@@yoso378 I hate the fact that P5 doesn't have a goddamn weather forecast, not even in Royal. It'd be so much better to plan not just Mementos but confidants as well since some of them are unavailable when it rains.
lol since P4 actually show you weather days, why i loved P4 more you can plan out your days out better then P5, P5 pretty much forced me to clear the palace as soon as possible which sucked, P4 i can wait until last day never suffered
The suicide skills in nocturne. Specifically the one that attacks everyone *including yourself*. And since it's an almighty skill, you can't drain or resist it, so 9/10 times you get a game over screen
Against a single target, no less. The only real use I see it a few reflect strategies, plus _maybe_ Reckoning Dice and Jotun of Grief (if you have a general magic-oriented stratrgy...or Thunder Reign)
Those spells are basically useless in the entire series outside of gimmick bosses like Kusumi-no-Okami and Masakado's Shadow that have hidden weaknesses to elemental spells once you nullify their immunities with break spells. those are the only two bosses I know of where the break spells are useful and they're downright required for the latter.
The only one that's really worth it is Elec Break, since you can use thunder reign/ thunder call to go Crit City against elec-resistant bosses. It was rly useful for the Hermit boss cuz I could keep my nul electric persona while spamming thunder reign. But then again, that's SUPER situational..
They are quite useful against some mid-game tartarus bosses, one of them is natural dancer since at 3x lv almost all persona with decent wind resistance are also focus on wind element themselves while those good at ice spells do not have very good resistance against wind, whenever I switch them in it always cast garudyne on me and take almost 70 % Hp in one hit. Finally I decide to use a seiryu with wind break, wind boost, and garula skills to beat it and the fight become very smooth as it nullfy almost all of its tricks and it also allow yukari to put some damage on it, I even manage to repel its magarudyne on himself when its wind resistance is gone and deal serious damage on it, so yeah these break skills may be clumsy to use, but they are not that useless acutally
Ok so I've recently learned that the demon talk skills in Nocturne can actually be incredibly useful. They work in fairly specific scenarios, like seduce is only effective when a female demon is talking to a male demon, but at those specific times they can allow you to completely bypass the recruitment conversation and just get that demon for free. I've found the most widely applicable one being brainwash as it makes grabbing lower level demons for specific fusion super easy.
Honorable mention: Salvation in SMTIV:A specifically. Having to Smirk to cure ailments is so fucking backward given that ailments remove and prevent Smirk, and in general it makes dealing with ailments without using Fiends and such a pain in the ass in that game
The virgin Marin Karin VS the chad Tentarafoo Like seriously, combined with MCs stangnant air, Mitsuru's almost garanteed tentarafoo makes random encounters easy and saves so much sp
Oracle is the definition of last resort. Like, literally. The move is coded to have its best effects when the party is about to die, and its worst when you're doing good
The nocturne conversation skills can actually be used to completely skip some encounters depending on what demon uses it. For example: Setanta will just give you and item and leave if Scthatch talks to him.
When your actually in control of mitsuru it’s useful. Playing P3P right now and it feels like it has ok accuracy and charming enemies can help a lot, especially when they have few weaknesses or a weakness that I can’t attack witj
It's not a bad skill and it can actually help in a lot of situations. The meme is that she uses it way to often and at the worst possible times which a) is an ai issue and b) can be basically negated with proper use of tactics (or completely avoided in p3p).
The ambush skills in P5 are saved by a passive in royal that always activates them. This gives you access to the party-wide Luster Candy equivalent buff skill at all times. So they're pretty nice I think
Traits in P5R were a neat idea, kinda like Abilities in Pokémon. My only gripe is that it was a stright advantage over your enemies. If I were to bring back Traits in a Persona or Mainline game, I would make sure that the enemies all had traits, too.
@@forcelightningcable9639 True. Even something as simple as your bullets refilling at the end of battle is super useful, especially early on. I suppose one meh mechanic added was Futaba using the Jazz Club allows her to learn Debuff skills.
