Metaphor: ReFantazio

Metaphor: ReFantazio

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Protag builds
what did you guys go with?
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Showing 31-45 of 71 comments
Stoibs Oct 4, 2024 @ 6:25am 
Originally posted by Stoibs:
Originally posted by Jman:
I went healer to be weird
The last passive there (recover medium HP each turn) seems like an amazing skill to inherit this early in the game though, so I imagine I'll be grinding up healer on a lot of characters and swapping that in during some tough fights :special:
Oof scratch that. I dunno if this is not working as intended or it just sucks.. but I just got healer to lvl20 and the HP regen was something like 15 per turn out of my maximum of 300hp..
That's totally not 'medium' :lunar2019crylaughingpig:
Last edited by Stoibs; Oct 4, 2024 @ 6:25am
ShockedHearts Oct 4, 2024 @ 6:53am 
Originally posted by Stoibs:
Originally posted by Stoibs:

The last passive there (recover medium HP each turn) seems like an amazing skill to inherit this early in the game though, so I imagine I'll be grinding up healer on a lot of characters and swapping that in during some tough fights :special:
Oof scratch that. I dunno if this is not working as intended or it just sucks.. but I just got healer to lvl20 and the HP regen was something like 15 per turn out of my maximum of 300hp..
That's totally not 'medium' :lunar2019crylaughingpig:
you can take into account that the healer can have multiple "turns" per turn. meaning you can heal 30-45-60 HP in one "turn" and then lets say your healer isnt targeted for the enemies turn, well then the healer gets another 15-30-45-60 for their "turns" depending on how efficient you are with the turn based push system they have.

there are even items that let characters take more turns, so a healer can get two heal bursts in a single turn if you take that route and even more if you double the actions with weaknesses etc.

so honestly. I would say its pretty good when taking all of that into account.
Stoibs Oct 4, 2024 @ 11:21am 
Originally posted by ShockedHearts:
you can take into account that the healer can have multiple "turns" per turn. meaning you can heal 30-45-60 HP in one "turn" and then lets say your healer isnt targeted for the enemies turn, well then the healer gets another 15-30-45-60 for their "turns" depending on how efficient you are with the turn based push system they have.

there are even items that let characters take more turns, so a healer can get two heal bursts in a single turn if you take that route and even more if you double the actions with weaknesses etc.

so honestly. I would say its pretty good when taking all of that into account.
This is true.
I guess I'm just a little hung up on that word 'medium', and I was hoping to see something closer to like.. 40~60 regen I suppose. I would have been a lot less disappointed in all that time it took me levelling it up if the skill described it as a light or even 'miniscule' amount of health recovery per turn! :lunar2019crylaughingpig:

(Although honestly If I have one complaint about Atlus games it's the fact that they use vague words like this in the first place; I've seen a mod for P5R and P3R in the wild that actually turns these things into raw numbers when browsing the UI that I hope makes its way to Metaphor.. :steammocking:)
Last edited by Stoibs; Oct 4, 2024 @ 11:22am
Ellador Oct 4, 2024 @ 2:30pm 
agility
don't ask me why, I did go agility in smt 5, and so i did here

oh yes, i remember why : to not miss every one of my attacks each turn
second stat was magic : i wanted to go agi/str build, but well...no magic users (all demo characters are strength users)

guess an agi/luck build could be good too, but there is no ailment abuser archetype in the demo and i don't know when an ailment abuser will be available
Nightmarian Oct 4, 2024 @ 6:29pm 
Originally posted by Ellador:
agility
don't ask me why, I did go agility in smt 5, and so i did here

oh yes, i remember why : to not miss every one of my attacks each turn
second stat was magic : i wanted to go agi/str build, but well...no magic users (all demo characters are strength users)

guess an agi/luck build could be good too, but there is no ailment abuser archetype in the demo and i don't know when an ailment abuser will be available

Well maybe it will be more viable this time. I think dodge tanks are more interesting than mit tanks if done well mechanically and the str/mag paths do get old after a while.

Here's hoping there are some luck/agi scaling stuff or even archetypes.
Karkarov Oct 4, 2024 @ 6:55pm 
So anyone not doing a balanced build that ignores neither strength nor magic is making a huge mistake. This is not persona or SMT, you are meant to be changing your skill/archetype load out to suit the current situation.

