#Persona 4 Golden | Clean Balance Tweaks
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Oh
i literally just
auto mataru
mind charge
marakunda
ziodyne
badabing badaboom
OHKO
oh yeah perfect chance to test if shock vow stacks with boost+amp
maybe the cap is a little bit higher than 1.875x
don't the Tartarus bosses not have damage caps
pretty sure I was one shotting most of them towards the end of the game ๐ญ
Yeah they don't but the relevant ones do all the time
the cap is 99999
Oh reload, I...dunno actually
its 99999 in reload
Nah I don't think that's right...
Practically we can hit a shadow with multipliers in them to do more iirc
For example, Loki Rebellion Blade
Even funnier are those really big golden hands
Those ones have the most potential to get high damage in
Actually, 99,999 +/- 5% would sound right
Thinking of it more
For regular shadows
Trying out a tech found here https://youtu.be/jhpI9wWZax0?si=5ZCJbQBczXh0LkY5 but using Rebellion Blade!
Greedy Shadow
Status Ailment: Rage
Difficulty: Peaceful
Loki
99 Magic
Single Target Boost
Almighty Amp
Almighty Boost
Equipment
Lucifer's Blade - 425 ATK
Hallowed Boots - Shift Amp
Pendant Of Unity - Shift Boost
But yeah we can go higher
the tbl explicitly says 99,999
5% diff might have broken it
liz scarlet havoc in peaceful does 99999 exactly
anyway confirmed
boost + amp is cap
stop equipping vows if you have both
but amp + vow is fine
and so is boost + vow
That is not true
it is because i have seen it
It was...barely 20K iirc

that may have been it
anyway ik damage cap is set as 99,999 in the table
and i edited it to be 2 billion
they have 1 endurance im psure
holy kaizo hack
i shoved a bunch of shadows into the world balance fight
pure ailment and element resistance cbt
its pretty doable but it was pretty daunting
i may have to disable enemy first turn on this one
baton pass would've made this so much more manageable lmfao
will definitely need this
i'm managing but i'm getting vibes of "casuals will suffer"
some encounters are definitely going to be spongy as hell if you've been neglecting your social links, but it only starts ramping up from heaven onwards for a reason
golden hands having more hp is something i might revert because while heaven's hands do technically give tremendously more xp they also escape turn 1
it might just make people choose naoto's lab instead
ive gotten like half the usual hands i'd get in other dungeons
some enemies die way faster than others but i don't want to revert specific enemies without some feedback ig
I'd be down to give this a try too (and maybe stream it?) I've been itching for another P4 playthrough
i might ultimately tone down the hp to 2x again instead of 3x
but rise aoas will p much always oneshot
even with 3x it does quite often
I've been using having to use debuffs on regular battles it's really funny
you'd probably get to it sooner than me haha so
Sometime around the next update I'll start it
Or sooner if you want, I've got free time lol
next update has the powered up heaven
im thinking the stat boost patch might indeed be worth it
I'm surprised you're still hesitating on that
I'm less hesitant to make something that's unfairly hard than something that's unfairly easy
if it makes sense
you'd think it would be the opposite lol
see magician magic changes
but like. this mod was never really intended as a difficulty mod per say, I think if it makes for overall better gameplay it is worth making the change even if it results in things being slightly easier
like oh it's a bit easier to kill enemies now but also fusion is far more viable than before
i tuned up heaven because its pmuch the point where you have access to everything
it's either this or you oneshot everything
kunino-sagiri was peakge 
shame i missed my ziodyne when quad converge boosted it
but i got to show off some epic Rangda repel strats
so it's all good
time for 1 billion hour of reviewing gameplay footage
Reviewing a dude playing a game is boring as shit
Even your own
Getting mad at your own menuing happens sometimes lmfao
reduced gold hand hp in heaven from x3 to x2 because well, it was just unfair and you could've gone back to naoto's lab to grind there instead
Adachi dungeon hands apparently have 9999 hp but can be instakilled
i did not know that
apparently the ones in castle, bathhouse, and strip too
but those can be easily critted down
the math is really funny
it's actually more balanced to add a 5th hand to the best hand encounter in magatsu inaba
otherwise heaven 9F would be mathematically best and easier
and isolated hand in the hollow forest is a meme
in terms of rewards
yomotsu hirasaka doesn't even have golden hands
(which i could add, tbf, but likely won't)
ironically this will mean I will be underleveled in comparison, but I boosted Namatame's level considerably, so it'll be fine
(fyi a lot of these hands can be raged, feared and panicked)
when did you fight contrarian king? trying to find that video
reason I'm asking is because apparently it seems like maybe P4 fog restoration doesn't have a proper field for that battle
I think I'm gonna need to go thru in general and double check the optional bosses
I'm psure it does lmao
quest rerun 1
i beat adachi today it was interesting
Did you fight him with the AI fix as well
yes and ameno with the ailment inflicting bewildering fog
And how was that? lol
i honestly didn't notice any difference with adachi
the ailments are honestly just an rng amrita check
doesn't really add anything to the fight
Adachi only has one turn right? Do you think giving him two turns would make him a more interesting?
it would probably make him a massive pain in the ass because he does ghastly wail strats
and he does get plenty of one mores with the fixed ai
Oh right...
and also the increased stats makes Soma practically a necessity because you don't restore for ameno sagiri
I don't think it's mandatory but you do use significant amounts of sp
i used one anyway and have 2 more which I'll probably use in izanami
Have you been playing with the Compendium Restoration mod at all? I'm planning on using that in my playthrough
yes
so some thoughts
there is no universe where i would ever want naoto's B5
but there is also no universe where I'd have enough time slots in this playthrough to get it
Spell Master B4 feels strange when the B5 is so shit, but honestly, worked out
I got everyone's B5 and kept naoto at B4
Yosuke and Teddie aren't 3rd evolved yet, but they will be
i have less than a week of timeslots left
Fox, Nanako and Shu are one rank away from maxing, Hisano, Eri and Naoki aren't even started, Ai is stuck at rank 5, Kou is stuck at rank 7
Margaret is rank 1 because I didn't bother
but I'll turbo rank it in the end
hollow forest setup
interesting
it seems like the man's way bypasses down immunity
but if the enemy is down immune, you don't get a one more
nvm i missed something 
weird that it didn't give one more though
damage and health is quite hardcoded so the maximum you can comfortably do to "bloat up" damage numbers and still have it make sense is about 3x damage
Izanami would have 20k HP and Izanami no Okami would have about 32k with 3x damage taken
This is similar to Nyx's amount of HP (First 13 phases, then the final one)
Death has 6k with 50% damage reduction, so 32k with 300% damage increase brings both closer
after i do this and reaper
mod is uh
finished?