Here’s a Persona Challenge you could do… It’s always bothered me how Lavenza lost to Yaldabaoth when he attacked the Velvet Room prior to the story in Royal, despite supposedly being more powerful than him (she’s a Velvet Sibling, so her stats are really high and she uses Multiple Personas) So it got me thinking: Can you beat Persona 5 Royal using Lavenza’s Persona Roster? Rules: - you can only use the following Personas throughout the playthrough: Kelpie, Berith, Inugami, Oni, Mithras, Atavaka, Thor, Nue, Lucifer - no glitches and/or exploits - times when you’ll be forced to use another Persona will not count (such as the Prologue) - should the challenge be successful, a bonus quest the player can take is to see if it’s possible to beat Lavenza using Lavenza’s Persona Roster
The demon talk skils from SMT 3 do indeed help. They can add additional chances to recruit a demon, reduce how much a demon ask you for stuff and change negative answers to neutral ones. I wouldn't go out of my way to keep or search those skills out but if your demons have them. Then use them.
Yes, I have actually used those Demon Conversational skills. They make it easy to replace your good demons at the beginning of each run. They also give you a second chance if you screw up and pick the wrong answer when trying to recruit demons.
what about zan-ei in persona 3? i mean, getsu-ei is kinda useful, since it can be used against the full moon bosses, but zan-ei boosts its power during new moon, which really isn't a special event. I don't think I've ever been in tartarus during a new moon.
The buff doesn't apply exclusively to Full/New Moons. The closer you are to a Full Moon, the more powerful Getsu-ei is, with its power peaking ON a Full Moon. The same applies to Zan-ei, First Quarter is more powerful than Full Moon, but New Moon is more powerful than First Quarter, for instance
Status effects tend to shit but Royal had buffed them. That was neat early game, but felt pointless by the third dungeon. Eh, better that then in P3 where they never land but they seem to always hit your party
Recently replayed Devil Survivor and Chaos Wave was actually amazing on my run! I countered the mov loss with Devil Speed which increases mov to 7. Didn't have to worry about dying from no extra turns because the enemies couldn't fight back when they only had 1 range, and when they also had 3 range their own chaos wave meant they also had no extra turns. Devil Speed + Chaos Wave effectively gives you 10 spaces of range which is useful for all the missions that require you reach something quick
Depends, end game demons like Arioch, Seth, and Nyarlateph are absolute monsters who can tank hits, but yeah, the Dragon Race can get insane sniper range, it just put's the Vile Race out of work.
I gotta say at least Chaos Wave is not as much useless as it is just not as great as it should be. I have never encountered one situation where Bind or Evil Bind was useful to the player
I'm just gonna leave all non-instakill offensive magic in SMT2 other than Holy Wrath. They just... don't do more than 30 damage no matter how much magic or int you have.
Well there are special one time conversations certain demons in nocturne have with each other such as Odin or Thor talking to Loki, and these conversations do get you some rare items as rewards.
The Nocturne talk skills were always pretty great for me. Supposing you used the right talk skill against the right enemy, it becomes incredibly easy to recruit and get valuable items. I was getting given great chakras and diamonds on the regular and hardly ever got turned down. Thats an even bigger deal on hard mode. So i definitely wouldnt agree with you saying theyre useless, however I WOULD prefer that talk skills were just something innate that your demons could do based on their race or something, as opposed to taking up my skillslots.
In regards to the SMT3 Demon Talk Skills, there's an argument to be made for Beseech, because Shikigami has it by default and he's only Lvl 04, meaning it's very likely to work on most Demons from, like, Ikebukuro onward. Still that's, like, the only one that's particularly useful.
Brainwash (learned by Power) is pretty good, almost guaranteed to work if the talker is 10 levels higher than the target demon. Useful for recruting weaker demons if you want to save money. I want to mention Death Pact (exclusive to Mithra) too, but you get it so late in the game. At this point it's always better to obtain strong demons via fusion rather than negotiation.
