed it so much
i think gigan fist should probs have higher power than it lol
but like that goes against the rank thing or whatever
i mean at that point why even have rainy death
just remove it and go straight to gots hand lol
there arent many rank 7 skills huh
i mean tbf
there's more reason to keep rainy death now
fosho
compared to base game
higher crit rate ig
ehhhhhhhhhhhh
by a lot
maybe that was the intent from the beginning
ill move on
well I think rainy death could be nerfed while being a rank 7 appropriate skill
vile assault is 350, rainy death is 475
i'd balance it a bit differently but like also having at least A skill in between 300 power and fucking 700 is a good idea
that's the high end of rank 6 vs the low end of rank 7
not that there's much in rank 7
maybe 400-430 base power for rainy death?
honestly though
please put them in red in the final table (preferrably not the changes table)
a 7 level gap between rainy death and god hand seems fine to me
high counter would become absolutely a filler skill if we moved it up
but if you think it would be better overall
as if it isn't already a filler skill
what the
it's not 50% anymore???
so proud of them
i might leave this be to be honest
dont see a need to change high counter and with the power of rainy death it's fine at 63
yes
63 means it'll probably be usable for namatame boss fight anyways
then god's hand and agneyastra are endgame
so whatever
removing rainy death was kind of a random suggestion ngl
just checking for any more problematic level gaps
that was never going to happen
the only thing that sucks is that the level gap is kinda large
but whatever
i think its only bad on paper
It was not a serious suggestion
cramming a ton of skills into lvl 58-61
i was just talking trash lol
honestly i am thinking of moving the AOE insta kills up slightly in level to spread things out a bit
no
nop
nop as well
sheesh tough crowd
true
lol
i just think it looks slightly nicer than compressing everything a ton at the start
I still think we should just make her start with invig 2
i dont think it's worth doing that
dont forget to make the new changes red
on yusuke and chie and whoever you changed
im on kanji rn
I just changed Naoto
then its fine yeah
I left Chie as is
you moved power slash back no
oh yeah I did
whatever ill just redo him
tentarafoo to mind slice may be different
Chie: blade of fury is 48
Yukiko: spirit drain 46 (new skill)
Naoto: a bunch of small level changes
yeah I'm done at this point though it's really late and I should not be up rn
I would just leave any changes be at this point but we've looked over this like 50 times
it'll probably be fine
making changes while inputting the data is definitely not recommended
i think we're done lol
Okay I think it's done.
I double checked, but I'm also sleep deprived
so i suggest someone goes and x2 checks it
do you want a save to skip the intro?
actually there is probably one of those around... whatever enjoy lol
i in fact do not want one because i am playing the game
lol
i also made saves for every timeslot of the calendar
they're publically available
pretty funny that after changing all descriptions theres only one Heavy Phys skill in the entire game

@cunning pelican just two things:
-
Signature Skills and Detailed Descriptions aren't actually compatible, not too sure why
-
Can I steal detailed descriptions for this lol
So THIS is why ive started receiving pings for every message in this thread lool
LOL
Yes you can steal it. Just credit me. A compatibility patch would be my real preference but I have so little interest in modding atm that I dont want to keep you guys waiting for that
Dunno about sig skills. Will message bonq
bonq is banned on several accounts
doubt it can be fixed
ask max to give you the page or something idk
I probably just need to restructure detailed descriptions for newer reloaded merging stuff. It's not been updated in a long time
yeah DD is a full replacement so hooks dont work with it
thats why i need to steal it for my mod
will p4r bring you back or will i have to take on the mantle
I haven't followed this thread closely. Am I right in thinking a restructure update from me to support merging properly might actually be better? Two birds one stone (this and sig skills)?
Or would you need to steal/compat patch regardless?
possibly? i had to edit the description of every phys skill anyway
it changes so many that making DD a dependency becomes almost symbolic
Ok well you have my permission
If i do bother to update detailed descriptions, I guess we'll cross that bridge when we come to it

Did I share my "fuck smt wiki" sheet with all the skill properties and new descriptions? Could be helpful for you guys if not
you did, years ago yeah
nowadays i use the aqiu damage calculator since it has all the info readily available
level obtained etc
our v1 is basically finished
only concern is phys technically jumping from medium to severe with only one of them being heavy
that is, description wise
progression wise there's multihits and stuff
i had to change your scale
0-39 [Miniscule]
40-99 [Light]
100-219 [Medium]
220-349 [Heavy]
350-649 [Severe]
650-799 [Massive]
800+ [Extreme]
megido goes from medium to severe because of this too so idk
probably needs some tweaking on the description end of things
Ok cool. Sounds like you guys are on top of it ๐
It'll bring me back. Ive wanted to make a collaborative "Polished P4 Golden" (ref to https://github.com/Rangi42/polishedcrystal), like CEP and what you're doing here but more strictly vanilla+. However, with a remake being inevitable I feel like maybe I should wait for that.
