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P3R Memento Mori Rebalance 1.2.1
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This mod is a combat and difficulty overhaul that attempts to change battles to be more fun and balanced, while also adding harder difficulty modes meant to still challenge players experienced with Persona and MegaTen games. It's for people who feel like Reload is too easy or Theurgy breaks the game, want the gameplay balance to feel closer to FES (or harder) while still utilizing all of Reload's new additions, or want the game "remixed" for a second playthrough.
All you really need to know is: All five difficulty modes are varying types of "hard modes", including P3R's original Hard, so please use whichever you find fun. The restriction on raising to Merciless mid-game is gone, so no need to start there. There are many tweaks to combat and skills that you can go read over or just learn from playing. Since this mod generally nerfs the player, you're also given more viable options to make up for it. Gaining social stats is much faster to give time for battle-related activities instead. Some strongest skills are nerfed, but some weaker skills are buffed. Party members have expanded skill pools for more viable skill/equipment builds. Theurgies no longer pierce and do less damage, more like you'd expect from the "Severe" in their descriptions, but apply debuffs, ailments, an do extra damage to downed enemies, and they can still do four-digit damage if set up properly. Full moon bosses still can't be knocked down, but have weaknesses and varying damage from each affinity.
And, thanks for downloading. This might seem like it was a lot of hard work to make, but I actually had a lot of fun doing it. P3 is my favorite game, and I find game design very interesting.
For reference, Merciless in the vanilla game is x1.50 to enemy damage and x0.60 to player damage. Suicidal was the difficulty I playtested the most and find the most hard-yet-comfortable. Memento Mori is there for people that genuinely find it fun fighting bosses like Demi-fiend in DDS, where you need a calculator and have to write down everyone's HP and which turn you're on.
Difficulty modes
Hard Risky Lunatic Suicidal Memento Mori
Damage by enemies x1.30 x1.75 x2.00 x2.60 x3.20
Damage by player x0.80 x0.60 x0.65 x0.60 x0.55
Experience earned x1.00 x1.00 x1.00 x1.00 x1.00
Material sell price x1.00 x1.30 x1.35 x1.40 x1.50
Enemy ailment accuracy x1.00 x1.35 x1.25 x1.40 x1.55
Player ailment accuracy x1.00 x0.90 x0.80 x0.75 x0.65
Enemy's crit/weak hits x1.00 x1.75 x1.30 x1.15 x0.80
Player's crit/weak hits x1.00 x1.75 x1.20 x1.10 x1.00
Hard (replaces Peaceful): Identical to the original game's Hard. A baseline difficulty, and for players that just want the mod's other changes without modifying the difficulty modes.
Risky (replaces Easy): Risky mode makes everyone's overall damage slightly low, but critical hits and weakness hits are extremely powerful. Kill quick or die quick. Damage values are a mix between P5's Merciless and P3R's Merciless.
Lunatic (replaces Normal): Lunatic mode gives a challenge and risk without making battles too slow or tedious. Recommended to start with. Enemy damage is the same as P3P's Maniac, and its difficulty should on par with that and P3 FES' Hard.
Suicidal (replaces Hard): For players chasing the thrill of death, Suicidal mode makes enemy attacks extremely strong. Even if you take steps to mitigate risks, there's always a chance of getting unlucky. It may feel unfair to die from things outside your control, but misfortune is still ultimately failure to earn the favor of the gods. Meditate on why that may be, and then try again.
Memento Mori (replaces Merciless): For players that want to be reminded of their mortality. Death looms over every encounter, and one mistake can be fatal. Enemies are harder to kill, their attacks are unreasonably strong, and the strength of their regular hits are closer to that of their critical hits. This is only for people that want battles to be brutal struggles even while utilizing all the Personas, skills, equipment, items, and party compositions you can.
Notes and FAQ
1. If there are some specific parts of this mod you don't want or might conflict with other mods, you should be able to individually delete or only use whichever files do whatever you do or don't want. It shouldn't take too long to figure it out by the filenames. DT_BtlDIfficultyParam has just the difficulty modes, BP_BtlCalc has general combat tweaks. To get rid of Theurgy and skill changes, you'd delete DatSkillDataAsset and DatSkillNormalDataAsset, but then text and script is kept in separate BMD files, so to also revert skill descriptions and skill battle messages, also delete BMD_BtlJyokyoHelp and BMD_SkillHelp.