really quite incredible huh
she's indirectly tweaked by her shit being stronger and more hp, i'm not changing any AI
and im not doing a ng+ for this
yea at least until someone else does a playthrough to provide feedback lol
reaper was
fun
i made the reaper give you xp/money cap (65535) because gold hands already give way more than that (since reaper is just one shadow) and there's no hands in the final dungeon
i'm jumping into izanami at level 87
she's level 95
reaper was level 99, 13666 HP, max stats, with passives
this is a little too brutal actually

oh nvm im stupid
i gave both phases 32000 hp
no wonder the first one was taking ages
anyway izanami no okami is fucking brutal
starting to understand why the stats were nerfed on second phase
still think they were too nerfed
nerfed from first phase?
yeah brave blade isn't great for a B5 but if you remember the struggles to figure out Naoto's B5...
switching B4 and B5 is possible
I think that might be worth considering especially since brave blade is too late to really be super useful
and it's just one more bike ride so I don't really think it impacts anything. SP wise, Naoto has a lot and you'd get any lost SP back from Rise/items anyways
it does
out of every change, it would invalidate my run the most
yeah didnt you know
izanami no okami has halved stats
compared to base form
she does attack twice but that's not how math works
I do not believe that at all
it would have been literally one more bike ride with Naoto in either January or February to get spell master anyways ๐ญ
it wouldn't have realistically affected any dungeon in your run at all. you would not have it for nanako's dungeon, you already had it for hollow forest
it's literally one more day in a run where you didn't even complete all links anyways so sparing one more day to get B5 spell master would have been a complete non issue
No, it did in fact make the difference between me having her third persona
naoto schedule simply too tight
spell master on b5 would've made her completely useless

and this was with 100% party SL focus
so i sacrificed entire arcana
the schedule for naoto is plainly unfair, just getting b4 was a challenge
i got b4 on the last week of the game lol, b5 was not happening
i can only really accept moving it if shield of justice's cost gets halved, and that's a terrible idea because it would then be free and spammable after b5
let me just confirm something here. so you did not aim for 100% links. you prioritized maxing party links and probably bike rides. but you didn't have time to do all 5 bike rides with Naoto? there was no point where you could've gone and been like, ok, I'm gonna not do this (non party) SL to make this work out?
I'm just surprised it was as tight as you're saying it was lol
yep 
this was NG right? not NG+?
i didn't optimize dialogue options/use a guide but i prioritized them as much as possible within reason for a semi casual scenario
and accepted invitations most times
so this is very much the average run of the game
NG yes
i beelined straight for bike rides whenever available
and the ones i did miss were mostly yosuke's
who i did finish anyway
usually caused by Ai demanding me to hang out on lunchtime
which i'd say yes to
yeah I was just very surprised you would've had issues at all
with time
but that is important context
i was worried i'd even manage to max naoto's sl
and nanakos
i spammed shrine visits at one point
i was even considering not evolving teddie
i get brave blade is sucky compared to vorpal but i'd rather have something more enticing than just swap the two ranks
because brave blade will always be a skip unless it's mega early
personally, here's my take on it, and to be clear I'm not really pushing you to switch the two bc I understand your reasoning enough.
there is a reasonable amount of time "wasted" in your run where you could have gone and ranked people up faster and thus had more free time to work with. with that in mind, there is enough room that one bike ride difference for skills is not a huge deal for late bike skills, especially with Naoto.
yes, it would have had a factor on your specific playthrough, but it is very easy to imagine that someone else could have focused down Naoto more and gotten all 5 bike skills. I don't really believe in balancing too much around one playthrough done under specific conditions/rules. It's good to have as advice/anecdotal evidence but it's too small of a sample size to work with
yeah and I think it has to be B1 or maybe B2 lmao
the buffs to the AOE phys indirectly make brave blade kinda mid when in vanilla I think it would've been a pretty solid skill to put on
any other balance changes worth making before the initial release?
not really
some enemies in the end may have become insanely spongy but i managed to IK them every single time
so idk
not like you're forced to engage with regular encounters anyway
this is all basically to say, retroactive changes without testing should be considered within reason/don't rely too much on the single playthrough you did for feedback
what was your final level?
if anything naoto has become borderline essential to party comps
i'm level 87 still stuck at izanami
yeah I would still want to hear your thoughts on the party members overall
like elaborate on this
you are not going to beat the reaper without evade strats or shield of justice strats
sheesh
or grind
if the game had the clock it would actually have been fine

