Hell, it's about time...
...er, wrong game. That's not how you start a Persona stat topic.
THIS IS HOW YOU START A PERSONA STAT TOPICWelcome to the 6th main game in the Persona series (ignoring spin-offs and remakes)! And with a new game comes a new stat topic! If you've played a modern Persona (abbreviated henceforth with "Px", where "x" = the number of the game; e.g., Persona 5 = P5) game such as P3 or P4, then you know a lot of the core mechanics already, and can generally skim through this introduction (although I would highly suggest you read through it anyway for convention details and changes you may not be familiar with among the game battle systems).
Links to Relevant Sections:Post 1: Mechanics (
http://www.rpgdl.com/forums/index.php?topic=6888.msg193999#msg193999)
Post 2: PCs, including temporary character (
http://www.rpgdl.com/forums/index.php?topic=6888.msg194000#msg194000)
Post 3: Alternate equipment and personas (
http://www.rpgdl.com/forums/index.php?topic=6888.msg194001#msg194001)
Post 4: Bosses (
http://www.rpgdl.com/forums/index.php?topic=6888.msg194002#msg194002)
Post 5: Alternate set-up information (
http://www.rpgdl.com/forums/index.php?topic=6888.msg194003#msg194003)
Just as reference, a few abbreviations I'll be using, and their definitions:
- ST = Single-Target, an ability that strikes one target, enemy or ally
- MT = Multi-Target, an ability that strikes all targets on one side (ally or enemy)
- FST = Full-Screen-Target, an ability that affects all targets on the battlefield (ally and enemy)
- RT = Random-Target, an ability that strikes random targets (enemy); these usually have a variable number of hits, so a notation of "random target, 4 hits" means that 4 hits are spread out randomly among targets, which can focus
- DLC = Downloadable-Content, items or personas that require payment in real-life money for access
- MHP = Maximum HP, referring to the highest value a character's HP can achieve
- MSP = Maximum SP, referring to the highest value a character's SP can achieve
- CHP = Current HP, referring to the current value of a character's HP
I. MechanicsStats are split into core stats (subdivided by character and persona stats) and equipment stats.
Character StatsHP: Represents the life force of the character; once these reach 0, the character is dead; also used as the resource for physical skills...what, were you expecting something witty?
SP: Used as the resource for magical skills
Persona StatsSt: Determines damage dealt with basic attacks and physical skills
Ma: Determines damage dealt with magical skills, including almighty skills
En: Affects damage received from all sources
Ag: Determines action order, accuracy, and evasion
Lu: Determines many non-DL parametres (such as the amount of money confused shadows drop), as well as critical hit rates, status rates, and status resistance, and quite possibly other things that haven't been determined yet
Equipment StatsDefense: Comes from equipped protector, and reduces damage received from all sources
Evasion: Comes from equipped protector, and increases chance to dodge all attacks
Melee Attack: Comes from equipped weapon, and increase damage dealt with regular melee attacks
Melee Accuracy: Comes from equipped weapon, and increases the chance of the regular melee attack hitting the target
Ranged Attack: Comes from the equipped gun, and increases the damage dealt with ranged gun attacks
Ranged Accuracy: Comes from the equipped gun, and increases the chance of the ranged gun attack hitting the target
Rounds: Comes from the equipped gun, and dictates how many shots can be fired each turn before taking a turn to reload
Ammo: How many total bullets are available; guns are completely reloaded at the start of the turn until the total ammo count runs out; ammo can be restored via items, leaving the current dungeon, or by certain NPCs
For a general idea of how different stats affect outcomes in battle:
- Level affects all damage; at > 5 levels difference, the effect of level on damage becomes exponential
---> Level also affects other things, such as evasion and accuracy, though the greatest impact appears to be on damage
- Basic melee attacks are affected by the weapon's innate attack and character St; the primary determinant of damage is the innate attack
- Basic gun attacks are affected by the gun's innate attack only