ah
sounds good
p4g is technically the largest mod library
recreating some of it in p4r sounds pretty fun
๐ฏ
P4 is already a near-perfect game to me and basically the whole reason i got into modding was to try and bring it closer. I love the thought of being able to do that with the remake using everything we've learned since 2020.
yup
my hope is that it's similar enough to p3r that rirurin's event tools can be used
ive wanted this since 2021, creating new events
adding stuff from the p4 anime sounds pretty good
Yeah that's the final frontier. Anime stuff was exactly what I was going to say lol
Last off-topic from me before people following this thread get annoyed lol: my actual longest held idea ive never been able to do was modifying the final cutscene to make Narukami speak during the farewell train scene. They do that so well in the og anime where he sounds choked up, and I thought it would be so powerful if that was in the game as the only time you ever heard him speak a sentence
yeah i could see that
i'm a pretty strong believer of keeping the MC silent in persona
(big fear that they'll remove this with 6)
but having one strong line is fine
p5 does it
What I'm referencing for those who haven't seen it. Final line in the show: https://www.youtube.com/watch?v=6RW7Burk0Mc&t=1293
Stupid music meant i cant cleanly rip it ๐ฆ
I can?
isolation AI has gotten extremely good to the point that you can rip out the music from any video and leave only the voice
Maybe I'll make a concept thread and see if anyone can suggest the best tools. I tried with some online stuff a while ago and the results were pretty bad
I've got a blu-ray rip of the episode too, but can't send atm since working
22 mins exactly
ahhh the fact that there's vocals in the music might mess it up a bit
i'll still try ig
yeah, extremely bad luck that the track in the back is vocal
would've been just fine if it wasnt

too much interference
Yup ๐ซ
there's maybe some manual inversion you can do if you actually take the anime ost
and time the samples perfectly
Thanks for trying though
but that's wayyyy harder
Now I am interested in seeing this.
rudiger thank you for your detailed desc mod ๐ you have saved me countless hours from having to check the wiki for quests/ slink availability
Nice! Thanks.
(Again lol)
Interesting to see that amagidyne is stronger than prominence
On that note, severe skill names used to be so much cooler lol.
Cocytus pain>>ice age
But why is the rage skill called balzac ๐ญ
Suck my balzac
I guess that's why
looking forward to being able to actually work alongside you guys on some big P4 projects if I have time haha
the intro is awesome though soooo
it's my favorite intro tbh tbh idc that it's slow
Yeah, I agree. I have been replaying the game recently after a few years and I find myself just as invested (if not more) than during my first playthrough. I'm just surprised to see how well this game stacks up.
Plus all the vanilla+ mod enhancements really make it the best way to play the game.
P3P really got the short end of the stick, considering how good the port of p4 is. It just works so well. I just wish you could move the camera with the mouse (I play with controller, but still).
is there anything left to do for this mod or is that it?
50% High-Counter
I do think it wouldn't hurt to give counter a bit of a buff given there isn't 3 element split in P4 but also it's kinda beyond the scope of this mod I think
15 23 35
I like the idea tbh it would mostly help chie
and since you get counter so early now
you could cheese contrarian king a bit more easily
so that would be nice
descriptions are wack
there's only one heavy phys now
oof
Why not expand the heavy range (that way you can throw rainy death and gigantic fist together + whatever multi-target phys fall in the lower severe range currently)
and get rid of colossal/massive
just like in p3r
where brave blade is severe
vorpal blade is heavy
but then again, that game has boosts/amps
pretty much phys skills are like gun skills in p5 where the highest tier is severe
p3r did not get rid of massive. what
Well there is no normal massive dmg for phys
Is it? Oh yes you are right
800+ is massive iirc
then forget what i said
that's kinda busted now that i think about it
even if they did make magic stronger in reload
i changed it either way because if I had used rudiger's scale dyne would be severe
Oh maybe cz the arke mod lowers dmg limits and edits descriptions
So Primal force would be extreme
I'd say combine massive and extreme
ik its not the main issue
but they are only 15% dmg apart
Ohh ok
yeah then thats fine
I thought you would just have 1 extreme skill
what are megido/megidola/megidolaon rn?
