Waiting on the actual size when it releases later, not heard or seen anything from EU reviewers on the size of the game, but seeing as they'll more or less just release the NA version but with EU region coding...May not be true but should be close. If OP took my thread verbatim, that would be for the NA version I think. Not sure how much data was added/removed for the EU release. If someone can check it when it is released to verify the size, (or OP already found out somehow else) then OP can be updated.
The story DLC should definitely be saved for the endgame. They focus on fighting high-level bosses with unique abilities. They are as follows:Thanks! Out of the story DLCs was there a specific one you enjoyed the most? Are they supposed to be done at the endgame or are they easier than that? I just want to know what I should pick up first, I'm planning to get them all over time anyway
So how are you guys gonna allocate stats to your protag?
A lot of magic with a bit of agility? Lots of dex with a bit of luck and agility?
The story DLC should definitely be saved for the endgame. They focus on fighting high-level bosses with unique abilities. They are as follows:
-Clipped Wings 1&2 (Part 1 focuses on fighting and unlockingfor fusion, while Part 2 isUriel and Raphael)Gabriel and Michael
-Ancient One of the Sun (focuses on)Ancient of Days
-The Eternal Youth (focuses on)Sanat
-For the Past...For the Future (focuses on, which requires the most preparation)Masakado's Shadow
You should play them in the order of: Clipped Wings 1&2, The Eternal Youth, Ancient One of the Sun, and For the Past...For the Future for the absolute last (I have my doubts that this one is even possible without having played through the others before it).
I saw DEX boosts gun damage but you don't start the game with a gun, so I didn't know what the point was (went into the game without reading up on it in advance). It's like more than 10 hours into the game before you get a gun. By then I was already going almost full MAG. Too late to change now!
Except you don't get more MP Your MP only goes up like 3 points each level no matter what stats you boost. HP goes up like 7 points per level. Edit: It's not like Devil Survivor, for example. In addition, physical skills consume MP rather than HP in this game.
So what's suggested to improve?The game is strange on that point, and does nothing to explain this, but Dex actually has more influence on physical skill damage output than Strength. Late game, physical skills outdamage magic skills by far, but the press turn system is there to compensate for that.
I wish I had a New 3DS already so this would download faster
14,341 blocks (apprx. 1.79 GB)
5 blocks (40KB) increase...
So what's suggested to improve?
MAG,DEX,AGI?
Yeah, that's quite strange, and I'm not a big fan of that. Especially the physical skills that consume MP.
MP-based demons are almost useless, because to frail due to the very low HP.
So what's suggested to improve?
MAG,DEX,AGI?
So mixed really isn't recommended huh
Gun and physical skills are strong but don't allow you to take advantage of press turn as often. At least so far (again I'm about 20 hours in, party level is mid 20s).
Pick one, though. I wouldn't split.
I think you can do without AGI. So far I have not been impressed with it. I rarely get ambushed, though, and I think having high AGI helps there. However, being able to save anywhere kind of negates the value of being able to avoid ambushes. Getting wiped out by a random encounter in this game generally doesn't mean anything other than mild annoyance as long as you save frequently.
14,341 blocks (apprx. 1.79 GB)
5 blocks (40KB) increase...
Shin Megami Tensei IV just came out in Europe! If you're just starting out, here are some builds I recommend: http://www.kotowari.org/shin-megami-tensei-iv-4-protagonist-build-recipes/
Shin Megami Tensei IV came out this week, filling my Twitter feed with gamers lamenting their early Game Overs. The game isnt unfairly difficult by any means, but in order to help people get a leg up Ive decided to list a few awesome builds that may help level the playing field. Lets get started!
The Basics
Your main character (or MC) is the only character whose stats you can control directly. With each level up, youll earn 5 points to put into any of the following stats:
Strength: Stat for determining attack damage.
Dexterity: Most important stat for determining gun-based attack/skill damage. Also very influential in determining physical skill damage.
Magic: Determines magical damage.
Agility: Dictates who will act first in battle, accuracy and evasion.
Luck: Increases your odds of landing a critical hit, escaping, smirking, and status infliction/recovery.
