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vilkacis
Feb 16, 2011

I'm convinced the stationary FOEs in part 4 are dirty cheating bastards. Either that or Theo is seriously ripping me off. I get that the sleep-resist accessory doesn't say "immunity" but if I'm setting my entire party up to resist a specific ailment they should not be succumbing to it all at once! Multiple times! :tizzy:

Fuckin' hell, I have Impure Reach on and I wish I had that kind of accuracy with sleep spells.

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vilkacis
Feb 16, 2011

Especially a pig.

vilkacis
Feb 16, 2011

Finally bagged me that FOE. Turns out the solution was "spam panic and reset until it loving well sticks".



Got some good armour out of it. It was... probably worth the time and effort.

vilkacis
Feb 16, 2011

I turned him into a Stagnant Air skill card. So in theory, it should be a lot easier to pull off a repeat performance... if I can get an ailment to stick in the first place.

vilkacis
Feb 16, 2011

Manatee Cannon posted:

Some of those special skills are also regular ones on personas, Junpei's sounds like it's Heroic Gemini for example. So they're maybe not as amazing as they seem, though having them as a main persona skill rather than taking up a skill card/sub persona skill slot is nice. I like the idea of the P4/P3 protag's unique skills, it fits thematically with their games.

They're improved versions of the generic skills. Junpei gets Golden Gemini which gives him a "medium" chance to act twice, whereas Heroic Gemini has a "low" chance and Chie, Yukari, and Yukiko get skills that "greatly increase" critical hit, wind, and fire damage as opposed to the generic ones which just "increase" it (and at least the elemental boosters probably stack, not sure about the crit damage boosting ones).

Edit: For the ones I actually have, Junpei has Golden Gemini as stated above, Chie has Furious Fists (upgrade to Raging Fists), Yukari gets Tornado Boost (not Wind Amp), Yukiko gets Inferno Boost, Aigis has Aegis Shield (upgraded Runic Shield), and Koromaru gets Deadly Vanguard (upgraded Bloody Vanguard). They're pretty good skills, apart from the part where the casters get shafted beacuse offensive magic is kinda poo poo compared to physical attacks.

vilkacis fucked around with this message at 18:20 on Dec 13, 2014

vilkacis
Feb 16, 2011

The Grimace posted:

The FOE monsters in the final dungeon are vicious.

Manatee Cannon posted:

If you really want to kill an FOE, make it panic. When panicked an enemy can only use basic attacks (with which it can target itself occasionally) and cannot dodge.

This, and remember that you get a free round if you run into them from the side or behind. I think pretty much every character gets a weapon that inflicts panic, even if you can't get boosted Tentrafoo on your whole party - and with 5-10 attempts before the enemy gets to move, that's a pretty good chance to lock it down.

vilkacis
Feb 16, 2011

Correct.

vilkacis
Feb 16, 2011

NinjaDebugger posted:

I have never found a demon that was able to receive Golden Link from fusion.

Yeah, Golden Link does not transfer. There are quite a few skills like that in PQ - it's much more restricted than the regular Persona titles.

The good news is that there's really no need to update sub personas until you find something that surpasses them in skills, since sacrifice fusing all those trash personas you pick up can keep early ones relevant for a long time. Just stick with Turdak/Telos until something better comes along. Cu Chulainn (lv 41) is probably the first you can get outside Turdak and Telos, and Kartikeya (53) the first who gets it along with something better than Double Link.

vilkacis
Feb 16, 2011

gannyGrabber posted:

Naoto is absolutely the most useful character. Does anyone actually not use her?

I didn't, and didn't miss her either. Naoto does nothing you can't accomplish just as well (or better) with sub-personas.

vilkacis
Feb 16, 2011

Since you can just pick whatever skills you like nowadays, it's really not hard to get both mahama/mudo, tentarafoo, and impure reach on a single sub-persona. So yeah, saying you'll be better at it than Naoto may be exaggerating, but you can quite easily have all the relevant skills on any character(s) you like.

vilkacis
Feb 16, 2011

Manatee Cannon posted:

You are severely limited in what skills you can get on someone.

Not really? Including sub and skill cards, that's ten open slots per character. It's more than enough, outside some very specific builds.

quote:

You don't have enough skill slots for cards to get everything on one person,

We're talking about four skills here, and characters can have four skill cards - so yes, you can fit them all on a single person using only cards. (Mitsuru or Yosuke only need three, since they come with Tentarafoo naturally.) Or you can spread them between cards and subs, which is probably the easiest way.

quote:

and it is not actually that easy to get four specific skills on one thing.

