#Persona 4 Golden | Clean Balance Tweaks
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I mean, i'd rather him having more options early on
and you risk overlap with other characters
than all his skills just getting replaced
instantly
Swap elec break and marakukaja i guess
wdym overlap?
i would be willing to consider that bc kanji is not meant as a magic dealer
but i will hold off right now
remember how you were complaining about yosuke and naoto both getting blight
Well isn't just kanji and teddie
valid complaint to be clear, that's why we fixed that
getting marakukaja
My argument is that, even if he gets it early, he is limited by his SP pool. He is starts out with rakukaja, so I assume he is the designated marakukaja guy.
that's not what I'm addressing - what I'm addressing is how to fill in those gaps
Oh
Well I told you
swap elec break and marakukaja
and leave it as it is
Those gaps were there in vanilla too
and i said i will consider that, but i'd like to wait for both you and meovv to get thru with the mod
as stated:
"stock p4 suffers with this"
got you
But I mean
I think something should not be forced for the sake of just consistency.
this mod also kinda has that in a couple of places too. chie's rainy death for instance, kanji's maziodyne/primal force too
but it's not rly as bad
i should state that the moment i started my test run all changes were locked in for 1.0 unless drastic (making small changes mid run invalidates all tests)
After playing with the mod for a bit, I think we can identify where something would be better. And then make adjustments based on that.
I am making my changes retroactively.
honestly the suggestion of maraku/break switching seems reasonable enough, i would probably also want to move teddie's maraku down too so that would be a slightly bigger change
exception being things that do not affect previously saved progress, like when i nerfed yukiko while on yukiko
my thought was something like this for teddie
Seems reasonable enough
decompresses early 60 a bit and gives him better skills earlier
Amrita in Lv 61 is evil
that would require a pre-release patch and it would screw over your testing
Like really evil
yeah, don't know how that one wasn't caught
One thing I'm noticing is
I am avoiding doing bike rides
because, EVEN when underleveled
I just don't think it's worth it to replace the skills I have
I think there's also something to be said about kanji's B1 media being exceptionally shit lol
Like, idk I think bike ride skills just get replaced way to soon
which is a shame because a lot of them are really cool
I think hama on chie's SL was a good change
like very good
i mean, most of them are just going to fulfill a different niche
extremely so if I say so myself
because you will likely replace it later on
However, you can get it early enough for it to be very useful
I'd argue to move diarahan on yusuke's SL too
instead of the bike ride
It's just one of those skills I never keep for too long
what it seems like you're asking for is to have all the bike ride skills be useful which simply isn't possible without gutting SL/level skills
However, early on it was super useful before I got teddie
and mediarama
because I was stuck with yukiko+media and divine grace
and Yosuke's diarama
By the time you get teddie, diarahan becomes obsolete
the one thing he had over yukiko is that his single target healing was better and he got it earlier
This was on very hard, however.
B1 allows yosuke to get an early diarahan so there's commitment there. moving it to SL would be frankly really shortsighted. you could have diarahan by like rise's dungeon if you did that.
yes and you suggested this
you can complete yosuke's SL pretty early. it is among the first ones you get after all (literally the first iirc)
And yeah the SL is kind of tight.
that alone makes getting something like diarahan in SL just, not good
Idk, I don't think i would replace any of my skills with diarahan just for it to be replaced right after when I get megido or ailment boost
diarahan is there as an option to get an early full heal
you just need to commit one (1) day to it
You also get access to 400 HP heals by this point too
the logical solution is to nerf the heal items there anyways, not to get diarahan sooner
golden was always an outlier
so with yosuke bike ride, you can get early diarahan before anyone else except maybe teddie if you lock in with him, you can boost your ailment phys skills, you can get credible almighty as an alternative to naoto, and you can just not get hit. seems decent enough
same with the other characters - you either get new niches or you get strong enhancements to skills that require some time commitment
and yes tbf not all the skills are good (walls shouldn't be bike unless they are AOE, tetra and makara break are very niche, etc)
Yeah 400 HP is crazy in vanilla
but P4 just doesn't have a lot of skills to work with
But idk man. By the time you get teddie, you also get blessed hands
so you pretty much have a full heal.
teddie is supposed to be a better healer than yosuke
I will say
having a very weak party heal
early on
made me REALLY appreciate Diarama
But after getting Mediarama with teddie, I never once had to use it again.
Early on, however, it was sometimes not enough and was thinking... Man it would have been great if i had diarahan here
Diarahan is just like heat riser.
They are high level skills, but they are kind of... whatever?
Megido is okay.
I mean it is kind of nice, but I wouldn't say it's crazy.
never said it was crazy
it's also not supposed to be crazy
when you're giving a character a new niche like that, they're not supposed to be better at it than a character that specializes in that niche already.
