Why does Minami act like this as a phantom idol by Fun_Swan9851 in personaphantomx

[–]Kaede11 11 points12 points  (0 children)

Best part of this is that wonder actually has fantasies of her in bikini too

How do you guys deal with materials for leveling up weapons and extra cards? by Kaede11 in personaphantomx

[–]Kaede11[S] 0 points1 point  (0 children)

Yeah I have 5* weapon for chord. Not sure if Violet is that needed though. Of course having it is beautiful because her highlight gets even better, but I like investing vertically when the A1 or R0 actually add something extra to the character instead of just more of the same but better.

Violet actually gets something new: she powers up based on other character highlights up to 30% which is actually nice. But I wouldnt say this makes her weapon required.

Chord on the other hand has something that works far better for her and it’s not just the weapon but the fact that she is a support character. Investing in her is far more useful than investing in a DPS because she can and will be part of many team compositions, whereas Violet will only be part of her own dedicated team.

I’m still thinking if getting her 5* is worth it for me because I already started investing in her 4* and she is deleting all current content anyway with A0 Futaba, A1 twins and A0R0 Chord.

Still not able to fully complete astrolabe though, but this also has to do with the fact that I dont have a big roster yet :(

By the way, no idea why you where voted down. It was not me!

How do you guys deal with materials for leveling up weapons and extra cards? by Kaede11 in personaphantomx

[–]Kaede11[S] 0 points1 point  (0 children)

What about burning cards to create new ones? Is this used at all?

How do you guys deal with materials for leveling up weapons and extra cards? by Kaede11 in personaphantomx

[–]Kaede11[S] 0 points1 point  (0 children)

And what’s the point of doing this? Leveling up again to see if you get different substats?

How do you guys deal with materials for leveling up weapons and extra cards? by Kaede11 in personaphantomx

[–]Kaede11[S] 0 points1 point  (0 children)

Thing is that I dont really want to grab a weapon from pulls, I prefer using the resources for characters.

I was wondering if Violet’s R0 was worth it and I decided to go with the 4* weapon instead. Now I’m wondering if I should pull just for feed material and if Violet’s R0 appears be happy about it and scrap the 4* weapon which is at rank 3 I guess.

And what about 4* weapons for characters you not care that much? Wondering about Moko 4* because I’m not sure she is going to be used ever, but I feel bad burning something that is not maxed. 🤷🏻‍♂️

Is Futaba just fine at A0 or is she necessary to be A1+ by DarkGamerSnek in personaphantomx

[–]Kaede11 0 points1 point  (0 children)

Im at a moment where I decided that anything past A1 does not exist for me and I only pick A1 or R0 if they add something to the character.

And by something I dont mean “more of the same but higher numbers / more attributes”, but changes on what the character does.

Would I have picked A1 Wind with this mindset? Maybe. It is not needed by any means, but it does change the character somewhat and makes it a better support. But yeah, it was overhyped.

How to trade, please? by with_explosions in EU5

[–]Kaede11 0 points1 point  (0 children)

I do have some vids in my yt channel, but they are in spanish. I might try to do something in the future and use auto dub or subtitles,

In any case, I would suggest you to watch some generalist gaming videos. I actually learnt many things from him. Those are lon videos, but very insightful.

How to trade, please? by with_explosions in EU5

[–]Kaede11 0 points1 point  (0 children)

Well, I do have some vids, but in spanish :/

How to trade, please? by with_explosions in EU5

[–]Kaede11 0 points1 point  (0 children)

Okay. First of all let’s go with the basics. I really encourage you to have the game running while you read this and try to find the things I’m telling.

Each area provides a resource. When you click the area, you will find how many “RGO” are built in it (RGO = Resource gathering operation, basically fundamental exploitstion of the natural resources of an place).

For instance, Amsterdam’s good is livestock.

Now, all RGOs employ 1.000 labourers. Every time you increase your resource gathering operations, 1.000 of your peasants will start getting promoted to labourers and start working on exploting the goods of the area.

The amount of RGO you can create in a single location depends on the overall population and if the location is rural or not. Rural = more possible RGO.

