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Posted: Sat Aug 07, 2010 12:25 pm
Two New Effects Added:
Two new general effects have been added.
The first is "Repair", which allows for you to jury rig puppets (by weakening them for the rest of battle) so that they may fight longer (ie gain more uses temporarily).
The second is "Split Effect", which allows you to name more than one target if you wish to put negative and positive effects on a Jutsu/Item (such as sapping strength from a target and giving it to yourself, etc).
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Posted: Fri Aug 13, 2010 5:16 pm
Mechanic Changes
As always myself and the other mods are constnatly seeking to balance out game mechanics to make combat fun and fair. New changes are in the works.
First off all non-attack (attack/grapple/disarm) / non-defense (dodge/block/counter) rolls, such as (awareness, stealth, etc) will no longer include accuracy of an Item or Jutsu used to track or stealth. Instead they will "Only" include Stat(x2) + Buffs. This lowers numbers and number of items/jutsu needed to optimize. Overall it just makes things more simple. This change WILL NOT apply until AFTER the Jin vs Fuyuu fight, in which case it will apply in every battle thereafter.
------
Next, we are working on changing Genjutsu so it does not so closely relate to Ninjutsu while not making the Int and Wp stat to overpowered.
--Confirmed Changes: -It will be settled that "dodging" any Genjutsu with a range higher than "touch" will be impossible. (Instead you will only be able to counter OR Flat save (a new stat rule we're in the process of working on).
Note, this second set of changes will not apply until AFTER the Chuunin exams. Until then you are still considered able to dodge all Genjutsu.
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Posted: Thu Aug 19, 2010 3:39 pm
Limits for Power:
There has been some confusion about the limits for power. We're going to tweak (these changes won't apply until AFTER the current fight) these to make them more balanced (antonio and I discussed them) and apply them to the rules and rolls section.
Changes: Formerly Stat buffs didn't have their own section, now they will when showing an equation. Secondly Jutsu and Item buffs where in the same section, now they're separate with separate limits.
Essentially you have 5 sections whenever determining your attack or defense power. 1. The Stat used(x2) 2. Any buff to said stat, also(x2) 3. The accuracy of the attack / defense used. 4. Any Jutsu Buffs that would apply. 5. Any Item Buffs that would apply.
Now #1, your stat, sets a sort of base that will determined the limits of #'s 2-4. Note this is BEFORE the x2 factors in and is known as your "base" stat, or the stat you see on your profile.
2. This is capped by your base stat(x2) This means if you have 20 in a stat, this can be a max of 40 BEFORE the x2 applies. 3. This is capped by your base stat(x5) 4. This is capped by your base stat(x5) 5. This is capped by your base stat(x5)
Note, Item buff limits where made smaller to heighten the value of Jutsu buffs (which formerly where made somewhat obsolete since a passive item couldn't be disarmed).
Remember these changes apply AFTER the current fight (we never change anything mid fight unless it's dire).
Example: Tim has 100 Seal speed and wants to figure out his maximum accuracy.
His equation should be:
Stat(x2) + Stat Buff(x2) + Accuracy + Jutsu Buff + Item Buff IF all the sections are at their max he can have: 200 + 400 + 500 + 500 + 500 = 2,100
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Posted: Sat Sep 04, 2010 9:38 pm
DD Shop Update:
Finally 2 DD choices are now available in the DD shop. Both hail from the Markry event, the exotic potion of Markry said to invigorate and toughen up even the most frail of those that drink it and the forbidden lore of Markry, a series of forbidden lore stolen from a research team that investigated the island after the calamity of the scouts(players) that where sent.
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Posted: Sun Sep 12, 2010 2:11 pm
Artifacts added to DD shop:
Artifacts have been added to the DD shop. Artifacts re slightly more expensive than normal DD items, however there are a few catches that make them more valuable.
For one, they're all level 200, twice the level of other DD items and thus more valuable to higher level players that outgrow the standard DD Items. Second they're are only a limited number available, you'll never get the opportunity (even from things like the Christmas grab bag events or other similar holiday specials) to gain them once the limited number are taken EVEN if the players that own them leave the guild... ie once they're gone, they're gone. All of them also have special effects limited to only them, no other DD item or artifact will ever have that same exact effect. Lastly they can all be purchased at any time, there aren't lockout months where only certain of them are available, instead as long as there are copies of them remaining, they'll be available for the taking.