180 smething 650
so medium/something/massive?
650 would be massive according to the scale sent above
I thought megido was the one that fucked up the scale
personally I think Megidolaon should be severe and morning star massive (or bump them up one each) but I mean scales like this are arbitrary anyways
medium severe massive
180 400 650
ah so does megido fuck it up because it's too weak
if something is almighty dmg, you could follow the magic scale
but just multiply the lower limits
by the same factor
that's misinforming the player
i mean, phys already does this
speaking of the scale being the same
in base game that is
and in p5
but eh if we are trying to make an improvement i see your point
I always personally found that multi hit skills were hard to understand because does 2 light hits mean greater or less than 1 medium?
that's a vague example but there's many cases like that because of the ranges being vague in the first place
i think most people that play it would be used to it
I've played these games a lot and I disagree because there isn't enough consistency to come to any conclusion
you could have huh
"Extreme Phys damage as 8x Light hits"

unironically I would like that
sure
that too
thanks autocorrect
what about rampage
Deals up to heavy damage in 1-3 hits
or something like that
That might make some descriptions a bit hard to fit in, but i think we could make it work ig
I think this should be an optional addon.
honestly a good optional addon would be direct damage stats
however Yuki did it with her mods
this might take longer but do you think further skill balancing might help address this problem?
Why dont we just do a playtest run first
See how it goes and the adjust everything from there
yeah - forget my idea it would take too long haha
I think the lack of more heavy phys skills is goofy but also you do have to take boost and amp into account for magic
I think the only real way to address it is to change the ranges because everything is super arbitrary as is
I'm strictly against revealing numerical data like this
even as an optional addon?
yes
fair enough
people datamined MQ, minmaxed, and then complained about the lack of variety
not having a repeat of this
I mean. There is always people who will minmax everything
And have their complaints
And headcannons about what should have been done differently
There is only so much you can do so just do what feels right ig. There is always a next time to make further revisions if needed.
why does the wiki list the dmg as 1600?
Is it a typo, or is there something I'm not getting?
fandom wiki moment prob
use the fusion calc to look at skill power, wiki is infamously inaccurate
the wiki is infamous for being wrong and rejecting corrections even with proof
they used to prioritize japanese wikis over actual game data
nowadays they do accept TBLs as a source
can't anyone edit it?
there's admins
so they approve changes i'm assuming
for some reason all of the golden values are doubled for dmg^2
btw meovv, how far have you gotten in your playthrough?
havent had time to start yet
and have there been any issues with the persona table? I was half-asleep while doing that
none that i could find
kk, take it easy then
It's always been pretty consistent for me, at least when I used it with p5
But I started to use the github page since they did not have the party members updated for P3R
at one point the fandom wiki had 4 different values for amagidyne
it's very unreliable, they pull numbers straight out of their ass and don't elaborate
hey, do you guys know where the AI scripts are located?
I've noticed some of the bosses have really exploitable AI
For example, intolerant officer will always target yukiko first, so you can just trivialize him using mirrors.
nop blank table with unnamed entries
I know p5 had the script files in folders after unpacking
but p4 is wierd with the init tables and all that
oh also thanks
oh wait no, you are right arkadia did this before, just found his post
i believe p4g does this too for some fights
yeah it indeed does
nice, it works now
ok there he is
if I just add some randomization here instead of being sequential, it should make the fight less exploitable
i have no intentions of editing enemy AI in this mod or making AI non-sequential
exploiting AI is the only spice this game has
fix that and everything becomes "damage + heal if you cant damage fast enough"
understood, just thought i'd share in case you guys ever needed smth like this
i got ahead of myself so i apologize lol
its all good
You guys not using "Colossal" and "Ultimate" for your descriptions? I think i took those from P5R back when I made mine. Don't think I've heard of "Extreme" before. P3R term?
metaphor
Ah cool
Lol
P3R uses massive
Ultimate was just for 1 hit ko stuff like galactic punt iirc
yup
Even "massive" isn't great. If I wasn't familiar with Persona and someone asked me to rank heavy, severe and massive based on how they sound, I think I'd say severe sounded more powerful than massive.
