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 Recoil, Stamina & Damage Information

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Aurielle
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Aurielle


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Recoil, Stamina & Damage Information Empty
PostSubject: Recoil, Stamina & Damage Information   Recoil, Stamina & Damage Information Icon_minitime18th September 2013, 4:52 pm

On Nb there are plenty of ways to buff ones techniques however buffing has it's pro's as well as cons. The Major con however is Recoil in which a character suffers damage from buffing their techniques past a certain limit.

Recoil Bypasses all forms of damage reduction be it defense, barrier, chakra or endurance tiers as well as various techniques which offset damage.

Self Buff Recoil:

Technique Buff Caps
Non-Self Buffs such as those which rely on allies or chaining techniques together likewise have caps which are completely dependent on rank and going above those buffs by means other than natural tiers, the eight gates, damage/recoil penalty, energy substitute tiers and Combination Techniques, will result in recoil damage. If used on top of a Self Buff not only does one sustain the original recoil but they also will sustain this one resulting in even more damage being dealt to them due to over buffing. Techniques with activation times and charge times which result in post delays for activation, cool downs, additional requirements to trigger activation are exempt from these recoils.

+1 Above the rank of the technique Nets additional recoil damage equal to the user's rank. Techniques buffed past B-rank net additional recoil damage equal to the user's rank.

This Applies to:.
D-rank, Elite D-rank, C-rank (Low), C-rank (High), Small & Humanoid Sized Beasts/Lobos/Living Weapons.

+2 Above the rank of the technique Nets additional recoil damage equal to the user's rank. Techniques buff past A-rank net additional recoil damage equal to the user's rank.

This Applies to:
Elite C-rank, B-rank (Low), B-rank (High), Medium Sized Beasts/Lobos/Living Weapons.

+3 Above the rank of the technique Nets additional recoil damage equal to the user's rank. Techniques buffed past S-rank net additional recoil damage equal to the user's rank.

This Applies to:
Elite B-rank, A-rank (Low), A-rank (High), Large Sized Beasts/Lobos/Living Weapons

+4 Above the rank of the technique Nets additional recoil damage equal to the user's rank. Techniques buffed past SS-rank net additional recoil damage equal to the user's rank which in most cases will result in grievous injury or death.

This Applies to:
Elite A-rank, S-rank (Low), S-rank (High), Colossus Sized Beasts/Lobos/Living Weapons

+5 Above the rank of the technique Nets additional recoil damage equal to the user's rank. Techniques buffed past SSS-rank will result in death.

This Applies to:
Elite S-rank, "Z"-rank, "X"-rank, Titanic Sized Beasts/Lobos/Living Weapons

Concerning Stamina in battle

Fitness is not infinite one won't be able to shrug off injuries in battle to preform at peak capabilities during the entire topic, it doesn't make sense victims will experience fatigue and those not in their prime will not be able to endure prolonged fighting forever. Because of this there is now a system detailing this and will result in conserving more energy while in fights.

Above Max Tier - 3-ranks + Above the user's Rank.
Max Tier - 1 or 2 ranks above the user's rank
Standard Tier - Equal to the user's rank
Min Tier - 2-ranks and below the user's rank.

Ranking for Non Shinobi/Pirates:

Fatigue set's in differently based on four factors.

Age
Individuals on this site have different ages and that likewise depends on the time it takes for them to become fatigued. There are three age classifications below prime (childhood) Prime (maturity) and past prime (old age) all of which can be found in the Character Rules thread.

Below Prime = - 5 posts (total) to one's fatigue count.
Prime = No Modifications to one's fatigue count.
Past Prime = -10 posts (total) to one's fatigue count. (An Additional -1 per year past one's prime)

Small/Child/Juvenile Creatures/Summons fall under Below Prime
Humanoid/Medium/Large Creatures/Summons Fall under Prime
Elder Creatures/Summons Fall under Past Prime

Strain
Stamina is used in combat as 'fuel' for Physical based techniques and Tiers. Dependent on the user's rank and the disparity of rank between the user's and the technique's, the amount of stamina consumed is different. Tiers follow the same system however the price is taken each round the tiers are in use.

