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Persona :: New Arcana

Welcome to Persona :: New Arcana! A Persona RPG site!
 
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Welcome to New Arcana!

Welcome, Welcome! You've probably guessed by now, but this is a text-based Persona RPG site for Atlus fans, by Atlus fans. If you're new to Shin Megami Tensei, this place can still be for you, so no need to dash towards the doors! Your first stop should be the introduction board so we can introduce ourselves. Then right after that, feel free to go through our vital information to get a good feel of the site. We hope you enjoy your stay, and if you have any questions don't hesitate to post them here. Ciao!

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Current Events
Updated: 20/07/2020

**ALERT!** After a rather eventful evening at Maksim's Party, three teenagers seems to have gone missing. The doors of Vault Olympia have been breached due to a to this day unknown assailant, who sabotaged the doors locking systems, allowing demons to make entry. Thanks to the excellent defensive capabilities of the Vault's Security drones, the Attack was put to an end, and the invading monsters fled to the outside. Right now, the Doors of Vault Olympia are currently open, allowing any survivors of the fall to seek shelter within the Vault's safe halls. What Vault Security officials think of this development remains unclear as the Chief of Police and Security of Olympia refused to leave a comment. This is Rianara, of Olympia news, signing out.

The site is entering a new era as our team of mods works tirelessly on updating old and obsolete information threads and links. Over the Summer, we aim to make many changes to the forum, including writing a comprehensive beginners' guide to help new players accommodate to the combat and other rp systems in place here.

Be sure to constantly check the update thread for any changes to the boards. You can find it ->Here<-

More to come

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 Battle Guide and Rules [Updated]

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Philemon
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Join date : 2013-01-08

Battle Guide and Rules [Updated] Empty
PostSubject: Battle Guide and Rules [Updated]   Battle Guide and Rules [Updated] EmptySun Nov 08, 2015 2:44 pm

Strength of your Soul:

 As you probably speculated by now, this site's combat system is based off your character's individual stats. Like the game, your character here will have a chance to grow how you choose it. Below is the default stats your character starts off with.

HP: 50
SP: 30
PEnd: 0%
MEnd: 0%
Ppstr: 6
Pmstr: 10
Dx: 3
Lk: 2

 HP stands for Health Points. Each time you are hit, your health points will decrease. Once this hits zero, you are knocked unconscious. If you are attacked again while you are unconscious, you will die. When your health is at 10% or below, your character will start to feel fatigued.

 SP stands for Skill Points. These points directly relate to your ability to summon your Persona. Each time you summon your Persona, this number will go down. When it goes low enough to where you can't cast any skills, you won't be able to summon your Persona again. You can recover SP points with special items given out by the Velvet Room Attendants or by resting a single post. Each post you rest, you recover 5% of your total SP.

 PEnd & MEnd: Every 12 points in your HP and SP you get 2% resistance in your PEnd and MEnd. These stats are your defense stats, and the more health you get the more attacks you can take. If your numbers for this are rather high, you could literally tank through an attack and continue your own without any worry of recoil or losing your footing.

 Pmstr stands for Persona Magic Strength. This number correlates to how much damage your Persona's skills will do to your opponent if using a elemental based skill. For example, if you were to successfully land a hit on someone with a Elemental-based attack, you would cause this much damage to their HP. Personas have a max range of 5 meters from their user. They cannot go any further than this. However, for every 20 points in your Pmstr you gain an additional meter.

 Ppstr stands for Persona Physical Strength. This number correlates to how much damage your Persona's skills will do to your opponent if using a physical based skill. For example, if you were to successfully land a hit on someone with a Physical Skill-based attack, you would cause this much damage to their HP. When it comes to moving objects, the higher your PPstr the size of objects the Persona can move. Use common sense here, of course. Don't be lifting sides of buildings with only like 50 PPstr.

 Dx stands for Dexterity. This number correlates to how much damage your own Soul Bound weapon will deal to your opponent. For example, if you were to successfully land a hit on someone with your weapon, you would cause this much damage to their HP.

 Lk stands for Luck. This will determine your chances of landing a critical attack on the opponent. The staff members will be the ones to deal with this when you're in battle. The higher the number, the higher the chance to land a critical attack. ** In Player vs Shadow battles, this also translates to your chance of dodging an attack. In PvS if your luck gap widens that chance becomes higher. Every 10 luck your opponent has higher than you, you have a 10% chance to miss, starting with 10% before the luck difference is 20. Conversely, every 10 luck higher you are than the enemy, your crit chance is increased by 10% starting with 10% until the luck difference is 20. For example if your luck In Player vs Player battles, this will also determine how fast your Persona can move in combat. The higher the number over the opponent, the faster. However, if the numbers are within 20 digits of one another, then their speed will still remain on the same playing field. Basically the Lk stat swallows both the Luck and Agility stats from the actual Persona games. When it comes to your Persona's speed, it comes down to the amount of Luck stat you have. If your luck stat is high, it will be rather fast compared to other Personas and objects in the environment.

 Ranking up and Stat Increases:

NOTE - EACH RANK UP, NO MATTER THE CLASS, HP AND SP GETS AN EXTRA 15 POINTS

 Each time your Initial Persona gains a new skill, all your stats go up by 6 points. You also get 6 extra points that you can distribute between these stats. It's completely your choice on how you want to build up your character. This will be kept up to date in the Persona Compendium category on the board. More information can be found there.

 Each time your Prime Persona gains a new skill, all your stats go up by 8 points. You also get 8 extra points to distribute between your stats.

 Each time your Ultimate Persona gains a new skill, all your stats go up by 10 points. You also get 10 extra points to distribute between your stats.

 For Tainted Persona users, each time your Persona gains a new skill, your stats are boosted by 12, and you get an extra 12 points to distribute between your stats.

 For Velvet Room Attendants, each time your Persona Compendium gains a new skill, your stats are boosted by 12, and you get an extra 12 points to distribute between your stats.

 Once a Velvet Room Attendant gains their "Ultimate" Persona Compendium, each new skill it gains boosts your stats by 16, and you get an extra 16 points to distribute between your stats.

 Each time a Shadow Self gains a new skill, they receive 12 stat points in each category and an extra 12 for them to distribute however they'd like.

 Each time a Forgotten gains a new skill, they receive 12 stat points in each category and an extra 12 for them to distribute however they'd like.

For Artificial Persona users, each time your Persona gains a new skill, your stats are boosted by 12, and you get an extra 12 points to distribute between your stats.

