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Unranked Games / Re: Shin Megami Tensei 4
« on: October 13, 2014, 04:42:03 AM »
I think you might be wrong about resistance being half damage. It seems a bit stronger than that, Yamato Takeru was doing 75 damage with hits of his physical to my party and only about 20 damage to Catoblepas, which is very nearly exactly 25% normal. Anyway, I went ahead and got data on him since I happened to be playing through. I was gonna get more but I have some other stuff to pay attention to and the files been sitting untouched for a while so I figured I'd post it. I tried to do things as you did for this.
PC Level: 53 for Flynn, 48-53 for relevant demons
PC HP: 525 (w/ Doping: 682, although that's just a calculation)
PC MP: 195, though I didn't have many MP optimized demons. Would probs be about 20 points higher at good levels
PC Damage: ~255 ignoring resistances and ignoring de/buffs entirely (more noticable in this fight due to his ameno spam). Guest offers ~170 ignoring resistances, taking into account that Critical Wave crits and misses a lot and he loves to spam it. His reliable move (agidyne) exactly hits that average.
YAMATO TAKERU
HP: 6400~ (2.15 PCHP)
Race: Famed
Repels Lightning
Nulls Light, Dark
Never goes first?
2 Actions a round.
Cross Dressing: No one seems to know what this does. It doesn't cleanse buffs, change resistances, boost crit rate, or anything. Someone claims it changes Alignment, which has only affects 3 skills you shouldn't even have yet and would need a New Game + to confirm. Just assume it's a charge turn.
Physical: 1-2 hits of 75 physical damage.
Homeland Song: 2-3 hits of 90 almighty damage, random target. Only used after Cross Dressing.
Ameno Murakumo: 150 MT almighty damage, target attack -1. Above 50% HP he only uses this after Cross Dressing or after a Physical attack. Below 50% HP he can use it in conjunction with either Berserker God, a Physical, or itself.
Maziodyne: 180 lightning damage, MT. He doesn't use this too often, the only time I ever saw this used twice in a row was under 25% HP on half turn.
Berserker God: 275 physical damage. Only used below 75% HP.
75% Health: "Know you cannot compare to me, who holds a nation on his shoulders. I protect the people."
You're Authority's Servant: Yamato Takeru gets +1 Atk and +1 Def
You're Tayama's Slave: Yamato Takeru gets -1 Atk
50% Health: Would you let this happen if you were the ones the law benefitted?
Yeah: Yamato Takeru gets -1 Def
Nah: All of Flynn's stats -1
25% Health: How can you go against law? Walter- "because STRONG"
In game, this is the point where Yamato Takeru seems to stop following a rigid pattern and just does whatever.
Also, I've never seen him critical above 25% health, but below it he suddenly seems to critical with his physical attacks about 50% of the time? At this point he starts getting a lot of crits when they would give him turns, but not after. I don't know if this is just bad luck or a legitimate stat change.
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Overview: Utter scrub in game due to buff abuse rendering his damage useless, but in a duel he's a bit better due to multihit focusing and whatnot. Yamato Takeru has a fairly reliable 2HKO in the form of Attack->Maziodyne, or Maziodyne->Maziodyne if you allow that, and after losing 1600 HP (0.5 PCHP) he can switch those out for Berserker God to really drive things home. Against targets that resist or null physical attacks he has a backup 3HKO with Homeland Song. Ameno Murakumo isn't really all that great but a reasonable almighty option and reliable MT. If you allow the critical phase he can pump out a lot of damage should he end up below .6~ pchp, which isn't too unlikely.
Just like in game, Takeru doesn't hit very hard and has trouble getting through buffs and healing. On the plus side, though, no weaknesses! I think he ends up somewhere in Middle.
EDIT: Actually, with decent durability and a 2HKO, he might end up somewhere in Heavy...
PC Level: 53 for Flynn, 48-53 for relevant demons
PC HP: 525 (w/ Doping: 682, although that's just a calculation)
PC MP: 195, though I didn't have many MP optimized demons. Would probs be about 20 points higher at good levels
PC Damage: ~255 ignoring resistances and ignoring de/buffs entirely (more noticable in this fight due to his ameno spam). Guest offers ~170 ignoring resistances, taking into account that Critical Wave crits and misses a lot and he loves to spam it. His reliable move (agidyne) exactly hits that average.
YAMATO TAKERU
HP: 6400~ (2.15 PCHP)
Race: Famed
Repels Lightning
Nulls Light, Dark
Never goes first?
2 Actions a round.
Cross Dressing: No one seems to know what this does. It doesn't cleanse buffs, change resistances, boost crit rate, or anything. Someone claims it changes Alignment, which has only affects 3 skills you shouldn't even have yet and would need a New Game + to confirm. Just assume it's a charge turn.
Physical: 1-2 hits of 75 physical damage.
Homeland Song: 2-3 hits of 90 almighty damage, random target. Only used after Cross Dressing.
Ameno Murakumo: 150 MT almighty damage, target attack -1. Above 50% HP he only uses this after Cross Dressing or after a Physical attack. Below 50% HP he can use it in conjunction with either Berserker God, a Physical, or itself.
Maziodyne: 180 lightning damage, MT. He doesn't use this too often, the only time I ever saw this used twice in a row was under 25% HP on half turn.
Berserker God: 275 physical damage. Only used below 75% HP.
75% Health: "Know you cannot compare to me, who holds a nation on his shoulders. I protect the people."
You're Authority's Servant: Yamato Takeru gets +1 Atk and +1 Def
You're Tayama's Slave: Yamato Takeru gets -1 Atk
50% Health: Would you let this happen if you were the ones the law benefitted?
Yeah: Yamato Takeru gets -1 Def
Nah: All of Flynn's stats -1
25% Health: How can you go against law? Walter- "because STRONG"
In game, this is the point where Yamato Takeru seems to stop following a rigid pattern and just does whatever.
Also, I've never seen him critical above 25% health, but below it he suddenly seems to critical with his physical attacks about 50% of the time? At this point he starts getting a lot of crits when they would give him turns, but not after. I don't know if this is just bad luck or a legitimate stat change.
---------
Overview: Utter scrub in game due to buff abuse rendering his damage useless, but in a duel he's a bit better due to multihit focusing and whatnot. Yamato Takeru has a fairly reliable 2HKO in the form of Attack->Maziodyne, or Maziodyne->Maziodyne if you allow that, and after losing 1600 HP (0.5 PCHP) he can switch those out for Berserker God to really drive things home. Against targets that resist or null physical attacks he has a backup 3HKO with Homeland Song. Ameno Murakumo isn't really all that great but a reasonable almighty option and reliable MT. If you allow the critical phase he can pump out a lot of damage should he end up below .6~ pchp, which isn't too unlikely.
Just like in game, Takeru doesn't hit very hard and has trouble getting through buffs and healing. On the plus side, though, no weaknesses! I think he ends up somewhere in Middle.
EDIT: Actually, with decent durability and a 2HKO, he might end up somewhere in Heavy...