Warr Posted October 12, 2011 Posted October 12, 2011 (edited) StonewallRequirements: Path of the GuardianEffect: Upon a successful block, the user of this skill no longer has a restriction upon their defense wherein 5% of incoming base damage must still be dealt to the user. Damage reduction goes as far as the user's defense stat, abilities, and equipment would provide, up to a reduction of incoming damage to 0.Description: One whom could truly be called an elder rampart has been in many battles, and has faced hundreds of wounds. They have been struck at and struck at and struck at again, and in this time they have learned to perfect their defenses, to provide synergy in their movements, and to stand up to damage like kunai against a castle wall. It is a harsh, path but it is one that ultimately turns what luck might typically provide, into an unsurpassed defense, a proverbial stone wall.Cost: -2 Beach against WaveRequirements: Path of the GuardianEffect: Twice per battle, if the user's defense would allow an incoming attack to be reduced to less than 5% of base damage, they may do so, taking whatever HP damage the total reduction would bring them to. However, the user's stamina pool is immediately dealt 30% of the incoming technique's base damage which would normally be the maximum amount damage could be reduced to.Description: While even the most skilled and talented warriors must rely upon a bit of luck mixed in with their natural skill, there are those who have studied the brushing defense of the land against the sea, the stone against the waterfall. They have learned to take damage itch by itch, and to use their body's energy to throw forth a steeling of their body to the point that their body's healthy form is saved for the cost of their energy.Cost: -3 Those whom wish to see this skill without funky letters should download Seven swordsmen bb. Edited March 17, 2016 by Warr
Rhap Sodos Posted October 12, 2011 Posted October 12, 2011 I think considering the amount of requirements. at this point you've heavily invested in the idea of you being a defensive player. I'm coo' with it. d(・_・) approve'd
cntrstrk14 Posted October 12, 2011 Posted October 12, 2011 Denied. That limit is there to prevent people from stacking and never taking damage, making a skill that has requirements of a defensive stacker just proves that you are going for exactly what that rule tries to prevent.
Eechi-go Posted October 12, 2011 Posted October 12, 2011 ^ Even though 'Exposed' would pretty much make half his defense null outright? Or some jutsu that just ignore defense entirely? There are ways around this, on the main site no less.
Azure Posted October 12, 2011 Posted October 12, 2011 There are, but on the flipside, you're facing a character that will take 0 damage. Heck, you can even go the unmodified route around it. But I have to agree with Tony on this one, that in all fairness a minimum should be observed. We place maxes and minimums on hit and dodge and would not approve a skill that circumvented them. (I realize there are techs that give a max of 95% to hit and a combo that makes an autohit but that's not my point here).
Eechi-go Posted October 12, 2011 Posted October 12, 2011 I think that's silliness. Evasion is a stat you can stack that will completely ignore both damage and effects entirely. A speed stacker can ignore damage by simply response phasing out of an incoming attack and then going on the offense with their proceeding turns. This skill only lets you ignore the damage that you should rightfully null in the first place for investing so many points into defense. It does not ignore incoming effects, which are more often than not, stronger than the damage itself. Yet when a defensive build pops up, we're quick to dismantle it as much as physically possible. I don't understand this logic. Here is a list of ways around this skill. 1) Inflict 'Exposed' on the opponent. 2) Deal bleed/burned/poisoned damage. 3) Deal chakra/stamina damage. 4) Break their armor/weapons. 5) Use a technique that bypasses defense. 6) Reduce the opponent's defense. 7) Genjutsu. Ways to get around an evasion stacker? 1) Ridiculously overpriced terrain techniques. 2) Half/Fully Opening, provided you had already hit the opponent. 3) Genjutsu. It's like, why do we even have a defense stat if it can't even do it's job properly? Evasion does everything it can do, but better, because it can just ignore damage and effects 90% of the time if you stacked it, as opposed to defense, which can only ignore some of the damage some of the time, while still taking in the full effects of an attack.