Sorry I was mostly talking to myself
heat riser is in a much worse spot. diarahan should have a similar role to diarama earlier on
diarahan is in fact pretty good
if it doesn't, that's a different problem to be resolved

if heat riser stacked on top of the AOE buffs then I would understand it being a late game skill more
but well, almost every persona game only has one level of buffs/debuffs
heat riser has some more utility in p4 from my experience
mostly situational as a counter for a boss debilitating someone in particular
in that regard I guess it's a slightly better dekunda lol (but dekunda is AOE...)
im making the daring gigas mf from floor 7 be panicable/crittable/rageable but giving him a bit more HP
usually I would think dekunda would be better for that since it's not really debilitate you worry about much but rather AOE debuffs
the boss is a fun pattern but its super easy if you reroll for him going after yukiko
you can't dekunda off neutral
if a boss debilitates you in a buffed state heat riser puts you back in buffed state
without doing dragon hustle again
give more bosses debilitate clearly
That would be great
Daring Gigas on Sauna Floor 7
- Can now be critically hit
- No longer has Sharp Student
- Can now be inflicted with Rage and Panic (Skull Cracker strats)
- Has a 1.25x HP multiplier to account for all this
strat is definitely still just letting him kill yukiko and spamming phys on it when it runs out of sp
Did you increase his SP or no?
i guess
plus if panic breaks its pattern the SP won't deplete as fast
he does 1000 damage, if his SP was infinite it would just be a grindy boss
it's rng
I had to use a resist phys persona and guard to prevent this on MC, and just tried reviving the rest
Wouldn't panic trivialize the encounter?
Or does it break the pattern as you said?
and he still attacks on turn X regardless
I find a 20% proc to be much more rewarding and engaging than just rolling a dice to see who gets instakilled. This is an example of "trivializing" being more fun.
it's one more way to tackle the encounter
same for rage
takes more damage but you'll have to take it down faster too
Well rage is a double edge sword
it's either he 1 shots you every turn but you deal more dmg
or you let him buff for longer and prolong the fight
I think just being able to dizzy him
would be enough
panic is fine because skull cracker is a proc
You do have to get lucky with the crit
silence isn't because makajam is basically 100% inflict
and it only lasts 1 turn
as opposed to 2-3
which is too many free turns imo
without sharp student, you can crit him more often now no?
Easy Knockdown into dizzy
You get a free turn
Instead of proccing confuse and just getting bailed out
literally the same
dizzy would multiply the damage
you can make an argument for everything in the game trivializing it
sometimes its just more fun to have the option unlocked
Did he have null dizzy?
we're talking about an already easy boss having an additional route added from a proc
Or just sharp student?
oh damn
sharp student wasnt doing shit
the boss was literally just an rng diceroll you spammed attacks on
I still think removing the null everything and making him being able to be critted and dizzied is enough, but ig the 20% panic is not so bad.
better to have the option added to these early minibosses than to have ailments just be useless wholesale
Yeah I was thinking the same thing
besides literally no one will use it, because there's no ailment affinity scan

meaning people will only get the proc if they use chie's skull cracker
because it's already embedded
never got why ailment affinities weren't listed in the analysis menu for so long
but only I have recently learned that Skewer is not only stronger
but also has higher crit chance
Yep
I do think it is a bit deceptive
Since yosuke gets sonic punch, which is an upgrade from bash
okay but it's damage to damage
so when I first played, I assumed it was the same thing
chie is damage to proc
with chie, that is
you should be able to read the numbers on the screen and tell which does more too
It's within margin of error
anyway im gonna go test mr gigas 2.0
well almost, and it is also more expensive
so you would assume more expensive more damage, even if it does have the ailment
aight gl
I do slightly agree on this specific one actually, skull cracker feels like it should be an upgrade. I don't know what about it makes me feel that way but yea
I know why
because in P5
ryuji went from lunge to headbutt
and headbutt was medium whereas lunge was light
maybe? idk lol
that's how it was for me at least
ah ok
well
you're in luck
you get your way anyway 
recovering from Panic makes him reset the AI, so he'll do power charge etc from the start
so its not -3 turns
its more like -5
hehehehe
i'll re-add the immunity
Justice wins again
But then...
what is the point of getting a crit
you just run into the same issue as before
OH nvm
he breaks the pattern
i will not touch ai in this mod that's already set in stone
i could disable knockdown so crit isn't that much objectively stronger than using magic, but then again, magic has been dominant for 90% of the playthrough so far
Nah, just leave the knockdown
at least you get extra dmg while he is down
and you can avoid him dodging
or does that also break the pattern when he wakes up
nah man i do aoa so he gets back up and i can knock him down yet again

it shouldnt
i'll test now
kk good luck
hey also
why dont you give yourself 100% crit rate
to make testing easier
because im a real gambler
unless ur doing that arl
nvm
knock yourself out ig
lol
but man, immune to ailments is 1 thing
but immune to crits? that's insane dang
really?
i did not know this
I know you can crit contrarian king and you can knock down the snake
yes, i reverted it wherever possible (some can't because knockdowns are part of their gimmick and if I make them crittable with or without knockdown the gimmick goes to shit)
good change
I know you changed some bosses to remove almighty resistance
but not all of them right? I know some of them had a gimmick where they took almost no dmg from AoA
But most of them, namely the optional bosses, just had that to annoy the player imo lol.
