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Sounds good! Thanks for the assistance!
Oh jeez I was gonna contact you on Discord for some advice and assistance but you seem to have gotten everything done just fine.
Well I wouldn't have been able to answer so that's lucky! Thanks for going the extra mile and reaching out!
Do you have a Discord server I could join with the link?
I didn't expect you to do things so quickly so I was just assuming I could contact you later
You've been working on this a lot longer than I thought. Or you have too much free time at work.

Both.
The answer is both. And I can't get a link right now, however if someone from the channel does see this, I hope they're able to post it. If not I'll send it to you later.
Thank you.
Link should last for 1 day.

https://discord.gg/fuhcuf
Thank you.
Bumpidyne
That's a bit excessive Kalib, a Bumilao would have worked just fine
Bumpi would've worked. I just wanted to show off...
Okay, I need suggestions on what to do for HP/SP. I don't want players to have stats outside of that so I was thinking having it be something like (level*n). But the problem is I don't know what to set n as.
How about something like...

Max HP = level*n + base hp and is always < or = to 999

n = (En/11) * 111

So at Lv 99 with only 1 point in En you still get to max hp.

SP would be the same but with the Magic stat. What are your thoughts?
Im tired
I was thinking something along those lines, but it's just the flippy floppyness of having HP change if you switch personas
But it definitely isn't a bad idea!
With wild cards I think we can get away with making a theoretical stat growth for their initial Persona. That way, they can switch and fuse and the like while just following predetermined level up guides

A wild card is more magic focused at the start? They'll be getting more SP than one focused on physical attacks (and thus, hp) at the start.

It takes more work in the character creation stage, but that's a small price to pay for being a wild card, no?
So follow only your initial persona, that sounds good.
Glad I was able to truly contribute finally. Since a wild card doesn't really have an ultimate persona by default the initial would just have to have stats for each level up until whenever the GM says the campaign will either end or take a break. Can't expect to actually hit LV 99 after all.

If you think of anything else as specific as HP/SP values that needs fixing/clarification/creation I'll probably be able to come up with more stuff.
In terms of HP/SP this is probably the extent that we'd need to work with. And the other stats are going to be DIY. So each level the persona will get X points divided to whatever stats you choose
So does that fix the character creation issues the OG system has? Or is there more we have yet to work on?
The OG system doesn't even give numbers. So yeah, you certainly jump started the project. All that's left is to decide on a good growth rate and then boom. Characters and Personas are done.

I plan on making custom moves a viable option, by having people put different moves together and pay a fair cost.

Like Dream Storm. A multi hitting dream needle, so you'd pay an extra bit of HP and away you go. Cause I don't have proper numbers yet.
Since the games go by X% per move we can look at comparable actual moves for costs and scale up or down on a per move basis.

If at max level a character can have 2 stats at 99 and the rest at some arbitrary number if they specialize, then I think starting with 10 stats at level 1 (1 in each stat by default and 5 to dump wherever) then 3 stats per level might work. Haven't worked the numbers out fully, but it seems ok in my head so far.
Seriously the mods will kill you for this
I disagree? But thank you?
Explain how the mods will kill him for this. It's a Persona related project and at least one of them is already on board, so...
He bumped an old thread
bumping happens all the time.....
The thread is a day old. It's hardly an old thread. If I recall correctly Joker said bumping threads from the dark ages was a problem, unless it had like a good discussion they wanted to be brought back. Or something

The point is no one will get mad at him for bumping a thread that was buried for 16 or so hours, and especially won't get upset about a thread thats a big Persona project that
well we've kinda been working on for a while
I...but it's a project I'm doing for the community, with the community? Bumping needs to happen from time to time since I can't access Discord at work, I'd like people to know I am alive and kicking so we can get this thing rolling.
I got an idea guys. Playable devil summoners and whatever we call digital devil saga protagonists. I'm at work slacking off so can't say much.
Dark ages?
I actually had the same thought. It'd require wiki research and assistance from those that have played the games, but I do plan on adding them.
I'm kinda confused by Tatsuya's statement since he mentioned Devil Summoners but also Digital Devil Saga which doesn't have those so...
Kalib do you know what he meant
I figure he means fellas that summon demons instead of personas.
No the dudes from DDS who turn into demons. I wanna have those playable as well. But yes demon summoners to.
See I thought you meant them but you said Summoners so I was confused. I do not believe there is an official term for them, if there is, I am not aware of it, so until then can we vote to call them Shifters?
Shifters huh? I'm on board with that name!
WHY ARE YOU ON VER
Being an action hero...also I think I really like him...he's grown on me.






