Helel 95% Critical Build Showcase Ft. Strega (Persona 3 Reload, Merciless)
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- Опубліковано 2 лис 2024
- Well, they're still chumps. They're like tougher test dummies for builds.
I got word on some info saying that a critical cap does not exist in the game. From testing, it seems that you can reach around 90% critical rate or so from skills that have 30% critical rate innate. So skills such as Masquerade and One-Shot Kill can qualify. Although I would not advise using the latter, as it doesn't really hit that hard. With Rebellion, this jumps up to 95%. This Heaven's Blade build was honestly a happy little accident when I was making a fodder Helel. And I couldn't be more happy creating it.
As shown. it basically hits a critical every time. So even though Heaven's Blade is a tad weaker than Brave Blade, creating a Heaven's Blade build might be worth it when you unlock Michael just for the nearly guaranteed criticals alone. It'd be better if you manage to mutate it into a great persona like Baal Zebul or Beelzebub or this Helel I have, but Michael isn't so bad.
If Slash Driver did not exist at all, we would be running Vanadis for phys just because of this, honestly. It's honestly impressive they managed to make an AoE phys with nearly guaranteed criticals and higher base damage than the other phys attacks feel balanced in comparison to Drivers.
Anyways as for my thoughts about the Strega rematches, well they're not really that tough. I am not fond of the damage caps just to allow dialogue to play and whatnot. They really could have made their HP bars bigger, because even in level they would be like wet paper if it weren't for those caps. In terms of their gimmicks, Jin's Stim Potent Injection takes off his health too much. They could have made that effect only 1/5 of what it does and it'd be great. Unless that was meant for a bigger HP pool but they nerfed the HP pool later for some reason. I can imagine people just guarding for 2 turns or so and just pick him off that way. Not very well implemented but I love the idea.
As for Takaya, I like how the dialogue would change his moveset a bit, signifying that he has a sense of honor somewhat. His Theurgia's....kinda uninspired, honestly. And I don't really like how it was just suddenly explained that Theurgia's developed on the experiments with documents before Akihiko's used as a test dummy for it. That and being tied to evokers. And Takaya magically has the very first evoker that has Theurgia capabilities coming from a Shadow of the Void of the first Theurgia experiment subject. That's honestly bad writing. I wish they went with the simple route of Theurgia being a technique any user can do if their resolve's strong enough. But then again, it will take away on Takaya's line about "throwing away his pride" by using an evoker. Even still, it's less complicated and easier to understand and digest for old and new fans alike. Tying a technique to evokers just ruins a lot more things than it adds. It's a symbol for the story's themes and merely a tool to make summoning easier in the dark hour for the plot. Its role being only those is more than good enough.
12:52 "Oh, so you think I need SP? Bold of you to assume that."
Huh, I did not expect this specific video to blow up.
That being said though, it is somewhat outdated in some respects. Such as the build stacking Critical Rate Boost/Amp. The latter overwrites the former. For a good replacement, put Arms Master instead.
Critical calculations goes as follows. [(Lu of the attacker + 50/Lu of the defender + 50)(Base critical rate x 2 if Apt Pupil is active and x 0.5 if Firm Stance is active)] + 7%/15% if Critical Rate Boost/Amp is active (they cannot stack) + 5%/10% if Critical Boost/Amp is active (Once again, they cannot stack) + 7% if Rebellion is active + 15% if Revolution is active + x% critical rate for ailments (Different type of ailment, different percentage added. 60% for Distress, 20% for Confuse or Fear, + 15% for Dizzy) + 7%/15% if Ailment Burst/Surge is active.
Shock and Freeze are special cases wherein the former technically rolls for a critical twice. One with a flat rate of 35% and the calculated critical rate using the equation above. If one of those two rolls a critical, then you get said critical. While Freeze technically does the same but the flat rate is 100%. Meaning, the critical is completely guaranteed.
I will add, the reason Jin takes 1600 from Potent Stim Injection is simply because that is just how Poison works - 20% of your max HP per tick, and Jin's max HP is 8000. So, higher HP bar wouldn't do anything here
Also, Takaya doesn't "magically" have the Evoker just now from Shadow of the Void, he talks about it with Jin way before you fight the two on the bridge.
