HoboForEternity
LIBERAL PROPAGANDIST
coc and cov all have diff soundtrack???Actually, I was wrong about the OST being "only" four hours long. It's actually nine hours (SMTV+SMTVV).
coc and cov all have diff soundtrack???Actually, I was wrong about the OST being "only" four hours long. It's actually nine hours (SMTV+SMTVV).
Not completely. A lot of the original soundtracks are in the new route too. It's just that the new route has 89 new soundtracks. Soooo....coc and cov all have diff soundtrack???Actually, I was wrong about the OST being "only" four hours long. It's actually nine hours (SMTV+SMTVV).
General
- Skip intro logos/movie.
- Enable developer console.
- Remove 60FPS cap in menus.
- Adjust player camera distance/fov/height.
Ultrawide/Narrower
- Remove pillarboxing/letterboxing.
- Correct FOV at any resolution.
- Centered 16:9 HUD.
Graphical Tweaks
- Adjust resolution scale (screen percentage).
- Enable TAA.
- Adjust shadow resolution.
But ... why?
- Remove 60FPS cap in menus.
So that your GPU is finally allowed to render all those 10.000 frames per second!But ... why?
- Remove 60FPS cap in menus.
Did you finish the Vengeance route?I found that 5 was a weak entry, storywise. I am not sure what to make about the new version.
Feels easier, though that may be because the level scaling has been altered, since I was always underleveled when playing original SMTV. The difficulty curve on HARD is great nontheless. I am only slightly min/maxing, and am staying around the same LVL the enemies are, and bosses and trash mobs are still a challenge in third area of the game.Gonna start this tomorrow.
How does the diffulty feel compared to the OG game?
I think it's easier in the parts where it needs to be easier and slightly harder where it needs to be harder. That is to say normal encounters feel normal and by the time you get to the boss fights you aren't outscaling them hard due to how level scaling worked. The curve feels smoother with bosses being less trivial, though obviously nothing impossible if you know what to expect. That's about everything I expected/hoped when they talked about the changes. The Vengeance specific bosses are designed in a way that they almost feel like the bosses are using the same tricks that a clever/tactical player would use against the game, so they're a bit more involved in solving how to crack them. One thing I've noticed is that your demons die pretty fast and easy now thanks to level scaling not doing all the heavy lifting for survi, so expect to summon demons from your stock more often than you might be used to, which is great.Feels easier, though that may be because the level scaling has been altered, since I was always underleveled when playing original SMTV. The difficulty curve on HARD is great nontheless. I am only slightly min/maxing, and am staying around the same LVL the enemies are, and bosses and trash mobs are still a challenge in third area of the game.Gonna start this tomorrow.
How does the diffulty feel compared to the OG game?
Since there are new people playing SMT5, and because demons now have new innate passives that may depend on turn order, I thought I'd give a protip that seems to elude many players: the turn order of your party is not dictated by Agility, but the order that you place your demons in the party screen. Nahobino can also be freely moved around and doesn't have to be the first one to move in combat.
As a bonus protip: Luck is a very viable stat for your Nahobino if you want to play an Ailment / Support build, which can be quite strong in this game. All bosses can be hit with some Ailments so you'll never run into an issue where you are dead weight. Some bosses may also be completely locked down with Ailment spells and/or Magatsuhi abilities. SMT5 is so far the best game in the series when it comes to build variety and viability.
It didn’t in the original V and as far as I know it doesn’t in Vengeance.Since there are new people playing SMT5, and because demons now have new innate passives that may depend on turn order, I thought I'd give a protip that seems to elude many players: the turn order of your party is not dictated by Agility, but the order that you place your demons in the party screen. Nahobino can also be freely moved around and doesn't have to be the first one to move in combat.
As a bonus protip: Luck is a very viable stat for your Nahobino if you want to play an Ailment / Support build, which can be quite strong in this game. All bosses can be hit with some Ailments so you'll never run into an issue where you are dead weight. Some bosses may also be completely locked down with Ailment spells and/or Magatsuhi abilities. SMT5 is so far the best game in the series when it comes to build variety and viability.
Do we know if the party order affects enemy targeting priority?
I have not even purchased the "Vengance" version. That was my question.Did you finish the Vengeance route?I found that 5 was a weak entry, storywise. I am not sure what to make about the new version.
I just got to Shinjuku and I’d say so far it’s definitely better. The human cast is getting room to breathe this time around, in the original V the only human characters that really had anything going for them personality and motivation-wise were Dazai and Yakumo.I found that 5 was a weak entry, storywise. I am not sure what to make about the new version.