@@si-level Yeah, you're right. I actually discovered these exploits by watching Jim Reaper's Low Level playthroughs. I didn't mention Pester because it's not really necessary to farm Megido Rocks and Magic Mirrors to beat the game, they are very situational items.
@@96Vladek The only time I can think of where farming a Megido Rock in SMT3 is useful is in the first trip through the Amala Network, where it'll one-shot the Specter's little clones.
In devil survivor you still get extra turns if you're in "melee combat" you only lose the extra turns if you engage in any of the extra distance. I dunno, mixing vile demons with the ones that increases speed usually works well for me
Tetracoerce/Makaracoerce may be bad in SMT, but I think it's worth mentioning how their equivalents (Tetra/Makara Break) are even worse in the Persona series. Since there's no Press Turn system, doing the worst-case move of smacking the barrier and taking the reflect on the chin doesn't cost you multiple turns, and it's usually possible to do so with minimal/no damage taken in return. In P5, all your party members Null their own element at max Confidant rank, making attacking into Makarakarn not much of an issue, and for Tetrakarn, you can just fire one bullet at it and take minimal reflected damage. Also, I'd love to see a reverse of this: most useful skills. Or if that's too obvious, skills that are more useful than they look.
In the Nocturne speedrun, pester is used to get a megido rock in the first visit to Amala, which pretty much skips the boss entirely, so... yes! They have a (niche and unreliable) use!
Also funny thing about only covering P3-5 is there's one skill I would say is this in P1. The Megido line. Not because the spells suck for any reason, Nuke (not Almighty in this game oddly which Frei takes up in P5) but because of how EXP works in P1. The more contribution to a battle a party member has, the more of the EXP spread they get. Which means if you Turn 1 annihilate the entire enemy party? Only one character gets EXP. Oops.
A few skill suggestions if an SMT V update comes: 1. the base charge skills, charge and concentrate. before they were pretty neat, and a borderline essential skill, because it would more than double your next attack's power, and save you a bit of MP, so it was a really great skill to have. In SMT V however...they only raise it up by about 1.8x. that seems like a good deal around mid-game, but in my opinion? the better you manage your MP in general, and have better access to MP saving things, the more useless it becomes. Essentially? you deal less damage than If you had just attacked twice. a way better alternative is critical aura. Essentially? you're applying the 1.8x buff already by using the move, and ensuring that the attack doesn't miss. And plus, with the fact that it's a guaranteed critical hit, you can give yourself another turn, allowing for even more long-term damage for less MP, especially when said attack is one where it has a greater effect when it crits, AND if you give said demon critical zealot...that demon's target isn't gonna be a target for very long. (Which is why fionn mac chumhaill is one of my favorite demons in smt v so far) 2. Souffle D'eclair. It's not that it's a bad skill, but it's one of those scenarios where it's on a demon where it can't get any good use out of it. Souffle D'eclair is a magical attack, which loup-garou is a strength-focused demon...I'm pretty sure you know where I'm going with this. 3. The single-ally buffs such as (Taru/Raku/Suku)kaja. Yes, even the ones that raises a stat twice. (not the single enemy debuffs, those are great on bosses and help conserve mp through a good amount of the game) This is really just a matter of preference for me, but with how much they changed buffs and debuffs in SMT V, Those skills don't exactly hold much value. Yes you get them early on in the game before you get access to the multi-ally buffs, but even during the early game it isn't very useful at all considering in order to properly utilize buffs, your entire party needs to be buffed for this sort of thing to actually matter. this in turn also heavily nerfs red capote, to the point to where it's way less powerful of a skill.