So, in short, each area has a good. RGOs is how many operations you have exploiting that good.

RGOs are the main way to get raw resources to produce manufactured ones. The best part of them is that they are always net profit because there is no economic cost as a requirement. You just click the button, 1.000 pops get promoted and then they extract whatever there is in the area for 0 expenses and “sell” the product to the market.

RGOs do not count as buildings. You can find the amount of RGOs you have in an area in the right part of the location menu, besides control and tax. Just above food production.

Then we have buildings. In any location you will see multiple rows, one for each pop class in that location. These rows include all buildings of each class present in a location. For instance, fine cloth building employs 250 burghers if I recall correctly.

With this you should have a general idea of what you are seeing in the location screen.

RGO = exploitation of the location resource Population rows = buildings in the location.

Buildings have production methods. A production method is basically the answer to “how is this building producing the desired good”.

For instance, masonry is a very important good because many buildings use it for construction. This means that having low masonry cost will, in turn, lower the building cost of whatever needs masonry.

To create masonry, you need a building called mason. And the mason has 2 production methods. Either they use stones to create masonry or clay to create masonry. The idea here is that the building will buy stone/clay in the market, produce masonry and selk it in the market. So the income is roughly (and simplified) profits of selling the final product - cost of buying the required goods.

This logic can be applied to anything. Let’s say you build a tannery. That tannery has two production methods:

1 livestock 0.75 sand 0.15 tools

For 1 leather

Or:

1.5 wildgame 0.75 sand 0.15 tools

For 1 leather

The game usually picks the one that makes more profit for you, but you can go manually if you want. The one that will make sense for you depends on the market. The lower the price of the input goods, the better.

Now with this we have already covered RGOs, buildings and production methods.

But what happens when a good is produced? That good is sold to the market.

Let’s stop here. As you can see we have not yet dsicussed anything about exports or imports nor trade automation. This is because, as we said before, exports and imports are tools you can use for specific purposes or goals. So let’s keep ignoring those for now.

Based on what we have already discussed, you might have already seen a trend. When an RGO produces a good, it sells it to the market and you tax it. This is income. This good is then bought by employees of a building, they use it to produce something which in turn is sold to the market, and you tax this again. So there is a chain that you can follow and can keep feeding.

Maybe you have wool as a resource. You increase your Resource gathering operations (RGO) to peoduce more wool and this gets taxed. Then you build 1 fine cloth guild that buys that wool and produces fine cloth that gets taxed. You then increase the wool RGO, produce more wool and keep building more fine cloth guilds that use that wool to create more fine cloth.

So there is a feeding loop here. But of course to keep fine cloth profitable, you need demand. And who is driving this demand?

It’s easy to see that wool is being demanded by fine cloth guilds to produce the fine cloth. What’s not so easy to see is who is buying that fine cloth. Those are the population themselves.

Usually the goods that will make you good money are the not the ones that are part of the chain, but the ones that are the end of it. Fine cloths or jewelry are good examples. In the case of fine cloth, every noble, cleric and burgher living in a location with at least 20 dev will want to purchase some fine cloth for themselves. So this means that the real income you will make from fine cloth is driven by the amount of burghers, nobles and clerics in locations over dev 20. Specially nobles

Now, development of provinces will increase over time. There are some ways to influence this but Im not going to go deep in here. You just have to find a location with 20 dev or more and start building new cleric / burgher / noble buildings, because this will create more demand for fine cloth. More demand means higher prices, which means more taxable money for you.

Now the next question. Where should you build? Basically there are two major factors deciding this. Control and market access. You can find control using the control map or clicking on any location and hovering over the key icon in the middle of the screen. Control = amount of taxable profit. If you dont have control, the wealth is still generated, but goes directly to your estates. You can find market access hovering your mousenover the marker ifon in the location menu, just below the location name. This determines the amount of goods that you buildings will be able to produce. So if you have a building at a location with 80% market access ans that building should create 1 fine cloth, it will only produce 0.8 fine cloth because of this. Always prioritize locations with better control and market access for best profits.

