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Posted (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 by Strife
Posted

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.

Posted

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.

Posted

 

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.

Posted

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?

Posted (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 by Strife
Posted

that's a +2000 health difference, not too shabby, probably about as much as you'd have gotten from awakening

Posted (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 by Strife
Posted

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.

Posted

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.

Posted

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

Posted

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.
Posted (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 by Strife
Posted

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"

Posted

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.

Posted

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.

Posted

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.

Posted

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.

Posted

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.

Posted

 

[(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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