What we changed for PvP
SMT V was made for one player against the computer. These are the changes we made so that two players can fight, and we keep tuning them.
| Change | Why |
|---|---|
| Max HP ×2 | one phase of weakness hits should hurt, not end the battle |
| The first side has one icon less in the first phase | the side that moves first already has the advantage |
| Who moves first: higher total Ag of the active demons, a tie is a coin flip | a fair, visible rule |
| 40 rounds at most, then the side with more total HP (in %) wins | no endless battles |
| No Nahobino: only demons fight | the protagonist's essences and Miracles do not fit a demon-only game |
| Both sides have a Magatsuhi gauge, at the base rate | in the game enemies do not have one |
| Magatsuhi skills that do nothing in battle are off | Omagatoki: Luck, Sincerity and Bounty |
| Guard costs one icon | the game's exact cost is not documented |
| Instakill Clause for skills that only kill outright | one lucky roll should not decide a battle; Light and Dark instant kills on a weakness stay, as in the game |
| Stats on the format's level come from our model | the game's growth formula is not published |
| No items, no talking, no running away | they do not work between two players |
Information
- Before the battle you see all 6 enemy demons with their resistances and choose your 4 starters. Innate skills are part of each demon, so you can look them up in the compendium.
- In battle, enemy HP is shown as numbers. Their MP, stats and skills stay hidden until used.
Clocks
Each player has a time bank for the whole battle and a limit for each action. If the action timer runs out, the demon passes; if the bank runs out, that player loses.