BothDoorsCaresWe glued his antenna beforehand, it should be fine.
Anyways this is just me redoing this strategy with the new knowledge we have as of now (Mostly because I deleted the old version's original recording, I wanted the bit where I started spamming the skill again). Now we have a method to get all 8 Full Press Turns and in addition to that, we have the ability to reduce the amount of Press Turns used to build up the Magatsuhi Gauge (All thanks to the Virus Carriers). In theory, I can infinitely loop this as demonstrated before. However, I don't believe that aligns to the spirit of this strategy. And so, I simply casted the required Omagatoki effects to fully utilize all the built up Press Turns.
Once again, the Dagda DLC is a huge requirement. And in theory, this is doable in CoV NG. Although I did it in Godborn for obvious reasons. Fine tuning my stats to make it all use the Press Turns. I managed to land all 80 hits on The Demifiend this time around.
The Demifiend (SMT V: Vengeance, Improved Heavenly Ikuyumi Volley)BothDoorsCares2025-03-25 | We glued his antenna beforehand, it should be fine.
Anyways this is just me redoing this strategy with the new knowledge we have as of now (Mostly because I deleted the old version's original recording, I wanted the bit where I started spamming the skill again). Now we have a method to get all 8 Full Press Turns and in addition to that, we have the ability to reduce the amount of Press Turns used to build up the Magatsuhi Gauge (All thanks to the Virus Carriers). In theory, I can infinitely loop this as demonstrated before. However, I don't believe that aligns to the spirit of this strategy. And so, I simply casted the required Omagatoki effects to fully utilize all the built up Press Turns.
Once again, the Dagda DLC is a huge requirement. And in theory, this is doable in CoV NG. Although I did it in Godborn for obvious reasons. Fine tuning my stats to make it all use the Press Turns. I managed to land all 80 hits on The Demifiend this time around.Happens sometimes (P3R)BothDoorsCares2025-09-10 | Did you know that the "add one more move per turn" moves do not have perfect hit rates? Regardless of that though, these moves are just for show. Hanged Man or Nyx using Grim Transcendence and Joker here with Will of Rebellion will still have extra moves when these skills miss. It's very rare though, although I've seen it miss in all 3 instances. This is the only one I have a recording of.
Shido's Tyrant's Will has the same idea too. But I don't believe that one ever misses. Odd that it can even miss in Reload.Persona 3 Secondary Opening (Reload, Dub version)BothDoorsCares2025-09-06 | For full transparency, I honestly forgot that ATLUS did this themselves a month after the game's release when I made that older version and it's quite embarrassing. I archived that version because honestly, it was not that good overall.
I made this to compensate and make it better, but with the English dub of the game this time as I am quite certain that this was not done yet (The Western version only added subtitles as I recall it). Of course, it won't be the exact same as the one ATLUS made themselves. Because I don't have any means to remove UI elements as they do (For the 3D cutscenes, this is very apparent), and also I think some parts of it can be improved such as the way Changing Seasons was spliced up (I changed it so the chorus chains to the part of the song that doesn't have lyrics instead for a better transition). I also elected to follow the Jp version's script more than the one the original dub version had. Except for the extra two lines before Igor's little speech.
As a side note, when I was gathering the voicelines, I was decently impressed by Mitsuru's new VA because the only method that I could discern which is which is with Allegra Clark's line delivery. The voice is basically the same, made her portion of the splicing so much easier. On the other hand, Takaya's new lines had to be spliced up in such a way that it doesn't quite sound right...It's a great performance, but it made those portions not as good as I would have liked. Other than those standouts, the voicelines are, I believe, to be around 95% the same lines as they are in the original. The only change that I did is Fuuka's "I want to protect you" line being replaced by Aigis' (Fuuka's new line for that scene has her say the part about protecting Aigis a bit too quick, and I reasoned that Aigis' line about protecting the protagonist is quite iconic at this point. So I put that instead). Oh, and the protagonist's Theurgia line. Don't ask me how I got that.
In any case, I think this is something that's worthy to share and get a do-over on. I hope you find it as satisfying as I do.
I did redo the sub version too as shown here: youtu.be/oDok8ecwzKAWho needs Evokers (Persona 3 Reload)BothDoorsCares2025-08-24 | Randomly recalled clipping this part and being surprised about it. Yes, I am aware that none of the characters inherently need an evoker to summon (P3 characters only use it for efficiency purposes in lore, due to the Dark Hour's stamina debuff effect). And it's a symbolic tool for P3 in general. I just thought this would be humorous to make. I made this for editing practice without a reference, more or less.
Also, for the record, they don't call evokers just "pistols" in Jp (I believe it's romanized as shōkan, or something along those lines). Metis in particular says it often as a battle voiceline. Takaya as well, since he boasts about not needing it at all.The Reaper (Persona 5 Strikers, No items, Solo, Merciless)BothDoorsCares2025-08-11 | A lot have already done something along these lines. But I always thought that it'd be possible to do this without items and without really powerful items such as the Omnipotent Orb. Likely someone else did this already but I haven't been able to find an example with a quick skim on places.
Anyways, the strategy is quite simple. Lucifer in the game has an exclusive passive that essentially turns health drain passives into SP drain as well (Shadow of Grief). Now this passive is usually really bad since Lucifer ultimately only drains Curse skills, but Merciless mode have avenues to gain drain passive cards. I have multiple of these when recreating my Switch savefile, I essentially got a copy of each and a copy (Or more, that's the case for Drain Bless for me. Which is extra ironic because in my Switch savefile, it literally took me a week of grinding to get that card specifically). I slapped in the copies to Lucifer, essentially making him drain all magic except Ice (Which is the only one I didn't get an extra copy of). With this, I have a really easy means of getting SP. However, I am not fully immune to damage. Apart from Physical attacks (In which I highly resist thanks to my armor and Lucifer's resistances), the Reaper's Megidolaon is still quite potent. It can one shot me with a decent high roll on damage even with all buffs and debuffs active. And that's why I always check what the Reaper's going to do every now and then.
As for damage dealing, I opted to use a mix of magic and phys this time around. The main strategy against the summoned Dire Shadows is to eliminate Mithras individually, then try to summon the rest all at once while also dealing enough damage towards Eligor. Mithras is not a good target against Nuke Technicals, so I am forced to use Riot Gun against him. Him being eliminated helps for the later Dire Shadows who are super vulnerable to Nuke Technicals due to their Nuke weaknesses. It's just a matter of managing to get them in the area of effect of my magic skills, then dump them with nukes. I had to fill up my Showtime meter in order to help with this, as Showtimes drastically changes their positions in a more favorable manner. So that's why I opted to fight normally before he starts to summon Dire Shadows. It really is just a manner of time at that point, as long as I am patient and not overextend Riot Gun usage. It really helps that Magic Technical spamming gets more damage per status ailment proc in this context specifically. I think I did this optimally overall.Demiurge (Persona 5 Strikers, No items, Merciless)BothDoorsCares2025-08-11 | I had this in the backburner for months, mostly because I had to essentially recreate my savefile from the Switch version to PC. Around the time of P5S' release, I was only on consoles. And honestly expected the game to be a bit underwhelming in terms of effort. But I was pleasantly surprised by how much it worked in multiple aspects (The added characters were interesting, and all of the original OST instantly stuck with me. Not to mention that its normal gameplay managed to integrate the idea of Personas in a natural manner). It's one of my favorite spin-off they did for that reason (Although I prefer PQ, still). I managed to sink in roughly 300 hours for that version and an extra 150 hours here on PC (Luckily I have managed to be much more fortunate in grinding Drain passive cards, and have a better understanding how to grind stat incenses). And well, this is the result. I will say, I do quite like this fight on paper, but due to it being a musou, the fight lasts way too long. Especially here with its Painful Past + variant. It's quite fun the first time around, and the shift to having multiple teams that highly encourages a form of familiarity with the mechanics with all characters makes a very lasting impression. Its length bogs it down quite a bit on replays, sadly.
Honestly? I don't mind if another game like this drops. With a bit less emphasis on Persona skill spams, it can be much more interesting.Theurgia.mp4BothDoorsCares2025-06-17 | Here I explain the defining gameplay mechanic of Reload: Theurgia.
And how it has its pitfalls in terms of execution across the different members. The Personalities and Characteristics of members are tied to this mechanic so they will be mentioned as well.
In terms of the data I've shown, I honestly made this during the early morning so if mistakes are present, please let me know. However, I believe the general point I would like to show would still stand. If anyone wants to discuss all members as well, that would be lovely. Please comment about that if you wish.Infinite Loop Grind (P4G)BothDoorsCares2025-06-12 | I found this out months ago when I was randomly testing a mod and I needed EXP for a Repel All Metatron. But I can safely assure that the footage is 100% Vanilla P4G.