2. Using this mod should not "taint" your save and cause problems if you uninstall it mid-game. There are some small quirks I considered acceptable: party member skills added by this mod are unable to be learned if they've passed that level in your save already. Relearning at Be Blue V doesn't work, as you never "forgot" them. Previously unobtainable skills, like Chidori's Spring of Life on Junpei, will remain learned and still be usable, but their effects are reverted and their description will just say, "mishou," "unused.". They still ARE used skills (just not by you), so it won't cause crashes or glitches.
Documentation, changelog, and dev notes
Project goals remaining
1. Edit passive skills and calculations (like repel damage) in blueprints.
2. Adjust individual enemies and encounters. This is the most important thing, as high damage numbers are just a band-aid solution. More bosses need to go twice.
3. Add in skill damage and other values into descriptions now that the values themselves are about settled.
4. Change NG+ to reset level and items but keep compendium and social stats.
5. Adjust Personas and equipment to give the player more tools and options.
6. Actually playtest the whole game on different difficulties for balance issues.
7. Someone asked before how Elizabeth was balanced in this mod. She isn't. I might turn her into a traditional bossfight eventually. Puzzle fights aren't bad, but Liz is just a boring one, frankly.
8?. Nothing quite seemed to work for modifying DT_SystemTextName, so I had to write around menu pop-ups mentioning the current difficulty name. Maybe find a way later. Not important, just to not feel like I lost against it.
General combat
Maximum attack damage: 9,999 (from 99,999) [Just to make it the same as FES.]
Maximum critical hite rate: 40% (from 100%) [I think this was the highest possible crit rate in FES.]
Critical hit damage: x1.20 (from x1.5) [Attempting to bring phys and mag closer in strength. Magic was pretty strong in the original.]
Attack accuracy minimum: 30% (from 50%)
Escape success rate minimum: 15% (fom 50%)
Escape success rate maximum: 75% (from 99%)
Charge multiplier: x2.15 (from x2.3)
Concentrate multiplier: x2.25 (from x2.3)
Damage to downed combatants: x1.35 (from x1.25) [Want to make this subtle mechanic more worth keeping in mind.]
Bonus-to-downed skill damage multiplier: x1.45 (from x1.5)
Duration of support moves: 4 turns (from 3)
Guard damage multiplier: x0.25 (from x0.4) [Small buff to guarding.]
Foul Breath/Stagnant Air ailment chance bonus: x1.65 (from x1.5) [Ailments are generally buffed and have more impact.]
Minimum Charm turn duration: 2 (from 1)
Player ailment recovery rate: 50 (from 70)
Enemy ailment recovery rate: 50 (from 30)
Critical chance boost from Confuse: +35% (from +20%)
Critical chance boost from Fear: +30% (from +20%)
Critical chance boost from Shock: +45% (from +35%)
Poison max damage: 9999 (from 9,999)
Poison damage ratio: x0.35 (from x0.2)
Accuracy ratio during Rage: x0.20 (from x0.35)
Damage done while charmed: 100% (from 50% for attacks, 20% for skills)
All-out attacks: 14 power, 0% Dizzy (from 15, 40%) [I still want AoA's to be strong, but I want not doing one to be an equally valid option.]
Chance of regular attacks inflicting Dizzy on downed targets: 80% (from 50%) [A couple weapons attacks can take away an enemy turn and keep them vulnerable, but kind in mind this is lower on higher difficulties.]
Chance of physical skills inflicting Dizzy on downed targets: 5% (from 20%)
Chance of magic skills inflicting Dizzy on downed targets: 5% (from 20%)
Chance of Theurgy inflicting Dizzy on downed targets: 10% (from 80%)
Misc
Tweaked curve of EXP multipliers for fighting enemies higher or lower level than you. +1 through +5 are slightly higher than vanilla, but everything outside that range is lower. This small boost range is to encourage switching party members.
Higher level enemies give: (+1)x1.05 (+2)x1.10 (+3)x1.15 (4+)x1.2 (5+)x1.30 (6+)x1.45 (7+)x1.60 (8+)x1.75 (9+)x1.90 (+10)x2.00
Lower level enemies give: (-1)x0.75 (-2)x0.50 (-3)x0.30 (-4)x0.25 (-5)x0.20 (-6)x0.19 (-7)x0.18 (-8)x0.17 (-9)x0.16 (-10)x0.15
Level differences between combatants no longer directly scales damage up or down.
Shuffle time Persona level boost: 1.75 (from 1)
Social stat level up requirements are much lower. [Spend more time gardening.]