Luck builds usually are support-orientated, if a boss resists or nulls ailments that you’re using it’s better for you to stick to buffing and healing, and maybe occasionally doing a bit of damage. Luck also boosts anything that’s chance based in battles, like your crit rate and evasion.The internet says Luck improves your chances of landing status ailments, so I thought I'd try a status-focused luck MC, but it really isn't panning out as described. With a small investment into Vitality and everything else going into Luck, I'd say my nahobino lands status effects against bosses 10% of the time or so, unless a boss has a specific weakness to one. A total waste of a turn to even attempt it, and a waste of levels trying to boost it. I'd even be interested in seeing some cheatengine/data mining info to confirm if luck is a factor at all.
I think it was 0.2% chance of Ailment infliction per point. So you would need 500 LCK points for 100% ailment success rate.The internet says Luck improves your chances of landing status ailments, so I thought I'd try a status-focused luck MC, but it really isn't panning out as described. With a small investment into Vitality and everything else going into Luck, I'd say my nahobino lands status effects against bosses 10% of the time or so, unless a boss has a specific weakness to one. A total waste of a turn to even attempt it, and a waste of levels trying to boost it. I'd even be interested in seeing some cheatengine/data mining info to confirm if luck is a factor at all.
That always has been the case with the SMT series on HARD and above. HARD is best suited for people who know what they're doing, so that things like that won't happen (even if you get unlucky).What are you people smoking where Hard difficulty is "well-balanced"? It's just a flat multiplier on all incoming damage, and enemies are balanced around Normal. Your MC will get one-shot straight through a guard and defense buffs if you get unlucky with multi-hit attacks or the AI simply decides to spend all its press turns targeting him (which is itself RNG, the enemies have no targeting priority) - that's anyone's idea of fun, in a game where the MC getting knocked out is an instant game over?
Well...yeah hard difficulty is hard. Just play on normal if you can't handle it.What are you people smoking where Hard difficulty is "well-balanced"? It's just a flat multiplier on all incoming damage, and enemies are balanced around Normal. Your MC will get one-shot straight through a guard and defense buffs if you get unlucky with multi-hit attacks or the AI simply decides to spend all its press turns targeting him (which is itself RNG, the enemies have no targeting priority) - that's anyone's idea of fun, in a game where the MC getting knocked out is an instant game over?
That doesn't seem likely, since it would mean most entities have a <10% chance of applying status effects under normal circumstances, which is obviously not the case.I think it was 0.2% chance of Ailment infliction per point. So you would need 500 LCK points for 100% ailment success rate.The internet says Luck improves your chances of landing status ailments, so I thought I'd try a status-focused luck MC, but it really isn't panning out as described. With a small investment into Vitality and everything else going into Luck, I'd say my nahobino lands status effects against bosses 10% of the time or so, unless a boss has a specific weakness to one. A total waste of a turn to even attempt it, and a waste of levels trying to boost it. I'd even be interested in seeing some cheatengine/data mining info to confirm if luck is a factor at all.
It’s not quite open-world per say since Da’at as a whole is mostly linear (which is far from a bad thing), but yeah, V’s got the best exploration out of any 3D Megaten imo. It’s rewarding, it’s fun, and there’s some decent vistas.I'm not very far into the game but I already like the open-world
I think Miman are strictly better than Koroks simply because what they (and Gustave) give you is worth the time you took to find them throughout the game, whereas Koroks suffer from diminishing returns.Reminds me a lot of Breath of The Wild, in a good way (Miman being roughly analogous to Korok Seeds for example).
It's probably base % chance + % LUCK value. But I really don't know how its exactly calculated. I just heard that 1 LCK gives you 0.2% of ailment infliction.That doesn't seem likely, since it would mean most entities have a <10% chance of applying status effects under normal circumstances, which is obviously not the case.I think it was 0.2% chance of Ailment infliction per point. So you would need 500 LCK points for 100% ailment success rate.The internet says Luck improves your chances of landing status ailments, so I thought I'd try a status-focused luck MC, but it really isn't panning out as described. With a small investment into Vitality and everything else going into Luck, I'd say my nahobino lands status effects against bosses 10% of the time or so, unless a boss has a specific weakness to one. A total waste of a turn to even attempt it, and a waste of levels trying to boost it. I'd even be interested in seeing some cheatengine/data mining info to confirm if luck is a factor at all.
Probably the best way to get acquainted to the series.Bros, would you say this is a good game to become acquainted with the SMT / Persona franchises?
The game is unreasonably expensive on Polish Steam. However CD Keys has it 32% cheaper and I'm considering trying it out.