Remember how in the original, the most suited way to grind EXP and Money is from an enemy in Magatsu Inaba (As an example, youtu.be/M6NSgI308tE?si=4WThZMhaQnxvNAml )? And how that was patched in P4G? Well apparently it is not for the Brilliant King. It goes on and on forever unless you mess up killing the Dice enemies fast enough. If they are taken care of faster via IKs, then that would be most ideal. I would imagine a persona with Hamaon/Mudoon with boosts, Spell Master and Invigorate 2 and 3 would be the best suited persona to utilize this loop, although it is frankly useless thanks to the Golden Hands rework that this version did. However, I do find it amusing how these kinds of loops actually still exist in P4G. Seems that it always auto targets the King on Rush Mode, making it more tedious to even attempt.
Also, another enemy can do this here in Yomotsu Hirasaka as well (Divine Mother). Although likely not as worth it. This is honestly just for the novelty of an older strategy still existing in this version. Unlike the usual narrative of it being removed says.Nyx (Persona 3 Reload, Lowest Turns, Merciless)BothDoorsCares2025-05-30 | I got inspired to just pursue this idea. I didn't really make the gameplan, I simply followed CTOBN's instructions this time by the book.
Once again, I would like to define what a turn is. Usually this just means the times your entire party and the enemy act when mentioned by other players. However, I find this to not be precise enough. So I tend to call this "Set of Turns". To better pinpoint the actual number of moves done by the player, the moves done is a separate thing to count (Being the "turns" on the previously defined term). In this case, there are 15 Turns done within 4 Sets of Turns.
Essentially, all turns except one was used to attack all 14 phases of Nyx. And the only one turn was just used to buff in setup for the last turn. There is really nothing else to do to improve this. Except increasing odds.
I opted to not skip any dialogue at all because I wanted to show the cinematic nature of the fight. So, have fun hearing all of those lines. This honestly shows how phases with different HP bars is a great way to continue the momentum of fights, unlike the completely horrendous Damage Caps. Hopefully that never return.Joker Boss Fight (Persona 3 Reload: The Answer, Heartless, Base HP/SP/Stats)BothDoorsCares2025-05-01 | This is simply just me trying my hand with these set of restrictions. It's, well, pretty damn bad to even attempt. Will take you a day or two realistically speaking. Not counting the equipment grind before that either.
The ruleset I followed is simple: -No incenses are used to any of the personas of the members or even the personas Aigis are using -No Fortune/Strength cards were used on the members -No Magic Mastery -No dead members during the attempt
Anyways, I'm not really showing anything much different here. Just more efficient usage of turns and Theurgia bar buildup. Making it so none of my members ever die during the attempt. Also, looking into it more, it seems that we can get away with less specific Oracle effects here. Or not perfectly getting no ailments whatsoever. Although in the footage here, I got extremely lucky with a Frozen Mitsuru getting hit with just one hit of Akasha Arts. There's some leeway possible in general though. The most important thing is to allow the others to charge Theurgia as much as they can until we can be on Armageddon range.
Regardless though, definitely not worth it to attempt this. Never. Do. This.Jonkler.mp4BothDoorsCares2025-04-29 | Has to be the worst ATLUS Superboss of all time.Damage Cap.mp4BothDoorsCares2025-04-07 | Here I explain a problematic mechanic that is present in Persona 3 Reload. With practical examples shown.Yu Narukami wants to say somethingBothDoorsCares2025-04-06 | Well, this is the first ever dub footage in this channel. So for the handful of people that were insisting on its usage, I hope at the bottom of my heart that you are satisfied.
Anyways, yes that is JYB.The Demifiend (SMT V: Vengeance, Max Press Turns for First Player Turn Showcase)BothDoorsCares2025-03-29 | This is an idea I had out of the blue. It involves the very niche case of Yoshitsune's Innate Passive working on Retaliate/Counter dodges. While it is very much less reliable than the two set of turns setup that nets you with all eight full press turns, the fact that this is doable at the very beginning of the fight makes it appealing to attempt. Even with 2 less moves doable, this allows for the infinite loop to be done. As shown here: youtu.be/Q522aoV8GzI?feature=shared
However, in this showcase, I explored an older video of mine where I beat him in the very first Player Turn in one decisive blow. But with the improvements that the extra press turn provide and the new knowledge about this fight (Namely, Virus Carriers and Casting Impaler's Glory). Showing off that we can beat him in the first turn with excess press turns. Complete overkill.
Do keep in mind that Yoshitsune has both Counter and Retaliate. As their odds of proccing ultimately stack. Making the fact that he uses it decently reliable. The hard part is making him actually miss. And that's why he's basically at base level in this video.
Anyways, what's your thoughts about the Raidou Remaster?DMC AnimeBothDoorsCares2025-02-27 | I've been informed that this is what the DMC anime will look like.Random DMC combos (DMC 5)BothDoorsCares2025-02-21 | I just had an itch to replay any DMC game and I thought to challenge myself a bit in terms of chaining combos left and right. I'm really not all that good in this kind of stuff normally, so I am satisfied with what I can scrounge up. More than likely though, someone else have thought of these combos before me due to how relatively simple they are in DMC combo standards. But I am happy that I, at least, have the ability to do these kinds of things in the game nowadays.Messiahs in the Diamond Realm (SMT IV: Apocalypse, Apocalypse Mode)BothDoorsCares2025-01-18 | Well, I wrapped up the game. So, I tried to do every DLC afterwards. With this being last. More or less, I did the Twisted Tokyo gauntlet until I got tired from it. I did get some good items from it though, even though I didn't manage to "finish" it. The Phasing Staff I got from Matador is really good though, so I don't really regret doing it. Alongside with the numerous amounts of Battle Plans I managed to muster. So, I might be a tad too strong for this DLC.
I boosted my Head and Pants armor for some extra stats with all the Armor Boosting kits I have. I'm quite surprised that the Ag given is that many, it seems that it's redundant to put Ag at all in this game if you don't mind using Armor Boosts. So, I think it was a great decision on my end to never put Ag on the protagonist the entire game because of that. Although I do still largely prefer the protagonist going last in the turn order.
This DLC is really just a reason to have fanservice for veterans of the series. Although a good number more than likely do not like the implications created by this. But begrudgingly like the boss fight associated with it. Personally, I quite like it. It's a nice little treat for ending the game for me. Being able to play with all the protagonists that I've played as over the years and all, I'm happy with the experience.Final Boss (SMT IV: Apocalypse, Apocalypse Mode)BothDoorsCares2025-01-10 | Been replaying this game for a bit, started a savefile with a physical build to get a fresh experience. I'm impressed, my opinion towards this game's balance aged pretty well, I would say. Same goes for how pitiful it is to get Macca too, sadly...
I didn't really have any restrictions with the playthrough, it's just a casual one. So there's really nothing here that's not already shown years beforehand. But I am glad that I can finally record things appropriately. Although the editing is rough around the edges...
I quite like this boss fight's gameplay design, although admittedly it is somewhat worse for phys builds. However, it's ridiculous how insane my damage can be even without a weakness open. I practically have phys pleroma + high phys pleroma due to my equipment, which helps a lot. Although I believe that this is somewhat easier to achieve for a mage with one element as its focus. Using multi-hit magic for damage. Even still, as shown, going full force for phys is quite reliable. It is fun to have a different experience with this game in general. I appreciate what ATLUS managed to create on the gameplay side of things even more.
I had the Siegfried armor on, knowing by experience that Phys Repel shuts down the boss' turn more often than not. I would say it's a great investment, even towards the DLC bosses later. Which I haven't done at all yet in this save haha...
It'll be a fun time, I'm quite sure it would be around the same difficulty as this fight.Bullying Enlil (Persona Q2, Risky Mode)BothDoorsCares2024-12-29 | Here I just used my other 4 characters that I minmaxed. There's really not much to say about this, a lot of the characters I use have specific roles and I simply cycle through who to use based on what I want. Here, Mitsuru's the strongest hitting member I have (Assuming she can strike a Weakness) and Makoto is not far behind (I do find it hilarious that Makoto gets her special passive in Reload years later, in hindsight). Aigis and Yu have the same function with spamming phys and the sub-personas are interchangeable. This Trumpeter is geared towards max damage since this is the only one I intentionally gave Marakunda (In this game, Rakunda/Marakunda/Debilitate and any other buff or debuff can stack as long as it is 3 distinct types). Akechi and Naoto are full fledged supports with ailments. With Akechi leaning towards Phys spam while Naoto uses Magic. The remaining three are very distinct in their roles. Shinjiro is made to be the strongest tank possible. I have the P3 female protagonist here doing Link skills and lastly, Ren's here to be versatile between being a support/tank/phys user.