We'll have to agree to disagree. That aside, it only needs to be done once since you can pass along all four through triple fusions after that.

vilkacis
Feb 16, 2011

UberJumper posted:

Any tips / suggestions for actually doing consistant damage?

Don't even try to do damage in random battles. Just give P3MC (and maybe one/some of the others too) mahama/mudo and impure reach as well and spam it on everything. It's kinda boring, but, it's by far the quickest and easiest way to kill enemies vulnerable to it (so basically everything) - and if you're using them, there's no reason not to have them on multiple people.

When you do need to do damage (bosses/FOEs), keep in mind that you'll do less of it if your persona is like five levels or more behind the character using it, so level them up or replace them if that happens.

Linking is pretty great. To make full use of it though, you need the skills Golden Link and Double/Triple/etc Link, both of which are pretty rare. Turdak is the first really good persona for this, but it's level 27 and you have to beat Elizabeth's first duel quest before you can make it.

BottledBodhisvata posted:

I'm in my mid-40's and near the end of the third labyrinth. I need some panic skills, so what Personas are available to get some good panic spells for fusing?

Fortune Empusa (lv 6) or Moon Alarune (lv 39) learn Tentarafoo, which panics all enemies.

Hazdoc posted:

You can land agility bind or panic and abuse Myriad Arrows for a ton of damage.

Myriad Arrows is a long way off if he's still using subs in the teen levels.

vilkacis
Feb 16, 2011

For anyone having trouble, here are a couple of personas you can import that might help. I tried to get the levels as low as possible so they'll be cheap and available early on.



A handy collection of Mahama, Mamudo, Tentarafoo, and Impure Reach (which increases the chance of inflicting ailments, including instant death). One of these has the basic mahama/mudo, one has the improved versions; either one will make short work of random encounters. Personally, I found the basic ones did the job well enough that I never upgraded to the ma-on versions. Tentarafoo is extremely useful for anything death spells won't work on. Speaking of which...



This one is for bosses or FOEs. Myriad Arrows is incredibly powerful, and Demon's Stab makes it stronger. Dragon Cry makes you act first and boosts your attack power for three rounds, and First Star increases your damage when you attack before the enemies.

Notes:

Myriad Arrows has lovely accuracy, but if you panic the enemy first, they'll be unable to dodge and your attacks will automatically hit. This works on just about everything.

If you fuse three personas that have a total of 13 or more skills between them, you'll be able to transfer four skills - so you can quite easily pass these on to higher-level personas as the game goes on. (Personas that can learn both hama and mudo are semi-rare, but there's still a fair number of them.)

vilkacis
Feb 16, 2011

Hobgoblin2099 posted:

Sounds like I should replace Chie's Shura skills with Dragon Cry and Demon's Stab.

Shura Tensei gives you the highest damage multiplier in the game, so if you can deal with the backlash, your best bet is to stick with it. (However, it does stack with Dragon Cry if you can fit both of them on her!)

:spergin: To put it in numbers: Demon's Stab and First Star both increase damage by 20% of the base, and Dragon Cry increases it by 50%. These modifiers add together, so it's a total of 1.9 times the damage for my Yaksini (if using a piercing attack). Shura Tensei triples the damage, after any other modifications - so if you use it together with Yaksini's modifiers, it's 5,7 times the base damage. (Power Charge works the same way, but the multiplier is 2.5, IIRC. And yeah, they stack for ~15 times the normal damage. It gets very silly.) :spergin:

vilkacis
Feb 16, 2011

projecthalaxy posted:

Thanks for the personas, Vilkacis. I think I'm going to put your Raiju on P3MC and throw him in the back as more of a pure mage/designated Panic guy, whereas right now he's basically another frontline brawler like Kanji and Junpei, but with Mazio and Maragi in his back pocket. This will give me two chances a turn to end a fight with Mahamaon/Mamudoon. Maybe have him grow one and Naoto throw the other.

No problem, I'm glad they're of use!

Having 2-3 people capable of casting death spells (usually one with both, one with hama and one with mudo) was basically how I went through the game. It's hilarious, until you get to the point where you just wonder why the enemies even bother and start getting annoyed with them for trying.

vilkacis
Feb 16, 2011

Well, one heavy hitter with Power Charge and Myriad Arrows is going to murder anything dumb enough to attack you in pretty short order, so the rest doesn't really matter much. :v: (Chie gets Power Charge innately though, so not sure why you'd need a skill card there?)

Edit: If you want to minmax, though...

- Death's Scythe (greatly increase damage vs enemies with ailments, from Chernobog) is likely better than Punishment since panic is generally better than binds.

