Skill Affinity

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Skill Affinity, also called Skill Potential, is a recurring mechanic in the Megami Tensei franchise.

Overview

Skill Affinities are a predisposition to certain skills or Attributes, affecting their effectiveness and cost. They are represented by numbers: zero indicates a neutral disposition, positive numbers indicate a beneficial disposition and negative numbers indicate a detrimental disposition. These numbers are appended to the skill's name, forming names like "Zio +3" or "Tarunda -2".

In games where Skill Affinities are present, demons have fixed Affinities, while playable characters have variable affinities. The player may be able to increment a demon's Affinity, given that it is already positive.

Mechanics by Game

Shin Megami Tensei IV

Only Flynn has Skill Affinities, and only to specific skills instead of entire Attributes. During a Whisper event, if the demon can teach a skill that Flynn already knows, that skill will automatically have its Affinity increased by 1.

Shin Megami Tensei IV: Apocalypse

Demons have Skill Affinities that vary between -5 and +5 (inclusive) for the Healing and Support attributes or -9 and +9 for all other attributes. Similarly to Shin Megami Tensei IV, Nanashi will gain Affinity towards individual skills via Whisper events if he could receive a duplicate skill.

SMT4A Skill Affinities
Affinity Attack Ailment Healing Support
-9 Damage: 10%
Cost: 100%
Rate: 10%
Cost: 100%
-8 Damage: 20%
Cost: 100%
Rate: 20%
Cost: 100%
-7 Damage: 30%
Cost: 100%
Rate: 30%
Cost: 100%
-6 Damage: 40%
Cost: 100%
Rate: 40%
Cost: 100%
-5 Damage: 50%
Cost: 100%
Rate: 50%
Cost: 100%
Healing: 100%
Cost: 150%
Cost: 150%
-4 Damage: 60%
Cost: 100%
Rate: 60%
Cost: 100%
Healing: 100%
Cost: 140%
Cost: 140%
-3 Damage: 70%
Cost: 100%
Rate: 70%
Cost: 100%
Healing: 100%
Cost: 130%
Cost: 130%
-2 Damage: 80%
Cost: 100%
Rate: 80%
Cost: 100%
Healing: 100%
Cost: 120%
Cost: 120%
-1 Damage: 90%
Cost: 100%
Rate: 90%
Cost: 100%
Healing: 100%
Cost: 110%
Cost: 110%
0 Damage: 100%
Cost: 100%
Rate: 100%
Cost: 100%
Healing: 100%
Cost: 100%
Cost: 100%
+1 Damage: 110%
Cost: 100%
Rate: 105%
Cost: 100%
Healing: 115%
Cost: 100%
Cost: 90%
+2 Damage: 110%
Cost: 90%
Rate: 105%
Cost: 90%
Healing: 115%
Cost: 90%
Cost: 80%
+3 Damage: 120%
Cost: 90%
Rate: 110%
Cost: 90%
Healing: 130%
Cost: 90%
Cost: 70%
+4 Damage: 130%
Cost: 90%
Rate: 115%
Cost: 90%
Healing: 145%
Cost: 90%
Cost: 60%
+5 Damage: 130%
Cost: 80%
Rate: 115%
Cost: 80%
Healing: 145%
Cost: 80%
Cost: 50%
+6 Damage: 140%
Cost: 80%
Rate: 120%
Cost: 80%
+7 Damage: 150%
Cost: 80%
Rate: 125%
Cost: 80%
+8 Damage: 160%
Cost: 80%
Rate: 130%
Cost: 80%
+9 Damage: 170%
Cost: 80%
Rate: 135%
Cost: 80%

Shin Megami Tensei V

All Skill Potentials vary between -9 and +9 (inclusive), or only -5 and +5 for Healing and Support. Of those, no character has a -9 Potential in any attribute, and Ailment -8 is also unused. The Nahobino's Skill Potentials start at 0 and increase by investing into Cosmos Miracles. Demons with a positive Skill Potential can receive Sutras to increase them further.

Each skill has up to three modifiers which determine how Skill Potential affects them. These attributes are: Damage, which is a damage multiplier; Ailment rate, which multiplies the skill's chance of inflicting an Ailment; HP Recovery, which multiplies the amount of HP restored by Healing skills with base power; Offense Cost, which is a multiplier for a damaging or Ailment skill's MP cost; and Support Cost, which is a multiplier for a Healing or Support skill's MP cost. Magatsuhi Skills, items and the basic attack do not benefit from Skill Potential. Counters benefit from the Skill Potential of the counter attack's attribute.

Those modifiers are broadly assigned like so:

  • Damaging skills: Damage, Ailment Rate, Offense Cost.
  • Ailment skills: Ailment Rate, Offense Cost.
  • Healing skills: HP Recovery, Support Cost.
  • Support skills: Support Cost.

The sole exception to the above categories is the variant of Megido Ark used by boss Satan in Shin Megami Tensei V: Vengeance, which has three Damage modifiers.

SMTV Skill Potentials
Potential Damage Ailment Rate HP Recovery Offense Cost Support Cost
-9 ×0.45 ×0.40 ×1.60
-8 ×0.53 ×0.50 ×1.50
-7 ×0.57 ×0.55 ×1.45
-6 ×0.61 ×0.60 ×1.40
-5 ×0.65 ×0.65 ×0.60 ×1.35 ×1.60
-4 ×0.75 ×0.75 ×0.75 ×1.25 ×1.50
-3 ×0.80 ×0.80 ×0.80 ×1.20 ×1.40
-2 ×0.85 ×0.85 ×0.85 ×1.15 ×1.30
-1 ×0.90 ×0.90 ×0.90 ×1.10 ×1.20
±0 ×1.00 ×1.00 ×1.00 ×1.00 ×1.00
+1 ×1.10 ×1.10 ×1.10 ×0.90 ×0.85
+2 ×1.15 ×1.15 ×1.15 ×0.87 ×0.80
+3 ×1.20 ×1.20 ×1.20 ×0.84 ×0.75
+4 ×1.25 ×1.25 ×1.25 ×0.81 ×0.70
+5 ×1.35 ×1.35 ×1.40 ×0.75 ×0.60
+6 ×1.39 ×1.40 ×0.72
+7 ×1.43 ×1.45 ×0.69
+8 ×1.47 ×1.50 ×0.66
+9 ×1.55 ×1.60 ×0.60

Nomenclature

Names in Other Languages
Language Name Meaning

Gallery

Notes

References