Author Topic: Shin Megami Tensei: Persona 4  (Read 30853 times)

OblivionKnight

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Shin Megami Tensei: Persona 4
« on: January 14, 2009, 06:07:09 AM »
Welcome to Persona 4, with everyone's faaaaaaaaaaavourite host!





HUGE SPOILERS AWAIT WITHIN!  ESPECIALLY ON THE BOSS END!  YOU HAVE BEEN WARNED!

Persona 4 shares a lot of things in common with Persona 3.  Persona 4 uses a turn-based modified press-turn system like its predecessor, but with a few differences.  Battles are entered onscreen by striking enemies or being struck by them.  Once struck, you'll enter a turn-based battle system where either you (if you struck an unaware enemy) or the enemies (if they struck you first) or neither (if you struck them and they were aware of you) will get a free set of actions before the turn-based combat begins.  In normal turn-based combat (barring the few scripted exceptions), characters act based on AGI scores, higher acting first, and so on.  

Where it gets interesting is if a character criticals or strikes a weakness.  Doing either grants a press turn, much like in DDS or SMTN.  The press turn, however, is a bit different.  Called a "1 More!", this gives the character that criticalled or struck a weakness an extra turn.  The enemy criticalled or hit with a weakness is then inflicted with the "Knocked Down" status.  A character in this state that is again struck by their weakness or a critical does not yield another "1 More!", but will skip their next turn they would receive, inflicting them with the "Dizzy" status.  If not struck, however, the downed target will be able to act when their next turn comes up (whether it comes at the end of the round or the next round or whenever).  If a character is dizzied and are hit with their weakness or criticalled in this state, the attacker does not receive a "1 More!"

Soji is the only character that can equip multiple personas.  He can have up to a max of 12 at a time, and has access to every single persona in the game.  However, to get the ultimate personas of a social link, there's a large, overarching quest that is generally a really annoying thing to do if you want them all in the first playthrough (but easily possible, and indeed, moreso than in Persona 3).  Several of the social links (STAR, FOOL, JUDGMENT) auto-max, so there should be no issue there.  I'm going to list every potentially useful persona, but for purposes of the stat averages and the like, I'll be defaulting him to Yoshitsuna, the pen-ultimate TOWER persona.  Unlike Persona 3, there is no real "plot" ultimate to use for averages.  Yoshitsuna, however, is one of the best (possibly the best) persona in the game overall, and is not a max rank persona, so always available.  In addition, it's level 75, last skill learned at 83, so well within the defined levels I used for the topic.    As a note, all of Soji's personas are taken at the level they learn their last skills (so Yoshitsuna is taken at level 83, when he learns Hassou Tobi).  

Levels, are taken at level 80.  Most characters learn their last spells around that point, so it's a decent estimation, and also about where you'll end up playing through the game normally (though a variance of 5 levels on either end is normal).  There's a major difference between stats in Persona 3: HP and SP are based on the character; STR, MAG, END, AGI, LUK are based on the persona; ATK and DEF are based on equipment.  As such, stats with Soji will be highly variable based on the persona (as gaining levels makes the persona gain 3 stat points that don't carry over between persona when switched), while stats for the other characters are highly variable based on levels.  For Soji, the stats of each persona are listed after they've gained enough levels to learn their last skill (generally 5-8 levels).  

Speaking of abilities: every character has 8 skill slots, and unlike in Persona 3, you have control over what skills they learn and don't learn.  I will list all relevant ones in the character sections - whether you allow them to mix and match is up to you, but thankfully, this really isn't a huge issue.

In addition, there is a special function available to Soji called Fusion Forecasts.  What these allow him to do is to add set skills to either specific or any personas he fuses on certain days.  How you view this is up to you, though it's not a significant issue to worry about, overall.  A list of relevenat skills for relevant personas and for generally useful skills is as follows:

Enduring Soul (Siegfried)
Insta-Heal (Ishtar)
Angelic Grace (Alice)
Mind Charge (Daisoujou)
Debilitate (Yoshitsune)
Arms Master (Yoshitsune)

Equipment is a bit different in Persona 4.  To purchase any equipment, you must acquire materials from enemies.  Typically, you need from 4-10 of each material (1 in the case of rare materials) to create this equipment.  All weapons are completely unique, while armour is split into female-specific, male-specific, and gender-neutral armours.  Accessories are all initial, except for Soji who has a bunch of unique ones to choose from.  For the purposes of this topic, I assumed all equipment is made available.  In-game, it's not hard to get most of the materials you need from one run through a dungeon, even the rare ones.  Indeed, since it's the only way to get equipment outside of chests (which are random), I don't see a reason to discount it.  However, I will mark the rare drops with an * below.  In addition, some items are gold chest items - I have not listed any of the armours, though some of the weapons are listed.  These are all unique, so I have assumed them in some character set-ups.  These are marked with # below.  Note that each character has an ultimate weapon droppable by the Reaper that I will list - however, it does require a second playthrough of the game to acquire, so some may not allow them, and hence they are not assumed as defaults, and are indicated by [].  In general, I have defaulted to what I feel is the best weapon for each character with the set-up I chose, and used the highest level dropped armour for each sex (which differ by 2 DEF, so it's about equal).

Equipment options!

Soji
[Blade of Totsuka (408 ATK, 96 HIT, +30% critical rate)]
Soul Crusher (372 ATK, 88 HIT, 10% chance to inflict Exhaustion)
Triumph (334 ATK, 94 HIT, +5 LUC)
Gardenia Sword (220 ATK, 92 HIT, 10% chance to inflict Silence)
Gaia Sword (200 ATK, 88 HIT, 10% chance to inflict a random status effect)
Kage Dachi (172 ATK, 92 HIT, +20 HP)
Edge (152 ATK, 92 HIT, +3 STR)
Zweihander (108 ATK, 95 HIT, +1 END)
Iai Katana (78 ATK, 98 HIT, +3 AGI)

Yosuke
[Malakh (398 ATK, 98 HIT, +30% physical evasion)]
Hattori (311 ATK, 98 HIT, +3 All Stats)
Fuuma Katoro (280 ATK, 98 HIT, +5 MAG)
Chorinomikoto (238 ATK, 96 HIT, Reduces fire damage 30%)
*Bloody Kunai (216 ATK, 94 HIT, Wind damage +25% **This does NOT stack with Wind Boost**)
En-Giri (188 ATK, 96 HIT, 10% chance to inflict fear)
Yashioori Dagger (158 ATK, 88 HIT, 10% chance to inflict confuse)
Kitchen Knife (140 ATK, 90 HIT, +10 STR)
Skill Spanner (83 ATK, 86 HIT, +40 SP)
*Reign Skinner (80 ATK, 98 HIT, 30% chance to inflict a random status effect)
Poison Kunai (64 ATK, 92 HIT, 10% chane to inflict poison)

Chie
[Moses Sandals (412 ATK, 95 HIT, +30% critical rate)]
Kehaya (310 ATK, 94 HIT, +3 MAG)
Hero Legs (300 ATK, 92 HIT, +4 LUC)
Nice Shoes (260 ATK, 78 HIT, +20% physical evasion)
Vampire Shoes (243 ATK, 94 HIT, 20% chance to inflict fear)
Sleipnir (218 ATK, 92 HIT, +5 AGI)
Steel Slippers (199 ATK, 87 HIT, +2 All Stats)
Punk Shoes (92 ATK, 92 HIT, 10% chance to inflict rage)

Yukiko
[Boundless Sea (395 ATK, 98 HIT, 30% chance to inflict exhaust)]
Yume no Ukihashi (328 ATK, 98 HIT, Reduces confuse hit rate 50%)
Kacho Fugetsu (293 ATK, 95 HIT, 20% chance to inflict enervate)
*Uhi Fan (220 ATk, 92 HIT, Reduces exhaust hit rate 50%)
*Akisame Fan (180 ATK, 50 HIT, +10 LUC)
Fickle Madame (173 ATK, 95 HIT, 10% chance to inflict rage)
*Amagyou Fan (162 ATK, 94 HIT, 30% chance to inflict silence)
Duchess (150 ATK, 80 HIT, 30% chance to inflict confuse)
Suzaku Feather (92 ATK, 92 HIT, +50 SP)
*Arazuyu Fan (89 ATK, 96 HIT, Reduces silence hit rate 50%)

Kanji
[Perune Plate (432 ATK, 92 HIT, Electric damage +25% **This does NOT stack with Elec Boost**)
Aegis Shield (357 ATK, 94 HIT, +10 END)
Sol Breaker (318 ATK, 96 HIT, Reduces fire damage 10%)
#Death Scudetto (260 ATK, 50 HIT, +2 LUC)
Barbarian Shield (235 ATK, 94 HIT, +30 HP)
Gorgon Plate (205 ATK, 94 HIT, Reduces fear hit rate 50%)
Bath Lid (198 ATK, 55 HIT, 20% chance to inflict rage)
Power Plate (180 ATK, 90 HIT, +3 STR)
Hard Board (162 ATK, 92 HIT, Reduces fire damage 20%)
Iron Plate (113 ATK, 92 HIT, +2 MAG)

Rise
[Stardom Bag (465 ATK, 98 HIT, Reduces all non-almighty damage by 30%)]

Teddie
[Seireiga (406 ATK, 94 HIT, Reduces magic damage 30%)]
Platinum Claw (358 ATK, 96 HIT, +3 END)
Needle Spike (322 ATK, 86 HIT, 30% chance to inflict rage)
Poison Claw (218 ATK, 84 HIT, 30% chance to inflict poison)
*Typhoon Claw (200 ATK, 70 HIT, 30% chance to inflict fear)
Drunken Fist (172 ATK, 98 HIT, 20% chance to inflict exhaust)
Bear Claw (161 ATK, 78 HIT, 10% chance chance of reflecting physical attacks; damage dealt with the reflection is based on attacker's defensive and offensive capabilities)
Mewling Claw (154 ATK, 86 HIT, +4 AGI)

Naoto
[Black Hole (406 ATK, 96 HIT, 30% chance to inflict a random status effect)]
Athena Kiss R (342 ATK, 95 HIT, 20% chance to inflict confuse)
Chrome Heart (275 ATK, 95 HIT, 20% chance to inflict silence)
Algernon (230 ATK, 85 HIT, +5 All Stats)

Multi-Sex Armour
Talisman Cape (210 DEF, 3 EVA, +10% magical evasion)
Hard Armour (156 DEF, 16 EVA, Reduces physical damage 10%)

Male Armour
Mikagura Vest (308 DEF, 14 EVA, Reduces enervate hit rate 50%)
*Ame-agari Kesshi (280 DEF, 8 EVA, Reduces physical damage 30%)
Oracle Gown (270 DEF, 17 EVA, +40 HP)
*Amamusha Armour (236 DEF, 3 EVA, Reduces dizzy hit rate 50%)
Hurricane Coat (228 DEF, 14 EVA, Reduces wind damage 20%)
*Niagra Climber (210 DEF, 3 EVA, Auto-Rakukaja)
Passion Sweats (190 DEF, 18 EVA, Auto-Tarukaja)
*Ame-Otoko (120 DEF, 5 EVA, +100 HP)
Desperate Plate (114 DEF, 4 EVA, Reduces rage hit rate 50%)
*Ama-Gakure (98 DEF, 40 EVA, +10 AGI)
Knifeproof Coat (86 DEF, 8 EVA, +2 END)
Lion Happi (78 DEF, 16 EVA, +1 STR)

Female Armour
Kotodama Cape (310 DEF, 19 EVA, Reduces poison hit rate 50%)
Rune Dress (270 DEF, 14 EVA, +4 All Stats)
*Uin Haori (222 DEF, 8 EVA, Reduces confuse hit rate 50%)
Breeze Tutu (188 DEF, 14 EVA, Reduces wind damage 20%)
*Amakaze Happi (120 DEF, 3 EVA, +30% physical evasion)
*Zero Kosode (108 DEF, 3 EVA, +30% magical evasion)
*Miori Shirt (60 DEF, 40 EVA, Auto-Sukukaja)

Soji-Only Accessories
Paper Armband (+5 All Stats)
Bead Ring (+30% magical evasion)
Partial Award (When hit with a fatal attack, user will instead survive with 1 HP once per fight)
Reader King (+10 MAG)
Macho Medal (Reduces physical damage 50%)
Fluffy Muffler (Reduces ice damage 50%)
Leather Keychain (Reduces fire damage 50%)
Silver Bangle (+50% SP)
Handmade Watch (+50% status accuracy **This does NOT stack with Ailment Boost**)
Rugged Ring (+50% healing spell effect **This does NOT stack with Divine Grace**)
Fancy Mini-Car (+50% dark accuracy **This does NOT stack with Mudo Boost**)
Hand-Knit Mitten (+50% light accuracy **This does NOT stack with Hama Boost**)

The non-Soji characters upgrade their personas by completing their S.Links in this game.  These upgrades only change their resistances and weaknesses, and I have assumed all S.Links to be maxed for the purposes of this topic.  In addition, by reaching rank 9, each character (except Rise and Soji) acquires an innate Endure effect (once killed by status or damage, the character will survive with 1 HP) that takes effect once per battle.  There are some other effects associated with the S.Links, but they only matter in a team setting.  I do assume these Endure effects are active, as they play a large role in-game.