- St affects the damage of physical and gun skills, which are unaffected by weapon attack
- Ma affects the damage of magical skills, including almighty skills
---> Boost skills increase the base damage by 25%; amp skills increase the base damage by 50%; this is additive, so stacking a boost and amp skill is a 1.75x multiplier to final damage; note this also affects the gun boost and amp skills (which are the only passive physical damage boosters in the game)
- Protector defense is universal for both magic and physical damage; however, En is a much more potent defensive marker (also known as the reason Mona is so frail)
---> Generally, En comparisons can be taken fairly literally (e.g., a character with 50 En will take half the damage a character with 25 En does)
-----> Generally, the effect of protector defense on damage received is minimal, although noticeable
-------> However, with lower En, defense begins to matter more, so both are valuable in reducing damage taken
---------> Dropping defense is more noticeable in-game against physical damage, simply because there are more high-power (severe, colossal) physical skills vs. magical skills (all colossal magical skills are boss abilities); however, they should be equally affected assuming similar multipliers
-----------> Damage variance is +/-10%, with the damages listed below taken as the average of 10 attacks to settle some of the variance a little; however, there could still be some random error
- Ag can be taken fairly literally for action order, with very mild variance for equal Ag stats (more of an issue early when Ag stats are very similar); however, it only affects the order characters act in, and barring Joker persona changes, does not vary once determined
---> All combatants get 1 turn per round; some shadows, mostly bosses, take 2 or more actions per round; a round, by definition, is the combat situation where every combatant gets a chance to take a turn depending on their Ag; once this has occurred, a new round starts and is repeated until battle ends
-----> The action order, as noted, is very consistent; if you revive a character before their turn would have come up, they will be able to take their turn; if you revive them after their turn would have taken place, they will have to wait until the next round to take their action, no matter what their Ag is
- Accuracy for regular melee and gun attacks is dependent on the weapon or gun accuracy and Ag, with a heavy emphasis on the innate weapon or gun accuracy
---> Protector evasion is generally unnoticeable, compared to Ag and Lu effects on evasion; this is probably because the values are so small, with little variety
-----> Accuracy of physical or magical skills is determined by Ag and Lu, and is unaffected by the innate weapon or gun stats
-------> Ag and Lu affect evasion about equally, so boosting both at the same time tends to produce an even greater boost to evasion
---------> Every attack in the game that deals damage can be evaded through the evasion stats
-----------> For multi-hit attacks, evasion and critical rate are checked once for the entire attack sequence (meaning that either every hit connects or criticals, or no hits none do)
- Lu, besides affecting evasion and accuracy, as well as non-DL-relevant effects, is the major determinant of ailment accuracy
---> Weapon ailment infliction is independent of Lu on either side
-----> Weapon critical rate also appears independent of Lu on either side; it may be either a set critical rate for all attacks, or vary by weapon
-------> This applies to ranged attacks and melee attacks; guns appear to have elevated critical rates compared to melee weapons, although the damage they deal is significantly lower (with one exception)
During battle, allies and enemies trade turns until one side is victorious. When a character is struck by a critical hit or by an ability they are weak to, the target is knocked down and the attacker gains a 1 More. The attacker can use the 1 More to act again: if they strike another weakness on a non-downed target, they will receive another 1 More and can once again take another action. Unlike in P3 and P4, you cannot "down-lock" a target; once a character's next turn comes up, they will lose the downed status and can act (barring another status, such as despair, that prevents them from acting). Like in P3 and P4, the death of Joker leads to a game over.