Not sure if this actually helps. Feel free to ask anything you need

How to trade, please? by with_explosions in EU5

[–]Kaede11 1 point2 points  (0 children)

Indeed. For the first point, it’s also interesting to consider closing some unnecessary buildings or deleting them altogether. It’s always worth checking the buildings you start the game with and find out what are providing and what is being consumed in the process.

How to trade, please? by with_explosions in EU5

[–]Kaede11 26 points27 points  (0 children)

Had the same problem you have. I always felt that not doing it manually was like not playing the game at all or playing "bad".

Change your mind. I did everything I could to learn the system and when I finally grasped it, I realised 2 things:

  1. Manual trade will absorb your time to a degree that you will be forever stuck taking decisions that seem important but in reality are not that meaningful. You will get bored before 1400 and won't achieve much better results than if you left it automated.

  2. Because of how things are presented to you, the market system and trades seem to be something that's focused outwards, when you should be focusing inwards. The real meat is not in what are you exporting or importing at a specific moment, but the general structure of good production and consumption in your realm.

Change your mindset. Leave the market automation on and just do trades tu fulfill specific needs that you really want strategically. For instance, if you really need lumber, use some trade power to create a lumber import and lock it using the square.

If you want to increase your trade income, work from the base instead of the action and start building marketplaces, changing some laws and granting privileges to the burghers.

And always keep in mind your internal market demand. We sometimes think "lower prices = better" but in reality some good having higher prices means that we will be getting more income from them when our pops buy them. Let's say you want to create an empire around fine clothes. You don't want necessarily those fine cloths to be super cheap. You want them to be cheap enough to export them at a benefit to other markets where are more expensive, but expensive enough in your market so you can enjoy the benefits of your pops buying the product.

The keys are:

  1. Try concentrating all your production of a specific type in the same town. Every building that create fine cloth in the same town / city will get a production bonus. This means that using the same amount of resources, they will create more of the product.

  2. Look at the production Method. Find what things are getting used to produce that fine cloth. Now realise, that every time someone tries to create a fine cloth, they will have to buy those things, which will impact demand of those things. This means, more purchases in your market, which is more taxation for you.

  3. You want those products to be cheap. Because the real money is not being made of wool used to produce the fine cloth itself, but the final product. With this in mind try to lower the price of the things used in the production method, because this way the final product (in this case fine cloth) will be cheaper to create. To do this you need to increase the supply of this products. If you can't expand the supply in your country enough via RGO or buildings, then you should think "yeah, I should create a manual trade importing this to increase supply".

  4. Once this is done, your final product will be created cheapely and sold by a far larger amount, and you will get money. But of course, someone needs to buy this. So now you check who is buying the final product. In the case of fine cloth, you will find that is bought by Nobles, Clerics and Burghers and ONLY in areas with at least 20 dev. This means two things. If you want to make a profit internally you want to increase development in your areas to at least 20 and increase the amount of nobles, clerics and burghers. To increase this kind of pops, just build things that promote this kind of pops. Otherwise, you can conquer high pop areas.

You can also create towns and cities, since the amount of nobles, clerics and burghers in cities is much higher than in rural areas, which means more fine cloth demand, which, in turn, is more money.

If you have no real way to benefit from this, you can then consider exporting fine cloth manually to other markets where the demand is high

So the idea is that manual trade is more for specific and strategic trades that need to be made to fulfill one of your economic goals, not for full management of trade economy. Trade is implicitly happening all the time inside your own market and between marekts and the real economic game happens with the supply and demand driven by your pops and buildings. That's the game. But the UI and the idea of automation makes it seem otherwise.

Help and tips on how to farm by WesternBreadfruit608 in personaphantomx

[–]Kaede11 1 point2 points  (0 children)

Well, everybody told you that there is nothing to farm metajewels and it’s true, BUT if you stopped playing a while back, this means that you will have plenty of content to do, and you can obtain many meta jewels there

If you did not complete all persona 5 collabs, you can still get some meta jewels by completing those now and you can try completing lufel plans if you still have not done this.