Fire, Ice, Electric and Wind are fairly easy to discern elements.  Nothing wrong with them.
Physical is physical, so that's easy to understand.
Light and Dark are fairly easy to discern, but do take note that these elements are entirely instant death and HP reduction.  However you take that is up to you.
Almighty is speshul.  This 'element' is an attack property that pierces all resistances.  It cannot be blocked (save for special circumstances), and almighty attacks, while they can hit physical or magical defense, are not magical or physical by any means (Makarakarn and Tetrakarn don't work on them).

Weak: 50% increase in damage (or hit rate, in the case of light and dark skills)
Strong: 50% reduction in damage (or hit rate, in the case of light and dark skills)
Void: Nulls the affinity in question
Repel: Reflects the affinity in question
Drain: Absorbs the affinity in question

For averages, I don't use attacks in the average that cause damage to the user, which is why some don't have their theoretical best attacks listed.  Any skill listed with a (P) is a passive skill that is always active while that persona is in use.  Generally, if an attack uses HP, it's physical and if it uses SP, it's magical.
« Last Edit: October 16, 2009, 06:29:26 PM by OblivionKnight »
[11:53] <+Meeple_Gorath> me reading, that's a good one

[19:26] * +Terra_Condor looks up. Star Wars Football, what?
[19:27] <+Terra_Condor> Han Kicks First?
[19:27] <%Grefter-game> Vader intercepts.
[19:27] <%Grefter-game> Touchdown and Alderaan explodes in the victory

OblivionKnight

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Re: Shin Megami Tensei: Persona 4
« Reply #1 on: January 14, 2009, 06:07:21 AM »

Soji Seta
"Persona!"
HP: 526
SP: 331

Weapon: #Tsubaki-Otoshi (390 ATK, 98 HIT, +10% critical rate)
Armour: Full Jin-Baori (350 DEF, 10 EVA)
Accessory: Wristwatch (Allows Soji to use Time Stop once per fight, as long as he holds his breath)

Yoshitsune
STR: 57
MAG: 43
END: 51
AGI: 69
LUC: 41
Strong: Fire
Void: Physical
Reflect: Electric/Light

Attack: 144 physical damage

Brave Blade (20% MHP): 268 physical damage, 25% critical rate, 100% hit rate
Power Charge (15 SP): Raises damage of the next physical attack used by 2.5x
Ziodyne (12 SP): 138 electric magical damage
Heat Riser (30 SP): Raises attack, defense, accuracy, and evasion by 40% for 3 turns
Repel Elec (P): Reflects electric-based attacks; damage dealt with the reflection is based on attacker's defensive and offensive capabilities
Elec Amp (P): Electric damage +50%
Hassou Tobi (25% MHP): 1000 physical damage, 10% critical rate, 100% hit rate, MT



Yosuke Hanamura
"C-C-Critical hit to the nads..."
HP: 515
SP: 364
STR: 58
MAG: 55
END: 55
AGI: 61
LUC: 28

Weapon: Kashin Koji (361 ATK, 96 HIT, 20% chance to inflict a random status effect)
Armour: Full Jin-Baori (350 DEF, 10 EVA)
Accessory: Plain Ring (Turns the wearer invisible, but draws the Nazgul to battle)

Susano-O
Strong: Fire
Void: Wind

Attack: 133 physical damage

Garudyne (12 SP): 235 wind magical damage
Brave Blade (20% MHP): 274 physical damage, 20% critical rate, 100% hit rate
Diarama (6 SP): Heals 204 HP
Sukukaja (12 SP): Raises accuracy and evasion by 40% for 3 turns
Tentarafoo (12 SP): 40% confusion, MT
Wind Break (15 SP): Sets target wind affinity to neutral for 3 turns
Wind Boost (P): Wind damage +25%
Wind Amp (P): Wind damage +50%
---------------
Magarudyne (22 SP): 235 wind magical damage, MT
Masukukaja (24 SP): Raises accuracy and evasion by 40% for 3 turns, MT
Dekaja (10 SP): Dispels positive stat boosts, MT



Chie Satonaka
"Don't think - FEEL!"
HP: 552
SP: 265
STR: 56 (61)
MAG: 45
END: 45
AGI: 59
LUC: 42

Weapon: Stella Greaves (362 ATK, 92 HIT, +5 STR)
Armour: Haten Robe (352 DEF, 10 EVA)
Accessory: Aluminum Badge (Reflects aluminum-based damage)

Suzuka Gongen
Void: Ice

Attack: 143 physical damage

God's Hand (22% MHP): 300 physical damage, 20% critical rate, 95% hit rate
Agneyastra (24% MHP): 118 physical damage, hits 1-3 times to each target, 5% critical rate, 80% hit rate, MT
Bufula (8 SP): 106 ice magical damage
Skull Cracker (6% MHP): 86 physical damage, 80% confusion, 5% critical rate, 95% hit rate
Tarukaja (12 SP): Raises attack by 40% for 3 turns
Power Charge (15 SP): Raises damage of the next physical attack used by 2.5x
Ice Boost (P): Ice damage +25%
High Counter (P): 20% chance of reflecting physical attacks; damage dealt with the reflection is based on attacker's defensive and offensive capabilities



Yukiko Amagi
"*snrk*  Hahahahahaha!"
HP: 452
SP: 470
STR: 31
MAG: 68 (78)
END: 50
AGI: 48
LUC: 49

Weapon: Hototogisu (272 ATK, 92 HIT, +10 MAG)
Armour: Haten Robe (352 DEF, 10 EVA)
Accessory: Hairband (Allows wearer to unleash the Locks of Doom; if this accessory is de-equipped in battle, it allows the user to summon 12 hair follicles with 99 in all stats, 999 HP, 999 SP, status immunity, and every skill in the game; these follicles may be controlled by the user immediately after being summoned)

Amaterasu
Strong: Electric
Void: Fire
Weak: Ice

Attack: 91 physical damage

Agidyne (12 SP): 281 fire magical damage
Diarahan (18 SP): Full healing
Me Patra (6 SP): Dispels rage, fear, and confusion status, MT
Salvation (40 SP): Full healing and status restoration, MT
Samarecarm (18 SP): Full revival
Fire Break (15 SP): Sets target fire affinity to neutral for 3 turns
Fire Boost (P): Fire damage +25%
Fire Amp (P): Fire damage +50%
---------------
Maragidyne (22 SP): 281 fire magical damage, MT
Mediarahan (30 SP): Full healing, MT



Kanji Tatsumi
"Oh, I get it.  What you're REALLY saying is, 'Kanji, will you PLEASE beat the shit out of me?'"
HP: 673
SP: 225
STR: 73
MAG: 29
END: 69
AGI: 45
LUC: 31

Weapon: Christ Mirror (382 ATK, 94 HIT)
Armour: Full Jin-Baori (350 DEF, 10 EVA)
Accessory: Silver Locket (When attacked by a male opponent, the attacker has a 100% chance of being inflicted with the charm status)

Rokuten Maoh
Void: Electric

Attack: 162 physical damage

Ziodyne (12 SP): 173 electric magical damage
Maziodyne (22 SP): 173 electric magical damage, MT
Primal Force (20% MHP): 370 physical damage, 25% critical rate, 90% hit rate
Rakukaja (12 SP):  Raises defense by 40% for 3 turns
Matarukaja (24 SP): Raises attack by 40% for 3 turns, MT
Elec Break (15 SP): Sets target electric affinity to neutral for 3 turns
Elec Boost (P): Electric damage +25%
Elec Amp (P): Electric damage +50%



Rise Kujikawa
"*squeal*  That was SO cool Senpai!"
HP: 421
SP: 298
STR: 36
MAG: 58
END: 41
AGI: 42
LUC: 67

Weapon: Designer Bag (1 ATK, 95 HIT, When hit with a fatal attack, user will instead survive with fully restored HP once per fight)
Armour: Haten Robe (352 DEF, 10 EVA)
Accessory: Ribbon (Prevents all damage from attackers less pretty than the wearer)

Kanzeon

Attack: 1 physical damage

Full Analysis (P): Shows target skillset and vital statistics  
Third Eye (P): Shows whether an attack will be effective or not
Healing Wave (P): Restores 5% MHP after battle, MT
Certain Escape (P): Guaranteed escape from any battle
Relaxing Wave (P): Restores 5% MSP after battle, MT
Treasure Radar (P): Shows location of all treasures on the map
Enemy Radar (P): Shows location of all enemies on the map
Weakness Scan (P): Provides knowledge of opponent weaknesses and resistances



Teddie
"That was almost un-bear-able!"
HP: 463
SP: 437
STR: 51
MAG: 60 (64)
END: 49
AGI: 49
LUC: 38

Weapon: Shitisei Jakotsu (371 ATK, 96 HIT, +4 MAG)
Armour: Full Jin-Baori (350 DEF, 10 EVA)
Accessory: Bear Ears (Gives wearer the power of caring and sharing)

Kamui
Strong: Wind/Dark
Void: Ice
Weak: Electric

Attack: 136 physical damage

Bufudyne (12 SP): 258 ice magical damage, MT
Diarahan (18 SP): Full healing
Amrita (12 SP): Dispels all negative status, MT
Matarukaja (24 SP): Raises attack by 40% for 3 turns, MT
Marakukaja (24 SP): Raises defense by 40% for 3 turns, MT
Ice Break (15 SP): Sets target ice affinity to neutral for 3 turns
Ice Boost (P): Ice damage +25%
Ice Amp (P): Ice damage +50%
---------------
Mabufudyne (22 SP): 258 ice magical damage, MT
Samarecarm (18 SP): Full revival
Mediarahan (30 SP): Full healing, MT



Naoto Shirogane
"This is not a game!"
HP: 473
SP: 404
STR: 52
MAG: 56
END: 40
AGI: 56
LUC: 43

Weapon: #Magatsu Kiba (370 ATK, 74 HIT, 30% chance to inflict fear)
Armour: Haten Robe (352 DEF, 10 EVA)
Accessory: Spiral Earrings (Allows use of any attack with the word "spiral" in it at no cost)

Yamato Takeru
Strong: Fire
Void: Light/Dark

Attack: 126 physical damage

Megidolaon (60 SP): 148 almighty damage, MT
Tempest Slash (15% MHP): 92 physical damage, 15% critical rate, 90% hit rate, hits 1-2 times
Blight (16% MHP): 106 physical damage, 40% poison, 5% critical rate, 85% hit rate, MT
Hamaon (15 SP): 60% light-based instant death
Mudoon (15 SP): 60% dark-based instant death
Mind Charge (15 SP): Raises damage of the next magical attack used by 2.5x
Hama Boost (P): Light accuracy +50%
Mudo Boost (P): Dark accuracy +50%


Averages

HP: 521 (no Soji or Rise) - 522 (no Rise) - 507 (no Soji) - 509 (everyone)
1) Kanji - 673
2) Chie - 552
3) Soji - 526
4) Yosuke - 515
5) Naoto - 473
6) Teddie - 463
7) Yukiko - 452
8) Rise - 421

END: 51 (no Soji or Rise) - 50 (no Rise) - 50 (no Soji) - 50 (everyone)
1) Kanji - 69
2) Yosuke - 55
3) Soji - 51
4) Yukiko - 50
5) Teddie - 49
6) Chie - 45
7) Rise - 41
8) Naoto - 40

Durabilities: No Soji or Rise
1) Kanji - 175%
2) Yosuke - 107%
3) Chie - 93%
4) Yukiko - 85%
5) Teddie - 85%
6) Naoto - 71%

AGI: 53 (no Soji or Rise) - 55 (no Rise) - 51 (no Soji) - 54 (everyone)
1) Soji - 69
2) Yosuke - 61
3) Chie - 59
4) Naoto - 56
5) Teddie - 49
6) Yukiko - 48
7) Kanji - 45
8) Rise - 42

Speeds: No Soji or Rise
1) Yosuke - 115%
2) Chie - 111%
3) Naoto - 106%
4) Teddie - 92%
5) Yukiko - 91%
6) Kanji - 85%

