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Posted: Fri Oct 19, 2012 9:53 pm
~: Open Challenge :~
YO YO YO!!! The worst type of person in the world is in the house! This is Sai coming to you with an open challenge to anyone AND everyone in the guild. Your very own Vice-Captian Ele is becoming a weeeee bit to over confident and believes no one can beat him except for yours truly. DESPITE all the resets and training and learning our fine members have been doing, he has gone undefeated (Save getting 1hko'd by Raijin last year) during his time in NFS2 to Redux. As such he says he will not be updating his profile in the slightest until someone can beat him.
As such I am calling him out on his bluff, I BELIEVE IN YOU GUYS - Not you den, you let me down. We have an open challenge, first person to beat Ele's character Sorain will get 5k Ryo from my account~ The fights will be christening our new Battle Zone Sub-Forum! (So no risks in loosing). The matches will be until someone is knocked or gives up, and can be done in groups~ (Of course the prize will be split and ele will still retain his bullshit bragging rights of being undefeated 1v1.)
SO BRING IT ON! I beg of you... shut him up~ <3
Always being the worst type of person, -Sai, Regis of NFS
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Posted: Mon Jan 21, 2013 9:43 pm
~: NFS Future Campaign :~
All of the information about the campaign has been posted as an announcement in its own post on the main page. This post is only for records sake.
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Posted: Wed Feb 13, 2013 10:49 am
~: NFS Campaigns - Sound Campaign - Rules :~
As we are soon to be nearing graduation of the academy, I believe it is well advised that I clarify some new rules and changes to previous ones as well.
- Updating Profiles This campaign will have several parts to it, the amount is currently undecided but with each part there will be a time skip that can be measured in a few weeks to a year. During these times players will be allowed to update themselves for Levels, Stats, Upgrades and Custom Jutsu. You will not be allowed to do so at any other time unless publicly stated by the GM. Should you post an update outside of this time, it will be looked over but not processed until proper time. This is to keep the story more realistic. Characters should not, at least by my standards, be randomly jumping in power during the middle of the day without proper reason. When proper reason is found, it will be publicly noted for updates.
What you can update during this time is: Items gained/lost, Jutsus LEARNED, Bonuses gained through event (including but not limited to items, stats, ryo, and Innates.)
-Items Voiding the system rule of re-spawning items, should an item be stolen from you, that item will be removed from your inventory and sent to the inventory of the player that snatched it from you. Should you be disarmed and no one retrieves the item, the item will be sent to the nearest market for sale. When items are sold to a market, the market will keep them in its inventory for future players to buy. Note you can pick pocket players for their Ryo.It is a contested roll of Agility(x2) + Strength(x2) vs Agility(x2) + Strength(x2). You are able to pilfer equal to your Level*100. If the target is unconscious the check is voided and you can take equal to your Level + their Level * 100.
-Perks Keeping to the rule of gaining a perk every 5 levels, you must also now specifically train for a certain perk BEFORE your update. Simply message your GM and you will be provided with an mini-event to train your character to be able to preform the task that the perk enables. This is to help style your character RPically as much as he or she is Systematically.
-Learning Jutsus You will not be able to select a jutsu to learn while in the academy, only the predetermined course will be available to you which will be set at the GM's pace for you to learn. However, once you have graduated you may select any technique amongst the list given. Each technique will be given a Rank, you may not learn a jutsu of a rank HIGHER then what you are capable of taking on. What rank of jutsu you may learn is the same as what rank of mission you may take.
Each jutsu will have a list of requirements as well as checks to learn them. Should their be a lack of that, please message your GM so they may set them.
