PSA: Going Solo on Sae's fight doesn't allow me to avoid the first bit of damage. This has been your public service announcement. *Bing* Haha, good try people!
@@Serphz I guess im hallucinating or something, i swear i remember a video somewhere of some guy waiting out the Bet HP, untill it said Bet SP I lost my copy of p5r so i cant test for myself sad
6:02 I love that every time you get surrounded by enemies it tells you the surrounded tutorial notes because according to the save file you’ve never been surrounded before!
this comment made me realize it's 5am and I have no idea when my roomie is making me get up to help clean so the other roomie doesn't yell tomorrow(ffxiv patch day)....Eh. She just said to get to sleep before the sun came up so I'm fine...right? Right????~continues watching the video~
You know, while I really enjoyed both Part 1 and Part 2 of your "Can you beat Persona 5 Royal Without Taking Damage" series (definitely looking forward to the third one!), they also perfectly demonstrate a very huge problem that these insane challenge runs usually have: the fact that playing in this way almost always results in you - the player - being stuck between two pretty awful extremes. It's either ball-breakingly hard, and not in a good way, where you are completely at the mercy of RNG gods and are forced to replay a single fight or level hundreds upon hundreds of times until that one single successful attempt (like with Kamoshida's fight in Part 1), or it's mind-numbingly easy, so you end up simply going through the motions with no real thought or challenge at all (like in this video after fusing Izanagi-no-Okami). There is no inbetween, no constant progression from hard to even harder or feeling that you have really "mastered" the game. Instead you win because you finally got lucky, or because you pressed a single button and then left to make yourself a cup of coffee, allowing the game to basically beat itself. Obviously, it's not like that 100% of the time, and there are some truly earned victories through sheer genius, skill or resourcefulness, but those are rare and far inbetween, sadly, among all the boring cakewalks and unfair difficulty spikes. What I mean is this: challenges such as "no hit", "no death", "item only" and other absurd, seemingly impossible variations are very fun to watch, but are not at all fun to play for 99.9% of human population, except for the glorious bastards in that remaining 0.01% who actually make videos like these. And this is a giant shame, in my opinion. Because some of my fondest moments playing videogames *are* about me doing a challenge run of some kind. I love the way it tests your knowledge and requires complete understanding of the mechanics, even some of the more obscure ones. I love the planning that goes into it, how much you have to consider to find that single path to potential victory. I love the uniqueness of it, when something that nobody ever struggles with suddenly becomes a huge roadblock, and the creativity that you have to show to find a solution to that problem - a solution that wasn't intended by anybody, and yet you managed to find it anyway. But it is also extremely hard to find a game that lends itself to something like this, to find a challenge run that doesn't eventually turn into tedium or braindead gameplay and remains fun and interesting throughout. I envy people like Juck Benci, or YourBudTevin, or Robin and Zephyr, or Bucketgetter, or Nyarly, or ymfah, or Otzdarva, or Zero Lenny, or many others who do not mind the insane repetitive nature of what they do and can still find a great sense of accomplishment in doing some crazy impossible bullshit just because they can. Just because this is what is "fun" for them. They can turn any game into a challenge run. I can't. My patience is high, maybe even higher than most, but not nearly *THAT* high.
a huge part of it is just 1) The twins confidant to let you fuse higher level personas is extremely gamebreaking and 2) the dlc in this game is insanely strong when theyre combined, its basically an afk idle game that youre playing. The downside is if you ban those, you often have very limited options for nulls/repels for this kind of challenge until late game so the early and mid game is a reset fest relying on rng dodging Somebody tried this challenge in persona 4 Golden and it was a VERY different experience because theres less game breaking stuff (albeit Golden has broken shuffle time instead lol)
I agree that the games need to be harder but not the way you want it. The game rewards using all of its mechanics, and what you describe would basically either take away that by adding advantages to the computer that would inevitably only result in more boring grinding and lengthening an already 200 hr game. Merciless would be crazy hard if the game just randomized enemy weaknesses. Take away player foresight and make them prepare for everything and strategize in the moment, sounds a lot more fun than just making fights take longer and adding more grind.
Yeah precisely. The game is so "easy" because the players take full advantage of the mechanics it offers. Winning fights easily by utilizing weaknesses is what they should do, yet that's apparently not difficult enough anymore.
@@mapytrix3982 The problem is we're so deep into the life cycle of P5 and P5R that most if not all of the information about the game and its mechanics are easily accessible and if you know what you're doing you can find reliable cheese methods, not to mention busted confidant abilities. People choose to sweat the shit out of the game and then act surprised when it's easy. I don't think casual players who don't really go wiki-diving or use fusion calculators and stat/confidant point counting would get to a point where the game is too easy.
