
The sentient Internet supercomputer has calculated that the world will end shortly, and the only way to stop this is to send shards of itself sleeved into cyborg form to go run around abandoned dockyards, unfinished buildings, and underground rail tunnels collecting loot...
This is something of a provisional topic. There are some dramatic interp questions here.
Interpreting Soul Hackers 2 in the DLSH2 characters are sorta split into two halves in-game, the human/cyborg and the equipped demon. Your summoners use "Aion-Empowered Summoning" which is basically summoning a demon into their COMP, which is their weapon (rather than actually summoning it as a separate entity). The humans have slots for 3 passive skills called "Mistiques", and these all have the role of stuff like XYZ Amp and XYZ Boost in other SMTs. You get more Mistiques both by leveling up demons and by buying them from a vendor. Your demons only have 6 slots which are generally active skills, elemental resistance passives, and quirky other passives.
The stats of the combined character are the human's stats + the demon's stats. You CAN run demonless and just use basic attacks / guarding / items, but there's a substantial stat hit from this (especially by endgame), so you're really not expected to. The characters don't really have "canon" lategame demons attached to them; to the extent they have pet demons, it's their starters (mostly Saizo & Hare of Inaba, which the game shows together several times).
So we have some options in a stat topic..
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A Solo demonless characters with affordable Mistiques.
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B Solo demonless characters with the best, but expensive, Mistiques.
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C Characters with their starting demon leveled up appropriately to be on-level par for stats, and their default, garbage-by-endgame skillset.
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D Characters with their starting demon leveled up appropriately, and a skillset updated to be endgame-viable (e.g. swapping Dia with Diarahan, Agi with Agidyne, etc.). You COULD do this with Mitamas or other funky fusion chains if you were eccentric in-game.
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E Characters with a neutral-to-all composite demon based on an average of L60-66 demon stats, and skills based on if their starting demon's skillset was updated to endgame equivalents.
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F Characters with a neutral-to-all composite demon based on an average of L60-66 demon stats, and skills based on the summoner's natural mistique affinities.
This topic will cover option
A, the simplest one. It still doesn't solve quite everything (do we assume monsters are similarly scaled down in stats to reflect the artificially lower personal stats?) but is a useful baseline of just-the-character's stats. A long-term solution is probably one of the other ones, but would want to hear opinions. (And note that the "starting demon leveled up appropriately" basically is "do a NG+ with that demon equipped constantly" if you don't want it wildly behind on XP.)
I've included some basic information on the info that would be in one of the other options.
Character affinities - Ringo: Physical, Lightning, Almighty
- Arrow: Gun, Ice, Support
- Milady: Physical, Fire, Ruin / Status ailment infliction
- Saizo: Gun, Force, Healing
This is useful for Mistique choice + an F interpretation, based on what high-level skills & stack bonuses the characters get that fit their affinities.
Stats: HP: Insert witty joke here.
Str: How powerful Physical & Gun attacks are.
Int: How powerful everything else is (Fire, Ice, Lightning, Force, Ruin, Almighty).
Vit: Affects damage taken mildly; gives a bit more max HP.
Agi: Affects Aim, Dodge, and escape rate. Also affects action order between PCs, but see below, this isn't really a useful guide to "initiative".
Luk: Affects critical rate and status ailment infliction rate. (It definitely helps offensively as far as inflicting statuses; I'm not sure if it helps defensively as far as resisting them.)
COMP upgrades The character's weapons are called COMPs in SH2. In general, I assume you collect all the COMP upgrades (perhaps excluding the irrelevant lesser Affinities since you won't be equipping weaker Mistiques anyway). The one exception is that come endgame, there's a final "star" tier of upgrade, but you're only allowed a single one. Getting a different star-level upgrade will send the other one back down to the penultimate level. I've noted when it's not clear what star upgrade a character desires.
Summoner skillsAs characters increase in Soul Level and you do the PS2 loading screen dungeon, characters unlock personal upgrades. I assume you've learned all the relevant ones and gotten everyone to 100 Soul Level, but didn't do the "Depths of the Soul" 100+ SL tier 5 stuff. Technically, this means that some skills will be left unlearnt, but it's pretty easy to just do the combat-relevant ones and skip the "exploration" related ones.
Commander skillsThese are special effects that run off a cooldown timer. Very very late in the game (last half of the last dungeon late), you can get a 1-turn discount on the cooldowns via an upgrade to Ringo's COMP. They're flavorfully tied to Ringo like Sabbaths, but these are also mechanically tied: they can't be used if Ringo is KO'd. However, I'm a little hesitant to hype up letting Ringo go nuts with them, as Ringo should be alive 99% of the time in-game, and while she is alive, anybody can use them. Additionally, the most important Commander skill in-game is Conversion, which lets you switch a single summoner's demon. Conversion is not super-helpful in the DL, though, so all the also-ran skills that get in the way of using Conversion get maybe more prominence than they should.
In the DL: You might ban these entirely. You might allow them but assume they're mysteriously all on cooldown, so Ringo will only get an Overclock extra turn 5 turns in. You might just straight-up allow them. Up to you! (Overlock is the money one, although Shield Deployment is handy if you assume it's available turn 1 vs. powerful but frail status slingers where even a single turn of status immunity is enough.)
Elemental weaknesses and Sabbaths First, up front: weakness hitting mechanics for the player and for the enemy team are
NOT the same. When enemies hit a PC weakness, they do more damage and that's it. This is unfortunate, but not the total disaster it is in some SMTs.