Persona 5 contains a variety of attack affinities. Most of these are pretty easy to understand, with a few oddities here and there:
Physical Skills:Physical: All attacks that are not guns, which includes skills like Brave Blade, God's Hand, and regular attacks
Gun: All attacks that utilize guns, which includes all ranged weapon attacks and a small number of gun skills; it is reasonable to extend this to "shot" or "pierce" type weapons, as the gun affinity applies to slingshots and skills that have in previous games in the series been considered shot or pierce
Magical Skills:Fire: All attacks that involve fire, such as the Agi series; these skills have an additional chance to burn targets
Ice: All attacks that involve ice, such as the Bufu series; these skills all have an additional chance to freeze targets
Wind: All attacks that involve wind, such as the Garu series; these attacks deal technical damage to targets afflicted with the burn status
Electric: All attacks that involve lightning, such as the Zio series; these skills have an additional chance to shock targets
Nuclear: All attacks that involve nuclear energy, such as the Frei series; these skills deal technical damage to targets afflicted with burn, freeze, or shock status
Psychic: All attacks that involve mind damage, such as the Psy series; these are also referred to as telekinesis, psychokinesis, and psionic elemental; these skills deal technical damage to targets afflicted with mental statuses
Bless: All attacks that involve bless damage, such as the Kouha series; this also includes the insta-death effects from the Hama series; this element has been called Bless, Holy, and Light throughout the series
Curse: All attacks that involve curse damage, such as the Eiha series; this also includes the insta-death effects from the Mudo series; this element has been called Curse, Evil, and Dark throughout the series
Almighty: All attacks that involve almightyness, such as the Megido series; these attacks are not subject to Makarakarn or Tetrakarn, although they are subject to defensive stats and are boosted in damage by the Ma stat; there is no way in-game to negate these abilities from an affinity standpoint, although they can be evaded
Elemental Ailments:Burn: Afflicted receives 10% MHP damage per turn; receives technical damage from wind and nuclear affinities
Freeze: Afflicted skips their next turn and all affinities are negated until recovery; receives technical damage from physical and nuclear affinities; receiving damage will dispel the ailment
Shock: Afflicted skips their next turn; receives technical damage from physical and nuclear affinities; melee attacks against target have a chance of transferring the ailment to the attacker
Physical (Body) Ailments:Dizzy: Afflicted accuracy is reduced by 50%; receives technical damage from anything
Sleep: Afflicted cannot act; receives technical damage from anything; recovers 10% MHP and MSP while afflicted; receiving damage will dispel the ailment
Forget: Afflicted cannot use persona abilities (i.e., non-attack/gun/item/guard abilities)
Hunger: Afflicted damage dealt is reduced by 50%
Mental (Mind) Ailments:Confuse: Afflicted has an equal chance of skipping their turn, dropping money, or dropping an item; receives technical damage from psychic affinity
Fear: Afflicted has an equal chance of skipping their turn or running from the battle; receives technical damage from psychic affinity; will instantly die when targeted by the Ghastly Wail skill
Despair: Afflicted skips their turns, loses 5% MSP per turn, and will die automatically on their 3rd turn; receives technical damage from psychic affinity
Rage: Afflicted target can only use their regular melee attack; doubles damage dealt and received; receives technical damage from psychic affinity
Brainwash: Afflicted has an equal chance of attacking an ally, using a healing skill on an enemy, or using a buff skill on an enemy; receives technical damage from psychic affinity
Other Ailments:Insta-Death: Character dies instantly; there are 5 main sources of this ailment in-game
- Bless-aligned
- Curse-aligned
- Despair ailment
- Ghastly Wail on fear-inflicted targets
- Thanatos and Thanatos Picaro's Door to Hades skill (almighty-aligned)
Of these, affinities provide resistance or immunity to bless or curse, and equipment and some passive skills protect against the ailments that can lead to insta-death. It is impossible in-game, however, to be completely immune to insta-death, because Door to Hades is almighty (and nothing resists or negates almighty). However, there are no enemy abilities that are almighty and inflict insta-death, so a PC is technically immune to all sources of insta-death they would be targeted by if they are bless and curse immune, and are unaffected by either of the insta-death-prone ailments.
As a note, ailments last for 2 turns on the target unless otherwise noted above. Upon the target's 3rd turn while inflicted, they will recover. It is not possible to refresh ailments and extend their duration. Additionally, a target afflicted with an ailment is immune to being inflicted with another ailment, except being downed by a critical or their weakness. Every ailment in the game with the exception of despair wears of naturally.
Heal/Assist: All healing, status restoration, and revival abilities
Support: All support skills such as Tarukaja, Dekaja, Tetrakarn, etc.
All buffs and debuffs (e.g., Tarukaja, Rakunda) last for 3 turns on the target. Unlike ailments, buffs and debuffs can be refreshed by recasting the ability while it is still in effect.
Passive: All skills that are active innately, such as Fire Amp, Drain Phys, and Attack Master
For defensive passive skills, the following hierarchy takes precedent: Absorb > Repel > Null > Resist > Innate Weakness. Skills with the same name or effect do not stack, and are overriden by the stronger skill (e.g., Evade Psy and Dodge Psy do not stack, only Evade Psy's bonus is provided).
Being afflicted by certain ailments, as mentioned above, gives bonuses to damage. Damage bonuses from technical, critical, weakness, and being downed are all 50%. These do not stack; if you are weak to an affinity and subject to technical damage, you only deal 50% more damage.
