1. IntroductionA lot of the descriptions and "info" boxes in Persona 4 either:
- Don't tell the player anything useful.
- Present information in an unhelpful, abstract way.
- Give you false information (yes, really).
This mod attempts to address these problems while sticking as closely as possible to the game's established writing style.
P4G's default font is unnecessarily wide and has issues with overlapping characters. I recommend pairing "Detailed Descriptions" with Pixelguin's "Slim Font" for the best legibility.
2.1. Skill Descriptions
2.1.1. "Auto-" SkillsUnlike Rakunda, Marakunda, etc, the descriptions for the "Auto-" versions of these skills do little more than reiterate their names, so they've been rewritten to make their functions clear:
2.1.2. Effect ChanceSkills that inflict status ailments now tell you whether they have a "Low" (< 40%), "Medium" (< 70%), or "High" (< 100%) chance of effectiveness:
Similarly, skills that have a high chance of landing a Critical are detailed appropriately:
2.1.3. Passive & Support SkillsIn Persona 5, passive and support skill descriptions were given extra detail to help the player better understand their effects and how they work. I've backported these here:
- Resist - "Nullifies weakness"
- Evade/Counter/Amp - "Does not stack" / "Can stack"
- Break - "Cannot negate X Wall"
- Charge - "More than doubles damage..." (approx. x2.5)
2.1.4. Damage CategorisationTo help give the player a better understanding of a skill's relative power, I've expanded the existing descriptive terms to six; with "Miniscule" and "Colossal" being added from Persona 5.
Every skill in the game is now properly categorised according to its base damage value:
- 0-34 [Miniscule]
- 35-79 [Light]
- 80-124 [Medium]
- 125-189 [Heavy]
- 190-699 [Severe]
- 700+ [Colossal]
2.1.5. Boss, Enemy & Debug SkillsBoss, enemy, and debug skills are not visible to players during normal gameplay, so Atlus didn't bother to give them proper descriptions. Most are either inaccurate or blank.
After weeks of work I've finally corrected this, giving as many of these skills as possible accurate descriptions according to their table data:
2.1.6. Fixes, fixes, fixes...Unfortunately, Atlus made a ton of mistakes when writing the skill descriptions. Here are some examples of fixes I've made:
- Arm Chopper is now correctly described as hitting 2x (not once).
- Hysterical Slap is now correctly described as hitting 2x (not once).
- Torrent Shot is now correctly described as hitting 2x to 4x (not 2x to 3x).
- Stagnant Air is now correctly described as affecting all combatants (not just "all foes").
I've also corrected NUMEROUS incorrect or deceptive categorisations (too many to count). Soon I'll get everything in a document for people interested and link it here, but for now, here are some highlights:
- Blade of Fury is described as dealing "medium" Phys damage despite it having one of the very lowest base damage values of any skill in the game. The description appears to be a leftover from P3. This has now been corrected.
- Poison Arrow is identical to Blight in every stat but accuracy, yet Poison Arrow is labelled as dealing "medium" damage while Blight is labelled as "heavy". This has now been corrected.
- Morning Star is described as dealing "massive" damage, but in reality it's only 20 points stronger than Megidolaon. Pralaya, by comparison is described as only "severe" despite it being in another league to both of them. These inconsistencies have now been corrected.
2.2. Item Descriptions
2.2.1. Skill CardsThe skill card "info" you can display in your item list is practically useless; just like the "Auto" skills, they reiterate the name of the skill and tell you little else.
I've added all of the changes described in the "Skills" section above to every skill card in the game, so you can know instantly what a skill does before you teach it to your Persona.
2.2.2. Key ItemsKeys for unlocking doors are obtained in dungeons throughout the game. However, it's not always clear (e.g. in the 6th dungeon, "Secret Laboratory") where they're meant to be used.
Obviously, I don't want to be spoon-fed, but mindlessly backtracking through floors and checking every door I walk past isn't exactly fun either...
To address this, I've added spoiler-free "labels" and "inscriptions" that help point players in the right direction without telling them exactly where to go. This serves as a reward for attentive players and better respects your time.
2.2.3. JewelsJewels (sometimes referred to as "gems") are most commonly obtained from two places:
- Foes upon defeat.
- Tatsuhime Shrine (Lady in White).
These items can be used to purchase items from the Shiroku Pub, but tracking down the type you need can be incredibly difficult with so little information presented to the player.
To help address this I've added general locations to every jewel in the game to make your searches a little easier.
2.2.4. SeedlingsYou can now see the yield of a seedling, the effect of the item to be gained and exactly how long to it will take to harvest before you plant it:
2.3. Quest DescriptionsLet's be honest; quest objectives can feel like chores without a guide. When you consider what's being asked of the player for the prizes they're awarded, it's easy to understand why so many people skip them entirely.
To make them less tedious I've rewritten all 69 quest descriptions to present a little more information to the player:
- Quests that need you to acquire an item now tell you which enemy drops them and roughly where they can be found. Locations containing names have been obscured to avoid possible spoilers. E.g. "Yukiko's Castle 3F" is simply, "Castle 3F".
- Quests that can be missed or left incomplete if you don't finish them by a particular date now tell you when they need to be completed by.
- Quests that require a certain level of Social Stat to complete are now detailed appropriately.
- Quests with infamously abstract objectives like 67 ("Dazzle Me With Paw Gloves") and 37 ("Pining for Stylish Formalwear") are now more clear.
2.4. Social Link DescriptionsWith so many social links in the game, I often find myself forgetting who's available where and when.
To help address this and make the S. Link menu more useful, I've replaced the short bios in each profile with the characters' general availability.
These spoiler-free descriptions tell you where you can typically find your social links:
I've also added more information to the dynamic descriptions at the top, with details like social stat requirements.
- "Why don't you just present the exact values of skills instead of using 'Light', 'Medium', 'Heavy' etc.?"
Presenting skill stats that way can be deceptive. I can understand why Atlus might not want to show the player raw data like other RPGs.
Damage dealt in battle appears to be determined by a formula that includes not only a skill's base damage value, but also the character's strength stat, the enemy's endurance stat, the attack value of your equipped weapon, a modifier based on the difference between character level and enemy level, the number of hits and even a randomness factor.
If you were to go by skill values alone, you'd think Primal Force was much stronger than Hassou Tobi, even after multiplying by the number of hits. Of course, we all know that's not correct.