I elected to just use whatever sub-persona is more thematically fitting in my head here. Hence, a Parvati with Nucleostrike Link to compliment Shiva with Psycho Blast (As a reference to the fusion spell in P3. I have also done this to Lucifer/Satan for similar reasons). So you can see some cool ideas with what sub-personas the characters use in this video (Except for Ren, Huang Di's just really damn good in this game).
As a bonus, I wanted to showcase obtaining 16 Link procs in a single turn. Luckily, Enlil here have HP tresholds to be able to showcase this. In theory, replacing Double Link with First Star would do more damage, but I think taking the extra hit is much more hilarious. Besides, this is way more than overkill.Velvet Room Attendants (Persona Q2, Risky Mode, Joker Only)BothDoorsCares2024-12-28 | Well I got my hands on a 3DS that I can install homebrew in now, so I started dumping all my available carts, savefiles, and whatnot. I've had this savefile on the cartridge for over 3 years and I'm simply using it now. Since I don't have a capture card, I just used Citra to record just for this occasion.
I have a complicated relationship with this game. Mostly because of how buggy it is in gameplay, how the changes in its pacing made it feel worse than its predecessor, and general gameplay changes muddied the experience for me. But it does have some redeeming qualities. Its OST is one of the best in the franchise, the fun callbacks that you notice if you're a veteran at these games, the fun interactions that you see (while flawed in many cases, can still be appreciated). So I did get invested in it at the time of release (Especially due to how I love PQ, I still prefer PQ to this day).
Anyways, due to this investment, I sought to do one unique thing on this game years ago. I studied one of the bugs in the game involving stat reverse accessories. The gist of it is that if a character has a stat reverse accessory on level up, the allocation of the stats does not go to its intended location. Where it goes flip in respect to the type of stat reverse accessory the character has (As an example, if a character is going to gain +2 St and +1 Ma when leveling up and they have an St-Ma reverse accessory equipped, the +2 will instead go to Ma and the +1 goes to St). I sought to maximize this effect by effectively playing the game from scratch while trying to maintain the members that I want to minmax as low level as possible. So I can reap the results the best. I have tested that it is not a cosmetic change as well.
This resulted to a 200+ hour playthrough where I keep encountering edge cases where the minmax stats reverts to its intended allocation. Namely, evolving the persona of the member, and redoing the last sooty film fight with Elizabeth (This applies to Wildcards only, however). More or less, I went insane because of the multiple times I had to restart due to reverting stats. And keep in mind, I did this to 9 members. So that did leave a very sour taste in my mouth when I was done.
But as a result, you can see some really insane stat allocation to those 9 members. Although I only showed the Wildcards in this video, you get the idea (The other four are Akechi, Mitsuru, Shinjiro, and Naoto). For Ren here, the best part is honestly the 99 En complimenting his tanky resistances. That's really the only advantage I got from doing this solo fight with these minmax stats (The strategy is 100% the same as shown here: youtu.be/XSgoPuguPB0?feature=shared). While the stat allocation is due to a bug, I think I earned to call this a completely legitimate clear of the solo version of this fight. Because God knows how much I suffered in those 200+ hours of reallocating, grinding, reverting and retrying. And anyone can do this with their own copy if they're dedicated enough (I taught this bug to a handful of people and they have managed to replicate my method perfectly).
As a bonus, I also did the Reaper fight in one turn. Using a Wildcard team. This game really allows you to create your own fanservice sometimes (Getting both P3 protagonists to die there was 1000% intentional for a reason). But anyways, it's odd to say but this video's technically nearly 5 years in the making. Time sure flies. And it was fun.
Happy New Year.The Demifiend (SMT V: Vengeance, Level 999 EVT, Arioch Adversity Strategy)BothDoorsCares2024-12-02 | Here I've been encouraged to look for a way to beat the level 999 version of this fight without any Strategize usage whatsoever. As expected, it's another Arioch strategy. However, I believe this is much more interesting to see, as it requires quite a lot of AI manipulation. Taking advantage of the first moves of everyone on The Demifiend's party being mostly predetermined (They seem to have a set pool of skills to use, and luckily almost none of it contains anything that will impede this strategy all that much from what I'm seeing). All of this culminates into safe Press Turn generation that's just enough to get a clear.
Oddly enough, this basically only works as shown on higher levels of the Elite Virtual Trainer since I need Mastema to die at some point. But that's easily remedied by using a base Mastema for the lower levels and going up from there. The main takeaway is he needs to be killed from the Javelin Rain and the Titanomachia. Tweaking Endure/Enduring Soul along the way. But for this level 999 version, he basically needs to have 999 Vi, low Lu and those two passives (Since his repels are still quite important for shutting down Trumpeter, who becomes more of a nuisance on higher levels).
Arioch definitely needs to be at only 1 HP in this. Since the damage he does just squeezes into being a possible clear. If you get low rolls in your hits, there's a possibility that the damage dealt would not be enough. And this margin gets worse, the more HP he has. But of course, just getting low HP at the start is really not all that feasible thanks to Mother Harlot. So the devised idea is to get him to 1 HP via Trumpeter. And Yoshitsune/Mastema facilitates this by repelling or draining all the 4 elemental magic. And hopefully it gets Arioch to proc his Endure while being safe. Switch him out for later and that's that. I believe you need some 28K on average to get a confirmed kill with this.
Dis requires Repel Phys for the setup. She can be a fully built support as well to make things easier. I also used her essence for the MC because of its great resistance and more importantly, her Null Seal. You can use any Beast demon or even an UMA demon for your Adversity user. But it requires that it Repels Phys and has a Taunt skill. The only thing to keep in mind is it needs to not be used in the entirety of the boss rush until The Demifiend. As apparently, The Demifiend's AI would recall the resistances of the demons used in the previous bosses. This makes it so he has no qualms hitting your Beast/UMA demon with phys for the setup. The Taunt just makes it more consistent. Nuwa just needs to Resist Phys/Endure/Enduring Soul and be pretty in the party, more or less. That's really all that is needed.
I'm quite happy with this. The part about the AI knowing demon resistances used in the previous fights made me completely waste my time. So, while frustrating, I'm glad that this works just as I imagined it after knowing. While not perfectly consistent (Unless done specifically when the 4 human guest characters join the party in CoV), I believe it's consistent enough with so little to actually set up for because of the lower number of needed demons. And quite quick as well. Ranging from 12 to 18 minutes.Satan (SMT V: Vengeance, Hard Mode, NG, Arioch Adversity Strategy)BothDoorsCares2024-11-29 | I was encouraged to look into beating this fight without the usage of Luminiscent Mirage, Paraselene Blur, and Omagatoki: Strategize. And this is essentially what I came up with. Just complete domination within 4 set of turns.
The MC is built to deal with Titania because her Dekunda is worrying to deal with. As such, this is really only the case where you prefer Satan eating Hariti. With that in mind, everyone else is built towards resisting Hariti's ailments. And the Beelzebub essence used is to get null Sleep/Mirage as that is the most common ailment she uses. However, I believe an Alilat essence would fare better due to the lack of a fire weakness. Whatever Beast demon is used must be sure to die to Satan's Adversity. All it really needs is an ailment skill, whatever type it may be. In order to load up Arioch's attacks even further. I also had Demifiend in there in my stock out cold to help with Avenger.
Arioch here only had Battle Sutras. All the stats came from Warrior's Conception, Prayer of (Stat), and level ups. In theory, his St could be way lower as he has 9 turns to hit Satan with Figment Slash (I only wasted 2 of them attacking with the MC for style). But in practice, all of the hits done could be done by Arioch. My build here would only need 7 hits to completely curbstomp Satan.
As for variations, Titania could go for Dekunda as her first move. This is manageable, but Dis would only be able to apply Marakunda 2x here. Making the Figment Slash spam a tad less reliable. Hariti can hit members with sleep, but Satan could remove it with Megidolaon. If not removed, the second set of turns has more than enough available moves to remove it with ailment removals. But other than that, every other case would be smooth sailing.
Hopefully this can be an appealing alternative compared to Strategize strategies.Infinite Loop Guide (SMT V: Vengeance, The Demifiend)BothDoorsCares2024-11-18 | So here's me trying to explain how to do that hilarious infinite loop in full detail for the Demifiend version of the fight. This one's nearly 100% consistent (Unlike Satan's, very inconsistent). Mostly due to the setup always working apart from Nahobeeho not conserving Magatsuhi enough. The setup to get 8 whole Press Turns always occur 100% as well. So the only thing stopping a player from emulating this is their patience setting the needed demons and actually menuing this entire thing. This is, by all accounts, doable in any version of this fight. Even in NG, although that'd be unironically be harder to setup for in comparison to Godborn.
I have shown every possible way to mess up while doing this loop that can be salvageable, I believe. So all the little edge cases that can be ran into is accounted for. That's mostly what takes up the video length. I also show how to cast certain skills in full detail (Impaler's Glory and Omagatoki: Potential). Since these are special cases that are differently casted.