LUC: 39 (no Soji or Rise) - 39 (no Rise) - 43 (no Soji) - 42 (everyone)
1) Rise - 67
2) Yukiko - 49
3) Naoto - 43
4) Chie - 42
5) Soji - 41
6) Teddie - 38
7) Kanji - 31
8) Yosuke - 28

Evasion vs. Average Enemy Accuracy: No Soji or Rise
1) Chie - 20%
2) Yosuke - 15%
3) Naoto - 15%
4) Yukiko - 15%
5) Teddie - 10%
6) Kanji - 5%

Damage: 205 (no Soji or Rise) - 195 (no Rise) - 176 (no Soji) - 171 (everyone)
1) Yukiko - 281 (Agidyne)
2) Teddie - 258 (Bufudyne)
3) Yosuke - 235 (Garudyne)
4) Kanji - 173 (Ziodyne)
5) Naoto - 148 (Megidolaon)
6) Soji - 144 (Attack)
7) Chie - 143 (Attack)
8) Rise - 1 (Attack)
« Last Edit: January 20, 2010, 10:16:41 PM by OblivionKnight »
[11:53] <+Meeple_Gorath> me reading, that's a good one

[19:26] * +Terra_Condor looks up. Star Wars Football, what?
[19:27] <+Terra_Condor> Han Kicks First?
[19:27] <%Grefter-game> Vader intercepts.
[19:27] <%Grefter-game> Touchdown and Alderaan explodes in the victory

OblivionKnight

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Re: Shin Megami Tensei: Persona 4
« Reply #2 on: January 14, 2009, 06:07:32 AM »
Boss time!  A few notes:
- Despite the indicated AGI stats, bosses will always act in a set pattern - all your PCs will act in positional order, followed by the boss.  The only exception to this is Shadow Yosuke, who will always strike first (GODLIKE HYPE TIME?!)
- Damage listed does not include -kajas, -kundas, and charges.  On average, a -kaja or -kunda will boost damage by about 40%, and the charges by about 80% (since not everyone can take advantage of them).  The -kajas and -kundas are available early - charges are available for Soji around level 25 or so, and level 50 or so for Chie and Naoto



Shadow Yosuke
Jiraiya
"I am a shadow...the true self...I'll crush everything that bores me...starting with you!"
Level 3
HP: 300
SP: 200
AGI: 5 (effective 5% evasion)
Strong: Physical (50% reduction)
Void: Light/Dark
Weak: Electric (no additional damage; press turn only)

Attack: 10 physical damage
Wind of Oblivion: 8 wind magical damage
Power Charge: Raises damage of the next physical attack used by 2.5x
Guard: Halves damage, nullifies innate weakness, and immunes status from the next attack received

Average Level: 2
Average HP: 82
Average AGI: 4
Average Damage to Randoms: 20
Average Damage to Boss: 20



Shadow Chie
Tomoe
"I am a shadow...the true self...What do you guys think you're doing?  Trying to defend the 'real' me?  Then you're gonna pay the price!"
Level 6
HP: 1000
SP: 500
AGI: 5 (effective 5% evasion)
Strong: Physical (50% reduction)
Void: Light/Dark
Weak: Electric (25% increase)

Attack: 15 physical damage
"Chie's Shadow gazes at Yosuke...": Skips user's turn
Mazio: 10 electric magical damage, MT; Chie's Shadow follows a strict pattern when using this skill - "Gazing" (1 turn, 0 actions) -> Mazio (2 turns, 1 action)
Green Wall: Raises wind resistance by 50% for 3 turns; nullifies weakness
-----One More! Only Skills-----
Bottomless Envy: 25 physical damage, 100% dizzy

Average Level: 5
Average HP: 115
Average AGI: 5
Average Damage to Randoms: 40
Average Damage to Boss: 75


 
Shadow Yukiko
Konohana Sakuya
"I am a shadow...the true self...Now, my Prince...why don't we dance and make merry together?"
Level 15
HP: 1050
SP: 800
AGI: 10 (effective 5% evasion)
Drain: Fire
Void: Light/Dark

Attack: 40 physical damage
Agi: 50 fire magical damage
Double Fangs: 30 physical damage, hits 2 times
-----3/4 HP-----
Summon: Summons the Charming Prince; the Prince does not act immediately after summoning; in terms of combat order, the Prince will act before Shadow Yukiko
White Wall: Raises ice resistance by 50% for 3 turns; nullifies weakness; Yukiko's Shadow follows a strict pattern with this skill, and will only use it on the Charming Prince immediately after being summoned, and then again when it wears off
Assault Dive: 90 physical damage
Shivering Rondo: 150 physical damage; only usable on targets inflicted with fear
-----1/2 HP-----
Burn to Ashes: 80 fire magical damage, MT

Average Level: 13
Average HP: 195
Average AGI: 9
Average Damage to Randoms: 50
Average Damage to Boss: 40


Charming Prince
Yukiko's Prince
Level 14
HP: 850
SP: 450
AGI: 12 (effective 15% evasion)
Strong: Wind
Void: Light/Dark
Weak: Ice (25% increase)

Attack: 35 physical damage
Cleave: 60 physical damage
Life Drain: Drains 30 HP
Diarama: Heals 170 HP; Charming Prince follows a strict pattern with this skill, and will only use it on Yukiko's Shadow once during the battle, immediately after being summoned
Sukukaja: Raises accuracy and evasion by 40% for 3 turns
Sukunda: Lowers accuracy and evasion by 40% for 3 turns
Terror Voice: 100% fear

Average Level: 13
Average HP: 195
Average AGI: 9
Average Damage to Randoms: 50
Average Damage to Boss: 40



Shadow Kanji
Take-Mikazuchi
"I am a shadow...the true self...I'm just being true to myself...and that's why...I'll get rid of anything in my way!"
Level 25
HP: 2000
SP: 1000
AGI: 5 (effective 0% evasion)
Void: Light/Dark
*Shadow Kanji begins with himself, Nice Guy, and Tough Guy out at once; the turn order will always be Shadow Kanji -> Nice Guy -> Tough Guy

Attack: 50 physical damage
Power Charge: Raises damage of the next physical attack used by 2.5x
Swift Strike: 40 physical damage, hits 1-2 times, MT
Fatal End: 80 physical damage
-----3/4 HP-----
Roar of Wrath: 100% rage, MT, affects women only
Forbidden Murmur: 100% poison, MT, affects men only
-----1/2 HP-----
Fanatical Spark: 90 electric magical damage, MT

Average Level: 24
Average HP: 260
Average SP: 175
Average AGI: 14
Average Damage to Randoms: 80
Average Damage to Boss: 60


Nice Guy
Kanji the Momma's Boy
Level 24
HP: 800
SP: 700
AGI: 5 (effective 0% evasion)
Drain: Ice
Strong: Physical/Fire (50% reduction)
Void: Light/Dark

Attack: 30 physical damage
Heat Riser: Raises attack, defense, accuracy, and evasion by 40% for 3 turns; Nice Guy follows a strict pattern with this skill, casting it on Kanji as a priority above everything else, and then following with using the following attacks in order
White Wall: Raises ice resistance by 50% for 3 turns; nullifies weakness
Dia: Heals 50 HP
Diarama: Heals 180 HP
Tarukaja: Raises attack by 40% for 3 turns

Average Level: 24
Average HP: 260
Average SP: 175
Average AGI: 14
Average Damage to Randoms: 80
Average Damage to Boss: 60


Tough Guy
Kanji the Badass
Level 24
HP: 800
SP: 700
AGI: 5 (effective 0% evasion)
Drain: Physical/Fire
Void: Light/Dark

Attack: 30 physical damage
Dekaja: Dispels positive stat boosts, MT
Rampage: 25 physical damage, hits 1-3 times, MT
Kill Rush: 35 physical damage, hits 1-3 times

Average Level: 24
Average HP: 260
Average SP: 175
Average AGI: 19
Average Damage to Randoms: 80
Average Damage to Boss: 60



Shadow Rise
Himiko
"I am a shadow...the true self...and now, the moment you've been waiting for!  It's time for me to show you every last inch of myself!  Heehee...and for our guests in the front row...I'll give you extra-special extra-intense service!"
Level 35
HP: 2800
SP: 800
AGI: 22 (effective 15% evasion)
Void: Light/Dark
*After using Supreme Insight, the battle will continue for 3 more turns; after Shadow Rise takes her third turn, the battle will end

Attack: 15 physical damage
Zio/Agi/Bufu/Garu: 45 electric/fire/ice/wind magical damage
Mazio/Maragi/Mabufu/Magaru: 45 electric/fire/ice/wind magical damage, MT
Elec/Fire/Ice/Wind Break: Sets target electric/fire/ice/wind affinity to neutral for 3 turns
Spirit Drain: Drains 30 SP
-----3/4 HP-----
Mind Slice: 50 physical damage, 30% confusion, MT
Zionga/Agilao/Bufula/Garula: 100 electric/fire/ice/wind magical damage
-----1/2 HP-----
Supreme Insight: Grants perfect immunity to all damage and status

Average Level: 32
Average HP: 335
Average SP: 200
Average AGI: 26
Average Damage to Randoms: 120
Average Damage to Boss: 100

***Shadow Teddie is fought immediately after Shadow Rise with full healing in between***


Shadow Teddie
Kintoki-Douji
"I am a shadow...the true self...I shall give you the 'truth' you claim to hold so dear...the inescapable fact of your death here!"
Level 35
HP: 5000
SP: 1500
AGI: 15 (effective 10% evasion)
Drain: Ice
Strong: Almighty (25% reduction)
Void: Light/Dark

Attack: 100 physical damage
Foolish Whisper: 40% silence, MT
Marakunda: Lowers defense by 40% for 3 turns, MT
Dekunda: Dispels negative stat breaks, MT
Ice Break: Sets target ice affinity to neutral for 3 turns
Mind Charge: Raises damage of the next magical attack used by 2.5x; Shadow Teddie follows a strict pattern when using this skill - Mind Charge Charge (1 turn, 0 actions) -> Mabufula (2 turns, 1 action)
Mabufula: 80 ice magical damage, MT
-----3/4 HP-----
Ultra Charge: Charge up for Nihil Hand; Shadow Teddie follows a strict pattern when using this skill - Ultra Charge (1 turn, 0 actions) -> Wait (2 turns, 1 action) -> Nihil Hand (3 turns, 2 actions)
Nihil Hand: 180 physical damage, 100% down, 100% dizzy, 100% unblockable instant death to anyone afflicted with the dizzy status, MT; defending will nullify the entire attack
-----1/2 HP-----
Bufudyne: 120 ice magical damage
Nullity Guidance: 100 almighty damage, 100% dizzy, provides user with a One More! turn
Heat Wave: 180 physical damage, MT
Dekaja: Dispels positive stat boosts, MT
Dekunda: Dispels negative stat breaks, MT

Average Level: 32
Average HP: 335
Average AGI: 26
Average Damage to Randoms: 120
Average Damage to Boss: 60



Shadow Mitsuo
Child Mitsuo
"I am...a Shadow...come...I'll end your emptiness"
Level 45
HP: 4000
SP: 1000
AGI: 28 (effective 10% evasion)
Strong: Physical/Almighty (25% reduction)
Void: Light/Dark
*Acts twice per turn
**Shadow Mitsuo begins the battle by initiatively creating Hitsuo the Hero as a shield
***Whenever Mitsuo the Hero is killed, Shadow Mitsuo will become downed until his next turn or until he is attacked
****When Mitsuo's Shadow tries to rebuild Mitsuo the Hero, he will have to use Whisper, Chant, and Prayer before Mitsuo the Hero is reformed; upon using Prayer (part 3 of the rebuilding process), Mitsuo the Hero is reborn, and will have as many actions to attack as Mitsuo the Shadow did after finishing the rebuilding process (so either 0 or 1 action); if Mitsuo's Shadow sustains over 600 damage (if only Whisper has been used) or over 1200 damage (if Whisper and Chant have been used) during the rebuilding phase, he will instead be downed, similarly to if Mitsuo the Hero was killed normally, and will have to start the rebuilding process over; note that he can double-act the rebuilding process (so Whisper+Chant or Chant+Prayer), or use one of the rebuilding skills and another attack (so Whisper+Ghastly Wail or Dekaja+Chant, for example)