Two-Ranks Below (Min Tier) = 1 Stamina Minimum
One-Rank Below = 2 Stamina
Equal Rank = 3 Stamina
One Rank Above = 4 Stamina
Two Ranks Above (Max Tier) = 5 Stamina
Three Ranks Above = 10 Stamina
Four Ranks Above = 20 Stamina Maximum

Tier Chains always use more stamina than base tiers unless one possesses stamina mitigation tier chains or if they are Passive rather than Active. As such Tier+ Tier Chains cost 1.5x Stamina, Tier++ Tier Chains cost 2x Stamina & +Tier-Tier Chains cost 3x Stamina.

When standing still during or operating at Min Tiers for more than a Round, dependent on the user's rank, they regenerate stamina each post (total).

Rank = Min Tiers (Standing Still)
D-Rank = 1 Stamina (1 Stamina)
C-Rank = 1 Stamina (2 Stamina)
B-Rank = 2 Stamina (3 Stamina)
A-Rank = 2 Stamina (4 Stamina)
S-Rank = 3 Stamina (6 Stamina)
'Z'-Rank = 4 Stamina (8 Stamina)
'X'-Rank = 5 Stamina (10 Stamina)

Race
Race is what determine the actual fatigue limit without any modifications based on combat.

Nova = 40 posts (total)
Nova-Human = 50 posts (total)
Nova-Zireh = 60 posts (total)
Nova-Beast = 60 posts (total)
Nova Dominant Human Recessive Tri-Hybrid = 45 posts (total)
Nova Dominant Zireh Recessive Tri-Hybrid = 50 posts (total)
Nova Dominant Beast Recessive Tri-Hybrid = 60 posts (total)
Nova Dominant Quad-Hybrid = 65 posts (total)

Human =  60 posts (total)
Human-Nova = 50 posts (total)
Human-Zireh = 70 posts (total)
Human-Beast = 70 posts (total)
Human Dominant Nova Recessive Tri-Hybrid = 55 posts (total)
Human Dominant Zireh Recessive Tri-Hybrid = 65 posts (total)
Human Dominant Beast Recessive Tri-Hybrid = 75 posts (total)
Human Dominant Quad-Hybrid = 80 posts (total)

Zireh = 70 posts (total)
Zireh-Human = 70 posts (total)
Zireh-Nova = 60 posts (total)
Zireh-Beast = 80 posts (total)
Zireh Dominant Nova Recessive Tri-Hybrid = 65 (total)
Zireh Dominant Human Recessive Tri-Hybrid = 75 posts (total)
Zireh Dominant Beast Recessive Tri-Hybrid = 85 posts (total)
Zireh Dominant Quad-Hybrid = 90 posts (total)

Beast (Faunus Specific) = 80 posts (total)
Beast-Human = 70 posts (total)
Beast-Nova = 60 posts (total)
Beast-Zireh = 80 posts (total)
Beast Dominant Nova Recessive Tri-Hybrid = 65 (total)
Beast Dominant Human Recessive Tri-Hybrid = 80 posts (total)
Beast Dominant Zireh Recessive Tri-Hybrid = 90 posts (total)
Beast Dominant Quad-Hybrid = 95 posts (total)

Jinchuriki = 50 posts (total)
Apex Being = 60 posts (total)
Demi-God = 70 posts (total)
Pantheon Deity = 80 posts (total)
Head Pantheon Deity = 90 posts (total)

True Tri-Hybrid = 80 Posts (total)
True Quad-Hybrid = 100 Posts (total)
Awakened Children use their base race's fatigue limit.
Awakening = + 10 to Race (total)
Secondary Awakening = +10 to Race (total)

Small Animals = 40 Posts (total)
Medium Animals = 50 Posts (total)
Large Animals = 60 Posts (total)
Giant Animals = +10 Posts (total)

Small Creatures = 50 Posts (total)
Medium Creatures = 60 Posts (total)
Large Creatures = 70 Posts (total)
Subspecies = +10 Posts (total)
Rare-Species = +20 Posts (total)

Small Summons = 50 Posts (total)
Humanoid Summons = 60 posts (total)
Medium Summons = 70 Posts (total)
Large Summons = 80 Posts (total)
Colossus Summons = 90 Posts (total)
Elder Summons = 1/4 of Stamina Limit of Size they belong to.

Lobos = 90 Posts (total)
God Beasts = 100 Posts (total)
Colossus Creatures = 150 Posts (total)
Spurious (Awakening) = +50 Posts (total)
Mythical God Beasts = 200 Posts (total)
Titanic Creatures = 250 Posts (total)

Fatigue
Once Fatigue has been obtained the victim will suffer from cripples to their abilities which is also dependent on their race due to the differences in handling it.