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Posted: Sun Sep 12, 2010 5:36 pm
Potency Buff:
Ok so you may have noticed one of the big balance decisions I made was to seperate your stats that governed damage from your stats that determined accuracy. In a slight mechanics tweak I'm doing something very similar with "removing de-buffs".
De-buffs will not factor in your Jutsu/Item's accuracy to their difficulty to remove. Instead, they'll factor in Stat(x2) + Jutsu/Item Level + Jutsu Potency Buff + Item Potency Buff.
Sustained Potency Jutsu will be chosen to a specific effect such as "Buff(Potency-Acc Debuff)" This would mean any jutsu you had that had an de-buff accuracy effect would have it's potency increased by however much you placed in the potency effect. This would make it more difficult to remove, while keeping accuracy away from the matter.
For Example: You're fighting a foe and you decide to attack with a jutsu tat will de-buff their awareness in hopes you can escape.
Your de-buff is a level 10 Jutsu, all points are put into de-buff Awareness. ----------------- So it looks like: Blindness ---Level: 10 ---Style: Genjutsu ---Accuracy: +10 ---Range: Touch ---Effect: De-buff(Awareness)(20)(10pts) De-buffs opponents awareness checks by -20, sustainable.
You activate this jutsu. Let's assume for this example that you have 20 seal strength. So, you figure out your hit, and then below you place the over all "potency" (similar to pc but without accuracy) of the attack. It would be 20(x2) + 10 = 50
You could also customize it later, to make it more difficult to remove. Let's assume you earned a tech upgrade, so you decide to increase it's potency, making it more difficult to remove. Assuming you placed all 5 levels it would be:
Blindness ---Level: 15 ---Style: Genjutsu ---Accuracy: +15 ---Range: Touch ---Effect: De-buff(Awareness)(20)(10pts), Potency(10)(5pts) De-buffs opponents awareness checks by -20, sustainable.
Your overall potency (ie what the opponent vs to remove it), would now be: 20(x2) + 15 + 10 = 65
Similar to all other buffs, potency will be limited in the same manner.
I'll be adding this effect shortly.
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Posted: Wed Dec 08, 2010 10:35 am
GO!:
Character creation is a go. Perks can not be purchased until leveling and will be available shortly but are not necessary for character creation. Note a few rules have been applied to perks since you, the public, last saw them.
1. Three classes are still in place. However you may choose any "role" perk. Your first "role" perk determines your primary role. Taking perks from either of the other 2 roles you did not choose is still possible though all requirements on said perks are doubled. 2. Perks can add to rolls for power, dodging, etc. They are, however, limited to the rule of one. Thus you will now have your normal Statx2 + Statbuffx2 + accuracy(for Atk/Def) + Jutsu Buff + Item Buff + Perk 3. Items will now scale. This IS a full reset so no ryo. Donation items will transfer if you had them formerly however or you may substitute them for their full ryo value (which I would wait to do until we figure out item scaling costs).
If you have any questions feel free to ask, until then have fun and I await to see your characters as we start the guild fresh full of young nin.
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Posted: Wed Dec 08, 2010 1:03 pm
Rule Balancing for "Countering": "Countering" has undergone some minor tweaks as shown below:
Countering with Taijutsu Strength(x2) + Strength Buff(x2) + Accuracy + Jutsu Buff + Item Buff + Perk
Countering with Ninjutsu: -Seal Speed(x2) + Seal Speed Buff(x2) + Accuracy + Jutsu Buff + Item Buff + Perk
Countering with OR against Genjutsu: -Willpower(x2) + Willpower Buff(x2) + Accuracy + Jutsu Buff + Item Buff + Perk (No matter what Jutsu/Item you use to counter Genjutsu you use your willpower to resist it. This represents your mind fighting back within a dream scape rather than you actually performing the counter in reality.)
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Posted: Wed Dec 15, 2010 12:07 am
Story Seeds and Recruiting
Introduced the new story seeds sticky which will be occasionally updated with new ideas for role playing as well as informing players what is currently going on in the world. I also re-mechaniced the recruitment thread to fit the new system.
-note, item scaling is on it's way.
