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D Rank Mission: Administration Assistant!

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Aaand another one!

LinkDesert Piercing Punch
Problem: Listed as a Ninjutsu when clearly costed and designed to be a taijutsu technique, even the description is 100% taijutsu.
Expected: Change the listing from Ninjutsu to Taijutsu and shift the area it is searched under on the mainsite.

Tech as is now:

Spoiler

Desert Piercing Punch | Sabaku Ketatamashii Wantsū
Type: Ninjutsu [Desert Aikido] 
Rank: Chuunin 
Cost: 70 Stamina, x Counter Charges 
Damage: 100 
Effect: The user may spend x Counter Charges when they use this technique to increase the fail chance of a Response Phase Jutsu used in the next turn by 20x%, whereas x is equal to the number of charges spent to a maximum of four (4). 
Description: With their expert training in the way of defense, the user of this technique will identify the opponent's defensive stance and style to some degree of accuracy. Utilizing this knowledge, the user will quickly slide within the reaches of the opponent's defenses and deliver a close proximity double burst punch, knocking them a few feet back and recovering their own defensive distance.
Points: 3


Tech as it should be:

Spoiler

Desert Piercing Punch | Sabaku Ketatamashii Wantsū
Type: Ninjutsu [Desert Aikido] 
Rank: Chuunin 
Cost: 70 Stamina, x Counter Charges 
Damage: 100 
Effect: The user may spend x Counter Charges when they use this technique to increase the fail chance of a Response Phase Jutsu used in the next turn by 20x%, whereas x is equal to the number of charges spent to a maximum of four (4). 
Description: With their expert training in the way of defense, the user of this technique will identify the opponent's defensive stance and style to some degree of accuracy. Utilizing this knowledge, the user will quickly slide within the reaches of the opponent's defenses and deliver a close proximity double burst punch, knocking them a few feet back and recovering their own defensive distance.
Points: 3


Character Rewarded: Rinha Otome

Edited by Princess
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Problem: Blood on the Wind cost is too high. 

This is a balance issue and not a clarity issue. I've updated the Q&A to cover main site techniques. No rewards, though I've made a note of it.

 

Problem: Slashing Wind Skill reduces enemy Evasion instead of Accuracy boosting.
+80 EXP & $40 to Sasageru Kagura.
 
Problem: Desert King uses Jonin ratios for damage instead of Chuunin

Balance issue, but noted.
 
Problem: Earth Dragon Bullet 
reduces enemy Evasion instead of Accuracy boosting.
+80 EXP & $40 to Sasageru Kagura.
 
Problem: Pinpoint Fault's name is given as 'Iwa Release' not 'Earth Release'
I think this is intended, since its an Iwagakure jutsu. 
 
Problem: Bastard Sword of Lightning increases
 enemy Evasion instead of Accuracy reducing.
+80 EXP & $40 to Sasageru Kagura.
 
Problem: 'Grass' is listed as a combinatorial element on the techniques page.

+50 EXP & $20 to Sasageru Kagura.
 
Problem: Hand of the Earth God in the description it says it can only be used once. 

+50 EXP & $20 to Sasageru Kagura.

 

Problem: Custom Ninjutsu does not have a 'Blank Technique Sheet' thread.
+50 EXP & $20 to Rinha, Otome


Problem: Custom Custom Armour does not have a 'Blank Technique Sheet' thread.

+50 EXP & $20 to Rinha, Otome


Problem: Custom Positive Skills does not have a 'Blank Technique Sheet' thread.

+50 EXP & $20 to Rinha, Otome

 

Problem: Custom Hindering Skills does not have a 'Blank Technique Sheet' thread.

+50 EXP & $20 to Rinha, Otome

 

Problem: Desert Piercing Punch is listed as a Ninjutsu, should be Taijutsu

+100 EXP & $40 to Rinha, Otome

 

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Link: Custom Summon Sheet

Problem: Custom summon sheet still lists Resistance as a stat.

Expected: Remove Resistance from custom summon sheet and the code snippet below it.

Reward: Aburame Hounoki

 

Link: Main Site Summon Sheet

Problem: Main site summon sheet still lists Resistance as a stat.

Expected: Remove Resistance from main site summon sheet.

Reward: Aburame Hounoki

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Problem: Custom summon sheet still lists Resistance as a stat.

+20 EXP and $10 to Aburame Hounoki

 

Problem: Main site summon sheet still lists Resistance as a stat.

+50 EXP and $20 to Aburame Hounoki

 

Problem: Wording referring to the minimum chance to hit is incorrect—it is listed as chance to miss.

