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 Stat System

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Missing Ninja
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Join date : 2018-12-24

Stat System Empty
PostSubject: Stat System   Stat System EmptyMon Dec 24, 2018 9:27 pm

Stat System GAXYJ9a



THE STAT SYSTEM



In the shinobi world, a ninja’s physical abilities are referred to in the form of the base strength associated with the ranks. So, one may have “Jonin level speed” for example. Here on NR, we will use a similar system, while also giving specific numerical values so that you can tell exactly what sorts of things your character can accomplish. There is no solid cap to this system, which leaves room for infinite improvement.

Now. The only ways to increase ones stats, would be to train them, to tier up, to win them in the fortune wheel, to purchase them or to gain them through an event or clan bonus. When training your stats you only gain points for the specific stat trained, within a 5 post thread. Of course, you can do a 10 post thread for 10 points, but 5 posts for 5 points is the minimum. Also, you can only put points into what you trained, so you cant spend 5 posts doing pushups and then put 5 points into chakra. Now, onto the breakdown of the “Standard” levels for each rank. This is not required for you to be of said rank, but in general, these are the levels associated with each rank.

0-50 – Genin (D)
51-120 – Chuunin (C)
121-200 – Spec. Jounin (B)
201-260 – Jounin (A)
261-320 – ANBU (A/S)
321-400 – Kage (S/SS)
401+ -- Sennin (SS)

These would be the numbers put into an individual stat to be considered that ranking. This has nothing to do with your actual rank however and your rank does not stop you from training beyond your rank in power. For example, You may be a Genin/D-1, but you have Chuunin(120) level speed and Jounin(401) level chakra, while your endurance and strength are both Genin(50) level. IT is all up to you to train and allocate your stats where you want them to be in order to be who you want to be.

Now, Obviously, you won’t be allowed to begin at Sennin level. The max starting rank is Jounin(A-3) [Aside from pre-existing characters].
Below, I will list the starting stat points you get for free. Any more than listed below will be earned through training, or by winning an event or lotto.

D-3 = 10
C-3 = 120
B-3 = 240
A-3 = 360
S-3 = 480
SS-3 = 600



The Four Stats



SPEED: The measure of distance your character can travel within a period of time.
Physical- 1 pt = 5 meters/second


STRENGTH: Strength: The measure of raw physical power that a character or jutsu can put out.
Lifting- 1pt = 5 lbs
Thrown Weapons- Strength + Speed/2

ENDURANCE: The measure of how much beating your body can stand before breaking. The way this stat works, is that for each point, you are protected from 1 damage. meaning, if you have 100 endurance, and are hit with an attack for 300 damage, it will instead do 200 damage.
100: Minor bruising, small cuts, minimum damage. Genjutsu instantly broken
200: Medium bruising, small cuts, first-degree burns, can hold breath for 5 posts. Genjutsu broken 1 post
300: Major bruising, major small cuts, first degree burns over large area, Genjutsu broken 2 posts
400: Minor bone damage, shallow cuts, second degree burns, can hold breath for 7 posts. Genjutsu broken 3 posts
500: Medium bone damage, 1" cuts, second degree burns medium area. Genjutsu broken 4 posts
600: Major bone damage, 2" cuts, second degree over large area, can hold breath for 9 posts. Genjutsu broken 5 posts.
700: Extreme bone damage (Full break), 4" cuts, third degree burns medium area. Genjutsu broken 6 posts
800: Maximum bone damage (Shatter), 6" cuts, third degree burns over large area, can hold breath for 11 posts. Genjutsu broken 7 posts


CHAKRA: The chakra stat not only controls how much chakra you bring to the table, but also how powerful your jutsu are. For each point in the chakra stat, you add 10 chakra to your pool. Following this, are multipliers that are used to determine the strength of your jutsu. This is done by Jutsu Rank X Total Chakra points. NOTHING can increase these multipliers, only your base amounts.

E-rank = Chakra x 1
D-rank = Chakra x 2
C-rank = Chakra x 3
B-rank = Chakra x 4
A-rank = Chakra x 6
S-rank = Chakra x 8
SS-rank = Chakra x 10

(For example: A character with a 50 chakra stat, using a D-rank jutsu(x2) would deal 100 jutsu damage.)