im using the 50%+ xp equip on some members and it's not catching them up as fast as i'd like
i refuse to hand farm tho
oh are your party members underleveled
rip
hollow forest is basically 0 xp
yeah that's whatever tho
I'm sure it would've but oh well
it's not really intended as a grinding dungeon anyways, moreso get thru it and do the story stuff
What if you try to solo it actually
even at level 87, izanami is level 95, she's demolishing the party members
good luck
almighty attacks might fuck you
All I'm saying is Ali Dance equip's there
probably
Oh yeah that's survivable for at least 3 to 4 hits
might definitely need to reduce izanami no okami's stats
the 2 turns makes the battle pretty much unsurvivable
whereas on first phase you can maybe get lucky with both defensive stats, evasion and shield of justice spam, on the final phase she can do 1000+ damage like it's nothing
the level 95 surely helps but anything lower isn't acceptable with how the xp curve works
the stat decrease isn't doing shit

filtered by level scaling
tbf i think i buffed kuro ikazuchi and fury of yasogami considerably?
i have to double check
650 power
yikes that explains a lot

she was effectively spamming severe aoe twice per turn
more than severe even
fury of yasogami is bugged 
guess that's a fix mod to push too
And with that it is done 
only thing i didn't do was increase the stats of personas, because I'm actually not sure how good that would be
Didn't upload the footage of clearing the final 3 dungeons but I'll do that eventually
There's more things to clean up (Description, Title, Thumbnail, etc) but this is the final 1.0 package for the mod, have fun
Rudiger's detailed descriptions and DC's custom effect messages should now be dependencies (DC's specifically, the description mod isn't strictly mandatory)
huh
did you end up nerfing these lol
yea, but still stronger than the default
fight was tough but i think it's doable
worst case you can probably just grind to 99, the fight is 95 for that reason
but i did do it underlevel
Surprise
560 savefiles from my test run 
holy shit 560 saves lol that's wild
ahhh very cool haha
oh yeah uh
I'm gonna play with this and just wanted to know if the main dungeon boss levels were altered in any way
only from the lab onwards
starting from heaven every level is increased by quite a bit, HP too
some of those enemies might feel like they take a long time to kill, the Rise AoA boost, duo aoa followups, and instakills are definitely very important in those dungeons
i see, can i know the altered levels then? atleast for those
can't remember perfectly but it's something like
shadow naoto 57
kunino sagiri 70
adachi/ame no sagiri 80
marie 90
izanami 95
it's curved with the expectation you'll do the regular battles and the quests
at no point did i ever backtrack to grind xp
if you run into issues or a glaring oversight lmk
will do!
I'm surprised at how high Marie is in level given how little xp you get from hollow forest
it might be 85
i forgor
so whats the release plan for this 
not like we have to, but 2 days from now would be really funny
it's your mod lol it's your choice
I will say that if p4 remake is announced then while it would be funny to announce your mod, it will receive no attention lol
I think the day after would be really funny if it is announced
p3hd blew up because it was announced on top of portable, but the circumstances are a bit different ig
yeah haha
so: hope that P4R looks like fucking dog shit and promote your mod that way
(that would not be very fun though so like I hope it wouldn't look like shit)
Thinking about streaming this tonight, is there a rule against posting my stream link in any of the chats
Nah dropping a link is fine. Mods only step in generally if someone is spamming self-promotion
I LOVE CBT!!!
Something came up so I had to stop, next time I stream P4G though it's probably just gonna be the actual combat/dungeon crawling portions since I really don't have any vocal input on the story since I've played it multiple times lol
ye i dropped out an hour in because it was just npc dialogue lmfao
I don't blame you at all LMAO
I realized after a bit I was just like "oh fuck this has got to be boring af"
But yeah gameplay/dungeon crawling only next time if I do lol
But yeah thank you and rudiger for watching anyway, I appreciate it
I wanna start streaming regularly, but I question myself "Am I entertaining enough for streaming"
My answer to myself is always a big no
It's really dependant on what you talk about and your personality
I'm naturally introverted so it's a bit hard for me
Thank you for watching btw I appreciate it, there isn't gonna be a vod (you wouldn't want to watch it anyway trust lol)
k when's this mod dropping lol
you're right it needs more BLUE
it looks fine man everyones crying a lil too much
especially the people crying that loading screens were a good thing
The biggest problem is with the Yu model. It doesn't look grounded in the environments (shadows, ambient occlusion, etc.).
That and the fact the trailer is literally "one model running around world" which gives it that "atlus hire this man" look
I think the actual environments look really really nice
I saw the environments and was like hmmm this is quite different from what I expected but it's not a terrible look
I still think they overdid it with the blue in the shopping district but the rest is more nitpicky
when Yu popped up... yeah ๐
yu is definitely unfinished
anyways when is this mod dropping lol
but the open camera is awesome and i won't be told otherwise
honestly if its as early as it appears, i would have just shown the environment transitions and cut the whole Yu running part.
asap 
yeah they chose to show it off and it doesnt look very good lol so of course there would be comments on it...
ignoring that, I need time to sit on the artstyle they seem to be going with. It feels very vibrant, the bloom is crazy lol
I think I just need to see more to have more thoughts on it. in isolation it is pretty overall. it's just this is not what i would expect from p4 (not a bad or good thing, I need to see more)
i love that shot a lot
it looks like a dream. so beautiful ๐ญ . Samegawa flood plain? and the path you walk to school on the left? I think
if the in engine cutscenes look like this i wont be complaining
this shot is amazing man
they went full anime
that and this are the best two shots in the whole trailer, for sure
