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@@Bos_Meong he is still very strong. Artemis is a paid DLC demon so of course she will be stronger, but Yoshitsune is still a beast on this game, Hassou-Tobi always crits
@@Bos_Meong agree with PH. Don't worry man, hassou is still a good skill and if it wasn't for Artemis or the Nahobino phys skills I'd totally go for Yoshitsune
Yoshitsune is still better overall. Hassou Tobi garuntees crits so you're not at the mercy of your Magatsuhi bar or crit rolls and can just keep the train rolling. Don't have to waste a skill slot on Glee either.
@@IamJerf And actually... The color outfit its the same as the manga. In the manga covers of Saint Seiya the canon color of the Pegasus Cloth is Blue and the suit is white.
Actually if you go for Omagatoki crit, you can use Impaler Animus because it's gave you more bonus damage than charge, But if you go for Omagatoki Savage (2x damage dealt), then it's better to use crit aura (100% crit and accuracy) rather than Charge
I think charge in this game has a base modifier of 1.8, so it only saves mana (if the skill has a large cost). Not sure if crit aura is better than crit gems, but most of the time I'd rather use the gems and have the slot dedicated to a null or reflect element.
@@MaxinRudy nah charge in this game had been nerf, already test it and Impaler animus gave you more damage then charge, but about crit aura you're right about that. You can change it with crit gems if you don't want to waste any slot
@@HarryTypeC astral saintstrike has the same damage as figment slash. Figment slash also always crits so you use omagatoki adversity and bump up the damage. The way to get make astral saint strike be the strongest move in the game is be at 1 hp, change the difficulty to safety (10x damage multiplier), fight something extremely low level, double buff and debuff, use charge, adversity then astral saint strike. On safety mode, I think every hit will crit. I messed around with hassou tobi and omagatoki savage, and I got 8 hits of 40k and if you use a single hit move, it maxes out at 99999.
@@MrApplefan44 True that lol But well knowing how the game works they will actually do something about it still. It's a game where they can also cancel piecing at well with active skills. I don't see it in this version yet but can confirm that "it exist"
I actually prefer Hassou Tobi still, just because it will always critical so I can save my Ex attack for a freikugel EX with Nahobino for a good chunk of damage on a boss. Then, Hassou Tobi also gives me an extra move so I can apply buffs as need be
I still use Murokumo, just that I spend the extra move on huge damage for free, then either charge, debil, or murokumo if I need to. Just that Hassou Tobi allows for the extra turn needed to both charge/debilitate and use murokumo to possibly take out or force a heal on the enemy
@@Frost_Winterfall Murakumo + Critical is often better than just Freikugel EX though, especially if you have other demons with moves that hit harder on crit, such as Finn McCool's signature, on top of being able to use those moves twice in one turn, and still have room for a debuff/buff every other turn.
Salty I have crit increases on both Nahobino and Fionn, they crit pretty much every turn. I prefer to have Hassou Tobi give me an extra turn guaranteed cause I can spend a turn doing a huge amount of damage, charging, and then come back to my Nahobino for a debil or Murakumo which might just give me an extra turn anyway without 100% crit chance. Like, I get that 100% crit is amazing, but it doesn't do much for my current team especially with the way their stats are currently. Add on that Hassou Tobi doesn't require the meter burn to get a bonus turn and it feels far more consistent for me to get in battles, especially boss battles
@@Frost_Winterfall I know its been awhile, but I just remembered you can stack 5 murakumos together by having all demons on the critical turn switch into themselves to withdraw, giving you 5 100% crit murakumos in one turn. It's basically one of the strongest desparation/one turn kill thing you can do in the game.
I cant say much for story yet but just seeing the presentation for these demos makes this game seem very worth it. Probably a silly reason to like it but most shin megami tensei have had the same level of demon animation for a while. That and I don't remember any recent ones having this much like emphasis on them if that makes sense?
you can just not like turn based dude, it doesn't have to be bad or I'd call arena fighters bad because they bore the shit out of me. But I wouldn't say that cause that's odd@@punani_slayer4209
That's the team I beat the game with, too. lmao I had to swap Artemis out during the Demi-Fiend battle, but I rotated basically every demon in that battle while Cleo laid on the charm.
Just bought this and already I’m beyond hyped with all the new stuff’s potential! Also, I AM IN LOOOOOVE this Artemis redesign! Sailor Olympus, anyone?
Artemis' idle animation is so weird, she's usually floating but to stretch she has to stand on the ground, then floats again. tbh it's generally weird af how so many human demons like some of the gods, etc. float just for shits 'n giggles or something.
@Smash 123 probably because floating is a lot easier to animate than walking as walking means the game has to constantly check if model and ground height work out, adding more calculations and requiring better optimization to make the game run smoothly.
Well theyre gods/demons so they can float like that, its believable, but all of the poses of the character models are "weird" because its based on their artwork and thats how theyre posed in it. So for people who played the smt titles before it, you instantly recognize the demon. Its amazing seeing how well modeled these are, straight out of the artbook.
Hassou tobi, impaler's animus, phys and high phy pleroma, critical zealot on Yoshitsuni got me through the game in normal mode on my 1st playthrough... i ended up only using MC and Loki/later Trumpeter for more press turns and Cleopatra for buffs/debuffs.