  Weapon Types:

 Once obtaining a Persona, your character will have the ability of using one weapon of their choice that can be summoned to their hand in battle. These weapons can be almost anything, such as knives, blades, bow and arrows, etc. (No Guns unless stated otherwise!) This weapon will be your soul bound weapon and can not be switched. For Example: If you made your character choose a Rapier as their weapon of choice, then you may only use Rapier type weaponry from then on. These weapons are special, as they do damage to the soul and not the actual physical body. Each successful attack relates to Tier 1 amount of damage.

 Each weapon has a specific type of physical damage they do. There are three main types separated as:

 Pierce Damage

 Slash Damage

 Strike Damage

 ** To see Persona related skills to these damage types, click ->here<-.


  Human vs Human (PvP) Battle Rules:

 It is inevitable that players will be put in battle against Shadows and possibly other players aswell. This is why a battle system has been formed. The battles on this site can be compared to the battles seen in Persona 4: Arena. By this I mean, once you summon your Persona it will do an attack/defense before vanishing back within your subconscious or remaining stationary on the battlefield. Persona act basically as "ghosts" and cannot be used as shields to protect yourself from direct enemy attacks unless using a skill. (Such as blows from Shadows or weapon attacks from other human players, such as a knife or blade.) Attacks from a Persona also bypass real world armor (such as bullet proof vests, steel plates, etc) as it attacks the soul directly. It takes another Persona to parry an attack from a Persona, or special skills/accessories. HOWEVER; Personas can now be hit by Dex attacks and broken if too careless.

 To parry an attack from another Persona, the user would only need to summon their Persona by using a skill. If the enemy Persona was to use a physical Tier 1 skill against you, you could summon your Persona and have it do a physical Tier 1 skill aswell. By doing this, you can clash with the opposing Persona. Now since both attacks are both Tier 1, they would be equal in strength. This is excluding any bonuses the user may have in strength, however. For example, if both Persona were to launch a fire based attack, and one of the Persona have a 15% boost in fire based skills and the other does not; that Persona with the boost will over power the opposing Persona (this does not count for Mind Charge or Power Charge). This basically means their attack will go through the defense and continue on its way. If the skill is a special attack that attacks more than once, then the Persona will continue to attack that same post until it ends. If you clash with someone that is equal strength as you, you will be able to continue your attack after your first hit clashes against their own. However, if their skill strength is above your own, you will fail to break through their attack regardless of how many attacks you throw at them with one skill.

 Elemental skills clash with other elemental skills. Physical skills clash with other physical skills. However, elemental skills and physical skills do not clash with one another. Almighty Skills clash with anything, no matter the type of skill it is.

**NOTE - It is now possible for a Tier 2 to beat or clash with a Tier 3. If the total boost is the same, the Tier 2 can clash with the Tier 3. For example, a Tier 2 gets a 50% boost from Tier 1, and a Tier 3 gets a 100% boost. Now if the Tier 2 user also had an amp move that boosts the skill another 50%, then it'd be a Tier 2 skill that has a 100% boost vs a Tier 3 with the same level boost. The two skills would cancel each other out.

 In battle, only one Persona skill can be used at a time. This means only one Persona skill can be used each post. Take note, each attack used by a Persona will remove SP. If you run out of SP, you can not summon your Persona again until it fills up to an adequate amount, unless you're using physical based skills. This means if you spam heavy hitting moves, you may find yourself vulnerable towards the end. Every post you remain stationary and don't attack, you will recover 10% of your total SP.

**NOTE: When a Persona uses a skill, you may be creative on how they carry out the skill. For example: If your Persona uses Agi it does not HAVE to fire a fireball. It could bumrush someone as the fireball itself, or even do a fire punch into someone. It could even be the Persona picking you up and throwing you like a fireball (as long as it manipulates the flames so it does not burn you aswell). As long as the damage is calculated correctly, you're free to use your imagination on how the attack is performed. However, use common sense. If it's a small attack, it wouldn't be that extravagant. If it's something like a Tier 3 or 4 move, then it may destroy the surroundings and the like. Your Persona MUST use a skill to interact with the environment. If they do not, the only thing they may do is remain on standby. Even if you want them to cut a string, you need to use a skill to perform the deed. Now it can be any skill, physical or elemental, but a skill none the less.


**NOTE - A Soul Skill and a Persona Skill can be used in the same post for PvP. However only one or the other can be used in PvS per turn.

When attacking with your own weapon and not your Persona, you have the ability of attacking alot more during a post. This can range from two to four attacks per post (four if your character is faster by a skill or strength used, two/three if not), depending on the situation and how skilled your character is in combat. Of course these attacks aren't on the same scale as your Persona's and can be parried by other weapons, but they are relatively faster and don't cost a thing to use. These Soul Bound weapons perform basic Tier 1 damage at all times unless stated otherwise by an accessory or Persona skill.

**NOTE - Each Character has a Death Counter in PvP. They all start with five. The counter goes down only by Hama and Mudo skills if they hit the target. Once the counter hits zero, the next Hama and Mudo skill is a guaranteed instant kill when hit.

These skills can cause damage like the rest of the elements and can be influenced by their respective boosts and amps. If you are weak to either Hama or Mudo, the counter goes down by two. Rolling for instant kill is to be reserved for PvS scenarios.



 Human vs Human PERSONA BREAKING - IMPORTANT:

 As you can see, Human vs Human battles will be quite something. Now, it is possible for your Personas to attack one another, and there is a downside to if your Persona is successfully damaged. If your Persona takes three successful hits from the opposing party, it will break. Break simply means it will disappear back within your subconscious and need three turns to be able to be summoned again. Once those three turns are up, it would have rebuilt itself and can take another three hits (and can also be summoned again). So be careful not to put your Persona in too many dangerous situations in battle.

**Note - Alright, so just to clear some things up. Real world objects can damage characters, but it won't be based on stats. It'll be based on real damage. So let's say you take a bat to the ribs. There's a chance you can crack your ribs among other things. This is real world damage, and won't hurt your stats (soul) but your actual physical body. Anything that is not a soulbound weapon or Persona skill will do this kind of damage.

Now soulbound attacks such as skills or soulbound weapons attack the soul directly. They are infinitely stronger than environmental weapons, so if you were to take a soulbound weapon like a sword and clash it with a real world sword, it'd slice through it like bread on butter, into the enemy. However, instead of doing physical damage, it would do stat damage to the opponent. It's more powerful and can slice through real world armor, clothes, etc with ease.


**Note - Dex attacks can now also harm Personas. However, real life attacks such as Bullets,etc, will bounce off a Persona easily. Real World damage cannot and will not harm a Persona. However, for this to occur, you still must use a skill for your Persona to be active and protect you from this real world damage.

