~: Combat System :~
The Big Focus of this Update is Survivability. As it stands Damage greatly out scales Protection, Piercing severely invalidates Defending, and Dodging is irrelevant as a viable option. In response to this we have come up with several solutions to help increase the Player's options when coming to Damage Mitigation and Defending.
Defense PhaseYour Defense Phase is your first response in increasing your Survivability as such we are touching up the 3 of the 4 options when Defending. We want each choice to feel unique but viable, so when players make their choice they feel rewarded for investing into this style.
Taijutsu Counters - To further differentiate the 3 Styles, Taijutsu will now use
(Strength + Agility) as the basis of the check when Defending with Taijutsu.
Genjutsu Counters - We will no longer force Players to respond against Genjutsu with their Willpower. However should you Defend with Genjutsu the check will now use
(Seal Speed + Willpower).
Dodge Checks - Agility
(x2)(x3)... We are increasing the base modifier for Dodge Checks to make them be able to stand up as a viable way of responding to attacks. Currently it is too difficult and way to risky to Dodge and with how inefficient it is to buff it we are also increasing it's Point Cost to Value ratio to:
Dodge (Can not be limited: +5 per 1pt).
The hope is that this change will make it a more attractive option.
Defend Effect - The Defend Effect in the Jutsu/Item Creation is getting it's costs Adjusted. 20 points per Defend was simply too steep and made it where players that used multiple attacks in a single turn could easily overwhelm their target. In response to this we are keeping the Effect to have an initial cost of 20 points, but this will decrease to 10 points for the second application on the same technique and will further decrease to 5 points for every following application of Defend.
Damage MitigationAs it stands Players have 3 ways of mitigating incoming damage when their Defense Phase fails them. We are Buffing these options across the board.
Natural Resistances - When you take damage, regardless of whether you have any forms of protection, your Natural Resistances would at least help you reduce the incoming Damage. This was calculated by your Toughness and Willpower Stat. We feel as though these stats should be more valuable and as such we have buffed the modifiers:
Physical Damage is Reduced by Toughness
(x2)(x10)Mental Damage is Reduced by Willpower
(x2)(x10)Protection - For those who invest into Protection skills and items, you have gain two new buffs. First is the Protection Effect has become cheaper. Currently Protection offers +40 per 1 point and +70 per 1 point if you restrict it to a type of Damage.
Base Protection: +
4080 per 1 pt
Type Protection: +
70150 per 1pt
The Second is the Protection Cap has been increased.
For Physical Protection: [Stamina + Toughness]
(x10)(x30) For Mental Protection: [Stamina + Willpower]
(x10)(x30)-
Note: Your Stamina is determined by (Max Stamina/100).Resistance Caps - Resistances help Players Survive in many instances, from breaking Debuffs to Reducing Damage with Protection. Strangely enough there was no defined rule for the cap of Resistances. Now there is:
Undefined[Toughness + Willpower](x3)---------
However we can not simply only buff Damage Mitigation methods without giving some acknowledgement to Damage.
Potency - Potency is a powerful stat that allows for attacks to Pierce through Defenses and still deal a half of the original damage despite being successfully stopped. With how much Damage can be reduced now, it's safe to say Potency can receive a small buff without making it too powerful again.
Potency Checks now benefit from Stat Buffs.
Base Damage - Base Damage is now Defined as [Stat(x5)]
Focusing - Currently the Focusing Stat is ignored by just about every player that is not an Orasakai. It grants terrible returns and has a -10% to all Checks made until your next turn. All in all, it's quite trash. Seeing as Focus has Chakra/Stamina/Toughness to compete with for it's stats, we have done a minor rework on how this stat works:
... Every Payment Phase regain Chakra equal to Chakra Focusing(x10). You may choose to spend your turn Focusing your Chakra, you may not activate or use any abilities, items or jutsu. Regain Chakra equal to Chakra Focusing(x50).
-Note: Stat Buffs to Chakra Focusing increase this value.