Hardcore Skittlez Posted October 12, 2011 Posted October 12, 2011 I get what Eechi is saying, however, evasion stacking still only applies to a certain percent- that is, even if you're 2000 evasion higher than your opponent's accuracy, they still -always- have a 15% chance to hit you. No matter how much you stack, there's always the probability that you will get hit. Now, Defense? It's a static reduction. While I agree that it gets dismantled far too quickly, I also feel that the 5% damage minimum is still more than acceptable. Suppose a sennin technique dealing 700 damage. If defense was stacked to such an extreme(note, the amount of defense you'd need at high levels is ABSURD to achieve this), 700 would become 35 damage. 35 damage at Sennin rank -should- be chump change- and if it's enough to make you upset, you've severely under-stacked health. Now, I realize that I used 5% of -base- damage versus 5% of -total- damage. That's because in the current description of defense, "not below 5% of total damage", you enter an endless circle of logical "wtf", given that defense plays a part in "total damage". That's something that needs to be fixed, but is mostly separate from this topic. (Further expansion on the 700 damage sennin technique; suppose the opponent has 1000 ninjutsu and it is a ninjutsu technique. 700+250=950 damage. To lower this to 5% of its base damage, you would need ([950-35]/5)*20 defense. That's 3660 defense. Who has that kind of defense, anyways?)
Eechi-go Posted October 12, 2011 Posted October 12, 2011 ^ True, but then you factor in all the bloodlines and other skills that give you massive boosts to evasion (because I swear, evasion is the most heavily boosted bloodline stat on NA sometimes), and that percentile gap closes more. If you're fighting someone with a defensive build, you should be using one of the seven things I listed up there, and then it'll feel as though the person you're fighting has no defense at all. The problem with doing trying to reduce an opponent's evasion is that fact that you still need to hit them to do it successfully, which is the same problem you had originally. That, and the fact that if two ninja are fighting, one with a ninjutsu score of say, 2,000, against someone with a defensive score of 2,000, the ninjutsu user is still going to deal more damage just with the base damage alone. True, the defensive user may have skills or items at their disposal, but so does the ninjutsu user, and probably far more based on how much we shit on defensive builds. That, and now the defensive user neglected a hefty offensive stat, and is now incapable of putting out enough numbers to kill the opponent without completely over-extending themselves, and even then the opponent is more than likely to dodge it. Also, 3,660 defense is an absolutely insane number. I don't think anyone has even achieved an offensive modifier that's anywhere near that high yet. The fact that someone with 1,000 ninjutsu can actually do harm to someone like that without softening the foe up some with the examples I listed really does make defense feel more and more like a dead stat. That's over 36 levels worth of points sunk right into your defensive stat, against someone who's probably not even a jounin yet, and you're still taking damage. Now just imagine if they cut your defense in half by using exposed? I feel like this skill isn't really -that- big a deal because I don't think a situation like this has been encountered in the current system in the first place. Perhaps at lower levels under strange circumstances, but the fact that you have to jump hoops to even reduce damage that much in the first place makes me believe that it's really not all that bad.
Hardcore Skittlez Posted October 12, 2011 Posted October 12, 2011 "I feel like this skill isn't really -that- big a deal because I don't think a situation like this has been encountered in the current system in the first place. Perhaps at lower levels under strange circumstances, but the fact that you have to jump hoops to even reduce damage that much in the first place makes me believe that it's really not all that bad." By the same token, there's no point in blowing the points on this skill, as it would only really benefit a sennin fighting a lower level jounin- which is a fight they'd most likely win anyways(Hakkai nonwithstanding.) However, I find that I agree with you on the subject of Defense being a fairly 'dead' stat. The problem is that NA is much like the actual Naruto Universe and is -heavily- offensive oriented, and at high levels it becomes "who can response phase whose nuke first". Thing is that Defense and Offensive Stats modify at the same ratio, as you are well aware. If we wanted to make defense a more 'viable' stat, we'd have to either buff its modifiers(or have it modify block range), or nerf offensive modifiers. Either way, I feel that at that point, we'd have to increase the "minimum damage" limiter for Defense, otherwise it'd become the next fad of a build.
