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Sol Pope

Game Artificer
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Everything posted by Sol Pope

  1. I'd like to see Woodman Monk's second active effect cleaned up in wording so there is no confusion here. "The user may pay 2x charges to treat their next [Woodsman Monk Style] technique as a multi-strike attack, with all damage and effects being divided evenly among the targets, where X is the number of additional characters targeted. In addition, the user may pay X Additional charges when doing this to extend the duration of one Status Effect of the casted [Woodsman Monk Style] technique to one of the strikes of the multi attack by one turn as long as the value of the cp cost of the status effect is equal to or less than the number of charges spent. Treat the value of each charge spent as 40 cp." I want to express that the third active ability is probably overly weak. I would recommend making this migraine effect apply to more than just unarmed and basic weapon attacks.
  2. Namichi Trades 2 black licorice bats for $200 Namichi Money Total after: $725
  3. I knew I was forgetting something trivial, fix'd
  4. A Round on the House Type: Ninjutsu/Taijutsu [Alcohol | Drunken Boxing Style | Set Trap] Rank: Genin Cost: 24 Chakra | 24 Stamina Damage: N/A Effects: Inflicts ‘Burning 60’ for one turn. While the trap is set on the battlefield any character may, as a set-up action, pick up and drink the trap. A character who takes this action is dealt ‘Poison 35’ for one turn. Description: A sincere offer of a drink between foes. If this gift is denied, the offering party can turn it into a makeshift molotov cocktail. JP: 4 Sake Bomb Type: Ninjutsu/Taijutsu [Alcohol | Drunken Boxing Style] Rank: Genin Cost: 27 Chakra | 27 Stamina Damage: 30 Effects: Target is afflicted with ‘Burning 30’ for one turn Description: A flaming bottle of highly alcoholic brew is hucked at the nearest enemy with full force JP: 4 Drunken Mud Style | Pitfall Trap Type: Ninjutsu/Taijutsu [Mud | Drunken Boxing Style | Set Trap] Rank: Genin Cost: 40 Chakra | 40 Stamina Damage: 10 Effects: Target is afflicted with two turns of “Slow” Description: The user subtly shifts the ground just below the surface into a number of bubbling mud pits. At an opportune moment, they use their opponents momentum against them to force them into the trap. JP: 5
  5. Your sennin tech should have a CP of 6. It still will have an evolving cost of one but as far as I know it doesn't increase to 7 just because it's evolving from a jutsu of the same CP.
  6. Hey, welcome to NA. I sent you a generic message but I want to reply here too so you don't think things are being ignored. You have the basics of jutsu creation down in formatting pretty well. There are a couple things here that don't mesh with the system as it exists. "Constricts" isn't a mechanical effect. You can find our list of Status Effects here. My recommendation for the mechanical effect you are going for would be Bound [Arms/Paired Arms] or Shackled [Legs/Paired Legs] depending on what you end up wanting. Numb, Prone, Slow, and Staggered could also work, depending.
  7. I've been bouncing back and forth on this skill, so apologies it has taken me this long to comment. Ultimately, I think is in an acceptable spot. It is quite strong but it has very obvious counter play. Approved
  8. Link: http://www.ninja-academy-online.com/skills.php#TaijutsuStyles Problem: Desert Aikido "• The user may spend a Counter Charge during their Response Phase to reduce the cost of a Response Phase technique by 10x%, where x is the amount of charges used." As written, Desert Aikido reduced the cost of ALL Response Phase techniques, not just taijutsu/desert aikido style techs Expected: Counter Charges should reduce the cost of Desert Aikido RPJ techs, not any RPJ techs Character Rewarded: Hoshigaki Namichi Link: http://www.ninja-academy-online.com/skills.php#Elements Problem: Subtle Elements; Water. "All Water Techniques cost 10% less." This doesn't clarify total or base cost. It has been a discussion on multiple creation threads whether or not this is the case. Expected: Subtle Elements; Water clarifies whether or not it reduces base or total cost. Character Rewarded: Hoshigaki Namichi The above could also be clarified in the Water Specialty as well.
  9. One Hundred Flying kunai: 60 for the damage + 12 for the crit + 6 for the kunai, this seems mostly fine to be but I would recommend just capping out the cost at 80 to account for the kunai since you have to make changes elsewhere. Five Hundred Flying kunai: Your math is off here. At 4:5 you’re paying 120 for 150 damage. Adding 15% crit will be ((2*15) / 100) * 120 which is 36. 120 + 36 is 156 for your cost without the kunai. (which if I’m going by how I was rating the genin jutsu will be 8) Additionally, this jutsu is above the chunin damage cap of 120. At 120 damage your total cost including adding 15% crit and a kunai will be 132. Thousand Flying kunai: Your math is ALSO off here, but in the opposite direction. At 2:3 for damage you’re paying 213.33333 for 320 damage. Adding 20% crit will be ((2*20) / 100) * 213 which is 85.2. 213 + 85 = 298, plus ~6 chakra to make a kunai you should end up with about 304 total cost. (which you might as well round up to 305 since I rounded down for both costs)
  10. I want to approach how I feel about this in depth. That said, it has become a pattern that I’ve seen where players will point to an approved creation as evidence for why their technique is approvable. I am unsure if I would have approved Tomokiri in its current state, but even so, something existing is not an excuse for something new to also be approved. There are a number of reasons that I feel Cannon Blast isn’t approvable (by me, by all means other staff can disagree). I listed them before but I want to point out why I think it’s power creeping on even Tomokiri. Tomokiri and Cannon Blast do the same base damage of 600. Tomokiri and Cannon Blast both reduce defenses, increase RPJ fail chance, and require active dojutsu (in Cannon Blast’s high end with Susanoo active.). Tomokiri does both of the former more potently, yes. However, it is a skill locked technique that eats up a users single use Chidori at sennin. It requires SP investment and can only be used once per battle. You say I can consider this "skill locked" but with Cannon Blast I disagree. The Susanoo skill cost is minimal and entirely different than what are considered skill locked techniques. In comparison, Cannon Blastdoes defense reduction, increase RPJ fail chance, busts barriers, and prevents clone interception. All while doing the same base damage. Further, Tomokiri increases its damage by 3 per 40 total speed the user has. Cannon Blast increases it by 3 per 40 total stats. That is a monumental difference. Considering Tomokiri is both skill locked and has a maximum battle limit, it is a poor reference to use for why this technique should be approved., especially since your technique has a much higher ceiling and removes all your opponent’s options to evade except for simply dodging.
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