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Top posting users this week | |
| | Stat System 2.0 | |
| | Author | Message |
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Kosuke Ghost
Posts : 1096 Join date : 2017-05-01 Age : 26
Ninja I.D, Age: 50 Tier: SS Clan: Uchiha
| Subject: Stat System 2.0 Wed Jun 20, 2018 11:59 am | |
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THE STAT SYSTEM
There are five base stats on NR: Speed, Strength, Durability, Stamina, and Perception. These five stats govern much of the core of your character, and each rank only has a limited amount, depending what rank they are and what rank they started out as, as listed below. Each person can distribute this amount among their five stats as desired, only requiring that their stats must each be above zero before any boosts set in. No stat, in any area, can exceed 100 without the use of jutsu or equipment, and cannot do so by any other means. Even still, no jutsu can take a stat past the 200 mark, only limited jutsu and certain combination jutsu, and even then, only a select few approved by staff can exceed 200 in any single stat, with a hard cap at 300. Don't expect many of these jutsu to be approved: each will be carefully considered, as they will be some of the most powerful techniques allowed. Below are the stats granted at creation for each starting tier: D-3: 50 C-3: 100 B-3: 150 A-3: 200 S-3: 250 As listed in the table below, each time a ninja gains tier, they will gain a certain amount of total stats, which can be distributed among a character's existing stat pool. As you can see, a character who starts at a lower tier will end up with more total stats than a ninja who starts at a higher tier, so if you are in it for the long haul, it may be best to start low! | D-rank | C-rank | B-rank | A-rank | S-rank | D-3 | 50 | | | | | D-2 | 10 | | | | | D-1 | 10 | | | | | C-3 | 50 | 100 | | | | C-2 | 10 | 10 | | | | C-1 | 10 | 10 | | | | B-3 | 50 | 50 | 150 | | | B-2 | 10 | 10 | 10 | | | B-1 | 10 | 10 | 10 | | | A-3 | 50 | 50 | 50 | 200 | | A-2 | 10 | 10 | 10 | 10 | | A-1 | 10 | 10 | 10 | 10 | | S-3 | 50 | 50 | 50 | 50 | 250 | S-2 | 10 | 10 | 10 | 10 | 10 | S-1 | 60 | 60 | 60 | 60 | 60 | Totals | 400 | 380 | 360 | 340 | 320 |
All things considered, a character who started as a higher tier can train or use EXP to gain more stats, to a hard cap of what someone who had started at D-3 and is now the same tier as them has, by training for 10 posts to gain 5 stats, or using 2,500 EXP to buy 5 stats. STAT ADVANTAGES
Moving on, we will avoid numerical translations for as many stats as possible, as that makes things very clunky, and instead, Speed, Strength, and Durability will work almost only on their comparison and interactions with stats of other people, items, and techniques, so pay close attention to this section. There are seven tiers of advantages, as defined when one entity, be it ninja, item, jutsu, or something else, is a certain amount of stats higher than the other in the stats that are being compared. They are as follows: • T0 - No advantage. This is when one stat being compared is no more than 10 higher than the other. • T1 - Slight advantage. This is when one stat being compared is 11-20 stats higher than the other. • T2 - Lesser advantage. This is when one stat being compared is 21-30 stats higher than the other. • T3 - Moderate advantage. This is when one stat being compared is 31-40 stats higher than the other. • T4 - Greater advantage. This is when one stat being compared is 41-50 stats higher than the other. • T5 - Huge advantage. This is when one stat being compared is 51-60 stats higher than the other. • T6 - Massive advantage. This is when one stat being compared is 61+ points higher than the other. | |
| | | Kosuke Ghost
Posts : 1096 Join date : 2017-05-01 Age : 26
Ninja I.D, Age: 50 Tier: SS Clan: Uchiha
| Subject: Re: Stat System 2.0 Wed Jun 20, 2018 12:00 pm | |
| SPEED
- Player V. Player:
- T0 - Each party can keep up with the other indefinitely. Strikes and jutsu have to be well-timed and positioned to really get the upper hand either way.
- T1 - The slower party can really only keep up with the other for a maximum of ten posts before they tire and have to pull back or be incapable of keeping up.
- T2 - The slower party can really only keep up with the other for a maximum of eight posts before they tire and have to pull back or be incapable of keeping up.