All characters have the ability to guard. Guarding will reduce the next damaging attack received by 50%, dispelling the guarding effect. While guarding, characters are immune to all ailments.
II. Characters and LevelsCharacters are taken at level 75. This is the level at which the party members with set personas (i.e., everyone but Joker) gain their final skills. Additionally, it's the level of the final boss, and is the level I ended at running through the game on normal, making it a very fitting final level.
Personas can hold a maximum of 8 skills. I have defaulted to the 8 skills I believe are most beneficial in most circumstances. In-game, it is possible to re-acquire lost party member skills, as long as you have learned it before (and not just tossed it away when given the opportunity to learn it), although it does take half a day of in-game time to do such. Thus, I would allow the party members to modify their skills as needed, although this will rarely be necessary.
For Joker, his personal level matters only for HP and SP. His core stats will be affected by the persona he uses. Now, what persona to default him with for the stats here is a significant question that I deliberated on for a while. There are multiple matters complicating his default persona choice:
- While the stats of the party members are set, Joker's persona stats beyond their starting level stats are randomized
---> With the way fusions are handled, you can modify those level-up stats any way you want, allowing very focused set-up
- Joker cannot create a persona above his level, unless you max out one of the confidants (which can be done midway through the game), which allows you to pay money to create personas at a higher level that Joker
---> These can get extraodinarily expensive, although it's all about the level difference; at level 75, the highest level persona you can create, Lucifer, shouldn't cost more than 250000 yen or so
- When Joker creates a new persona, they gain experience based on the confidant levels he has achieved; this means they will gain, assuming maxed confidants, about 5 levels, which is typically enough to learn all of their skills
---> Additionally, you can sacrifice a persona to give experience to another persona; given enough money, you can take a level 1 Arsene to level 99, and completely control its stat growth at the same time
-----> This sacrifice also bestows a random skill upon the recipient, which can be reset to pass along certain skills to a target persona
- When fusing personas, you are able to choose what skills to pass on to the resulting persona, which is different from P3 and P4 where it was random and you had to keep refreshing the fusion page until you got exactly what you wanted
---> Additionally, skill cards exist, which allow you to add a specific skill to a persona after they have been fused; outside of a select few limitations, you can add any skill to any persona
- One of Joker's major advantages in-game is his multiple personas, the ability to switch around affinities and skillsets as needed; generally, you go through personas and fuse them to get higher level personas on a regular basis, as the experience needed to level up Joker's personas is much higher than the experience needed to level up the other party member personas, making level gaining the traditional way very inefficient for Joker; this has the added effect of generally buffing his stats to be a bit higher than the other party members once he fuses a new persona, with the rest of the party member catching up after a few level gains of their own
---> Since all characters with 1 exception have core stats equal to [(Level * 3) + 7], it's pretty easy to see how Joker having a level 90 persona at level 75 while the others have level 75 personas can make things a little unbalanced (although, as noted, this does happen in-game to an extent)
With that having been said, I set out with some criteria to find options for Joker's default persona. I went had the following ideas in mind when looking for the default persona:
- Ideally, a persona that is an ultimate arcana persona
---> This ultimate arcana persona must be an automatic max, which limits it to FOOL, MAGICIAN, JUSTICE, and JUDGEMENT
-----> All of these ultimate personas are above the endgame level to varying degrees, although the ultimate MAGICIAN persona, Futsunushi, is level 76, which would be reasonable
- Ideally, a persona that learns its last skill at level 75
---> There is no persona that meets this criteria, so I adjusted this to level 76 (which gives Joker a bit of his in-game stat advantage, which is probably a good thing overall, and true to in-game)
Unfortunately, no persona meets both those primary criteria, since Futsunushi learns his last skill at level 82. Level 82 is a good deal higher than 75, which doesn't seem terribly fair to the rest of the cast. So I focused primarily on the second criteria above, which means that Joker's default persona is JUSTICE Throne, learning its last skill at level 76, and sporting non-fail resistance. This actually works fairly well without heavily screwing over the rest of the cast.