-Creating Jutsu Unlike in the past, creating jutsu will be more heavily monitored and restricted. Both the system effect and the RPical description should match as well as the fit your character's storyline and demonstrated abilities. Note that for stronger abilities you will need chakra control, which will be demonstrated through the Focusing stat. A weaker Focusing stat will mean more restrictions on what you can do. IE- High Intelligence and Focusing will remove restrictions on what you can and can not do. However as GM I will hold right to deny techniques that just don't deserve creation. (OMGAAAAWWWWD I SPAWNED FLUFFY PONIES, now I destroy the world. Denied.) Also, in the sight of Taijutsu it will be your Toughness stat instead of Focusing that reigns supreme judge.
-Creating Items Upon arriving at a market and posting the items wished to create, please notify your GM. They will deem the price for your item and also may choose to create a small event for you to gather the proper materials for the smith to create the item, this will more then likely reduce the price. Like jutsus, items can be denied. You will not be creating god like items through common markets. Such tremendous and powerful items will be spawned and rewarded through events, should you have an idea of an item liked to be seen feel free to PM it to your GM, but do keep in mind these items will either be for all to grab at or for none to have.
-EXP Rate The EXP Rate may change from time to time but will be generally 10 Words equals 1 EXP. Bonuses will alter these rates. When RPing with a group your personal count will be Your Words + Their Words(1/2). This way training in groups are still beneficial but players who post more and larger will not feel gimped when others profit just as much as they do.
-Scrolls As time continues there will be an addition of Forbidden Scrolls. These will encompass a large list of custom jutsus created by your predecessors from the original guild. These will be gained through events, searching locations that would likely or unlikely hide a scroll or in situations of rolling 1. Note that it is the desecration of the GM when these scrolls RANDOMLY show up. A more prudent system of their drop rates will be added in due time.
-RPical Time From this point on a more strenuous account of time passing will be accounted for so to prevent events from straining on for too long as has happened in recent time. This means a time stamp will be set for all events from now on and will account for the time of day in the RP, should said time be reached the GM will directly move along the storyline in how they see would best suit the situation. This may mean giving extended time, this may mean ending the event abruptly. It will be taken from a moment to moment account.
Always seeking whats best for the guild, -Sai, Regis of NFS
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Posted: Fri Nov 25, 2016 9:53 am
~: Jutsu / Item Creation :~
As the guild is coming back to life and players shift through the rules and systems we are sure to run into inconsistencies, archaic effects and other anomalies. With each one tackled and fixed, you shall be notified of such changes.
- Required Offensive / Defensive There was a logistical error with this effect. The original effect only allowed for a cascading effect from a high to low skill usage, the updated version will allow triggers to come from any skill however at an increased sustain cost.
Originally Effects - Defensive: When placed on a Jutsu/Item during creation, this effect requires you to name one of your other Jutsu/Items of at least equal or greater level. Doing so means this Jutsu/Item can not be activated unless the named Jutsu/Item is currently effecting you. It grants the user +3pts to spend on the "required defensive" jutsu (not the named requirement one).
Now When placed on a Jutsu/Item during creation, this effect requires you to name one of your other Jutsu/Items. (This may not be used with Basic Jutsu. The named jutsu's sustain cost multiplier is increased by 1 each time it is named.)Doing so means this Jutsu/Item can not be activated unless the named Jutsu/Item is currently effecting you. It grants the user +3pts to spend on the "required defensive" jutsu (not the named requirement one).
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Posted: Tue Nov 29, 2016 1:42 pm
~: Jutsu / Item Creation :~
- Healing The cost-reward ratio for Healing Jutsus is just to costly.
Quote: For every 50 Stamina Healed, you must pay 2515 Chakra on top of Activation Costs.
~: Stats :~
- Focusing A stat normally ignored for it's lack of combat effectiveness, increasing it's scaling power will allow for more chakra hungry builds to keep recycling their skill rotations.
Quote: Using focusing is a full round action, however when you do you restore an amount of chakra equal to your focusing stat x10x25.
~: Perks :~ When we first started the perks we had a strong meta in the Tracker Perks, leading most players to follow that path with slight deviations into Combat. A few years later we buffed and increased the number of Medical Perks to balance it out but now Combat Perks are lagging behind and as such this collection of buffs towards the Eight Gates Perks will hopefully put all 3 paths on par. Along with that some tweaks are being made to Elemental Perks as well.