 Human vs Shadow (PvS) Battle Rules:

 Player vs Shadow battles are quite different than Player vs Player battles. Unlike in Player vs Player where the combat is close to Persona 4: Arena, these battles are more like the traditional Persona style combat. This means all your attacks are dealt to the opponent directly. This removes the ability of clashing moves and parrying altogether, which is the main fore-point of Player vs Player battles. Your ability to dodge an attack is now based on the number of your luck stat and is calculated by the Dungeon Master during battle. This form of combat relies more on strategy and less on dynamic movement.

 Unlike in PvP Phase battles, you have the option to have defending posts for these types of battles. By defend, this means you're covering your body with your soul bound weapon and bracing yourself for an attack. You can't attack these posts, but the damage you take is reduced by half. This also allows the one shielding to recover 10% SP. If you're hit by your weakness while shielding, you'll still take half damage and won't be downed your next post. If you choose to guard you cannot dodge an incoming attack nor move from your position to take an attack for someone else.

 When you hit an opponent's weakness, it not only causes them to be downed but forces them to recover their next post to attack again. This can give you a heavy opportunity for damage.

 When using an item for this phase of combat, it uses your turn up entirely. This means after you use the item, you can not continue on to attack or defend the same post. This can leave you vulnerable, so be cautious.

 You are allowed to take attacks directed at one of your allies. By pushing them out the way, you will take the full power of the attack normally, unless something says otherwise. When you take the attack for them, they are safe from the damage, but you take it all. You can only do this for attacks solely focused on that one member. That means if there is an AoE attack that attacks everyone, you can't protect them. When you are going to protect someone, simply post before them taking the hit for them, and you can still attack that same turn. You can only take an attack for an ally once per combat round, and once you do so, your position in the combat order is permanently changed to that position.

Should you be knocked out, and your allies are unable to bring you back, for a small fee of 5000 VC, you can have a fellow Cadet or the Beautiful Bandit swoop in and take you out of the dungeon.


 How Battles Work:

 Battles work on a post by post basis. For example:

 Post 1: John draws his blade and charges towards his opponent. With all his might, he swings his blade down in an attempt strike his opponent across the chest. If successful, John would attempt to follow his attack with a swift kick to his opponent's chest to create distance. If he failed, he'd attempt to pull his blade back to cover his body.

 As you see here in this combat post, our character John is initiating an attack. Now be sure to note he does not say his attacks automatically land. He is playing a "what if" scenario. This means there is a possibility that your attack might fail so it is good to use words such as "attempt" or "try", making your actions not absolute. If you auto-hit someone, you're basically god modding their character into taking damage which is not allowed here.

 Post 2: Watching John's advance upon him, Joe would cross his gauntlets across his chest in an attempt to block the oncoming attack. If this defense worked, he would immediately thrust his body forward in an attempt at headbutting his opponent down to the ground. Though a risky move, Joe took note that if he stayed close to his opponent it had the possibly of lowering the advantage of using a blade in combat.

 As you see here, Joe is responding to John's attack. Notice that the first part of his post relates to a defense against John's attack, and then goes into a counterattack if his defense works. This is fighting 101 and is rather easy. There is a honor code however. If you know, as a player, that your character should be hit, just take the hit. Please don't go into bs tangents on the subject where staff will need to get involved.

 Battles involving your Persona are very similar but have notable differences. For example:

 Post 3: With his attack blocked by Joe, John would have pulled his blade back to cover his body. With the follow up attack by his opponent, John would be pressed back. Though he was staggered, and would hit the ground, John would take this opportunity to summon his Persona. With a shattering sound, a blue mist would erupt from John's body as his Persona would appear towering behind him. Immediately pointing its blade towards Joe, John's Persona would release a small burst of lightning from its body that would be directed towards the opponent in an attempt at blasting him back. Using this attack as cover fire, John would attempt to roll back and recover his footing for his next attack. His Persona, on the other hand, would vanish once performing its attack.

 Notice in this follow up post John takes in account of the attack that has occurred. He has mentioned his own attack has failed, and thus crosses over to defense. In this post he summons his Persona to attack. Now unlike the Persona games where most skills are auto hits, the combat on this site relates more to Persona 4: Arena. This means all the attacks stem from your Persona and is literally fired off at your opponent. So instead of a thunder cloud forming over your opponent, his Persona literally fired the zio bolt from itself.

 **Note: When you use a skill, at the bottom of the post be sure to post what skill you have used in a spoiler. This is so people know what kind it is, of course.

 Determining successful Ailment Skills, Critical Hits, and Successful Hits:

 Unlike the elemental skills and physical-based skills, Ailment skills directly affect an opponent. These skills have a percentage chance of working. To determine this, you will need to use the random generator. Under the "Others" tab while posting, there will be an option called "Random." You will want to click this.

 If successful you should get an option that looks like "[rand][/rand]". Between this coding you will want to put the number "10." So it will look like "[ rand ]10[/rand]" without the spaces.

 Now by doing this, a random number will appear between 1 - 10. If your support skill has let's say, a 20% chance of being successful, in your post you will do this coding once at the end. Also, you will put two separate numbers as your guess of which the random generator will land on. If one of the numbers are correct, your attack would have worked and the status ailment would be successful. If wrong on both accounts, it failed. If you're doing it to multiple attackers, you have to do it for each of them. Have fun.

   **Note, if your chances are still something like 25, still calculate it for 20


 Now when it comes to critical hits, it goes the same way. However, this directly correlates to your luck stat, and your enemy's luck stat. You will take your opponent's luck stat and subtract it to yours. The remaining number will be the percentage chance of you getting a critical attack. When you use skills that boost this chance (rebellion for critical), that percentage will be added to your chances. It goes without saying, if you have a high luck number, you have a greater chance at getting critical hits. There will always be a 10% chance for physical attacks to be a critical no matter the situation. You simply have a much better chance if your luck stat is higher than your opponent's.

 Now for missing attacks, things are the same and a little different. This, just like your critical hits, correlate to your luck stat and your enemy's luck stat. You will take your luck stat and subtract it to your opponent's (The reverse of the critical way). Taking that number as a percentage, that will be the chance you will miss your attack. So if the product between the two numbers is something like 5%, then you have a 5% chance of missing your attack. Keep in mind that the minimum miss chance is always 10% and that miss chances still use [ rand ]10[/rand] so increments of 5% will always be lost. For this reason, Luck only comes into play when the difference is equal or greater than 20%. Agility buffs affect your Luck stat, granting bonuses or deficits to it equal to their power (for example, a Sukukaja of 30% would increase your Luck by 30 for hit and dodge calculation purposes). NOTE: Agility buffs do not affect critical chance!!!