Attack: 80 physical damage
Arm Chopper: 30 physical damage, hits 2 times, 20% fear
Mazionga/Maragion/Mabufula/Magarula: 80 electric/fire/ice/wind magical damage, MT
Megidola: 140 almighty damage, MT
Stagnant Air: Raises status accuracy for the entire field by 50%
Evil Touch: 40% fear
Evil Smile: 30% fear, MT
Ghastly Wail: 100% unblockable instant death to anyone afflicted with the fear status
Dekaja: Dispels positive stat boosts, MT
Dekunda: Dispels negative stat breaks, MT
Whisper: Form feet and legs! (first part of reforming Mitsuo the Hero)
Chant: Form arms and body! (second part of reforming Mitsuo the Hero)
Prayer: And I'll form the head! (third and final part of reforming Mitsuo the Hero)
Blue Wall: Raises electric resistance by 50% for 3 turns; nullifies weakness
Red Wall: Raises fire resistance by 50% for 3 turns; nullifies weakness
Green Wall: Raises wind resistance by 50% for 3 turns; nullifies weakness
White Wall: Raises ice resistance by 50% for 3 turns; nullifies weakness

Average Level: 40
Average HP: 365
Average AGI: 31
Average Damage to Randoms: 150
Average Damage to Boss: 110


Mitsuo the Hero
Adult Mitsuo
Level 45
HP: 1400
SP: 1000
AGI: 28 (effective 10% evasion)
Strong: Physical (25% reduction)
Void: Light/Dark
*Acts twice per turn
**Mitsuo the Hero protects Mitsuo's Shadow from receiving damage while it is active

Command - Attack: 110 physical damage
Command - Spell - Gigadyne: 120 almighty damage, MT
Command - Item - Bomb: 90 almighty damage, 100% exhaust

Average Level: 40
Average HP: 365
Average AGI: 31
Average Damage to Randoms: 150
Average Damage to Boss: 110



Shadow Naoto
Sukuna-Hikona
"I am a shadow...the true self...What?  Are you sick of yourselves too?  Very well...then let's begin the special operation!"
Level 55
HP: 5500
SP: 1800
AGI: 25 (effective 0% evasion)
Strong: Fire (50% reduction)
Void: Light/Dark
Weak: Electric (25% increase; no press turn)

Attack: 50 physical damage
Brave Blade: 230 physical damage
Agi/Bufu/Garu/Zio-dyne: 110 fire/ice/wind/electric magical damage
Mazio/Maragi/Mabufu/Magaru-dyne: 110 electric/fire/ice/wind magical damage, MT
Mute Ray: 200 almighty damage, 50 SP damage, 100% silence
-----3/4 HP-----
Element Zero: Sets all elemental resistance/absorption/immunity/reflection to neutral, MT
Galgalim Eyes: 100% HP-1, 100% enervation
-----1/2 HP-----
Debilitate: Lowers defense, attack, accuracy and evasion by 40% for 3 turns
-----One More! Only Skills-----
Heat Riser: Raises attack, defense, accuracy, and evasion by 40% for 3 turns
Dekunda: Dispels negative stat breaks, MT

Average Level: 50
Average HP: 415
Average SP: 265
Average AGI: 35
Average Damage to Randoms: 150
Average Damage to Boss: 110



Taro Namatame
Kunino-sagiri
"I...I'm going to save her...!  Don't interfere!"
Level 65
HP: 8500
SP: 2000
AGI: 72 (effective 30% evasion)
Void: Light/Dark

Attack: 70 physical damage
Agi/Bufu/Garu/Zio-dyne: 180 fire/ice/wind/electric magical damage
Mazio/Maragi/Mabufu/Magaru-dyne: 180 electric/fire/ice/wind magical damage, MT
Makara Break: Dispels the Makarakarn effect, MT
Spirit Leech: Drains 150 SP
Dekaja: Dispels positive stat boosts, MT
-----3/4 HP-----
Quad Converge: Raises power of an element by 2.5x (either Fire, Wind, Ice, or Electric) for the entire field for 3 turns; reduces the power of all other elements by 99%; the element is chosen by Kunino-sagiri as the attack he chooses the turn after using this skill; this skill is disabled upon reaching the Control Phase
-----1/2 HP-----
Control One: Takes control of an ally for 3 turns; this is similar to the Confusion status, except they can use any offensive skill in the controlled character's arsenal (i.e., no healing); this skill is disabled upon reaching the Control All trigger
-----1/4 HP-----
Control All: Takes control of all other allies (3 in total); otherwise exactly the same as above; this skill is disabled once the effect is over
Unerring Justice: 220 almighty damage, MT; available only after Control All is used and the effect expires

Average Level: 60
Average HP: 420
Average SP: 300
Average AGI: 44
Average Damage to Randoms: 250
Average Damage to Boss: 125



Tohru Adachi
Suspect #10: The Killer
"Brats like you are so damned naive...You piss me off!"
Level 73
HP: 4200
SP: 2200
AGI: 45 (effective 5% evasion)
Strong: Physical (50% reduction)
Void: Light/Dark

Attack: 90 physical damage
Heat Riser: Raises attack, defense, accuracy, and evasion by 40% for 3 turns; used as Adachi's first action once per fight
Vorpal Blade: 200 physical damage, MT
Ziodyne: 160 electric magical damage
Mazio/Maragi/Mabufu/Magaru-dyne: 160 electric/fire/ice/wind magical damage, MT
Mudoon: 80% darkness-based instant death
Dekaja: Dispels positive stat boosts, MT
Evil Smile: 50% fear, MT
Ghastly Wail: 100% unblockable instant death to anyone afflicted with the fear status
Power Charge: Raises damage of the next physical attack used by 2.5x; Adachi follows a strict pattern when using this skill - Power Charge (1 turn, 0 actions) -> Atom Smasher (2 turns, 1 action, and ~300 damage per hit from Atom Smasher)
Atom Smasher: 120 physical damage, hits 1-2 times to each target, 25% fear, MT

Average Level: 70
Average HP: 480
Average AGI: 47
Average Damage to Randoms: 350
Average Damage to Boss: 150

***Ameno-sagiri is fought immediately after Adachi with no healing in between***


Ameno-sagiri
One Who Rules the Fog
"Now...let everything vanish into the sweet fog of illusion..."
Level 75
HP: 8000
SP: 2500
AGI: 72 (effective 20% evasion)
Void: Light/Dark
*Acts twice per turn

Attack: 60 physical damage
Agi/Bufu/Garu/Zio-dyne: 200 fire/ice/wind/electric magical damage
Agneyasta: 130 physical damage, hits 1-3 times to each target, MT
God's Judgment: 90% light-based CHP/2 damage
Megidola: 210 almighty damage, MT
Marak/Matar/Masuk-unda: Lowers defense/attack/accuracy and evasion by 40% for 3 turns, MT
Foolish Whisper: 30% silence, MT
-----3/4 HP-----
Nebula Oculus: 270 almighty damage, MT
Mazio/Maragi/Mabufu/Magaru-dyne: 200 electric/fire/ice/wind magical damage, MT
-----1/2 HP-----
Bewildering Fog 1: Grants immunity to everything (status, stat-downs, dispel, damage, even almighty) for 3 actions; Ameno-sagiri follows a strict pattern when using this skill - Bewildering Fog, Mind Charge (1 action, 1 turn) -> Sukukaja, Tarukaja (3 actions, 2 turns) -> Lift Bewildering Fog, Nebula Oculus (5 actions, 3 turns, and death by 1000+ almighty damage)
Mind Charge: Raises damage of the next magical attack used by 2.5x
Sukukaja: Raises accuracy and evasion by 40% for 3 turns
Tarukaja: Raises attack by 40% for 3 turns
-----1/4 HP-----
Dekunda: Dispels stat-down effects
Galgalim Eyes: 100% HP-1, 100% enervation
Quake: 210 almighty damage, 25% dizzy, MT; uses this in a specific pattern outlined below, as well as on its own combined with any other ability
Bewildering Fog 2: Grants immunity to everything (status, stat-downs, dispel, damage, even almighty) for 3 actions; Ameno-sagiri follows a strict pattern when using this skill - Quake, Bewildering Fog (0 actions, 1 turn) -> Mind Charge, Sukukaja (2 actions, 2 turns) -> Tarukaja, Lift Bewildering Fog (5 actions, 3 turns) -> Nebula Oculus, Any (7 actions, 4 turns, and death to 1000+ almighty damage and whatever else)
Mind Charge: Raises damage of the next magical attack used by 2.5x
Sukukaja: Raises accuracy and evasion by 40% for 3 turns
Tarukaja: Raises attack by 40% for 3 turns

Average Level: 70
Average HP: 480
Average AGI: 47
Average Damage to Randoms: 350
Average Damage to Boss: 225



Izanami
The Goddess of Japan
"Knowledge of the truth is not everything"
Level 90
HP: 3500
SP: 3000
AGI: 80 (effective 30% evasion)
Strong: Physical (50% reduction)
Void: Light/Dark

Agi/Bufu/Garu/Zio-dyne: 260 fire/ice/wind/electric magical damage
Mazio/Maragi/Mabufu/Magaru-dyne: 260 electric/fire/ice/wind magical damage, MT
Stagnant Air: Raises status accuracy for the entire field by 50%
Megidolaon: 330 almighty damage, MT
Mind Charge: Raises damage of the next magical attack used by 2.5x
Fool's Whisper: 50% silence, MT
-----One More! Only Skills-----
Hamaon: 50% light-based instant death

Average Level: 80
Average HP: 540
Average AGI: 50
Average Damage to Randoms: 400
Average Damage to Boss: 150

**Once Izanami's HP reaches 0, she will get 3 actions before turning into Izanami-no-Okami

Izanami-no-Okami
The Queen of Yomotsu Hirasaka
"I...am a god...I'll teach you the truth of your miniscule existences"
Level 90
HP: 8000
SP: 3500
AGI: 56 (effective 20% evasion)
Strong: Physical (50% reduction)
Drain: Electric
Void: Light/Dark
*Acts twice per turn

Fury of Yasogami: 180 almighty damage, MT
Agi/Bufu/Garu/Zio-dyne: 200 fire/ice/wind/electric magical damage
Mazio/Maragi/Mabufu/Magaru-dyne: 200 electric/fire/ice/wind magical damage, MT
Megidolaon: 220 almighty damage, MT
Mind Charge: Raises damage of the next magical attack used by 2.5x
Dekaja: Dispels positive stat boosts, MT
Marak/Matar/Masuk-unda: Lowers defense/attack/accuracy and evasion by 40% for 3 turns, MT
Debilitate: Lowers defense, attack, accuracy and evasion by 40% for 3 turns
Hell's Judgment: 95% dark-based CHP/2 damage
Kuro Ikazuchi: 250 almighty damage, MT
Stagnant Air: Raises status accuracy for the entire field by 50%
Terror Voice: 100% fear
Fool's Whisper: 40% silence, MT
Oho Ikazuchi: 999 set almighty damage, MT; usable only if all opponents void all damage but almighty
-----1/2 HP-----
Galgalim Eyes: 100% HP-1, 100% enervation
Summons to Yomi: 100% unblockable instant death to anyone afflicted with any status
Power Charge: Raises damage of the next physical attack used by 2.5x; Izanami follows a strict pattern when using this skill - Any, Power Charge (0 actions, 1 turn) -> Agneyastra, Any (2 actions, 2 turns, and ~330 damage on Agneyastra per hit + whatever else is used)
Agneyastra: 130 physical damage, hits 1-3 times to each target, MT
World's End: 200 almighty damage, 50% enervation, MT; Izanami follows a strict pattern when using this skill - Stagnant Air, Mind Charge (0 actions, 1 turn) -> World's End, Summons to Yomi (2 actions, 2 turns, and ~500 damage from World's End + the boosted status rate combining with Summons to Yomi)
-----0 HP-----
Thousand Curses: 100% unblockable instant death to anyone (she's a fucking god, after all!)