Eechi-go Posted October 12, 2011 Posted October 12, 2011 (edited) It may in fact be a waste of a skill, but then again, it's not my own so I don't really have any place to judge. If Warr thinks it's worthwhile enough to pick up, well, more power to him. But statistically I do believe that the requirements of this skill, mixed with the rarity of the situation is enough for it to be valid, rather than just shot down on the spot. Edited October 12, 2011 by Eechi-go
Hardcore Skittlez Posted October 12, 2011 Posted October 12, 2011 I tentatively agree. There may still be a situation that we haven't thought of that Cntr has that allows this skill to be abused. I'd like to see what he has to say after reading this discussion.
cntrstrk14 Posted October 12, 2011 Posted October 12, 2011 Basically, in 95% of cases, and every case we have pretty much seen in game, no one has ever gotten their defense so high to completely negate damage (exception: Nankan NPC from Battle of Fang). That means two things are true. - This skill would be useless 95% of the time. - To make this skill worth taking, the person is planning to abuse the situation to make what would normally be a small percent into a majority situation. My point in the end is that its dangerous to approve a skill when you think "Oh, this is useless unless its in some ~crazy~ situation. Because if that is really true, that member is going to try and PUSH that crazy situation. And when we realize it, we are going to fix it. And then that character will be completely scrapped and ruined after all of that member's work. Let's try and avoid those situations... If defense can negate damage completely, imagine a player who can ignore Health and Evasion. As Skittz said, Defense is a static reduction where evasion always has a 15% chance to fail. Here is my imaginary level 120 build, imagine this with all the Path of the Defender perks and imagine how to hurt this guy even if you have 3 turns to his one. [Health Power] 400 [stamina] 100 [Chakra] 1000 [Taijutsu] 0 [Defense] 3200 [Ninjutsu] 2000 [Genjutsu] 0 [Concentration] 1700 [speed] 0 [Accuracy] 1800 [Evasion] 2300 On another note, the "total damage" thing is a good point. This will have to be discussed with staff.
Tsu Posted October 12, 2011 Posted October 12, 2011 Why not make this skill lower it to 5% base damage instead of 5% total damage? That still allows you to take -some- damage, as well as lower what you can take if you invest so much. It still allows you to use the seven ways Eechi described to fight them more effectively. And then perhaps drop the Sp to -1 so it reflects not so much brokenness as just having the previous skills, stat investment ect. Anyone not think this would be more acceptable?
Hardcore Skittlez Posted October 12, 2011 Posted October 12, 2011 Well, if the wording on defense is going to be considered in a place where we will not see what's happening until the end result is posted for all members, then this skill might just be caught in limbo, regardless. Being a WoW players, I think you can understand that battling a character with a skill like this(ESPECIALLY if they're a kaguya or something of the sort), would be like playing in an Arena back in BC versus a trio of resto druids. It would be long, dumb, and just waste your time. Though it's superfluous at this point, let me elaborate on the base character that Cntr posted above; [Health Power] 1300 [stamina] 900 [Chakra] 800 [Taijutsu] 1200 [Defense] 3000 (1240) ((4240)) [Ninjutsu] 800 [Genjutsu] 0 [Concentration] 800 [speed] 0 [Accuracy] 1800 [Evasion] 1800 (addition in equips) ((total)) Suppose they were a Kaguya with the modified stats above. They regenerate 234 potential health per turn. With all of their equipment points applied to defense, they mitigate 1060 damage from every attack. Anything that bypasses that must burn an additional 1300 health- but you might as well subtract a further 234 from potential damage because it will be regenerated. This does not take any Paths into consideration. Now, same stats for a Black Blood Character; [Health Power] 1300 [stamina] 900 [Chakra] 800 [Taijutsu] 1200 [Defense] 3000 (1240) {960} ((5200)) [Ninjutsu] 800 [Genjutsu] 0 [Concentration] 800 [speed] 0 [Accuracy] 1800 [Evasion] 1800 (addition in equips) {Addition in bloodline} ((Total)) Highest rank of Solidify gives 8x defense, wherein x is equal to the user's level. In this case, 8(120)= 960. That's a total of 5200 defense- which is 1300 damage reduced from any attack. Assume they are being attacked by a ninjutsu attack, and it actually hits- their defense effectively becomes 3200- which is still 800 points of damage mitigated. In most cases, this would ignore almost ALL of the incoming attack. Now, apply defensive ninjutsu and paths! You've just created a beast of a character with decent offensive capacity and a decent evasive chance. If you wanted to specialize further, you could dump skill points almost entirely in damage reducing skills such as Iron Skin, Chakra Barrier, Resistance Mastery, and Defense Mastery. We needn't even theorycraft that monster to understand that the only way to really peel past a character like this is Genjutsu. Well, guess how many genjutsu users there are on the site? I believe somewhere around 3 or 4. Genjutsu can, too, be easily countered by response phase techniques that, at the level cap, will ultimately cost the defensive character less to block than the offensive character to attack. That all being said, I think we can safely say that firstly) This skill is only useful(as cntr said) in certain circumstances wherein it becomes overpowered, secondly) Defense is a very mediocre stat and could probably use some tweaking, and thirdly) I am infamous for finding loopholes, and with this skill, I could create a literally impenetrable character- and if I can do it, anyone else can.
Warr Posted October 13, 2011 Author Posted October 13, 2011 (edited) Few problems there Skittsle. 1) Double check your examples. Kaguya are not given stat boosts at the same time they can regenerate, it is always and either or thing. Secondarily, this isn't a mainsite skill I'm making, it's a skill to fix a problem3rdly, the fact is you could just slap 'exposed' back and forth or say 'opponents are considered exposed for this technique' in your effects, and suddenly that mighty Kaguya 4240 becomes 2120, and can only reduce 530 damage. That means that an opponent would only have to fork over 800 chakra to smash them for 1200 damage and bam, that's over half of Total HP, and that's before any offensive modifiers are added in. Say they're fighting a glass canon [nin or tai], and they follow typical offensive stacker moves, then they're going to have like 2000 in offensive stat, and deal 500 bonus damage. Suddenly that kaguya tank is at 100 or so HP, oh goodness. Not to mention~ their glass canon opponent is going to hit them 2 more times before they get their next turn to regen 200 HP or so; because they have 0 speed. I have a problem with the system because of its ridiculous leaning towards giving offensive characters and especially glass canons & artillery fairies the major edge. At the current moment, one of the sennin in the game who stack ninjutsu [the same three sennin who some have referenced as 'the strongest' because they can do the most damage], could whip up a technique that basically amounts to this 'lol mega damage laser/wind blast/ice beam' [depending on the character]. They make this technique do 1200 base damage, and they have to pay 800 chakra to use it. In the case of Raz, he has 2,200 Ninjutsu and 2000 chakra as well as a 15% per turn regeneration to his chakra. In the case of Haruyuki, he has 2800 ninjutsu and 1500 chakra, as well as chakra flow rank 2, which allows him to regenerate 15% of chakra per turn. Syaoran, has 2000 ninjutsu and 2000 chakra, he also has chakra flow rank 2, which allows 15% of chakra regen per turn. Without worrying about bloodlines [though Sy is the only one with anything that turns off advanced regeneration] that means these three ninja regenerate 300 [Raz and Sy] and 225 [Haruyuki]. Throwing our aforementioned 1200 base damage forbidden Super Icy Wind Lazer blast, Raz and Sy are brought to approximately just under 2/3rds of their HP and could easily fling the technique again next turn with no real threat of passing out. Haruyuki is at