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KnightOfBreath

The Twin Eclipses

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Nisshoku | Solar Eclipse | 日食

Weapon Type: Katana

Size: Medium

Special Abilities:

Painful Wounds: During any turn they are hit by this weapon, opponents lose X Health whenever they perform a Taijutsu technique. X is equal to 10% of the base Stamina cost of the technique.

 

A Thousand Cuts: Weapon Attacks performed with this weapon that inflict Weakened and or Metabolic Shock add one additional turn to the status effect's duration, up to the status effect's maximum duration.

 

Description: Forged from cold iron by the Mochizuki clan, Nisshoku is practically the antithesis of its counterpart. In addition to the unearthly chill it leaves in its wake, the edge itself is razor sharp, perfect for leaving deep, painful wounds. Slightly shorter than the average katana, the cross guard is a simple black circle outlined by a gold rim, invoking the likeness of the sun obscured by the moon.

Cost: 両???

 

 

 

Gesshoku | Lunar Eclipse | 月食

Weapon Type: Katana

Size: Medium

Special Abilities:

Spirit Cutter: Basic Weapon Attacks performed with this weapon inflict Chakra damage instead of normal damage and do not receive damage modifiers.

 

Full Moon Seal: Once per battle per ninja rank, the user may add the following effect to attacks performed with this weapon: "When hit, the opponent gains 'Knowledge Seal; X', where X is a Ninjutsu technique the opponent used in their last turn that the user selects. 'Knowledge Seal X' lasts until the end of the battle, this weapon is destroyed, or this weapon is unequipped."

 

Knowledge Seal; [X]

Spoiler

A piece of memory has been taken from you, or the physical ability to perform an action. Either way you are unable to do what you were once able to.
This character may not use the following [Jutsu] or any other jutsu with the same name.

 

 

 

Description: Rumoured to have been forged by some long-forgotten ancestor of the Mochizuki from a star that fell from the sky, the metal has the unusual ability to absorb chakra via blood contact. Slightly shorter than the average katana, the cross guard is a simple dull, red circle, invoking the likeness of the moon in shadow.

Cost: 両???

Edited by CTL1989
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Okay, so these are both weapons for my Konoha nin, Kenji for use with his two taijutsu styles.

 

First time making any weapons, so I've got no idea on the costing of the special abilities (or if they're too strong for weapon abilities), so any feedback is appreciated!

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My battery is low, so I apologize for any curtness. I don't really have time to decide on costs right now, so I'll come back and handle those after you've made the below edits.

 

For both weapons, please remove the attributes and levels. Those get added in the buy thread after the review process. Basically make them look like this post, Tony expands a little bit on why later in that thread.

 

Solar Eclipse; Painful Wounds: Sure. These only last one turn and there's inherit counterplay to effects like this - your opponent controls how much Stamina they choose to spend or even whether or not they even use a Taijutsu, after all.

 

Solar Eclipse; A Thousand Cuts: Are you sure you want this to affect Sickened? That status is currently borderline-useless. It only affects techniques with upkeeps, which we've weeded out, and so now it only hurts… what, Keanu because his AS is technically a technique and so is a tech with upkeep? Maybe a few legacy techs that will be resubed as soon as they get reused too. Otherwise, I think this is okay.

 

Lunar Eclipse; Spirit Cutter: Please state that this damage does not receive modifiers. Chakra and Stamina damage are not allowed to be modified, and I'd like this to state that to limit confusion.

 

Lunar Eclipse; Full Moon Seal: I'mma say yes, but with the caveat that you have this inflict Knowledge Seal; X, where X is the technique you're sealing, instead of the current effect. It's a main site trauma skill, and for ease of reference, here is the effect: 

 

Knowledge Seal; X

This character may not use the following [Jutsu] or any other jutsu with the same name.

 

Just keep it limited to the end of the battle or until the weapon is destroyed or unequipped, and I think this is good. You can also change the first line to "Whenever this Weapon is used as a part of an attack, yadayadayada." Weapon Jutsu and Basic Weapon Attacks both fall under that label.

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Makes sense! I've removed the levels and attributes.

 

A Thousand Cuts: I've replaced [Sickened] with [Metabolic Shock], since it's a similar end-result to what I was aiming for. Metabolic Shock is a stronger Status Effect, however, so I'm not sure if it makes the ability too strong?

 

Spirit Cutter: Done!

 

Full Moon Seal: Updated! I did my best with the wording, but let me know if anything is unclear or needs rephrasing.

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We are getting there! Use the following text for Gesshoku in place of what you have written, it's a little clearer and more concise. It also buffs up Full Moon Seal a bit. 

 

Spirit Cutter: Basic Weapon Attacks performed with this weapon inflict Chakra damage instead of normal damage and do not receive damage modifiers.

 

Full Moon Seal: Once per battle per ninja rank, the user may add the following effect to attacks performed with this weapon: "When hit, the opponent gains 'Knowledge Seal; X', where X is a Ninjutsu technique the opponent used in their last turn that the user selects. 'Knowledge Seal X' lasts until the end of the battle, this weapon is destroyed, or this weapon is unequipped."


-------

For Nisshoku, use the following for A Thousand Cuts: "Weapon Attacks performed with this weapon that inflict Weakened and or Metabolic Shock add one additional turn to the status effect's duration, up to the status effect's maximum duration.

 

As for Painful Wounds, I see two ways we can go about this. With or without counters. You include counters in the effect, but… well, you inflict a maximum of one counter per turn, and it's automatically lost at the end of the turn. It's… not actually counting anything beyond 1 lol, you don't need to keep track of how many there are, especially if you don't have to worry about them for more than one turn.