Party members
Damage-piercing removed from all Theurgy except Blaze of Life and Electric Onslaught
Reduced the accelerated Theurgy charge rate during major bosses to approximately 150% (from 200%)
Damage of all Theurgy attacks significantly reduced
Almost all Theurgy attacks do extra damage to downed enemies
[Theurgy attacks are closer to the level of "Severe" skills like they say instead of massive damage nukes. You're supposed to "prep" for a Theurgy with buffs and multipliers in advance first instead of just opening a fight with one, at least against bosses. The extra damage to downed enemies is an extra way to do that. You can tell Mitsuru and Aki's already had slightly lower damage because they were expected to use Concentrate and Buff Amp. These changes just double down on that. By the way, skills use the square root of their power, so -50% attack power is not -50% damage. You can definitely still do four-digit damage with Theurgies. It just requires effort to set up now.]
Protagonist
Cadenza: 100% HP (from 50%)
Jack Bros.: 40 power, 50% Down (from 80, 80%), +Matarunda [Same knockdown rate as FES.]
King and I: 110 power (from 180) +Masukunda
Best Friends: +Charge, +Concentrate, cures ailments and KO, but sets HP to 1
Scarlet Havoc: 100 power, 1% crit rate, +Marakunda (from 250, 20%)
Trickster: 175 power (from 300)
Weak Boost: x1.05 (from x1.10)
Weak Amp: x1.1 (from x1.2)
[Restored various cut skills from other P3 versions back into party member's skill pools, along with some extras inspired by their characterization or boss fights in the Answer. A lot of these are mid-game skills and "clutter" that were cut for not being optimal or having better versions later anyway. You can argue it's pointless to include non-optimal skills, and, sure, you don't strictly NEED to get Agidyne on Koro or Diaharan on Ken, but it's good to have more build options. Additionally, instead of learning nothing after level 75, party members get a couple skills in the 80's and 90's. There's also what might look a few new skills, but they're just unobtainable skills that weren't available to the player given unique names and descriptions.
You might expect party members to be more useless with all the nerfs, but, if my numbers are right, most charaters have identical or higher potential damage output, either because of skill buffs (Garudyne on Yukari) or new skills they can learn (Magic Ability on Mitsuru.) Party composition should still be important to consider, and they have more freedom to use different equipment if they get a passive they need from a skill slot instead.]
Yukari
[Yukari has a few more offensive options with phys and ailments, but nothing stronger than her magic. I think Holy Arrow and Poison Arrow fit on Yukari, (poison-tipped arrows make me think of Greek mythology, and Charm fits well on Io,) but I know phys skills just don't feel right on Yukari, even if she has Myriad Arrows in her boss fight. I compromised by not including Myriad Arrows or Arrow Rain.]
Cyclone Arrow: 130 power, applies Tarunda, +99% Charm/Poison, +Effective against downed enemies (from 220)
Tranquility: Full heal and Heat Riser to all allies (-Concentrate)
Skills: Holy Arrow (19), Poison Arrow (48), Poison Boost (55), Recarmdra (58), Nigayomogi (72), Single-Target Boost (82) Salvation (90),
Junpei
[Edited Chidori's enemy-only Spring of Life healing skill to also apply Revolution and gave it to Junpei. It should help him more easily keep up the crits while staying alive despite global crit nerfs hurting him. Like in FES, only Trismegistus will learn Spring of Life, but Hermes should never actually get to level 66 in normal gameplay, anyway. Baisudi is based on his old Re Patra, which I feel is fitting of Hermes to have some healing. Auto Sukukaja is to fit him, too.]
Hack 'n' Blast: 135 power, 15% crit rate, +99% Confuse/Distress, +Effective against downed enemies (from 250, 20%)
Blaze of Life: 230 power, +Fire Break, ignores resist (from 450)
Crit Boost crit rate bonus: 4% (from 5%)
Crit Amp crit rate bonus: 8% (from 10%)
Crit Boost crit damage multiplier: (x1.10)
Crit Boost crit damage multiplier: (x1.15)
Skills: Baisudi (7), Mabaisudi (27), Auto Sukukaja (31), Maragion (38), Fire Boost (42), Spring of Life (66), Maragidyne (69), Inferno (80), Heaven's Blade(92)
Akihiko
[Buff Boost and Buff Amp are heavily nerfed. They stacked and, combined, effectively raised Tarukaja's 40% damage bonus to 96% on Aki. Adding Rakunda (x1.4 to x1.8) and Concentrate into this, a 700-damage Electric Onslaught would do 700 x 1.8 x 1.4 x 2.3 for a total of 4057 damage before Endurance, et cetera, are taken into account. I decided to nerf this.
