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Atlus usually uses the wizardry system. The megami tensei series (SMT, etc.) uses the wizardry 4 system (the monster party system) and their other games like etrian odyssey use the regular wizardry system (especially etrian odyssey, with the guild management, rerolling heroes, basic classes with skill trees).
They also own the wizardry licence, so there is that.
it takes strengths and weaknesses from persona games. like being weak to fire but immune to ice for example.
as well as the push system making classes work a bit different than in other games.
ontop of that you have the archetypes themselves that play literall class roles like mage, warrior or healer. there are a LOT of these, and they evolve into varients.
like a mage can become a wizard that focuses on powerful hitting spells. or an elemental master that gets spells of every element in order to cover all emental weaknesses in battle.
lastly the skills from each archetype can be inhereted to other archetypes. meaning you can mix and match specific moves/builds to get hybrid classes unique to a character, allowing you to have numerous of the same class all that fill a different role. or really any combo you want.
I would say its a lot more involved than most class systems do to all of these things
oh I forgot synthesis moves that are between multiple classes. have two mages? get powerful magic combo moves.
have a healer and mage? group buffs, and other such things.
really REALLY in depth system.
you cant just say "metaphor has a basic rpg class system" because it doesnt.