 REMEMBER: There will ALWAYS be a 10% chance of an attack missing or a physical being a critical attack. Be sure to calculate this in your posts!!!

   The max percentage allowed for dodging an attack is 60% and for criticals it is 60%! This means it automatically caps here! Don't forget this!!!


 Numbers are a pain, amirite? You can choose to have a staff member play third party for you all if you don't want to calculate all this yourself. However, if you want to be independent than you can use this method. Just inform someone on staff if you'd like them to do it for you, however.

 These are specifically for PvS combat (though critical and ailments will be used in PvP combat aswell.)


 What happens when hit by your "Weakness" or a Critical:

 When you're hit by your weakness or a critical, you take double the damage and leave the enemy open to attack you. **If hit by your weakness or a crit in PvP you are not downed, but you will still take double damage.

Battle Guide and Rules [Updated] 28bb7v5

Once More:

Now when you hit an enemy whether with their weakness or crit them and they go into a down status, you will immediately get a second turn. You will be signified to take another action if the above graphic is posted after your post. If you were to down another enemy this turn, you would get another Once More, allowing you to attack again. It is a powerful tool to take advantage of. However, remember just because you hit a weakness or crit doesn't mean you automatically get another turn. The enemy MUST be downed. When it is the enemy's turn once again, they will re-stand and be able to attack. However, if you hit the enemy again they will be downed once more. Keep in mind enemies can get Once Mores and also cause you to be Downed so be careful.

 A downed enemy also allows the attackers to perform an "All Out Attack" which is basically everyone attacking the enemy in a brawl. The damage done will be all the Dexterity stats added up together, and then will get a 200% boost. All enemies must be downed for an All Out Attack to occur. To perform an all out attack, it only takes person's post who downed them to initiate. All Out Attack damage goes through Endurances and is considered Almighty Damage.

 For Example: If the opponent is downed by its weakness, the person on your team who downed the enemy will be able to initiate an all out attack. If everyone agrees, their single post will be used for the All out Attack, meaning he'll have everyone attack on his post. Now after his post is over, the rest of his team mates still have their own separate turns. The All out Attack only occurs for that specific person's turn who initiated it. HOWEVER - If you perform an all out attack, the enemy will no longer need to recover their footing (meaning after the All Out Attack even if before their next turn they will be able to dodge). They can not be re-downed until the next turn or if it twice by its weakness/critical after surviving the first All out Attack. This means that after being Downed they will get up on their turn and act after your Once More turns. Please remember this.

Battle Guide and Rules [Updated] 3z090F9

Baton Pass:

You have another option instead of complete advantage of downing your enemy. You can pass your Once More turn to a party member that has a Rank 2 Social Link with you. This is called Baton Pass. Each baton pass will boost the recipient's attack and recovery power by 10%. However, you may not pass to a party member that already received the pass. So this means the boost has a total up to 30% with a full party.


 What happens if I run out of HP?:

 If your HP hits zero during a battle, your character will fall unconscious for the rest of the topic. This is unless someone uses a recarm skill on them to revive them. If you are attacked again while you are unconscious, your character will die. When you're unconscious you can not defend yourself or summon your Persona. In PvS battle, it works just like the game. This being said, if you're downed in PvS battle and the enemy performs an AoE, it will not hit you.

However, when you're revived in combat, your turn is automatically pushed behind the enemy's. This means if you were KO'd and revived the next turn by your teammate, you will have to wait till all the enemies had their turns before you could post again.

 Calculating damage done based on Tier:

 As you've most likely figured out, there are different tiers of damage a Persona can perform on an opponent. This is a little guide to help you determine the damage done. All decimal numbers are too be rounded down, no matter the case.

 Tier 1 damage - This is the base damage. Whatever number that is under your Pstr section of stats will be the amount of damage this tier will cause. This goes the same if it is a soul bound weapon which will instead be marked under your Dx stat. **Note: This isn't taking in account the possible percentage buff you may have. Such as if you have fire that is 15% stronger, you need to take your base number and calculate the percentage in. If you're bad at math, just go to google and type "what's [enter percentage] of [insert stat number]". Once you get that number, add it to your stat number and that will be how strong your attack is.

 For example, if I had Pstr 10, and got a 15% buff for fire based skills. My Tier 1 fire based skill would do 11.5 damage (round this down to 11). Now it seems weak as you start off, but once you start getting accessories/inventory that raise stats, and also begin to level up, this 15% will have a larger impact.

 Tier 2 damage - When calculating your Tier 2 damage, you will take your base attack number and add 50% to it. So once again, if I have 10 as my base attack and I use a Tier 2 skill, it will do 15 damage. **Note: If you have a percentage boost for this, you will do the calculations for the actual attack first. Once getting the sum of that number (in this case 15) then you will add the percentage boost of that number. So if I had a 15% boost for something, that 15 attack would be boosted up to 22.5 damage. This is by taking 15% of 15, and adding it into 15 to get 22.5.

 Tier 3 damage - When calculating your Tier 3 damage, you will take your base attack number and add 100% to it. So basically, you are doubling the number itself. If your attack was 10, it'd be 20 when performing a Tier 3 assault. If you have a percentage boost, you will add this boost in after calculating the actual attack damage. It is the same as Tier 2 in terms of calculations.

 Tier 4 damage - When calculating your Tier 4 damage, you will take your base attack number and add 150% to it. This follows the same rules as the previous Tiers on how to calculate damage.

 Tier 5 damage - The fusion attack for your Ultimate Persona. This is the ultimate move combining not only your strengths, but the strength of the bonds you've created over time. You will take your base attack number and add 200% to it. This follows the same rules as the previous Tiers on how to calculate the damage. This fusion attack is usually compared to such moves as "The Great Seal" that has tremendous power, but also a sacrifice of something important in the end. This is the only type of Tier 5 move on this site, and only works once you've reached your full potential as a Persona user.

 **Note - If your attack becomes a decimal number, round down. ROUND DOWN ALL DECIMALS DURING YOUR EQUATION FOR THE MOST ACCURATE SUM OF DAMAGE. PLEASE REMEMBER THIS.


 Buff & Debuff Rulings and Details

There are two categories of buffs and debuffs on this site: those caused by skills such as Tarukaja and Tarunda, and the stackable ones, noted as “this buff stacks with -kaja/-kunda” in the skill effect text. All buffs not noted as stackable fall under the former, non-stackable category.

