Alright, first off, I wanna thank Vini for their tireless work on Calculating all the stat growth from Persona Users and everyone else. The overall goal is to create an environment where all classes are in some form of equilibrium. I don't think it's possible to get this site completely balanced, and I think that's okay, to an extent. So long as we don't have anything that completely breaks the game in half, I think having a few outlier things is... for the most part, fine, so long as they don't hurt the overall experience too much. I mean, every game has this, right? (Well, except maybe games like Chess, where both players are essentially on equal footing at the start?)
I just want to preface this update with "Enjoyment" and "Flavor" in mind. In the end, if the story, and gameplay are fun to play, that's all that matters to me.
Brace yourselves. This is gonna be another long one.
Guns and Ammunition:So me and Philemon have two entirely different views on how the gun should be used. To me, the gun is less of a build-around, and more of a tool in your toolbox (Similiar to the idea of Umbral Skills.), while Philemon viewed it more as a Buildaround. While both approaches to this are fine, mixing them ultimately doesn't work as well as I initially thought, and as such, Ammunition can now be replenished Mid-Dungeon at Ammo Boxes. These are like Gas Stations for your gun. You don't have to stop by and spend a turn to grab ammo. All you have to do is walk past an Ammo Box, and you'll restore any used BASIC ammunition that you may have used. Other Ammunition Types (Such as Incendiary, Freezing or High Caliber) still require you to swing by Devah's Shop and buy more of them in case you run out. That should solve the general ammo problem.
Personas, and Miracles: Another big point of contention was how I am planning on every class to earn a Secondary Evolution to their Supernatural Power, and in doing so buffed the Persona User's Stat Gain to +12 per level.
In hindsight, this wasn't a great idea, but I think overall, streamlining all the Classes Stat gains, and similiar level up requirements for the first stage in uses, kills and so on, barring the Attendant, as they gain skills from their friends (which makes their choices rather limited). So as a Result, I am lowering all Overall Stat boosts to 8 rather than 12 on the initial stage, and I'm slowing down the Persona User's Skill Progression to match that of their peers. While I get that this removes some of the class's Slow Burn identity, in giving everyone a second stage, I felt like this was a necessary change.
So now Rank Ups grant you the following
+8 Points to PpStr, PmStr, Dex and Luck. Speed is being put on the shelf for now. HP and SP are increased by 24 Per level up, with 8 Points to distribute freely as you want. The Distributable Starting stats are 24 for all classes from here on out, until this changes.
Rogues are also getting a Class Ability Rework.
- Unstable Radiance:
Special Ability:
Ability Name: Unstable Radiance
Persona Name:
Appearance: (Do you or your Persona change appearance while Unstable Radiance is active?)
Description: Take a Swig of Shadow Essence and Bolster your persona's abilities. At the start of each turn, you get to choose a skill-type (Physical, Elemental, Healing, Enhance, or Ailment), and boost those Skills effectiveness by 30% for the next turn. Unstable Radiance Affects all allies while it's active, and this state lasts for three turns. After the Period Ends, your Persona gets overwhelmed with by Shadow Energy, mutates and goes Berserk. For the next three turns, your actions will be determined randomly by your persona, which you've temporarily lost control over, until the Berserk ends, and your persona returns to normal. This ability can only be used once per battle. It will use the following abilities below, at random, at randomly chosen targets. You cannot pick up abilities that aren't castable.
Alternate Appearance: (Do you or your Persona change appearance while your Persona is Berserking?)
Persona Berserk Skillset:
Skill 1: (Must be a Tier 1 Skill)
Skill 2: (Must be a Tier 1 Skill)
Skill 3: (Must be a Tier 2 Skill)
Skill 4: (Unlocked once unlocking your fourth skill in your original skillset; Must be Tier 2 Skill)
Skill 5: (Unlocked once unlocking your fifth skill in your original skillset; Must be a Tier 3 Skill)
Skill 6: (Unlocked once unlocking your sixth skill in your original skillset; Must be a Tier 3 Skill)
Skill 7: (Unlocked once unlocking your seventh skill in your original skillset; Must be a Tier 3 Skill)
Skill 8: (Unlocked once unlocking your eighth skill in your original skillset; Must be a Tier 4 Skill)
Why? Because with Overdose, getting a Second Persona with Access to Exo Overdose would give them access to FOUR total movesets, which in essence turned them into Budget Wild Cards, and greatly diminishes the value in having Umbral Skills at all.