That said, it's still very good. Aki's damage is fairly average at first, but if you can keep him supported with attack up, his defense up to survive Bloody Charge, and his speed up to land his Strike skills, then he'll start to shine.]
Lightning Spike: 50 power, applies Masukunda, Shock 50%, +Effective against downed enemies (from 100)
Electric Onslaught: 120 power, 99% Shock, +Elec Break, ignores resist (from 200, 80%)
Buff Boost: x1.05 damage (from x1.1)
Buff Amp: x1.10 damage (from x1.3)
Skills: Provoke (19), Raging Tiger (22), Rage Boost (26), Dodge Strike (30), Infuriate (33), Evade Strike (48), Balzac (56), Bloody Charge (60), Arms Master (80), True Ziodyne (85)
Mitsuru
[Gave Mitsuru her healing back from FES. In exchange, while Mitsuru learned Ice Amp at level 76 in FES, I'm going to consider Ice Boost as its replacement and not give both. Spirit Drain goes against how the game replaced fatigue with SP management, and Soul Link seems like a better replacement. I gave her more focus on Charm based off the story of Achilles and Penthesilea. Megidolaon can improve her lategame AoE damage now. (She at least uses it in her boss fight.) Without any Boosts, her Almighty is slightly stronger, but Boost+Amp+Magic Ability+Diamond Dust is stronger then Megidolaon+Amp.]
Blizzard Edge: 90 power, 99% Freeze, applies Masukunda, +Effective against downed enemies (from 180, 80)
Blade of Execution: 190 power, Debilitate (from 350)
Ailment Boost: 7% (from 7%)
Ailment Amp: 10% (from 15%)
Skills: Diarama (25), Soul Link (30, replaced Spirit Drain), Sexy Dance (32), Charm Boost (36), Stagnant Air (40), Evade Slash (42), Panic Voice (53), Randy Haze (56), Diarahan (58), Lobotomy Slash (65), Megidolaon (76), Magic Ability (82), Almighty Amp (92)
Aigis
[Orgia Mode is supposed to be more about the Orgia Mode now, with the initial explosion just setting the stage. The Matarunda helps protect everyone while Aigis goes on the offensive, and, even if it does no damage, an AoE with a huge crit rate and shock chance can immediately lead into a chain of knockdowns. This is pretty strong against multiple enemies, but it's also the only Theurgy with the extra cost of disabling you for two turns.]
Orgia Mode: 25 power (from 100), 25% crit rate, applies Tarunda, +50% Shock
Maximum Firepower: 135 power, 10% crit rate, +99% Distress/Fear, +Effective against downed enemies (from 250, 15%)
Phys Boost x1.04 damage (from x1.1)
Phys Amp: x1.06 damage (from x1.3)
Immune to poison
Skills: Resist Shock (35), Sharp Student (51), Pierce Boost (58), Samarecarm (65), Shift Amp (70), Single-Target Boost (80), Resist Elec (84), Unshaken Will (95)
Koromaru
[Koro's damage is noticeably higher than Ken's now, but he won't quite reach the level of Aigis or Aki. I guess Reload giving him Debilitate and a party-wide Charge was to make up for his lack of big strengths, but he's lost one of those now. I felt Koro was the weakest party member outside of those two gimmicks, so I was probably the most generous with him. His big strength should be that he's the most adaptable and reliable in any situation.]
Hound of Hades: 140 power, applies Rakunda, 99% Poison/Fear, +Effective against downed enemies (from 220)
Power Howling: Charge+Concentrate+Dekunda+Heat Riser+Rebellion+Tetrakarn+Makakarn+Diaharan+Amrita to self [Basically sort of an Orgia mode for Koro.]
Skills: Evil Touch (37), Sukukaja (38), Agidyne (41), Fire Boost (45), Apt Pupil (48), Evil Smile (51), Mudo Boost (58), Terror Eyes (65), Resist Ailments (75), Demonic Decree (80), Evade Light (83), Magic Ability (87), Angelic Grace (94)
Ken
[I noticed each -kaja has two party members with it except for Tarukaja, and I feel like with all the changes of this mod, Aigis being the character with two -kaja's AND one unique to her, makes her very valuable. Out of him, Yukari, and Mitsuru, Ken seems like the best fit, both in gameplay balance and characterization. Besides that, he mostly just gets cut skills. He's frontloaded with a lot of shit now, but he does say in FES his Persona's skills progress fast (they don't).]