Elemental Perks The elemental bloodline perks are all lv 55+ Perks and as such their power needs to be scaled for techniques that are lv 100+ and tuned to be stronger then their regular counter-parts.
- Bakuton Creation Already well scaled, only required a simple rewording.
Quote: For Every 5pt you spend into this effect you gain +400 Damage, +1 RadiusTarget and +7 Accuracy.
- Jinton Creation
Quote: For every 5pt put into this effect the user gains a +12 Accuracy/+ 200300 Damage buff for all techniques that have the Earth/Lightning Element.
- Mokuton Creation
Quote: For every 1pt placed into this effect the user can heal the target up to 1030 Chakra and Stamina.
- Ranton Creation A slight rework to the effect wording to make a distinction between this effect and the regular Lock On effect, and added an increase its overall power to make it a viable option for those who are interested in such a style.
Quote: For every 5pts you apply will allow this Jutsu to gain +10 Accuracy and attack once more after it's missed on the following turn IF you pay it's sustain cost.For every 10pts you apply to this effect, it will allow this Jutsu to attack once more after it's missed on the following turn IF you pay it's sustain cost. Each time this jutsu misses it gains +50 accuracy and +20 potency(+15/+5 respectively for each application).
Eight Gates While all the effects stack upon one another, the majority of the Gates lack proper power in consideration to the level requirements to get them as well as the the risk you take for using them. As such they will be getting major boost in strength.
- First Gate: Gate of Opening
Quote: You may activate this perk at any point during battle as a Half Action. + 5080 Taijutsu attack powerpotency and accuracy.
- Third Gate: Gate of Life
- Fourth Gate: Gate of Pain
Quote: + 5080 Dodge + 5002000 Tai Damage.
- Fifth Gate: Gate of Limit
Quote: + 50100 to Dodge Rolls. + 50150 Tai PowerPotency and Accuracy.
- Sixth Gate: Gate of View
- Seventh Gate: Gate of Wonder
Quote: Regenerate 1020 Chakra and Stamina on the turn this is activated for every 1 fatigue you have. Failure de-activates this and causes you to take Physical Strain (Rank 9)(Rank 8 ). If you are already Physically Strained, move up one rank. If Five turns pass after activating this and you have passed all resilience checks, then the bonus granted by the Gate of Opening is Negated, and you take Physical Strain (Rank 9)(Rank 8 ).
- Eighth Gate: Gate of Death Adjusted this so there is a reward for surviving the full 5 turns. However if you fail, you die instantly and even if you succeed you're on Death's door. Note if you're previously strained you will still die even if you make it through the checks, keep that in mind.
Quote: + 50480 Tai PowerPotency, + 50480 Tai Accuracy, + 10008000 Tai Damage. Failure de-activates this and causes you to take Physical Strain (Rank 10). If you are already Physically Strained, move up one rank.If Five turns pass after activating this and you have passed all resilience checks, then the bonus granted by the Gate of Death is Negated, and you take Physical Strain (Rank 10)(Rank 9). If you are already Physically Strained, move up one rank. If you activate another Gate prior to the end this bonus, you do not lose this bonus and you do not gain Physical Strain (from this Perk). The new gate instead imposes it's own effects on top of this ones (resilience checks to keep active reset to the new gate however).
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Posted: Fri Dec 02, 2016 12:49 pm
~: Mission: Freelance and Bounties :~
- Freelance Missions have received an overall increase to profits given out for higher difficulty missions.
- Bounties will start to be handed out at Mod discretion. If we read your backstory or RPs and deem that your actions would warrant a bounty we may choose to place one on your character. There also may even be bounties placed on our own Mod controlled NPCs.
