Post by Batman on Dec 17, 2016 4:41:03 GMT
Given the nature of the game, one can imagine one a single certainty -- there will be in-fighting, and blood shed among our numerous play-able characters. As a preface, I'd like to note one simple fact that holds true no matter what.
THESE GUIDELINES ARE JUST THAT. GUIDELINES.
They are meant solely to aid the roleplay-er when an uncertainty arises, or a conflict ion arises. Naturally, if admins are called into the equation, these same rules or policies will be referred to help come to a competent decision. However, that being said. They are not the end-all, and certain circumstances may call for certain modifications. Most importantly, the acts all depend on a the person behind the characters and how they feel an action should be played out. [Meaning, hardcore number crunching is a NO-NO]
Rant aside, this guide will also point out obvious outcomes. For example, if you're greatly and hopelessly outmatched, do not godmod and try to survive. Taking losses are important. Now, let's get this show on the road.
Taijutsu/Close-Ranged Combat
These sets of guidelines are simple. They revolve around a person's ability to either land a hit, or their ability to react -- this being their prowess to become aware of a threat, and thus send off a response attack. The higher one's attack speed is in comparison to their opponent's reflexes. Likewise, the higher your reflexes are in comparison to attack speed, the easier you can react. Low gaps means that your mind processes the attack at few fraction-of-seconds later, giving you a smaller window to spawn a reaction.
In any case, battling aside, it is time I go into the range of things.
Rather than doing simple, straight-forward system. We'll go based off of percentages. Meaning, the more significant the division is between two opponents, the greater chance the character with superior attributes will have a certain action go into their favor. For example:
For the purpose of this Guideline, we will go in the assumption of Attack Speed being compared to reflexes. For opposite scenarios, you can just as easily flip the script.Meaning, it will be for example: 10 Attack Speed as compared to 20 Reflexes. So, for below when you see the phrase '50%', that means this is the scenario in which attack speed is only fifty percent of the opponent's reflexes. For reference, a jutsu's Ninjutsu Speed translate directly into Attack Speed, and should use the same scaling.
THESE GUIDELINES ARE JUST THAT. GUIDELINES.
They are meant solely to aid the roleplay-er when an uncertainty arises, or a conflict ion arises. Naturally, if admins are called into the equation, these same rules or policies will be referred to help come to a competent decision. However, that being said. They are not the end-all, and certain circumstances may call for certain modifications. Most importantly, the acts all depend on a the person behind the characters and how they feel an action should be played out. [Meaning, hardcore number crunching is a NO-NO]
Rant aside, this guide will also point out obvious outcomes. For example, if you're greatly and hopelessly outmatched, do not godmod and try to survive. Taking losses are important. Now, let's get this show on the road.
Taijutsu/Close-Ranged Combat
- -Reaction/Attack Speed
These sets of guidelines are simple. They revolve around a person's ability to either land a hit, or their ability to react -- this being their prowess to become aware of a threat, and thus send off a response attack. The higher one's attack speed is in comparison to their opponent's reflexes. Likewise, the higher your reflexes are in comparison to attack speed, the easier you can react. Low gaps means that your mind processes the attack at few fraction-of-seconds later, giving you a smaller window to spawn a reaction.
In any case, battling aside, it is time I go into the range of things.
Rather than doing simple, straight-forward system. We'll go based off of percentages. Meaning, the more significant the division is between two opponents, the greater chance the character with superior attributes will have a certain action go into their favor. For example:
Opponent A: Has an attacking speed of 15!
Opponent B: Has a reaction of 30!
Opponent A has 50% of the opposing attribute. Opponent B has 200%. From this, you will follow the guidelines below and make an inference. Naturally, the closer you are to a different bracket in the guideline, the more likely the rp happens in a particular favor.
Opponent B: Has a reaction of 30!
Opponent A has 50% of the opposing attribute. Opponent B has 200%. From this, you will follow the guidelines below and make an inference. Naturally, the closer you are to a different bracket in the guideline, the more likely the rp happens in a particular favor.
For the purpose of this Guideline, we will go in the assumption of Attack Speed being compared to reflexes. For opposite scenarios, you can just as easily flip the script.Meaning, it will be for example: 10 Attack Speed as compared to 20 Reflexes. So, for below when you see the phrase '50%', that means this is the scenario in which attack speed is only fifty percent of the opponent's reflexes. For reference, a jutsu's Ninjutsu Speed translate directly into Attack Speed, and should use the same scaling.