Average Level: 80
Average HP: 540
Average AGI: 54
Average Damage to Randoms: 400
Average Damage to Boss: 250



Margaret
The One Who Rules Over Power
"You will honor me by fighting as though you mean to kill.  To hold back would be nothing short of insulting"
Level 96
HP: 15000
SP: > 9000
AGI: 99 (effective 30% evasion)
Void: Light/Dark
*Margaret follows a pattern during the battle:  
- At full HP until she hits the 75% mark, she will use nothing but her basic attack
- Upon reaching the 75% mark, she will lose the normal attack and then follow a 6 turn pattern of Meltdown, Cocytus Pain, Narukami, Divine Wind, Mind Charge, Megidolaon, and then repeat the whole pattern again.  After using an elemental attack, she will absorb that element until her next turn, when she will change to the next element in the sequence.  On the turn she uses Mind Charge, she immunes all damage except Almighty.  On the Megidolaon turn, she is strong to all elements, except Light and Dark, which she still voids (this will not change - she always voids these two elements)
- Upon reaching 50%, Margaret will cast Morning Star and Diarahan, then return to the patterns mentioned above.  She will not use either of these two skills again after this point
- At the 25% mark, Margaret will now replace the Mind Charge - Megidolaon turns (5 and 6 in the sequence) with Power Charge and Hassou Tobi, respectively
- Whenever Margaret has taken 50 turns, she will immediately use her uber Megidolaon, and then return to her pattern

Attack: 300 physical damage
-----3/4 HP-----
Meltdown/Cocytus Pain/Narukami/Divine Wind : 400 electric/fire/ice/wind magical damage, MT
Mind Charge: Raises damage of the next magical attack used by 2.5x
Megidolaon: 300 almighty damage, MT
-----1/2 HP-----
Morning Star: 350 almighty damage, MT
Diarahan: Full healing; this is usable only once during the battle
-----1/4 HP-----
Power Charge: Raises damage of the next physical attack used by 2.5x
Hassou Tobi: 1000 physical damage, MT
-----Special-----
Uber Pixie Megidolaon Death Blast of Sexual Impedence: 9999 almighty damage, MT

Average Level: 90
Average HP: 560
Average AGI: 60
Average Damage to Randoms: 400
Average Damage to Boss: 250
« Last Edit: October 19, 2009, 08:21:42 PM by OblivionKnight »
[11:53] <+Meeple_Gorath> me reading, that's a good one

[19:26] * +Terra_Condor looks up. Star Wars Football, what?
[19:27] <+Terra_Condor> Han Kicks First?
[19:27] <%Grefter-game> Vader intercepts.
[19:27] <%Grefter-game> Touchdown and Alderaan explodes in the victory

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Re: Shin Megami Tensei: Persona 4 - Spoiler-Laden Topic!
« Reply #3 on: January 14, 2009, 06:07:43 AM »
Soji's multiple personas!

These will be categorized by arcana, damages assuming a level 80 Soji, and the persona at the level where they learn their last skills, like above.  Pretty simple overall, I guess.


WORLD

Izanagi-no-Okami
STR: 85
MAG: 85
END: 85
AGI: 85
LUC: 84
Strong: Physical/Fire/Ice/Electric/Wind

*As a note, since personas can only hold 8 skills, Izanagi-no-Okami will have to drop some.  Likely, he'll want to have Mind Charge and the fire, ice, and electric skills with amps, plus Angelic Grace, as default.  I will note the damage of the elemental skills with and without the amps (with amps will be listed in parentheses).  Izanagi-no-Okami cannot inherit skills, unfortunately, so he's stuck like this.  

Megidolaon (60 SP): 208 almighty damage, MT
Victory Cry (P): Fully restores user HP and SP after battle
Angelic Grace (P): Doubles evasion against all non-Almighty/Dark/Light attacks
Mind Charge (15 SP): Raises damage of the next magical attack used by 2.5x
Agidyne (12 SP): 160 (240) fire magical damage
Bufudyne (12 SP): 160 (240) ice magical damage
Garudyne (12 SP): 160 (240) wind magical damage
Ziodyne (12 SP): 160 (240) electric magical damage
Fire Amp (P): Fire damage +50%
Ice Amp (P): Ice damage +50%
Wind Amp (P): Wind damage +50%
Elec Amp (P): Electric damage +50%


JUDGMENT

Lucifer
STR: 66
MAG: 76
END: 65
AGI: 54
LUC: 54
Strong: Physical
Void: Dark
Weak: Light

Bufudyne (12 SP): 210 ice magical damage
Brave Blade (20% MHP): 303 physical damage
Mind Charge (15 SP): Raises damage of the next magical attack used by 2.5x
Ice Amp (P): Ice damage +50%
Spell Master (P): Halves SP cost for skills
Repel Light (P): Reflects light damage
Absorb Elec (P): Absorbs electric damage
Victory Cry (P): Fully restores user HP and SP after battle


Ardha
STR: 69
MAG: 55
END: 66
AGI: 43
LUC: 64
Strong: Physical
Void: Ice/Electric

Primal Force (20% MHP): 355 physical damage
God's Hand (22% MHP): 323 physical damage
Megidolaon (60 SP): 146 almighty damage, MT
Null Dizzy (P): Prevents user from the being inflicted with the dizzy status
Auto-Rakukaja (P): User starts battle with rakukaja in effect for 3 turns
Mediarahan (30 SP): Full healing, MT
Angelic Grace (P): Doubles evasion against all non-Almighty/Dark/Light attacks
Null Physical (P): Nullifies physical damage


Satan
STR: 50
MAG: 64
END: 47
AGI: 47
LUC: 47
Reflect: Fire/Dark
Weak: Wind

Megidolaon (60 SP): 160 almighty damage, MT
Maragidyne (22 SP): 107 fire magical damage, MT
Regenerate 3 (P): Restores 6% MHP each turn
Invigorate 3 (P): Restores 7 SP each turn
Endure Light (P): When hit with a fatal light-based attack, user will survive at 1 HP instead of dying once per fight
Black Viper (64 SP): 182 almighty damage
Null Wind (P): Nullifies wind damage


Trumpeter
STR: 42
MAG: 54
END: 40
AGI: 52
LUC: 41
Drain: Fire
Reflect: Wind/Ice
Null: Light

Megidola (32 SP): 110 almighty damage, MT
Ziodyne (12 SP): 187 electric magical damage
Elec Amp (P): Electric damage +50%
Marakukaja (24 SP): Raises defense by 40% for 3 turns, MT
Cool Breeze (P): Restores 8% MHP and MSP after battle
Megidolaon (60 SP): 145 almighty damage, MT
Debilitate (30 SP): Lowers attack, defense, accuracy, and evasion by 40% for 3 turns
Heat Riser (30 SP): Raises attack, defense, accuracy, and evasion by 40% for 3 turns


SUN

Asura
STR: 62
MAG: 62
END: 53
AGI: 53
LUC: 55
Strong: Ice
Void: Fire/Light
Weak: Wind

Maragidyne (22 SP): 111 fire magical damage, MT
Primal Force (20% MHP): 325 physical damage, 35% critical rate, 100% hit rate
Marakukaja (24 SP): Raises defense by 40% for 3 turns, MT
Mahamaon (34 SP): 35% light-based instant death, MT
High Counter (P): 20% chance of reflecting physical attacks; damage dealt with the reflection is based on attacker's defensive and offensive capabilities
Spell Master (P): Halves SP cost for skills
Unshaken Will (P): Prevents user from being afflicted with the Rage, Fear, Silence, Enervation, or Confusion statuses


STAR

Helel
STR: 62
MAG: 59
END: 61
AGI: 53
LUC: 56
Strong: Physical
Void: Fire/Light/Dark
Weak: Wind

Megidolaon (60 SP): 165 almighty damage, MT
Maragidyne (22 SP): 101 fire magical damage, MT
God's Hand (22% MHP): 310 physical damage, 40% critical rate, 90% hit rate
Salvation (40 SP): Full healing and status restoration, MT
Insta-Heal (P): Heals all status effects at the start of each round
Repel Wind (P): Reflects wind damage
Arms Master (P): Halves HP costs for skills
Morning Star (72 SP): 166 almighty damage, MT


TOWER

Shiva
STR: 65
MAG: 53
END: 49
AGI: 58
LUC: 45
Drain: Ice
Reflect: Electric

Ziodyne (12 SP): 98 electric magical damage
Magarudyne (22 SP): 98 wind magical damage, MT
Enduring Soul (P): When hit with a fatal attack, user will instead survive with fully restored HP once per fight
Maziodyne (22 SP): 98 electric magical damage, MT
Spell Master (P): Halves SP cost for skills
Megidolaon (60 SP): 142 almighty damage, MT
Paralaya (25% MHP): 345 physical damage, 10% critical rate, 85% hit rate, 50% instant death, MT


DEVIL

Beelzebub
STR: 52
MAG: 64
END: 49
AGI: 56
LUC: 49
Drain: Fire
Reflect: Electric/Dark
Void: Ice
Weak: Light

Agidyne (12 SP): 107 fire magical damage
Mabufudyne (22 SP): 107 ice magical damage, MT
Mind Charge (15 SP): Raises damage of the next magical attack used by 2.5x
Primal Force (20% MHP): 270 physical damage, 30% critical rate, 95% hit rate
Mamudoon (34 SP): 45% dark-based instant death, MT
Endure Light (P): When hit with a fatal light-based attack, user will survive at 1 HP instead of dying once per fight
Mudo Boost (P): Dark accuracy +50%
Megidolaon (60 SP): 160 almighty damage, MT


DEATH

Mahakala
STR: 61
MAG: 43
END: 61
AGI: 54
LUC: 45
Drain: Fire
Reflect: Electric
Void: Dark

Agidyne (12 SP): 140 fire magical damage
Myriad Arrows (18% MHP): 78 physical damage, hits 1-3 times to each target, 10% critical rate, 90% hit rate, MT
Power Charge (15 SP): Raises damage of the next physical attack used by 2.5x
Mind Charge (15 SP): Raises damage of the next magical attack used by 2.5x
Maragidyne (22 SP): 144 fire magical damage, MT
Mamudoon (34 SP): 40% dark-based instant death, MT
Fire Amp (P): Fire damage +50%
Mudo Boost (P): Dark accuracy +50%

Alice
STR: 43
MAG: 61
END: 35
AGI: 51
LUC: 50
Reflect: Dark
Weak: Light

Mamudoon (34 SP): 50% dark-based instant death, MT
Mudo Boost (P): Dark accuracy +50%
Dekunda (10 SP): Dispels negative stat breaks, MT
Endure Light (P): When hit with a fatal light-based attack, user will survive at 1 HP instead of dying once per fight
Megidola (32 SP): 120 almighty damage, MT
Die for Me! (44 SP): 60% dark-based instant death, MT
Mind Charge (15 SP): Raises damage of the next magical attack used by 2.5x


HANGEDMAN

Attis
STR: 55
MAG: 58
END: 60
AGI: 54
LUC: 43
Void: Fire
Weak: Dark
Repel: Wind

Agidyne (12 SP): 100 fire magical damage
Amrita (12 SP): Dispels all negative status, MT
Marakukaja (24 SP): Raises defense by 40% for 3 turns, MT
Enduring Soul (P): When hit with a fatal attack, user will instead survive with fully restored HP once per fight
Samarecarm (18 SP): Full revival
Maragidyne (22 SP): 100 fire magical damage, MT
Mamudoon (34 SP): 25% dark-based instant death, MT


FORTUNE

Norn
STR: 44
MAG: 61
END: 35
AGI: 53
LUC: 50
Strong: Ice
Weak: Electric
Drain: Wind

Magarudyne (22 SP): 162 wind magical damage, MT
Garudyne (12 SP): 162 wind magical damage
Diarahan (18 SP): Full healing
Auto-Masukukaja (P): User starts battle with sukukaja in effect, MT
Invigorate 3 (P): Restores 7 SP each turn
Wind Amp (P): Wind damage +50%
Insta-Heal (P): Heals all status effects at the start of each round
Debilitate (30 SP): Lowers attack, defense, accuracy, and evasion by 40% for 3 turns


HERMIT

Ongyo-ki
STR: 68
MAG: 65
END: 62
AGI: 49
LUC: 26
Void: Electric/Dark
Drain: Wind
Weak: Light

Foolish Whisper (12 SP): 40% silence, MT
Ziodyne (12 SP): 171 electric magical damage
Masukukaja (12 SP): Raises accuracy and evasion by 40% for 3 turns, MT
Ailment Boost (P): Status accuracy +50%
Elec Amp (P): Electric damage +50%
Revolution (5 SP): Raises critical rate for the entire field by 50%
Firm Stance (P): Reduces all damage taken by 50%, but reduces evasion against all attacks to 0


CHARIOT

Futsunushi
STR: 66
MAG: 40
END: 65
AGI: 47
LUC: 49
Void: Physical
Weak: Dark

Primal Force (20% MHP): 350 physical damage, 50% critical rate, 90% hit rate
Power Charge (15 SP): Raises damage of the next physical attack used by 2.5x
Matarukaja (24 SP): Raises attack by 40% for 3 turns, MT
Apt Pupil (P): Raises critical hit rate by 50%
Null Dizzy (P): Prevents user from the being inflicted with the dizzy status
Ali Dance (P): Reduces attacker hit rate by 50%
Arms Master (P): Halves HP costs for skills
Firm Stance (P): Reduces all damage taken by 50%, but reduces evasion against all attacks to 0