wait isn't that the banners from the celebration in the golden epilogue
the rainbow flag thingies
I thought that. I don't remember them being present at any other time in the game ๐ค
Oh that's just for festival decors
but isn't the festival already after the ending
It'd make sense if Yu isn't wearing school uniform though
back to this mod.. lol
Is there somewhere I can view all the changes that have been made / a proper description somewhere? I'm also interested in knowing how this affects difficulties other than very hard and whether using this mod that way is recommended? @supple oak
I think very hard was the only one that was actively tested
I looked at the pinned posts but maybe ive missed some stuff
I'm sure having a test run on hard/normal would be helpful tho
well first question would be, do we expect the changes made to even affect those difficulties? I don't know to what extent the game segments them, even
also - i think i heard meovv playing with my compendium and bewildering fog mod. Better without or doesn't matter?
yes they would
just voicing some thoughts out loud of stuff meovv might want to include in the description eventually as FAQ
the difficulty settings affect damage across the board, XP/money across the board, and then probably a few other things
P4G did difficulty settings the best
I like how customizable it all is
Yeah
TRUE
also true lol
hopefully they tone down the blue in the shopping district a bit, it looks overblown
it's weird cuz the other ENVs do NOT have that issue
my honest opinion, it's the hot summer day ENV and it won't always look like that
yu is in his winter uniform though ๐ค (but yeah maybe, we'll see)
Yeah the only thing I'm weirded out is they picked a summer day for it and not a foggy day
foggy day would be a dogshit choice for a promotional video that's themed around nostalgia
Hmmmmmm is it really
yeah the whole point was to really drive it home that "inaba is back"
what's weirding me out is the rain puddle
in a sunny day
Personally, I would be picking a scene that would convey coming back the most
So something like Yu arriving at Inaba station where Dojima picked him up
btw how does the mod interact with some of the others i mentioned like compendium restoration, detailed descriptions, etc? Any notable conflicts? Should it just be listed as highest priority in reloaded?
Persona talks loses braincells, it's true
it recently rained?
But seriously though, I had problems with Reloaded in general recently
it is a little weird but i think they were trying to go for something like that
me too actually. I think it's related to the recent R2 issues but I've been getting a lot of random crashing
It keeps saying "fatal error" "fatal error logging fatal error" when I try to boot up any game sometimes
I've come close to making a help thread for it but I think it's already being worked through in a p5 help thread
Wdym you're crashing because of logging because you're crashing
...maybe
I'm so confused reading that so I handwaved it to me being illiterate in anything computer related
maybe it's worth making a help thread for it but I'm not sure if there's a good solution right now
would probably have to tag sewer right away
lol
for me I'm getting that and also some CLR errors with mods that previously worked fine (but they aren't consistent crashes)
Also when I try to update it
It prompts me downloading things
But the download doesn't even apply
download 1.29.1 manually and then use the download prompt, that worked for me
The difficulties should all still be consistent across the board.
Heaven onwards might spike a bit on difficulty if you're not prepared with the proper skills/stats/upgrades even on Normal, it has not been tested as extensively, but most players will ignore regular encounters for Golden shadows regardless, so it's not that much of a filter.
Compendium mod made no tangible change, but I also didn't really make use of any of them.
Bewildering Fog mod gives you a little bit of a scare, but no tangible spike in difficulty.
Culprit AI can arguably make the fight way harder or way easier, depending on what your stats are.
The mod yoinks the skills part of detailed descriptions due to the sheer size of description changes. Anything else will require the mod itself, and works fine.
Only potential conflict I can think of is maybe some other mods with descriptions may cause issues if they're not properly setup for merging, but I think I fixed most of it
Any chance you could include the skills from signature skills+ in your descriptions please? They show as debug and would be cool to have them reflect your new names etc for those who play with it
oh i kinda purposefully chose not to support it because I felt the light and dark skills would cause some issues
but you think it's fine?
oh
wait
yeah there was also a conflict
the mod isn't merging-friendly
Ah ok
can that be fixed?
Tbh its probably not fine. You're right about light dark tbh
otherwise can you just use a bit of code to conditionally load things?
But you think updating the mod to ve merge compatible would fix it?
I cant even remember how it all works. Been so long lol
it can be fixed yes
Btw @dusky thicket , quick aside - i dont know how much love you get for your anime music mod compared to your other stuff but its sooo peak. Thank you 
i get like no love for it haha
no one really talks about it and it was a miracle that it even was allowed to be released as a standard mod rather than being stuck in the hell that is sound mods
i'm glad you like it though :) a few people have said that they rly like it but it does fly under the radar
that mod is one of my favorites, please know that's it's peak ong
i also havent rly touched that mod at all in terms of adding new content so i will always take feedback if you have any but im just happy that anyone is appreciating it really. it was my first actual big mod after all
Weird. You'd think people would want to check it out from concept alone. Its such a cool idea. Fog restoration hogging all the attention maybe? Lol
no idea haha
it did release long before fog restoration
i wish it got a little more attention, im happy with fog restoration but AME is probably my favorite mod ive made
guessing this is already in clean balance tweaks or incompatible @supple oak ?
https://gamebanana.com/mods/596563
it's incorporated but "incompatible" because cbt makes it stronger