I (and I believe most others) allow Joker to use his massive variety of personas, even though I will default the stat averages to JUSTICE Throne above. I will list a variety of personas for Joker with the following assumptions:
- Personas will be listed at the level at which they learn their last skill
- Stats are taken as an average of 10 sets, to ease the randomness a bit
- I do not assume skill cards are used, although I would allow them
- I do not assume skill transfer; skills listed are the core skills the persona learns
---> If you allow skill transfer, the combinations are endless, and about as broken as you can imagine
-----> Unlike in the original versions of P3 and P4, since you can pick the exact skill you want in P5, it's arguably much more legal, although for simplicity sake, I am assuming it is not used
- I do not assume Network Fusion at all; Network Fusion is very random, and the main allure is acquiring 4 (3 if you allow DLC personas) skills that cannot be acquired anywhere else
---> As such, the skills Almighty Amp, Mage's Gift, and Soul Chain are not allowed; if you disallow DLC personas, then Almighty Boost is also completely illegal (it's available on 2 DLC personas and Network Fusion)
- I will list relevant DLC personas, although due to the stats on many of them (being early-midgame focused personas), not many will be viable
-----> DLC personas cost $2.99 each, and you get 2 personas with each purchase, an original version and a Picaro version with better stats and slightly different skills
- Since I am not assuming skill transfer or skill cards, I adhered to the following when deciding what personas to list:
---> Damage of each major element; since psychic and nuclear are both fairly rare, I only listed a major source of psychic damage, as no persona naturally gains a severe damage nuclear attack along with the relevant amp
-----> Reliable ailments (primarily insta-death)
-------> High physical damage (either gun or physical, although we all know this is going to be Yoshitsune with Hassou Tobi)
---------> Solid defenses and tanking
-----------> Weird and potentially useful stuff (that's not too obscure)
I do not assume Joker does any training. It takes time that is better spent raising confidants on a first runthrough. If you assume perfect time management, you can probably get a boost to Joker's HP and SP of about 40 or so. In a New Game+, since you don't need as much time to level social stats, you can do more training. Having said that, it also requires a bit of time and use of specific items that a player may not know about. As such, again, I do not assume any HP or SP training for Joker's stats.
Related: I assume every confidant is maxed for this topic. This primarily affects Joker (since he need a maxed confidant to use the ultimate persona of each arcana), but has a few other effects on the cast (increased ammo capacity for guns). Most confidant abilities are not useful in the DL, being in-game benefits, but some (Tower, their personal confidants) may have use. In particular, every party member acquires the Endure (survive fatal attack with 1 HP once per batle) skill at level 9 of their confidant. If you are stringent with this, it is missable on all party members except Mona.
III. EquipmentNot as complicated as some other games in the series! Equipment is either storebought, found in dungeons, or received by itemizing personas. Storebought equipment is fairly straightforward - I allow all storebought stuff from the Airsoft Shop, which makes up the majority of equipment in the game. Items found in dungeons are generally one-of-a-kind items, or eventually become storebought. Itemization can only be performed once per day, so there is a limit. However, this is more than generous enough to make most of the items you want, with some time to spare. As such, I generally allow itemization, although with some limits (as noted below).
All melee and ranged weapons are unique, and all except 1 (Joker's ultimate melee weapon) are attainable in a first run of the game. I allowed Joker's ultimate weapon, even though it requires New Game+. It's 10 more power than the best storebought, and the effect isn't very broken (and is easily reproducible in a first run of the game). It also looks nice to have everyone with their best weapons (even though one could argue Joker prefers the Pro Parrying Dagger).
I defaulted to weapons that do not have a major impact on the stat averages besides damage (so weapons that provided bonuses to St or Ma are in, but those with bonuses to Ag or En are not). There are a couple outliers in the weapon category that are the reason I did this: Joker (All Stats+5 gun), Fox (Ag+10 gun), and Queen (All Stats+10 gun). These all require high level personas, which may not be accessible without a high enough level or the Strength confidant and a ton of money. Since they are so skewing (particularly to the Ag average), I did not assume them as default, as the DL inflates them even more than in-game (although they are also good in-game). Additionally, one could argue that Fox and Queen do prefer other weapon effects, meaning they don't always want them as default, so I think this works out well.