I think shio had warned about exactly that lol
Hey about that
Some fights were extremely close in terms of damage
As in, the boss using multi-target magic almost takes out my party in an RNG manner
shio's warning is unrelated i think, i'm talking about magic being more useful despite being weaker due to the guaranteed knockdowns
aoe phys is definitely going to halt that
Also, megidola might be a bit... overtuned
๐
i'm retrying until there's crits
Naoto doing more dmg with megidola than deathbound just feels... Idk wrong?
But it might be my P5 brain not remembering things properly. She also gets myriad arrows later on so Ig that balances out.
3 years later. persona 4 rerun has already dropped prior, addressing a lot of the flaws with persona 3 reload and greatly improving the gameplay. 99% of P4 modders have moved onto the remake. fog restoration has been done for 2 years. yet meovv tolls on, unable to get a single crit on a boss in Kanji's dungeon
Turns out he forgot to turn off bit 24
Which Arkadia and Swine discovered it was the one responsible for a hidden function within the game code that prevented people with a specific steam ID from dealing certain status effects on some enemies.
ah nah i critted him plenty i just meant after doing these changes
anyway i know now for a fact he kills yukiko first then yosuke then chie then protag
he runs out of sp after killing chie
this is ultra scripted lol
its been consistent on all my attempts
maybe theres a roll
with bias
guarding with yukiko isnt gonna do shit anyway
its 500 damage
whats your level
protag is lv16
and yukiko is like 21 or smth
protag 16 yosuke 15 chie 15 yukiko 18
about the same as me then, though I was lv18 after fighting contrarian king
im only going for contrarian after reaching kanji's door
You should, but it's not going to do jack all
just get 2 phys mirrors and you can dps his remaining 50% HP before he rampages you again.
Or just test it and see if you can improve it at all
i could phys mirror the gigas with yukiko true 
actually wait i have a phys dodge accessory that's been clutch asf
i could put it on her
and cast sukukaja with yosuke
Yukiko, I don't know what it is
but she ALWAYS dodges
sukukaja is -60 damage
Yukiko critmagi?
and not LOSE a revival bead and yukiko's magic dmg
I think in miniboss and boss encounters
what revival bead bro i let him kill everyone and just keep spamming cleave
you can win that way
its almost perfectly balanced for it
if your party member dies mid-way, it will not let them act until the next turn
or i think this is just minibosses/optional bosses
and not bosses
quadruple his health
and give him the king's rampage
no one will get away with this anymore
ok i just had the funniest run
it went for yosuke first this time
but literally every single hit was a crit it was so funny
and immediately after
a gold hand was next to it
Yosuke gaming
no
i critted them and got the xp
matter of fact
next floor had a hand too
but i alt f4'd
damn bro, I always have the worst flipping luck ever
i was extremely lucky with every hand on kanji dungeon
i rebellion the mc and dekaja if they suku
I always fish for the dizzy and call it a day
there is no way I am getting an AoA if there are more than 2 hands
weak aura
Nah man, consistency. I mean, its boring sure, but you can't argue with the results. Better than getting 1 shotted.
lmfao i destroyed contrarian king
didnt even rampage
i made some changes but i might have to buff it as a result
around 400+ more hp or so
some data about contrarian king
it reduces all phys and almighty damage by 50%, it likewise takes 150% more from elec and ice (great for zionga, does no difference for bufu)
I reverted this Phys resist and made it vulnerable to almighty as well, so now you can choose between doing decent aoa damage or dizzy strats
for MC and Chie, you have the choice of phys or magic, where on chie phys is likely still better but for the mc it really depends
you can also Enervate it now, which would halve its stats temporarily and have a chance to make him unable to act
I like the approach
gotta see how it plays, but it's definitely an improvement from vanilla
rampage on tough guy is so funny it does 1 damage
tough guy is truly tough
it shouldnt be doing 1 damage though
like yeah its nerfed but it shouldnt be literally 1 damage
dunno whats up with that
So it's not just you
this exact same thing happened to me, nerfing the multi hits seem to cause this
but it could also be that the enemy just does no damage โ I am not totally sure either
I've definitely encountered this on normal enemies too
Multi hits work well on party members, but when it's time for the enemies to use them, it kind of leads to very low dmg. Could be that the dmg calculation is different for enemies, but I honestly have no idea.
One thing I Found interesting: I was in heaven and an enemy used blade of fury. My team was lv 42 while naoto was lv55 (around the same level as the enemies)
Everyone in the party took ~75 dmg per hit, while naoto only took 1 dmg.
I think a (rather tedious and bad) workaround for this would be to make a copy of the multi-hit skills with the vanilla damages and reassign those to the enemies.
But I can't really think of anything else
I would be interested in seeing some more research being done into that, like why multi hits on enemies are so weird
i looked into it and it seems like tough guy is a pushover in general
but the nerfs were massive yes
regardless, the fight was torture anyway, and rampage felt like a moment to breathe
i just beat it
had to use several items
no grind though
if you dont count the lucky hands as grind
gotta try it on normal too
id only count them if you went out of your way to farm them
then yea no (extra) grind lol
rampage doing 1 damage is still very funny tho
probably the rage multiplier
ah were they raged
sometimes, i didnt really check all the numbers
multihits are hard to track
anyway i dont even think i need to do this fight on normal
it was tough
no question
even with crits and aoa being buffed
dodge elec on yosuke is clutch (it didnt proc once)
i also used a karn item on the mc and then he went for chie

-1 consumable 
Well, the difficulty from very hard comes from being severely underleveled. So the normal experience will probably be easier anyways.
