Post by Batman on Nov 2, 2016 22:41:14 GMT
BATTLE RULES
If it comes down to a use of Ninja Info Cards(NIC) to decide the outcome of an action, these are the stat formulas. Some jutsu/weapons/perks will state a special calculation, when the jutsu/weapon/perk state a special calculation, use that calculation rather than the default calculations. Round up your stats if they have a .5 after them, if it is below .5, such as .4 you round down.
Attack Speed: Attack Speed Stat vs Reflex Stat
To determine landing an attack
(Difference between Attack Speed & Reflex)
1-4 = Little Difficulty to land attack
5-9 = Medium Difficulty
10-20 = Major Difficulty
21+ = Impossible to land attack
Speed in water (Non Hoshigaki/Hozuki):
Modified Calculation is (Strength + Attack Speed)/4
Ninjutsu: Ninjutsu + Control vs x2 Ninjutsu Defense
Taijutsu: Strength + Taijutsu vs x2 Durability
Chakra Flow: Strength + Taijutsu + (Control/5) vs Ninjutsu Defense x1 + Durability x1
Throwing Objects: Strength/2
Picking up heavy objects/people: Strength x20 vs Weight
Landing Genjutsu: Genjutsu + Intel vs Genjutsu Resistance
Knowing you are in a Genjutsu: Genjutsu + Intel vs Genjutsu + Intel
Breaking Genjutsu: Genjutsu + Control vs Genjuts + Control + 1x Mastery of Kai or 5 points of damage over x2 Durability
When using Kai to break out of a Genjutsu, use the Kai's calculation to break down the Genjutsu's calculation for each use. Example: Kai's Calculation is 3 Control + 9 Genjutsu x 1 mastery = 12 calcluation. Genjutsu calculation is 10 Control + 15 Genjutsu = 35 calculation. First use of Kai: 35 - 12 = 23. Second use of Kai: 23 - 12 = 11. Third use of Kai: 11 - 12 = falls to 0, thus the genjutsu is broken.
Genjutsu Damage Scale (Genjutsu + Intel vs Genjutsu + Intel)
1-5 Minor (Temporary)
6-15 Medium (Temporary)
16-25 Major (Temporary)
25+ Severe (Temporary)
50+ Permanent Medium (Simultaneous temporary severe damage)
100+ Permanent Severe
[If you ask for someone’s Strength Stat + Taijutsu Stat, it means you are accepting to be hit. You cannot metagame and ask for their Str / Tai Stat, then proceed to dodge if it’s suddenly too high for you. That’s bad sportsmanship.]
[If you ask for someone’s Attack Speed, it’s fine, because it’s to determine if you can dodge it or not.]
Damage Scale:
1 - 4 Difference in stats = Minor Damage
4 - 14 Difference = Medium
15-24 = Major Damage
25+ = Lethal
If you receive lethal damage to a limb, that means that the limb is damaged to a point you likely can't repair it with surgery. Every situation is different and in most cases having a limb receive lethal damage doesn't put your life in danger unless it's a matter of blood loss such as an arm or leg being severed entirely. If you receive lethal damage to the torso or head, the likeliness of death is 100%. If you feel like the lethal damage you received is debatable, you may contact an admin for a final ruling.
When two jutsu clash, several things must be taken into consideration: Opposing and Defending Elements, Skill Ranks, Jutsu Ranks, and Pertinent Perks.
The descriptions of perks is not a coverall in some cases. While your perk may state, "The user can break bones with an unguarded strike." This does not necessarily mean that every unguarded strike will break a bone, nor does it mean that a guarded strike will spare any bones broken. Stats must be taken into consideration.
COMBAT RULES:
Chakra Enhanced Strength - Based on the Tier.
Tier 1 - Add ¼ of the user’s control to their Taijutsu + Strength in damage calculation.
Tier 2 - Add ½ of the user’s control to their Taijutsu + Strength in damage calculation.
Tier 3 - Add ¾ of the user’s control to their Taijutsu + Strength in damage calculation.
Tier 4 - Add the user’s control to their Taijutsu + Strength in damage calculation.
Tier 5 - Add the 1.5 x user’s control to their Taijutsu + Strength in damage calculation.
Master Tier - Add 2x the User’s control to their Taijutsu + Strength
Regular Sand Attack Speed/Ninjutsu Defense/Durability of sand: Control/2
Iron Sand Moves: (Control/2) - 1
Gold Sand Moves: (Control/2) - 2
Shadow Clone Rules
- Shadow Clones take 50% of your overall stats upon usage.
- Maximum amount that can be used at one time has been severely nerfed. 1-10 control = 1 clone and you get an extra clone for each of those. So if you have 21 control you can use 3 clones.
- Must use once for every single Shadow Clone spawned.
- Elemental Shadow Clones are A-Rank and when using Elemental Jutsu, keep 100% of the user’s Control in calculation.
If an admin is available, you may call for an Admin Hide. Which means, an admin will hide your statistics for you. You will not need to activate your NIC to avoid metagame from the other party. When calculating attacks, the admin will calculate for you. This is sometimes requested by people who have 33 Strength and are trying to hit a 5 Durability person, where the 5 Durability person attempts to flee at every point and dodge every hit due to their knowledge of the major damage.
For genjutsu, you are allowed to hide the genjutsu. This means, you will RP the genjutsu’s effects on the opponent, but will not reveal that you actually have a genjutsu on them. This means that the opponent cannot metagame and try to Kai immediately.
In addition, for triggers of Genjutsu. If you are not RPly using a sense that is pertinent to the genjutsu in question, the user of the genjutsu assumes that the genjutsu went accordingly.
Ex. The user uses Hell Viewing. The trigger is seeing its handseals.
If a genjutsu does not state what the trigger is blatently, and you do not have a perk to change the trigger, the trigger is ALWAYS seeing the handseals.
One opponent RPs looking at the opponent’s feet. They are not affected.
One opponent does not RP looking anywhere. They are affected.
Weapon Durability:
Wood (Not chakra enhanced wood) - Durability of 6
Iron - Durability of 13
Steel - Durability of 15.5
Kubikiribocho - Durability of 14
Conch Shell Mace - Durability of 17
All other SSOM blades besides Kubikiribocho & Samehada - Durability of 24
Stone - Durability of 12
Diamond - Durability of 22.5
Samehada (Durability of 28) - [When attacking, 2% for an indirect strike, 10% for a direct hit. Takes the opponent’s chakra. Based on current chakra, not maximum.]
[CALCULATED BY STRENGTH VERSUS DURA OF WEAPON, FLAT.]
Stamina Rules:
10 Turns for a regular battle without Stamina.
While in water, stamina turns used are x2. Hoshigaki/Hozuki are uneffected by this rule, meaning they only use one stamina point per round in water.
Stamina gene does not add any extra turns.
Stamina adds +5 Turns
Massive Stamina adds +10 Turns
Monstrous Stamina adds + 15
C- adds +2 Turns
B- adds +4 Turns
A- adds +6 Turns