The footage used is distinct from the previous upload. I wanted to redeem myself and get to hit the damage cap using this Preta. And so, I grinded this attempt for 4 hours to be certain that I get it. And yeah, I did. It's hilarious. I'm just not sure if I can say it's worth it though. But anyways, I hope this can be informative.The Demifiend (SMT V: Vengeance, Level 999 EVT, Base Preta One Shot)BothDoorsCares2024-11-17 | Done in Level 999 Elite Virtual Trainer. So I suppose this is one of the first attempts to complete this version.
I guess I got addicted to doing an infinite loop that I tried my hand to doing these low level demons doing the job. Anyways, with recent developments, the optimization for getting 8 press turns, farming magatsuhi gauge, and how to get many magatsuhi skills at once (such as Impaler's Glory) have been explored so much to the point that doing this loop specifically is legitimately one of the most consistent methods to get through higher levels of Challenge Mode for this Boss Rush. In theory, all that is done is doable without the need of Challenge Mode as well (If you want to do it on Godborn Demifiend, for example). The possibility are endless.
I believe I messed up and forgot to move my St to Ma, so my Aramasa does more damage than is recommended. This is really only important for the Low Level demons if you're aiming for damage cap per hit, as you can see. So this attempt can definitely be improved. Although that also means taking roughly an hour more farming hit count. Omagatoki: Potential being bugged is also a problem that I initially thought to not even bother with. However, in hindsight, I could have definitely casted it on the Preta and hit damage cap that way. And it really won't be difficult. Anyone that would subsequently attempt this can definitely utilize these two to their full advantage.
And again, I have shown how I got through the first 3 fights on this. And I also turned on normal animation speed for the start of the Demifiend fight to show how the setup works. All builds used at the start. I don't really expect anyone to watch this in full, but I do hope it gets anyone that played Nocturne a chuckle or two.The Demifiend (SMT V: Vengeance, Infinite Loop Strategy)BothDoorsCares2024-11-13 | Now it's longer and more hilarious.
Anyways this is just the adaptation of the previously showcased Infinite Loop Strategy that's done to Satan. As this strategy works in essentially any fight where there is a method for your demons to sacrifice themselves. In terms of the quirks of doing this on this fight, you can't have 4 revives to refill with Archangels in this one. Or for any one that's not Satan (Since in that one, the act of trying to cast an ailment gives 2% on top of the 17% that happens when they are sacrificed). I also tried to use Preta to kill him in this one, but I'm unable to do so. So Dagda had to finish the job. But I did manage to cast 16 Magatsuhi skills on this one. Although, I had to cut Impaler's Glory as the way to sacrifice demons here requires hitting a repel. So I used Omagatoki: Pierce instead.
The setup is quite simple here, but it does require having Nuwa and Baal with low HP when summoned. As I observed that Cu Chulainn does not like casting Debilitate when everyone has high HP. And the protagonist having a weakness is important too. As Cu Chulainn always casts Titanomachia as his first move period. In theory, you could have Mastema fish for a critical instead and get an extra press turn that way, but it is not really necessary.
I casted Luminiscent Mirage there without much reason to do so. I was just using random moves there. But as you can see, it would still work. And the best part is it doesn't require Challenge Mode to try out (Although that is a preferable target if we're talking about how much HP you can play around with). And there is a lot more leniency to the types of demons you can bring as fodders, so this fight is potentially better at stacking many more effects all at once.Satan Boss Fight (SMT V: Vengeance, Infinite Loop Strategy)BothDoorsCares2024-11-11 | Yeah this is quite..long.
Anyways, this is technically applicable to any fight that can be repelled off of (Like Demifiend, for example). But the setup will vary per case. The requirements are basically just having the setup demons for extra press turns and fodders. All in your 24 demon stock. Alongside enablers like Dagda and Danu with Nahobeeho. So choosing what you need to bring or not is an important part of doing this. And, well, paying DLC....
Being on challenge mode is a requirement because of how helpful the extra press turn on the enemy's side is. So you'll see me fight through the first 3 bosses first.
The way to get all 8 press turns got revised over time, leading to this 8 full press turns setup made by CTOBN. I'm quite impressed by it, honestly. The possibilities are endless with enough press turns.
As you accumulate more Omagatoki effects, building Magatsuhi becomes much easier. That being said though, it is important to get the effects that makes the loop more sustainable first. Something along the lines of Omagatoki: Free comes to mind with that.
In later stages, when you have all the effects you want, you can already hit him and he'd die to basically any attack. But you can, in theory, loop hit count to continue stacking damage using Shining Dragon Scales. And that skill supposedly have no cap. So yeah...this will allow some of the most absurd one hit kills ever. The most extremes can be done given enough time. And I think someone will actually do it. I'd like to see that.Joker Boss Fight (Persona 3 Reload: The Answer, Heartless, Armageddonless, Lowest Set of Turns)BothDoorsCares2024-10-23 | Ok I said Nine Turns was the limit before but this idea to squeeze one more turn came to me in a dream. Now it is fully Eight turns now. All moves used up. As such, that video's unlisted now.
Although this is completely inconsistent compared to before. Requiring some perfect moves on Joker's part. Notably, the usage of Ice specifically with Satan on turn 7. And getting Mitsuru and Akihiko down'd from here and Attis on turn 8. Also, some somewhat perfect Oracle effects on specific times of use. Although I will say, it is technically not worse than 4 turns Oracle RNG since there's some other ways to get through depending on the situation.
Even still, if the attempt fails, the victory is still mostly guaranteed. I think I am comfortable with burying this down for good. Still one of the worst ATLUS superboss I have ever had the displeasure to fight.Monad Chambers Compilation (Persona 3 Reload: The Answer)BothDoorsCares2024-10-19 | Probably just something to cap off this playthrough. The designs of the fights here are quite distinct compared to the rest of the game. You get to see an enemy with Endures for the first time ever on a regular boss. Or regens with the tankiest HP bar ever. Something along those lines. So you can truly play around with it. And I like that, I wish the game in general is closer to the fights here. Although I can see many people not liking that idea. All the BGM used are modded in in some form or another.
Also that Joker fight at the end is just me trying to optimize Armageddonless as much as possible. I think that's about it for optimization. Unless I switched Akihiko using Masukukaja with just attacking. That's about it for this game, I believe.Joker Boss Fight (Persona 3 Reload: The Answer, Heartless, Armageddonless)BothDoorsCares2024-10-14 | Well, that was way easier than the first one. There's really not much big RNG present towards this way of beating the fight. Only knowing the counterplay towards the situations that can arise. I mainly used Oracle for Theurgia building only, for the most part. I think the main challenge is lining up everything perfectly after his Will Of Rebellion usage. But as you can see, even with "bad" Oracle effects, it is very much doable. I have some turns to spare as well to deal some extra damage.
This is all thanks to Herb Seeds. Giving me Concentrate items without question. I noticed immediately that anybody else trying this fight in this manner do not use them at all. But instead, relying on Fuuka's Oracle RNG for charges. Very unreliable, and forcing them to use Theurgia without charge active. But as you can see here, one can do this fight easily with these herbs. Even with less than favorable luck.
This fight is really not all that hard, it's just very monotone and does not inspire any sort of creativity in being tackled.Joker Boss Fight (Persona 3 Reload: The Answer, Heartless, 4 Turns No DLC)BothDoorsCares2024-10-13 | This fight doesn't seem all that fun to even attempt casually. With the most baffling restrictions stacked on top of another, there is little to no room to innovate. But I think I'll look into it even more later on. I have no hopes for something new, however. I am disappointed by this. I was hoping Margaret's fight from P3P would be added in as the boss fight. Which I believe to be the most fun Persona superboss fight of all time. Or at least how that fight works.
Anyways, I just really followed the 4 turns no DLC version of this fight. Without much done different. Apart from using Debilitate instead of Matarukaja for the first move, I suppose. And this thing's margin for error is quite high, RNG from Ren's AI, Fuuka's Oracle and the damage roll RNG of the attacks done. The grind to even attempt this is probably the worst part. To whomever designed this boss fight, I really do not agree with this thing's design. As it isn't even that hard, just simply tedious to do or even attempt.
Even in the spectacle of a Joker boss fight, this fight falters. Ren's persona stock is all over the place to fit these arbitrary and nonsensical rules placed. And the personas used does not indicate anything. Perhaps a theme could have been done, like a more demonic stock that utilizes Lucifer and Satan heavily. But no, there's nothing about the stock to indicate anything other than skills used and these extremely altered resistances unlike, say, Margaret with a different set of personas per phase. I think that's the main problem of it, all of the rules to follow are not clear at all without anyone datamining AI behavior. Unlike the previous superboss fights.