Well if you read the description more carefully, I am writing suggestions to make the fights better for Jin's. I suggested reducing how strong the lost health because that's what this fight desperately needs. That or a higher HP bar but retaining the 1.6K ticks.
As for Takaya, the "magic" is somehow finding *the* Shadow of the Void of the very first Theurgia experiment. And their evoker's held by this Shadow of the Void. I am well aware of every setup they have done to foreshadow this. I simply think that it was unnecessary. Tying Theurgia to evokers, writing a twist that Theurgia is experimented on others before Akihiko, and the existence of this first ever evoker were not necessary at all if Theurgia was simply written as a technique that's done without technology added in.
@@bothdoorscares3878 The thing is, nerfing the ticks would also nerf Poison as an ailment
@@kichiroumitsurugi4363 it shouldn't have been coded like it's a poison skill in the first place. It added this weird effect where he's vulnerable to poison. They could have coded the skill to be special to avoid this.
Strega is the worst thing about p3. What a wasted potential. I remember beating Takaya in 2 charged Raganaroks. I just didnt made this with Jin bc he has fire immunity.
They've gotten better as boss fights since p3f but the amount of cutscene and plot armor they have is absurd
@@kacperthegamer4556 and thats so unbalanced. They are a crucial part of the game but are so cheeseable. I hate it.
@@JoseLucasdI especially hate that they don’t even end up fighting as a trio
i can only imagine how many arcana cards it took to get that amount of health
Do you remember which skill Heaven's Blade mutated from? It'll be broken if can get it on cendrillon, reminiscent of sword dance in P5
Spell Master. But rank 8 skills like 4th tier elementals, heat riser, debilitate and whatnot can do it too.
@@bothdoorscares3878 Cool, how you derive the 95%? How much does Crit Rate Amp + Boost add to Apt Pupil?
@@kentan9387 very good question. Well when I recorded and made this Helel, I was a bit bored of grinding the reaper for money with just Armageddon. So I went out of my way to use this Helel to beat him up and whatnot. From there I did around 100 strikes overall and only 3 of them didn't do a critical.
It's a very rough test, I didn't take into account that some strikes have Auto-Rebellion as an effect. But with the new info surrounding the crit up passives, I'm confident of my 95% figure even more.
Recently, it has been found out that the Crit Rate Boost/Amp passives give +5%/+10% respectively. They are additive passives.
While Apt Pupil is 2x of the base critical rate. The calculation for critical rate is Apt Pupil multiplies the base critical rate and adds the additive ones. So for this Helel, it would amount to 75%.
Rebellion and Revolution has 5%/15% critical additive effect So add an extra 5% when Auto-Rebellion is active. So I get 80% with just those.
By convention, Lu plays a factor for critical rates as well. I would chalk up the extra 15% from that. Mine's completely maxed. And so, my Helel should roughly be in the 85%-95% critical rate range with Auto-Rebellion on.
@@bothdoorscares3878 Do you think it's worth running Arms Master over Crit Rate Boost in this case since the crit rate is already insane with Heaven's Blade? Assuming if you use bloody charge before that
@@kentan9387 I don't know what Bloody Charge's critical rate effect is. Probably additive. It would be a waste if it's actually just the Rebellion effect. Maybe a matter of taste there? I prefer nearly guaranteed criticals for Heaven's Blade since it's actually pretty weak in comparison to Brave Blade if it doesn't do a critical every time.
As for Masquerade though, I am definitely more willing to use Arms Master in that case. Due to its multi-hit properties, it would be the strongest phys attack in the game that's not Scarlet Havoc. And it having the same critical potential as Heaven's Blade is insane on top of that. It seems that it's actually the same as God's Hand in the base department. But has a better hit and critical rate. So it not doing a critical a bit less is fine for me.
Hey! Love your videos, and I'm baffled by the fact that you got magic mastery for all 4 elements and even on Baal Zebul to boot. Did you use a mod or just spent 2 weeks tyring to mutate it? 😮
Hope you are having a lovely day ❤
Does resist light/dark nulify insta-kill skills against you
@@NoonNoon_Kid No.
It only halves the rates, so it feels like it does. But you can still get hit by them. Different story if you null/drain/repel them.