Divine Retribution: 140 power, applies Rakunda, +Effective against downed enemies, +99% Shock/Distress (from 230)
Divine Intervention: +Cures all ailments
Skills: Cruel Attack (39), Diarama (40), Tarukaja (41), Hamaon (43), Elec Boost (46), Matarukaja (49), Hama Boost (53), Diarahan (57), Endure Dark (62), Primal Force (66), Samsara (78), Divine Judgement (91)
Shinjiro
Bleeding Fury: 150 power, 15% crit rate, +99% Fear/Distress/Rage, +Effective against downed enemies (from 280, 30%)
Skills: Evil Smile (40), Life Aid (48), Survival Trick (53), Null Pierce (57), Vorpal Blade (61), Multi-Target Boost (68), Victory Cry (74), Arms Master (80), Unshaken Will (87), Enduring Soul (95)
Fuuka
[Had to nerf Fuuka's huge SP restore and Luster Candy, but it's more consistent now. You'll always get one buff, and it will at least partially help with low HP and ailments. Note your HP and SP still influence which effect gets triggered.]
Oracle 1 (HP): 45% HP, +Marakukaja, 50% chance of ailment cure (from 100% HP)
Oracle 2 (SP): 10% HP, 10% SP, +Masukukaja, 35% chance of ailment cure (from 50% SP)
Oracle 3 (Buffs): 30% HP, +Matarukaja, 45% chance of ailment cure, (removed Luster Candy) [This still says "ATK/DEF/Accuracy raised" when triggered since it shares the same message as Heat Riser itself. Appears unintentional since there is a separate identical message grouped with the other Oracle effects? Will try to make it use that instead.]
Revelation 1 (HP/Cure): 75% HP, 3% SP, +Marakukaja, 75% chance of ailment and KO cure (from 100% HP)
Revelation 2 (SP): 30% HP, 12% SP, +Masukukaja, 50% chance of ailment and KO cure (from 80% SP)
Revelation 3 (Buffs): 60% HP, 5% SP, +Matarukaja, 65% chance of ailment and KO cure (from +Heat Riser/Luster Candy)
Revelation 4 (Charge): 50% chance to Charge and Concentrate party members but reduce their HP to 1 [Thought it would be a funny callback to Oracle backfiring in FES. It's still fairly useful, though.]
Revelation 5 (HP/SP/Cure): 100% HP, 16% SP, 100% chance ailment and KO cure (from 80% SP)
Skills
[Some of these damage and crit rate changes seem extreme, but they're all the same or higher as FES. Example: Reload buffed God's Hand by +200, Brave Blade by +100, but Primal Force by 0, it now being a straight downgrade from Brave Blade. It seems obvious the original intent was for it to be a trade-off with higher damage but lower crit.]
Fatal End: 93% hit ratio (from 95%)
Getsu-ei: 4% crit rate (from 5%)
Zan-ei: 8% crit rate (from 10%)
Blade of Fury: 35 power, 8% (from 42, 10%)
Deathbound: 370 power, 7% crit, +30% Fear (from 350, 17%)
Heaven's Blade: 16% crit, hit ratio 95% (from 30%, from 90%)
Brave Blade: 600 power, 12% crit (from 650, 20%)
Vorpal Blade: 540 power, 10% crit (from 580, 13%)
Sonic Punch: 90% hit rate (from 92%)
Assault Dive: 10% crit (from 13%)
Gigantic Fist: 10% crit (from 15%)
Heat Wave: 82% hit ratio, 10% crit, 35% Distress (from 90%)
God's Hand 740 power, 11% crit, 80% hit rate (from 800, 13%, 88%)
Akasha Arts: 280 power, 7% crit rate (from 300, 10%)
Vile Assault: 380 damage, 30% Distress (from 400)
Cruel Attack: 200, 20% Distress
Primal Force: 620 power, 5% crit, 95% hit rate (from 580, 10%, 92%)
Pralaya 12% crit, 93% hit ratio (from 20%, 95%)
[The magic changes here make single-targets stronger and multi-targets weaker, like some phys skills or other SMT games. Light and Dark previously always did significantly more damage than the other four spells, and now single-target -gaon's are only slightly stronger than -dyne's, while Ma- -gaon's are slightly weaker than Ma- -dyne's. (This affects Koro, having both, and makes Mahama/Mamudo more helpful.)]