TRAINING



Training your stats is simple. You will do 5 posts of training a SPECIFIC stat. You then increase this stat by 10 points. You may also get stat points from certain events or the lotto wheel. An example of training a specific stat would be 5 posts of pushups and similar things, then you get 10 points into the strength stat. But, this wouldn't allow for 5 points into the chakra stat. Whereas 5 posts of meditation or molding chakra, would allow for 10 chakra points.

One is also allowed to purchase stat points at the price of 1,000 exp per 10 points.


[Thanks to REI for synthesizing this amazing system and allowing us to use it!]
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PostSubject: Re: Stat System   Stat System EmptyWed Nov 06, 2019 6:18 am

The way that stats interact at NR can be determined by the following guide.  This is by no means all-encompassing, and there will be fight specific factors that will often cause you to break from this template based on logic.  Remember, when in doubt, work it out with the partner you are threading first, and if still confused, or you cannot come to an agreement, ask a member of staff.

Basic guide to advantages:


Negligible Advantage: 0-10% higher.  The stats are so close in this case that you will not gain an advantage one way or the other, and will have to rely on other factors to get the upper hand.

Slight Advantage: 11-24% higher.  The difference here is enough that it can be seen, however, the lower stat can still hold their ground and fight back.  It will not be certain doom, but will be enough to secure an advantage.

Moderate Advantage:  25-49% higher.  The difference here is clear, and starting to become oppressive.  Get out of this situation if you can, or rely on other character abilities.

Heavy Advantage: 50-74% higher.  In this situation, the lower stat cannot reliably hold their ground.  It is dangerous and unwise to be caught in a situation where these stats are matched against each other.

Decisive Advantage: 75-99% higher.  If caught in this situation, it is almost certain doom.  Run away, or focus on something different.  You cannot win this way.

Impossible: 100+% higher.  You gon' die.

Speed vs. Speed


Negligible Advantage: The difference here is not enough that either party can gain an advantage.  They can play cat and mouse forever if they have similar stats otherwise and do not use any jutsu.

Slight Advantage: After 4 posts of constant pressure in close range, the slower party will simply not be able to react quickly enough to avoid getting hit.

Moderate Advantage:  After 3 posts of constant pressure in close range, the slower party will simply not be able to react quickly enough to avoid getting hit.

Heavy Advantage: After 2 posts of constant pressure in close range, the slower party will simply not be able to react quickly enough to avoid getting hit.

Decisive Advantage: A single post is enough to have the slower party reeling.  A follow-up attack in the following post will surely land if nothing is done.

Impossible: At close range, the slower party simply cannot defend themselves.

It is important to note that if any point the range between the fighters is extended to 10 meters (within reason) or longer, the chain is broken and the slower party will recover enough to defend themselves.  This range is extended in the case of larger opponents, as with Super Expansion Jutsu or Susano'o.  This is also the case for if there is intervention by another party, or forcing the faster party on their heels with traps or surprise jutsu.

Speed vs. Projectile Speed


Projectile speed is different from character speed.  You can throw projectiles faster than you can run, and this difference is reflected on NR.  Thus, even if you have the same speed as a thrown projectile, this does not mean you can run alongside it, and this is the case for both jutsu and shuriken. Additionally, this guide provides details for a medium range.  If it is long range, shift the advantage up by one in favor of the defending character.  Finally, some attacks are broad enough or large enough that simply ducking is not enough to avoid them.  In these cases, it is possible to shift advantage in favor of the projectile but it MUST be stated in the jutsu's description that the jutsu is large enough to do so.  The difference this can make is as follows according to jutsu rank:

D-Rank: 0, C-Rank: +1, B-Rank: +1, A-Rank +2, S-Rank: +2, SS-Rank +3

Negligible Advantage: The difference is low enough that if the defending party sees the attack launched, they will almost always be capable of avoiding it.  Thus, one would have to launch a series of attacks, have some kind of setup, or attack from a blind spot.  Think about it like dodging footballs being thrown at you, but factoring in a Ninja's great reaction speed.

Slight Advantage: If the character is faster, it would take a bit of setup or attacking from a blindspot to gain an advantage here.  If the projectile is faster, dodging will certainly put the character on their heals, but in favorable conditions, it will not cause too much trouble.

Moderate Advantage:  If the character is faster, even noticing the projectile mid flight would give them fair time to react and be capable of dodging.  If the projectile is faster, dodging will cause the character to be forced onto their heals, and they may find it difficult to launch a counter attack.