Now, how does that affect you as a player? Well, the main difference between these two groups is how they interact with each other, that is, buffs from the same group doesn’t stack up with one another and the higher value will always negate the lower one. For example, were you to cast a non-stackable Tarukaja for a 30% Attack buff on yourself and then an ally of yours casts a non-stackable Devil-boosted Tarukaja of 40% on you, the 30% one would simply disappear. However, were your ally to cast a stackable Attack buff (30%) on you, both your non-stackable Tarukaja and the new buff would apply at the same time, giving you two boosts of 30% to make use of. On top of that, the rule of 60% being the max value for buffs applies to both categories of buffs separately, meaning you could have two 60% Attack buffs active at the same time so long as one was Stackable and the other was not. The same applies for debuffs.

Note that Buffs and Debuffs are always added multiplicatively.


Buff & Debuff Interactions

Another situation where buff category is important is when dealing with debuffs. For example, if you had a 30% non-stackable Tarukaja on yourself and a 15% non-stackable Tarunda, they would be added to each other, totalling a 30-15 = 15% Attack buff. Same for Stackable ones.

Buffs and Debuffs of the same type (Attack, Defense and Agility) and same category (stackable and non-stackable) are always added additively.


Limits and Examples

You could have an Endurance stat of up to 60%, a non-stackable Defense buff of up to 60% and a stackable Defense buff of up to 60%. As a result, any damage coming your way would be reduced by 60% three times. It wouldn’t reach 0, but it would be severely lowered.

You could have a non-stackable Attack buff of 60%, a stackable Attack buff of 60% and your target could have a non-stackable Defense debuff of 60% and a stackable Defense debuff of 60%, resulting in your damage being boosted by 60% four times.


Passive Damage Boosts & Reduction

Passive damage boosts and reductions, such as from character Strengths or skills like Fire Boost, don’t count as buffs and are applied separately from them. Each instance of a damage boost (such as Fire Boost and Fire Amp) and damage reduction (such as a strength giving you 10% damage reduction and the Hanged Man Arcana giving you 10% damage reduction) are applied multiplicatively. There is no limit to how many of such effects can be active at any given time on a single character.


Status Duration

Buffs and debuffs will have a duration that will always allow for the one affected to enjoy or suffer the full 3 turns. So, for example, when casting a Tarukaja upon yourself, you would start counting its duration from 0 instead of 1, as the first turn you would be able to make use of it is on the next turn. However, if you cast it on an ally they would start counting normally. As Rakukaja effectively functions primarily on the enemy turn, it will start counting down without delay, as no turns of its effect would be wasted for the player.

Additionally, all statuses, including Ailments, expire at the start of turn. This way, Ailments cannot be looped forever on a target.


Last edited by Space Overlord Bfroger6 on Wed Oct 07, 2020 8:54 pm; edited 30 times in total (Reason for editing : Added Buff, Debuff and Status Information.)
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Battle Guide and Rules [Updated] Empty
PostSubject: Re: Battle Guide and Rules [Updated]   Battle Guide and Rules [Updated] EmptySun Nov 08, 2015 2:45 pm

Post Stalling:

If someone is purposely stalling/not posting and holding everyone else in the topic up, or haven't posted within 48 hours, they can be skipped and further excluded out of the topic. This goes for battles and social rp, as I'm not a fan of people who slow down character development.

Equipment and Equipment Slots:

If you have an item that boosts some stats once being worn, you will always add this boost on before your latent boosts.

For example: If you were to get a stat boost to health, and your latent boost gave you a boost to health. You'd calculate the health added with your item first, THEN add on the latent boost to that new number.

You can switch your equipment freely outside of battle or by spending a turn during battle. You can only equip one item per battle turn. Equipment that gives extra HP or SP will increase only the Max value of those stats if equipped during a dungeon.

Weapon: [Your equipped Soulbound Weapon. If you have an item equipped here, it will overwrite your normal Soulbound.]
Firearm: [Your equipped Firearm. If you have an item equipped here, it will overwrite your normal Firearm.]

Head: [Head wear, such as a hat or a helmet.]
Body: [Clothing covering your body, such as cloaks or suits.]
Hand: [Items equipped on the hands, such as gloves.]
Feet: [Items equipped on the feet, such as footwear.]
Accessories: [Smaller items such as glasses, a ring, a pendant, etc.]

Items such as these are usually found in dungeons. There is also a small chance a Boss or Sub-Boss may drop the item themselves.


Additional Types of Combat:

PvH (Player vs Horde): Player vs Horde combat is usually a battle that consists of a large quantity of demons and shadows. These battles still follow the PvS rules, however; AoE attacks hit twice, but targeting the Horde will result in the AoE not hitting any other enemies. The Shadows/Demons also get an additional action per turn.

Dynamic PvS (Dynamic Player vs Shadow): Dynamic Player vs Shadow are battles that consist of fighting enemies that take in the environment. This being said, to attack the enemy directly you still must take their stats in account. However, you may also use your environment to hinder or harm them. This can entail breaking a wall and causing debris to fall upon them, or the like. Depending on how you use the environment can lower their stats, making them easier to take down.

Player vs SB (Player vs Special Boss): In Player vs Special Boss phases, they will follow the same battle system as PvS with a few changes. These bosses will usually be plot bosses, but can also be bosses found in side missions aswell. Each boss in this phase will have a main stat section. However, they will also have other stats sections that fall under this that may correspond to different parts of its body. The health for these different body parts will total up to the main sections health, showing it's all falling under one initial stat. However, each of these sections may have their own defenses, weaknesses, and properties. Sometimes taking out one of these areas first will make the boss much weaker or stronger. Make sure to use support skills to learn how to counter such a threat. As long as you scan the main entity, the others will reveal themselves aswell.

Player vs Shadow Double Battle: During a Double Battle two groups of players will simultaneously face off against two sets of enemies. The first group will consist of the actively selected party and the second will be composed of the characters currently on the Alternate Cast (who won't be subject to the typical party size limitations). As mentioned before, each will face off against separate enemies, but they'll be within the same area fighting at the same time meaning that total defeat on the end of one group can lead to adverse effects or potentially even outright defeat for the other as foes are given the chance to regroup and hone in on the remaining allies. Party members may switch from one battle to another, but switching will cost them their turn as usual even if they're simply moving to the Alternate Cast's fight with no one to replace them. This kind of battle will generally be reserved for climactic events and as a result certain specifics about the way Double Battles function may vary based on the individual circumstances of the encounter and the intentions of the foes.

Player vs Shadow Skirmish: A skirmish battle is quite different from the rest. It takes place on a battlefield map where players move individually. Each player can move a certain amount of squares depending on the amount of points they have in their luck stat. For every 10 luck stat you can move a square. However, that's only for the first 50 points you have in your luck stat. After that point, it's every 20 points in your luck stat you can move a square.