Agi/Bufu/Garu/Zio: 50 power (from 40)
Kouha/Eiha: 55 power (from 60)
Maragi/Mabufu/Magaru/Mazio: 35 power (from 40)
Makouha/Maeiha: 30 power, 8 SP (from 60, 10)
Agilao/Bufula/Garula/Zionga: 120 power (from 100)
Kouga/Eiga: 130 power (from 140)
Maragilao/Mabufula/Magarula/Mazionga: 90 power (from 100)
Makouga/Maeiha: 85 power, 14 SP (from 140, 16 SP)
Agidyne/Bufudyne/Garudyne/Ziodyne: 280 power (from 220)
Kougaon/Eigaon: 320 power (from 350)
Maragidyne/Maralagidyne/Mabufudyne/Magarudyne/Maziodyne: 200 power (from 220)
Makougaon/Maeigaon: 190 power, 24 SP (from 350, 25)
Hama/Mudo: 35% insta-kill (from 30%)
Mahama/Mamudo: 25% insta-kill (from 30%)
Hamaon/Mudoon: 60% insta-kill (from 50%)
Mahamaon/Mamudo: 40% insta-kill (from 50%)
Divine Judgment: 460 power, 25% chance of insta-kill, 30 SP [Now severe-ish Light/Dark attacks instead of weird -50% HP spells.]
Demonic Decree: 520 power, 8% chance of insta-kill, 30 SP
Dia: 75 power (from 50) [Experimenting with adjusting healing.]
Diarama: 200 power (from 150)
Media: 45 power (from 50)
Mediarama: 140 power (from 150)
Mediaharan: 300 power (from 100% HP)
Recarmdra: +Cures all ailments [More of a viable option now that it's Salvation.]
Tarunda: 99% accuracy (from 100)
Rakunda: 99% accuracy (from 100)
Sukunda: 99% accuracy (from 100)
Matarunda: 95% accuracy (from 100)
Marukunda: 95% accuracy (from 100)
Masukunda: 95% accuracy (from 100)
Debilitate: 75% accuracy, 42 SP (from 100, 36)
Charge: 24 SP (from 30)
Concentrate: 24 SP (from 30)
Bloody Charge: Costs 12 SP and damages you for 35% of current HP. (from 40% of max HP) [It costs less HP as your HP gets lower.]
Virus Breath: 280 power, 50% Poison, 26 SP (from 200, 40%, 25)
Boost skills: +20% damage (from 25%)
Amp skills: +40% damage (from 50%)
Growth 1: x0.33 EXP (from x0.25)
Growth 2: x0.66 EXP (from x0.5)
Crit Rate Boost: +4% chance (from +5%)
Crit Rate Amp: +8% chance (from +15%)
[These are enemy-only skills, now obtainable. They're mostly just AoE ailment skills with single-target hit rates but weren't able to hit all 4 party members (which is changed now). Maybe redundant, but a second tier of better ailment skills in lategame seems useful to me.]
Poison Mist 2 (Skill 326) Renamed: "Nigayomogi", 99% Poison, 30 SP
Neuro Slash 2 (Skill 354): Renamed "Lobotomy Slash", 340 damage, 50% Confuse/Charm, crit 5%, 95% accuracy
Evil Smile 2 (Skill 403): Renamed "Terror Eyes", 70% Fear/Distress, 20 SP
Infuriate 2 (Skill 404): Renamed "Balzac" 330 Almighty damage, 75% Rage, 30 SP
Spring of Life (Skill 405): Restores 1000 HP, +Revolution to self, 40 SP
Sexy Dance 2 (Skill 406): Renamed "Randy Haze", 300 Almighty damage, 65% Charm, 30 SP
Ziodyne 2 (Skill 411): Renamed "True Ziodyne", 330 power, 20 SP, 18% Shock (from 300, 14, 15%)
Tentarfoo 2 (Skill 422): Renamed "Panic Voice", 75% Confuse, 20 SP
[DLC Personas should no longer be overpowered, and most of their unique skills can be inherited.]
(DLC) Sinful Shell: 30% Dark insta-kill (from 50%)
(DLC) Wild Thunder : 195 power, 20% Shock, 92% accuracy, 24 MP, Inheritable (from 450, 35%, 95%, 48)
(DLC) Vacuum Wave: 190 power, 99% accuracy, 24 MP, Inheritable (from 500, 44)
(DLC) Blazing Hell: 195 power, 15% Charm, 30 MP, Inheritable (from 500, 44)
(DLC) Ice Age: 190 power, 20% Freeze, 24 MP, Inheritable (from 450, 35%, 48)
(DLC) Cosmic Flare: 380 power, 28 MP, Inheritable (from 550, 40)
(DLC) One-shot Kill: 15% crit rate, Inheritable (from 30%)
(DLC) Rebellion Blade: 650 power (from 700)
(DLC) Masquerade: 1-2 hits, 12% crit rate, Inheritable (from 2-2, 30%)
(DLC) Cross Slash: 1-2 hits, 7% crit rate, Inheritable (from 2-2, 13%)
(DLC) Magatsu Mandala: 185 power, 35% Fear/Confuse, 30 SP, Inheritable (from 300, 50%, 38)
(DLC) Shining Arrows: 5 power, Inheritable (from 15)
Personas
Orpheus: Dekaja (16), Swift Strike (20), Maragion (28), Mediarama (37), Growth 3 (43), Agidyne (48), Enduring Soul (57), Akasha Arts (67), Debilitate (73), Megidolaon (80), Almighty Amp (90), Item: Armor of Light (99)
Messiah: Almighty Amp (99) [Magic Skill Up used to already give him +50% Almighty damage in P3P, anyway.]
