Hardcore Skittlez Posted February 22, 2016 Posted February 22, 2016 (edited) Satetsu Kesshū | 砂鉄結襲 | Iron Sand Gathering Assault ( I )Type: Ninjutsu [ Hijutsu; Jiton | Magnetic | Iron Sand | Evolving ]Rank: ChūninCost: 150 ChakraDamage: Refer to EffectEffect: This technique may be used one of two (2) ways, declared at the time of use; each selected effect may only be used twice per battle. No matter the chosen effect, after using this technique, combatants of equal or lesser rank than the user, including the user, drop all equipped weapons and may not use or recover weapons until the user’s next turn. Giant Spear: This technique deals 70 base damage. The target of this technique applies only 75% of Defensive bonuses granted by Item Attributes and Special Abilities; this technique deals 25% additional damage to shields and barriers. Additional damage applied through Giant Spear is calculated and applied separately from its normal total and may not critically strike. Giant Hammer: This technique deals 50 Base Damage. Calculate this technique's chance to hit as if it were an Area of Effect; this does not affect the number of targets that this technique has. The target is afflicted with one (1) turn of [Clobbered]. Description: Perhaps the most famous of Sunagakure’s Jiton Kekkei Genkai techinques, Satetsu Kesshū is a powerful and highly variable technique developed by the third Kazekage. The user will gather a large quantity of Iron Sand using their Magnet affiliated chakra and shape it into one of many shapes before attacking an opponent. Satetsu Kesshū most commonly enters battle in one of two primary forms, classified as Giant Spear and Giant Hammer respectively. The Giant Spear form causes the gathered Iron Sand to form into a pyramid and thrust forward, piercing most defenses. The Giant Hammer form, however, adopts the form of a large rectangle; it is launched at an opponent and has traditionally proven to be incredibly difficult to dodge, given its large size. Due to the considerable amount of Magnet Release chakra that is utilized by this technique, the battlefield is briefly charged with magnetic energy and interferes with the use of most conventional weapons; all participants will drop their weapons or find their shuriken pried dangerously out of their hands and hurled in random locations.JP: 10 Satetsu Kesshū | 砂鉄結襲 | Iron Sand Gathering Assault ( II )Type: Ninjutsu [ Hijutsu; Jiton | Magnetic | Iron Sand | Evolving ]Rank: Jōnin Cost: 275 ChakraDamage: Refer to EffectEffect: This technique may be used one of two (2) ways, declared at the time of use; each selected effect may only be used twice per battle. No matter the chosen effect, after using this technique, combatants of equal or lesser rank than the user, including the user, drop all equipped weapons and may not use or recover weapons until the user’s next turn. Giant Spear: This technique deals 180 base damage. The target of this technique applies only 50% of Defensive bonuses granted by Item Attributes and Special Abilities; this technique deals 50% additional damage to shields and barriers. Additional damage applied through Giant Spear is calculated and applied separately from its normal total and may not critically strike. Giant Hammer: This technique deals 130 Base Damage. Calculate this technique's chance to hit as if it were an Area of Effect; this does not affect the number of targets that this technique has. The target is afflicted with two (2) turns of [Clobbered]. Description: Perhaps the most famous of Sunagakure’s Jiton Kekkei Genkai techinques, Satetsu Kesshū is a powerful and highly variable technique developed by the third Kazekage. The user will gather a large quantity of Iron Sand using their Magnet affiliated chakra and shape it into one of many shapes before attacking an opponent. Satetsu Kesshū most commonly enters battle in one of two primary