Kanji is not so bad because you usually fight him at Lv ~20. After that, however, the level gap between the party and the boss becomes 10+ levels if you don't go out of your way to grind
I wish there was a way to remove level scaling to balance fights around strategy and raw stats rather than the artificial dmg multiplier from the level gap.
But that probably requires altering the exe
I'm not sure that would work well with persona and especially p4 tbh
but yeah, definitely code mod
you think you do but you don't.
ARKE did it and I enjoyed it. That's why I'm bringing it up.
arke also did other things
as someone who did also nuke all level scaling from reload, i know that in isolation it's a terrible idea.
Because I've been in situations where 1 party member takes 1/4th of the damage the MC is taking solely due to the level difference. And the only real solution to making it "easier" is to just grind. And then poof you magically don't have to stack tarunda+marakukaja anymore.
removing scaling does not address the problem properly and just results in a more flat gameplay experience
reload bosses also had no reduced scaling to begin with
I guess, but as it stands it is not very fun compared to not having to worry about that, at least for me.
Every random encounter just boils down to either I kill them in turn 0 with an ambush
or I get 1 shotted with no counterplay
But if i come back and level up, then the enemies actually attack
and I get to see what they do
Nah man It's easy but it's boring as fuck because you just have to kill everything in 1 go
or you die, no need to use status healing or anything when everything just 1 shots you
no you are quite literally misplaying, or arke is just poorly balanced and you have no point of comparison
i have more aggressive scaling than vanilla reload and most enemies have more health
i also upped all their levels so they are constantly above your own xp curve just like p4 does
they do not oneshot me
they do serious damage, not a oneshot
i copied metaphor: refantazio's values bar for bar. its scaling is good
yes 
No point in arguing ig. I liked it better when there was no scaling.
no scaling makes early game easier and lategame a slog
removing scaling means accounting for every single fight being under that expectation
it's not a simple change
I'm forgetting what cold did for ARKE but his changes were pretty close to vanilla.
He just tweaked a couple of things, though he did a lot of work too.
arke oversteps a bit imo but idc to get too deep into it
arke took a lot of ideas from MQ1
as well
I loved it from start to finish
Never felt like there was any BS
besides the superboss in the DLC
which I had to disable the mod to beat
Okay Meovv real talk
- more grind than the entire runtime of the dlc
Metis yay or nay
idk what you mean
I know bro
Same with elizabeth
most boring 2 fights ever
nah liz is piss easy lmfao
So much grinding
I had more trouble with elizabeth than joker
due to having to figure things out and making my own personas
Joker was straight forward since you could rely on your party members, but the equipment sucked
were you on heartless
yeah
Well the mod nerfed theurgies and all that
but it made it easy because i was Lv 78
and there was no level scaling
joker is literally unbeatable without a full 99 team + 99 stats through incense
tf did arke do
not true
yeah sure not true just a 0.004% roll
ill send you my run
i dont consider it valid tbh since even if you turn off the mod there's still data from arke on your party members
arke did not touch anything
heartless joker has several rules which can not even be discerned without a datamine i find it really hard to believe that you did in fact just blindly beat it at lv78
but whatever i beat it
no, I did not beat joker at lv78
i beat elizaveth at 78 with arke
I did however beat joker without max stats/incense stuff
should have clarified that better

having all 3 buffs is a Sinfull Shell trigger condition
im not even gonna question it anymore
gg
huh it's not?
it is
its only all 3 debuffs on joker
ah
bro if you believe me, you believe me if not then it's on you lol I'm just sayin lol
If that was true then using fuuka would be a nightmare
because if you don't get charge/concentrate or the healing proc you are screwed
the rules are all over the place there's like 20
and they have no telegraph
unlike elizabeth who actually tells you you fucked up in reload
I just looked at the steam guide to see what he did
I thought I was doen after the second ailment turn
ok thats not blind then
yeah but liz can be done blind thats what im saying
never claimed i was a wizard
I did not think so
I thought it was very counter-intuitive compared to lavenza, for example
her rule is literally "don't blow armageddon too early, and if you null me you die"
its literally just that
no other rule
Well yeah but then how are you suppossed to know
that you have to get her from 13k to 10k in 2 turns
I thought i did smth wrong
but i just was not doing enough dmg
thats not true
it is true
after you tank the first megidolaon
you have to deal enough dmg to get her to ~10k, or something similar
if not, she megidolaons you repeatedly
I know because I had to do a LOT of trial and error to beat her being underleveled
and bust a calculator know when to go into the next phase using a high dmg attack โ the only way to reach the dmg threshold for the next phase
Also phase 3 has another thing that no one ever tells you
which is that, if you attack elizabeth with an element her current persona is "vulnerable" to, she will change the first attack of her next pattern (not skip it like in phase 1)
which also threw me off and had to rethink my whole strategy to make sure my persona did not NULL/RPL her next attack, taking into account that I attacked her weakness
the fact that this was so late into the fight was just kind of bs
it seems way more self explanatory to me than literally 20 rules that had to be datamined to even understand
both are mid but liz is infinitely more simple
Eh I think it's about the same
but joker is definitely worse
like the ailment stuff is just kind of eh
same thing with not being able to crit him in heartless
The debilitate I do understand because debilitate is super broken af
In terms of preparation, I had way more issues with elizabeth
super broken af and its just sukunda
No
it's 2 whole turns
vs just 1
With how tight in damage the fight is
having 1 less action to apply tarunda/rakunda is pretty significant
Also sukunda is pretty significant because that mf dodges a lot. Most dmg is from theurgies, but you sometimes have to hit him with phys when he does not null it to close the dmg gap. So when he dodges a charged god's hand or akasha arts it kinda hurts a lot.
