Strife Posted April 24, 2014 Posted April 24, 2014 (edited) Now that's a relief. The only attack that I can think of (correct if I'm wrong people) that inflicts the rage status is Teddie's DP and you can't combo from it. Any Rage Reset combo would have the potential to break the game in half, worse than Chie's Power Charge+ Rampage pre-patch. Teddie can also inflict rage with the SB Version of Puppeteddie and the Muscle Drink item. In any case, let's not jump to conclusions and potentially spread misinformation, it's too early to tell anything about Rise yet. Edited April 24, 2014 by Strife
MegaGrandTale Posted April 24, 2014 Posted April 24, 2014 Now that's a relief. The only attack that I can think of (correct if I'm wrong people) that inflicts the rage status is Teddie's DP and you can't combo from it. Any Rage Reset combo would have the potential to break the game in half, worse than Chie's Power Charge+ Rampage pre-patch. Actually Teddie has 3 ways to rage, 1) DP, 2) SP Teddie Puppet, 3) Rage drink. He can rage reset in regular P4A as well, i do it whenever i can land it. Also you can combo after DP in 2 ways that I had it happen. 1 was a barrel thrown at one edge of the map and when i switched sides i DPed and the barrel came rolling in while the opponent was spinning (i still have the replay too) and 2 is appearently Teddie's air bomb can hit characters in a spin state. It's extremely rare but it happens.
MegaGrandTale Posted April 24, 2014 Posted April 24, 2014 Teddie can also inflict rage with the SB Version of Puppeteddie and the Muscle Drink item. In any case, let's not jump to conclusions and potentially spread misinformation, it's too early to tell anything about Rise yet. I know I'm sorry. I'm just excited to play this version and i've been thinking of combos and theories as much as i could.
LeDom Posted April 24, 2014 Posted April 24, 2014 In any case, let's not jump to conclusions and potentially spread misinformation, it's too early to tell anything about Rise yet. True, sorry about that. It would be silly to assume that a character is overpowered when we don't even have an official movelist.
Strife Posted April 24, 2014 Posted April 24, 2014 You guys don't need to apologize, I just said that because we don't really have much info to go on. We definitelly don't need people reading and thinking the character is too good or too bad either. Welp, anyways, whatever happened to that Persona Stalker Club gameplay? It's already 04/25 over there right?
Poultrygeist Posted April 24, 2014 Posted April 24, 2014 I just checked and the March episode is still the newest one. I dunno.
shoryusatsu999 Posted April 24, 2014 Posted April 24, 2014 If it's like last time, we'll be waiting until 9:00 PM Japan time for the video.
Strife Posted April 25, 2014 Posted April 25, 2014 (edited) It seems the patch is already rolling. Edited April 25, 2014 by Strife
HoudiniJr100 Posted April 25, 2014 Posted April 25, 2014 It seems the patch is already rolling. awesome....now we wait for playable rise in the patch (proof mainly)
Strife Posted April 25, 2014 Posted April 25, 2014 (edited) Ok so, according to a S.Kanji player on Twitter, he got 12500 HP total in the patch. I'm not sure if every Shadow got the same amount. Edited April 25, 2014 by Strife
shtkn Posted April 25, 2014 Posted April 25, 2014 that's a +2000 health difference, not too shabby, probably about as much as you'd have gotten from awakening
Strife Posted April 25, 2014 Posted April 25, 2014 (edited) that's a +2000 health difference, not too shabby, probably about as much as you'd have gotten from awakening Yeah, Normal Kanji's total HP is 10500, Awakening activates at 35%. For Kanji, that would be at 3675 HP. Defense boost reduces all damage by 62.5%, that means every attack would deal almost half than it normally would. Apply this, and Kanji gets almost 2000 extra HP if he enters Awakening at 35% HP. Well, someone correct me if the math is wrong but I think the HP buff for Shadows definitely makes up for Awakening loss. Edited April 25, 2014 by Strife
grove03 Posted April 25, 2014 Posted April 25, 2014 HP buff depends on how much health characters have. Using 9500 as the median, for characters below that health, their shadows will have more health than the regular versions, while characters with more than 9500, the shadows will have less health than the regular versions when you take into account of awakening health. characters at the 9500, shadows technically have more health, but its really negligible by like a difference of 5hp.
Strife Posted April 25, 2014 Posted April 25, 2014 HP buff depends on how much health characters have. Using 9500 as the median, for characters below that health, their shadows will have more health than the regular versions, while characters with more than 9500, the shadows will have less health than the regular versions when you take into account of awakening health. characters at the 9500, shadows technically have more health, but its really negligible by like a difference of 5hp. But even taking into account the Awakening HP, S.Kanji still has more than Regular Kanji. Well, unless my math is wrong somewhere.
