User:Chubby Bub/Sandbox 2
Persona 5 Royal battle mechanics
This is roughly based on some notes I made on Discord a while back. When I am able, I need to double-check against the code to verify things and resolve ambiguities.
Buffs and debuffs
- Attack/Defense Up buffs are multiplied or divided by 1.4 (1/1.4 = 0.71428571428). So:
- Dekaja and Dekunda only affect Attack/Defense/(Accuracy/Evasion), not Crit Rate or Charge/Concentrate.
- Charge and Concentrate multiply damage output by 2.5x. This does not include insta-kill skills (e.g. Hama/Mudo), draining skills (e.g. Life Drain/Spirit Drain), or special skills which deal an exact amount of damage.
Damage boost passives
- X Amp / X Boost skills as well as Magic Ability stack, but only up to a total multiplier of 2x. The only skill to surpass this cap is Tyrant's Mind.
- All Amp, an enemy-only skill which boosts all damage by 50%, is still subject to the 2x stacking cap from other amp/boost skills.
- Verify Traits - Pagan Allure, Mighty Gaze, Intense Focus, Relentless, Frenzied Bull, Striking Weight, Undying Fury, Skillful Combo, Linked Bloodline, Skillful Technique, Universal Law, Ailment Hunter, Hollow Jester, Raging Temper, Eccentric Temper, Crisis Control, Bolstering Force, Country Maker. These probably don't stack except Country Maker
- Also, boost skills don't stack with equipment effects
Critical hit chance
Critical hit rate buff is capped at 60%. All of these stack additively except where noted, but this does not matter much because of the cap.
- Crit Rate Up buff from Rebellion and Brave Step is +7%
- Crit Rate Greatly Up buff from Revolution is +15%
- Sharp Student halves the chance of being hit by a critical. Samurai Spirit is the same check, indicating they don't stack.
- Apt Pupil is x2 crit rate (check: before or after added boosts? I should write these in order when I check the code)
- Fortified Moxy is +15%
- Adverse Resolve is +20%
- Trigger Happy is +25%. Trigger Happy also increases the chance of Bullet Hail at the start of battle, though this depends on the field.
- The Crit Rate Up Low/Mid/High effects for equipment are +5/10/15% respectively
- Unused passive skill "Critical Rate Up (High)" is +15%
Other buffs
- The Midnight Bandana accessory's "All-Out Attack Boost" skill is 1.15x
- Rebellion Blade's bonus knockdown damage is 2x
- Baton Pass Damage Up (1.5x? verify)
Affinities and resistances
- Priority of resistances: Drain, Repel, Null, Resist
- Repelling onto an enemy that itself drains or repels that attribute simply nulls
- Would teaching Repel onto a Persona that Drains take priority? Probably not
- How does evasion stack? Probably only with Resist
- How do ailments work with resistances, especially if they are of a different affinity from the skill?
- Resisting an attribute makes it deal 0.5x damage.
- Resist X skills are exactly the same as inherently resisting the attribute (0.5x damage, does not stack).
- Weaknesses take 1.25x damage. But many enemies have special parameters that change this value.
- According to guide, Weak and Resist affect insta-kill chances (verify- this might not be inherently true but functionally true with unit ailment multipliers, at least for weakness)
Barriers
- Tetrakarn reflects physical-type damage (Phys and Gun).
- Makarakarn reflects magical-type damage, except Almighty, but including ailment skills.
- Bleeding Dry Brush drains non-Almighty magic damage, not including ailments. It will only absorb the first hit of multi-hit attacks.
- Bleeding Dry Brush takes priority over Makarakarn.
Accuracy/Evasion
The maximum accuracy for most skills is 99 (guaranteed hit skills are handled separately), and the minimum is 50. Evasion passives: First, the base hit chance is:
- Dodge [Element]: 0.85
- Evade [Element]: 0.6
- Samurai Spirit: 0.5
- Angelic Grace: 0.85
These don't stack, so whichever makes it the lowest takes priority, except apparently Angelic Grace (despite being worse) always takes priority.
Then, that hit chance has multipliers applied from any of these, which all stack:
- Last Stand: x0.3333333
- Ali Dance: x0.5
- Climate Decorum: x0.5
Because of the minimum cap of 50, functionally Ali Dance is the only skill needed. It seems like both these stack with equipment passives too... I think.
Ailments
All the [X Ailment] Boost skills,[a] as well as the actual skill Ailment Boost, Hama Boost/Mudo Boost and Ambient Aid, are x1.25. They can stack with each other, as well as equipment effects and traits. However, insta-kills are only affected by Hama Boost and Mudo Boost (and traits). Door of Hades is affected by insta-kill traits, but is it by Mudo Boost?
- Fortify Spirit decreases chance of being hit by 0.75x [verify... what did I mean by this?]
Similar to resistance skills, Resist [Ailment] skills provide a 0.5x multiplier to evasion.
- Verify Traits: Foul Stench, Static Electricity, Ghost Nest, Cold-Blooded, Rare Antibody, Foul Odor, Thermal Conduct, Deathly Illness, Omen, Scoundrel Eyes, Unparalleled Eyes, Gaia Pact, Gaia Blessing, Icy Glare, Cool Customer, Veil of Midnight, Veil of Sunrise, Bloodstained Eyes
- TBD effects: Ailment Susceptibility Up, Targeted Chance Up, Targeted Chance Down
Enduring
- Endure, Enduring Soul, Circle of Sadness trait, confidant ability Endure. I think these all stack except confidant ability does not w/ Endure skill.
Other notes
- The only two skills from accessories to work with Futaba as navigator are +15% EXP from the Team Glasses, and +50% EXP from the Expedite Ring.
- +50% EXP only applies to Joker and his currently active Persona but not reserve Personas, possibly an oversight.