LOVERS

Ishtar
STR: 50
MAG: 50
END: 36
AGI: 55
LUC: 52
Void: Electric
Weak: Wind

Mediarahan (30 SP): Full healing, MT
Samarecarm (18 SP): Full revival
Mutudi (3 SP): Dispels silence status
Maziodyne (22 SP): 82 electric magical damage, MT
Amrita (12 SP): Dispels all negative status, MT
Spell Master (P): Halves SP cost for skills
Absorb Wind (P): Absorbs wind damage
Salvation (40 SP): Full healing and status restoration, MT


HIEROPHANT

Kohryu
STR: 55
MAG: 53
END: 62
AGI: 45
LUC: 43
Reflect: Electric
Void: Light

Ziodyne (12 SP): 180 electric magical damage
Mediarahan (30 SP): Full healing, MT
Samarecarm (18 SP): Full revival
Maziodyne (22 SP): 180 electric magical damage, MT
Mind Charge (15 SP): Raises damage of the next magical attack used by 2.5x
Elec Amp (P): Electric damage +50%
Spell Master (P): Halves SP cost for skills
Salvation (40 SP): Full healing and status restoration, MT


Daisoujou
STR: 36
MAG: 50
END: 42
AGI: 37
LUC: 46
Void: Fire/Light
Weak: Dark

Hamaon (15 SP): 65% light-based instant death
Diarahan (18 SP): Full healing
Makarakarn (36 SP): Reflects the next magical attack directed at the recipient; damage dealt with the reflection is based on attacker's defensive and offensive capabilities
Agidyne (12 SP): 82 fire magical damage
Endure Dark (P): When hit with a fatal dark-based attack, user will survive at 1 HP instead of dying once per fight
Mahamaon (34 SP): 45% light-based instant death, MT
Hama Boost (P): Light accuracy +50%
Samsara (44 SP): 55% light-based instant death, MT


EMPEROR

Odin
STR: 51
MAG: 66
END: 45
AGI: 44
LUC: 49
Weak: Fire
Void: Electric
Drain: Wind

Ziodyne (12 SP): 112 electric magical damage
Magarudyne (22 SP): 190 wind magical damage, MT
Wind Amp (P): Wind damage +50%
Regenerate 3 (P): Restores 6% MHP each turn
Maziodyne (22 SP): 112 electric magical damage, MT
Mind Charge (15 SP): Raises damage of the next magical attack used by 2.5x
Panta Rhei (48 SP): 228 wind magical damage


EMPRESS

Isis
STR: 57
MAG: 53
END: 47
AGI: 52
LUC: 58
Reflect: Ice
Weak: Electric

Mediarahan (30 SP): Full healing, MT
Bufudyne (12 SP): 98 ice magical damage
Tetrakarn (36 SP): Reflects the next physical attack directed at the recipient; damage dealt with the reflection is based on attacker's defensive and offensive capabilities
Cool Breeze (P): Restores 8% MHP and MSP after battle
Absorb Ice (P): Absorbs ice damage
Mabufudyne (22 SP): 98 ice magical damage, MT
Salvation (40 SP): Full healing and status restoration, MT
Null Elec (P): Nulls electric damage


MAGICIAN

Mada
STR: 52
MAG: 69
END: 53
AGI: 41
LUC: 46
Drain: Fire
Weak: Ice

Agidyne (12 SP): 262 fire magical damage
Fire Boost (P): Fire damage +25%
Foolish Whisper (12 SP): 40% silence, MT
Maragidyne (22 SP): 262 fire magical damage, MT
Evade Ice (P): Triples evasion against ice attacks
Ailment Boost (P): Status accuracy +50%
Fire Amp (P): Fire damage +50%

Surt
STR: 46
MAG: 61
END: 43
AGI: 43
LUC: 44
Reflect: Fire
Weak: Ice
Void: Wind

Agidyne (12 SP): 194 fire magical damage
Deathbound (20% MHP): 108 physical damage, MT
High Counter (P): 20% chance of reflecting physical attacks; damage dealt with the reflection is based on attacker's defensive and offensive capabilities
Maragidyne (22 SP): 194 fire magical damage, MT
Ragnarok (48 SP): 218 fire magical damage
Fire Amp (P): Fire damage +50%
Null Ice (P): Nulls ice damage


FOOL

Loki
STR: 55
MAG: 53
END: 36
AGI: 52
LUC: 24
Drain: Ice
Void: Dark
Weak: Fire

Bufudyne (12 SP): 165 ice magical damage
Rakukaja (12 SP):  Raises defense by 40% for 3 turns
Sharp Student (P): Reduces critical hit rate susceptibility by 50%
Ice Amp (P): Ice damage +50%
High Counter (P): 20% chance of reflecting physical attacks; damage dealt with the reflection is based on attacker's defensive and offensive capabilities
Mabufudyne (22 SP): 165 ice magical damage
Null Fire (P): Nulls fire damage
Niflheim (48 SP): 197 ice magical damage

Izanagi
STR: 6
MAG: 4
END: 7
AGI: 5
LUC: 2
Strong: Electric
Void: Dark
Weak: Wind

Zio (4 SP): 1 electric magical damage
Cleave (5% MHP): 1 physical damage, 5% critical rate, 50% hit rate
Rakukaja (12 SP):  Raises defense by 40% for 3 turns
Rakunda (12 SP): Lowers defense by 40% for 3 turns
Tarukaja (12 SP): Raises attack by 40% for 3 turns
« Last Edit: October 17, 2009, 01:49:57 PM by OblivionKnight »
[11:53] <+Meeple_Gorath> me reading, that's a good one

[19:26] * +Terra_Condor looks up. Star Wars Football, what?
[19:27] <+Terra_Condor> Han Kicks First?
[19:27] <%Grefter-game> Vader intercepts.
[19:27] <%Grefter-game> Touchdown and Alderaan explodes in the victory

OblivionKnight

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Re: Shin Megami Tensei: Persona 4 - SPOILER-RIDDEN
« Reply #4 on: February 14, 2009, 01:21:52 PM »
Last post for stuff.  Optional set-ups will be here.  The point of this is to list stats with different set-ups that may vary based on what people allow.  Soji and Rise don't count for this.  I will also note what I believe to be the overall ideal set-ups here, assuming you allow everything.   Stats are compared to the second post's notes and equipment assumptions.  Evasions are all compared to average opponent AGI, LUC, and Level.


Yosuke
Weapon: Kitchen Knife (140 ATK, 90 HIT, +10 STR)
Armour: Passion Sweats (190 DEF, 18 EVA, Auto-Tarukaja) OR Ama-Gakure (98 DEF, 40 EVA, +10 AGI) OR Ame-Otoko (120 DEF, 5 EVA, +100 HP)

Changes:
*Brave Blade now deals 320 physical damage, no changes to critical or hit rate; this helps him kill a lot faster
*Auto-Tarukaja lets him deal a lot more damage for 3 turns (Brave Blade with Kitchen Knife deals 450; Garudyne deals 330), although he'll suffer against physicals once that time is up; Ama-Gakure raises evasion effectively to 30%, plus the large AGI boost


Chie
Weapon: Sleipnir (218 ATK, 92 HIT, +5 AGI)
Armour: Rune Dress (270 DEF, 14 EVA, +4 All Stats) OR Miori Shirt (60 DEF, 40 EVA, Auto-Sukukaja)

Changes:
*God's Hand deals marginally less damage with Rune Dress and Sleipnir (290), while dealing a decent bit less (270) with Miori Shirt and Sleipnir
*Miori Shirt raises Chie's effective evasion to 75% for the first 3 turns, which drops to 40% after those turns are up


Yukiko
Weapon: Hototogisu (272 ATK, 92 HIT, +10 MAG) OR Akisame Fan (180 ATK, 50 HIT, +10 LUC)
Armour: Rune Dress (270 DEF, 14 EVA, +4 All Stats) OR Miori Shirt (60 DEF, 40 EVA, Auto-Sukukaja)

Changes:
*While switching out of the Hototogisu drops her damage (260), the Akisame Fan in combination with the Miori Shirt gives her good evade (65% for 3 turns, 35% after); with just the Miori Shirt, this is 55% for 3 turns, then 30% afterwards
*Rune Dress in combination with Hototogisu raises her damage to 292


Kanji
Weapon: Aegis Shield (357 ATK, 94 HIT, +10 END)
Armour: Passion Sweats (190 DEF, 18 EVA, Auto-Tarukaja) OR Ama-Gakure (98 DEF, 40 EVA, +10 AGI) OR Ame-Otoko (120 DEF, 5 EVA, +100 HP)

Changes:
*The Aegis Shield raises his effective durability to 200% (230% with the Ame-Otoko)
*Auto-Tarukaja deals loads of damage (520 with Primal Force; 245 with Ziodyne), and he can usually take the durability hit with the Aegis Shield; Ama-Gakure makes him less slow, and helps his evade ever so slightly (10%)


Teddie
Weapon: Shitisei Jakotsu (371 ATK, 96 HIT, +4 MAG) OR Platinum Claw (358 ATK, 96 HIT, +3 END) OR Mewling Claw (154 ATK, 86 HIT, +4 AGI)
Armour: Passion Sweats (190 DEF, 18 EVA, Auto-Tarukaja) OR Ama-Gakure (98 DEF, 40 EVA, +10 AGI) OR Ame-Otoko (120 DEF, 5 EVA, +100 HP)

Changes:
*Dropping the Shitisei Jakotsu for Mewling Claw adds speed (average), while the Platinum Claw adds some durability (91% with the Platinum Claw alone; 110% with the Ame-Otoko added to it)
*Passion Sweats add some damage (Bufudyne with Shitisei Jakotsu deals 362); Ama-Gakure provides 30% evasion (35% with Mewling Claw)


Naoto
Weapon: Algernon (230 ATK, 85 HIT, +5 All Stats)
Armour: Rune Dress (270 DEF, 14 EVA, +4 All Stats) OR Miori Shirt (60 DEF, 40 EVA, Auto-Sukukaja)

Changes:
*Algernon with Rune Dress raises the damage of Megidolaon to 164, while the instant death rates rise to 70%; the physical drops to 100, while the damage of Blight and Tempest Slash increase to 118 and 103 respectively, with about 5% more accuracy, critical, and status accuracy for Blight
*Algernon combined with Miori Shirt provides 80% evasion for 3 turns, followed by 45% after that


So, assuming the following set-ups, here are the new averages.  Yosuke is using Kitchen Knife, Chie using Sleipnir and Rune Dress, Yukiko using Rune Dress, Kanji using Aegis Shield, Teddie is unchanged, Naoto using Algernon and Rune Dress.

Averages

HP: 521
1) Kanji - 673
2) Chie - 552
3) Yosuke - 515
4) Naoto - 473
5) Teddie - 463
6) Yukiko - 452

END: 56
1) Kanji - 79
2) Yosuke - 55
3) Yukiko - 54
4) Teddie - 49
5) Chie - 49
6) Naoto - 49

Durabilities:
1) Kanji - 182%
2) Yosuke - 97%
3) Chie - 93%
4) Yukiko - 84%
5) Naoto - 79%
6) Teddie - 78%

AGI: 57
1) Chie - 68
2) Naoto - 65
3) Yosuke - 61
4) Yukiko - 52
5) Teddie - 49
6) Kanji - 45

Speeds:
1) Chie - 119%
2) Naoto - 114%
3) Yosuke - 107%
4) Yukiko - 91%
5) Teddie - 86%
6) Kanji - 79%

LUC: 41
2) Yukiko - 53
3) Naoto - 52
4) Chie - 46
6) Teddie - 38
7) Kanji - 31
8) Yosuke - 28

Evasion vs. Average Enemy Accuracy:
1) Chie - 30%
2) Naoto - 25%
3) Yukiko - 20%
4) Yosuke - 15%
5) Teddie - 10%
6) Kanji - 5%

Damage: 154
1) Yukiko - 281 (Agidyne)
2) Teddie - 258 (Bufudyne)
3) Yosuke - 235 (Garudyne)
4) Kanji - 173 (Ziodyne)
5) Naoto - 164 (Megidolaon)
6) Chie - 102 (Attack)

Damage with Auto-Tarukaja on the guys: 247
1) Teddie - 362 (Bufudyne)
2) Yosuke - 330 (Garudyne)
3) Yukiko - 281 (Agidyne)
4) Kanji - 245 (Ziodyne)
5) Naoto - 164 (Megidolaon)
6) Chie - 102 (Attack)
« Last Edit: January 20, 2010, 10:17:46 PM by OblivionKnight »
[11:53] <+Meeple_Gorath> me reading, that's a good one

[19:26] * +Terra_Condor looks up. Star Wars Football, what?
[19:27] <+Terra_Condor> Han Kicks First?
[19:27] <%Grefter-game> Vader intercepts.
[19:27] <%Grefter-game> Touchdown and Alderaan explodes in the victory

074

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Re: Shin Megami Tensei: Persona 4 - SPOILER-RIDDEN
« Reply #5 on: February 24, 2009, 06:33:08 PM »
Arbitrary attempts at character rankings go here:

For reference, 2.5x killpoint to average is 487.5 (Rise never participates in battles.  I'm not including her in the averages for this.)