Protectors are unisex, male, female, or cat. Cat items are unique to Mona; he can't use any other protectors, nor can anyone else use those protectors. There are several protectors that are unique to Joker, including some from DLC; however, these all require itemization. Some of the best protectors are only available through laundry, which is random (although you can save and reset to get the ones you want). Moreover, there is a somewhat limited window when they are available (only enough time to get 4 armours, which, while enough to outfit an active party, is not enough for everyone who wants them in a first run-through). As such I do not allow the laundry-unique protectors. This includes Mona's unique protectors; while they are unique, they are still random, and generally very limited in quantity. I do not allow protectors obtained from itemization either, as this starts to hit some time-constraints, and you are limited by the itemization materials for protectors without significant farming for them. Like with weapons, I did not default to those that provided a major change to the averages beyond damage (since protector defense isn't hugely impactful on the damage received).
Accessories are generally allowed, although there aren't a ton of choices. Joker has some unique accessories, and everyone is defaulted to their starting accessory. Accessory options are limited to mild stat boosting (HP+20, SP+20, All Stats+1), ailment resistance, or aiment immunity. Some accessories are only buyable on a monthly basis (e.g., all the ailment immunity ones), so if you start buying them late, you might not have enough for a full party (although enough to outfit a battle party is very reasonable). However, there are usually other ways to acquire ailment immunity accessories, so I think it's fair to allow the ailment immunity accessories to the whole cast. Like with weapons and protectors, accesories are also itemizable from personas. Unlike weapons and protectors, there is generally an overabundance of the synthesis materials, so these are generally more DL-legal to me than the others. You're still limited to 1 itemization per day, so time constraints apply. I will list them if you feel inclined to allow them.
If you allow DLC, then there are additional accessories to consider. When you purchase DLC costumes for $6.99 each, you are given 9 accessories (enough for everyone party member, including the NAVI and temp), which will persist through New Game+. I will list these as well if you feel inclined to allow them.
Ailment Immunity Accessories:Hunger Gem: Null hunger
Sleep Gem: Null sleep
Rage Gem: Null rage
Despair Gem: Null despair
Hot Compress: Null freeze
Wood Clappers: Burn susceptibility reduced by 50%
Rubber Gloves: Shock susceptibility reduced by 50%
Wild Clogs: Fear susceptibility reduced by 50%
*For those keeping track, there is no storebought immunity or resistance for dizzy, confuse, brainwash, or forget ailments that are storebought
Joker Unique Accessories:*Hand Mirror: Counterstrike (15% chance to reflect physical or gun attack back at attacker; damage dealt against the attacker's defensive stats)
**Doll: St+5/En+5
**Tiki Necklace: Ma+5/En+5
**Engraved Ring: Ma+5/Lu+5
**Honu Charm: En+5/Lu+5
*This accessory is given if you score well enough on the first set of final exams in July; depending on your knowledge stat, this may not be available
**These accessories are given during the Hawaii event, and require a certain level of confidant to access; therefore, some may not be available
Itemization Accessories Not Otherwise Mentioned:Regent: St+3, Critical rate up 10% (I believe this only affects regular attacks; characters with poor Lu, such as Queen and Fox, see almost no benefit from this type of boost)
Stone of Scone: En+3, Physical and gun damage received reduced by 10%
Emperor's Amulet: En+5, Auto-Tarukaja
Orlov: Ma+3, High Counter (20% chance to reflect physical or gun attack back at attacker; damage dealt against the attacker's defensive stats)
Queen's Necklace: All Stats+1, SP+30
Koh-i-Noor: All Stats+2, Bless Boost
Hope Diamond: All Stats+3, Regenerate 3 (restores 6% MHP per turn)
Crystal Skull: All Stats+5, raises evasion against magic attacks by 30% (non-Hama/Mudo, excludes almighty)
Legion's Jail: Null fear
Daffodils: Null despair
Thunder Band: Null shock
Shackles: Null rage
Hua Khon: Null Bless insta-kill
Petra Genetrix: Null burn
Khamrai Tao: Fire damage received reduced by 30%
*If you're still keeping track, there is still no immunity or resistance for brainwash, confuse, dizzy, or forget ailments
DLC Itemization Accessories:Black Moon: Critical rate up 30%