AME is very peak i often forget its installed
(compliment)
it's so good
it unfortunately renders you unable to post footage with the mod to YouTube lol
I'm glad you guys like it though. I'll take it being underrated but very appreciated :')
I died twice on shadow Yosuke 
I've always played persona games pretty passively on hard or normal so its actually fun to have to think a bit more.
I would imagine they didn't change that thing's AI
Just the power of skills at that point
wind of oblivion is just a liiiiittle bit stronger but i don't think it changes the rotation of what you need to do
Just more medicine burned fr
no I don't even think you have to use more medicines
I survived Shadow Yosuke with 1 HP and 1 SP
The strat is actually not using Cleave all the time
is this mod already on a playable state
wanted to replay p4g ๐ฑ ๐ฑ
just asking bcs it's seemingly done just not on gb
oh also is magician changed?
finished but not uploaded due to a lack of feedback
pinned
yes, but probably not as nerfed as you'd expect
in some cases, primarily magic, it's even buffed
Fully Magicianed Izanagi will have his Reload kit at the end
so you can't quite go from rank 1 to endgame phys, but you can still put midgame phys on him with a card and continue from there
imo the best upgrades in this mod are the party skills and the equipment
might be a little confusing to read this because of all my wip filters/changes but that's what the mod has
https://docs.google.com/spreadsheets/d/1jVc8tTxffd6m-Klwlsq0eP6xNGuu3_fZnXnExWfa_fs/edit?gid=0#gid=0
ooooo seems way more indepth than i thought
i was gonna do an izanagi only but since this almost seems like a new game in terms of how the balance is gonna feel i may as well just play normally
and also give feedback obv 
forgot to ask but is there a specific difficulty i should be playing this in?
any. very hard was the most tested and probably the most fun, but it's also made for easy/normal players 
the mod tries to stay faithful to the original design so the "izanagi-only" is still very much semi-rewarded
not literally just izanagi but having him as a main and using the others for stuff like auto-buffs, resistances, etc is very nice
at the endgame though you're probably just going to settle for instakillers and yoshitsune as you do
i finished the game with like 5 or 6 personas, izanagi being one of them
oh wow that's interesting to hear from the main dev
ill keep him around while experimenting with others too then
yeah the mod as intended is meant to be kind of a faithful sort of mod if that makes sense, like a lot of the changes are meant to feel natural
you aren't going to get like crazy SMT skills or whatever, it's largely faithful with iirc no new skills added
i do like that tbh
as broken as it is, magician exploiting IS really fun
yukiko agi dealt 30dmg over my max health ๐จ
what level
(the damage is the same as vanilla for agi btw)
Senri nulls it (level 9), good choice
barely level 7 lmao i was having a lot of fun playing P4 again so i lowk sped through the castle ๐ญ ๐ญ ๐ญ
tbf i haven't ever played very hard before either so im just not used to the dmg numbers on it
big recommend to fight everything you can + quests

esp if you're keeping izanagi cuz that means more stat cards
dang thats pretty low level lol
ok like ngl I feel that though. a part of me is wondering, well, maybe metaphor can wait... what if i did a p4g run modded?
metaphor is also great but i am having a lot of fun with P4 now that im playing it on deck with the smaller screen
tho a lot of the fun even tho this is like my 7th playthrough comes from YOUR fog mod so idk how much that would apply to you ๐ญ ๐ญ ๐ญ ๐ญ ๐ญ ๐ญ
I first played p4g on my switch and yk they had the right idea making it for the vita
should you fight the optional bosses after the next dungeons boss
can't even get marakukaja yet and contrarian king rampage did like 250 dmg to everyone with tarunda
wanted to kill it before kanji since you're thrown out of the tv after beating a dungeon
what i did was reach the boss floor, in this case kanji's, and then Goho-M and go back to Yukiko's Castle
do not just skip ahead straight to the end, stat cards are insanely important for your endurance and damage
rampage is rng, you can get a run where he never uses it too
kanji's dungeon has magicians i think? can definitely get marakukaja
kinda funny you mention that since i remember like 5 years ago searching it up and people also not knowing if magicians were kanji or rise ๐ญ ๐ญ
im like pretty damn sure it's rise tho it is what it is
holy shit
got one at kanji
first time in my like 6 p4g runs
wasn't even grinding or anything
cleave -> double fangs

zio was right there bro oml ๐ญ ๐ญ ๐ญ
or rakukaja
i already have that on another persona that's higher ST anyways
rarely on late floors of kanji dungeon, so most remember it by rise's dungeon
kanji should be around lvl 20 right
im technically a bit underleveled so yukiko doesn't have agilao but lowkey it's so doable
the general rule is 15+10x for boss levels but I think that changes with shadow naoto in this mod
ok no im gonna have to atleast get agilao to kill the extras quicker
got to 1/4th of his health with both of them dead but
ran out of revival beads and sp on everyone
I think whenever I do play this mod I will go hard mode
I don't want the lowered XP or money lol
so I guess that will be your semi casual data point
Titan with Kill Rush
if it wasn't for being able to crit him for a 1 more and resisting elec i would've died
izanagi with double fang was doing enough dmg
it was just the healing tbh
outside of not being able to revive anyone
You ran out of revival beads?
yeaaaa
idek if you can buy any, it totally slipped my mind until i got to the boss since i hadn't needed them until now ๐ญ ๐ญ ๐ญ
You can buy them already
will have to delete the videos of the dungeon gameplay because of monetization guidelines