Souji: DNR Godlike.  He's about as bad as Minato.  Sure, he gets neither Initiative nor Mix Raids, but he's still just about as bad.  That's enough said on someone who I'm not supporting the ranking of.

Yosuke: Threatens a 2HKO with Garudyne->Brave Blade, and sadly misses a 2HKO against average MDEF with Garudyne.  Sukukaja is goddamned Sukukaja, Tentarafoo gives him options against the Confuse-vulnerable (and P4 Confuse makes you a sitting duck), and he can even heal (somewhat) and dispel stat-buffs.  Wind immunity doesn't help, but Fire resist does.  Honestly, seems like a Middle/Heavy, leaning toward Heavy.

[EDIT] While his healing is nowhere near as good as Teddie's or Yukiko's, some might argue that he gets some benefits from his Endure effect.  At the very least, a parting shot of Garudyne, if not the chance to heal up to full.  May make full Heavy.

Chie: Powercharge -> God's Hand.  That's all that needs to be said about her game.  Roughly 1.3x PCHP damage in a single shot.  Unfortunately, that's all there IS to her game unless the opponent is deathly afraid of ice magic.  HP and Endurance cancel out, I'd like to say, but her reliance on Physical techs kills this.  High Counter gives her a mild antiphysical game, but she's really just about crushing her opponent in one shot before they kill her.  Hates the evasive.  Mocks limit games, though.  I'd put her somewhere in Middle.

Yukiko: Spoiled by Chie, and anyone else with ice.  That aside, she's basically Mitsuru with status healing.  2HKOs average with Agidyne, and has both full healing and fullheal+status healing.  Nulls fire, and halves Lightning.  Really, an amazing set of elemental resists in the DL, ice issues aside.  Barely dodges 2HKO by average, though, and nobody envies that speed.  Middle.

[EDIT] Arguably High Middle off of that Endure effect.  While she ends up being left over with 1 HP, that DOES give her the chance to heal back to full.  Thus, she can be obnoxious.

Kanji: Tank.  Seriously.  Check out that HP and END there.  Stupidly reliant on physicals, though.  It probably says something either about his damage or his magic that his basic physical does as much as his double-boosted Ziodyne.  Opponents fear the looming threat of Primal Force after his physical or Ziodyne.  Testing would have to be done to see how much Tarukaja boosts it, but that may let him OHKO the frail with PF.  Rakukaja is also nice to have, though it's not as good as Sukukaja.  Middle.

Teddie: ...Yukiko-.  Seriously.  Same damage, slightly less frail, his healing is split from his status healing (not good), and while he immunes ice, his resistance set is worse.  Hates Lightning, and that's MORE common in the DL.  Middle.

[EDIT]: Endure effect gives him the same benefits as Yukiko.

Rise: No.

Naoto: Her magic damage is worse than Kanji's.  And her durability is gameworst by far.  That takes effort.  Algernon might be a preferable option over her default weapon, though.  At least she resists fire, and nulls death.  And is a deathwhore herself.  Hamaon, I see being potentially effective against certain types the same way BoF2 Angel and PS4 Holyword are, but that may just be me.  Interpretations aside, she's basically just a deathwhore.  That alone is enough for Low Middle, at least.

[EDIT]: Against those with MDEF or HP problems, she can easily one-shot with Mind-Charged Megidolaon off of the Algernon/Rune Dress combo.  She frightens healers with that, at the very least.  AGI rises to Yosuke levels (very nice), but she likes basic physicals a decent bit less.  Her ID is boosted to a definite Turn 1, though, which means that she can at least win quite a few quick-draws.  Her speed's not terrifying like some, but the combination of that and Turn 1 ID should be enough for most (Still hates ID-immunes, and automatically DIES against ID-immune bosses, which is most of them.)  Might boost her up to Middle, but she's not winning any slugfests.  Endure effect may keep her alive long enough to deliver a kill on some, at least.

------------------------

Kunino-Sagiri: Doubtful rankability as a character (it could be presumed that Namatame is not quite himself at that time).  But really, his strategy is all about Quad-Converge.  And boy, is it ever.  Blocking elemental damage of all but one type (often Wind), and then in turn killing an enemy with that one type horribly is damned good.  Stupidly durable, though, and between that and the damage (3HKO outside of Quad-Converge is just fine when you're talking about the amount of HP present for him), he's easily a Godlike.  Good job, deliveryman.

Tohru Adachi: Rankable!  Uses his first turn on Heat Riser--bad in that he loses a turn to start, but good in that Heat Riser is solid.  But if he can't kill during that period, he's going to start having issues.  Outside of the initial Heat Riser (making Vorpal Blade something of a 2HKO terror) and Mudoon, he really just relies on exploiting elements as always, and being resistant to physical attacks.  Seems like a High Middle to me.  At least he spoils FEers with ID and physical resist.

Ameno-Sagiri: Hooo boy.  Unrankable High Godlike, clearly.  Everything else aside, most are not going to be able to deal with the Bewildering Fog killphases, HP buffering aside.  Jenna Angel and BoF1 finals might have a chance, but that's about it.  All hail the power of the 70s.

Izanami: Limiting her to her first form, she's...rather plain.  Plain, but with a devastating two-turn setup of Mind Charge->Megidolaon for roughly 1.5x PCHP damage.  The way her speed is treated is very very arguable due to how it works in-battle, like all Persona bosses, but that 20% evasion can prove frustrating, and she has a potential argument for the likes of slower WA4 bosses NOT doubling her (her AGI is 160% average).  Add this to her physical resistance and status option in Fool's Whisper, and she's a solid Heavy at worst.

Izanami no Okami is an Unrankable High Godlike.  That is all.
« Last Edit: March 09, 2009, 06:27:04 PM by Namagomi »
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

Jo'ou Ranbu

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Re: Shin Megami Tensei: Persona 4 - SPOILER-RIDDEN
« Reply #6 on: March 12, 2009, 09:15:15 PM »
Small note: Kunino-Sagiri has elemental breaks during his Quad Converge phase. Also, for my own notes:

Dyne damage against a L65 party: 150
QC damage against a L65 party: 375

I also vaguely suspect that Naoto's ST death spells are a bit more accurate than the MT spells, but this hasn't been extensively tested, and I'm not sure that the Heaven randoms are a great sample subject for this musing, since they seem to just hate boosted ID in general. <_<
« Last Edit: March 15, 2009, 06:36:14 AM by Jo'ou Ranbu »
[01:08] <Soppy-ReturningToInaba> HEY
[01:08] <Soppy-ReturningToInaba> LAGGY
[01:08] <Soppy-ReturningToInaba> UVIET?!??!?!
[01:08] <Laggy> YA!!!!!!!!!1111111111
[01:08] <Soppy-ReturningToInaba> OMG!!!!
[01:08] <Chulianne> No wonder you're small.
[01:08] <TranceHime> cocks
[01:08] <Laggy> .....

Monkeyfinger

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Re: Shin Megami Tensei: Persona 4
« Reply #7 on: May 16, 2009, 11:35:20 AM »
Izanami's first form and Kunino-Sagiri evade both physicals and magic around 33% of the time, with no stat mods in place. Ameno-Sagiri had less evade, but it was still existent. Maybe 20%. (Anyone who factors buffs into boss stats should probably ignore all this, as keeping masukunda up cancels this evade almost completely.)

Adachi's Mudoon went 6/12 against people it could hit.

Adachi has no limit phases. His entire skillset's available from the outset, excluding the 1 more only moves.

Adachi has Dekunda.

The exact damage values of Ameno-Sagiri's ubercharged eyelasers are pretty important, because between buffs, defend commands, dispels (for the second version) and many godlike bosses having a lot of HP, they are survivable. So....

Tarukaja'd version: 950
Dekakja'd version: 650

Using the same levels as OK. If he can add a marakunda beforehand (you'll almost certainly never see this in game but with the AI we give bosses in the DL it could very well happen), roughly double those figures.
« Last Edit: May 16, 2009, 11:42:15 AM by Monkeyfinger »

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Re: Shin Megami Tensei: Persona 4
« Reply #8 on: May 16, 2009, 01:47:19 PM »
Okay! Here are a few rough stat calculations for general reference.

Agility averages with the setups I consider default: 56.33

For clarification, this involves Algernon for Naoto, Hattori for Yosuke and Rune Dresses for all the girls. As usual, Souji not involved for my disclaimers, although I'm listing his stats with Paper Armband+Yoshitsune and an average with him.

(Souji - 74)
1. Naoto - 65
2. Yosuke - 64
3. Chie - 63
4. Yukiko - 52
5. Teddie - 49
6. Kanji - 45

Average with Souji: 58.85

Now, for standard deviations under this setup.

Standard Deviation: 7.95

So, effective first-turn speeds under these. Numbers in brackets go under my interp of SD = 25% speed:

1. Naoto (+1.09 SD) [127.25% average]
2. Yosuke (+0.96 SD) [124.11% average]
3. Chie (+0.83 SD) [120.75% average]
4. Yukiko (-0.54 SD) [86.5% average]
5. Teddie (-0.92 SD) [77% average]
6. Kanji (-1.42 SD) [64.5% average]

For SDs with Souji:

Standard Deviation: 9.61

1. Souji (+1.57 SD) [139.41% average]
2. Naoto (+0.63 SD) [115.99% average]
3. Yosuke (+0.53 SD) [113.39% average]
4. Chie (+0.43 SD) [110.79% average]
5. Yukiko (-0.71 SD) [82.19% average]
6. Teddie (-1.02 SD) [74.38% average]
7. Kanji (-1.44 SD) [63.97% average]

EDIT: For an alternate default setup that focuses a bit more on speed (Chie and Teddie equip their highest speed-boosting weapon here), we have:

1. Chie - 68
2. Naoto - 65
3. Yosuke - 64
4. Teddie - 53
5. Yukiko - 52
6. Kanji - 45

Average: 57.83

Standard Deviation: 8.31

Effective speeds:

1. Chie (+1.22 SD) [130.59% average]
2. Naoto (+0.86 SD) [121.5% average]
3. Yosuke (+0.74 SD) [118.56% average]
4. Teddie (-0.58 SD) [85.47% average]
5. Yukiko (-0.70 SD) [82.47% average]
6. Kanji (-1.42 SD) [64.42% average]


Of course, we also have full speed-twinked averages. In this case:

(Souji - 87)
1. Yosuke - 74
2. Chie - 68
3. Naoto - 65
4. Teddie - 63
5. Kanji - 55
6. Yukiko - 52

Average: 62.83

Average with Souji: 66.28

For the SDs under this setup... well.

Standard Deviation: 7.46

Effective speeds:

1. Yosuke (+1.49 SD) [137.25% average]
2. Chie (+0.69 SD) [117.32% average]
3. Naoto (+0.29 SD) [107.27% average]
4. Teddie (+0.02 SD) [100.5% average]
5. Kanji (-1.04 SD) [73.77% average]
6. Yukiko (-1.45 SD) [63.71% average]

Souji'd SDs for these:

Standard Deviation: 10.92

Effective speeds:

1. Souji (+1.89 SD) [147.25% average]
2. Yosuke (+0.70 SD) [117.67% average]
3. Chie (+0.15 SD) [103.93% average]
4. Naoto (-0.11 SD) [97.07% average]
5. Teddie (-0.30 SD) [92.5% average]
6. Kanji (-1.03 SD) [74.18% average]
7. Yukiko (-1.30 SD) [67.31% average]


Welp, guess that's that. I'd do damage-twinked averages, but I don't know how do the boosts affect strength-based damage, which makes the calcs a bit unreliable for my tastes.

EDIT: I'll make the other Souji average later.
« Last Edit: May 16, 2009, 05:25:43 PM by Jo'ou Ranbu »
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[01:08] <Soppy-ReturningToInaba> LAGGY
[01:08] <Soppy-ReturningToInaba> UVIET?!??!?!
[01:08] <Laggy> YA!!!!!!!!!1111111111
[01:08] <Soppy-ReturningToInaba> OMG!!!!
[01:08] <Chulianne> No wonder you're small.
[01:08] <TranceHime> cocks
[01:08] <Laggy> .....