To attack an enemy on the battlefield, you have to land on a square next to their own. Depending on the terrain can determine if any skills are strengthened or weakened. If you initiate the attack, you'll automatically be the first to attack, but the enemy also gets an attack back. Once that phase of combat is over, your turn will end.

So to keep it simple, each of your turns you can move and attack once. It doesn't need to be in that specific order. For example: if you're already next to an opponent you can attack them and then move.

If you attack an opponent and one of your teammates are adjacent to that same opponent, you both can attack them back to back. If your entire team surrounds an opponent, all of you attack back to back with the final teammate initiating an all out attack for heavy damage. Take advantage of this team mechanic to win this battle. Enemies can also do this, so beware.

If you're hit by your weakness and downed, you'll only miss your chance to attack the enemy back. After that turn, you'll be standing back up again.

Your starting area on the map will be the stars. Everyone will pick a single star to begin at, so your first post you can choose a star you're starting at and post your movement. You can only travel on open areas, so areas where trees are placed are barricades you cannot travel through. Also recovery skills such as media and mediarama can only be used on your allies if you're on an adjacent square to them (unless you have remote heal). It does not take an attack post, so you can heal yourself or allies and then attack still. The same goes for buff and debuff skills.

When it comes to analyze skills, you can use this any time on the battlefield and scan any enemy, no matter the location. Auto-skills will only be applicable the first three combat phases of the battle. Meaning the first three actual battle posts you have against a specific opponent. After that, they deactivate.

Forged Soul Skills

Forged Soul Skills are skills that can be performed by a person without the need of summoning/evoking their Persona. To achieve these skills, one needs to unlock all the skills for a Persona first. Once this is done, the Forged Soul Skill will be able to be created. These skills can be completely custom but keep them balanced for the sake of the site. A mod or admin will check them. Forged Soul skills are open for all.

Depending on what Persona is maxed will determine the Tier of the Skill:

Maxed Initial Persona unlocks the ability to create a Tier 2 Soul Skill

Maxed Prime (Prime Compendium) Persona unlocks the ability to create a Tier 3 Soul Skill

Maxed Ultimate (Tainted - Artificial - Shadow/Demon Weapon - Shadow Self - Ultimate Compendium)  Weapon Persona unlocks the ability to create a Tier 4 Soul Skill


Team Attacks:

Team Attacks are special attacks that can only be obtained once forming a rank four social link with another. These team attacks are custom skills that use the power of both players as one, and cause massive damage. When performing a team attack, one of the players involved will post first, doing their part of the team attack. The post after theirs will be the second person involved in the attack, and they will finish up the attack. Now even though the second player was involved in the team attack, they still are able to attack again their same post, since the team attack technically was the first player's attack their post. This means you have the chance of getting some massive damage.

Each new Persona you receive, you get to create another Team Skill with those you've social linked with. On average, you could end up with many different combinations between players. Try to stay creative.

Two Initials leveled Personas create a Tier 2 Team Attack.

Two Prime (If you gain 12 stats per rank up, you're here) leveled Personas create a Tier 3 Team Attack.

Two Ultimate (If you maxed out your class, you're here) leveled Personas create a Tier 4 Team Attack.


Tension Supports:

For the guide to Tension Supports, refer to the following link: https://newarcana.forumotion.com/t8456-tension-support-update-guide#95821


Demon Negotiation:

When in combat, you will have the opportunity to negotiate with demons. This option is only available vs regular demons you encounter, and not demons that are sub-bosses / bosses or belong to someone else. During these negotiations, you will have a series of set answers to give to the demon. Depending on what you say can either sway them to join you, or cause them to attack you more violently than before. If you are successful in your negotiations, the demon will give you the option receiving its essence, asking it for money, or asking it for an item. It is entirely your choice on what you'd like to do. Keep in mind the Demon will ignore you if you are not at least the same level as it, or if its partners are still there, they will keep you from talking to it.

When a negotiation is initiated, the player will sign into the chat below (it will be posted in the topic). The demon's name you are negotiating with will be the name the GM uses to speak to you, and you will enter the chat with your character's name. The demon will ask you questions and you will have to answer them correctly. Depending on how strong the demon is will determine how difficult it will be to sway them to your side. Please, when initiating this, only the Persona negotiating and the Player join the chat. How the chat works, if there are too many members in it at once it can cause it to glitch. So only the two people at a time unless stated otherwise.

If the Demon Negotiation goes well, the one who succeeded gets the full benefits from the demon. The rest of the party will get half of what they received. The battle automatically ends after negotiation if you gain their essence.



Code:
[u][size=24][b]Post Stalling:[/b][/size][/u]

 If someone is purposely stalling/not posting and holding everyone else in the topic up, or haven't posted within 48 hours, they can be skipped and further excluded out of the topic. This goes for battles and social rp, as I'm not a fan of people who slow down character development.

 [u][size=24][b]Regarding Stat Boosting Accessories and Equipping Items:[/b][/size][/u]

 If you have an item that boosts some stats once being worn, you will always add this boost on before your latent boosts.

 For example: If you were to get a stat boost to health, and your latent boost gave you a boost to health. You'd calculate the health added with your item first, THEN add on the latent boost to that new number.

 When it comes to equipping items that boost stats, you can only have four item types equipped at once. These item types are:

Weapon: [Items that correspond with your weapon specifically.]
Head: [Items that mostly correspond to your head wear.]
Body: [Items that mostly correspond to your clothing.]
Hand: [Items equipped on the hands, such as gloves.]
Feet: [Items equipped on the feet, such as footwear.]
Accessories: [Items that fall under none of the other categories. These could be glasses, a ring, a pendant, etc.]

 Items such as these are usually found in dungeons. There is also a small chance a Boss or Sub-Boss may drop the item themselves.


[u][size=24][b]Additional Types of Combat:[/b][/size][/u]

[b]PvH (Player vs Horde):[/b] Player vs Horde combat is usually a battle that consists of a large quantity of demons and shadows. These battles still follow the PvS rules, however; AoE attacks hit twice. The Shadows/Demons also get to attack twice in one turn aswell.

[b]Dynamic PvS (Dynamic Player vs Shadow):[/b] Dynamic Player vs Shadow are battles that consist of fighting enemies that take in the environment. This being said, to attack the enemy directly you still must take their stats in account. However, you may also use your environment to hinder or harm them. This can entail breaking a wall and causing debris to fall upon them, or the like. Depending on how you use the environment can lower their stats, making them easier to take down.