So, earlier I did mention that every class is getting a Second Stage now. I might as well touch on another change that's happening with the Removal of the Ultimate Persona for PU's and ASSW's. The Miracle Skill is staying, but it is something you have to earn. Once your Prime/Mutated Persona is Maxed out, Message me, and I'll open up a Quest for you specifically to complete. Upon completing this Quest, you'll be awarded with a Miracle Skill that's tied to your character.
In case you don't know what a Miracle Skill is, think of it as a "Plot Device" ability. A Spell made specifically to give an individual a big weight in swaying the story. Usually these come with some consequences of their use, with the strongest of them all, like "The Great Seal" for instance, invokes the character's permanent death after their use. The consequences of course vary based on the Scale and Impact the skill itself has. This has been a skill type in on the site since the early days of Ueitawa, when Hibiki Nakahara Sealed the World of Limbo within himself using the Great Seal. Back then, this was an ability even Primes had access to (and I'm not even sure if a 3rd level was even conceptualized yet), so there is precadence for Primes to have this level of power on the site already.
Umbral Skill Changes:Another thing that was brought up by Vini was that a few of the Umbral Skills had some qualities about them which made them completely break the system, and is arguably the biggest mistake I made. I didn't catch these myself, but thankfully we can nip that problem in the bud right now, before it got out of hand.
The Following Skills are getting Reworked
Smoldering Touch
Whisper of Shards
Static Charge
Slipstream
Armor Fracture
Rejuvenate
Reconstruction
ChangesSmoldering Touch is being changed into: Steelskin | Increase a Target's Resistance to Physical Damage by 15% or, increase their damage with Strike attacks by 15% for 3 turns. (Chosen at pickup) | 10% HP | Umbral Skill | Tier 1 (0/20 Uses to Level Up to Tier 2 Or Lower its cost to 6% HP)
Whisper of Shards is being changed into: Distract | Lower an enemy's Luck or damage output with Physical Attacks by 15% (Chosen at Pickup) | 10% HP | Umbral Skill | Tier 1 (0/20 Uses to Level Up to Tier 2 Or Lower its cost to 6% HP)
Slipstream is being changed into: Goad | Raise your damage resistance against either slash, strike or pierce by 30% for a turn, and one enemy of your choosing has to target you. | 9 SP | Umbral Skill | Tier 1 (0/20 Uses to Level Up to Tier 2 Or Lower its cost to 5 SP)
Static Charge is being changed into: Duress | 25% chance to inflict one enemy with either Panic or Fear (chosen at pickup) | 9% HP | Umbral Skill | Tier 1 (Inflict 0/15 enemies with Fear/Panic with this skill to Level Up it up to Tier 2 Or Lower its cost to 5% HP)
And Armor Fracture is being changed into: Harrowing Scream | 25% chance to inflict one enemy with either Distress or Despair | 9% HP | Umbral Skill | Tier 1 (Inflict 0/15 enemies with Distress/Despair with this skill to Level Up it up to Tier 2 Or Lower its cost to 5% HP)
Finally, Reconstruction and Rejuvenation are being replaced with 2 Physical Skills.
Zan-Ei | Inflicts a small amount of Slash damage to a single enemy. If it crits, restore 5% of your Maximum HP | 8 SP | Tier 1 (Restore a total of 30% health with this skill to Level Up it up to Tier 2 Or Lower its cost to 5 SP)
Getsu-Ei | Inflicts a small amount of Strike damage to a single target. If it Crits, your next Physical attack will gain a 10% bonus to its damage. | 8 SP | Tier 1 (Boost 6 skills with this skill to Level Up it up to Tier 2 Or Lower its cost to 6 SP)
The Aeon Arcana is also recieving a small overhaul. Instead of Bolstering Passives, it now gives a 15% boost to Gun Damage and Gun Damage Resistance.
And I *think* That's everything I needed to cover here. The streamlining to Rank Up begins after I've posted this. Take care