I got a lot of use out of single targe tarukaja at least, just buff the strongest character before you pop an omagatoki critical for even more damage, also in some bosses I used single target rakukaja alongside taunt to concentrate the damage
There's a niche case to use Great Logos/Megidolaon over Antichton in SMT IV, because how the AI works, you don't actually want to drop the stats of smarter bosses that have Dekunda to -3, because they will almost always use it inmediately, so in those scenarios you want to keep them at -2 constantly so they're way less likely to use it
I know right >> The only time Kamui Miracle does good for me is knocking my enemies down lol. That's all. Meanwhile it always does negative stuffs to my party... This is so far when I play the game with it.
Spirit Drain can actually be really useful if you run outta SP and don't wanna use the clock. Go to lower levels with weaker enemies and, even though it's a long chore, you can restore your SP for virtually no cost.
for the demon conversations part Mitrha is the only demon to learn the skill death pact. what death pact does if the demon doesn't join your party it is now have the stone status for free and demons generally join because of this. I think this doesn't work on demons that can't talk like foul or demons you can't normally talk to anyways like tyrant or raptor race. Another great video Nyarly!
You get 3 sp. It costs 4 and you get 7, so the output is 3. You can bring it to 2 with spell master, so you "CAN" get 5 if you're that thirsty. But it's still worthless
In SMT4:Apocalypse, they stripped a bunch of skills of their special abilities and tied them to the smirking system. Salvation used to be really good, until they made it so that you had to smirk to remove status ailments, but the awful part is you can't smirk while suffering from any status, so if you get hit by party-wide status attacks, you can't do anything about it, and even if the demon with the skill doesn't have a status at the time, they still need to happen to be smirking. Overall just a more expensive mediarahan.
Nevermind that only 2 demons learn Salvation in IVA - Krishna and Samael. Samael is very high level and has pretty low healing affinity, and Krishna is not accessible until after completing the Cosmic Egg and you use Krishna for the Ragas and Combat Tara anyway
One of the best things that you can get out of the demon talk skills in Nocturne is the fact that if the right demons talk to each other, you can get some sweet conversational lore based on their myths! Or you can have Loki call Thor Mr. T. That is indeed a thing.
I havent heard anyone point out this attack yet in the comment section, but I think one of the worst skills in p5 is ariadne's beast weaver, this skill gives you colossal physical damage for onky 20% of your hp, however it also gives you an extreme attack debuff to the point where myriad truths feels like it tickles, and this lasts for the rest of the fight rather than three turns like most debuffs in megaten. If that wasnt bad enough, other physical skills like God's hand do similar if not more damage for a barley higher hp cost (25% according to the p5r fusion calculator) which can be obtained at the same time as beast weaver since it's one of the skills that messiah has the moment you summon him from the compendium.
I think a case can be made for one of the ambush skills in P5R. Thermopiles raises all that stats of all allies. Sure, there's another skill that does that, on the tier 3 Persona of Yusuke, but first well, tier 3 Persona, point at which you need to get, and it consumes a shot ton of MP. Thermopiles has none of this disadvantages and, well, there's a Persona ability to get around that.
Thank you for the video. I will say Antichthon shouldn't be overused or relied on. Debuffing a boss too much can trigger then to remove their debuffs or your buffs thus cucking you. Some bosses are less likely to respond with 1-2 debuff stacks on them. Most up to 3. Any further and your just begging for the AI to use Silent Prayer immediately. lol
I have to mention Yukari's Basic Attack in Persona 3 Portable because she can't hit the broadside of a barn thankfully Reload did thankfully solve that issue and she rarely misses and it was night and day difference on Floor 5 going from Almost Dying to easily crushing them because i could chain "1 Mores" so much easier Also another infamous P3FES/P3P era move that got buffed to usable in Reload - The one and only Marin Karin
I do not agree with Persona 4's "uselessness" when it comes to High Counter- especially when it comes to the original PS2 version. That game was not as easy as it became with Golden. The nerfed Counter skills made it harder for you to rely on too much, and sometimes switching to a Persona who doesn't have Repel Physical can be a game over. One takes whatever they can get, especially when a Persona cannot inherit Repel Physical and has no better skills than High Counter whatsoever.