Okay enough of that ig lol. I think i went into too much of a tangent there.
oh I meant as a party member/playstyle in general
Yeah, also the best equipment. A shame that most of the weapons reuse the SEES axe.
How is progression so far in the mod? As far as party members is concerned.
I've felt there are some points when playing very hard when some skills might have come in handy if they were obtained earlier.
If I were you I would fish for marakukaja when you get to rise. Otherwise teddie is going to be a big issue. That's the only way I managed to endure at least so I'm looking to see how you overcome it lol.
its had no issues so far and im goofing around on purpose lol
Yeah it's crossed my mind to add level-based damage scaling back in. I've learned a lot over the months. Since there's no level comparison in the formula, a skill's damage falls into a pretty narrow range. That's where the scaling is supposed to kick in (though it is a heavy-handed approach).
it was very variable
it was doing 30x3 sometimes
i checked, no rage
It could be the 5% damage variation. Maybe rampage's damage is hitting the threshold where it actually deals normal damage.
Maybe there is a reason all skills had a minimum of ~40 power and stuff breaks if it's anything below that.
You could always tweak the strength stat of the bosses to see if that does anything.
if it works fine on players, I don't care enough to fix it
bosses are extremely challenging even with these turns acting as "breathers"
Hey, kind of an off topic thing, but I've noticed that Rise gets her stats reset once she evolves her persona.
I've noticed that the stat gain per level in the Persona.TBL is 0 accross the board
dont they go back to normal when she gets kouzeon
This is not the mod's doing, however, but it would be nice if it were fixed.
it's an artificial nerf to ensure she doesn't play the game for you
Not sure, I'm not there yet. I think it did.
yeah that was super weird to see when i first played p4g
But it's kind of weird since neither of her personas have stat gains per level up.
her stats dont even do anything
is that file already being edited?
I don't think that file has merging across mods either ๐
just copy himiko's stats so it looks less out of place ig
That's the thing, himiko does not have level up stats either
So I have no idea where this is stored
does kouzeon even improve the overall stats?
there are initial stats stored in that TBL are there not
I think that's in unit.tbl?
Or another section of persona.tbl
nvm it is in persona.tbl
if so just make kanzeon have the average of the 2
Hmm i think they are stored differently for party members.
Because they seem to be just 10 across the board for party members.
The wiki does not say anything about it.
And since we have no idea what the stats are for the second evolution, there is really no way of knowing I don't think.
divine grace S5 is nasty bro lol
in a good way but like
definitely felt off seeing it on a party member in may
well to be fair it's the one thing making media useful compared to items
imagine if yukari had it frfr
you could fix reload yukari with this one simple trick
lets not go that far
lmao
fix reload yukari with this one simple trick (akasha arts, strike boost, strike amp, apt pupil, crit rate amp, multi-target boost)
Idk man I liked yukari. Just wish that her characteristic was a bit more interesting than just going overboard with the healing cost reduction and that she got a few other options to not end up with the same build every time.
Yukiko's Divine Grace is one of her best skills. Pretty much a must-have before getting mediarahan. Otherwise, unless you equip blessed hands, you will never be able to heal enough in fights in a single turn.
Media+Divine grace is kind of okay, but after she gets mediarama, she is a beast.
you can't really give an unbiased opinion when your only playthrough is with arke
yukari is pretty objectively the worst party member in the game on all fronts
True, when physical is king, she does kind of fall by a lot in terms of damage.
But I'd say it is just an issue of physical being superior in every way to magic. The same thing kind of happens to mitsuru, but she at least has more options.
items outheal her and when they stop, ken is also better on all fronts
there is never any reason to take yukari for anything
her best skill is media at 1 sp on the lobby that is it
That was the case for me in the DLC, but I remember using her a lot in the base game.
The fact that ken can spam barriers and nullify buffs is ultra useful. But I often used yukari to heal ailments since I was always low on amrita items.
Oh and because SP management pretty much did not matter in the DLC.
I liked using her because her theurgy charged super fast and you got the party-wide concentrate pretty quickly, but that's it I think.
I think the only thing arke touched was the theurgy charge with buffs.
At least for yukari and ken judging from the spreadsheet.
But it was a nerf overall to ken since you had to kind of rely on the 1/2 SP condition along with the normal stuff like attacking.
