Author Topic: Shin Megami Tensei: Strange Journey  (Read 1951 times)

Taishyr

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Shin Megami Tensei: Strange Journey
« on: October 29, 2010, 07:51:49 PM »
Hiya. We're starting with the bosses first because seriously fuck trying to stat out/write up Tadano Hitonari.
Also spoiler names are in place, but this topic still contains spoilers, sooo.


TODO: Get Sectors 1-6 bosses, alternate form for Demifiend.


MOON Artemis (All Paths)

HP: 6000
MP: 9999
Weak to Gun/Pierce attacks. Immune to Expel and Curse.
Takes 25% less from physical, magical attacks.
Pretty fast (110%?) - tends to go before everyone but the main before buffing.

Physical: ~100 damage?
Bufudyne/Agidyne/Garudyne/Ziodyne: 200 ice/fire/wind/lightning magical damage, ST
Ultraviolence: 350-600 (average 450) physical damage, MT.
Illusory Ritual: "Evasion doubles!" Evade is boosted to 80% or so. Wears off after 5 turns. Can be dispelled. Does stack with other buffs/debuffs.
Dekaja: Remove buffs, MT.
Dekunda: Remove debuffs, MT.
Skill user instantly killed! - Perfect ID, unblockable, yadda yadda. Used only as a counter to elemental attacks (including elemental physicals). This does not trigger off Expel/Curse, but does trigger off Almighty (this is the only ability in the game to react to Almighty thusly).
--- < 80% HP ---
Evil Vortex: 200 almighty magic damage, MT, petrify (66% chance).
--- < 50% HP ---
Bufu/Agi/Garu/Zio Gate: ~400 ice/fire/wind/lightning magical damage, ST.

Average HP: 525
Average damage: 180

Comments: Don't be a mage against her unless you're a boss mage. Don't rely on evadable physicals against her. Don't try buffwhoring her out (it works to a limited extent ingame, but her AI autodispels if you go too high.) Hope you can kill before she lands Petrify (ha!) or immune it. Pretty much ruins Heavy, lands in Godlike and probably can get a fair few wins there. Definitely durable enough for it. Fears Kartikeya, though?


META Classy MoFo (L/C)
HP: 7500 (technically 15000)
MP: 9999
Reflects physicals/guns. Weak to wind. Immunes curse/expel.
Very durable (reduces physicals by 20%, magic by ~60%). (You can test physicals via reflecting them back at him or, better yet, the main's elemental guns.)
Slowish? (90%) Acts at the end of the round, usually.

Physical: 3-5 physical hits for 120 damage each, single-target.
Rain Strike: 1-3 gun hits for 400 damage each, rando-target.
Heaven Strike: 2-6 physical hits for 100 damage each, rando-target.
E.N.D.: Okay, I saw this -once-, and it was reflected entirely. Low, low damage, but apparently can cause Fear.
--- < 60% HP
Self-Denial: Heals 300 HP, boosts attack by 12.5% (+1). This stacks up to four times, and is pretty much a literal damage boost.
--- < 40% HP
Charge: Increases damage by 2.5x. This is always a lead in to the attack used next...
Adaptation: ~1200 physical damage, ST. Always used on the main. Don't resist physical? Buh-bye. (This factors in Charge.)
UG is bursting with power!: Refills MoFo's HP, removes all buffs and debuffs. Used as a counter when MoFo hits 0 HP for the first time. Don't think Self-Denial is re-locked, but Charge+Adaptation are.
Wait: MoFo can wait! Only used when the enemy team is reflecting all physical damage via a spell or item effect, however.


Average HP: 540
Average damage: 200

Comments: The MoFo will wreck your shit. There is no other option. Entirely physical offense (albeit of two types, piercing and blunt, so to speak) makes him spoilable, but completely ruining opposing phys-reliants and being one of the tankiest duelers in the DL to most any magic is... frightening. Especially since he can survive a Fate Storm without any issue thanks to MoFo is bursting with power!, and arguably has the goddamn magical durability to -take a Fate Storm anyway-. Lord.