I hope this is not going to be the precedent of Persona superboss designs later on. I really hope not. I am truly disappointed by this fight.
Edit: Upon further inspection, it seems that using Agidyne with Junpei on the Third turn instead of Torrent Shot is a better move to add consistent damage, reducing the margins needed. However, this is best done only on the no DLC version of this strategy. As doing too much damage on the DLC version is a possibility. That should be the most optimized 4 turns no DLC strategy possible to this fight.Final Boss (Persona 3 Reload: The Answer, Heartless)BothDoorsCares2024-09-24 | This boss fight seems to have shifting resistances this time around. While it is easy to simply beat up, I must commend the design of this boss. This is way better than the old version, it keeps everyone engaged and if done on level, they can't die to a single Theurgia at the very least. There is an element of Theurgia bar management that other bosses inherently lack that I like. Although I wish it'd be actually harder in practice.
This is the very first attempt that I did so I do some very stupid moves here and there such as the lack of scanning. I was expecting it'd be almost 1:1 with the FES version but way easier. So I am pleasantly surprised. This might be the only fight that I vastly prefer the Reload version in comparison to the previous one.Colosseo Purgatorio Compilation (Persona 3 Reload: The Answer, Heartless, No Theurgia)BothDoorsCares2024-09-22 | Well they increased the HP from 2000 to 5000. But since Theurgia does way more damage than that, it doesn't matter all that much anyways.
These fights are a highlight of The Answer for me. But I am disappointed of them in FES due to them being quite easy. Reload seems to have tried to change this a bit with the HP increase and the skillsets, but I don't think they did a terrific job at it. if I just use my Shiva, they would be completely melted by Justice. And without even that, this Melchizedek I made can do the job efficiently as well. Also, they seem to have removed the Vulnerability mechanic on this fight (If it were like FES, the weaknesses of the characters would deal more damage to them if used). Which I am massively disappointed about. Overall, it's fine but I can't exactly say I prefer one or the other on the gameplay department. I tried to be a tad more thematic here, by making Aigis passive at first but more and more aggressive on the next fights. Although I completely melted them regardless, I believe they are all equal in terms of difficulty.
I will say this though, I quite like the reframing of the story here in comparison to FES. They slightly changed some events pertaining to their perceived threat to Aigis' life. Instead of revealing this concern to the other members before the fights, they changed it to after all of it. Making the members unaware of this possibility and as such, they do not look like they're fine with possibly killing Aigis during these fights unlike before. I have heard many people complain about this portion of the game due to perceived changes between FES and here localization wise, although I believe this is not the exact case. It seems that they simply reframed and added new scenes in general. And as such, these changes apply in Jp as well. Personally speaking, I quite prefer this. Since the motivation of every pair is much more clear, and the subtle change involving their concerns with Aigis' life made SEES not look like they're fine killing her unlike before. Although that unnecessary flashback scene to Yukari's words is very much not required at all.??? Fight (Persona 3 Reload: The Answer, Heartless, Solo, Weapons only)BothDoorsCares2024-09-17 | I must say, they attempted to at least make it AFK resistant this time. But it's still possible.
??? has the special gimmick of being able to switch into the reverse versions of the cast's personas except Metis (Yay Persona 2 reference). In a solo setting, this means he can't switch out of Athena at all. This is easy to exploit in FES beforehand. As you only need to get Repel Wind from Garuda and Null Slash/Pierce from Abaddon and fuse it into Rangda to win by doing absolutely nothing. But here in Reload, Garudyne is replaced by Megidola. Even if it wasn't, Repel Wind is moved to Satan instead. So the exact strategy as before cannot work anymore.
However, they also simplified the fight in many ways. ??? can only use Pierce moves with Athena now, instead of being able to use all three types of Physical damage. Meaning, you only need Drain Pierce to make light work of the fight since it would hard counter the damage Megidola does. While the lack of God's Hand and Garudyne completely neutered our ways to kill him with repels, they also introduced weapons with Pierce effect. Since Reverse Athena normally nulls Pierce skills, this is the only way to deal damage with the given restriction. They also introduced Critical Rate Amp. A passive that would quadruple the base critical rate (5% + 15%) to make criticals more consistent with the weapon. However, I did not have it during this fight.
The used weapon is an Elizabeth Request item and the Regenerate Passives are from Mayoido. With Drain Pierce coming from Michael at level 75 And the Pierce Boost/Amps are from Rank 5/Queen cards respectively. And lastly, Single-Target Boost being available from Jack cards. So you can definitely do this at level 70 at the latest. This is still RNG-based, however. There are moments where he will just use Megidola multiple times without question. So, that is a point of failure in comparison to the FES version. Still quite disappointing though.The Demifiend (SMT V: Vengeance, Godborn Hard Mode, Heavenly Ikuyumi Volley)BothDoorsCares2024-08-17 | (OUTDATED) (Improved version here: youtu.be/a-VaNq3VJvQ?feature=shared)
Hopefully his antenna doesn't fall off.
Anyways this is a showcase of how to get maximum press turns to this fight. And one of the possible ways to utilize all of it. At this point this is just done for the sake of it, really. And yes, 8 press turns is the hard limit. And there doesn't seem to be a method to get the last one to be a full press turn, sadly.
This does have RNG involved. One needs to get Debilitate at least once from Cerberus/Cu Chulainn/Girimekhala in order for Baal's innate passive to proc. And Nahobeeho saving up some Magatsuhi as well. But other than that, it should be easily replicable. Just have to use Mastema and make him hit himself with a fire move, Nuwa taunting to guarantee her innate passive proccing, switch in Yoshitsune to waste turns, and managing the Magatsuhi gauge to get a three turn kill (Although if the three did not use Debilitate at all, one can simply try again). This definitely requires DLC because of Dana's Wisdom, making the volley possible in the first place. Although I do find it hilarious that this move seems to be underutilized overall.
I used Heavenly Ikuyumi instead of Murakumo due to the former being weaker than the latter in thi particular instance. My stats are a tad too much and this is the lowest I managed to get it with my current save. Even still, the results speak for itself. This is quite possibly the funniest method to beat this boss.The Demifiend (SMT V: Vengeance, Hard Mode, NG CoV, Consistent Paraselene Blur strategy)BothDoorsCares2024-07-31 | I was requested to look into a more consistent method to beat this specific boss in some form or another. And this is basically what I got. A way to defeat him within 3 sets of turns consistently.
I generally went through the idea within the video itself. Baal being an elec build is encouraged, needing Norn and Dis specifically, any Vile demon will work. And stuff like that. But there are some edge cases that I can't show off in one run that I will talk about here.
Firstly, not missing at the first set of turns. This is simple, just use the rest of the press turns to guard for some Magatsuhi. Preferably on Norn and Dis.
Secondly, the Demifiend Sealing himself. If this occurs, some damage is guaranteed on the protagonist because the turn doesn't end immediately. But seeing that moves are stalled in the second set of turns, this can be used to use a Bead/Bead Chain when necessary. This contingency is also done if the Demifiend doesn't hit Norn with Deadly Fury for whatever reason.
Thirdly, Cu Chulainn and Girimekhala both using Debilitate. A simple fix is simply summoning Mithras to be neutral and casting Luster Candy twice using Norn. And continue as normal. Excess press turns will be expended in this scenario. An even better idea is summoning Amanozako then Mithras in this case. However, the excess press turns mentioned do not make Amanozako a requirement.
And lastly, Pixie in the third set of turns can use Luster Candy instead of Mazandyne. If this occurs, do not worry. As simply doing Debilitate with Norn twice will do the trick. The excess press turns you see in the video will be expended in this case as well.
So basically, these are the contingencies that need to be kept in mind when following this strategy. Good luck.The Demifiend (SMT V: Vengeance, Godborn Hard Mode, One Set of Turns, One Hit)BothDoorsCares2024-07-28 | Now fusing some 40+ demons pays off now.
As the title says, it seems to be more than possible to do. A single hit that will completely delete his HP bar. A little disclaimer here is that "One Hit" refers to being able to do a finishing blow that is way past his max HP (Since I do technically hit him 9 times with Critical Wave during setup)
The main idea is being able to stack three magatsuhi effects within the set of turns. Normally this would be next to impossible due to amount of turns and the amount of magatsuhi being farmed from sacrifices not being enough. However, the game provides some avenues to increase both, making this strategy possible.
Mastema and Nuwa both working together at the start is a must. Although it might be a tad more beneficial to use a base Mastema with Endure/Enduring Soul instead to make the criticals more consistent. And the main ingredient that makes this possible are the four cardinal Archangels. Due to the innate passive "Angelic Order", the tiny sliver of extra magatsuhi they produce can bridge the gap to allow only 5 sacrifices for an entire gauge with Nahobeeho's help. Although Nahobeeho's innate passive "Magatsuhi Thriftiness" has some variance in how much magatsuhi is saved that at its lowest rolls, the strategy does not work.