this comes with the subjectivity of the skills being learned later anyway
but in the case of metaphor, severe is available from level 1
so extreme really does sound off
bro whats up with wind of oblivion doing 96 damage and oneshotting before the tutorial even starts

yeah its only supposed to do 29 damage, whats going on here
??? when tf did i double the damage of wind of oblivion
what
literally when
oh i buffed bottomless envy too?
i genuinely did not remember this
buffing it by a little bit actually does make the fight more interesting tbh
hmm that sounds a little excessive lol
shadow chie is uh
really funny
if you crit her she assumes it was garu
and will break the AI
i wasn't expecting her to just instakill yosuke out of the gate turn 1 too
basically keeps extending green wall every time you crit her
and doing normal attack on the protag
which is still considerable damage
but considering that the alternative is mabufu
you can crit her to keep her in check
the crit rate on cleave is nutty lmao
15% but i got lucky as fuck ig
critted her like 7 times
did you revert this haha
her AI's probably only checking for her being knocked down
not specifically for her weakness getting hit
she's stupid ๐ญ
yesnt
originally 20, made 40, obivously too much, made 25
damage is genuinely dangerous in very hard but tickles you on normal
i'll keep chie as is for now because i think hitting several 15% chance hits in a row is kinda crazy rng
tbf
the more i check this out the more I'm feeling comfortable with doubling most enemy HP in project fes/mq2
enemies surviving the first four turns sometimes is refreshing
yeah I understand people being annoyed at enemies being health sponges but you do sometimes run into the opposite issue
are you planning to do a full playthrough before releasing?
Meovv, whenever you can, check that chie has the right rampage skill.
I might have messed up there since when you type rampage for the skill, it defaults to the contrarian king one
most likely
i am seriously considering lowering shadow yukiko's HP
i get that they increased it because of the ice weakness but more than double is just illogical
this is literally aoa simulator and hoping SP doesnt run out
or grinding, pick one
or consumable check 
ah right i also gave the prince a fuckillion stat boosts
to have ps2 stats
tripled endurance might in fact explain why this fight is so painful
hey meovv, can I get the zip for the test build?
I am also doing a playthrough rn so I can tell you if something feels off anywhere else.
Yeah, she already had a lot of HP in vanilla. How much did you increase it by?
But if you nerfed double fangs, you might be able to last a bit longer since she won't 1 shot your party anymore.
It can be manageable if you give her an indication that she is going to do burn to ashes; otherwise, it is just a luck check with the increased stats.
zero
you're probably forgetting a few details
burn to ashes already has an indication
the more than doubled hp is from golden
double fangs still does insane amounts of damage
Can't she just use it randomly when her health falls below a certain threshold?
yeah but you'll probably just die before the threshold
Even with tarunda/rakukaja?
very hard is extremely overtuned
tarunda is a complete waste of SP
the diamond shields are useful
Have you considered lowering tarunda's cost to 8?
idk
i thought they were way too expensive too
but they are fun to use, SP is a big issue early on and using debuffs just opens your optiosn way more
shit only really hits the fan when she spawns the prince tbh
i gave him the original ps2 stats
which just proves that blindly porting ps2 stats to p4g is a mistake
What's your level?
yeah you gotta do things on a case by case, i thought yukiko was fairly challenging
if anything, buff kanji's minions so that the fight feels just as challenging as yukiko's
level 10, climbing 1 to 8 without skipping a single encounter
found 3 hands
whaaat
how did you get lv 10
I had to do fkin lv 8 T-T and I extensively grinded
are you playing with normal XP?
strictly very hard i dont do that cheating shit
i did most of it izanagi only and switched to senri for the boss
I usually take him down in 2 cycles due to dizzy/Rakunda
And abusing ice cubes+ball lightnings to get AoAs
yeah the ps2 stats makes him basically tankier than her
its really funny
you need like 10 cycles to make him run
You could lower the HP threshould at which he leaves
that's ai
I think that could be a good compromise
and im not touching the ai
did you half his more than doubled health in p4g
his hp is the same in both versions its only yukiko that's bloated af
after you deal with all that crap
you can just get 1 shotted out of nowhere
after you beat the prince, you gotta dps her down
basically the prelude to contrarian king
yeah that's true, you also have ukobach who resist fire, i think
ok but senri nulls it and can inherit bufu
but then again, so can you with null fire lol
Still though, the annoying part is dying after dealing with mr prince
since the first half is pretty uneventful
but i think it's fine tbh
the fight is beatable at level 4 with a fuckton of consumables so i dont exactly want to tone it down ultra hard
just enough to make it not a grindfest in very hard
I think the easiest solution
is to find a way to increase XP from very hard that would honestly solve most issues
I like that idea.