- If Attack Speed is 1% - 30% of an opponent's reflexes: You are probably never going to land a hit. It would take intense planning and maybe even some luck.
- If Attack Speed is 30% - 50% of opponent's reflexes: You are highly unlikely to land a concrete hit.
- If Attack Speed is 50% - 70% of opponent's reflexes: You have a small chance of landing a solid hit on your opponent.
- If Attack Speed is 70 - 100% of opponent's reflexes: You have some difficulties in landing hits, but you can still more or less pose a legitimate threat to your opponent in close-ranged combat.
- If Attack Speed is 100% - 115% of opponent's reflexes: You have a slight edge, and can probably slightly more hits than you miss. Your opponent has slight issue in keeping up, but can still fight you relatively comfortably.
- If Attack Speed is 115% - 135% of opponent's reflexes: The odds tilt in your favor a bit more. Now, you are a feasible threat and have the upper hand when it comes to sheer attacking speed in comparison to reaction. They may need to back up by this point. Your opponent's ability to evade isn't totally compromised, however. They have a clear issue in battling, but are far from helpless.
- If Attack Speed is 135% - 150% of opponent's reflexes: Now, the ball is starting to tilt in your court. The opponent has moderate trouble in keeping up, but still aren't quite outclassed in full, and if not evade can still redirect or block with some comfort.
- If Attack Speed is 150% - 175% of opponent's reflexes: This is slowly slipping into danger territory. The opponent has major issues in combating you in close-ranged combat, in terms of actually perceiving and reacting to the plethora of blows you almost certainly can launch off without notice.Their only hope is to block for the most part.
- If Attack Speed is 175% - 200% of opponent's reflexes: You've gone from dangerous, to lethal. Your opponent has INTENSE issue in keeping up, and probably won't be evading most of your close-ranged attacks fully. They may at the very least contort and misdirect blows, to hit slightly un-intended areas.
- If Attack Speed is 200% - 300% of your opponent's reflexes: Yeah. Just try to block or not get hit in the face.
- If Attack Speed is 300%+ of your opponent's reflexes: Reacting? Probably. . . . Ain't gonna happen for ya! At least not in a way where you don't take a pretty direct hit.
Damage Calculation [Taijutsu]
In the beginning. . . God said, , 'HULK SMASH!' That's right. When you punch something, you kinda send a heavy dosage of force meant to jar their bones via concussive damage. So, if you're trying to taijutsu someone, or any other form of physical combat there -- LE GASP -- Guidelines for how to handle damage. As per usual, these aren't hard-rules, but merely a set of admin-sanctioned guidelines to ease your way through this combat tree!
Base Attacks (meaning no special profession techniques) -- no matter what the art is, such as Kenjutsu, Taijutsu, Bukijutsu -- go strictly off of one's strength. Meaning, the calculation is like so.
Person A's Strength vs Opponent B's Durability
Person A's Strength + Taijutsu/Kenjutsu/Bukijutsu (whatever the jutsu's modifier is effects how much is added to your strength) vs Opponent B's Durability
Notice that the the person's durability never once shifted. That's because only buffoons try to run through and tank. You better have that Raikage body if you even want to go around eating shit! . . However, it isn't impossible. Which leads me to. . .!
Damage Scale
All characters by default have a base health of 25. Whenever they're inflicted with damage,this pushes their health down. The lower it dips, the more grave their condition becomes. It's as simple as that! However, there are and will be additional ways to gain more health. (Such as being in the right clan). As such, I'll explain how this will work below. For the purpose of this, the chart will always be based on attacking power compared to durability.
- If Attacking Power is 1% - 50% of the opponent's Durability: The opponent can no sell the attack.
- If Attacking Power is 50% - 65% of the opponent's Durability: The opponent takes no real damage, but the attack is mildly discomforting.
- If Attacking Power is 65% - 100% of the opponent's Durability: The opponent takes 1 Damage to their Health Points.
- If Attacking Power is 100% - 120% of the opponent's Durability: The opponent takes 2 Damage to their Health.
- If Attacking Power is 120% - 150% of the opponent's Durability: The opponent takes 4 Damage to their Health.
- If Attacking Power is 150% - 175% of the opponent's Durability: The opponent takes 8 Damage to their Health.
- If Attacking Power is 175% - 200% of opponent's Durability: The opponent takes 12 Damage to their Health.
- If Attacking Power is 200% - 230% of opponent's Durability: The opponent takes 15 Damage to their health.