Yes, I did get use out of the demon conversational skills in SMT3. I found that sometimes, I didn't have enough turns to switch to Demi-fiend and use Talk, so having Seduce or Plead (depending on what I needed) made it efficient.
Genuinely shocked to not hear you mention P4G's Kamui Surprise or non-Reload P3's Oracle when having the discussion of Strange Journey. Both are equally worse since they have a chance to completely drain your resources. Kamui Surprise especially feels egregious since it's only available at the end of the game where Rise likely does the better version of it automatically between turns.
Maybe I’m the weirdo, but I got an insane amount of mileage out of Spirit Drain. Sure, it didn’t drain as much, but that was SP the enemy was never getting back. You have no idea how satisfying it was to rob a boss of its main mode of attack due to lacking SP, especially when the boss has me cornered already, forcing me to use Items to heal anyway.
i used the shit out of chaos wave to take advantage of hurting enemies without being able to be attacked back, with a normal speed team playing interception and tank. Its not useless, its just bad to have all your teams use it at the same time. Its a strategy game, you gotta think about how it works in combination with other units too
Life/Spirit drain in SMT was amazing, hard carried my game several times. In persona it's pretty much useless unless your filling back up between trash mobs while moving to the next area.
I'd say you're underrating the ailment boost in bad weather. Statuses in Megaten are fucking busted and anything that gives them a boost is just a massive help regardless of how often they show up.
@@KhiemNguyen-ly1wz Speaking of which, I should probably try to go back to that to see if I can figure out how to get Null Ailment, or at least Null any of the ailments, and Debilitate for DDS1.
The only good Nocturne talk skill is Beseech since you can use it to instant recruit stronger demons. Stone Hunt is a trade skill that can be useful in the late game to stockpile strong items, or to purchase elementals to fuse fresh Mitamas. Of course the only good speech skill is Dionysus's exclusive: Wine Party which can solve practically any talk related problem.
Now that P3R came out, I’d like to see an updated list since spirit drain is great since you can get 20 SP for the cost of 3 SP and it goes to 40 when you have drain boost
@@kichiroumitsurugi4363 eh it costs 7 twilight fragments which is something I can’t really see being reasonable unless it’s before a floor guardian fight and you don’t want to use SP items or are low on it
@emeraldpistol1251 Then again, if you can't get through ond section of a block to the next guardian without using all your SP, you're doing something wrong
@@kichiroumitsurugi4363 looking back at what I said, yeah that was pretty stupid considering I don’t even have that problem (fighting only when necessary, defeating the floor guardians, then grind for xp/money/compendium completion). Not sure why I wrote that way but it was 2 AM. I still think the fragments are better used when everyone is low on SP (not sure why you’re still grinding for whatever it is at that point though) or locked chests
I think Salvation in SMT IV:A deserved a shout-out. Normally, Salvation is fantastic since it not only full heals but cures all ailments, and, considering you can get it as early as level 69 (nice) in IV by fusing Mahamayuri, it would help you a ton with plenty of encounters in the later game. ... Then in Apocalypse, they locked the ailment cure behind a smirk status, which your healer is probably never going to have at any point. Like, unless you arm them with physical skills or the enemy has a weakness (both of which rely on the healer not having a terrible affinity with such things), so Salvation's upgrade over Mediarahan basically just turns into spending extra MP for a slightly nicer animation.
There is ONE case where Salvation can be useful in Apoc...and that is if it is on Krishna, so long as he at least has Deadly Wind on him, or you have Asahi as partner at all times
I'd say the P5 counter skills aren't so bad because you can start getting them relatively early, iirc. I see them the same way I see the lower tier damage spells; decent temporary skills to hold me over till I can get the strong one.