Making the one character you always have to have in your party a unitasker who ignored str or magic in a game that does not encourage focused builds is a bad idea. And this game does not.

Also...

Originally posted by Felicia:
Okay thinking about a luck build now. Uh I'm not sure how linking works on here but: https://i.4cdn.org/v/1727926579811667.png

This seems to indicate that weapon damage matters FAR more than stats for damage...
I tested this in game myself, yes, weapon damage stats do contribute way more than stat points do to damage be it physical skills or magic. Your archetype set up and gear matter far more than the build does which is just another reason to go balanced and not ignore anything.
REBirthTheEdge Oct 4, 2024 @ 7:11pm 
Originally posted by Karkarov:
So anyone not doing a balanced build that ignores neither strength nor magic is making a huge mistake. This is not persona or SMT, you are meant to be changing your skill/archetype load out to suit the current situation.

Making the one character you always have to have in your party a unitasker who ignored str or magic in a game that does not encourage focused builds is a bad idea. And this game does not.

Also...

Originally posted by Felicia:
Okay thinking about a luck build now. Uh I'm not sure how linking works on here but: https://i.4cdn.org/v/1727926579811667.png

This seems to indicate that weapon damage matters FAR more than stats for damage...
I tested this in game myself, yes, weapon damage stats do contribute way more than stat points do to damage be it physical skills or magic. Your archetype set up and gear matter far more than the build does which is just another reason to go balanced and not ignore anything.
Well noted.
HeavensCurse Oct 4, 2024 @ 7:20pm 
I know it probably won't do anything but i am dumping everything into Luck :)
markelphoenix Oct 4, 2024 @ 7:42pm 
I wish Luck allowed Magic to crit, instead of only applying to Physical Crit rate.
COCAINE BEAR Oct 4, 2024 @ 8:37pm 
if this is anything like smtvv ENDURANCE > all
doesn't matter if i hit like a wet noodle if i take literally no damage
Stoibs Oct 5, 2024 @ 1:06am 
Originally posted by COCAINE BEAR:
if this is anything like smtvv ENDURANCE > all
doesn't matter if i hit like a wet noodle if i take literally no damage
I've been dropping a few points into Endurance also after some bad SMT Experiences.

One thing that I didn't see any reviews or people talking about though is the fact that it's no longer an instant gameover if the MC dies..

This is a HUUUUUGE improvement IMO and makes the importance of Endurance/HP not *as* important as the other games :csd2smile:
Nightmarian Oct 5, 2024 @ 1:29am 
Originally posted by Karkarov:
So anyone not doing a balanced build that ignores neither strength nor magic is making a huge mistake. This is not persona or SMT, you are meant to be changing your skill/archetype load out to suit the current situation.

Making the one character you always have to have in your party a unitasker who ignored str or magic in a game that does not encourage focused builds is a bad idea. And this game does not.

Also...

Originally posted by Felicia:
Okay thinking about a luck build now. Uh I'm not sure how linking works on here but: https://i.4cdn.org/v/1727926579811667.png

This seems to indicate that weapon damage matters FAR more than stats for damage...
I tested this in game myself, yes, weapon damage stats do contribute way more than stat points do to damage be it physical skills or magic. Your archetype set up and gear matter far more than the build does which is just another reason to go balanced and not ignore anything.

Since your Archetype's stats get added to yours I'd argue it makes it more important to specialize because you will be especially good at whatever your preferred role is but still decent in other roles.

Min/maxing is almost always about optimization. Since you can only ever have one archetype (so far) equipped during combat at once, your non-optimal stats will always hold you back in your current role.

If you need a knight or a trio of knights for a specific reason, then it will trump the specialization, but this is going to b a very rare thing imo.

And your testing needs further proof into how later abilities scale and how weapons keep up with larger and larger stat stacks from both stat items, level ups, and higher tier archetypes.
Ferrick Oct 5, 2024 @ 8:05am 
went all in on luck

lol, lmao
Hi.standard Oct 5, 2024 @ 8:40am 
challenge yourself and go luck/agi
lexia88 Oct 5, 2024 @ 9:15am 
I'm doing 2/3Mag + 1/3Agi because my protag missed twice with his magic in the cave dungeon and the cost of missing is just too high in this game.
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Date Posted: Oct 1, 2024 @ 12:38pm
Posts: 71