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Posted: Sun Jan 15, 2017 1:23 am
Hello Guild,
We're very excited to announce that the New System Update is now live.
One of the things that we set out to do when we first made the leap into the new guild was to keep all of the flavor of NFS1 while bringing you new and dynamic systems that would let you create your ideal Shinobi OC and have the all tools necessary to bring it to life. It makes me incredibly happy to say that after all the years, after all the remixes, we truly believe that we have finally captured some of the fire from the original guild.
Thank you very much to each and every player. You guys have been troopers for years. When ever the banner is raised, when ever the announcement goes out that NFS is coming back around for another go at it, you guys always return without fail. We are always taken aback by how much of a turn out is generated and how dedicated you guys all are. Truly, it makes it all worth it to us. We love making cool s**t for you guys and will continue to do so for as long as we can and as long as you all are still interested in partaking. Let's keep NFS going together.
Now on to the actual Systems...
Clan System The Clan System has received a major over haul. Each clan that has survived the transition has been reworked to give each one a unique style and a whole new way of partaking in combat. More importantly, they all follow the new design strategy for the current iteration of NFS. Scaling.
You will notice that there are several instances of abilities levels being determined by player level. These were designed to make role playing, gaining exp, and leveling up even more thrilling as well as insuring that these abilities retain their usefulness indefinitely.
We have removed several clans that were both ignored in the Canon story and by the general player base and in return have added in 4 NEW Custom Clans:
Ketseuki Clan Orasakai Clan Toyotama Clan Yomi Clan
Affinity System Following this same design style as the Clan System we have created an Affinity System in hopes to allowing those players who wish to master the elements. With 5 Basic Affinities and 9 Unique Combined Affinities, players have an abundance of choices on how to customize their particular styles as each Affinity has it's own specialized line of perks to help accentuate your personal styles.
Jutsu / Item Creation and Perk System To push players to developing their own distinct and unique styles we have limited the Jutsu / Item Creation options to about 1/3 of it's original size. In return we have reworked several effects to be more useful and given more power to the Perk System. Moving over several of the formers effects to Perks, players now have to make smart choices about their style and for those who want to do more, interaction with other players is a must.
Perks have been reorganized to be easier to sort through and have been heavily expanded upon. Now with over 80 Unique Perks and over a 120 different selections to choose from!
Combat System The Combat System has undergone it's own overhaul. While definitely the same system, wording has been cleared up significantly and explanations rewritten in hopes to be more thorough and easily understood. Several checks have been adjusted to fall in line with other changes and it is highly recommended that every player read the Combat System to reacquaint themselves. Any questions or concerns can always be directed to ssAntonio when concerning the Combat System specifically.
It's gonna take monitoring as we start seeing the new systems used in combat. Full disclosure, there may be buffs, there may be nerfs. Naturally we will do our best to not shake things up too much, and will certainly lean towards providing compensation when we do. With that being said though, please be vocal. We want your feed back. Tell us what you like, and what you don't like and if you have questions, please do not hesitate to ask. We understand that there is a lot of new things going on.
Character Resets
Every player is entitled to a free Character Reset. With the flood of new content we will be allowing everyone to adjust their Characters freely. While you may not change your level, you will be allowed to:
- Redo your stats! - Change your Clan! - Change your Affinity! - Change your Character Concept! - Change your Village!
We'll be pushing back the start of our first event The Lost Alloy to January 20th in hopes that this will give everyone enough time. However if it is not, please speak up in the OOC and we will adjust as necessary.
And finally, I would like to give a round of Applause to our Mod Crew. From miscellaneous tasks to loosing several hours of sleep working on the new systems, each and everyone of them have given a lot of their time and energy to this update! So thank you, it couldn't have been done without you.