I think I've only used divine intervention like twice or thrice between the base game and DLC.
I just opted for his first theurgy to do dmg lol, so that may be why I preferred yukari.
idk i feel like she's still kinda shit in arke
since arke doesn't change learnsets
ken starts with kougaon at 37 and yukari has boostless garula until like 55
and he learns healing earlier
Hey, I've encountered a major roadblock for the mod.
uh oh
The megidolaon from the tokyo tower shadow miniboss in magatsu mandala deals way to much damage even with tarunda+marakukaja. Granted, I am ~10 levels below it, but it pretty much 1 shots everything.
I have equipped HP boosting gear, same thing happens.
You could technically beat it if you grind for the divine pillar or grind a lot to match its level, but that is kind of annoying.
I suggest lowering the magic stat to balance it out and make it less tedious. It also does not help that he gets 2 actions back to back before being able to apply the debuffs.
i'll assess the situation when i get there
im actually mad bro
i got a magician card rankup
chie leveled up
she did, in fact, have contrarian king's rampage
have to save edit now

wanna know whats even funnier
i got another one immediately after
on a gold hand battle
where they escaped
oh maybe it wasn't contrarian king's rampage after all
rudiger labelled it as heavy phys x3
the description said severe
maybe i just fucked it up
its meant to be miniscule
oh
no it is in fact contrarian king's

bro was in fact half asleep when filling out the tbl
thankfully saves are retroactively fixed by this so i only have to save edit my current one
i do kinda want to test this broken rampage though

indeed
152*3 is very funny

LMAO
well that's an easy fix right
i already fixed it but i need to save edit my chie because immediately after leveling up i got 2 magicians in a row
and im not losing that
yeah rampage is fine on chie
16*3 is acceptable damage for this part of the game
oh nvm
did even more to this other enemy
yeah its fine
I warned you several times lol.
Kind of weird how normal rampage is written as rampage171, so if you type rampage in the .tbl, it defaults to the contrarian king one. If anything, it should be the other way around to prevent typos. But that's on me for not noticing sooner lol.
only once actually
i figured i'd wait until she learned it because i do not trust the templates!
im crying bro
magician cards are dropping like candy rn
this is not normal
actually devious
i have to put mazio on this mf its actually too expensive to maintain
ziodyne at level 17 is crazy
it is but its also extremely unsustainable in terms of cost
i have to let kanji knock down for me
which is why im putting a mazio card on him
inb4 2-3 more magician cards
this is probably why stock P4G has your magic skills upgrading to multi target instead lmao
yet they forgor physical I guess...?
see that argument would make sense if phys didnt go all the way to severe
and almighty, too
or maybe they figured that oh they'll need several cards to get it
it's totally fine
i could have megidolaon by now actually
megido is level 35 but rise dungeon has megido in cards
think on the bright side, if p4r keeps this, the dlc personas will be fair to fuse

actually lowkey what if i register izanagi and fuse him off onto something with elec boost 
its because phys takes a lot longer whereas magic progression is pretty much gated by boosters rather than the skills themselves
like even with the god's hand thing in base game you go through like 8 seperate upgrades for it
whereas magic will always be agi -> agirao -> agidhain -> severe
i'd have it by now in vanilla
which was probs their reasoning
because there would be less rng
since everything else is already capped
i got 5 magicians in a single floor
heavy disagree 
wildin
5 magicians in a single floor is insane lol
yeah ive never had this much luck
^ it's peak
how
shit luck idk ยฏ_(ใ)_/ยฏ
sounds like all your luck went into this run lol
and i actively grinded
possibly yes
honestly i really dont mind skill rankup that much
under reload's system it would probably be ok
eh tbf it could take as long as like 12 magician cards on izanagi assuming you get worst possible rng
even longer if you ever gave him a skill card
but gigantic fist is already pretty good
im avoiding putting skills on izanagi for that exact reason
but i have to put at least mazio on the mf now
i might dillute it with agi/dia to make it even less likely to hit mazio
sp isn't an "issue" per se but recovering it is a timewaster
and relying on crits isn't consistent just yet
can get oneshot out of nowhere
its getting there though
the way things are going im finding the phys/magic balance to be pretty good but we'll see
havent hit boosts
relying on ziodyne is still pretty devastating SP wise, i can't exactly spam it
for bosses though definitely a good tool
yeah it does fundamentally feel silly to have ziodyne so early and on a starter persona no less
but the SP cost balances it out a bit more
i might unironically keep skull cracker on chie over assault dive
rampage isnt that much worse even against a single target
and the panic is good

with that said... critrate...
its pretty good...
eh i'm sure i'll live without panic
I think I also ditched skull cracker at this point.
Yosuke has tentarafoo already right? I think it should be fine.
Assault dive feels horrible to use, but I have no idea why.
Might be because the animation and sound effect has some oomph, but the skill itself just deals alright damage.
You could try fusing a persona with spirit drain.
mf has the bench
-1 mc turn
felt great when i used it before but idk
Ik, but if you have to recover SP, you can go to Yukiko's and drain low lv enemies to get back to full fast.
Later on it is, but the lv1 cups barely restore any SP.