This part seems to have gone a lot smoother than the first part. Guess it should be expected, with Izanagi-no-Okami here🤣 Then again, I would assume the next part, with Shido, Yaldaboth, and Maruki, would be far harder…? I don’t think it’s possible to one-shot any of them. (Also, at 35:51, 500 times 0.04 is actually 20 instead of 2. If it were 2 a low-level fight against Reaper would literally be impossible🤣)
Nice use of the Hades OST during the Okumura fight. I played the normal ver. of P5 and I remember hating that fight and ended with only a few minutes. I wanna say maybe 7 or 8 min were left but that feels wrong for some reason. I have been playing through P5R since it came with Xbox gamepass (tho I think it was removed so I had to pay for the game anyway which was on sale due to black friday)
Yeah, I’ve really been enjoying these sets of challenge videos, this one being no exception! Oddly enough, I kinda ENJOYED the math sections? I’m aiming to become a game designer in the future, so seeing how Persona 5 Royal works out it’s damage for most enemy encounters from a RU-vidr is pretty cool all things considered! ^^ I guess, umm…. if I wanted to see anything in this run, maybe do a small “meme” section while fighting Yaldabaoth or anything in the 3rd semester, specifically while using Jack-O-Lantern? I dunno, I get it sorta “breaks” the whole no-damage run, but I just think it’d be kinda funny fighting a literal GOD with an early starting Persona you’d usually see at like, Level TWO.
I know this video is a year old already, but you just resolved my questions as to why I kept running out of SP in the royal dungeon. I was so confused since I wasn't using all that much of it, but that made so much sense! It was a real challenge getting through it too, especially because I set my goal to clear it in 1 attempt like all the other palaces. Couldn't even miniboss rush it because everything at that point has repel, resist or heck, drain physical. Thank you for your knowledge, you've helped me understand the game much better than I used to.
it's insane how few subscribers you have. you put it an incredible amount of effort into your videos and it shows! hopefully the algorithm blesses you and I'll be proud to say I've been here from the start :)
in the 3rd semester dungeon for P4G I had a kaguya with cool breeze and spell master and once i got the accessory that gave me enough sp per turn, I was able to use Mahamaon in literally every single fight that I could, and Megidolaon for no cost at all, hovering at about 60sp consistently lmao
I've really enjoyed this series. I wonder if it would be possible to do a no damage run without the use of DLC personas (fused or not) It sounds kind of painful waiting for RNG, and a LOT of fusions to get some adequate reflect/immune personas as well as a metric ton of grinding to outlevel everything to the point that doing enough damage isnt a problem. With how much I love this game, I might give it a go but I am by no means a skilled Persona player (hell only by watching videos like yours have I even had the guts to try Merciless)
somebody did a no damage challenge in Persona 4 Golden and it was basically as you described it, a tedious reset festival with an absolutely obscene amount of grinding to out level everything
very nice video, im loving these runs already, was wondering if in the future you was planning to branch out to other games as well like persona 4 and 3 or even maybe SMT. that would be really cool. nevertheless keep up the good work, you’re doing great
Honestly was recced the No Attack Run, watching the Wheel video(oh those rules were....something.), started watching this one and you've got yourself a suscriber, my friend. It also got me back into actually working on my copy of P5R which I had been...neglecting despite having bought the Ultimate Edition last year. As the lazy player I am. DLC PERSONA ALL THE WAY MWAHAHAHAHA.~spams Myriad Truths like no tomorrow~ For my first run through anyway. I might see about doing some sort of challenge for myself when I replay.(Far far in the future. We're still working on Kamoshida right now.)
You want to know something surprising about these gameplay challenges that he's doing. They actually provide a really good example of the background in game development and how things like damage and defense and stuff like that are actually calculated in the game because that is something that I feel like a lot of people would struggle with if they didn't have those formulas beforehand figured out and tried to do it on their own They might do something that is incredibly unbalanced and not functional in terms of gameplay. Goes to show how really not simple this kind of stuff is
Hi Jack Honestly I discovered your channel yesterday but immediately fell in love with your P5R videos :) I am currently completing the Thieves Den so that I actually have the 100% 😐 I love the game and spent about 6 hours building my favourite Personas (Satanael, Yoshitsune, Alice, Thanatos, Kaguya) Love your dedication and vibe Keep it up 🙏
seeing how unbelievably oppressive Izanagi-nO and “Orpheus Telos” (Female Orpheus) are makes me excited for how stupidly busted they’re gonna make Satanael and Sinful Shell in P6 DLC.
I think the biggest problem with p5's sp balancing is the ability to use the skills of party members who aren't actively in your party. Certain party members essentially become heal dumps. Why would I use Ann, who is in my party, to heal when I can just use yusuke to heal after every battle and never have to worry about sp. And when he runs out of so i move on to Morgana.
When playing persona 5 I had to give myself a rule to not use izanagi no okami because it would make the game a breeze... Then again yoshitsune does that already but as a fellow persona 4 enthusiast I have to use him
when I reflected wakaba, they did so much damage to themselves that they hit their damage barrier before futaba showed up. If it where possible I'm sure they would have killed themselves there
Eeey someone else who likes the third semester dungeon of P4G, honestly it was great I was able to focus on the challenge at hand and just the dungeon itself, instead of thinking about 10 different things, what do I want for money, progress, team level up, skill and when all that was done just... zoning out and on auto pilot as I grinded enemies.