+50 EXP and $20 to Renzukan

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Link: Hyuuga Clan
Problem: The description discussing the Uchiha says they have "Completions." I imagine it is supposed to say "Competitions."
Expected: Sentence should read as follows: "The Hyuuga actively have competition with the Uchiha for doujutsu bragging rights and spots among ANBU."
Character Rewarded: Yamada Aoi

 

Link: Inner Conflict
Problem: Effect says "You may not PREFORM."
Expected: It should read as followed: "You may not PERFORM"
Character Rewarded: Yamada Aoi

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Problem: The description discussing the Uchiha says they have "Completions." I imagine it is supposed to say "Competitions."
Problem: Effect says "You may not PREFORM."

- Both of these are not main site. This D Rank Mission is not for user creations but for main site bugs.

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Link: Health Points [HP] in glossary
Problem: In the glossary, under Health Points, it states "If a character's HP reaches more than - 10%, the character dies." The death threshold value was changed to - 25% in update 8.3.3

Expected:  The Health Points entry in the Glossary should be changed so that it matches the description of health on the Stats page:

"Once HP reaches 0 the character falls unconscious, and if it manages to fall below -25% its total then the character dies." 

 

Reward: All in money to Nara Jin

Edited by Ootspunter
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Problem: The skill 'Master Tactician' has an option that allows you to inflict 'Half Opening' on your opponent. "- Tactics; Flanking Maneuver: If the user or one of their allies successfully attacks an opponent, the next attack on that opponent is considered to have the effect of 'Half Opening'." Half Opening No longer exists.

Link: http://ninja-academy-online.com/skills.php#General

Fix: Change the effect to "Opening" or rewrite it as "The target has an unmodified 50% chance to dodge that attack" which was the mechanical effect of Half Opening.

Rewards to: Uzumaki Yoshito

 

EDITED: Added a new discovery

 

 

Problem: Climates reference "Rounds" in their rules for creating a climate jutsu, and defines them there, but the term Round is not listed in the glossary or defined anywhere easily accessible. This seems to be a pretty common/general term that would be good to have in the glossary.

Link: http://ninja-academy-online.com/glossary.php and http://ninja-academy-online.com/terrainrules.php

Fix: Add the definiton of "Round" which is given as "A round is considered to be one full loop in which every character has had at least one turn." to the glossary.

Rewards to: Uzumaki Yoshito

Edited by Kouta
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Problem: The skill 'Master Tactician' has an option that allows you to inflict 'Half Opening' on your opponent. "- Tactics; Flanking Maneuver: If the user or one of their allies successfully attacks an opponent, the next attack on that opponent is considered to have the effect of 'Half Opening'." Half Opening No longer exists.

+100 EXP and $50 to Uzumaki Yoshito. This will take a bit but will be in the next patch as staff need to sign off on an update.

 

Problem: Climates reference "Rounds" in their rules for creating a climate jutsu, and defines them there, but the term Round is not listed in the glossary or defined anywhere easily accessible. This seems to be a pretty common/general term that would be good to have in the glossary.

+20 EXP and $10 to Uzumaki Yoshito. Not really a bug at all, but a fine suggestion. Right now I think only climate and terrain use rounds as normal duration refer to the turns of the player it effects. Only terrain and climates have duration independent of a host character.

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Link: "Death & Unconsciousness" on Battle System page

Problem: On the Battle Systems page, under "Death & Unconsciousness" (3.07), the second example shows a chapter dying after reaching only -12% health. The death threshold value was changed to - 25% in update 8.3.3, and this example reflects the older -10% threshold. 

Expected: The second example should be changed so the health falls to less than -25. The first could also be changed to something < -10 but > -25 to really highlight that -10 is not the death threshold anymore. Here's the example section:

 

Example:

Ninja A has 100 Health total.

Ninja B attacks Ninja A and lowers his Health below 0 to -12.

Ninja A is unconscious, but not dead. 

 

Ninja A has 100 Health total.

Ninja B attacks Ninja A and lowers his Health below 0 to - 28.

Ninja A is dead.

 

Rewards to Nara Jin

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Problem: On the Battle Systems page, under "Death & Unconsciousness" (3.07), the second example shows a chapter dying after reaching only -12% health. The death threshold value was changed to - 25% in update 8.3.3, and this example reflects the older -10% threshold. 

+50 EXP and $20 to Nara Jin

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Link: Effects and Statistics
Problem: Example two under Health states: 

Example - Ninja A has 50 Health total, and Ninja B deals him 52 damage. Ninja A's health is at -2, which is below 0 so he is unconscious. If Ninja B had made ninja A go below -5 health though, he would have died permanently. 
Expected: Ninja B should only die if he drops below -13 health (25% of 50).
Character Rewarded: Sokudo Kumori

Edited by CTL1989
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Problem: The skill, Gather, has 4 listed as the Rank even though it should be 1 since it was resubbed. Also minor, but the recently approved version has the name 'Gatherer' rather than 'Gather' (fits better).