Heavy Advantage: If the character is faster, dodging is routine, and noticing the projectile mid flight is not enough to truly gain an advantage here.  Do not expect to hit this character unless you come at it with a creative strategy.  If the projectile is faster, the character would have to have optimal conditions to dodge, such as seeing that attack as it is launched, having a terrain free from obstructions, and not having to simultaneously deal with other attacks.

Decisive Advantage: If the character is faster, unless the attacker manages to distract or restrain them, they probably will not be able to land an attack.  If the projectile is faster, the defender cannot dodge without preparation.

Impossible: If the character is faster, the attack simply will not hit unless they are completely immobilized or unaware of the attack.  If the projectile is faster, it will almost always hit unless the attacker is put off balance by something or somehow misses.

Damage vs. Durability


This section will be a basic guide to how much damage is done with a basic strike or by weapons when they land.

Negligible Advantage: The defender will interact with these attacks as they would from similar attacks in real life.  A person would not be able to kill them or sever body parts in one strike.

Slight Advantage: If damage is higher, glancing blows do a bit more damage, and if an attack is landed completely cleanly, they can cause permanent damage, outside of basic punches and kicks.  If a vital organ is struck with a weapon, they can sometimes kill.  If durability is higher, cuts, bruises, and the like will be slightly less severe.

Moderate Advantage:  If damage is higher, a glancing or off-balance strike can do as much damage as negligible advantage, and a clean strike certainly has potential to kill or maim with a weapon, or break bones with bare fists. If durability is higher, the defender can probably afford to tank a strike in order to gain the opportunity to inflict more serious damage on the attacker. Death or maiming is only really possible if the attacker hits the same spot many times, or the defender is restrained.

Heavy Advantage: If damage is higher, their glancing blows behave as they would with a slight advantage.  The attacking party can break bones with bare fists and even cause internal damage.  With a weapon, if a blow lands cleanly and is intended to kill, it probably will, or at least would put a person in a state where there are incapable of fighting back.  If durability is higher, glancing blows do not hurt the defending party, and clean shots can do little more than severe bruising or cuts.

Decisive Advantage: If damage is higher, glancing blows behave as if they have moderate advantage. Clean strikes will do exactly the same amount of damage as intended, whether it is simply bruising the defender up or killing them.  If durability is higher, glancing blows simply will not hurt them.  Additionally, they can realistically tank a hit with this much damage and only receive superficial cuts or bruises.

Impossible: If damage is higher, they tear the defender apart.  If durability is higher, your 2 year old brother is hitting you and it might annoy you.

Jutsu Power vs. Durability


Jutsu Power vs. Durability functions exactly the same as Damage vs. Durability.  The difference, however, is Jutsu Power does not match against a person's current durability, and instead matches against either their base Durability, or the amount that their strongest Durability buffing jutsu buffs their Durability by, whichever is higher.  This is partly because of balance (because otherwise, Ninjutsu would be impractical) and is rationalized by the idea that if a jutsu is causing damage to someone, and another jutsu is enhancing their durability, then those jutsu are pitted directly against each other.  With the strongest durability buff out of the way, no other buffs, nor the person's body, would stop the jutsu from ripping through them.

This particular matchup is in BETA testing and subject to change.

Jutsu Power vs. Jutsu Power


If two jutsu projectiles are launched at each other, the one with the higher power will overpower the weaker one, and continue toward the target unimpeded.  However, if a jutsu is launched at a barrier, that jutsu's power is reduced by the power of the barrier.  If the jutsu's power is reduced to zero or lower, the jutsu is simply halted completely.

Strength vs. Strength


Strength vs. Strength is relative mostly in the context of grappling or blocking.  When grappling, the concept is extremely straightforward: the stronger person wins.  However, when blocking, it can get slightly more complicated.  If the defending person's strength is less than half the attacker's, they simply cannot block.  Attacks will simply damage the arms and intended target unhindered.  If the blocker's strength is less than, but more than half the attacker's, the damage of the strike is -1 in the blocker's favor.  If the blocker's strength is within 10% of the attacker's, the damage of the strike is -2 in the blocker's favor.  If the blocker's strength is greater than the attacker's, but not double, the damage of the strike is -3 in the blocker's favor.  If the blocker's strength is double the attacker's, the damage is completely mitigated.

It is important to note also, that the damage also applies to the arms with the modified damage amount.  This means that blocking too many times will cause too much damage to your arms, making it impossible to counter attack.  Additionally, if your arms are broken or bearing severe cuts or third degree burns, you will not be able to effectively block.

[Thanks to ROKU for help synthesizing this comparison guide!]
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