I honestly am unsure why Yusuke is not in the party that much, in the previous video, the amount of times his trait popped was insane. Combine that with Ali Dance and the Ali Dance accessory for party members may have saved your sanity without breaking the game with Izanagi (that is a really fun Persona to use though with how disgustingly strong he is). Geez, I thought *I* bullied the Reaper with an almost complete immune Yoshitsune. I even got to the point where I was so bored of killing him, I kept running past him, almost taunting him, let him catch up, only to juke him at the last second, I was toying with him, it was more comical than fighting him at that point (mostly because Makoto with Debilitate was out of SP).
To your point about SP regen and availability, the base P5 had it much better imo, like playing it the first time I used the SP adhesive the whole time just to get through palaces in one day, especially the first time I played through it, whereas in P5R once I got the fusion alarm, I got heat up/life aid on my persona and never had any SP worries and I definitely enjoyed the more limited SP
Those poorly edited wiki articles are endlessly frustrating ro me. As a writer (and a gamer), i detest the lack of peer review and how long incorrrect/inaccurate info stays without being modified.
Y'know, knowing about that PS Remote Play probably would've made me think twice about buying that capture card. But hey; now I can play all of my consoles on PC thanks to that and a HDMI switcher.
Normally i would agree with this game not being hard even on merciless. But i just finished out a playthrough with a few restrictions myself, Merciless difficulty, party has to be set to act freely, no level grinding, no dlc personas, no ultimate personas. Each boss was a new existential crisis.
Just don't get hit. Simple. Why didn't you think of that yet? In all seriousness though, I've done a run like this on NG++ and having a drain or repel all buffer like Rangda or Fafnir (they only need 5 passives to be immune to EVERYTHING) can really make life easier. Especially if they have a trait like Wealth of Lotus so you have 5 turn Heat Risers. That trait works for the Auto-Ma__ passives as well so you can have the entire party start every encounter with basically a 5 turn Heat Riser, which speeds up combat a ton, allowing for immediate technical setups, charge/concentrate, or baton pass cheese. Not having to worry about buffs or getting hit while casting them is a great QoL improvement for a damage-less run and they're not too difficult to set up since their stats and level don't matter. BUT that also negates anything even resembling a challenge left in the game unless you're going solo. And it's even more time in the Velvet Room. And it's not at all necessary to complete this challenge. It is funny watching Akechi bitch smack himself to death though. That makes it worth it.
The easiness of the game and the exploits in technical really only apply to Royal. Vanilla P5 offers less ways to manage SP and way less ways to improve technical. Vanilla Persona 5 isn't the hardest game by a long shot, but P5 Royal really makes shit easy. Edit: also special treatment with twins for fusions isn't available until rank 10 in Vanilla, seeds aren't a thing and the camera strap is nonexistent.
I know, this was posted a year ago, I'm still watching and enjoying anyway, don't mind that I'm seeing it so late please, but I genuinely appreciate the quick tangent you went on to explain how the game calculates damage, however this left me with a question. A lot of the time, you can use the same skill, on the same enemy, with the same Persona, during the same exact fight, with no buffs or debuffs, and it will do different damage numbers each time. Is there an explanation for that? Do skills do a damage *range* instead of damage *number*? This has bothered me since I borrowed P5 Vanilla from my brother way back when it came out
By the way, you probably saw this come out a couple months ago on the subreddit, but the magic formula got debunked and magic attacks just use the same formula as physical skills (not the whole Ma/30 thing)
You know, a first I didn’t get how you got the 4.3 for base power when you did the math, but after 10 minutes I realized how stupid I was and that I’d just wasted 10 minutes ignoring the original power level.
34:10 actually, that first formula for the base power is wrong. It's simply sqrt(skill power) * sqrt(MA) Although it's just been corrected recently on the wiki
You're being a bit unfair with your rant about difficulty, no duh when you know an enemy's weaknesses and attacks is it a joke. It is like in any RPG you lose to the enemy you didn't know was Electric and come equipped with Absorb Electric. Yes Ambushing might seem game breaking but remember on an normal fight your protag can be crit and then attacked again. Hamon or Mudo can instantly give you game over. The game is balanced with this in mind. This applies to even shooters, like the box standard CoD. One of the strongest streaks in the game is the one that lets you in real time see enemy locations on your minimap with no counters. How do you play against this? You get lucky. Exploiting the system in a game like Persona which is typically knowing how a boss fight works and/or the elements needed in regular fights requires knowing things you shouldn't. At that point it is nothing the dev can do except pull what they did in the super boss fights where the boss just starts spamming max damage attacks that can't be stopped or just straight up make the element system pointless by letting enemies ignore resistances. It becomes an infinite loop.