forms, classified as Giant Spear and Giant Hammer respectively. The Giant Spear form causes the gathered Iron Sand to form into a pyramid and thrust forward, piercing most defenses. The Giant Hammer form, however, adopts the form of a large rectangle; it is launched at an opponent and has traditionally proven to be incredibly difficult to dodge, given its large size. Due to the considerable amount of Magnet Release chakra that is utilized by this technique, the battlefield is briefly charged with magnetic energy and interferes with the use of most conventional weapons; all participants will drop their weapons or find their shuriken pried dangerously out of their hands and hurled in random locations.JP: 14 | Evolving: 4 Edited June 16, 2016 by Hardcore Skittlez
Hardcore Skittlez Posted February 22, 2016 Author Posted February 22, 2016 (edited) Designer's Notes Beneath are the original costs for this technique. Per a skype conversation with PMM, the effects were changed to: Bonus damage to shields/barriers and ignoring a portion of ITEM attributes for Giant Spear, and calculating to-hit as if it were an AoE on Giant Hammer. Jutsu 1 Costs: Impaired touch * 2 = 100% drop, 20 Cost | 20 * 3(AoE) = 60 | 60/2(Affects user) = 30. GIANT SPEAR 50% Defense is 80 cost in Sand Waterfall Funeral | 75% is half as effective, so 80/2 = 40 80(Damage Cost) + 30(Weapon Drop) + 40(Defense Pierce) = 150 GIANT HAMMER 75% Evasion - Doubled the cost of Distracted | 20 * 2 = 40 Clobbered - 40 Damage: 50 * .8 = 40 40(Damage) + 40(Clobbered) + 40(75% Evasion) + 30(Drop Weapons) = 150. Jutsu 2 Costs: Impaired touch * 2 = 100% drop, 20 Cost | 20 * 3(AoE) = 60 | 60/2(Affects user) = 30. GIANT SPEAR 50% Defense is 80 cost in Sand Waterfall Funeral - Same Here. 167(Damage Cost) + 30(Drop Items) + 80(Defense Pierce) = 277, rounded to a cleaner 275. GIANT HAMMER 75% Evasion - Quadruple the cost of Distracted | 20 * 4 = 80 Clobbered - 80 Damage: 130 * ⅔ = 87 87(Damage) + 80(Clobbered) + 80(75% Evasion) + 30(Drop Weapons) = 277, rounded to 275 for cleanliness. Impaired Touch: All held items you hold have a +50% chance to be dropped (unequipped) when used. Max Duration: 3 turns CP: 10/turn Distracted: You get -25% to Evasion. Max Duration: 2 turns CP: 20/turn Sand Waterfall Funeral here. Edited February 23, 2016 by Hardcore Skittlez
Hardcore Skittlez Posted June 13, 2016 Author Posted June 13, 2016 This did not pay for the Shield/Barrier Damage, so moving back with the following changes: Chunin version dropped from 100 damage to 85 damage. Cost logic: 68(damage) + 30(weapon drop) + 40(defense) = 138 | 138 * 1.1(Barrier Bust) = 151.8, rounding in my favor to 150. Jonin Version dropped from 250 damage to 180 damage. Cost Logic: 120(Damage) + 30(weapon drop) + 80(defense) = 230 | 230 * 1.2(Barrier Bust) = 276, rounding in my favor to 275.
PandaMattMatt Posted June 16, 2016 Posted June 16, 2016 Jounin version should state that it deals Critical Damage to shields and barriers as this is the new standard Tony would like to set to avoid "double criticals"
Hardcore Skittlez Posted June 16, 2016 Author Posted June 16, 2016 I'd like to not prevent someone from critting when they use it, so I added "Additional damage applied through Giant Spear is calculated and applied separately from its normal total and may not critically strike." to the Giant Spear effect. Is that an acceptable compromise? To break down how it'd work out is... 1. Giant Spear Deals 200 Damage 2. Opponent uses a 150 HP Barrier 3. Giant Spear's Barrier Piercing effect triggers and adds 100 Damage. 4. 100 Damage is applied to the Barrier 5. The rest of Giant Spear's damage is applied like normal.
PandaMattMatt Posted June 16, 2016 Posted June 16, 2016 Yepp, fair enough to me. And until we have a solid pricing mechanic down for barrier busting (although, I think useage limits is a great one), this doesn't seem too bad. APPROVED