Omagatoki: Adversity must be the second magatsuhi skill casted, as it does not affect the critical damage dealt by the second set of magatsuhi farming. I have had some instances of Pixie dying too early because of Critical Wave doing too much damage, which is hilarious. Anyways, with the second round of farming, Evergreen Dance is used for the sake of consistency. As the amount of magatsuhi created by the remaining two Archangels are not the same as the first two due to how their innate passive works. However, it is possible to simply sacrifice a 5th demon instead if Nahobeeho's innate passive high rolls. This has the benefit of strengthening the actual fatal blow thanks to how Huang Long's innate passive "Golden Dragon Scales" work. As the amount of hits dealt in the fight scales with this passive. Since there has been 4 hits done per Critical Wave and this is done nine times, 36 hits translates to 1.36x damage boost for the killing blow. If the second round is done with 5 hits instead, 1.4x is achievable.
Anyways the last magatsuhi skill depends on which of these two one wants to use. Impaler's Glory is only really realistically achievable using Satan only since he himself can cast it. I think I had some lapse in judgement while editing, you can't give Arahabaki Impaler's Glory in a one turn setting at all. So please ignore that bit. But Omagatoki: Savage is much more general in usability. Although honestly, I cannot think of anyone else but Masakado to be able to utilize this. Perhaps an Ongyo-Ki using Huang Long and another Oni. Probably a good idea to investigate later on.True Masakado (SMT V: Vengeance, Godborn Hard Mode)BothDoorsCares2024-07-27 | Now for something a bit more relaxed. A general strategy to beat this boss. And a fun single strike nuke for the finishing move. The main gist of it is using Omagatoki: Strategize and Arahabaki at their full advantage. And topping the magatsuhi bar as soon as possible in order for Masakado to not completely steamroll the party.
As you can see, I opt to be much more safer by prioritizing Luminescent Mirage and also using Evergreen Dance instead of using the press turns for only attacks when Strategize is active. And I also put in demons with decently high Vitality and many resistances in order to eat his turns reliably. All this is done in order to have a decently reliable way to counter Masakado's magatsuhi turns. If I have any improvements to be made, I would bring Onyankopon here and use King of Tales on the protagonist when Masakado charges up his magatsuhi in order to make taking off Masakado's magatsuhi very reliable.
Setting up is quite simple, Impaler's Glory is immediately given to Arahabaki to give to the attacking demon for later by sacrificing a Vile demon the first turn. While also setting up buffs and debuffs for the fight. Khonsu and Arahabaki needs to be stacked with drains and repels in order to make this as reliable as possible.
As for attacking, Jack Frost is used due to his innate passive "Fickle Personality". Since it essentially works like Omagatoki: Critical when any kind of Omagatoki effect is active. A Yurlungur is also an acceptable alternative. Using a setup that is all too familiar with anyone that has seen the one turn strategies for this boss. Utilizing Cerberus' Faithful Companion and Cherub's Pandemonium Dance to maximize the hit count and damage dealt by Jack Frost.
When the magatsuhi gauge is full, Strategize is activated with a setup that involves Nahobeeho and Jack Frost that makes the menuing faster at the start. And Nahobeeho's used specifically to lessen the magatsuhi burned every usage. I messed that up on the first attacking set of turns. But that is done perfectly on subsequent turns.
As for the last hit done, I demonstrated the same exact setup for Jack Frost first in order to show that it will be feasible to kill using him. But I quickly shifted to what I think is one of the strongest single hit setup possible for this fight. Utilizing Surrogate Guard Hound (Critical damage 1.25x), Burden of Talent (1.15x damage boost when hitting a weakness), Critical Melody (1.1x boost with criticals), and Faithful Companion (Next ally deals 1.2x damage). All used to enhance Twilight Wave. I have attempted to use this on the regular version of Masakado. And sadly, it did not one shot him. However, it is still quite a strong single strike as shown here.
I made the Jack Frost with only 500 Ma to show a more realistic Ma number is usable for the strategy. Generally I tried to keep this consistent throughout the demons I used except Arahabaki. But from what I can gather, some 500 to 600 Vi is more than enough for him. Perhaps sacrificing Boon Boost EX for Enduring Soul is appropriate.The Demifiend (SMT V: Vengeance, Hard Mode, NG, One Set of Turns)BothDoorsCares2024-07-15 | I believe this is the first ever strategy against him that does not require taking any of the two Chaos routes. But it is locked in CoV only.
This strategy boils down to utilizing the Innate Passive "Four Oni". As it stands, it seems to merely increase either Critical damage or the multiplier of Charge type effects. It is quite unremarkable unless all three slots are utilized. However, for this strategy, two is more than enough for it. The third one is for insurance to do the most damage at the last hit.
First of all, needing two Magatsuhi effects at once. You need four sacrifices and Evergreen Dance in order to do this. Using Strategize to make this possible. I utilized Kudlak/Kresnik, Zeus, Beelzebub and Yoshitsune for various reasons. Such as important effects to get buffs on the field, increased Critical rate Innate Passives, high innate Luck, and AoE Critical skill. All in the name of reducing the RNG as much as possible. Same goes for using Glasya-Labolas specifically.
Now with both Strategize and Adversity in play, sending in the group of Oni. I could have used the stronger Ongyo-Ki. However, I wanted to show how this strategy is very much sound without the usage of incenses at all. With Sui-Ki having a more achievable Strength stat. I wager I only need 140 or so for this to be quite reliable. As it is common in Strategize strategies, needing to switch in and out the main attacker is performed. And the other slot must be another unit with Four Oni. For the last hit, switching in a third Oni is done in order to increase damage even further, cementing the victory.
I've been waiting two weeks to do this, although circumstances in real life put things on hold. But I'm glad the results are way better than expected.
Also as a disclaimer, the Nuwa is, as you can see with Tao being in the party, is cheated in as I missed the requirement to get her recipe in this playthrough. But this idea I had was just too lucrative to not put it into practice. Same goes for the Belial in the stock. All in the name of testing.The Demifiend (SMT V: Vengeance, Hard Mode, NG, Two Sets of Turns, Two Methods)BothDoorsCares2024-07-02 | I suppose this can be called another recreation and revision of an existing strategy once again, as linked here: youtube.com/watch?v=NTjvDAZQ-zA
2 sets of turns. But I think there's some area of improvements that I've managed to show here. First off, not needing Nuwa. I have completely missed her requirements to be used on CoV so I could not use her. I opted to use Intercalation with Luminescent Mirage to get an extra press turn icon instead. However, this is not technically required at all as shown in the first version of the revised strategy shown. I only needed 6 press turn icons when everything is set up in order to pull this off.
Both versions require a Kresnik and Kudlak that has Critical Wave, Safeguard and both Glee passives in order to activate their innate passives. And to act as Magatsuhi sources for the second set of turns. A Zeus that has the highest critical rates that he can muster. A Baal (Being an elec build is preferable but is not a hard requirement). And a Yoshitsune (That can survive the onslaught of attacks dished out).
The first version shown is likely the more common of the two to encounter, but has worse odds in the second set of turns. As you are hard required to get a critical from both Kresnik and Kudlak. Critical Wave is used due to it being the highest AoE Critical move available so that they can damage themselves while
getting the half turn. Removing them from the field with more press turns for the protagonist to eat. The main trigger to doing the first version is that Zeus does not get the Critical. Ergo, prioritizing Yoshitsune's innate passive effect by attacking towards a null immediately. With some luck, Baal will be hit with a debuff, leaving us with 6 press turn icons at the start of the second set of turns. Anyways, the priority here is to get Kudlak out before Kresnik but he must act after Kresnik is summoned, so that their two synergizing innate passives kick in when it's time for Kudlak to hit himself. This requires a critical from Pixie. And with Baal's turn, a Maziobarion is good to keep the icons preserved as much as possible. Lunation Flux is used here in order for the protagonist to essentially pass his turn to Kresnik without wasting a press turn. And now it's Kresnik's turn to hit himself, requiring a critical once again. Now this is where the Magatsuhi gauge is not full and Omagatoki: Charge can be activated, completing the win conditions for this strategy. When Baal is returned to the stock after this, the twenty four Heavenly Ikuyumi should kill Demifiend reliably.
The flaw here is clearly the required double criticals from Kresnik and Kudlak. However, if one is lucky enough to get an RNG dodge from the protagonist somehow, the required critical is reduced to one due to the extra half turn. Which is essentially what happens with the second version of this revised strategy.