- If Attacking power is 230% - 260% of opponent's Durability: The opponent takes 18 Damage to their Health.
- If Attacking Power is 260% - 300% of opponent's Durability: The Opponent takes 21 Damage to their Heath.
- If Attacking Power is 300%+ of opponent's Durability: The opponent takes 25 Damage to their Heath
If it gets to absurd amount, I think you al are smart enough when to know to rp immediate death. For attacks that are using-bladed/piercing weapons, the if the opponent does not have T5 Body, any attack that does 50% or lower, automatically moves up to 2 Damage.
Damage Scale [Ninjutsu]
- If Ninjutsu Power is 1% - 30% of the opponent's Nin Defense: The opponent can no sell the attack.
- If Ninjutsu Power is 30% - 50% of the opponent's Nin Defense: The opponent takes no real damage, but the attack is mildly discomforting.
- If Attacking Power is 50% - 75% of the opponent's Durability: The opponent takes 1 Damage to their Health Points.
- If Attacking Power is 75% - 100% of the opponent's Durability: The opponent takes 2 Damage to their Health.
- If Attacking Power is 100% - 135% of the opponent's Durability: The opponent takes 4 Damage to their Health.
- If Attacking Power is 135% - 160% of the opponent's Durability: The opponent takes 8 Damage to their Health.
- If Attacking Power is 160% - 200% of opponent's Durability: The opponent takes 12 Damage to their Health.
- If Attacking Power is 200% - 230% of opponent's Durability: The opponent takes 15 Damage to their health.
- If Attacking power is 230% - 260% of opponent's Durability: The opponent takes 18 Damage to their Health.
- If Attacking Power is 260% - 300% of opponent's Durability: The Opponent takes 21 Damage to their Heath.
- If Attacking Power is 300%+ of opponent's Durability: The opponent takes 25 Damage to their Heath
Health Scale
Since health no longer will be considered static. Your condition too will go off of percentages! Based on how much health you have left, you RP accordingly in reference to where you're hit.
100% Health -- Perfectly Health
90% Health -- Fine, but slightly in pain.
55 - 90%: Hurt and wounded. Still able to more or less ifght.
30% - 50% Health: Battle worn. You're hurt and a little disorientated,but can still fight. THis is where your bones start to give out, becoming fractured.
15 - 30% Health: You're in horrible condition. It's a miracle you an even move, and your battle ability is greatly impaired. This stage is where your bones can literally be broken.
0 - 15% Health: You're either dead, or on the verge of death. This level of damage is lethal.
100% Health -- Perfectly Health
90% Health -- Fine, but slightly in pain.
55 - 90%: Hurt and wounded. Still able to more or less ifght.
30% - 50% Health: Battle worn. You're hurt and a little disorientated,but can still fight. THis is where your bones start to give out, becoming fractured.
15 - 30% Health: You're in horrible condition. It's a miracle you an even move, and your battle ability is greatly impaired. This stage is where your bones can literally be broken.
0 - 15% Health: You're either dead, or on the verge of death. This level of damage is lethal.
Elemental Guide -- Counterbalancing, Absorbing, Elemental Advantages, and so forth!
No secret here. In the world of Naruto, most shinobi are able to use elemental Ninjutsu to their advantage. Each nature type has an inherent advantage over another. Meaning if two techniques of -- for example -- Water and Fire were of similar skill level, water would have an advantage. In addition, if two techniques are of the same nature type, and equal power, a number of effects make occur.
- This is simply the notion of using two similar elemental nature types. For example, two fire-based techniques. Counterbalancing means that the techniques have equal or extremely similar power, and thus can cancel each other out. This means it'll harmlessly wither off into the environment and become no threat to anyone.
[li]Similarly, the techniques must also be roughly the same size as well. Or else, you'll only be able to counter-balance a small portion and still have to deal with the onslaught of different skills.[/li][/ul][/ul]
- The Elemental Advantage tree goes like so (arrows mean the preceding element has a greater advantage): Earth > Water > Fire > Wind > Lightning > Earth
Weaponry
Weapons are straight forward. These refer to thrown weapons, as a note.
Weapon's Power: Bukijutsu + 1/4 Strength -- It's power is mostly based on your marksmanship. But being strong as well gives it a boost.
Weapon's Speed: Bukijutsu
Weapon's Power: Bukijutsu + 1/4 Strength -- It's power is mostly based on your marksmanship. But being strong as well gives it a boost.
Weapon's Speed: Bukijutsu
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