- Samarecarm and Me Patra are situational enough to replace with items. I don't see Dark Wall getting enough use to need a permanent slot either.

- Masukukaja is not needed since panic makes enemies unable to dodge and messes up their damage output anyway, and Endure seems wasted on Aigis who's very hard to kill.

- Restoring Touch is probably not worth it since enemies should die/panic before getting to inflict you with ailments. Damaging magic is pretty terrible, so Minato's Dynes could easily be replaced as well (maybe with physical elemental attacks, or stuff for linking if you want to keep him as an elemental user).

- Poison Breath is generally pointless since Panic becomes much more useful after the first dungeon.

For greatest efficiency, just give everyone Myriad Arrows (unless they have Mahakala/Yoshitsune as their sub) and as many damage-increasing abilities as they have room for. It makes the party boring and same-y, but it gets the job done faster than any other option. Making one of them a link specialist is more fun and does comparable damage, but also takes a little more effort.

vilkacis fucked around with this message at 18:20 on Feb 19, 2015

vilkacis
Feb 16, 2011

Fo' sho.





Base level ones, but that's all you need if it's just for skill card extraction.

vilkacis
Feb 16, 2011

Rangpur posted:

Old News Korner: did you know the gourds in the 4th Labyrinth have Diarhan? That is the stupidest goddamn thing. Panic/Magic bind wore off on the wrong turn? Get hosed!

The good news is, they drop Mara cards which can be skillcarded into Stagnant Air, which extends the durations of binds and ailments. So once you manage to kill a couple of FOEs in that area, Panic wearing off will never be an issue again! The only other enemy I ever saw use Diarahan was Elizabeth, and that's only because she plain cannot die before she uses it. (I sat around for like three rounds beating on a panicked Liz with 1 HP left before I realized she just wasn't going down, and then I had to wait for Panic to wear off before the battle could actually continue.)

vilkacis
Feb 16, 2011

Being naturally fast, Naoto can make a good linker (especially if you strength/mag swap her), although that takes quite a few skills to set up - Golden Link and Double (or better) Link are necessary to do decent damage, you probably want all four elemental links so you can hit weaknesses, and Power Charge/Shura Tensei/passive buffs will help as well.

vilkacis
Feb 16, 2011

In that party, I think his role is just going to be "drop Heat Riser on Kanji and Shinji, then sit back and watch the carnage".

vilkacis
Feb 16, 2011

Speaking of Aigis and Elizabeth, that scripted Diarahan lets you pull some crazy stunts.



Stacking Orgia Mode with Power Charge and Shura Tensei :catstare:

Normally that would be it, since 14000 damage is enough to one-shot any enemy in the game, but since Elizabeth just will not die, you get to see the whole link chain on top of that...



...and it's beautiful.

Entirely pointless... but beautiful.

vilkacis
Feb 16, 2011

^
Just get as Mahama and preferably also Impure Reach on as many characters as you can and spam it on everything. It even works on the FOEs in there (except the stationary ones which are basically harmless anyway). If you don't have the skills already, you can summon one of these. You absolutely do not need to grind, since instant death doesn't care about your level.

And if Theo has started selling items that reduce the encounter rate, buy like a dozen before heading in. They're not perfect, but will still save a bit of time.


Omglosser posted:

Do all those buffs apply only to regular attacks? Cuz I'd like to see that stack with Calamity Seed or something like that.

I didn't think it was worth paying actual money to slap a new coat of paint on Izanagi and don't have the specifics on the skills that come with it. Far as I can tell though, "do a thing at the end of the round" skills take up a buff slot (so you sacrifice Heat RIser or possibly Dragon Cry) and their activation is treated much like any other move, so buffs and passives that would apply to a normal attack of the same type should work for auto-activating ones as well. You'd still be losing out on a couple - Magatsunagi can't get God's Cut because it is not inheritable and First Star probably won't do anything for something that comes out last in the round, so together with losing a third of the damage-boosting buffs, there's noticeably less room for fuckery than there is for something you actively cast.

So basically it should produce some pretty nice numbers, but won't match my initial casting of Gale Link for damage, much less the subsequent activations.

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vilkacis
Feb 16, 2011

Alabaster White posted:

The best part is that you can just keep casting it every turn and it seems to make status effects go on indefinitely, giving you all the time in the world to buff up. I actually killed the final boss before the first timers ran down, and he couldn't even heal up and start his second phase.

That's either not the case, or it varies between enemies - I definitely had to re-take my attempt at max damage vs ZeusLizabeth a couple of times because she kept shrugging off Panic even when I was spamming Stagnant Air every turn after landing Tentarafoo.

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