JUDGE Maria (N)

HP: 7700
MP: 9999
Reflects lightning. Immunes curse/expel. Resists gun. Weak to wind.
Slowish (90% speed?)
Slightly above average defenses (reduces phys/mag by 10%)

Physical: 200 physical damage, MT.
Megido Storm: 300 lightning damage, MT.
Wave of Death: ~400 physical damage, MT.
Right Hand: Boosts all stats by 25% (+2), heals 200 HP. Stackable up to 4 (50%).
Sinner's Song: ~200 almighty damage, MT, inflicts charm (50%). Unlocked at < 50% mHP.

Average HP: 560
Average damage: 250

Comments: In game, Maria's not too impressive - spams the phys or Megido Storm until low HP, then Sinner's Song. In a duel? Right Hand to max, then just Wave of Death or Megido Storm the opponent to oblivion. Straightforward, brutal, and durable enough to manage the game, but can't really take on higher Godlikes with this form. The form if you take the C path, on the other hand...


AWAKE Demifiend (N)


HP: 9000
MP: 9999
Absorbs fire (50%). Nulls Expel/Curse. Starts with no weakness; each turn after the first shifts weakness randomly to one of Gun, Ice, Elec or Wind.
Fast (110% speed?)
Solid defenses (reduces physical by about 35%, magic by about 25%)

Physical: 200 physical damage, MT.
Chaos Tack: 1-3 hits of 800 gun damage each (...), totaling 2400 damage max. This is not a typo. Rando-target. For the record? I'd guess 75% of the time it hits 3 times.
Hellfire: 400 fire damage, MT.
Shuffler: 50% chance of inflicting Bomb, MT.
Left Hand: +12.5% to attack/defense/agility (+1). Stackable up to four times.
Dark Matter: 600 almighty damage, MT. Used only at > 25% HP (rarely; it's somewhat hard to set up a team capable of surviving long enough to see this, given Chaos Tack and Shuffler) or as a counter to setting up Tetrakarn or Makarakarn.
Wait: Will occasionally do this instead of Dark Matter if you reflect magic or physicals for a turn.

Average HP: 585
Average damage: 260

Comments: ...OW OW OW. In game, he can be cheesed - he loves Chaos Tack, and there's ways to make him pay for that. In a duel? Uh. Have fun - Gun/Pierce isn't easy to resist, and even outside of that he has solid, buffable fire magic that turns into limit OHKO magic.


MOTHER La-Mulana (L / N)

HP: 7300
MP: 9999
Nulls Expel/Curse/Gun.
Fast (110-120% speed?)
Very good defenses (reduces physicals/magic by 40%)


Ice/Lightning/Fire/Wind: ~400 damage, MT, ice/lightning/fire/wind elemental.
Darkness: ~80% ID?, MT, curse element.
Light: Some form of ID, MT, expel element. Humans naturally immune expel ID here, it seems, idly, so this isn't too relevant DL-wise anyway.
Mother's Kiss: 6-8 hits of ~250 physical damage each, randotarget.
Asura Roga: Inflicts Rage (~75%), MT. Rage doubles physical damage and forces the target to attack random allies or opponents (not including oneself.)
Great Flood: ~200 almighty damage, MT, lowers agility by 12.5% (-1) (stacks up to four times).
Reason's Start: Removes all buffs and debuffs from both sides, heals La-Mulana for 600.

Formchains (HP/MP carryover (Victory Cry and such do not kick in) with dialogue scene in between; buffs/debuffs are removed) to...


EMPTY Your Mom Joke (L/ N)

HP: 9000
MP: 9999
Has six resist/weak options, lifted from Devhatesyou's FAQ:
  > Wk: Phys / Nu: Expel, Curse / Rf: Elec, Wind <
  > Wk: Gun / Nu: Expel, Curse / Rf: Phys, Wind <
  > Wk: Fire / Nu: Expel, Curse / Rf: Phys, Gun < <-- I believe she usually starts on this.
  > Wk: Ice / Nu: Expel, Curse / Rf: Gun, Fire <
  > Wk: Elec / Nu: Expel, Curse / Rf: Fire, Ice <
  > Wk: Wind / Nu: Expel, Curse / Rf: Ice, Elec <
Note that she can change these resist/weak options. The switch is not declared, happens at the end of a turn, and doesn't seem to follow a pattern.
Barrier is determinable -without attacking- with the subapp Gibo Eyes.
Fast (120% speed)
Very good defenses (reduces physicals/magic by 40%)