...send help.
Wait no not Shifters...
The game is officially called Digital Devil Saga: Avatar Tuner
so maybe its more appropriate to call them Tuners?
So we need 1 tuner and 1 demon and we can summon Stardust Dragon!?
I expected I would get this joke if i brought this up
I'm glad I didn't disappoint!
...now you got me wanting Trishula as a persona
Ideally, you should be able to make any Persona/Attack/Etc with my system. It's just a matter of making sure everything is fair.
Bump. Also, I plan on incorporating more skills for the humans, instead of just a normal attack I want to allow them to have different attacks that are slightly weaker and cheaper than persona skills.
Once again, if anyone has any ideas or suggestions, please let me know! I am all ears!
I'm interested in how these human skills might be implemented? Any ideas off the top of your head?
I'm not sure how they'd be paid for...I might have an extra stat for human skills. But I was inspired by Delta's attacks where he'd have his Persona charge him with a type of magic, and he'd go in for a physical strike. Similar to the P3 and probably earlier Phys+Element skills.
Depending on how the human skills function we could implement something like Force from WA
WA2 and 3 replaced MP with Force entirely but in WA1 and the remake everyone has MP for normal skills, but Force was something that started at 0% and could charge to 100% as various actions were performed, and Force Points could be spent on special character specific skills, for example, Rudy can spend 25% Force to activate Lock On which gives his next attack 100% accuracy
Not that I say we copy that exactly but it's an idea. Maybe mix that with PQ's leader skill
Call it like
Tension or some shit so certain characters can charge up Tension stacks to use specials that use Persona skills to benefit a normal human attack like that? i dont know
It seems like you two are getting along








Hopefully
That's an incredible idea! Don't sell yourself short with the "i don't know" at the end! That system of a gauge charging up would actually be easily implemented! It's just a matter of designating the amount of charge each action gives!
Well I mean friends tend to do that Akira.
Sounds pretty cool. Also I'm assuming that Personas can block for lower damage than if the user we're hit? Kinda makes sense to me anyways.
We'd also have to figure out how actions work in tandem with the charges. I don't think the PQ Leader Skill gauge is a good reference since aside from the stacks it has no real numbers.
WA at least has 0-100% and each action, be it attacking, defending, item using or even being hit gives a fixed % to Force, can't remember what the numbers are off the top of my head though. But it could be good having fixed numbers like that
if its TOO predictable we could create a different formula to add just a bit of a margin or error for unpredictability even if its a few points
Yes, I'd have that be an extra guard option for like 10 sp or something. Total guard: Take 1/4 damage this turn. Or something to that effect.
And I'll try looking up the numbers they used, I figure I'd have a different value depending on: Attack (phys/mag, strength), Guard(total guard), item(strength), special(anything not listed above)
Worst case scenario I'll have to dig out my copy of WA:ACF and record Force increases based on different actions so we have something to base it off of, but I'll try and find if a GameFAQ or something has the values recorded
also can we pretend I don't know what WA is for a second? What does WA stand for?
Wild ARMs
RPG series, the main writer of WA later went on to write SYMPHOGEAR DA
so Symphogear has a fuck ton of WA references
Right, you told me about it! And now I'm caught back up. Sweet.
I like how the WA wiki doesnt have a fucking article on Force
a staple of the franchise
Gotta love wikis.
7 fucking games, an anime, and a manga, and the WA fandom is too small to make a good fucking Wikia.
One day I need to take it upon myself to rewrite this entire fucking thing.
Friends with benefits
Crunchyroll is one hell of a benefit tho
Friends with benefits indeed. I'm sure he's quite happy at the benefit of me helping with his system
There's that too!
Benefited by me my friends bump.