[b]Player vs SB (Player vs Special Boss):[/b] In Player vs Special Boss phases, they will follow the same battle system as PvS with a few changes. These bosses will usually be plot bosses, but can also be bosses found in side missions aswell. Each boss in this phase will have a main stat section. However, they will also have other stats sections that fall under this that may correspond to different parts of its body. The health for these different body parts will total up to the main sections health, showing it's all falling under one initial stat. However, each of these sections may have their own defenses, weaknesses, and properties. Sometimes taking out one of these areas first will make the boss much weaker or stronger. Make sure to use support skills to learn how to counter such a threat. As long as you scan the main entity, the others will reveal themselves aswell.

[b]Player vs Shadow Double Battle:[/b] During a Double Battle two groups of players will simultaneously face off against two sets of enemies. The first group will consist of the actively selected party and the second will be composed of the characters currently on the Alternate Cast (who won't be subject to the typical party size limitations). As mentioned before, each will face off against separate enemies, but they'll be within the same area fighting at the same time meaning that total defeat on the end of one group can lead to adverse effects or potentially even outright defeat for the other as foes are given the chance to regroup and hone in on the remaining allies. Party members may switch from one battle to another, but switching will cost them their turn as usual even if they're simply moving to the Alternate Cast's fight with no one to replace them. This kind of battle will generally be reserved for climactic events and as a result certain specifics about the way Double Battles function may vary based on the individual circumstances of the encounter and the intentions of the foes.

[b]Player vs Shadow Skirmish:[/b] A skirmish battle is quite different from the rest. It takes place on a battlefield map where players move individually. Each player can move a certain amount of squares depending on the amount of points they have in their luck stat. For every 10 luck stat you can move a square. However, that's only for the first 50 points you have in your luck stat. After that point, it's every 20 points in your luck stat you can move a square.

To attack an enemy on the battlefield, you have to land on a square next to their own. Depending on the terrain can determine if any skills are strengthened or weakened. If you initiate the attack, you'll automatically be the first to attack, but the enemy also gets an attack back. Once that phase of combat is over, your turn will end.

So to keep it simple, each of your turns you can move and attack once. It doesn't need to be in that specific order. For example: if you're already next to an opponent you can attack them and then move.

If you attack an opponent and one of your teammates are adjacent to that same opponent, you both can attack them back to back. If your entire team surrounds an opponent, all of you attack back to back with the final teammate initiating an all out attack for heavy damage. Take advantage of this team mechanic to win this battle. Enemies can also do this, so beware.

If you're hit by your weakness and downed, you'll only miss your chance to attack the enemy back. After that turn, you'll be standing back up again.

Your starting area on the map will be the stars. Everyone will pick a single star to begin at, so your first post you can choose a star you're starting at and post your movement. You can only travel on open areas, so areas where trees are placed are barricades you cannot travel through. Also recovery skills such as media and mediarama can only be used on your allies if you're on an adjacent square to them (unless you have remote heal). It does not take an attack post, so you can heal yourself or allies and then attack still. The same goes for buff and debuff skills.

When it comes to analyze skills, you can use this any time on the battlefield and scan any enemy, no matter the location. Auto-skills will only be applicable the first three combat phases of the battle. Meaning the first three actual battle posts you have against a specific opponent. After that, they deactivate.

[center][size=18][b]Forged Soul Skills[/b][/size][/center]

 Forged Soul Skills are skills that can be performed by a person without the need of summoning/evoking their Persona. To achieve these skills, one needs to unlock all the skills for a Persona first. Once this is done, the Forged Soul Skill will be able to be created. These skills can be completely custom but keep them balanced for the sake of the site. A mod or admin will check them. Forged Soul skills are open for all.

 Depending on what Persona is maxed will determine the Tier of the Skill:

Maxed Initial Persona unlocks the ability to create a Tier 2 Soul Skill

 Maxed Prime (Prime Compendium) Persona unlocks the ability to create a Tier 3 Soul Skill

 Maxed Ultimate (Tainted - Artificial - Shadow/Demon Weapon - Shadow Self - Ultimate Compendium)  Weapon Persona unlocks the ability to create a Tier 4 Soul Skill


[center][size=18][b]Team Attacks:[/b][/size][/center]

 Team Attacks are special attacks that can only be obtained once forming a rank four social link with another. These team attacks are custom skills that use the power of both players as one, and cause massive damage. When performing a team attack, one of the players involved will post first, doing their part of the team attack. The post after theirs will be the second person involved in the attack, and they will finish up the attack. Now even though the second player was involved in the team attack, they still are able to attack again their same post, since the team attack technically was the first player's attack their post. This means you have the chance of getting some massive damage.

 Each new Persona you receive, you get to create another Team Skill with those you've social linked with. On average, you could end up with many different combinations between players. Try to stay creative.

Two Initials leveled Personas create a Tier 2 Team Attack.

Two Prime (If you gain 12 stats per rank up, you're here) leveled Personas create a Tier 3 Team Attack.

Two Ultimate (If you maxed out your class, you're here) leveled Personas create a Tier 4 Team Attack.


[center][size=18][b]Tension Supports:[/b][/size][/center]

For the guide to Tension Supports, refer to the following link: https://newarcana.forumotion.com/t8456-tension-support-update-guide#95821


[center][size=18][b]Demon Negotiation:[/b][/size][/center]

When in combat, you will have the opportunity to negotiate with demons. This option is only available vs regular demons you encounter, and not demons that are sub-bosses / bosses or belong to someone else. During these negotiations, you will have a series of set answers to give to the demon. Depending on what you say can either sway them to join you, or cause them to attack you more violently than before. If you are successful in your negotiations, the demon will give you the option receiving its essence, asking it for money, or asking it for an item. It is entirely your choice on what you'd like to do. Keep in mind the Demon will ignore you if you are not at least the same level as it, or if its partners are still there, they will keep you from talking to it.

When a negotiation is initiated, the player will sign into the chat below (it will be posted in the topic). The demon's name you are negotiating with will be the name the GM uses to speak to you, and you will enter the chat with your character's name. The demon will ask you questions and you will have to answer them correctly. Depending on how strong the demon is will determine how difficult it will be to sway them to your side. Please, when initiating this, only the Persona negotiating and the Player join the chat. How the chat works, if there are too many members in it at once it can cause it to glitch. So only the two people at a time unless stated otherwise.

If the Demon Negotiation goes well, the one who succeeded gets the full benefits from the demon. The rest of the party will get half of what they received. The battle automatically ends after negotiation if you gain their essence.