least than half, but also could fling it in 2 turns if he wished. As this skill was made for Warrusu, and also with the fact he is the highest level defensive stacker and also has the highest defense in the game at the moment [at least among active characters], we're going to use him for this example as well. 1200+550= 1750 +100 from Ninjutsu Mastery [wind] and +10% of base damage of technique thanks to Kusanagi, no counting silver wind because it needs to be revamped, but counting Elemental Speciality Wind because of Silverwind being broken and unusable, that's another 10%. =2090 HP damage [Raz] 1200+500= 1700 + 10% [We'll say it's a water type ninjutsu] for this case. = 1820 HP Damage [sy] 1200+700= 1900 + 200 [Combined Effects of Ninjutsu Mastery [ice], and Secret Arts of Water - Rank 4]+30 [secret Arts of Water Rank 3] = 2130 HP Damage [Haruyuki] Warrusu has 840 Base Defense, His Equipment increases that by 200, and if I was at 120 and turned on Mizushin, that's increase defense by another 600. So my defense would be 1640 for all considerations. That would give me a 410 Damage Reduction, base. Assuming I threw up knowing the elements, somehow blocked, and the techniques sent my way were all wind, water or ice, then my damage reduction total for it would ideally be like this: Vs Raz: 2090/2 [block]=1045/4=262 [Thanks to Elemental Shield, Wind and counting .25 damage as 1 damage] 2x.9 [Chakra Barrier] = so 236 . 236 before defense is applied, or counting knowing the elements. With knowing the elements, that'd make my effective damage reduction 615 Damage, which should allow me to take 0 damage for the technique thanks to skill stacking, stacking, etc; and the fact that I'm taking 5% of my total Chakra per turn to upkeep this defense boost. From Raz, these combined things should allow me to take 0 damage, but because of the rules I have to take at minimum 104.5 damage, 120 damage if I went with the 'base damage' way, and you guys approved it. For all my skill points, hard work, and actual stat points I'm rewarded with the fact that I can just be smashed down turn by turn. With the highest HP in the game, and highest defense, and a defensive build, it'll take him maybe 10 turns to knock me out of the battle. Raz could theoretically hit me twice then hit me again the turn after. All the while, I have a 15% chance to hit Raz if I was trying to hit him, because of his evasion. If I'm lucky as hell I hit him, and then I say I'm using my most powerful technique and all my bloodline abilities. That's 600 Base Damage, +300 if I was using Crashing Wave of the Sea. 900 HP Damage, then. I get 120 Extra Ninjutsu from Mizushin being in defensive form, so I do 600+295+300+60 [subtle Elements Water]+30 [steamSOUL], that's 1285 HP Damage total. Raz has 500 Defense with equipment bonuses and stats, so 125 damage reduction. If he chose to use knowing the elements on this technique that somehow broke through, he'd have 185 Damage Reduction. If he fits into block range [and he has 2/3rd of a chance to do that with his extremely high evasion compared to my accuracy], then he's dealt 550 HP Damage. So he's at just under half of his HP damage, but the chances are about 1 in 10 at best that I'll deal enough to take him down in any following turn. Who wins? Him because he stacks offensively and evasion wise. I have a 1.5 in 10 chance to hit him and potentially take him unconscious, but thanks to second wind he's right back up next turn to hit me again. So who wins this fight? Raz because the system rewards offensive/accuracy/evasion stackers exponentially and doesn't make all those ninjutsu stackers use their ninjutsu to apply other effects or trying to attack the user's other tank stats. Vs Sy: 1820 Damage from Offensive Mods and such. 1820/2 [block] = 910/4 [Thanks to Elemental Shield Water] = 227.5 [so 228 for these purposes] + 228x.9 [Chakra Barrier] = 205.2 [so 206], 206x.9[steamHEART]=185.4 [Rounding Up to 186]. 