Years later in P3 Reload I have a persona with spirit drain and drain boost. That gives me 40SP and spirit drain only costs 3SP. It's nice in mid game before you get accessories that Regen SP. Mitsuru also gets spirit drain (no boost).
i think one of the most useless skills in p5 royal is rebellion blade it's really only useful if you forgot to fight the boss for the third will seed in the final palace since generally it'll do far more damage than an all out attack, especially if you baton pass chain into it, but that's it, has no real use against the final boss in my experience hyakka ryouran is also kinda useless since thermopylae with the right persona trait is far cheaper
@therandowanderer this vid randomly popped up in my suggested, and seeing this comment, i wanted to mention how great it is that thanks to dlc in p3 reload it finally gets to be useful!
Regarding the Demon Conversation Skills in Nocturne. It has a system where there are special conversations when certain demons interact with others. (Like Valkyrie talking with Loki) In these cases, you get special items like rare tradable gems (like Diamonds), or stat increasing Incenses...but each conversation can happen only once per playthrough. Another example are the Seraphs talking to each demon in the "Divine" category. So...not completely useless...but still useless once you've done all the special, unique conversations.
Conversation skills that recruit also give you a demon for free depending on who talks to who. The most useful one is Beseech, since all things from Ikebukuro onwards outlevel Shikigami, the first demon with it
I would say that Dekaja and Dekunda are pretty useless in the Persona series due to how limited the buffs and debuffs are there. Only one step and has a limited duration. Just not worth wasting a turn to get rid of them. That in contrast with the mainline games where they are life savers (or ruiners depending if you are at the receiving end). Another one I can think of are the MP drain skills from DDS. Main reason for this is that they were changed from Almighty in Nocturne to Mute ailment which downright cripples them.
Recarmdra is another Skill that's basically Useless. It Full Heals everyone but sets your HP to 1 and Since the Protag is the only one to learn it, you're better off with other healing alternatives
I still find light and dark instakill skills relatively useless when you consider that there is still accuracy and evasion factored in for enemies who are weak to them
@@pokedude720 if an enemy dodges or nulls, etc, you lose all your turns I believe (I’ve only played DeSu1 and just started Nocturne so I’m not 100% about that)
@@A_bels Basically, Ma-skills in mainline have this problem where if you hit a stray Null, Repel, or Drain, or you miss a single target, you still lose Press Turns, as that takes priority over gaining an extra turn for hitting weakness.
@@pokedude720 the Press Turn system means your party gains extra actions on hitting criticals and weaknesses, and *loses* actions if your attack gets dodged, nullified, reflected or absorbed, with the last one entirely ending your turn. And losing turns is prioritized over gaining them, so if you use an AoE move and happen to whiff on one demon, or it happens to cancel your attack, well, there goes a turn someone else could've used. Of course, the reverse can apply on enemies' AoE moves to end their turns, so it can still be fair game.
On the weather boost passive, in vanilla persona 5 during flu season, it is possible for the reaper to get despair which will insta kill him, and given that they are hard coded to use power charge and mind charge on the first turn if they don't have despair, Weather boost is actually useful for that cheesing strategy, but this trick was patched out in persona 5 royal
Now how about a future video discussing worst skills in Megami Tensei that the enemy uses on YOU! Case in point this is a spell in Strange Journey that is one of the worst. BOMB Ailment!
I'm curious. Have you ever considered a video outlining which skills from the dx2 phone game you would like to see in the main series of SMT? They have quite a few unique skills and I'd love to know your insights into them tbh.
I like spirit drain in Persona 4. Every time you run low on SP, just go back to the weakest enemies in the game and use a persona with spirit drain and invigorate I, II, and III and you can get a lot of SP every turn. Then just not bother with any of those on your real front lines personas.
Hard Deny on chaos wave. The point of Viles is specifically for Day 7/Polaris where most of the units there are dragons/things with more than one range. Yes, they kind of suck in the beginning when your human characters are squishy and can't do much damage but late game, when you get multi strike, megidoloan, and demons with good agility, you can one shot them even with their initiative bonus so turn priority doesn't matter. Also, you can stack chaos wave with dragon flow for sniping shenanigans too. Extra turns don't matter at all late game because most demons will have the ability to snipe because they're either dragons or viles too and not having that extra range means your human characters are bound to get cursed, immobilized, dead, because they can't defend themselves when they don't have range. The game literally has them sit still and do nothing so no healing, no defending, nada. Other than that, great video!