Orpheus Telos: Magic Mastery (99)
All DLC Personas with Driver skills have them replaced with Boost skills. [I'd like to revert this and lower the Driver buff to 15% or something once I get to editing passives.]
(DLC) Kaguya: Diaharan replaced with Diarama, Amrita Shower replaced with Amrita Drop, skills reordered into: Shining Arrows (Innate), Mediarama (Innate), Diarama (Innate), Divine Grace (35), Multi-Target Boost (37), Amrita Drop (38), High Counter (39)
Items
Note: Weapon changes are an early WIP. Need to work more on enemies before giving more toys to the player.
[Equipment has more impact in general. And, to give something else interesting in exchange for the protagonist only being able to use swords in Reload, all weapons can have different phys affinities instead of only magic. It simply goes by the "real-world logic" of individual weapons models and descriptions, so it shouldn't feel too confusing when putting a Bladefist on Aki suddenly means his punches aren't Strike anymore. The old "game logic" no longer makes sense to begin with, anyway. Vanilla P3 only had a few of these odd exceptions, but every release muddied it more. Mitsuru's affinity is still Slash despite losing all swords made for slashing and replacing them with spears and lances like Ken.
So, weapons inflicting lacerating cuts are Slash, blunt trauma are Strike, and penetrating trauma are Pierce. Obviously, that's what they always were supposed to be, but now it's a strict rule and not a general rule. Some models are changed either because of this, and some are simply to add variety.]
Shortsword: 4 Luck, 97% accuracy
Long Wakizashi: 5 Mag, 5 End
Saber: 3 STR, 3 Agl
Gladius: +Pierce affinity, 2 END
Steel Pipe: +Strike affinity, 120 attack (from 110)
Nameless Katana: Model ID 15 (Straight katana)
Toy Bow: +Strike affinity
Spiked Bat: +Strike affinity, +Critical Rate Low, +5 Luck, Sell price: 8,000
Bladefist: +Slash affinity, Model ID 45 (Three-blade katars)
Beast Fangs: +Pierce affinity
Wicked Cestus: +Slash affinity
Supreme Gloves: Model ID 40 (SEES knuckles)
Double Ziggurat: Model ID 40 (SEES knuckles)
Dragon Fangs: +Pierce affinity, Model ID 44 (Katars)
Root Cestus: +Pierce affinity
Quarter Pike: +Pierce affinity
Ga Boo: +Pierce affinity
Brionac: +Pierce affinity
Charlotte: +Pierce affinity
Kokuseki Senjin: +Pierce affinity
Rocket Punch: +Strike affinity
Infanterie: Renamed "Shinsa Bakunetsu Sho", +Strike affinity, +Strike Boost, 325 attack, 88 accuracy, 1 Str, 1 Agl, Model ID 588 (Rocket Punch)
Megido Fire: +Almighty affinity, 350 attack, 95 accuracy, Model ID 589 (Metatronius) [It was Almighty in P2, makes sense it would be in P3.]
Bone: +Strike affinity, 3 Strength, 3 Luck, Sell price: 10,000
Romulus's Spear: +Slash affinity
Voulge: +Slash affinity
Poison Glaive: +Slash affinity
Warlock Lance: +Slash affinity
Fauchard: +Slash affinity
Glaive: +Slash affinity
Scrub Brush: +Strike affinity
SEES Battle-Axe: +Slash affinity
Tziah
Minotaur III (Monad): +10 End, +5 Agl, +2 Luck, +Regenerate 1, +Fast Heal, EXP: 30 (from 39)
Heartless Relic 125F encounter:
Heartless Relic: +15 Mag, +9 End, +Wind Boost
Rampaging Sand (x2): +10 Agl, +10 Luck, +Ailment Boost
Major Bosses
[Added weaknesses to the full moon bosses, but made more immune to knockdown. Lowered their resists from the usual 50% so it's still worth attacking them. They got the most HP bloat to survive Theurgy, plus your Theurgy charged twice as fast against them, so it's much-needed to have a traditional way to hurt them.]