186 before counting knowing the elements, or hydrokinetic, or any defense stats. My Defensive Modifiers would be 3280 Defense Stat, counting Hydrokinetic and Knowing the Elements. This would theoretically give me 820 Damage Reduction. Instead, because of the 5% of total incoming damage I get 91 damage dealt to me at minimum, despite the fact that my combined stats/skills/equipment would make me reduce the damage to 0. Trying to hit Syaoran, I have once again, a 15% chance to hit because his evasion being so much higher than my accuracy. Using the same technique as before, then my total modifiers would bring me to 1285 HP Damage Dealt/dealing Total From Bloodline, Stats, and Skills. Sy has 80 Damage Reduction from Stats/Equipment. Again, he has a 2/3rds chance to dodge, just like Raz does, because of maxed out evasion. This turns the damage into 602.5 HP Damage, before Sy's Alchemic Eye is thrown in there , and then that turns into 453 Damage [if Alchemic Thought isn't active, it's is, then it reduces it to 302. Under half of his HP in the first case, and just over a fourth of his HP in the second case. So who wins this fight? Sy because the system rewards offensive/accuracy/evasion stackers exponentially and doesn't make all those ninjutsu stackers use their ninjutsu to apply other effects or trying to attack the user's other tank stats. Vs Haruyuki: 2100 Damage from offensive mods and such. 2100/2 [block]=1050/4 [Thanks to Elemental Shield Wind and Elemental Shield Water] = 262.5 or 263x.9 [Chakra Barrier]=237 HP [236.7 rounded up]. 237 Damage before defensive modifiers, or knowing the elements, or skills, or anything of that sort is applied. Once again, the combined total of bonuses such as knowing the elements, hydrokinetic, and such should allow me a bonus of T3870 Defense, or 715 Damage Reduction. Once again, I should be able to take 0 Damage. Instead, because of 5% of total damage I get 105 HP dealt to me. Trying to hit Haruyuki, I have a 22% chance to hit him. As before, if I hit him with the same technique, I would deal 600[base]+300[Crashing Wave of the Sea]+295[Ninjutsu Mods]+60[subtle Elements Water]+60 [steamsoul]. That's 1315 Damage, total. Haruyuki has 1000 Defense thanks to Stats and recent equipment, so 250 damage reduction before any skills or anything like that. Assuming he rolls a block, which he has a 1 in 4 chance to do with such a roll, he takes half damage. That's 532.5 Damage. While his Jounin Tunic gives him a water shield thing, steamheart provides a reduction of elemental shield elemental resistance, so that turns the 533 into 400 HP. This means that I can do 1/3rd of Haruyuki's total HP if I'm lucky and it all works out, but! I'm nearly out of the count after the one technique use, which has a 1-in-4 chance to miss. So who wins in this battle? Once again, Haruyuki: because the system rewards offensive/accuracy/evasion stackers exponentially and doesn't make all those ninjutsu stackers use their ninjutsu to apply other effects or trying to attack the user's other tank stats. Vs Alchem Soba, long lost son of sanji: To iterate further. Let's say Alchem Soba, the long-long bastard son of Sanji shows up. He takes the glass canon build, and shovels even more stats than the others do into his stuff, ignoring defense entirely and such. He puts 3200 into Chakra, 2000 into Ninjutsu, and 2000 into Accuracy, and Evasion. That gives him 3300 stats to spread elsewhere, so we'll assume this is a viable build, potentially even if he shoveled 400 more into ninjutsu to make it 2400. He gets 600 Damage Mods from Ninjutsu alone. Assuming it's say, a once again a water technique, and he has it all, then his stuff turns into 1200 1920 into and he has ninjutsu mastery (water) [10 ranks], 2020 damage is the total damage before defensive modifiers are applied. Once again, with all my defensive stuff and assume I somehow block, then I'd reduce this theoretically to 0 damage, if the system didn't have the block on it. Instead, I have to take 101 damage [or a 17th of my HP] and he once again can hop skip and snipe until I'm dead, while it'd take me two very lucky rolls with all hopes, to take him out in one hit if he takes the typical nin-artillery piece build which requires like 1000 HP. Verdict: This skill is not game breaking, it is rather game equalizing. It provides for ninjutsu specialists to have to be 'strategic' in the way they take someone out, just the