Having a build in mind when first starting out can really make the difference both early on and in the long-run. Here are some common builds and a recipe to follow at each level up.
Physical Skill Build
At level up: 3 points Dexterity/1 point Agility/1 point Luck
This build focuses on using physical skills rather than normal physical attacks.
In Shin Megami Tensei IV, Dexterity plays a huge role in boosting physical damage, so that is where youll be dumping the majority of your points. Agility is important because it helps you actually land your attacks. If you notice that your character is struggling to hit enemies in a new area, it may be time to beef your Agility further just make sure youre not missing due to a certain skills inherent accuracy. Luck is the one stat every build should have at least a bit of, but if youre really into min/maxing you can put this point elsewhere.
Critical Melee Build
At level up: 2 points Strength/2 points Luck/1 point Agility
This build focuses on using your physical attack rather than skills. Find a weapon that hits multiple enemies multiple times to rack up critical hits/smirks thanks to that high Luck stat. While not the most entertaining build (since your MC cant learn passive skills like Physical Pleroma) you can round out this build with support/buff skills.
Magic Build
At level up: 3 points Magic/1 point Agility/1 point Luck
This build focuses on blasting your enemies away with a powerful Magic attribute. Agility is buffed to help with accuracy/evasion, and acting first with this kind of offensive power is enough to end most battles in a single turn. I am also a firm believer that Luck is helpful with just about any build. If you plan on rolling a mage that inflicts a lot of status ailments, you may want to buff your Luck even more. I went with this basic build but scaled down my Luck a bit (after it was ~50 points) to improve my offenses.
A note on magic skills: Magic attacks cannot hit critically, so a high Luck stat may be less important with a magic-focused build.
Critical Gun Build
At level up: 2 points Dexterity/2 points Luck/1 point Agility
A note on guns: Some end-game guns can hit multiple targets multiple times with just their regular attack. Theres more: different ammunition can inflict status ailments or elemental damage. A smart Gunner will have a variety of ammo types and change them based on the demons in the current dungeon.
This build focuses on earning critical hits with gun skills or with normal gun attacks. Between those criticals and the ability to load elemental ammo, there should be ton of smirking going on. If youre less interested in scoring criticals, you can put one less point in Luck per level and add it into Dexterity instead.
A note on diminishing returns: After tossing about 200 points into (nearly) any stat, the return begins to drop off. Once you get your main offensive stat to about that level, its a good idea to put your points elsewhere.
Luck is a little different, since each point in Luck raises your critical hit rate a fraction of a point, this is one stat that can be pumped as high as youd like.
***
If youve already played a bit, dont worry: its never too late to change gears! You earn a ton of stat points by level 99 (like over 400). Hopefully this information is enough to give early Shin Megami Tensei IV players a bit of confidence in themselves.
So potentially 5 blocks of game breaking bugs?
Agility is great to not miss a hit, and for the skills that have a multi-hit count that is dependent on your agility (e.g. Berserk, or, I think, Ice breath and skills like that). But that's more something for a physical build.
For those who don't know what this means, when you crit or hit a weakness, you (or the enemy) has a chance to "Smirk" which puts them in a state where their evasion is greatly boosted and on their next turn will deal additional damage (and then lose the Smirk buff). In other words, it's a Big Deal (tm).Luck brings you a shit ton of crits (and smirks) for a physical build.
Huh, is that so? It's true that I rarely miss on the occasion I use physical attacks, but as for multi-hit, you must need some crazy AGI for it to mean anything. Using multi-hit normals (spear) or those 1-4 hit magic attacks, I normally get only 1 or maybe 2 hits if I'm lucky.
For those who don't know what this means, when you crit or hit a weakness, you (or the enemy) has a chance to "Smirk" which puts them in a state where their evasion is greatly boosted and on their next turn will deal additional damage (and then lose the Smirk buff).
14,341 blocks (apprx. 1.79 GB)
5 blocks (40KB) increase...
You probably have heard that the early game (Naraku and some) is probably the most difficult part as you haven't had much chance to build a solid party by then. So don't give up too early!
Nope, like in every SMT game I know of.
Well, I did hear going balanced keeps the difficulty up in the second half of the game, that's something.