But don't go crazy on the endurance. You could do some math to see how you can make the prince a bit more resistant
yeah it's not a linear scale
850 vs 1000? i was wrong about the doubled part
median won't be 50/50
misinfo wiki strikes again? 850 listed on both games
yukiko info is correct
fighting rise at lv 24 wish me luck...
Most problems from very hard would go away if grinding did not suck so much.
The boss in yukiko is lv 15 or lv 11?
lv15
she might be dealing extreme damage due to being underleveled
okay yeah that's why double fangs pretty much 1 shot you even with the nerf.
her damage is manageable with diamond shield
and i dont want to encourage hoarding marakukaja items
they're there specifically for the boss lol
it's a scripted one time spawn
I just let my party die and revive them with beads
i only have 1 bead lol
i did marie rank 1 and then jumped in immediately
i ignored the sport club prompt
xdd
Btw are you guys changing boss ai at all?
i think...
trying not to
Hey if you need to, I'm up for it
i found a small oversight with chie but it's not drastic enough that i care
no point
this really says a lot about society
well anyway, I'll let you work xd good luck
yeah iirc bf emulator still has the issue where if you try to hook the same function more than once it crashes lol
I guess mod compatibility is way cleaner too if you don't. I was thinking about adachi ai fix and my bewildering fog restoration (boss ai)
otherwise it wouldn't really matter as much although it'd still be annoying for compatibility
fog restoration?
bewildering is just a skilltbl change though?
and yeah i might just nuke the fucking sharp student from these bosses
i get that being able to crit is a vector to making the fight easier
but i was literally landing one crit per attempt
Yeah but all the elements are considered as a whole right? All affect how the battle plays out. Wouldn't be a big deal at all for that one. Was just thinking out loud

think there's a distinction between editing skills and boss AI in the flow
sorry not sure what you mean 
the enemy uses the skill, and you changed the skill
vanilla AI makes use of the mod's change
Yeah and when you change ai, you do so while considering the skills they have, etc. All affects overall balance. That's all I was trying to say. I don't mean to confuse or divert lol sorry.
new revision
Yukiko
1775 HP
Mag 15
En 9
Prince
925 HP
10 St
14 Ma
8 En
20 Lu
what are the old stats for reference?
I had pushed all the stats to the PS2 ones where higher
otherwise just golden ones
these new stats are a median of ps2 and vita numbers
I see
it is on average a nerf of the boss across the board
but one that should be fine in this mod
Is there like a way to remove level scaling?
probably not without cbt
level scaling isnt doing shit here
burn to ashes does 30 damage to a guarding enemy with raku
and i buffed it

wait really?
yeah by 5sqrt
It almost 1 shots my party
ah lol
low en?
ah
also you should send another test build here for reference
u wanna stream it?
also while we're here: do you want to provide the party skill changes as a separate mod or would you rather it be a config in this mod?
important question that should've been asked prior lol
I think making it modular would be the best
well
From experience, if you cram a bunch of things into 1
you WILL get people complaining
you need to have the option for it to be disabled
even if you think it is perfect as it is

what if someone wants to use it for an existing save
doesn't break anything
you don't really want skill progression to change halfway through
yes it does
why are you installing a rebalance mid playthrough though that's the million dollar question
some people will do that lol

do you want it as a config option? I think more people will default to wanting it on anyways so it's easier to include it in the base mod.
persona.tbl already has a bunch of merged changes
making separate tbls is a pain but sure
from the beginning
does anyone still have the old PERSONA.TBL lol
made a backup for it
i sent the one that only has mutations
or you mean the one with just mutations
so there should be one with the old skill progression and one with the new skill progression
that's really it
i'm not a very big fan of making balance mods modular though icl
everyone will complain in balance mods i'm already used to that
I think the option should exist even if you want to default to new skillsets
it's just more work is all haha
I can code together a config without too much trouble, it's just having and maintaining those different files
i know, up to you man
a big reason i disagree is that it doubles the amount of testing
yeah that toooo
i dont want to test the entire game twice just to account for the other skillset
playtesting is the biggest thing tbh
3 playthroughs of p4 in a row is too much i am not loaf
(i am already accounting for P4R)
I suppose that's true. so I guess rip anyone who's already playing the game lol
I guess also it's not like many people are doing playthroughs rn as is, P4G is old
they will start modding
skill issue 
I mean if it wasn't for that, I would not be here rn lol.