Link: http://www.ninja-academy-online.com/skills.php#Equipment

Fix: Change the Rank number of Gather to 1. Possibly change the name Gather to Gatherer.

Rewards: Sarutobi Hayate

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Problem: The skill, Gather, has 4 listed as the Rank even though it should be 1 since it was resubbed. Also minor, but the recently approved version has the name 'Gatherer' rather than 'Gather' (fits better).

+50 EXP and $20 to Sarutobi Hayate

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Problem: Rules as written, Sennin are forbidden from taking B rank missions (and exclusively B rank).

Spoiler

- D Rank Missions: Available to any rank. These missions merit 400 EXP and $100 to each person. 
- C Rank Missions: Available to any rank. These missions merit 800 EXP and $200 to each person. 
- B Rank Missions: Available to Chuunin and Jounin rank ninja. These missions merit 1200 EXP and $300 to each person. 
- A Rank Missions: Available to Chuunin of at least level 45, Jounin and Sennin rank ninja. These missions merit 1600 EXP and $600 to each person. 
- S Rank Missions: Available to Jounin of at least level 70, and Sennin rank ninja. These missions merit 3200 EXP and $1200 to each person.

Link: 4.04 Missions

Expected Fix: Either add Sennin to the above highlighted section, or change the wording on A and S rank missions to specify '...Chuunin of at least level 45 or higher ranked ninja.'
Character: Rinha Otome


Problem: Gaining multiple main phases absolutely tanks your offences, and the first point of 3.13's "Notes and Other Rules" contradicts the fourth point. Yes it's in the multiple hits section, and we all play it the proper way, but it can confuse new players of which we've gained a couple recently.

Spoiler

All damage done in a single turn gains only one modifier. The modifier, if there are multiple hits, is divided by the amount of hits and added to every hit rounded up. Usually we prefer to not have techniques use more than five hits at a single time, as rolling to dodge can get annoying. This applies to basic attacks, small weapon attacks and any other attacks that are not a jutsu and are not covered under the multi-hit jutsu rules. This division also includes the defensive modifier of the targeted ninja. A ninja who is being attacked divides their modifier between all of the hits from a multi hit jutsu.


Example:
Ninja A has a Ninjutsu score of 300 and uses a technique that fires four fireballs for 20 damage each. Ninja B, the target, has a Defense of 100.
- First you find out the modifier, which for this example is 50. (300 Ninjutsu - 100 Defense is 200, which is the modifier of 50)
- Next you divide the modifier by 4, which is 12.5, rounded to 13.
- Finally you add this to each fireball, which causes each to deal 33 damage a piece.

Notes and Other Rules:
- A ninja gets one full offensive modifier per turn, no matter what.
- A ninja gets one full defensive modifier per attack targeting them. 
- Reminder: Multi-hit jutsu are considered a single attack.
- Logic: Each attack should have one full offensive and one full defensive modifier applied.

Link: 3.13 Multiple Hits and Modifier Division
Expected Fix: Defence is worded to be one full modifier per attack, offence should be equally worded. The section should be written as:

Spoiler

All damage done in a single attack gains only one modifier. The modifier, if there are multiple hits, is divided by the amount of hits and added to every hit rounded up. Usually we prefer to not have techniques use more than five hits at a single time, as rolling to dodge can get annoying. This applies to basic attacks, small weapon attacks and any other attacks that are not a jutsu and are not covered under the multi-hit jutsu rules. This division also includes the defensive modifier of the targeted ninja. A ninja who is being attacked divides their modifier between all of the hits from a multi hit jutsu.


Example:
Ninja A has a Ninjutsu score of 300 and uses a technique that fires four fireballs for 20 damage each. Ninja B, the target, has a Defense of 100.
- First you find out the modifier, which for this example is 50. (300 Ninjutsu - 100 Defense is 200, which is the modifier of 50)
- Next you divide the modifier by 4, which is 12.5, rounded to 13.
- Finally you add this to each fireball, which causes each to deal 33 damage a piece.

Notes and Other Rules:
- A ninja gets one full offensive modifier per attack, no matter what.
- A ninja gets one full defensive modifier per attack targeting them. 
- Reminder: Multi-hit jutsu are considered a single attack.
- Logic: Each attack should have one full offensive and one full defensive modifier applied.

Character: Rinha Otome

Edited by Princess
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Problem: Rules as written, Sennin are forbidden from taking B rank missions (and exclusively B rank).

+50 EXP and $20 to Rinha Otome

 

Problem:  Gaining multiple main phases absolutely tanks your offences, and the first point of 3.13's "Notes and Other Rules" contradicts the fourth point. Yes it's in the multiple hits section, and we all play it the proper way, but it can confuse new players of which we've gained a couple recently.

+75 EXP and $30 to Rinha Otome

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