When you the player hit an elemental weakness, the reward are "stacks". The stacks turn into more damage that goes off at the end of the player turn in a "Sabbath" which is sorta like a Persona team-up attack but with demons. It's similar to SMT Strange Journey's Co-Op attacks in the remake, if you're familiar with that. My guess is that the damage is based on a basic attack of all the demons summoned into the stack. There's some minor focusing at work too - with 2 enemies, you lose ~20-25% damage per target; with 3 enemies, you lose ~30% damage; etc. It's not pure focusing where you'd lose half your damage per-target by going from 1->2. Mostly just means Sabbaths hurt more against just 1 enemy. Sabbath damage is completely unresistable elementally, similar to physical Almighty damage. (In-game, if there's an enemy you have trouble damaging, hitting them incidentally via building Sabbaths on their friends with friendlier weaknesses is a valid tactic.) Sleeping enemies, debuffed enemies, etc. will take more damage from Sabbaths, although they inexplicably won't break Sleep status.
In flavor, Ringo is the one commanding these Sabbaths, and they also require sufficient demons in the supply (e.g. if you somehow have no demons not in the Sabbath left in the supply, further stacks are wasted). In practice, a lack of demons will never ever ever come up, and if it does it's a "good problem to have" because that means you already have a 12+ stack rolling. And mechanically, it's not tied to Ringo - even if Ringo is dead, she'll temporarily get back up to order the Sabbath to go off. So fair game for the full cast IMO.
From testing, unequipped endgame Sabbaths were dealing 70-90 damage with 1 stack vs. 1 enemy, 140-160 damage with 2 stacks, and 220-240 damage with 3 stacks. (If you get more than 3 stacks in a single turn in a duel, something is up, although I guess Ringo can get it with a Recursive Processing extra turn proc while fighting a lightning-weak enemy.)
Status ailments:Characters and enemies can only be inflicted with a single status effect at once; they can't be stacked. (Hypothetically, this could mean intentionally letting yourself be inflicted with one not-so-bad status to ward off a scarier one, but the opportunity to do this never really comes up.)
Status is most often inflicted via Ruin skills, although there's a few other effects that can apply it (e.g. the Physical ability Blight can inflict Poison). Crucially, there are four mistiques that let you apply a status with any ol' damaging effect in the right element: Lightning gets Paralysis, Ice gets Sleep, Fire gets Seal, and Force gets Poison. These mistiques are amazing and you should totally equip them in-game.
The Lck stat governs both status infliction and status resistance (as does Level as usual, I'm sure). The exact formula is not given in-game, but Persona 3 Reload's formula includes multiplying everything by ((Attacker's Luck + 100)/(Defender's Luck + 100), so wouldn't shock me if something similar was up here.
List of status ailments:
- Paralysis - Skip all turns. Wears off after ~3-4 turns.
- Sleep - Skip all turns. Take ~+100% (?) additional damage from Physical, Gun or Sabbath attacks. Wears off if hit with a physical or gun, or after ~3-4 turns. Restores 2 HP / 2 MP at start of turn (basically nothing).
- Seal - Can't use skills that cost MP (i.e. everything demons provide).
- Poison - Lose 25% max HP after acting. Can't be fatal. Lasts around ~4-5 turns; wears off early if Poison knocked the character to 1 HP the previous turn.
- Faint - Skip your next turn. (i.e. 1-turn paralysis, basically.)
- Dread - Enemies have a higher critical hit rate.
- Daze - MP Poison, basically. Lose MP after acting.
- Bomb - If character takes damage, all their allies take damage as well. Only enemies inflict this status.
- Target - Enemies focus attacks on the character. Only enemies inflict this status.
InitiativeBattles open in one of three ways: a bonus attack, regularly, or an ambush. In a bonus attack (more likely if you slash a random on the exploration map), you go first and get a bit of free multitarget damage on the enemies. In a regular fight, your team goes first. In an ambush, one or two of the enemies get an action first (not necessarily all of them), then your team goes. There's strict alternation of player turn, enemy turn afterward. Boss fights always open regularly.
I am pretty opposed to using Agility for speed or initiative any more than as a grudging tiebreaker between two average speed characters. Agi doesn't seem to help at all as far as the PC side getting more turns on the enemy - you always go first vs. bosses, and even if you fail to slash an enemy, the tool tip doesn't say anything about team AGI helping you go first. It's strictly inter-team turn order this can affect. (Even if Agi somehow did help you avoid ambushes, which I doubt, by endgame you should have Arrow's Vigilance skill greatly reducing the rate of ambushes anyway. And should just slash everything regardless.)
Short version: Everyone's average speed, and Agi is okay for tiebreaks I guess.
MealsProbably not DL-legal, but in-game by mid-game and beyond, there's really no reason not to always have a Meal effect up, and some of these can be reasonably potent. Notably, meal effects include increasing evasion, reducing enemy status ailment hit rate, providing a free Taru/Raku/Suku - kaja buff after 3 turns pass, or providing MP restoration if low on MP. Maybe something to tiebreak long battles with.
Stats tableFor a just-the-stats approach. Includes the minor stat boosts from Summoner Passives. Characters are taken at level 66. Parentheses indicates stat boosts from the default Accessory picked for this topic (e.g. Saizo having HP+180, MP+100 off Vintage Lighter).
| HP | MP | Str | Int | Vit | Agi | Lck | Comp | Armor |
Ringo | 945 (1105) | 398 | 49 | 49 (61) | 44 | 50 | 39 | 80 | 61 |
Arrow | 998 (1031) | 370 | 48 | 44 | 54 (66) | 48 (58) | 38 | 80 | 55 |
Milady | 855 | 416 | 45 (57) | 57 | 43 | 48 (58) | 35 | 80 | 62 |
Saizo | 914 (1094) | 399 (499) | 43 | 46 | 46 | 55 | 37 | 80 | 60 |
Averages | 928 (1021) | 396 (421) | 46 (49) | 49 (52) | 47 (50) | 50 (55) | 37 | 80 | 60 |