Ice/Lightning/Fire/Wind: ~500 damage, MT, ice/lightning/fire/wind elemental.
Mem Aleph: Returns all demons of one alignment (law/chaos/neutral) to stock.
MA: Deals damage equal to target's cHP to target, parasitic healing. ST. ~75% accuracy, accuracy lowers quickly if opponent has a higher level than her (but she's ~20 levels above endgame, sooo)
Mother's Kiss: 6-8 hits of ~330 physical damage each, randotarget.

Reason's Start: Removes all buffs and debuffs from both sides, heals Your Mom Joke for 600.
Great Flood: ~300 almighty damage, MT, lowers agility by 12.5% (-1) (stacks up to four times).

Darkness: ~80% ID?, MT, curse element.
Light: Some form of ID, MT, expel element. Humans naturally immune expel ID here, it seems, idly, so this isn't too relevant DL-wise anyway.
Asura Roga: Inflicts Rage (~75%), MT. Rage doubles physical damage and forces the target to attack random allies or opponents (not including oneself.)


Average HP: 711
Average damage: 350

Comments: Well, focus whores with Mother's Kiss in the DL, shifts elemental barrier to block her opponent's fighting style as much as possible, and then just beats you down in a nasty little slugfest. Godlike for sure, but lacks the punch you'd think the final boss would have.




HERALD Dickweed (C)
HP: 8500
MP: 9999
Reflects Gun, Ice and Wind. Nulls Expel and Curse. Weak to Fire.
Solid defenses (reduces phys/magic by 40%, approximately.)
Sluggish (~80% average speed?)

Physical: 180 physical damage, MT.
Untainted Wind: 250 magical wind damage, MT.
Great Lament: MT Charm, ~50% odds.
Judgment: MT Expel ID. Humans immune Expel, so it's not terribly DL relevant, but the accuracy isn't too hot anyway.
Mel Faize: 200 almighty damage, MT.

Average HP: 585
Average damage: 260

Comments: Uhhhhhh yeah I don't know what to say about this guy. He's just... not good. He really isn't. He can spoil maybe some limited opponents? But not many. Slow and 3HKOs just isn't good enough to cut it. Regardless, durable as hell. Feels kinda like a BoF1 Sara type, with some small support tricks. Middle/Heavy.



PILLAR Maria (C)

HP: 10000
MP: 9999
Reflects Lightning. Nulls Expel and Curse. Resists Gun.
Sluggish (90% average speed or so)
Somewhat good defense (reduces phys by ~30% or so, not sure on magic)

Physical: (Never saw this be used. Will test later.)
Wave of Death: 425 physical damage, MT.
Megido Storm: 450 lightning magic damage, MT.
Right Hand: Boosts all stats by 25% (+2), heals 200 HP. Stackable up to 4 (50%). (I never saw this form use this. In part due to her being frailish here.)
Requiem: MT ID, untyped (bypasses Expel/Curse immunity). Low accuracy (12.5%?). After using this, she acquires a weakness to Physical damage until her next action.
Sinner's Song: 250 almighty magic damage, 50% chance of charm. MT.

Average HP: 711
Average damage: 350

Comments: Maria's uber form!... gets a crappy ID skill. Like, really crappy. Otherwise, pretty much the same as her other form; Wave of Death 2HKO slapfests, but now Megido Storm's a lot better and probably closes in on being her OHKO damage after a few Right Hands. Regardless, she's not any better than her other form overall, and is arguably worse. Heavy/Godlike.
« Last Edit: October 29, 2010, 07:54:42 PM by Taitoro »

Taishyr

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Re: Shin Megami Tensei: Strange Journey
« Reply #1 on: October 29, 2010, 07:57:12 PM »
Tadano Hitonari (Yes, this is apparently the common Japanese name for him. Call him Jimbob if you want, but this is what I found on searching.)
Attack Support type build

Tadano is the only PC character that can use items, summon demons (outside of some monster abilities that require MP, but they run off Tadano's monster list) or use equipment. As such, all three have definite arguments for legality (and at the least, equipment is definitely legal - though one issue comes up there. We'll address that in that section). I'll simply list the equipment and items here - demons are just a wee bit too complex for the moment. Maybe a bit later.