- T3 - The slower party can really only keep up with the other for a maximum of six posts before they tire and have to pull back or be incapable of keeping up.
- T4 - The slower party can really only keep up with the other for a maximum of four posts before they tire and have to pull back or be incapable of keeping up.
- T5 - The slower party can really only keep up with the other for a maximum of two posts before they tire and have to pull back or be incapable of keeping up. Only seeing a blur when watching the other party.
- T6 - The slower party is incapable of keeping up with the other at all. Their speed is beyond the level of the slower party to see.
- Player Speed vs. Projectile Speed:
[*]T0 - Positioning and timing is all that matters. [/list] When Player Speed is Higher | When Projectile Speed is Higher |
- T1 - Positioning and timing is still king, and advantage only plays a part in even circumstances.
- T2 - In even circumstances, the character can usually dodge. They can recover from slightly bad positioning and timing.
- T3 - The character will almost always dodge in even circumstances. Decent timing and positioning can even the playing field.
- T4 - It takes really good timing and positioning to even the playing field. Otherwise, the character will most likely dodge.
- T5 - The character will dodge most all attacks that they are capable of, given the space to do so.
- T6 - The character will dodge all attacks and be able to track them with little effort.
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- T1 - Positioning and timing is still king, and advantage only plays a part in even circumstances.
- T2 - In even circumstances, the character will struggle to dodge. They can mitigate this advantage with decent timing and positioning.
- T3 - In even circumstances, the character most likely will not be able to dodge. Good timing and positioning can mitigate this advantage.
- T4 - It takes really good timing and positioning to even the playing field. Otherwise, the character will most likely be hit.
- T5 - In most cases, the projectile will hit.
- T6 - The projectile will hit with almost absolute certainty. It would take some outside force to cause it to miss its mark.
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NOTE: This can be loosely applied to Taijutsu techniques (not Taijutsu without the use of techniques) as well. THROWN PROJECTILE SPEEDS: For simplicity, thrown projectiles are thrown at a speed equal to the character's strength. PROJECTILE SPEED PENALTIES: If the projectile is launched from more than 20 meters away, it is as if it was thrown at 10 less speed, 20 less speed at 30 meters, 30 less speed at 40 meters, and so on and so forth.
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| | | Kosuke Ghost
Posts : 1096 Join date : 2017-05-01 Age : 26
Ninja I.D, Age: 50 Tier: SS Clan: Uchiha
| Subject: Re: Stat System 2.0 Wed Jun 20, 2018 12:02 pm | |
| STRENGTH
- Player V. Player:
- T0 - There is little to no difference in strength between the two parties. They must use tactics and combat experience to succeed.
- T1 - The stronger player can slightly overwhelm their opponent, but it isn't enough that strategy can be downplayed.
- T2 - The stronger player is a little bit stronger than their opponent and given time, could gain the upper hand.
- T3 - The stronger player is moderately more powerful than their opponent and given time and enough effort, could overwhelm them physically.
- T4 - The stronger player is significantly more powerful than their opponent and with some effort can overwhelm them.
- T5 - The stronger player is obviously more powerful than their opponent and are able to overwhelm them with little to no effort.
- T6 - There is a clear difference between the stronger and weaker opponents. The more powerful player is able to handle their opponent with ease when it comes to brute strength.
- Strength V. Durability:
- T0 - There is little to no damage when attacking is done and it takes the addition of a weapon or jutsu to deal any significant damage.
- T1 - The attacker is able to deal minor bruising
- T2 - The attacker is able to deal heavy bruising and possibly some light internal damage
- T3 - The attacker is able to break minor bones and cause moderate internal damage with effort.
- T4 - The attacker is able to break bones and cause heavy internal damage with their attacks.
- T5 - The attacker can break bones and even tear off a limb with effort.
- T6 - The attacker can rip apart their victim with little to no effort at all. It's best to avoid this person.
- Jutsu Strength:
Should an offensive jutsu not have a strength listed, below will be the default strength assigned to said jutsu. There are two lists, the first will be regular jutsu and the second will only apply to limited jutsu. There may be jutsu in existence that do not follow these defaults and may be more powerful while at an equal or even lesser rank, this is not a guide to how powerful jutsu should be, but a standard for jutsu that do not have their power listed.