Wouldn't having an alt with those be ok?
it would but it was like 1tb so i didnt save the files 
download -> move to alt channel?
I think as the uploader you should be able to redownload
Download has shitass quality no matter what
Also iirc the HQ ver is youtube premium locked
That and they seem to have deleted it already
damn gg
Ggs
clearly youโve not heard of some yt downloader sites 
Nah that gives dogshit quality too
why would I use a dogshit downloader website when I have ffmpeg
I'm not downloading 20 hours of heavily compressed video for no reason
on Yukiko's palace rn, ive died to mandatory bosses a few times but that was mostly just because i forgot how tight SP management is in the early game and was wasting it on buffs instead of just using skills lol. also did slime always learn resist phys at level fucking 7, this game really is easy lmao

slime is the mf goat and i never in a million years thought id say that about an SMT game lmao, its been a hot minute since i played P4G so idk how much of this is the mod and how much is normal but goddamn they have been such a carry. decent phys skill, fear and resist phys have saved me so much SP/healing items
forgot to say yesterday but shadow yukiko down in one try, Senri with Red Wall for Chie made the fight so much simpler but it was still down to the wire every now and then
what did he mean by that chat
i forgot it was this blatant
ill have actual mod feedback once i get to the kanji dungeon this line just took me tf out
that's my goat right there
Chie learning Hama from her social link instead of bike rides is a great change, its usually gotten way too late for it to ever be relevant but now it gives you more access to hama when its otherwise very limited and something to spend her SP on besides Bufu or buffs in boss fights
Also would you recommend using the low xp and money modifiers or the neutral one? Ik that very hard defaults to the low one but it feels like im super underleveled at any given time for the content im expected to have gotten to and grinding would be unreasonably lengthy. Also does it have a similar scaling effect to something like Memento Mori where xp gets lower the lower level the enemy is to you or is it universal/uncapped?
why the hell did you give Kanji Ghastly Wail if he doesn't even haev any way to inflict fear
most of the other skill changes for the party members have made sense to me but this just feels totally random
meovv did testing with very hard so I think it'd be more beneficial to do hard/normal just to have an idea of whether xp stuff is fine on 100% or not
a lot of what you're referring to is the case in P4G stock though
the current skill sheet doesn't reference ghastly wail at all lol, I know it was talked about earlier but meovv would have to speak on that in more detail.
probably would make more sense if he still had atom smasher (if he does, then it makes some sense)
oh which one is the current skill sheet? at first i assumed the one that said rebal was right but it had Yukiko learning Diarama at 33 when she learnt it at 26 ingame, which is what the proposed section said. i just assumed that one was more up to date and the label hadnt been changed
i dont have a great firsthand memory of how exactly vanilla differs but ive found that golden hands give absolutely insane amounts of xp for how relatively easy they are to kill, especially once you get your hands on megido. from what i understand that's pretty much the case in vanilla, idk what you've tweaked here but it feels like it's not enough, especially if there's no level cap or diminishing returns scaled with your level
i havent gone out of my way to farm gold hands and just fought them as i found them but it already feels like if i wanted to be playing optimally id just be running from everything and only fighting gold hands which doesnt really sound that fun
money feels more or less ok, everything is already pretty pricey so its never really felt like ive been able to just pay my way out of a bind
like i guess i technically could if i went gold hand farming but again i feel like that's kinda the same problem as how much xp they give, regular encounters seem like they give a reasonable amount of money on the default setting
Vanilla golden hands don't drop xp
wait for real? do you mean like vanilla as in the ps2 version because i just meant unmodded pc golden
gold hands are fairly overrated
you'll break the game faster with shuffle time incense
if you want to go out of your way to ignore everything and farm xp only be my guest but you'll fall off sharply on equipment opportunities later on
even with doing dungeons over multiple times and getting every enemy on the way including hands i never overleveled
If you want to grind to ruin the experience this is 100% user error, you're really doing it to yourself because you don't even need to do this and in most cases you're even hurting your own growth by not getting materials/incense. XP caps are just as bad design as level scaling
You don't have to grind whatsoever, i managed to beat the entire thing on the hardest possible settings without going out of my way to deliberately farm anything
Being underleveled is by design and not that bad to deal with, but grinding is an option as it should be in any rpg
I agree in concept but in practice it still felt super bad for encounters to be so difficult and also very unrewarding at the same time. SP is so limited in the early dungeons and even when you get the fox its prohibitively expensive to use until you've done a lot of its quests and/or you go money farming a ton which would probably require you spending more SP anyway. To me it felt like I needed to keep fights to a minimum in order to get to the boss with any of my resources remaining but then id be completely unable to handle the later fights I couldn't reasonably evade or the boss itself without instantly dying from being so much weaker than them.
Having it take forever to level up or get money inherently means its going to drain a ton more health/sp to get to the level of power the enemies demand of you, but the macrogame of sp management incentivizes you to only engage with combat sparingly and when itll be worth the tradeoff of resources, which is basically never with the amounts you get on very hard. To me it made fights feel like a waste of time and something to be avoided if possible, or else I wouldn't be able to make it more than a floor or two before being totally out of steam and have to drag out the dungeon to multiple days which absolutely guts your ability to do stat growth/social links
Gold hands on the other hand give crazy amounts of xp/money for relatively low risk/cost. You basically need to use the flat damage items to kill them anyway in the early game and those are fairly inexpensive for the return on investment you'll get, so they feel disproportionately rewarding and make normal fights even more unappealing