Thank You All So Much! - ssAntonio // Sai
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Posted: Fri Jan 20, 2017 11:18 am
The Lost AlloyHas officially started. The main mission has been explained in the Mission Info. More information will be posted in this forum on a daily basis. You will also notice that each player has been given an "Additional" Mission. This mission is a specialized mission for your Village specifically, the orders will be given to anyone else within your Village. They may contradict with the main mission, they may contradict with the "Additional" Missions of other Villages. For a small number of you, you have received an "EXTRA" Mission. This mission is for YOUR eyes only. These missions by very nature will conflict with EVERYTHING else in the intended story line. It is completely at your discretion whether you complete it or not. Sharing details of your missions is not suggested as you will not who has received an "EXTRA" mission and these missions are designed to conflict severely. I hope you all enjoy this event! -Sai
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Posted: Mon Mar 13, 2017 11:45 pm
Guild Update Several changes to the Guild have been implemented over the last few days. I'll be detailing all of these changes below.
Quote: ~: 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.
Quote: ~: Chakra Affinity :~ All of the Chakra Affinities have been readjusted and released. Each Base Affinity is powerful in it's own right and when used together, the power can exceed normal expectations. Combined Affinities have each been given their own unique playstyle and similarly have received noticeable buffs to allow players to develop their own skill set with these Affinities. Along with that the Cost of Jutsu has been changed. Neutral Affinity is something widely ignored by most Players and considering most Jutsu were supposed to be Neutral this is something that needed to looked into. As such Neutral Affinity Jutsu will now be the cheapest of all Jutsu to use, adding Elements to a technique will in turn increase the Cost of the Jutsu for each Element added. The full list of rules is now listed in the Chakra Affinity thread.
Quote: ~: Clans :~ Aburame has been completely reworked. Ketseuki and Orasakai have each received minor reworks to their Innate Perks. Aburame - Has received a Complete Rework, for more Info. Ketseuki - Currently Ketseuki receives too much Stamina Regen for free. These values are defined by simply Leveling up but that is neither fair nor interesting. As such the formula has been changed so the Stamina Regained is based on how much the Player invests into their Stamina. Stage 1: During the Payment Phase of your turns regain Stamina equal to (PLx10) --> [PL+(Stamina/100)](2)Stage 2: During the Payment Phase of your turns regain Stamina equal to (PLx25) --> [PL+(Stamina/100)](5)Stage 3: During the Payment Phase of your turns regain Stamina equal to (PLx50) --> [PL+(Stamina/100)](10)Orasakai - With the changes to the Focusing stat it is hard not to feel as though Orasakai gets invalidated until they invest heavily into their Innate Perk. As such the Perk is receiving a buff to it's earlier levels so it's values are still relevant but also taking a nerf at it's final level so it is not overwhelming without proper investment. Stage 1: [PL+Focusing Stat]x 25Stage 2: [PL+Focusing Stat]x 510Stage 3: [PL+Focusing Stat]x 1020Stage 4: [PL+Focusing Stat]x25 Stage 5: [PL+Focusing Stat]x 5040
Quote: ~: Perks :~ The Perks have received some major buffs to several existing Perks and the list has been expanded with new additions. Stat Buff Perks - These now Increases your Base Stat and all Caps Associated with it. Fortissimo Mastering One's Will Seal Master Touch of Intellect Valkyrie Updated Perks - Please reread all of the following perks as their effects have either been adjusted or they have gained new Stages. Back Stab Hidden in Shadows Masters of their Chi Masters of their Domain Masters of their Form Mental Fortitude Step Aside Trap: Exploding Tags Trap: Flash Bomb Trap: Hidden Wires Trap: Kunai Launcher Trap: Nerve Gas Weapon Handling Assassin Tree Perks - Requirements for the "Buff - Stealth" perk has been removed, allowing this tree to be more accessible. New Perks - Please check out these new perks that have been added in. Enhanced Focus Enhanced Reflexes Forced Imposition Heavy Blows Master of Disguise Multi-Activation Physical Fortitude Redirection Shield Master Smoke and Mirrors Swift Strikes Taunt Transformation Master
Just a reminder to all players who are below Level 20, you have access to 1 free reset should you chose to use it. Once you are above Level 20 you will have to pay a penalty in EXP should you wish to rest your character's stats.