HoudiniJr100 Posted April 25, 2014 Posted April 25, 2014 But even taking into account the Awakening HP, S.Kanji still has more than Regular Kanji. Well, unless my math is wrong somewhere. I thought the characters and their shadows shared same health
grove03 Posted April 25, 2014 Posted April 25, 2014 Ok, so generally there are 8k, 8.5k, 9k, 9.5k, 10k, and 10.5k health values, however with the inclusion of shadows and the fact that they don't go into awakening mode with the defense modification at 35% health, you need to take into account the health values of characters in awakening mode, its pretty much the following. So ASSUMING you go into awakening at exactly 35% hp, here are the Ideal values: REGULAR reg+awk SHADOWS 8000 9680 10000 8500 10285 10500 9000 10890 11000 9500 11495 11500 10000 12100 12000 10500 12705 12500 if you want to check out the "true" health values for regular characters with awakening health you do the following: [(Regular HP x 0.35)/(0.625 defense modifier)] + (Regular HP x 0.65)= HP for Non-Shadows (reg+awk) the 0.35 number is the portion of health thats suppose to be in awakening and the 0.65 number is the portion of health NOT in awakening. Volt and PK Gaming 2
Strife Posted April 25, 2014 Posted April 25, 2014 (edited) I thought the characters and their shadows shared same health Yes, but they buffed all Shadows' HP in the 1.10 patch. Every Shadow is supposed to have 2000 extra HP. I think I missed something in my math earlier, you're probably right Grover. :V Ain't that much of a change though, glad Shadows get to be stronger this time around. Edited April 25, 2014 by Strife
shtkn Posted April 25, 2014 Posted April 25, 2014 this assumes you go into awakening with exactly 35%, which obviously doesn't happen all the time. it's best to think of those awakening values as "best case scenarios"
grove03 Posted April 25, 2014 Posted April 25, 2014 this assumes you go into awakening with exactly 35%, which obviously doesn't happen all the time. it's best to think of those awakening values as "best case scenarios" ugh, i forgot to add in the word "IDEALLY" somewhere in my text, let me edit that.
shoryusatsu999 Posted April 25, 2014 Posted April 25, 2014 Argh. Already spotted a Nico vid with the patch active, but it doesn't look like the character select screen has been altered, and if Rise is selected secret character style, the camera never showed the edges of the screen.
FluxWaveZ Posted April 25, 2014 Posted April 25, 2014 Argh. Already spotted a Nico vid with the patch active, but it doesn't look like the character select screen has been altered, and if Rise is selected secret character style, the camera never showed the edges of the screen. Rise was never said to be an arcade character, so that was to be expected. And those health values are interesting. It was a needed buff for the Shadows.
shoryusatsu999 Posted April 25, 2014 Posted April 25, 2014 She may never have been said to be an arcade character, but she wasn't confirmed to be console-exclusive, either.
Elochai Posted April 25, 2014 Posted April 25, 2014 math stuff Just curious for curiosity's sake I suppose, but why would you not separate pre-awakening health, and then add it to the character's awakening health (assuming the character will enter awakening at 35%)? Granted, doing it this way doesn't garner much different results from what you have posted (only about 100~ HP of difference), but I'm just trying to wrap my head around the math you used.
Myoro Posted April 25, 2014 Posted April 25, 2014 Guysguysguys. Take a look at the character select page. Where do you think Rise and Ken would be put on there? Most likely in one of the FOUR static-ey boxes to the sides of the current roster. My guess is that an additional two characters will be added to fill the other slots as DLC or otherwise. One will probably be Adachi as he's been teased relentlessly. While it admittedly is not much to go on, Arc hates redesigning the character select screens, which is what led me to accurately guessing Kokonoe would become playable in BBCP.
grove03 Posted April 25, 2014 Posted April 25, 2014 [(Regular HP x 0.35)/(0.625 defense modifier)] + (Regular HP x 0.65)= HP for Non-Shadows Just curious for curiosity's sake I suppose, but why would you not separate pre-awakening health, and then add it to the character's awakening health (assuming the character will enter awakening at 35%)? Granted, doing it this way doesn't garner much different results from what you have posted (only about 100~ HP of difference), but I'm just trying to wrap my head around the math you used. The following formula already does that. left number of the addition is the 35% health value WITH the defense modifier, and the right number of the addition is the 65% health that has not entered awakening.
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