Equipment: Two notations here. Italics mean an equip that requires a rather rare encounter against a decently tough opponent (usually more than one, at that). As the encounters are pretty rare (5% before any other chance of them actually -occuring- is factored in), I don't consider them legal. Your mileage may vary. Amusingly they're rarely his best, Tadano gets some crazy shit. * note means there's a gimmick with them - they're potentially gotten before your alignment is set in stone. Which means that Tadano can get them, change his alignment, and go through the rest of the game with it equipped. I did this with the Kurikara Blade, since the main's Str stat's good enough to make the lower attack power less relevant. Your mileage on how much you allow this is also up to you.

Swords:
Amanomi Sword: Law path only. 130 attack power, 1 strike, single target. *
Divine Sword: Neutral path only. 128 attack power, 1 strike, single target. (Yes, strictly inferior to Amanomi.)
Kurikara Blade: Chaos path only. 58 attack power, 1-4 strikes, rando-target. *
Amenomurakamo: 127 attack power, 1 strike, single target.
Dragon Fang: 81 attack power, 1-2 strikes, single target.

Yoshiyuki: 70 attack power, 1 strike, can Sleep (low odds), single target.
Criticker: 39 attack power, 2 strikes, can Poison (medium odds), single target.
Hawthorn Spear: 67 attack power, 1 strike, can Mute (low odds), single target.
Caladbolg: 59 attack power, 1 strike, can Paralyze (low odds), single target.
Onimaru: 27 attack power, 2-4 hits, can Fear (medium odds), single target.
Pixie Knife: 2 attack power, 2-4 hits, can Charm (medium odds), single target.

Dies Irae: 68 attack power, 1 strike, hits all opponents.
Muramasa: 110 attack power, 1 strike, can Charm (low odds), single target.
Laevatienn: 108 attack power, 1 strike, can Fear (low odds), single target.

Weaker versions of these weapons exist if he needs the status+weapon or the hitall weapon, for reference, but they're not too great.

Guns:
Peacemaker: Chaos path only. 130 attack power. Skillset:
Shot: 1 hit, single target.
Moan Bullet:
Frigid Spray:
Grateful One:

Megido Fire: Law path only. 74 attack power. Skillset:
Shot: 1 hit, all enemies.
Inferno Spray:
Riot Gun Copy:
Inferno Shot:

Meteor Dragoon: 117 attack power. Skillset:
Shot: 1 hit, single target.
Freischutz:
Gust Shot:
Moan Bullet:

-todo-


Armor:
Dragon Vest: 115 Def, Nulls Fire / Lightning.
-todo-


(NG+ ONLY NG+ ONLY NG+ ONLY NOOOOT LEGAL, BUT LISTED FOR TWINK LEAGUE POTENTIAL/JUST FOR SHITS AND GRINS)
Accessories:
Gaia Ring: Reflect Physical/Gun innate.
Solomon Ring: Reflect Fire/Ice/Lightning/Wind, null Expel/Curse innate.
God Ring: +103 HP, +102 MP, +10 to all stats.





Items: Only usable by the MC, he has initiative when using them. Most of these are purchasable, but somewhat costly; however, items are also incredibly common drops, so... I'll list what tends to be around at endgame.

Bead: Full healing, ST. (~50)
Bead Chain: Full healing, MT. (~5)
-todo, but this is mainly it-

NARFNra

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Re: Shin Megami Tensei: Strange Journey
« Reply #2 on: September 29, 2014, 08:15:11 AM »
A minor note about Herald Dickweed: I believe that Great Lament is 100% charm non-chaos aligned targets (The MC is locked into chaos for this battle so there's no real way to check that with him).

 I've never seen it charm a chaos demon and it's had a 100% success rate on neutral and law demons in my experience.
Always wash your hands when dealing with gods. Especially some of the lesser ones.