With the second version, Zeus gets the critical. Allowing the party to use all press turns at the first set of turns. This guarantees the protagonist to be able to dodge and get the extra half turn via Luminescent Mirage. With some luck to get debuffed in order for Baal's innate passive to activate, this will grant us to only be needing one critical from either Kresnik or Kudlak. Same moves as the first version of the strategy at this point. And one should at least have 6 press turn icons when all is set and done. Securing the win once again.
Zeus is required to have those Resist Phys and Resist Force in order for this to work as intended. The Demifiend hitting either of them with phys attacks and Pixie/Cu Chulainn's Mazandyne/Mazanbarion are very helpful to gather Magatsuhi for the second set of turns. if these two have nulls/drains/repels, the Demifiend would be more inclined to use his Freikugel instead.
If one is lucky enough to get all three criticals in a single run, that would be awesome.Secret Boss Fight (SMT V: Vengeance, Hard Mode, NG)BothDoorsCares2024-06-27 | This is a recreation and a bit of revision of a strategy to quickly kill this boss as shown here: youtube.com/watch?v=tomxdX0Z0Dk
More or less, the idea is to generate as much usable press turns as possible for the protagonist to use Paraselene Blur multiple times. With a strong charge spell active alongside Omagatoki: Charge to sustain the skill spam. Many bits of this fight is RNG for this to work, mainly the enemies used moves, the protagonist dodging, getting the boss to eat up Kaiwan specifically and in the linked video, being able to accommodate switching in and out a Vile Race demon in order to use Impaler's Glory.
The latter is something I noticed immediately as an area of improvement. Mostly pertaining to how one reduces damage output due to switching in and out. And Impaler's Glory not being stronger than Omnipotent Succession in this specific case (As the boss doesn't necessarily resist light when he eats that Kaiwan, and the former being around the ballpark of 3x to 3.6x damage increase compared to Omnipotent Succession's 4x). So I changed the given strategy a bit to lessen the needed demons and to also increase efficiency by removing the need to insert and dismiss a Vile demon during the fight. And increase damage output.
The MVP of this fight is definitely Baal, as he enables this strategy just by existing due to his Innate Passive and Omagatoki: Charge. And his great spread of Skill Potential makes him a great demon for the fight in general.
Norn and Dis enables the preservation of full press turns so that the protagonist can attack more times.
Beelzebub is there to increase efficiency by instantly debuffing everything in a single move. Enabling Baal and him to quickly dispose of the minions the boss spawns.
The protagonist is built around basically Tsukuyomi's moves. Utilizing Luminescent Mirage and its synergy with Intercalation. This is a requirement in order to not see Megido Ark at the start of turns (As I found out the hard way that its casting seems to deter the boss from using it turn one). This also gives the bonus of a half turn icon every set of turns. And the aftermentioned Paraselene Blur, as this is the most damaging move the protagonist has in his disposal within this context. Since he's required to have Luminescent Mirage in every set of turns, Paraselene Blur's requirement is met at nearly all times.
As stated in the linked video, Mithras is a backup strategy in a certain situation where Kumbhanda uses Debilitate. I ran into this case within this attempt, so one can see how that works exactly.
There is a weakness to this version of the strategy, however. Since I am attacking four times, there is the small chance that the boss simply dodges one of the attacks. if this happens enough times, the damage output would not be enough.
If I have to say an improvement in this video, it's likely having a Beelzebub with better stats or maybe not putting in Critical Zealot into the protagonist. With how much attacks are done and how little criticals I got, I think taking the reduced critical damage rate is acceptable. Baal not having Enduring Soul was a calculated risk on my part. However, I think it's fine to sacrifice the Drain Ice for it.Nyx Solo P3R Master Quest Mod (Persona 3 Reload, level 90, Merciless)BothDoorsCares2024-05-31 | I quite like this mod, it made the fight much more engaging to solo. Among other things, it made Nyx hit harder, hit more, have more variety on what she does. Very much an improvement compared to the Vanilla version.
Now incorporating the multiple tweaks added that affects the gameplay quite a bit. Things such as disabling of healing items for HP and SP, lower base damage multiplier for the player side, while also having the enemies hit harder, revamp AI in certain phases and more.
The boss is still pattern-based in this mod. However, it has also become much more engaging in the sense that the preparations required is much more engaging for a player in-tune with the battle system. This mod has impressed me in that way. It seems like it can be handled by a competent player but can be a decent challenge for those that are still learning. Probably the best bits for the mod is the revamping of many story bosses to be engaging to deal with.
For this fight, I opted to try my hand to soloing the boss without using personas with incenses. And barring myself from using a Magic Mastery persona. Apparently the rebalance of the Theurgias made it so King and I with Mastery competes with Scarlet Havoc when it does a Critical. Anyways as it stands, this is a testament to how the mod is more on the balanced side of things, as the things I pulled off here requires intimate knowledge of the changes done.
Also please don't mind my controller disconnecting. I'm honestly not sure how that even happened.Elizabeth Boss Fight (Persona 3 Reload, No Theurgia DLC/No Protagonist Theurgia no DLC, Normal)BothDoorsCares2024-05-13 | Next Bonus Round with this fight. I specifically showed the difficulty at the start to show that it is indeed Normal Mode. Also, I elected to mod the music for obvious reasons.
@Doos has requested for me to look into the possibility of being able to do this on at least hard mode. They have suggested using a Break spell so that I can damage her using magic while she has Pixie equipped. And luckily, it is more than possible to beat her with this method. Without DLC personas in this difficulty is possible, although it being Normal Mode, it's not that impressive. And that requires Oracle, sadly. With DLC, however, it is possible without Oracle at all.
More or less, this is evidence of what I have mentioned to Deus in his last video. Although as of this moment, I'm also just as disappointed that this is not doable in Merciless. Perhaps that can be possible in the future with some sort of obscure strategy that many are not seeing yet.A Show of Resolve (Persona 3 Reload)BothDoorsCares2024-05-04 | Just a fun idea I had when compiling the amount of recordings I have. Basically these 3 have the most footage available to do this kind of thing from what I can tell. It's not really all that good except maybe the Junpei one. I thought it looks cool and so, here it is.
I do wonder if someone that actually knows how to edit things and are more dedicated can make something even better, perhaps to all members.Haxman Part 2 (Persona 3 Reload)BothDoorsCares2024-04-24 | I've been replaying the game with all the insights learned nowadays and it's a whole different experience when I was limiting myself.
And well, the results are pretty funny to me. I seem to have a different opinion compared to others in the game's best members throughout the entire length. Akihiko's touted as one of the best all throughout the games and well, I think the footage speaks for how much of a sham that is.
I believe that he's serviceable but all of his tools are instantly outclassed by the others. There will always be a better option throughout the game. It's honestly a bit saddening for me, in a way.
I saw a meme of sorts saying he does more damage than MC. I'm not sure if they meant all levels or just endgame but if it's the former, it's quite hilarious and embarrassing as shown.Haxman (Persona 3 Reload)BothDoorsCares2024-04-24 | I've been replaying the game with all the insights learned nowadays and it's a whole different experience when I was limiting myself.
And well, the results are pretty funny to me. I seem to have a different opinion compared to others in the game's best members throughout the entire length. Akihiko's touted as one of the best all throughout the games and well, I think the footage speaks for how much of a sham that is.
I believe that he's serviceable but all of his tools are instantly outclassed by the others. There will always be a better option throughout the game. It's honestly a bit saddening for me, in a way.Early Game Junpei Iori (Persona 3 Reload)BothDoorsCares2024-04-22 | I've been replaying the game with all the insights learned nowadays and it's a whole different experience when I was limiting myself.
And well, the results are pretty funny to me. I seem to have a different opinion compared to others in the game's best members throughout the entire length. And this is the main example of what I mean. Junpei seems to be touted as horrible in early to mid game. Or something along those lines. Mostly involving him being "unable to have great critical passives and have bad skills" at these points in the game.
Although, I'm not so sure about that. All the footage shown just have him with Crit Boost and he can consistently give criticals at this point in time (The main trick are ailments. At the point before you obtain Ambush, many of the bosses are not immune to those). With a move that is essentially Single Hit Scarlet Havoc as soon as Theurgia is unlocked (Meaning, having an innate 20% critical rate skill that hits hard). You can give him Crit Amp early if you wanted to, however I went for Akihiko's Buff Amp instead (A common suggestion by many). And he has been...disappointing, to say the least (If I had Crit Amp at this point, I would have done way more damage than shown). Maybe that will change in mid game? Who knows. Although I doubt it. Shinjiro (With Heat Wave on base) just joined when Akihiko got an actually good phys skill (Gigantic Fist). So I feel regretful for going for Buff Amp at the early game. It's such a good passive but on a very shaky character gameplay wise. Anyways, his regular skill options aren't too shabby either, Vacuum Slash is decently reliable for general cases, and it being AoE helps quite a bit. Especially when Ambush becomes available, which is basically as soon as you get to Yabasshah. So for mobs, he becomes better and better. Torrent Shot can do quite a bit of damage, Assault Dive has the higher critical rate among the members present except you with Getsu-Ei, and you unlock both of these when the protagonist also unlocks Revolution, making things much more reliable in the long run. And all of these skills he has are applicable for basically every Guardians in the first three blocks. These details just makes me think Junpei's basically pretty good the entire run of the game. But do let me know what you think.