[center]<iframe width="550" height="350" scrolling="no" src="http://widget.mibbit.com/?settings=ddb1f613a5ac015f7ff4d2abddf935b0&server=irc.Mibbit.Net%3A%2B6697&channel=%23Negotiation_test"></iframe>[/center]


Last edited by Philemon on Tue Nov 10, 2015 12:29 am; edited 1 time in total
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Battle Guide and Rules [Updated] Empty
PostSubject: Re: Battle Guide and Rules [Updated]   Battle Guide and Rules [Updated] EmptySun Nov 08, 2015 5:49 pm

Character Experience:


What is Character Experience?

Character experience correlates to your Character specifically and not their Persona. Which each battle, your character gains experience to rank up their stats. Your character will have a level, and enemies will also have a level aswell. If you succeed in defeating an enemy, you get stats based on your level, their level, their stats, the amount of party members in your party, etc. At the end of each battle, you will be given a total of stat points that will give you the possibility to grown in strength and gain more stats. However, your Persona works on a completely different set of numbers and requirements.


How to calculate your EXP:

Calculating your EXP is simple and will be listed below. To gain EXP, this only counts when you're in battle.

You will continue to add up this exp, and if it comes up to equaling or surpassing the number to rank up, you will grow in strength. It is your job to keep up to date with your EXP following these guidelines. You will keep a log of it in your compendium and link the topic where you gained the EXP for mod review when you wish to rank up.

Level - Exp Required to Next

1-10:

11-20:

21-30:

31-40:

41-50:

51-60:

61-70:

71-80:

81-90:

91-99:

This will remove the Exp option of ranking up your Persona and gaining new skills that way, and will solely be based on your own character leveling up. Each level up, regardless of class, will give you 10 points in HP and SP, with an extra 5 points to be distributed across the rest how you see fit.

After you level up, your exp towards the next rank goes back to 0, and you must work towards the next level. So this means if you hit 100 and level up and the next level is 150, you'll need to get a total of 150 for the next level up. Any points left over after leveling up will be piled towards the next rank up.


**When your Persona gains a new skill, you still get the rank up points from that aswell. These rank up points still follow what class you belong too**

Code:
[u][size=26][b]Character Experience:[/b][/size][/u]


[b][u]What is Character Experience?[/u][/b]

Character experience correlates to your Character specifically and not their Persona. Which each battle, your character gains experience to rank up their stats. Your character will have a level, and enemies will also have a level aswell. If you succeed in defeating an enemy, you get stats based on your level, their level, their stats, the amount of party members in your party, etc. At the end of each battle, you will be given a total of stat points that will give you the possibility to grown in strength and gain more stats. However, your Persona works on a completely different set of numbers and requirements.


[b][u]How to calculate your EXP:[/u][/b]

Calculating your EXP is simple and will be listed below. To gain EXP, this only counts when you're in battle.

You will continue to add up this exp, and if it comes up to equaling or surpassing the number to rank up, you will grow in strength. It is your job to keep up to date with your EXP following these guidelines. You will keep a log of it in your compendium and link the topic where you gained the EXP for mod review when you wish to rank up.

Level - Exp Required to Next

[spoiler="1-10"]Level 1 - 80
Level 2 - 240
Level 3 - 400
Level 4 - 560
Level 5 - 721
Level 6 - 882
Level 7 - 1043
Level 8 - 1205
Level 9 - 1367
Level 10 - 1530[/spoiler]

[spoiler="11-20"]Level 11 - 1694
Level 12 - 1858
Level 13 - 2024
Level 14 - 2190
Level 15 - 2357
Level 16 - 2526
Level 17 - 2696
Level 18 - 2867
Level 19 - 3039
Level 20 - 3213[/spoiler]

[spoiler="21-30"]Level 21 - 3389
Level 22 - 3566
Level 23 - 3745
Level 24 - 3926
Level 25 - 4109
Level 26 - 4294
Level 27 - 4481
Level 28 - 4671
Level 29 - 4863
Level 30 - 5057[/spoiler]

[spoiler="31-40"]Level 31 - 5254
Level 32 - 5454
Level 33 - 5657
Level 34 - 5863
Level 35 - 6072
Level 36 - 6285
Level 37 - 6501
Level 38 - 6720
Level 39 - 6944
Level 40 - 7171[/spoiler]

[spoiler="41-50"]Level 41 - 7402
Level 42 - 7638
Level 43 - 7878
Level 44 - 8123
Level 45 - 8373
Level 46 - 8628
Level 47 - 8888
Level 48 - 9153
Level 49 - 9425
Level 50 - 9702[/spoiler]

[spoiler="51-60"]Level 51 - 9985
Level 52 - 10275
Level 53 - 10572
Level 54 - 10876
Level 55 - 11187
Level 56 - 11506
Level 57 - 11833
Level 58 - 12168
Level 59 - 12512
Level 60 - 12864[/spoiler]

[spoiler="61-70"]Level 61 - 13227
Level 62 - 13599
Level 63 - 13982
Level 64 - 14375
Level 65 - 14780
Level 66 - 15196
Level 67 - 15625
Level 68 - 16066
Level 69 - 16522
Level 70 - 16991[/spoiler]

[spoiler="71-80"]Level 71 - 17475
Level 72 - 17974
Level 73 - 18490
Level 74 - 19023
Level 75 - 19574
Level 76 - 20143
Level 77 - 20732
Level 78 - 21342
Level 79 - 21974
Level 80 - 22628[/spoiler]

[spoiler="81-90"]Level 81 - 23306
Level 82 - 24010
Level 83 - 24741
Level 84 - 25500
Level 85 - 26288
Level 86 - 27108
Level 87 - 27961
Level 88 - 28849
Level 89 - 29774
Level 90 - 30739[/spoiler]

[spoiler="91-99"]Level 91 - 31745
Level 92 - 32795
Level 93 - 33892
Level 94 - 35039
Level 95 - 36238
Level 96 - 37494
Level 97 - 38810
Level 98 - 40190
Level 99 - MAX[/spoiler]

This will remove the Exp option of ranking up your Persona and gaining new skills that way, and will solely be based on your own character leveling up. Each level up, regardless of class, will give you 10 points in HP/SP (not Pend and Mend), with an extra 5 points to be distributed across the rest how you see fit.

After you level up, your exp towards the next rank goes back to 0, and you must work towards the next level. So this means if you hit 100 and level up and the next level is 150, you'll need to get a total of 150 for the next level up. Any points left over after leveling up will be piled towards the next rank up.


[b]**When your Persona gains a new skill, you still get the rank up points from that aswell. These rank up points still follow what class you belong too**[/b]
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