Priestess: Fire=Weak(+25%), Ice=Repel [Changed her neutral x2.00 damage from fire to a regular weakness about the same damage.]
Empress & Emperor: Immune to knockdown, but all weaknesses take +50% extra damage
Hierophant: Wind=Weak(+25%), Light=Repel, Dark=Null, Immune to knockdown
Lovers: Slash=Neutral(+25%) Pierce=Resist(25%), Fire=Drain, Ice=Weak(+50%), Elec=Resist(25%) Wind=Neutral(+25%)
HP: 4000 (from 4500) Luck: 35 (from 70)
Holy Arrow 2: 80 power, 65% crit, 75% Charm, 96% accuracy, (from 150, 100%, 100%, 100%) [Did he really need this with how high his Luck was?]
Tank-Form Shadow: All=Resist(50%)
Chariot: Phys=Resist(50%) Elec=Weak(+15%) Other Magic=Neutral(+25%)
Justice: Strike=Weak(+15%) Pierce=Neutral(+25%) Magic=Resist(50%)
Hermit: Slash=Weak(+35%), Strike=Resist(25%), Elec=Drain, Wind=Resist(50%), Light=Weak
Hanged Man: Strike=Resist(50%), Pierce=Weak(+15%), Fire=Null, Light=Weak, Dark=Repel
Reaper: Level 95, EXP 144 (from 90, 204)
[Strega have weaknesses and can be knocked down, but they have Evade passives to make that harder.]
Takaya (Nov 3): Light=Repel Dark=Weak Almighty=Neutral(-20%)
New skills: Shift Boost, Shift Amp, Crit Rate Amp, Crit Rate Boost, Evade Dark, Apt Pupil
Jin (Nov 3): Light=Weak Dark=Repel Almighty=Neutral(-20%)
New skills: Ailment Boost, Angelic Grace, Shift Boost, Shift Amp, Endure, Evade Light
Chidori: Fire=Drain Ice=Weak Almighty=Neutral(-30%)
New skills: Regenerate 3, Evade Ice, Dodge Ice
Jin (Jan 31): Light=Weak Dark=Repel Almighty=Neutral(-30%)
New Skills: Ailment Boost, Angelic Grace, Evade Light, Dodge Light, Endure
Takaya (Jan 31): Light=Repel Dark=Weak Almighty=Neutral(-30%)
New skills: Evade Dark, Dodge Dark
Nyx Avatar (Fool) Neutral(+100%) HP=1,500
Nyx Avatar (Magician): Fire=Drain Ice=Weak
Nyx Avatar (Priestess): Fire=Weak Ice=Repel
Nyx Avatar (Hierophant): Strike=Resist(50%), Wind=Weak, Light=Repel, Dark=Null
Nyx Avatar (Lovers): Pierce=Resist(50%), Fire=Drain, Ice=Weak, Elec=Resist(50%)
Nyx Avatar (Chariot): Phys=Block Elec=Weak
Nyx Avatar (Justice): Strike=Weak, Light=Repel, Other Magic=Null
Nyx Avatar (Hermit): Slash=Weak, Strike=Resist(50%), Elec=Drain, Wind=Resist(50%), Light=Weak, Dark=Null
Nyx Avatar (Fortune): Strike=Weak, Fire=Drain, Ice=Drain, Elec=Weak, Wind=Drain, Light=Drain HP=1,500
Nyx Avatar (Hanged Man): Strike=Resist(50%), Pierce=Weak, Fire=Null, Light=Weak, Dark=Repel
Nyx Avatar (Death): Almighty=Weak HP=14,444 [Used to have 6-7K HP and 50% resist to everything but Almighty, lost the resists in Reload. This gives the same effective HP, restores and makes the Almighty "weakness" clear, and makes using Armageddon less anti-climactic.]
Non-combat changes
[Things that felt in the spirit of this mod but would conflict if they were separate mods, and that I did on a whim anyway.]
Low-HP animation threshold: 33% (from 25%)
Reworded "Accuracy/Evasion" to simply "Agility."
Reverted the wording of Nyx's Fool phase to "smiling arrogantly" as in FES.
Changed Akihiko's Theurgy Personality description to more accurately convey that he charges faster while having any buffs, not from the act of casting one on himself.