yesnt, if they do it in the endgame it doesnt change anything, if they do it in the midgame they can go to the bike for any unlearned skills
which is -1 calendar
ig
still
yeah I think the more I think about it the more it does make sense because like, the new skillsets were made with new balance in mind
i think just for the bike skills
a lot of people will download the mod
and the skill balance changes
people should probably use a save editor if they want the updated skill changes
At least I would
this too
i wouldn't mind making the bike do Past + Future at the same time, that's technically 6 free reroll opportunities per character
its a simple code mod i think
good as a separate mod imo
I think that's an excellent idea
do you plan to make the party skill changes public info?
yeah as a separate mod ofc
you probably should if you weren't considering it
brooo
let people comment if they want haha
just let people crap over it if they want
if its good, its good
if its not good, if is still good
you should be making them public for the purpose of people converting their existing playthroughs at the very least
getting people saying dumb stuff is a bonus :p
A lot of people are super sweaty so just take things with a grain of salt
you are doing free labor
and making a good effort to make things work well together
I think that's awesome so don't get put off by disagreements.
oof damn i almost had it
SP issue though
i think its a lot better now
with consumables it's a cakewalk
definitely
i'm probably reverting burn to ashes to default dmg
oh nvm i didnt change it
did i do that
i did not
ok good
still kinda dog
25 luck and boosted on top
thats basically 100% infliction rate
give her mind charge again like in og
if she has 25 luck she doesn't need sharp student as well lol
since she's gapping you already
which mod
...rbt?
oh I was thinking the velvet room theme lol
pixelguin mod
oh well I was going to watch shadow Yukiko first lol
ty
i show all fusions
as well
what i dont show is the bajillion times i died without goho-m
shadow yukiko fight looks rly good with fog restoration
yh
so did you one shot this or did you do it in 2 days?
ah lol
i wasnt going at it 24/7 though i stopped a lot
i got completely fucked over
i had an attempt where i had sweep bonus from like floor 1 to floor 4
i got like 1 emperor this time and thats it lol
oh right the critical hp burn to ashes isnt random
teddie warns you
well he doesnt warn you but he's the telegraph
wiki says its rng
its not
oh cool
i didnt know that
i assumed it was rng bc i thought there was no pattern to it
lots of diamond shields huh
i got lucky i didnt even know they dropped
beyond the 3 scripted ones
i only used 2
so
all good
marakukaja isnt that insanely busted like reload anyway too
why do you go to just normal atk for a bit after the prince leaves instead of using cleave or something?
senri nulls fire and had no phys
ah
i was trying to bait burn to ashes
but i only found out teddie was the trigger on that attempt specifically
so i was blind
i find it funnier that chie walling saved it even if she drained
the wall was intended to reflect makajam
not a fire attk
what you didnt see is the dozens of times the run died to yosuke and chie missing at the same time
yeah
i did fight some hands but i didn't actively look for any
making her crittable is also super satisfying tbh
yeah for sure that looked pretty nice
prince can be hit with any ailment now too which for a first boss should be pretty fine
especially if you manage to reflect the makajam
Yomotsu Shikome has Ghastly Wail at level 11 which imo is pretty rewarding if you do manage to go for it
oh yeah i can imagine lol
lvl 11 definitely not easy to get to tho i'd imagine? (with very hard xp)
ghastly wail working on bosses is the dream, but obviously it only works on stuff like this
i was level 10 so 11 is minimal effort
I saw plenty of hands I didn't fight because i was out of consumable damage items
i could've been way more leveled
i saw you had a normal difficulty one too, is that with the lowered hp?
yup exactly the same but i lowered the diff
just to see if it was fine
i think it was
a lot more forgiving but the damage you deal isn't insanely higher tbh
Hey, one extra consideration I thought about. I think this game sets persona skills the moment you start a new save.
So if someone installs this mid-through, some innate skills might not be the ones in the mod.