Also am I missing something with the shuffle time stat ups? They didnt seem too impactful to me, it feels like youd have to not only spend a ton of resources to guarantee a shuffle time each fight in the first place but also be lucky enough to get those cards at all, and even then youd have to do it a ton to make any noticeable impact on your personas performance which would just be part of the grinding process anyway
You can get Izanagi to full 99 as early as naoto's dungeon just by casually fighting shadows along the way
they're extremely common if you play for shuffle times and it's infinitely more efficient than pure xp grinding
taking negative effects for sweep bonus is also always worth it
resources should never really be an issue, there's a ton of sources
Ive been switching up my personas a lot and not really sticking to one unless it had a skill I needed it to pass on through fusion so that might be why I never really noticed
there's your answer
sticking to izanagi is ridiculously rewarding in a way I couldn't/didn't want to remove
not just izanagi but he's a great pick
I mained Izanagi, with Setanta for Auto buffs, Daisoujou/Alice for instakills, some other personas for specific elements/affinities i needed and ended with Yoshitsune
I needed Senri for Yukiko and Titan for Kanji
Jack Frost for Teddie
I mean thats kinda cool but it also feels weird to me to incentivize ignoring one of the major mechanics of the game, the MC's versatility and fusing new stuff, because the alternative is so much more rewarding. Im all for making a starter-only/low level favorites run viable but making it the intended and heavily encouraged way to play doesnt sit right
This is not my problem, it's Atlus'
I'd have to fully rework shuffle time
which is out of scope
Fair lol, I guess once again my problems are from trying to be too honest and play the game how it expected me to and not break it in half
i balanced it so it's still enjoyable around the exploitative nature of the game, and there are still plenty of opportunities to fuse and build
This is intended though
they changed it from og to golden to allow you to do this
it's silly but they did
most people don't because they see golden hands and they go "wow, xp, I'm so op"
then they go on a fusion spree
it's very counterintuitive
Caught me in 4k lmao
no i did the same most of the time
p5 is a bit more tempered when it comes to this
reload lets you outright buy the stats but it also takes time to grind
I'd assume revival will make the cards boost all your personas at once but be limited to one a day
which is fine
Man it really does feel like they do their absolute best to try and find ways to undermine the interesting stuff in their systems and make the most unintiutive and/or irritating ways to play the objectively most efficient
it's a clever abuse of mechanics that 99.9% of people don't know about
it might ruin the fun once you're mega experienced but it's cool for most people
Yeah i dont think it ruins the game completely but if the system gets worse the more you try to engage with it and make informed decisions around it thats not a good system imo
as for resource management you have the vending machines, the fox will be cheaper later on, you can mutate victory cry if you're patient, and you can also get elemental weapons
It won't if it doesn't have incenses again
Oh yeah did you nerf the magician card and/or its spawn rate? I've seen it literally twice my entire playthrough when it definitely showed up way more than that before. Idk if thats because it doesnt spawn much/at all earlier in the game but still. Absolutely deserved if so lmao
does anything in p4 even need maxxing a persona
i have not, you're unlucky
they show up a lot in rise's club
i have changed how skills mutate
magic is buffed a bit but also that means a lot more cost
phys can no longer hit rank 8
and the evolution line is a bit different
still strong
I figured that much at least but wow I really must have been unlucky lmao, I did a ton of fights in rises dungeon for the item quests and I dont even know if one of the times I got it was in that dungeon
crazy, i got like seven or eight in my run
Hopefully, a bit of post game wouldn't hurt
make sure you really aim for aoa finishes and sweep bonuses
Of course, but incense should also be postgame in that case
Speaking of post-game is there changes only relevant to ng+? I forget how exactly it works in this game but ive never really felt like doing a proper second playthrough of an atlus game before that wasnt a fresh save since im not really interested in curbstomping everything that hasn't been beefed up to handle a high level character, it just makes combat too boring for me to want to spend all that time on another run when I could be playing it fresh instead
Margaret got some (untested lol) buffs
the only real spikes are heaven+ in terms of enemy resistances/stats/level
shadow naoto also got a spike but you likely won't feel it because the fight is practically free
Nah
If you ask me, any form of stat up is best to be on endgame-postgame anyways
Including the shuffle time ones
Or at the very least, those should be inheritable
It either has to be something accumulated over time in a sustainable manner, or be easily farmed when it's needed
i think less but inheritable is good
Just saying that P5S did both and adjusted natural level up growth to be slightly less to accomodate for it
Level 99 Arse with 30s stats lmfao
cee bee t ee time
epic
Any documentation for exactly what's been changed/added ?
a handful of spreadsheets but I recommend blind purely because playing around the changes has very different results
My PCs busted atm so I'm not playing or editing any time soon, I was mainly curious to just take a looksy at what to expect
I was surprised that THIS was CBT, for some reason I thought you guys were meming whenever you said CBT cyuz I thought it meant something else lol
lol
One thing that stands out to me, are the element weapon attacks.
Aren't they kinda busted ?
For example wouldn't the animal slippers (274 wind attack +25% wind boost) on Chie, kinda almost always be better than God Hand?
it's literally half? lol
P4/P5/Reload weapons are actually half of what it says in the inventory
even if it was full power it would still be less than god's hand
Wait ..... WHAT ?!!
Wait you said it'd still be lower even if it was full powered, do the element attacks not get boosted further by accessories? Or do they use a different formula? Cuz i feel like 274 with 25% and 50% from accessories would be stronger no?
Oh yes, I was referring to accessories in mind lol
yeah but then you're building just for the weapon
So feather shot is actually 155, not 310 then ?