 

So I’ve written up a few options for you. There are others available, of course, and you’re free to propose them or go for something different if you wish. These are just some I've written up that you can copy-paste for easy edits.

 

If you don't want to go higher than 1, we'll remove the counters and use the following text:

“During any turn they are hit by this weapon, opponents lose X Health whenever they perform a Taijutsu technique. X is equal to 10% of the base Stamina cost of the technique.”

 

If you do want to go higher than 1, but last one turn, use this text instead:

“Every opponent that performs at least one Taijutsu technique during a turn they were hit by this weapon loses X Health, where X is equal to 5% of the base Stamina cost of the technique per strike that hit them.”

 

Finally, if you want to last more than one turn, and so use the Pain Counters, use this text: 

“Whenever a strike performed with this weapon hits an opponent, that opponent gains one Pain Counter. For every Pain Counter a character has, they lose X Health whenever they perform a Taijutsu technique, where X is equal to 5% of the base Stamina cost of the technique. All characters lose two Pain Counters at the end of their turn.” 

 

Anyway, make these updates and I'll check this thread out again, and if we get the effects to where I think they're approvable, we'll move on to costing them.

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Honestly I'm pretty fine with  the majority of those effects as is.

Costing, off the top of my head, I would say:

Painful Wounds: This one has the potential to be absurdly strong or completely useless. I think you could comfortably price this at 400. Since it isn't going off the base cost, cost reduction applies first, meaning anyone who is planning to use taijutsu against you and fall prey to this likely has the tools sitting there to minimise what it can do anyway, and if particularly scared they can drop a shield/barrier, rpj or destroy the weapon. If they aren't a tai user or tai hybrid, this does literally nothing.

A Thousand Cuts: This one, I would go down as low as 250 for. Both Metabolic Shock and weakened fall within the range of what Affliction can add, but this is doing that automatically instead of spending chakra to activate them, and of course getting potentially both at once. Together as affliction they would cost 75, I think we double that for allowing them to happen together, and add 100 for circumventing the once per attack and chakra cost requirements. Maybe just add a note this cannot be combined with Weakened or Metabolic Shock granted by Affliction, else I feel it would become a little too oppressive.

Full Moon Seal: Now, this is the big one. Typically something like this would need a variable cost relative to the incoming attack. But as a one off finishes at the end of the battle, it actually reminds me a lot of the ability stealing on the brave sword. Sealing I feel is less oppressive than turning it on your opponent, because if someone's entire build revolves around a single technique, and they use it, then let you hit them and seal it, honestly they kind of deserve it. Copying the jutsu was 1500, required a setup phase action, and had up to 4 uses per battle at max weapon level. I think we can go 800 for yours, given it's once per battle, easily played around, but still quite a powerful ability.

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I agree with Princess' costs and analysis, though it looks like he missed Spirit Cutter. I'd place this at about 250 ryo. Comparing this to the two currently approved weapons that inflict Ghost Damage, which run at 400 ryo each, this comes up a bit short.

 

Ghost Damage is something that wins you the fight on its own, whereas Chakra damage puts you in a position to do so, but does not end it itself. Chakra is regenerated, but Ghost Damage is not - and is actually a real bitch to heal unless you have one of, like... three abilities that cost skill points - so unless you put it out consistently or keep your opponent persistently under Metabolic Break Down, they will recover. This does have the advantage of benefiting from ratios, which the Ghost Damage weapons also get, but I am not overly concerned here as the damage is limited to basic attacks and is unmodified.

 

Some advice regarding Chakra and Stamina damage, if you're planning on focusing on it, shoved into a spoiler because it's long:

Spoiler

At low levels, it has its uses, but is not particularly reliable and requires the majority of your CP and actions if you want it to be your primary win condition. If you do focus on it, most of it is liable to be healed up when the opponent has their turn, while they're smacking for real damage or status effects.

 

That said, it does have three primary uses here at low levels: the first is that lots of people put small amounts of stats into their off-tank, so it's low and vulnerable. One or two hits there could make the costs of their primary tank skyrocket. 

 

The second use is for when an opponent overextends. Typically, people try not to spend much more than they regenerate per turn - but if they do, especially at low levels, they can put themselves in a position where only have enough Chakra left to soak a little bit of damage to it. If you capitalize on their mistake there, you win the battle - no fuel left in their primary tank means that they can't fight you anymore, no Genjutsu or Ninjutsu specialist is gonna win with basic attacks, and if you remove all of a Taijutsu specialist's Stamina, they probably won't be able to attack you at all. You can calculate how much Chakra and Stamina someone has by watching their regen and keeping in mind how much they spent throughout the fight, which will tell you when a good time to attack is.

 

The third lies more in preventing their expensive attacks than in winning the battle. If you keep their Chakra low, those big expensive attacks of theirs look less appetizing, because they don't want to overextend and leave themselves vulnerable.

 

As you gain levels, this shifts a bit, but not hugely. The greatest change at Chuunin is that you gain Clones and Summons, who can help you out here. They can lay down the Metabolic statuses, or the cost increasing ones, or just inflict the tank damage themselves while you do something else. That said, focusing on tank damage at this stage is still not great, and it remains best as a small kit you have to take advantage of the right situations.

 

Jonin, and especially Sennin, it starts becoming a more viable strategy. It's easier to keep their regeneration down and their costs high, and Chakra and Stamina damage remains unmodified. That said, I still wouldn't put a focus on it, but it's certainly worth investing in some. All of what I said above, about how to use it as a Genin? That all still applies, except you hit them for much harder and they'll have a difficult time recovering from it.

 

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