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Posted: Fri Dec 17, 2010 4:26 pm
Item Scaling:
Item Scaling is finally here. Those of you in the former version noticed Items scaled so fast they quickly where abruptly superior to Jutsu. To fix this you may no longer use items with a higher level than 1/2 your Int.
Now the reasoning behind this is rather simple. You unlock custom Jutsu in brackets of Int and they are often 1/3 your Int. Thus Items will be slightly higher level capable wise than your customs, but not so much as to make them obsolete.
Why not make them 1/3 limited? Well uses for one, and the fact that you can learn higher level jutsu in your normal slots than 1/3 your Int (however the drawback to these is obviously the clear fatigue/chakra use strain they can put on your reserves making them somewhat self governing in terms of power).
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Posted: Wed Dec 22, 2010 4:42 pm
Two New Effects Added:
Two new general effects have been added.
The first is "Ally/Summon Affinity", which allows you alter the element of proficiency your Summon or Ally Item may have. (IE: You may have Fire Affinity but your Ally/Summon will have the Water Affinity instead.)
The second is "Animal Mount", which allows you to ride your Ally or Summon(Must make RPical Sense) and as such effectively split any damage taken amongst the both of you, making it much harder to take any said duo down.
Basic Jutsu Error:
It has been brought to the light that there has been an severe misunderstanding when coming to Basic Jutsu. While it is possible to acquire extra pts on any said Basic Jutsu by placing reducing it to Self Range, it is impossible to place any effect on a Basic Jutsu other then RP Effect.
As such, all Basic Jutsus are being revoked. We shall give you until the New Year to resubmit your Basic Jutsus without the extra effects. Afterwords we shall simply remove the effects from your profile.
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Posted: Mon Jan 03, 2011 11:13 am
Two semi new changes have been made to the rules.
Travel Threads: For one travel threads have been added however will be modified with "short cuts" shortly in the future. These threads must be used to traverse from one country to another. Within each is an "out of game" amount of time and a line requirement to traverse either. These will be able to be shortened by taking shortcuts or paying for quick passage. However the purpose is to avoid people randomly popping up in a country whenever their friend gets in a fight without taking some time to do so.
Perk Alterations: Perks have altered. You no longer have "every" perk active at one time. Instead you may choose 3 of your perm perks to be active at the beginning of a fight (ie when you post your initiative). Then you have only those 3 perm ones active (ones that require you to take an action to activate may still be done normally). You may spend a full turn to change out which 3 are active, this representing of course the player stopping and thinking over their battle strategy then changing it to fit the current situation.
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Posted: Tue Jan 11, 2011 12:23 pm
Five New Perks Added:
Five new Perks have been added.
One of these new Perks are "Chakra Bank", which collects chakra wasted by your opponent when attacking you whenever you successfully defend against them.
Another is "Technique Reflection", this particular perk gives your defensive techniques a chance of sending the attack right back to the attacker with the same PC and effects.
Amongst the two listed above, the following perks have also been added: Chakra Storage Dual Activation Sustained Protection.
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Posted: Sun Jan 16, 2011 10:30 am
New Effects Added:17 New Effects have been added into the Jutsu / Item Creation Thread. These new additions range from multiple new Puppet Effect, Corpse Manipulation, Redo, Elemental Limiter and many more.
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Posted: Wed Jan 26, 2011 2:40 pm
Mechanic Changes:There have been some slight modifications to Buffs and De-buffs which revolve around how the Resilience buff works: Resilience can now be limited a third time beyond the initial Style/Affinity, to a type of Critical to gain +5 per 1pt. So now this effect has three different limitations. Atoning to that, there has been a change to the Jutsu/Item Skeleton with the Addition of Type for Jutsu/Item. ...Type: All Jutsu are classified as a type of technique, whether that be Passive or Offensive. Offensive techniques however, have sub-categories. Passive techniques are all that do not deal any type of actual harm/damage but are actually beneficial such as Buffs and Healing techniques. Offensive techniques are any and all techniques that do some form of Harm to another. This includes De-buffs, Damage and the likes. However, techniques that have damage on them are also sub-categorized into one of six types: Offensive- (Impact, Tearing, Heat, Cold, Mental, or Internal) as to represent which of the six Criticals they apply to. As such, please start resubmitting your old techniques with the proper additions. (Any current battles will be unaffected by this change.) --If you have any questions, feel free to ask a Mod.
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