cntrstrk14 Posted November 20, 2016 Posted November 20, 2016 A few technical things that I want clarified.1.) "the target may apply only a single item's effects when modifying or responding to this technique." — What exactly does 'responding to' involve? Does an item that gives an additional dodge roll count? If it is any item at all I would say something like 'The opponent may only benefit from the effects of one item of their choosing during the Response Phase action for this attack.'2.) Half Opening is gone, swap to Opening or change entirely.3.) KC recently did a small edit to fix the issue for people that learn this without having the training skills (copying or scrolls). We need some kind of battle limiter for these cases. I would suggest using the same one he did, but you can come up with something else if you want to as well.For pre-emptive discussion, breaking down the Chidori as I see it. Chidori | 千鳥 | One Thousand BirdsRank: ChuuninBattle Uses: 2Regular Abilities- 150 Damage [120 Chakra]- +20% Chance to Fail to Opponent's RPJ. [1.2x Final CP]- Requires a Doujutsu Active: or -45% Chance to Hit (450 Accuracy). [~ -10%]- Requires a Doujutsu Active: or Opening on following turn. [~ -10%]Additional Abilities:- Apply 75% of Defense.- Apply a single item effects against technique.- Additional damage: +3 Damage for every 40 Speed.I think overall that this is probably okay. The extra requirement of needing a Doujutsu active (and not just having one) or suffering serious penalties helps this out a lot. It more or less cancels out the Bonus Fail chance at least. Let's just walk through thoughts on the three Additional Abilities (which are going to be whats covered by the training + skill points).Battle Uses: I am glad you brought it to 2/2/1/1. It was higher before and this feels a lot better.Defense Buster: I think this is pretty fine. With the limitation on uses per battle I think this is fine. This is a major ability, but I think as the focus for the SP cost it's good. I would maybe even consider allowing a larger bonus in the Jounin or Sennin version (I see you still have 75%). Maybe a split like 80/70/60? I'll let others weigh in on this. I have a feeling that the Chuunin (2 uses per battle) and the Jounin+ (1 use per battle) are going to struggle to balance between each other. Single Item: I think this is probably fine. It doesn't break the items, and some characters might only have a single item on them. It's interesting because its encouragement for players who scatter their effects across multiple items to dodge destruction effects. I like the creation of abilities that punish that so that the choice has meaning. Bonus Damage: This is pretty comparable to Rasengan's pump damage. This is +75 damage for every 1000 Speed. So even at 3000 Speed its +225 damage which is not insane. It's nice because it's 'free', but the ceiling is a lot lower than Rasengan's which feels right.
Hardcore Skittlez Posted November 22, 2016 Author Posted November 22, 2016 (edited) Added the line for copied Chidori in the technique requirements. Altered the effect slightly to halve their evasion vs the next attack when used w/o an advanced system. Opening feels a bit too strong of a drawback to ever even consider using this outside of an advanced system-- I want it to be incredibly risky to use this outside of an advanced system, but still something that you can occasionally pull off with some planning. In the current form, I have it so that they -are- paying for the speed bonus, so it's not entirely free. Is this something that I should adjust? Additionally, your calculations put the RPJ failure chance increase at a 10% cost increase per 10% fail chance, whereas my calculations had it priced the same as critical strike addition. Should I tune the overall costs down to represent your suggested scheme? edit; Also, I've tweaked the defense stat thing down. I do like the 80/70/60 scheme; I had gone with 75% across the board initially because someone had mentioned that 20% was the largest non-status effect defense reduction that we were going to use... and I wanted to push that a little bit. Edited November 22, 2016 by Hardcore Skittlez
Hardcore Skittlez Posted December 4, 2016 Author Posted December 4, 2016 Made some changes based on the actual cost of increasing rpj fail chance. Key points of change highlighted in orange. Chidori 150 Damage = 120 Chakra 1 Item Effect = 20 Chakra (1/4 of Destroy Item for Chunin) Running Total: 140 140 * 1.25(Defense Penetration) = 175 175 * 1.25(Speed Mechanic) = 218 218 * 1.25(RPJ Failure Chance, used Crit chance as a base) = 272 305 - 175(Skill/Training/Misc Requirements) = 97 (Round up) Final Cost: 100 Chakra Raikiri 350 Damage = 233 Chakra 1 Item Effect = 40 Chakra (1/4 Jonin rank Destroy Item) Running Total: 273 273 * 1.25(Defense effect) = 341 341 * 1.25(Speed effect) = 426 426 * 1.5(RPJ Effect) = 639 639 - 445(Skill/Training/Misc Requirements) = 194, rounded to 200 Final Cost: 200 JP Costs lowered to match.
Cellar Door Posted December 12, 2016 Posted December 12, 2016 Sometimes I just BOLD stuff. This isn't an approval.(Just kidding. It can be an approval)
cntrstrk14 Posted December 13, 2016 Posted December 13, 2016 I think this is pretty good where it is at. Your math above checks out, and the Raikiri having one use gets that extra boost to cover those costs.