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Re: Shin Megami Tensei: Persona 4
« Reply #9 on: May 18, 2009, 04:19:34 AM »
Ok, and finally, the optional characters you can unlock.  These took a while to get, since there's no FAQ on them.  No new characters, but they're great for the optional dungeon you can use them in.  These stats are taken at level 80, like the characters for the main game.  A couple other optional things to get, but so be it for now.



Nanako Dojima
"Did I do good, Big Bro?"
HP: 398
SP: 424
STR: 24
MAG: 64
END: 42
AGI: 57
LUC: 70

Weapon: Shining Seraph (400 ATK, 93 HIT, 20% chance of reflecting physical attacks; damage dealt with the reflection is based on attacker's defensive and offensive capabilities)
Armour: Haten Robe (352 DEF, 10 EVA)
Accessory: Scrunchie (Inflicts instant death to any target with hair longer than 6 inches)

Nike
Strong: Fire/Ice/Electric/Wind
Void: Light
Weak: Dark

Attack: 116 physical damage

Megidolaon (60 SP): 160 almighty damage, MT
Garudyne (12 SP): 107 wind magical damage
Marakukaja (24 SP): Raises defense by 40% for 3 turns, MT
Masukukaja (24 SP): Raises accuracy and evasion by 40% for 3 turns, MT
Diarahan (18 SP): Full healing
Amrita (12 SP): Dispels all negative status, MT
Salvation (40 SP): Full healing and status restoration, MT
Angelic Grace (P): Doubles evasion against all non-Almighty/Dark/Light attacks
---------------
Agidyne (12 SP): 107 fire magical damage
Bufudyne (12 SP): 107 ice magical damage
Ziodyne (12 SP): 107 electric magical damage
Mediarahan (30 SP): Full healing, MT
Samarecarm (18 SP): Full revival



Ryotaro Dojima
"I'm getting too old for this..."
HP: 610
SP: 302
STR: 64
MAG: 50
END: 63
AGI: 54
LUC: 31

Weapon: Red Dawn (428 ATK, 98 HIT, Reduces elemental damage 20%)
Armour: Full Jin-Baori (350 DEF, 10 EVA)
Accessory: Lighter (Grants immunity to greenhouse gases, but inflicts permanent Lung Cancer on wearer)

Shaka
Void: Ice/Wind
Strong: Light/Dark

Attack: 170 physical damage

Heaven's Blade (19% MHP): 232 physical damage, 45% critical rate, 95% hit rate
Matarunda (24 SP): Lowers attack by 40% for 3 turns, MT
Marakunda (24 SP): Lowers defense by 40% for 3 turns, MT
Masukunda (24 SP): Lowers accuracy and evasion by 40% for 3 turns, MT
Enduring Soul (P): When hit with a fatal attack, user will instead survive with fully restored HP once per fight
Regenerate 3 (P): Restores 6% MHP each turn
Apt Pupil (P): Raises critical hit rate by 50%
High Counter (P): 20% chance of reflecting physical attacks; damage dealt with the reflection is based on attacker's defensive and offensive capabilities
---------------
Akasha Arts (18% MHP): 134 physical damage, hits 1-2 times to each target, 5% critical rate, 85% hit rate, MT
Invigorate 3 (P): Restores 7 SP each turn
Sharp Student (P): Reduces critical hit rate susceptibility by 50%



Tohru Adachi
"Stupid kids!  Don't play with fire if you're afraid to get burned!"
HP: 527
SP: 387
STR: 68
MAG: 68
END: 87
AGI: 34
LUC: 22

Weapon: Magatsu-Otoshi (408 ATK, 96 HIT, Status accuracy +50%)
Armour: Full Jin-Baori (350 DEF, 10 EVA)
Accessory: Cabbage Head (Allows the wearer to prepares excellent soups and salads at a 100% success rate)

Magatsu-Izanagi
Drain: Electric
Void: Light/Dark
Strong: Physical

Attack: 164 physical damage

Ziodyne (12 SP): 262 electric magical damage
Mudoon (18 SP): 50% dark-based instant death
Evil Smile (12 SP): 35% fear, MT
Ghastly Wail (28 SP): 100% unblockable instant death to anyone afflicted with the fear status
Heat Riser (30 SP): Raises attack, defense, accuracy, and evasion by 40% for 3 turns
Elec Boost (P): Electric damage +25%
Elec Amp (P): Electric damage +50%
Mudo Boost (P): Dark accuracy +50%
---------------
Vorpal Blade (22% MHP): 180 physical damage, 5% critical rate, 75% hit rate, MT
Atom Smasher (16% MHP): 111 physical damage, hits 1-2 times to each target, 5% critical rate, 75% hit rate, 35% fear, MT
Maziodyne (22 SP): 262 electric magical damage
Magarudyne (22 SP): 119 wind magical damage
Maragidyne (22 SP): 119 fire magical damage
Mabufudyne (22 SP): 119 ice magical damage
Dekunda (10 SP): Dispels negative stat breaks, MT
« Last Edit: December 28, 2009, 12:57:24 PM by OblivionKnight »
[11:53] <+Meeple_Gorath> me reading, that's a good one

[19:26] * +Terra_Condor looks up. Star Wars Football, what?
[19:27] <+Terra_Condor> Han Kicks First?
[19:27] <%Grefter-game> Vader intercepts.
[19:27] <%Grefter-game> Touchdown and Alderaan explodes in the victory

superaielman

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Re: Shin Megami Tensei: Persona 4
« Reply #10 on: May 24, 2009, 06:25:41 PM »
Nice work on the alt setups, OK.
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Re: Shin Megami Tensei: Persona 4
« Reply #11 on: June 21, 2009, 04:37:37 AM »
World's End also can inflict fear.

EDIT: Two other things. Izanami's first form also has God's Judgment, and Instaheal works as follows: the status is inflicted, Souji spends one turn with the status. It is healed immediately at the beginning of his next turn.

EDIT 2: And a third! Endure and Enduring Soul do not remove status on activation. In other words, they act more as counters to lethal damage, not as Reraise.
« Last Edit: June 22, 2009, 01:49:23 AM by Taitoro »

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Re: Shin Megami Tensei: Persona 4
« Reply #12 on: June 25, 2009, 04:04:01 AM »
What's the best setup for Souji magic damage, OK?
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OblivionKnight

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Re: Shin Megami Tensei: Persona 4
« Reply #13 on: June 25, 2009, 01:25:36 PM »
As above, Mada, since it's the only one that naturally gains a boost and an amp (though no level 4 spell).  It's Agidyne, which isn't fabulous in any way, but works.  Mind Charge makes that a lot better.  The damage from Mada is about on par with Teddie.

With inheritance, Soji wants to get a boost on Odin most likely (high MAG, Panta Rhei).  Puts him around 320 damage or so.  Better than Yukiko!  Wind is also the most unresisted element of the bunch, so probably the best option here.  Mind Charge, as always, helps that. 

Also, the MOST IMPORTANT PERSONA has been added...


...ok, 2nd most important.  The most important person is hosting the topic.
[11:53] <+Meeple_Gorath> me reading, that's a good one

[19:26] * +Terra_Condor looks up. Star Wars Football, what?
[19:27] <+Terra_Condor> Han Kicks First?
[19:27] <%Grefter-game> Vader intercepts.
[19:27] <%Grefter-game> Touchdown and Alderaan explodes in the victory

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Re: Shin Megami Tensei: Persona 4
« Reply #14 on: June 26, 2009, 06:25:13 PM »
Mathing stuff out for own purposes;

Taking the average damage without physicals of 154 and the average of 242 with them (from OK's post), and averaging those both out gives you 198, and a kill point of 495, which feels like a good place to work from.

Non-physical damage average with Souji's best non-inheritance magic from Mada added rises to 169, for a kill point of 422.

Physical damage average with what apparently is 1000 damage from Hassou Tobi (is... that not counting Auto-Taru?) becomes freaking 350 for a kill point of 875 which makes HT not as impressive.

Averaging both of those is an average of ~260, kill point of 650. Of course, holding Souji to this makes HT his only really strong offense without buffing.
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Re: Shin Megami Tensei: Persona 4
« Reply #15 on: June 27, 2009, 01:26:27 AM »
The Hassou Tobi figure (and all figures up to the alternate set-up post) are without any special effects except the noted +5 STR for Chie, +10 for Yukiko, and +4 for Teddie in the opening post.  That Hassou Tobi number is base.  It's crazy >_>  It gets tanked against high defense (it's 8 hits of 125, evasion only checked once, complete MT), but is otherwise awesome.  And I've never seen it evaded yet, though I assume it can be (just odd Izanami, after Debilitate, never dodged it). It's just exceptionally accurate.
[11:53] <+Meeple_Gorath> me reading, that's a good one

[19:26] * +Terra_Condor looks up. Star Wars Football, what?
[19:27] <+Terra_Condor> Han Kicks First?
[19:27] <%Grefter-game> Vader intercepts.
[19:27] <%Grefter-game> Touchdown and Alderaan explodes in the victory

Taishyr

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Re: Shin Megami Tensei: Persona 4
« Reply #16 on: June 27, 2009, 01:27:49 AM »
I've seen Hassou Tobi evaded tons, though I pretty much spammed it in a few dungeons and I definitely know it hit a lot more than it got evaded. Still.

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Re: Shin Megami Tensei: Persona 4
« Reply #17 on: June 27, 2009, 01:53:06 AM »
I've also seen Hassou Tobi get dodged some times as well.
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[01:08] <Soppy-ReturningToInaba> LAGGY
[01:08] <Soppy-ReturningToInaba> UVIET?!??!?!
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[01:08] <Soppy-ReturningToInaba> OMG!!!!
[01:08] <Chulianne> No wonder you're small.
[01:08] <TranceHime> cocks
[01:08] <Laggy> .....

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Re: Shin Megami Tensei: Persona 4
« Reply #18 on: July 03, 2009, 12:43:58 AM »
Posting this for my own reference.

Damage average with Souji taken in (with adjustments made for physicals that eat HP): 277.5
Above + Auto-Taru: 358.6

Think I use the first one now but don't want to recalc if I decide otherwise.

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Re: Shin Megami Tensei: Persona 4
« Reply #19 on: August 07, 2009, 09:26:59 AM »
It seems that when Rise's persona changes into Kanzeon her stats are reset to their initial values. As a result her stats can vary widely based on when her social link reaches level ten and how many levels she gains after her persona changes. This only affects those who factor her stats into the averages, but  this seems like another reason that her stats should be ignored.

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Re: Shin Megami Tensei: Persona 4
« Reply #20 on: August 26, 2009, 01:14:17 AM »
Couldn't find it mentioned elsewhere, so might be worth noting: Tarukaja boosts magic damage as well as physical. Only tested briefly, and only against a random boss (Mitsuo the Hero, specifically), but Chie's Bufula damage went from about 90-95 a turn to 130-140 a turn.

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Re: Shin Megami Tensei: Persona 4
« Reply #21 on: August 26, 2009, 01:15:28 AM »
That's pretty well-known. OK's been applying the boosts from Auto-Taru to both physicals and magic for a while.
[01:08] <Soppy-ReturningToInaba> HEY
[01:08] <Soppy-ReturningToInaba> LAGGY
[01:08] <Soppy-ReturningToInaba> UVIET?!??!?!
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[01:08] <Soppy-ReturningToInaba> OMG!!!!
[01:08] <Chulianne> No wonder you're small.
[01:08] <TranceHime> cocks
[01:08] <Laggy> .....

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Re: Shin Megami Tensei: Persona 4
« Reply #22 on: August 26, 2009, 01:19:09 AM »
Mm, figured something like that. Still probably worth mentioning it on the attack descriptions, though, mostly for Dungeon purposes.

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Re: Shin Megami Tensei: Persona 4
« Reply #23 on: October 17, 2009, 10:44:48 PM »
Ok, so, except for Margaret (which I was told no one actually cared about me getting stats for), all P4 bosses of plot relevance are done!

Yay!

...like anyone cares >_>
[11:53] <+Meeple_Gorath> me reading, that's a good one

[19:26] * +Terra_Condor looks up. Star Wars Football, what?
[19:27] <+Terra_Condor> Han Kicks First?
[19:27] <%Grefter-game> Vader intercepts.
[19:27] <%Grefter-game> Touchdown and Alderaan explodes in the victory

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Re: Shin Megami Tensei: Persona 4
« Reply #24 on: October 19, 2009, 10:47:58 AM »
Thanks OK!

Yay! I care enough to replay P4 moar! >_>

I'm sure your efforts are appreciated!
« Last Edit: October 19, 2009, 11:17:12 AM by Clear Tranquil »
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