Black Headband: SP+40
White Headband: HP+50
Darkness Ring: Taises evasion against curse (non-Mudo) attacks by 30%
Thunder Horns: En+10, Fire Boost
Hades Harp: Ag+3, Null brainwash
Red Yarn Ball: Lu+10, Auto-Tarukaja
*With all accessories allowed, the cast still misses confuse, dizzy, and forget for status ailment resistance or immunity
Other Accessories:Stamina Sash: HP+20
Mind Choker: SP+20
Knight Crest: All Stats+1
Bold Eyepatch: Raises evasion against physical attacks by 10%
Fire Mask: Raises evasion against fire attacks by 10%
Ice Mask: Raises evasion against ice attacks by 10%
Wind Mask: Raises evasion against wind attacks by 10%
Elec Mask: Raises evasion against electric attacks by 10%
Protect Mask: Raises evasion against cure (non-Mudo) attacks by 10%
Hamya Mask: Raises evasion against bless (non-Hama) attacks by 10%
Heat Mask: Raises evasion against nuclear attacks by 10%
Psychic Mask: Raises evasion against psychic attacks by 10%
Red Bracelet: Fire Amp
Blue Bracelet: Ice Amp
Green Bracelet: Wind Amp
Yellow Bracelet: Elec Amp
Star Bracelet: Nuke Amp
Circular Bracelet: Psy Amp
White Bracelet: Bless Amp
Black Bracelet: Curse Amp
Regen Patch 3: Restores 6% MHP per turn
SP Adhesive 3: Restores 7 SP per turn
Resist Ring: Magic damage received reduced by 10%
Spirit Ring: Physical damage received reduced by 10%
Grudge Gauze: Curse damage received reduced by 50% (this overrides weakness from a damage received perspective, but will still inflict the down ailment and give the inflictee a 1 More)
Thought Gauze: Psychic damage received reduced by 50% (this overrides weakness from a damage received perspective, but will still inflict the down ailment and give the inflictee a 1 More)
DLC Accessories:Hermelin Badge: Null Bless/Curse
Arm PC: All Stats+3, SP+20
Lambs' Pillow: Ailment susceptibility reduced by 50%
Gauntlet: Raises critical rate and magic evasion
Kuzunoha Tubes: HP and SP cost of skills reduced by 25% (stacks with Spell Master and Arms Master)
For each specific character, I will list their unique melee and ranged weapons, and useful protectors, in the 3rd post, where I also will list Joker's multiple Personas.
IV. MiscellaneousDamage is taken against a level 75 target, neutral to all affinities. Their En is lower than the average of endgame shadows, but this makes the numbers look a bit more like in-game (where you have Auto-Mataru, multiple stat boosters, etc.), so I think it works out well. If you want to see the numbers vs. average endgame shadow En, approximately half the damage numbers.
Critical rates are taken against average endgame shadow level (75) and Lu. I have rounded these to the nearest multiple of 5.
Accuracy modifer is an average accuracy of the character taken against average endgame shadow level (75), Ag, and Lu. I have rounded these to the nearest multiple of 5. Accuracy is generally not a massive problem at endgame, as only Skull and Noir have some accuracy issues (and only with their MT skills; MT skills have lower accuracy than ST ones, and magic appears to be more accurate than physical skills). It's hard to tell anything above 100%, but I have listed what I think this is, based on testing varying levels of Ag and Lu. This represents how likely the character is to miss against endgame shadows. Note that some moves, such as MT physical skills, are less accurate than others, so this number may undersell the accuracy of some skills, while overselling the accuracy of others.
Status accuracy is taken against a average endgame shadow level (75) and Lu. I have rounded these to the nearest multiple of 5.
Durabilities are listed based on the character HP and En as compared to the rest of the cast. While protector defense also impacts this, the default protectors are all very similar in defense at endgame, hence the individual character En is the biggest determinant of durability (since the HP spread is small compared to previous games in the series).
Evasion is taken against average endgame shadow level (75), Ag, and Lu. This indicates how likely they are to dodge attacks at endgame.
Speed is action order priority as compared to the rest of the cast.
Ailment resistance is taken against average endgame shadow level (75), ailment accuracy, and Lu. This indicates how likely they are to be hit by ailments at endgame.
If a character is listed as having a boost or amp skill on their default (all characters but Fox), the damage is taking that into account. If the character has an amp or boost skill not listed (like Panther's Burn Boost) in their default skillset, its effect is not included (but can be easily estimated with simple multiplication).