The hardest hitting move in the game: Omagatoki: Adversity at exactly 1hp sleeping target Max Rakunda Max Tarukaja Impaler's Animus Dream Fist Crit with Crit Zealot The hardest hitting move in the game without ailments: Omagatoki: Adversity Max Rakunda Max Tarukaja Impaler's Animus Myriad Slashes, all hits crit with Crit Zealot Hardest Hitting move in the game without obscene luck: Omagatoki: Adversity Max Rakunda Max Tarukaja Impaler's Animus Akashic Arts Crit Hardest Hitting move you can do consistently: Omagatoki: Adversity Max Rakunda Max Tarukaja Critical Aura Myriad Slashes w/ Crit Zealot Most consistent hardest hitting attack Omagatoki Adversity Max Rakunda Max Tarukaja Impaler's Animus Figment Slash w/ Dragon Eye and Crit Zealot
I think I still like Gungnir a bit better just cuz it has innate Pierce. That way I can save MP by just using charge but that was still kinda nutty. It’d probably be a bit better to see this against higher level enemies because level difference scaling is a thing
so this attack is 15 random attacks to a group of enemies ( i assume each attack attacks only 1 enemy and not 15 attacks to each of the 3 enemies), if so does Hassou tobi work the same way or is it 8 hits to the 3 foes?
The attacks all get split up, it does 15 hits, but not all 15 to every enemy. One might get hit once, another might get hit five, the rest on another enemy
They're both the same. If there are more enemies, the hits split up randomly. They're only strong if their is one enemy. With that said, as much as I love Artemis, she and Yoshi are useless on the Demi-Fiend fight. DF always has a team available so their Unique moves will always split the hits.
Leave it to SMT to make a Demon with an absolutely broken Physical Skill that hits 15 times exclusive to DLC (I am looking at you too Uriel with Kannuki Throw)
Literally the only way to beat some of the dlc bosses as well. Both SMT IV games had the dummiest difficulty spike for post-game I have ever seen, not even Strange Journey Redux went that hard.
Does it really do more damage than Hassou Tobi? When fully buffed? I figured the guaranteed crits made Yoshi the better option. I'd have to stat up my Artemis to compare I guess, lol.
More hits doesn't always mean harder hits, astral SS hits 15 times but you need hella buff/debuff setup AND magatsuhi, meanwhile hassou tobbi hits 8 times and is guaranteed critical regardless of magatsuhi ALSO hassou isn't on a DLC exclusive
From the datamining, on a regular turn without guaraneed crit, this skill does 20 base damage x 15 attacks which is 300 damage. Hassou tobi does 30 base damage x 8 attacks x 1.5 crit multiplier which is 360 damage. So hassou tobi is overall better I think.
The problem is *ALL* Jpn devs are awful at making PC ports, regardless of studio (It is not normal that I need a community made fix for all of your pc ports Sqr Enix). Nocturne being over a decade old and being considered a "good " port despite not even getting 60 FPS shows just how uninterested they are in the market other than a time capsule that they occasionally dump some titles on. Also don't think you're missing out too much. Yuzu is not all sunshine and rainbows, I have a 5% chance on crashing upon entering battle and I heard people who pay for patreon early access builds are having the same problem. I say, be happy with your functional product, I understand that 60 FPS and 1080p might seem nice, but I'd trade that for a functioning game anytime.
@@dicktracy9473 You don't play enough Japanese games if you're willing to state something so blatantly dishonest. PC development has *always* been huge in Japan. Capcom and Square Enix both push out incredibly stable PC ports for their in-house releases. The only recent exceptions that come to mind was Square's shoddy Steam release of Nier Automata, and Capcom's implementation of Denuvo DRM in Village (which has since been patched!). Why was Nocturne HD (initially) a shoddy port? Could it be that wrapping up unfamiliar game code and visual assets designed for a 21 year old console into a portable Unity package is more work than it's worth? Either way, I have confidence that a PC port of an Unreal engine game isn't too much of a stressor for Atlus.
@@brownspottedcat I'm questioning how many Japanese RPG pc ports you played lol. They are notorious for releasing broken, unoptimized wrecks with limited settings menus that are most of the time tied to pregame launchers and terrible controller remapping and relabeling. Some are obviously not bad as others (xseed comes to mind as competent), but it ranges from sqr enix it's hit or miss (FF15 Windows edition was fully functional day 1 with slight stuttering vs FF13 still TO THIS DAY requiring you download a community patch and even still the game is woefully unoptimized and suffers framerate and stuttering issues) to NIS America which is widely mocked for awful ports. The Japanese market is mostly consoles and mobile gamers, so it's not a mystery as to why these ports are usually poorly handled. I already played P4 multiple times and can't be bothered to check it out but I've heard the P4 pc port was leagues better than Nocturnes so I don't find the argument that they couldn't have done better that convincing. I will agree that with the shift to developing on unity it's a lot more promising that pc releases may come faster and not as broken or gimped, I'm just not getting my hopes up based on the track record.
@@brownspottedcat That's barely even a half truth. PC development has only just become more reasonable from Japan in recent years. Capcom have a lot more going for them on an international front so get reasonable support for doing their PC ports for the likes of RE. The Monster Hunter World port was fucking rubbish at launch and came 6 months later than console as well. KOEI Tecmo games? Good grief.
Can you really get all of those demons on your team? I'm a noob so it's mind boggling to see all these high level bosses and important characters on his team