NON-LIMITED:
E- 5 D- 10 C- 30 B- 60 A- 80 S- 100
LIMITED:
E- 15 D- 30 C- 60 B- 120 A- 200 S- 250
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| | | Kosuke Ghost
Posts : 1096 Join date : 2017-05-01 Age : 26
Ninja I.D, Age: 50 Tier: SS Clan: Uchiha
| Subject: Re: Stat System 2.0 Wed Jun 20, 2018 12:03 pm | |
| DURABILITY
- Durability V. Strength:
- T0 - The attacker is able to deal average damage to the user, but would be able to do more with weapons or jutsu.
- T1 - The defender is able to shrug off some normal attacks, though weapons and jutsu still deal severe damage.
- T2 - The defender is able to withstand a fair amount of punishment, with even kunai and shuriken having trouble cutting them.
- T3 - The defender is able to block and defend against kunai, shuriken and even an explosive note, though they are still burned and damaged.
- T4 - The defender is able to withstand the most basic of weapons with no struggle, and requires much more powerful ones to cause harm.
- T5 - The defender is resilient enough to withstand attacks from most blades and such with very few cuts.
- T6 - The defender is able to shrug off most attacks with ease, with only the most powerful weapons being able to harm them.
- Durability V. Jutsu Strength:
- T0 - These jutsu do their average level of damage. The user is unable to withstand them on durability alone.
- T1 - These jutsu deal less damage than normal, but can still leave you severely wounded if you aren't careful.
- T2 - These jutsu are much easier to deal with, but can still cause heavy damage.
- T3 - These jutsu can be taken in stride, though they do deal some damage.
- T4 - These jutsu can be withstood, dealing only mild damage.
- T5 - The defender is able to withstand these jutsu with minimal damage.
- T6 - The defender is able to shrug off jutsu with this level of difference with ease.
- Default Jutsu Strengths:
Should an offensive jutsu not have a strength listed, below will be the default strength assigned to said jutsu. There are two lists, the first will be regular jutsu and the second will only apply to limited jutsu. There may be jutsu in existence that do not follow these defaults and may be more powerful while at an equal or even lesser rank, this is not a guide to how powerful jutsu should be, but a standard for jutsu that do not have their power listed.
NON-LIMITED:
E- 5 D- 10 C- 30 B- 60 A- 80 S- 100
LIMITED:
E- 15 D- 30 C- 60 B- 120 A- 200 S- 250
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| | | Kosuke Ghost
Posts : 1096 Join date : 2017-05-01 Age : 26
Ninja I.D, Age: 50 Tier: SS Clan: Uchiha
| Subject: Re: Stat System 2.0 Wed Jun 20, 2018 12:04 pm | |
| STAMINA 0: You have no stamina what so ever. 1-10: You regain 5 chakra per post. 11-20: You regain 10 chakra per post. 21-30: You regain 15 chakra per post. 31-40: You regain 20 chakra per post. 41-50: You regain 25 chakra per post. 51-60: You regain 30 chakra per post. 61-70: You regain 35 chakra per post. 71-80: You regain 40 chakra per post. 81-90: You regain 45 chakra per post. 91-100: You regain 50 chakra per post. 101-110: You regain 60 chakra per post. 111-120: You regain 65 chakra per post. 121-130: You regain 70 chakra per post. 131-140: You regain 75 chakra per post. 141-150: You regain 80 chakra per post. 151-160: You regain 85 chakra per post. 161-170: You regain 90 chakra per post. 171-180: You regain 95 chakra per post. 181-190: You regain 100 chakra per post. 191-200: You regain 110 chakra per post. 201-210: You regain 120 chakra per post 211-220: You regain 125 chakra per post 221-230: You regain 130 chakra per post 231-240: You regain 135 chakra per post 241-250: You regain 140 chakra per post 251-260: You regain 145 chakra per post 261-270: You regain 150 chakra per post 271-280: You regain 155 chakra per post 281-290: You regain 160 chakra per post 291-300: You regain 170 chakra per post NOTE: To regain chakra, you cannot use any chakra or any form of taijutsu for an entire post. If you run out of chakra, you cannot use any ninjutsu, genjutsu or taijutsu until you recover. If you are completely out of chakra you may faint or lose consciousness. Some techniques or abilities may allow you to regain chakra while moving or fighting, these cases will be determined by staff. |
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