Sure you can maintain your SP, but spirit drain is kind of underrated.
idk what you mean by "later on" i topped off my whole team in a couple floors on yukiko's castle before going for kanji
spirit drain only benefits one person
Later on means once cups 5+ start spawning in the current dungeon.
Sure, it benefits just the MC, but if you have ziodyne right now, which also happened to me, you will drain SP way faster with him than the other party members.
Plus it just lets you shift the sp burden from your party to the MC while you are recovering it. It's just another way to get topped off.
Idk man cups 1 and 2 take forever in yukiko 1F even if you go farming snuff souls along the way.
But to each their own ig.
Did you know you can chain Panic into Dizzy in P4G, for 3 turns of stunlock
Wiki says you can't but it's possible and it's the peakest shit ever
Yeah it feels so satisfying too, but sometimes you can panic while trying to fizzy an enemy too, and it is pretty sick. I usually get yukiko's ailment fan for that, and it panics more often than dizzying the downed foe.
I think panic takes priority if the foe is already down, but if the enemy already has an ailment, then it dizzies them.
absolute cinema
the ziodyne looks silly but if you look at the rest of the damage numbers it's actually not that crazy
this was really really fun to pull off
Is this the first boss to get affected by status ailments?
I remember struggling a lot with this guy because you never got a turn to breathe, and he often ended up taking down at least 1 party member per turn.
if you count dizzy as one, no
charming prince can also be silenced
you can also Enervate it now, which would halve its stats temporarily and have a chance to make him unable to act
[Go to message!](#1338916626447335569 message)
oh okay, so every boss is weak to an ailment
so far yes
okok, i think the confuse is a bit strong
makes yosuke useful
so he would have to be beefed up in some other way to make up for it
because these are "challenge" bosses
I mean, you do get good equipment from them, but they seem a bit too easy so far.
the alternative is making the game a dogshit grindfest where you grind or they deal 400 damage
having a strategy does not equal "too strong"
Well, the old officer forced you to use sukukaja+sukunda
to make him waste his turn targetting a weakness
oh, so just rng
or you could use mirrors
so, grind
not really
i beat him with 2 mirrors I had saved up to that point
and dealing the rest of the dmg normally
I'm not removing the panic
I know what you mean, but i think panic is kind of strong. Compared to before, where he could not even get dizzied.
And he still does the same thing now.
But that's just me. I think it's fine if you think it's fine tbh.
a strat you can get semi consistent with game knowledge is better than a strat that requires grinding for items
wrong format sorry
he does still oneshot you
i guarded with mc and kanji, because i knew they'd be targeted
that's knowledge
you didnt see all the failed attempts
just the good one
If someone goes in blind, do they even know they are weak to confuse, or would they just guess
I think silence would be more balanced here.
they would in fact guess, they likely wouldn't have ziodyne either
Because at least, he would still attack instead of wiping 2 party members.
And yosuke gets makajam at this point, so it kinda works in his favor too
I'm not going for silence because at that point you may have already deleted makajam and the whole point is giving yosuke a reason to exist
originally it was rage
keep in mind i took 90 damage while guarding and overleveled (technically) because i reached shadow rise's floor first
I think I did the same thing, but I was a bit lower level than you.
Or I think I beat him before I climbed rise's.
He is level 28 or 25 right?
i could give him fast heal but all that does is i'd have to do 4 cycles instead of 2
Oh btw
which is just sp drain and slightly more rng check
insta-heal sucks
like really badly, shio was right
you don't recover at the start on your turn
but the NEXT turn after you get inflicted
then its just classic fast heal
I thought it was like in P5 and P3R
where insta heal is, well, instant
You could give him that to preserve the challenge
it DOES expand your options
since you can gimp his turn
and while you are at it, just make him able to get silenced
i think "preserve the challenge" is a bit misleading
the only challenge I really remember with those optional bosses was contrarian king (rampage) and Margaret (duh)
all the other ones were just kinda whatever
I don't want to follow the philosophy of "anything you can use to win that you couldn't use before is broken"
I agree, but I just think the pendulum has swung too far in the other direction.
I support having ailments be viable options to quickly defeat them though. the optional bosses are probably the closest you're going to get to like, Tartarus floor bosses where they have variety in their design
this boss could already be manipulated with yukiko anyway
he targets yukiko with almost 100% certainty
sexist cop
I tried fixing his AI with random targetting, but i could not get it to work.
I like having extra avenues to defeat bosses like this
Yeah that felt off even without knowing the inner workings.
Like why yuikiko? Does he prioritize the highest/lowest ID?
i'm saying.
pulling off a stunlock sometimes is rewarding. it shouldn't just get tossed into the "broken" pile
woman
Wait for real?
not Chie though...
this says quite a bit about society
He just has garu and bufu
yeah I think it's worth keeping
more options is nice even if it makes it slightly easier (by making it so you don't just have to dps the boss like any other boss)
i am absolutely mindful of ailments being insane sometimes. But I'm also easing down bosses wherever it becomes obvious that a grind gate is about to show up
I'm genuinely shocked I haven't had to grind at all
besides, i increased its HP by about 15% ish
and since it has tier 2 magic, it's already HUGELY buffed
I wonder how Lego baby is going to go for you
compared to vanilla
I'm starting to think at some point I'll have to increase xp output in one of the bosses to prevent a grind gate
well actually were there any changes that would make Lego baby harder at all
Well, very hard should feel like you are fighting a losing battle from the start. THat's how it felt to me in vanilla.
