Anonymous Posted November 7, 2013 Share Posted November 7, 2013 All of these rules are so foreign to me. Looking into making a character, so questions abound. Simple stuff first: 1. How does bleed damage interact with the defense stat? It seems like a very inefficient way to deal damage if the defense stat reduces it, but having it ignore the stat entirely seems slightly... overpowered. 2. Defense stat - what is the lowest that it can reduce the damage of one of my technique? Is that minimum based on total damage after modifiers or the base damage of the technique? Quote Link to comment Share on other sites More sharing options...
Rhap Sodos Posted November 7, 2013 Share Posted November 7, 2013 1. Bleed/Burn/Poison ignores modifiers. This means that Defense does not decrease the amount of damage dealt, but also that Nin/Gen/Tai do not increase it. If a technique says it does 20 Bleed Damage, and it hits, it just deals that 20 Bleed Damage. 2. Defense: "This can never reduce an incoming attack below 5% of its total damage, rounded up." From: 2.01 Effects and Stats. Quote Link to comment Share on other sites More sharing options...
Anonymous Posted November 8, 2013 Share Posted November 8, 2013 Ah yes. I understand. The 'Passive Damage Reduction' in Jutsu rules had confused me when I looked to Defense. >_< Thank you Rhap. I was looking through old skills. This one seems out of date and I don't know how it could be updated, given the apparent change to the status effect Enraged. Just thought I would bring it up, since I had been considering it for my character: http://ninja-academy-online.com/forum/index.php?showtopic=31221 Quote Link to comment Share on other sites More sharing options...
Rhapsody Posted November 8, 2013 Share Posted November 8, 2013 On that same note, who owns Warr's stuff now? Quote Link to comment Share on other sites More sharing options...
cntrstrk14 Posted November 8, 2013 Share Posted November 8, 2013 Staff has control over inactive member's creations. If there is something in particular you want permission to take or resubmit let us know and we will take a look to make sure it's okay. Quote Link to comment Share on other sites More sharing options...
ZeroFate Posted November 12, 2013 Share Posted November 12, 2013 What are the rules for landing critical hits with multi strike attacks? Maybe I'm looking in the wrong place, but I can't find any on the site. Critical rules say the *attack* deals 1.5x it's total damage, but Attack/Strike rules say that an attack can be made of multiple strikes. So if I throw a 3 strike attack at them, and they roll a 1, a 56, and a 93, does that 1 make them take 1.5x the damage of the entire attack, or 1.5x one third the total damage? (I'm assuming the latter, but. . .) On that note, there seems to be a conflict on increased critical chance. Jutsu rules say that the maximum is 30%, but Battle System rules say 50% by passive effects and 75% by active. Am I just reading that wrong? Quote Link to comment Share on other sites More sharing options...
Leon Posted November 12, 2013 Share Posted November 12, 2013 (edited) Say you are using a jutsu that performs 3 strikes for 30 damage. That means your opponent has to roll for each one separately. So lets say they roll 1,40, and 90. That would mean the first attack does critical hit so it deals 1.5 times the normal damage, but unless the other ones critical hit they just do normal damage. I can show you how it would be done in damage tags too if you would like Edited November 12, 2013 by Leon Quote Link to comment Share on other sites More sharing options...
ZeroFate Posted November 12, 2013 Share Posted November 12, 2013 Damage tags would be nice. Basically what I'm asking is, using your example, is that critical strike doing 45 damage (1.5x the damage of the attack, like critical rules imply) or is it doing 15 damage (1.5x the damage of that individual strike)? (you were saying 30 total damage, not 30 damage per strike, right?) Quote Link to comment Share on other sites More sharing options...
Rhapsody Posted November 12, 2013 Share Posted November 12, 2013 (edited) On that note, there seems to be a conflict on increased critical chance. Jutsu rules say that the maximum is 30%, but Battle System rules say 50% by passive effects and 75% by active. Am I just reading that wrong? Those maximums are correct, but the jutsu one doesn't conflict. You just can't add more than 30% from a tech. It even states that in the crit rules. (Also it's per strike. You roll for each strike, so if one strike is crit, then you multiply the damage of the strike by 1.5x, NOT the entire attack. In the case of your example, it's 15.) Edited November 12, 2013 by Rhapsody Quote Link to comment Share on other sites More sharing options...
Leon Posted November 12, 2013 Share Posted November 12, 2013 (edited) Right it would be like this [30 Base Damage + 0 Nin mod - 0 Def Mod = 30 Per Strike} Opponent rolls 1,40,92 Crit Hit = [30 * 1.5 = 45] Opponent takes 45, 30, dodge Does that help zero? Edited November 12, 2013 by Leon Quote Link to comment Share on other sites More sharing options...
cntrstrk14 Posted November 12, 2013 Share Posted November 12, 2013 On Criticals: The language is out of date, it should use the terms strike. Each strike can critical separately, just like each strike can be blocked separately. Quote Link to comment Share on other sites More sharing options...
