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Dungeon Crawling 101

So, now comes one of the most important aspects of Persona into play: The dungeon crawling.
Dungeon Size, layout, and shadow placement is all up to the Dungeon Master. But there are a
couple of rules that you as a DM must follow:
1. There must be at least 1 teleporter back to the entrance on each floor. Using these will
normally not have any penalties. You can teleport back to any teleporter you've previously
used inside a dungeon... There are however exceptions.
2. The maximum amount of Shadows on 1 floor cannot exceed 8 encounters, unless there's a
Persona User Wild Card or Velvet Room Attendant in the party, in which case, the maximum
amount of shadow encounters rises from 8 to 12.
3. The maximum amount of Shadows in a encounter is 1 more shadow than there are party
members.

For the players: Each turn your team can move up to 4 spaces at a time. If Sukukaja is used
beforehand or someone has an accessory which increases movement speed, you can move up to 8
spaces per turn.

About Shadow Encounters:


If your party should cross paths with a shadow or vice versa, a ten sided die is rolled. If your party
rolls a 7 or higher, the advantage is yours. Should you roll a 3 or lower though, the enemy will get
the initiative. Having passive skills like Alertness and Ambusher will affect these numbers.

Un-boosted Damage Calculation:


Right now, Damage calculation has been revamped slightly. Now your stats will play a much larger
role in damage (at least at higher values). Say that I use Agi with a Magic stat of 14. As a non-
Nyarlathotep Child class. Agi has a base strength of 40. Since my magic scaling as a Persona User
lies at 7% at 14 magic, you take 40 and multiply that by 1.07 due to my Magic Stat and Round
DOWN. The damage i would deal lies at 42 damage. Doesn't sound like a lot at first, but once you
start getting a higher Magic Stat, the difference will be much more noticable. Physical moves work
the same way, except that their damage scales off of Strength rather than Magic Now Weapon
damage work the same way, except that your weapon determines base damage, and Agility
increases the damage dealt. Endurance is calculated similarily. It's your overall damage resistance.
However, just because you have a 100% Damage reduction doesn't mean you completely soak the
damage. You just take the base damage, unless someone hits you with an attack that scales higher
than 100%. Easy right?

-Kaja and -Kunda Spells:


Ma/Tarukaja: Increases damage dealt by 30%.
Ma/Rakukaja: Decreases damage taken by 30%
Ma/Sukukaja: Increases Hit/Evasion Rate by 30%
Ma/Tarunda: Decreases damage dealt by 30%
Ma/Rakunda: Increases damage taken by 30%
Ma/Sukunda: Decreases Hit/Evasion Rate by 30%
Boosted Damage Calculation:
Alright, let's take my Agi example once again. I use Agi with a Magic Stat of 14. I take the 40 Base
Damage that Agi has and multiply that with 1.07- whatever Endurance scaling my target has. I get
42. Then multiply that with any Passive skills you may have that increases the relevant damage,
Such as Fire Boost or Fire Amp in this case. Fire Boost gives a 25 % damage boost to fire skills, so i
take my 42 damage and multiply that with 1.25. Now my damage went from 42 to 52. Then You
take Kaja/Kunda Spells into consideration. Let's say I have Tarukaja on me. That's a 30% Boost in
power. So we take 52 and multiply that by 1.30. That's 67 damage. If the target has been affected
by Rakunda, multiply this new number by 1.30 as well. Should the target be affected by Rage, you
multiply this value by 1.5. Should you be charged, you multiply the damage by 2.5 after any of the
previous steps. Should you be in an enhanced state that gives you a percentage buff in damage,
then this modifier is added after any Charge Modifier you may have. Next Perks and Accessories
that affect damage are put into play, add that damage modifier when applicable. And Finally,
Weakness/Resistance is added into the mix. To Simplify the Calculation order, here's a step by step
guide.
1. Multiply your skills Base Damage with the Percentage modifier on the relevant stat.
2. Reduce this new damage with your armor's base defense value multiplied by your
Endurance stat.
3. The Boost from Passive Skills is applied next. If you have more than one which affects the
same element, you multiply with the weakest first, and then proceed with the rest.
4. Eventual Tarukaja, Rakunda, Tarunda and Rakukaja effects are applied
5. Damage modifiers from Status Ailments are put into effect.
6. Mind/Power Charge is applied.
7. Perks are applied (On Both Sides)
8. Accessories are applied (On both sides)
9. Passive Equipment buffs are applied.
10. Special Abilities are applied.
11. If Applicable, Firm Stance is applied.
12. Guard Protection is applied.
13. Weakness/Resistance/Critical Hit modifiers is applied.

That's the steps of Damage calculation.

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