I'm thinking naoto's tempest slash and teddie's auto-rakukaja
valid
I must say, tarunda on Yukiko is probably one of the best changes ever.
I cannot understate how useful it is having it on very hard.
I've been playing on and off and I think Yosuke is kind of underrated.
Tentarafoo is probably the best debuff hands down since it gimps the enemies' turn so there is not really a need to have anything else. Silence just forces enemies to do their normal attack, which can kind of mess you up because it deals more damage than skills for some reason.
And poison is just not worth it for DoT when it pretty much negates the infliction other more useful ailments.
I would suggest to move Masukukaja back a bit and probably make it the first party-wide buff you get.
Having increase dodge chance in certain battles where enemies target your weakness is super useful.
attack debuff tho 
They still 1 shot you regardless, at least on very hard.
Like seriously 15 levels under enemies...
Oh damn it's 50%
I thought it was 30% for some reason. Okay nvm.
Okay, one more thing I noticed while playing.
For some reason, some multi-target skills deal far less damage than what they are suppossed to when enemies use it.
I don't know why this is, but if 2 skills have similar attack power, the multi hit skill will deal puny damage compared to if it was just 1 single hit.
really? (latter statement)
as in lower its level? and on who? Yosuke right?
that's a bit odd...
you guys should definitely document your findings in any case so it is easier to find
Yeah, I'll test it later on today. I thought silence would just make the enemies try to attack with a skill and gimp their turm; however, they have a chance (i think) to do their normal attack. Sometimes, they will try to use a buff/debuff, so you can survive a bit longer if you don't apply makajam on them; however, they seem to go for the normal attack sometimes and (when being very underleveled) this results in getting 1 shotted. Since it is not 100% safe, unlike using tentarafoo, I just opt for attacking instead of applying silence.
With regards to skills vs normal attacks, for example, the pisce in yukiko's floor 1 will deal more damage with the normal attack vs using cleave when I'm higher level.
Yeah, by the time you get masukukaja you are almost at the end game and get youthful wind right after.
No, at vanilla level. Sorry, I was looking at the vanilla sheet again.
Well, I'm level 45 at the end of heaven.
it is definitely not the first party wide buff you get though, that is true
the first one you get is mataru at lvl 42 on teddie
I think it will be very useful to get it for the naoto fight
Naoto is level 55 I think. So Lv 49 is fine
is this usually how very hard is with xp?
works out pretty well
bc yeah for normal xp you're fine lol
Well I had to fight naoto at Lv 42
And just equipped the dodge accessories
If she got a 1 more, I had to reapply tarunda and rakunda
I think there's a good argument that marakukaja on teddie should be earlier too, it is kinda late. but kanji gets it at lvl 51 so maybe it's fine
that is literally already how it is
Oh then just leave it as it is xd
right now it's 51 (kanji) 58 (teddie)
I think it could afford to go down a bit for teddie anyways
I'm telling you. On very hard, the only way I managed to survive mitsuo onwards
was because I got a magician card and got marakukaja on izanagi
I'm willing to listen to suggestions that the all target buffs/debuffs should be available earlier. currently they average lvl 50 with teddie's early matarukaja being an exception (same with his late marakukaja)
Kanji has a pretty low SP pool
you could also bike ride for matarunda B2 on yukiko
so he has a disadvantage
The bike rides are for the naoto dungeon
So you can get the ma-kajas/kundas by then
Which is lv 45-55
the main issue really with lowering the ma-kajas and kundas is skill compression
there is a gap for a lot of characters around lvl 50 that is filled by the buffs existing there. move the buffs down and you need something to fill that gap
especially bc skills already exist around lvl 45 or so for all those characters
I made my own skill tree
for example: pulling up teddie's again
you should not have diarahan earlier than 49 or so
Teddie is perfect
ice break should not be later than 44
mataru could be argued to be moved later but i think having it available early helps him a lot as a character
so then it's just kinda weird. kanji has a similar issue too
i'm on sauna floor 7 rn
you can see with this skill balancing here why that doesn't really work here
yes, you could throw maraku in at lvl 46 or something then then you have a 6 lvl gap between elec break and vile assault
broadly speaking i think it's good to have balanced level ups rather than periods of not getting many skills (stock p4 suffers with this)
Oh you can probably throw something in between
shouldn't get in the way of balance ofc, but
like fast heal or a wacky thing
then you're throwing in skills for the sake of it