Spirit Drain is fairly handy to have in Persona, honestly; even a 15 SP boost can be really helpful for getting through a dungeon in a single pass, if you're willing to just sit in a relatively safe battle for a bit "drawing magic." That's far more useful than Life Drain, which... well, you might as well just pop a healing item at that point. But Persona's pretty stingy about SP recovery since the challenge of enduring a dungeon in as few calendar days as possible is largely contingent on your ability to manage SP in the long haul. Although in Persona 5, your go-to option for that is probably going to be the "SP Adhesive" line of accessories, rather than Spirit Drain or the Invigorate skills. - Lewis
2:03 I have, only one and it was Wine Party with Dionysus. Any time a demon was hesitant to join, he just offered wine and it was seemingly a guarantee for them to join. Now I only used it on a handful of demons but still I think that is my only exception to that, the rest I never got any use out of them
I feel like Brainwash is pretty nice to have on a high-level demon if you have the spare slot come Nocturne's endgame. It's nice if you're trying to pick up specific demons that you either missed or need to fetch for fusion components. While most of the Conversation skills don't amount to much, I feel like it's pretty often that Brainwash just forces the demon you're using it against to join the party instantly. The only problems being skill economy, the level restrictions (You have to be quite over the target's level), and the fact that the Compendium exists if you're not broke.
In P5R, I actually made a demon with the trait "Vitality of the Tree", which let's the user use surrounded skills at any point. I did this for one skill: Thermopylae. This is the only way to do a party-wide Heat Riser before the third semester (won't say who gets it in case of spoilers). It also only costs 30sp, the same as Heat Riser, while the character exclusive version costs 90sp. Since buffs don't stack and only last for 3 turns in Persona, it's super useful. It's too bad there's no Debilitate-All surrounded version or I'd also use that.
@FuckOuttaHere It's an ultimate skill after all. With spell master and tactical spirit it can go down quite a bit actually. And c'mon, SP-renewing items are not that hard to come by in P5R ...
For Nocturne and Conversation Skill, I generally deleted a bunch of them... except for Stone Hunt. I used it to try to get more stones so that I can recruit one of the four Mitama. One was to get Uber-Pixie to gain extra skills that would make her immune to certain elements, as well as upgrading certain demons such as Kali to become a powerful tank (nearly 900hp + near-max strength to pretty much melt enemies when I was around lvl 70ish)... Mitamas help a lot since levelling all of your demons (even when you get a mass majority to have Watchful like I did) is extremely long and tedious, and upgrading your stats can make a level 50 Kurama Tengu actually function against bosses like Beelzebub and other high-levelled bosses to the end of the game. Other than that, I used the remaining stones to make materials to sell to the merchant so that I can buy the expensive Magatamas on Hard Mode without risking over-levelling.
2:03 I guess it's a bit late but, the "insist" skill is nice , gives you another chance to get the demon on your side. Sometimes demon is like "yeah yeah ok I'l come" BTW : in the HD version of Nocturne, you can choice wich skills are kept. Life changer !
12:03 these skills are why I'm adamant on weather changing skills, like how Pokémon has Sunny Day and all that. It would actually make these skills useful. And maybe each weather type could increase/decrease the damage certain elemental attacks do. Like snow makes Ice attacks do more damage but Fire does less.
Convo Skills in Nocturne can net the user gems, even stat boosting items such as incenses. It is more successful with certain conversations such as the Seraphs with the whole Divine Class. Or demons of varying myths such as Thor/Odin with Loki or Scathach and Setanta. Demons who are known in myth to have greater chemistry with one another.