also keep in mind those weapons aren't exactly easy to come across and amp accessories are 3/20 only
before that you can only get 40/30/20/10% boost
which is also locked chest item
Yeah I actually know that, the 50% accessories are Hirasaka exclusive + they're golden chest so they don't even carry over
Question what does "ECS mult" mean ?
it's a developer-sided value i use to adjust skill ranking
has no gameplay purpose, just a personal note
aoe, phys, high crit rate and ailment procs affect the mult
which is then reflected in effective combat strength
Weird qst but, does NG+ have different boss stats ? Or are the bosses the exact same
it's not possible to change enemy stats on ng+, same ID
i jacked up every encounter from heaven onwards, and i'm not really sure how overkill it is
Tbh, from Heaven onwards was already when the game reached baby mode in the OG anyways, if the level curve is also higher this would just mean getting the good stuff early too
As long as the Hollow forest isn't too overtuned , I feel it should be ok
I beat shadow kanji (while still being underleveled) and noticed that some of his attacks weren't strong at all. I don't know if this was intentional, but definitelly worth bringing up
Copying this from #persona-spoilers :
"CBT Kanji needs at least lvl 20.
Though i gotta say some of his attacks were very weak.
- Power charge swift strike hit 35% HP Yosuke who wasn't guarding, and he survived (HOW??? he had tarunda sure, but thats too weak)
- Kanji (under tarunda) used Assault dive on rage yukiko, only pathetic 55 damage
- Power charged Kanji (no tarunda) used Kill rush on chie, hit her 3 times, every hit - 11 damage"
yep
So you did nerf him, interesting. I was expecting a higher difficulty actually
i didn't
i buffed him 
the skills themselves are nerfed
also don't play this expecting a difficulty mod, never was the point
I guess PS2 stats mean nothing if the skills themselves aren't as powerful. Even his unique Fanatical Spark wasn't able to kill yosuke. I definitely had more trouble grinding for this boss than fighting him.
fanatical spark is not edited
The CBT always give me an impression there gonna be a torture somewhere. But i guess truth is elusive, as they say
part of the reason i dont like revealing what skill powers changed is specifically because people often get placeboed
CBT is more of a funny acronym than an actual title
it is called clean balance tweaks.. lol
level 27 recommended
Yeah, but p4 taught me to not take everything at face value, so i was expecting something difficult
lol fair
keep playing ig
naoto will likely be on the easier side, that's the one i 100% know is free
Yeah, enjoying the mod tho, most of the encounters are all manageable unless I'm out of SP and can't heal at all and have to fight with a chance of being one shotted
things are also easier if you datamine affinities tbf

appreciated
I did check your spreadsheet to find out what exactly was changed. That's how i found out that ailments were actually useful against nice and tough guys
And in a way that isn't completely broken
there might be some very slight misinfo here and there

Think i'm gonna jot down notes per boss + average experience per dungeon
Only starting out just now and yosuke seemed pretty much unchanged, i used the same routine method i do everytime for very hard
Medicine > Zio > Cleave > Guard and mix up when required to do so
which makes sense, first boss in the game and all
yeah you'll find a lot of things being similar to the original since it's more skill oriented
i think wind of oblivion dealt quite a bit more damage but that's negligible
i could check just to make sure, i seemed to end with similar HP in my vanilla run
Just sending a message here cause Discord is stupid and won't follow it otherwise

meovvcat be like: do cbt
this will not happen for a bit longer but: is the difficulty I play on important?
iirc you tested on very hard, someone else tested on hard, I would personally go with either hard or normal as I don't really care for the decreased money/xp
From my limited testing, not really, I played on hard and it was just fine
ok bet
funny thing is I honestly don't remember a lot of the changes in detail, we'll see how it goes
Some things are stronger, some are weaker. Last mf I fought was Kanji, he did power charge kill rush on chie, all 3 hits did 11 damage each
if you don't care for decreased money/xp do custom
i kinda curved it around having every sidequest completed on very hard so for normal xp rates it might be fine? idk
yeah that's a p4ism
i either leave it as is or make multihits omegapowerful again
worst case scenario i just hop on the ai and make him use something single hit but i really wanted to avoid this
balls
balls 2
balls 2: eternal punishment
holy shit
hey its one way to reopen thread
i need to take notes.
peamsona 4
is there anything in particular you're looking feedback for?
#persona-chat message
also I'm assuming this mostly affects stuff related to dungeons, combat and bosses
it affects party progression, skills, and mutations
gonna take a while to get there lol
bosses are kinda the same (which is why you'll notice some stuff like multihits doing barely any damage to you sometimes)
but yeah heaven onwards is that main pressure point
||Hollow Forest|| 
hollow forest wasn't too bad from what i remember? but affinities got tightened up a bit
i could probably refine the entire project with what i learned from refes tbh
i just didnt want to go too hard because of revival
eh revival won't be out for a bit
why not go refine tbh
mod's not out anyways soooo

ye just depends what needs refining
could start editing bosses 
if the people playing it really feel like the bosses need it, i'll try to figure out the boss BF for p4g

me omw to complain every boss is too easy
oh right you have to edit that
tbf you're on normal
that's probably gonna be cbt lol
I think a lot of that stuff is just not documented at all for P4G no?
nah I'm gonna play on hard with normal exp/money, maybe bump it up to very hard if it feels too easy
hard with normal XP and money is just... hard mode as is
I have the most important question
can I install Amagidyne over Burning Petals with this

oh wait it's for 32bit only

I had a dream someone made fun of this modlist
thank you I worked really hard on that
while you're here Brawler
in the cutscene where you first meet Teddie, I noticed I could see the Velvet Room door
I don't remember that ever happening before using Fog Restoration
what kind of loser uses social stat tracker
me :)
wait i never updated goodkid to choom oh my god
I will look into it thanks
could you send a screenshot in the fog restoration thread?