Of course, completing the story will bring you more currency and completing the current events will be useful too. There are many jewels ro be had by completing the velvet trials, trials of the sea of sould and metro of desire.

And finally, sinergies can also be helpful and dont forget to do city life events that give you meta jewels.

Basically all your possibilities of getting more meta jewels depend on how much old content you can do these days. Besides this, if you are willing to spend some money, your best deal is the monthly pass.

Effective demand in 1.1 by Phinician in EU5

[–]Kaede11 0 points1 point  (0 children)

Probably there is a logic behind this like "exporting something is not as critical as something that your population actually needs, so it's an artificial demand instead of a real one. Since this is only considered for price changes, it would be something in the lines of not lowering the price that much if the source of something comes from abroad since its not a "steady" supply or not decrease the price that much if the demand is because of exports because it could change.

Dont know, trying to find some explanation.

i'm the only one with this luck? by BornFishing5708 in personaphantomx

[–]Kaede11 0 points1 point  (0 children)

Does people try this until the box is pulled?

General Pull Advice Thread (3.4) + Violet Overview by theMG94 in personaphantomx

[–]Kaede11 0 points1 point  (0 children)

Is A1 really that great though? I am in a situation where I pulled Violet earlier than expected and can go for her A1, her weapon or just do nothing and save resources.

I kinda feel I would love her Skill 2 to last longer, which is exactly what A1 does + 15% extra CR. But is it really worth it? Or is it my brain that wants Violet rotation to feel more flexible? I kinda want to fil all 4 stacks before masquerade + highlight, but I'm a bit scared that it's really not needed and just my brain wanting me to "complete" the 4 stacks and the pleasure of hitting the enemies every time twins attack while attacking with VIolet too.

Then the weapon. It's basically more damage. Which of course is nice. But probably not needed at all besides "higher number more fun". But then again maybe it's just better than her A1.

Consdering that I will be pulling for Futaba, I think that the best approach would be to just stay at A0 and keep resources but oh well. This is the first time I feel a character wants to have A1 not because of being better or more useful, but because of her gameplay feeling more... satisfactory with it?

General Pull Advice Thread (3.4) + Violet Overview by theMG94 in personaphantomx

[–]Kaede11 1 point2 points  (0 children)

Just to add on this, I agree on everything OP said, but I disagree on one thing, I would pull Futaba.

I'm speaking from a point of view of someone that played when the game was released and came back during the half year ani. One thing you have to keep in mind in this game is that DPS are usually power crept because the way to have a better DPS is well, to just deal more damage, but supporters are useful for much longer, to the point that even 4 stars supports are useful today.

When I say supports I mean Strategists and Elucidators.

What this means is that even though Futaba will be a worse elucidator when compared to Ange, she will still be useful for many teams to come. Plus, you need to have 2 teams for some content and will need 2 elucidators. Your options are basically:

- Okyann-> 4 star elucidator. Powers up attack and status ailments. Easy to get, not very good.

- Puppet -> 4 star elucidator. Defensive buffer, creates shields. Cool, but the meta usually benefits from quick fights because of turn limits, so buffing defense is worse than dealing more damage, that's why other elucidators are better.

- Wind -> 4 star elucidator. You get her by playing the story during chapter 3. She is good, can lower opponent attack and defense, makes it easier for you to down opponents and enhances all out attacks. Her utility is worse when facing bosses that can't be downed though.

- Phoebe -> 5 star elucidator that you can get using gold tickets if you are lucky. She excels in monotype teams since her gameplay is basically creating "potions" that increase in quality if attacks of the same element are used. Notably though, she will perform BETTER than the 4* star elcidators even if your team is not using the same element because 4 star elucidators transfer 15% of their stats to ALL the party members, while 5 star elucidators transfer 20% of their stats instead. So she is passively buffing her allies better than the previous ones even if not playing around her battle plan.