For those who have Jutsu or Items with effects that have been altered please contact a Mod so we can help you fix these techniques or return to you the slot/ryo at OUR discretion.
For those who have one of the Perks that were changed, should you wish to change it that Perk you may contact a Mod and we will switch it to another Perk of your choosing.
Please Keep In Mind That We Will Continue To Buff, Nerf and Otherwise Balance Perks, Effects and The System In General.
----Sai
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Posted: Sat Mar 18, 2017 10:25 pm
~: Clans :~
Hyuuga has been Reworked. Kaguya has been Reworked.
----Sai
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Posted: Tue Mar 28, 2017 9:19 pm
~: Chakra Affinity :~
Fire // Wind // Lightning // Earth // Wind
The Accuracy, Damage and Potency Perks have all been adjusted to place new restrictions on them. They will no longer provide constant buffs but instead will require you to already have a Buff being Sustained of that Specific Element before offering you the option of paying an increased cost to gain a bonus buff. The goal is to decrease First Turn Power of Characters and inject costs for Increases of Power. This means Players will have to be more Strategic and observant of their Chakra and Fatigue Costs.
Quote: Elemental Bonus: (Affinity) Accuracy ---Requirements: Affinity: (Affinity) ---Effect: On your Payment Phase, if you are Sustaining a Jutsu that is (Affinity) Affinity and has the "Buff - Accuracy" Effect you may pay Double it's Sustain Cost to gain the following benefits:
Gain an extra Accuracy Buff to all (Affinity) Affinity Jutsu equal to +50//+200//+Level(5) ---Type: Innate ---Notes: May be taken 3 times. All bonuses stack. The bonus may not exceed the original Buff and is still Capped by Stat(5).
Quote: Elemental Bonus: (Affinity) Damage ---Requirements: Affinity: (Affinity) ---Effect: On your Payment Phase, if you are Sustaining a Jutsu that is (Affinity) Affinity and has the "Buff - Damage" Effect you may pay Double it's Sustain Cost to gain the following benefits:
Increase the base Damage of all (Affinity) Affinity Jutsu by +500 // +Level(50). ---Type: Innate ---Notes: May be taken twice. All Bonuses Stack. The bonus may not exceed the original Buff and is still Capped by Stat(5).
Quote: Elemental Bonus: (Affinity) Piercing ---Requirements: Affinity: (Affinity) ---Effect: On your Payment Phase, if you are Sustaining a Jutsu that is (Affinity) Affinity and has the "Buff - Potency" Effect you may pay Double it's Sustain Cost to gain the following benefits:
Gain an extra Potency Buff to all (Affinity) Affinity Jutsu equal to +100//+300//+Level(10) ---Type: Innate ---Notes: May be taken 3 times. All Bonuses Stack. All Bonuses Stack. The bonus may not exceed the original Buff and is still Capped by Stat(5).
The Combined Elements: "Mastery" Perks have also been similarly adjusted.
Boiling Boil Release: Unrivaled Strength No longer completely wipes all Ice Counters. You may now select how many you spend and must select if you're increasing the Buff Modifier or Turn Duration. Restrictions have been placed on both so it no longer infinitely scales.
Ice Haryuu Mouko - Destruction Dragon Fierce Tiger No longer completely wipes all Ice Counters. You may now select how many you spend and must select which Modifier you are increasing. Restrictions have been placed on both so it no longer infinitely scales.
Hyourou no Jutsu - Ice Prison Technique No longer completely wipes all Ice Counters. You may now select how many you spend and must select which Modifier you are increasing. Restrictions have been placed on both so it no longer infinitely scales.
Itsukaku Hakuegei - One Horned White Whale No longer completely wipes all Ice Counters. You may now select how many you spend and must select which Modifier you are increasing. Restrictions have been placed on both so it no longer infinitely scales.