same way that anyone attempting to attack them has to do. If anyone was fighting Haruyuki, Raz, or Sy, they would have to both use AoE, and use a chakra or stamina based attack, which is costly when you have only a 1.5 in 8 chance to hit. This skill simply does similar. It says 'You have to make a technique that bypasses defense or a skill that bypasses defense, or you have to hit me with burn/bleed/poison or ghost damage, or you have to inflict things on me via status effects.' I mean, that's how it'd just be, in the end. You could still rain migraine after migraine after migrane upon me to make me lose HP, especially if you threw techniques that did a medium amount of base damage from it, you'd just have to take me down slowly. So I'd like to ask you to consider this not from the standpoint of someone who wants 'fast and furious' battles, as you all have argued before when we revamped the defense system and I wanted to make defense also increase block chance naturally; but someone who plays a defensive build character. Eechi understands it after Akushi, I believe- but I'm not sure that you two are looking at it from a 'fair' perspective. It makes things more strategic for those of you who play glass canons, yes- but it's also hard to get and it also isn't broken just because it requires an opponent to use 'strategic' abilities upon you. I mean- even in the defense game, with highest HP and highest defense in the game, I'd not survive too long over 20 turns, and that's the whole point either? 20 turns seems to be the 'impossible no player should be able to survive' point; but that is bunk. Sending out a 800 damage technique super easy on costs at sennin rank, it's less than 10% of Raz or Sy's entire chakra, only like 30% of Haruyuki's; and it's also something you could do basically every turn, chipping for 17 turns until BAM, battle is ova! This isn't right. Edited October 13, 2011 by Warr
cntrstrk14 Posted October 13, 2011 Posted October 13, 2011 Still denied in its current form. However, after reading, I believe an instance where this could work is if you could only ignore the 5% rule if the user blocked the attack. P.S. - The game is purposely tilted towards offensive characters as a conscious game design choice. We want battle to proceed towards an finish and not to stalemate into long drawn out instances. This was also the mentality behind the last set of Genjutsu changes, since Genjutsu vs Genjutsu battles suffered from the same stalemating problem.
Warr Posted October 13, 2011 Author Posted October 13, 2011 I'd be fine if it allowed that and- otherwise changed the wording of 'defense may not reduce damage below 5% total damage', to 'defense may not reduce damage below 5% BASE damage'.
cntrstrk14 Posted October 13, 2011 Posted October 13, 2011 You should check admin, I posted that change proposal like 5 hours ago <3 Edit: Also, please let's remove some of these ridiculous requirements. Most of them don't mean anything. You would be fine with just "Path of the True Defender". This is one of those NA 4.0 cases of just listing things already on a character's sheet to make it seem like requirements make it harder to get when its already acquired xD (I know because I was guilty of the same thing way back when.)
Warr Posted October 13, 2011 Author Posted October 13, 2011 I've been awake only since 5pm and had chores then spent like... 1.5 hours writing my reply with all the stats/stuff, because I had to go double check every hachinin I was referencing's stats.
cntrstrk14 Posted October 13, 2011 Posted October 13, 2011 Seems like a bad use of time 25 hours before character sheets freeze (Also, get some more sleep.)
cntrstrk14 Posted October 13, 2011 Posted October 13, 2011 Stonewall: Approved Beach Against Waves: Once per battle. If you want to do this more than once I would say make it 2 ranks, once per rank. First rank can be -2 SP, second rank -1 SP. Alternatively, make it twice per battle and -3 SP, lol.
cntrstrk14 Posted October 13, 2011 Posted October 13, 2011 Just to be clear for 3 years from now when we look at this, "block" means the rolled die block, not some future block term we create in the next few years. APPROVED