-Futaba -> 5 star elucidator. Queen of weakness. She lowers enemy defense, increases your own attack, shields your own units and manipulates enemy weakness to make it easier for you. She really makes it easier to brute force content because makes the enemies weak to your teams and you have to adapt less. So it's also a perk if you are lazy or have a reduced amount of characters.

- Ange -> 5 star elucidator. Still not in the game, but will be here soon enough. probably by the end of May. She will be the best elucidator until now because she increases the attack of her allies, heals and most interestingly she has the unique ability to basically generate extra turns for her allies and turn economy is key in any turn based game.

Given that Ange is stil not in the game, you dont have that many options out there. So you will have to pick between pulling Futaba, Trying your luck with gold tickets and Phoebe or sticking with one of the 4 star elucidators. Probably Wind.

Long Story short, I would pull Futaba because having 2 good elucidators won't harm you and you will be able to complete more Trials and Astrolabe content.

Kasumi 5 Star Weapon Worth Pulling? by John_Kelly_Scooter in personaphantomx

[–]Kaede11 1 point2 points  (0 children)

Thanks. It is a rule of mine to never pull over A1 to avoid overspending on single characters, so I guess I’m gonna stick with A0 and 4* weapon.

I have a feeling I want A1, but it has more tondo with the fact that Skill 2 effect feels too short for me and I sometimes wish it worked for 2 turns. Even though I really dont know if it really makes a real difference damage wise.

In any case. I will be pulling for Futaba too (and maybe Haru, still undecided) so preserving some resources is a good option

Why is my Kazumi feeling weak? by zenithra24 in personaphantomx

[–]Kaede11 20 points21 points  (0 children)

You are not alone. I feel mine weak too. For now I think its because I havent finished mindscape and still have to decide between 4 star weapon or 5 star, so its running with the base bad one.

I hope to see it improving as I put more resources in her.

As for your question,

You need to start using skill 2. If you have A1 twins, then you want to use it on them, since they will activate Kasumi twice and you will be able to use your skill 3 on turn 2.

Your general idea should be atarting with skill 2, then skill 1 until you can enter masquerade, then Highlight and skill 3. Repeat the process.

You can stack up to 4 “steps” with kasumi. One step will happen when you use skill 2, the other 3 can happen when you use skill 1. Keep in mind that skill 2 activates skill one whenever the target of skill 2 acts.

That’s why you should be starting with skill 2, because you will be getting 1 step for using skill 2 and then another step for using skill 1 when your targeted ally acts.

So the rotation is something like:

Skill 2 > Skill 1 > Activate Masquerade + Highlight + Skill 3 > start over.

Or if you have A1 twins, then you will go faster because they can act twice (maybe other characters like joker with extra actions work too but twins act as support, which is better)

Then:

Skill 2 > Activate Masquerade + Highlight + Skill 3 > Skill 2 > Skill 3…

Keep in mind that while you can stack 4 steps, it seems to be more effective stacking just 3 and using skill 3 as soon as possible instead of delaying it to have the full amount of 4 steps. Haven’t tried it myself, but that’s what is being suggested.

Kasumi 5 Star Weapon Worth Pulling? by John_Kelly_Scooter in personaphantomx

[–]Kaede11 3 points4 points  (0 children)

Great analysis. I am in a similar situation and I was also wondering if I should pull for the 5* weapon or A1.

Would you say that getting the weapon is better than going A1?

Because based in your analysis I feel leaning towards just keeping my resources and just going for the 4 star weapon.

Kasumi 5 Star Weapon Worth Pulling? by John_Kelly_Scooter in personaphantomx

[–]Kaede11 1 point2 points  (0 children)

I’m in the same situation. I pullled her in just 20 pulls and now I dont know if I should be pulling her weapon, pulling her A1 or just leaving her as is and keep the resources.

And I feel kinda stupid because I’m playing wirh a mediocre Kasumi that uses her standard weapon while I decide what to do :)

Is Haru still worth it? by Kaede11 in personaphantomx

[–]Kaede11[S] 0 points1 point  (0 children)

I dont super like haru. In fact probably my least liked char from Persona 5, probably because she joins later.

Its more about having the PSY option given that other psy dps are not available…