Anonymous Posted November 15, 2013 Share Posted November 15, 2013 Is this skill up-to-date with current NA standards? http://ninja-academy-online.com/forum/index.php?showtopic=31073&hl Quote Link to comment Share on other sites More sharing options...
Rhap Sodos Posted November 15, 2013 Share Posted November 15, 2013 Yes. Quote Link to comment Share on other sites More sharing options...
Rei Posted November 15, 2013 Share Posted November 15, 2013 Is this skill up-to-date with current NA standards? Anything before 2008-2007 is out of date. otherwise, it's probably fine. Quote Link to comment Share on other sites More sharing options...
Miso Posted November 17, 2013 Share Posted November 17, 2013 On Criticals: The language is out of date, it should use the terms strike. Each strike can critical separately, just like each strike can be blocked separately. On that note what is the cap for crit percentage? I asked before looking, yes. =o Quote Link to comment Share on other sites More sharing options...
Major Posted November 17, 2013 Share Posted November 17, 2013 50% for passive effects, and 75% for active effects. Quote Link to comment Share on other sites More sharing options...
Rhapsody Posted November 17, 2013 Share Posted November 17, 2013 Lol... It was posted like 3 posts ago. 50% passive and 75% active. But you can only add 30% in the tech (passive). The rest is from other sources. Quote Link to comment Share on other sites More sharing options...
Anonymous Posted November 24, 2013 Share Posted November 24, 2013 Which is applied first, percentage or static modifiers? Such as Inner Calm/Concentration and Chakra Barrier/Defense. Quote Link to comment Share on other sites More sharing options...
cntrstrk14 Posted November 25, 2013 Share Posted November 25, 2013 Normally it goes by order of operations, so powers and parathesis -> multiple and divide -> addition subtraction. However, in your example Iron Skin and Chakra Barrier say "total damage" which means they are applied last after all other modifiers. Things like Resistance Mastery are rolled in with the Defense and Ninjutsu calculations. Quote Link to comment Share on other sites More sharing options...
ZeroFate Posted December 6, 2013 Share Posted December 6, 2013 (edited) Protective Cross (Kago Kouso); Level 1Type: Ninjutsu [General]Rank: Gennin [Medical]Cost: 75 Chakra Effect: The next Gennin level Ninjutsu/Genjutsu used against the target is negated. Description: The medical ninja inscribes a small cross on any exposed skin of the target. This cross glows very dimly and protects the bearer from harm. Cost: 3 ^ Does this take effect automatically in the response phase, or does it only trigger if the character fails to dodge? Summoning Tattoos Your dedication to the summoning arts is deep, dedicating your own body as a canvas for your work. The tattoo allows you to preform the ritual without chakra.With this skill, you can create one summoning tattoo on your body. This must be done out of battle, and it can only be used once per battle per rank in this skill. With this you may attempt to summon a creature without paying the cost of the specified summoning technique, although its success rate is lower. After you roll your die and add your modifiers, you subtract 50 (cannot be less than 1). Takes 10 posts to create a tattoo on yourself, but only has to be done once as tattoos never fade. ^ The main site says there's 3 ranks to this skill, but it's not clear on what each rank does. Are you allowed up to 3 tattoos? If that's the case, what exactly is the point in having more than one (if a tattoo is linked to a specific summon family, shouldn't the description say that)? Edited December 6, 2013 by ZeroFate Quote Link to comment Share on other sites More sharing options...
Cellar Door Posted December 6, 2013 Share Posted December 6, 2013 Protective Cross: That depends entirely on if your target is a willing recipient or not. If you're trying to use it to prevent an enemy technique from working on them, they can attempt to dodge, in which case it is only effective after a failed dodge. On an ally, they would likely forgo a dodge roll to receive the benefits, in which case it would take effect immediately in the Response Phase. Summoning Tattoo: Different summons, different tattoo. You may have one tat per summon. Quote Link to comment Share on other sites More sharing options...
ZeroFate Posted December 6, 2013 Share Posted December 6, 2013 On the Protective Cross, I meant after it had already been applied. If someone shoots a fireball at my friend who I put the cross on one turn previously, does the cross automatically block it, or is it a safety net in case they don't dodge it? Quote Link to comment Share on other sites More sharing options...
Cellar Door Posted December 6, 2013 Share Posted December 6, 2013 (edited) It's negated before the dodge roll. It basically makes god your co-pilot. Edited December 6, 2013 by Cellar Door 1 Quote Link to comment Share on other sites More sharing options...
Anonymous Posted December 6, 2013 Share Posted December 6, 2013 Okay, so I seem to remember getting an answer to this on Skype, but I want to have it on the forums so I can refer to it. "+X% bonus to hit/+X% chance to dodge" (i.e. Dynamic Traps, Survival Tactics, Subtle Elements: Lightening) Do these effects happen at the same time as Evasion/Accuracy modifiers, or are they applied after? Quote Link to comment Share on other sites More sharing options...
ZeroFate Posted December 6, 2013 Share Posted December 6, 2013 I could be mistaken, but I believe modifiers are applied first and then additional effects after. Quote Link to comment Share on other sites More sharing options...