Again, you are not seeing the 3+ hours of footage of me failing
The new ailment options are cool.
i make sure i actually have to nerf something before i do
Did the ailment not proc?
sometimes it wouldnt
Hmm I think this reminds me of joker in P3R
where fuuka does not give you the concentrate, so it's either you get it or you are screwed.
hit the ailment or get NUKED
yeah hopefully it is possible with good strategy to get thru without having to resort to grinding a ton
yeah haha, inconsistent, but godly when you get it
nah absolutely not
but well I like it since you are not completely not screwed
yeah the original strat is still there
so yeah, just another option, I think that's cool
And you can just trivialize it by leveling up like 5 times lol
also my strat would still be a big drain in SP
keep in mind i had ZIODYNE
that shit was way faster than it should be
Kill rush all the way ๐ช
Ohh you are right
tbf if you grind to defeat it that kinda defeats the point lol
it will probably make normal/hard easier tho
Yeah lol.
by merit of having more xp
Do any of you know the scaling of level difference?
I was talking to cold and it was like x1.5 dmg difference if you were 10 levels under.
in P3R at least
my rotation was Pulinpa -> Revolution -> Zionga -> AoA -> Sonic Punch -> AoA -> Rakunda -> Tarukaja -> Zionga -> AoA -> Sonic Punch -> AoA -> Ziodyne -> Ziodyne -> Assault Dive -> Kill Rush -> Sonic Punch -> Guard -> Assault Dive -> Guard -> Sonic Punch
without ziodyne and without pulinpa you'd need tentafaroo which has much lower odds
and if it failed, well
gg
so I guess Yosuke doesn't get to do too much after all lol
well yesnt, yosuke is there to make SURE panic WILL hit
and also because if yukiko was there she'd be guarding all night
which is -1 party member
I forget, do you have ailment boosters at this point?
i didnt
for yosuke
yosuke can also crit with sonic punch
so technically he is more useful than yukiko
by default
nopes
lol well the cop being sexist also doesn't help there
if there's no weaknesses to hit he'll randomly poison arrow someone
which is why i guard with izanagi and take mikazuchi
but not with chie/yosuke
chie and yosuke have endure from the social link
so it's safe
there was a lot of safeguards here
the panic pulled a ton of the weight but it wasnt the only piece of the puzzle
sounds like a fun fight in any case
Guys I had a thought while I was playing the game.
Yosuke does not really do much at all.
we been sayin this
No yeah, but I think if he had 1 more option or debuff during bosses
he would be infinitely more useful.
I know it's dumb, but I was thinking that if he got tarunda, he would be infinitely more versatile.
He is fine in normal encounters with the expanded moveset form experience, but in bosses, there is really no reason to bring him over someone like naoto, teddie, etc.
I've seen the value in bringing all of them to a fight because their buffs are extremely helpful and synergize with each other, but Yosuke, especially given his buff is RNG, and that rise just gives it to the party for free, it just does not do him much justice.
Now that I think about it, that would LITERALLY make him Akihiko 2.0
yosuke has the problems of both yukari and akihiko
just kinda ran out of options for what to give him tbh
Oh brawler, I'm sorry
like P4G doesn't have a lot of skills so you start having skill overlap
I was thinking the other day, and I think him getting gigantic fist was the right move
I don't think excessive skill overlap is great either
especially since vanilla naoto already gets tempest slash
plus, yosuke's Jiraiya just punches things
sounds reasonable
But I think the biggest buff to him would be giving him either single tarunda, or matarunda
Trust, this will make him invaluable
Yukiko never left my team BECAUSE she has tarunda
Having tarunda on Naoto is OVERKILL
If anyone could use the help, it would be yosuke
it just doesn't fit yosuke's archetype
The buffs to almighty, tempest slash, vorpal blade, and rakunda make her top tier
i think it's a bit too out there
well with gigantic fist, that's something to keep note of for later bc again, no changes rn
yeah, ofc
I think there was another change, like moving the AOE buffs down or something?
I agree that it's a bit too out there though. I think a way Yosuke could be made indirectly more useful is to give him stronger skills slightly earlier
This was for my personal mod, but these have been the changes that I made as I did my second playthrough of golden
but that feels a little weird to me
yosuke + chie + kanji feels like a fun combo for all-in phys
id say if Naoto is a straight upgrade over Yosuke for phys, that's a problem
but you shall get there eventually lol
kanji mediarama + Yosuke youthful wind ๐ฅ๐ฅ๐ฅ
Honestly mediarama+blessed hands is goated
probably don't really need the mediarama honestly but it is funny
i mean where else is the sp going
Ohhhh by the way
kanji with marakukaja has been the BEST thing ever
Because he always goes last,
it means you can save up a turn and tank the damage with him
pretty much you don't have to cast it as often
Equip him with the chakra ring and you have yourself one of the best supports in the game