I think I'll give a general rundown of this playthrough when I finish it. Maybe make a party members list of some sort as well. I think that would be fun.Elizabeth Boss Fight (Persona 3 Reload, No Buffs, No Debuffs, No Active Heal, No Items, No Guarding)BothDoorsCares2024-04-13 | In Merciless mode, it didn't fit on the title haha...
This is the last one I swear.
While having a discussion with @andygg7788, the idea of doing this fight with multiple restrictions came to the conversation. Seeing their run, I got the idea of adding another pair of restrictions. Notably, no guarding, alongside no items. More or less, this added a layer of challenge for the first phase of the fight. Since I cannot stall my attacks with guarding, I have to get precise damage done in order for the second phase to be possible at all. As for the second phase, it is important to get high rolls from the attacks done (Black Viper and Panta Rhei) for the fight to reach the third phase. I had around 3 or 4 attempts where I died here due to low rolls.
The third phase is a breeze when you do reach it, although it is important to note how that came to be. Creating a Regenerate/Invigorate battery with Orpheus Telos made it all possible. That and the HP/SP pool grind with Chariot/Hermit/Fortune/Strength cards. With this in mind, it allowed my Regenerates to be quite strong that I can do more risky moves. The Invigorates are important for the later parts. As the third phase can be doable length wise with just my SP pool at the moment or be extremely long due to her casting Rakukaja for majority of the time (Happened here somewhat). So having that to improve endurance is a great idea, since I cannot use any items at all.
For the skills I used, I basically used all elemental magic, it really just depends on what I need to do for the situation. Her patterns in every phase has been accurately mapped nowadays, so I know when to or not to attack. Taking advantage of Vulnerability is important to make this possible. Especially for the second phase with her Thor. Phys does go into play in specific turns. But I only take this when I have nearly max HP. Every bit of HP is important since I can't guard.
She's completely washed after this one, that's for sure.Elizabeth Boss Fight (Persona 3 Reload, No Protagonist Theurgia DLC, Hard)BothDoorsCares2024-03-25 | Quick Bonus Round with this fight. I specifically showed the difficulty at the start to show that it is indeed Hard Mode.
Crunched a bit of numbers to see if this is possible on Hard Mode.@Doos has requested for me to look into the possibility of being able to do this on at least hard mode. They have suggested using a Break spell so that I can damage her using magic while she has Pixie equipped. And luckily, it is more than possible to beat her with this method. But with DLC personas in this difficulty, sadly.
Too bad this is impossible on Merciless. No matter what, my damage output could not go past 7K damage or so in that difficulty. It might be possible if physical break spells exists. But sadly, it does not. As for Hard Mode, I can't get past 10K damage without using Oracle Charge/Concentrate. So I guess this is the next best thing for this difficulty.
This time, Magic Mastery and Ice Driver's fully required. So not exactly the easiest thing to try out. But I must say, it is fully replicable at least. In theory, doing this using Zorro would actually be more ideal due to her having Vulnerability to wind twice in the 3rd phase. But Goemon does do a quick kill of the first phase without any Theurgia usage. Perhaps it's a good idea to have both. Also, I crunched the numbers for normal mode and it shows that it should be possible to beat the fight without the Protagonist's Theurgia and DLC there. Now that is more replicable for people without the DLC on hand.
Something I did not specifically looked into for Normal Mode is utilizing Akasha Arts to deal the damage to get her below 10K HP. If this deals enough damage, it is likely that no Theurgia in general would be possible. I actually think it should be possible but will require either a magic P5 initial persona or Johanna so it won't be without DLC. And as such, I will not be looking into this further.
There is a reason why I opted to use items to stall out the fight. This is to keep my SP filled up so that Oracle will have a smaller chance to give a Soma effect to me. Another thing to optimize this is to give the persona attacking Enduring Soul instead of Endure. So that an HP heal is eliminated from Oracle's effects as well. I do not have a card for that since it's a 1/30 save (Those cards are locked behind 1/31 specifically). So I only used Endure here.
Also, for the first phase. In case Goemon does not do above 7K damage, simply concentrate and use Thunder Reign. That is actually faster and will skip 2nd phase entirely. Lucifer with Enduring Soul here was merely a backup strategy. Although this is not exactly doable if you have Goemon with Enduring Soul. So keep that in mind.Final Boss (Persona 3 Reload, Solo, No Items, Merciless)BothDoorsCares2024-03-08 | Yes, I modded the music to be the same as the movies'. A solo fight to simulate that as well. But I'm not determined enough to perfectly replicate his stock (Especially since some of the personas used like Siegfried, Scathach or Thanatos genuinely sucks or there's better options on the levels where they are obtained) so I'll just use my best stock possible.
I have many gripes about the movies but this scene there was just near perfect. And I adore that. References to the movie were added on the fight itself. Like her charging her sword. Sunder is literally the big sword swing she does in the movie too. But I do wish that they hammed up the references more. Like adding in the form shifts where she obtains some parts of the previous full moon bosses alongside the arcana shifts that the movie did. There is some references to it in terms of the movements Nyx Avatar does but it should have been more in my opinion.
Even still, I'm amazed with the atmosphere. Well I did hear people are not fond of the green lighting of the final boss now. But if you ask me, why wouldn't it be green? The dark hour's moon is green for the entirety of the game, the change in the scene makes sense with this in mind.
But I will acknowledge the genuine downer of this fight. I am confident to say that Persona 3 Reload has the dumbest enemy AI throughout the entirety of Megaten. They are all predetermined even up to the final boss. I really wish it wasn't. I genuinely wish the Answer will not have this farce.
Even still, I'm happy with the game overall. But I do wish the enemy AI design are much more better. This is just the big flaw of Persona 3 Reload in my opinion.Helel 95% Critical Build Showcase Ft. Strega (Persona 3 Reload, Merciless)BothDoorsCares2024-03-08 | Well, they're still chumps. They're like tougher test dummies for builds.
I got word on some info saying that a critical cap does not exist in the game. From testing, it seems that you can reach around 90% critical rate or so from skills that have 30% critical rate innate. So skills such as Masquerade and One-Shot Kill can qualify. Although I would not advise using the latter, as it doesn't really hit that hard. With Rebellion, this jumps up to 95%. This Heaven's Blade build was honestly a happy little accident when I was making a fodder Helel. And I couldn't be more happy creating it.
As shown. it basically hits a critical every time. So even though Heaven's Blade is a tad weaker than Brave Blade, creating a Heaven's Blade build might be worth it when you unlock Michael just for the nearly guaranteed criticals alone. It'd be better if you manage to mutate it into a great persona like Baal Zebul or Beelzebub or this Helel I have, but Michael isn't so bad.
If Slash Driver did not exist at all, we would be running Vanadis for phys just because of this, honestly. It's honestly impressive they managed to make an AoE phys with nearly guaranteed criticals and higher base damage than the other phys attacks feel balanced in comparison to Drivers.
Anyways as for my thoughts about the Strega rematches, well they're not really that tough. I am not fond of the damage caps just to allow dialogue to play and whatnot. They really could have made their HP bars bigger, because even in level they would be like wet paper if it weren't for those caps. In terms of their gimmicks, Jin's Stim Potent Injection takes off his health too much. They could have made that effect only 1/5 of what it does and it'd be great. Unless that was meant for a bigger HP pool but they nerfed the HP pool later for some reason. I can imagine people just guarding for 2 turns or so and just pick him off that way. Not very well implemented but I love the idea.
As for Takaya, I like how the dialogue would change his moveset a bit, signifying that he has a sense of honor somewhat. His Theurgia's....kinda uninspired, honestly. And I don't really like how it was just suddenly explained that Theurgia's developed on the experiments with documents before Akihiko's used as a test dummy for it. That and being tied to evokers. And Takaya magically has the very first evoker that has Theurgia capabilities coming from a Shadow of the Void of the first Theurgia experiment subject. That's honestly bad writing. I wish they went with the simple route of Theurgia being a technique any user can do if their resolve's strong enough. But then again, it will take away on Takaya's line about "throwing away his pride" by using an evoker. Even still, it's less complicated and easier to understand and digest for old and new fans alike. Tying a technique to evokers just ruins a lot more things than it adds. It's a symbol for the story's themes and merely a tool to make summoning easier in the dark hour for the plot. Its role being only those is more than good enough.