Kokuryuu Boufuusetsu - Black Dragon Blizzard No longer completely wipes all Ice Counters.
Makyou Hyoushou - Demonic Ice Crystal Mirrors No longer completely wipes all Ice Counters. You may now select how many you spend and must select which Modifier you are increasing. Restrictions have been placed on both so it no longer infinitely scales.
Souryuu Boufuusetsu - Twin Dragon Blizzard No longer completely wipes all Ice Counters.
Shakuton Shakuton: Incinerating Flare Restrictions have been placed so it no longer infinitely scales.
Shakuton: Kajōsatsu Restrictions have been placed so it no longer infinitely scales.
Shakuton Orbs Generating Orbs has been adjusted to use a Dice. Minimum Generation still grants the same as the former standard, however the Maximum Generation is much higher. Buff Value per Orb has been decreased and Buffs are no longer Permanent Values but instead require the User to expend Orbs for Buffs. Restrictions have been placed so it no longer infinitely scales.
~: New Critical Formula :~
- [Max Stamina + Resistance Buffs] - [Negative Stamina] = Value ... Removing the multiplier to make the gateway into receiving a critical closer. - Value/100 + 50% ... Changing Value/10 to Value/100 so Damage afflicts your Percentage as an actual Percentage. This will bring back the difficulty of getting to the Gateway as well as Increasing the chances of Dealing a Critical. - Failure = Rank 1 Critical - Failure of [Stamina Stat]% = Move Up 1 Rank ... [Stamina Stat] = [Max Stamina/100]. This better represents the Durability of Healthier Characters, making it so such Characters can still be hit with criticals but if you want to get to Rank 10 you're better suited at stacking Several Smaller Criticals than just hitting Higher Ranked Criticals. - Perfect Success = 1 + [(PL)/10] ... Perfect Success has always been 1 but to bring a better sense of Luck to battle we have made Perfect Success scale with Level for Criticals. Note: This does not add to your chances. IE - If you have 5% you do NOT + [(PL)/10].
Example of how it works: Player Level = 20. 6% to avoid Critical. Perfect Success is 1 + [(PL)/10] = 3% ... You Roll 6 or Lower you are Safe.
Example 2 of how it works: Player Level = 20. 2% to avoid Critical. Perfect Success is 1 + [(PL)/10] = 3% ... You Roll 3 or Lower you are Safe.
If you need help understanding this please message me.
~: Combination Jutsu :~
Cost is now Doubled for the Jutsu involved in the Combination instead of increasing the Cost Modifier by +1.
Now players are trying to incorporate more strategy into their Combination Techniques as such I think some new, clearer rules need to be establish as such:
When Combining Two Jutsu Into One Technique: - Take the Highest Level and Accuracy of the two Jutsu. - Take the Highest Value of each Unique Effect. (Heat Damage and Cold Damage are 2 separate, unique effects.) - Style is Determined by the Style of the Highest Level Jutsu if the two are Different Styles. (If the technique does not make sense as that Style it is probably a good indicator that this shouldn't be made.) ... I want players to start thinking ahead on how they want their techniques to work together. Not just piece them together. - Affinity is Determined by the Affinities of the 2 Jutsu. Should the Jutsu have multiple Affinities they are all included into the Combined Jutsu. This is limited by the level of Highest Jutsu (IE- If the highest is 50, you only get 1 Affinity, choose... Highest is 150, you only get 2 Affinities, choose... Etc) - You can only Combine Jutsu that are within 50 Levels of each other.
----Sai
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Posted: Thu Jun 29, 2017 7:53 am
Alright alright alriiiiiiiight!
It's that time again!
THE FIRST OFFICIAL CHUUNIN EXAMS OF 2017!
Please sign up in the registration thread if you are interested in joining! We will be starting on July 13th!
Thank you all for your continued participation and I hope to see some familiar faces out there!
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