Human = -4 to their physical techniques & tiers
Nova = -3 to their physical techniques & tiers
Beast =  -2 to their physical techniques & tiers
Zireh = -1 to their physical techniques & Tiers

*Note: Apex Beings & Demi-Gods both sustain Tier Level Drops rather than Tier Rank drops, furthermore Demi-Gods refer to the race of their mortal parent to determine the amount of Tier Levels they drop.

Injury & Energy Loss
Sustaining injuries in battle and depleting one's reserves (Blood, Chakra, Nen, NE etc) will put a hamper on ones fitness in combat depending on the severity of the injury victims will lose more fatigue from using tiers while emptying one's reserves and being forced to exit sage mode due to running out of natural energy will also hasten the process of one becoming fatigued.

Injury Penalties
Injuries which aren't reduced in damage thanks to natural tiers, armor or other defensive techniques (Endurance Tiers, Flak Jackets, etc) and doesn't kill you, including but not limited to, limb detachment, organ rupture, numerous broken bones results in additional fatigue loss when utilizing tiers. This only applies one time, and follows the maximum damage you've taken it does not factor for multiple counts of damage (For example 10 C-ranks will only trigger stamina loss equivalent to 1 C-rank). In addition depending on one's rank the time before stamina is lost varies.

Damage - Stamina Loss Per Turn (Rank Based Turn Modifier)
D - +1 if Non-Vital, +2 if Vital (D-rank = 1x, Elite - 2x)
C - +2 if NV, +4 if V (C-rank = Low - 2x, High - 3x, Elite - 3x)
B - +3 if NV, +6 if V (B-rank = Low - 4x, High - 4x, Elite - 5x)
A - +4 if NV, +8 if V (A-rank = Low - 5x, High - 6x, Elite - 6x)
S - +5 if NV, +10 if V (S-rank = Low - 7x, High - x7, Elite - 8x)
SS - Double Sta Loss if Non Lethal, If Lethal 1/16th of Max Stamina Replenished each turn from adrenaline while dying ("Z"-rank = 9x)
SSS - Triple Sta Loss if NL, If L 1/8 of Max Sta Replenished ("X"-rank = 10x)
"Z" - Quadruple (4x) Sta Loss if NL, IF L 1/16 of Max Sta Lost each Turn as injuries are too severe for adrenaline to overcome
"X" - Quintuple (5x) Sta Loss if NL, If L 1/8 of Max Sta Lost each Turn
.
*Note: Zireh are not subject to the Adrenaline effect due to being mechanical in origin their bodies having a natural higher tolerance yet isn't as geared towards maintenance as an organic body. Zireh Hybrids can still benefit from adrenaline however, if one of their parents is either Human, Nova or Beast.

Injuries in Relation to Size
Creatures and even Shinobi come in different sizes, however that does have an affect on the injuries they sustain from others who are in fact smaller than them. While this doesn't affect the damage dealt it does affect how said damage is treated on the larger target. However this does not go both ways merely smaller targets while dealing damage just seem to hurt larger ones less as long as they are not using scale modifiers which are meant to increase the scale of their attacks whether through techniques, effects or so on. This is done in full size increments, meaning a Large (S) creature will only benefit from the damage reductions from sustaining an attack from a Medium (S) creature not a Medium (XL) etc.

Size - Size DMG Reduction (Tiny, Small, Humanoid, Medium, Large, Bijuu, Colossus, Titanic
Tiny - N/A
Small - 1, N/A
Humanoid - 2, 1, N/A
Medium (S, M, L & XL) - 3, 2, 1, N/A
Large (S, M, L & XL) - 4, 3, 2, 1, N/A
Bijuu - 5, 4, 3, 2, 1, N/A
Colossus - 6, 5, 4, 3, 2, 1, N/A
Titanic - 7, 6, 5, 4, 3, 2, 1, N/A
Juubi - 8, 7, 6, 5, 4, 3, 2, 1

*Note: The lowest damage inflicted is D-rank, and this applies only to techniques preformed at base scale without any scale modifiers what so ever, Constructs, boosted scale techniques, Collaborations Techniques with creatures with better scale modifiers will be adjusted to their appropriate scale in regards to this.

Those techniques that this does not apply to include:
1. Any Mental Based technique
2. Internal Damaging due to Bypassing, Getting inside said creature, System Destabilization/Destruction &/or limit depletion/max reduction.
3. Techniques specifically targeting large creatures
4. If Vulnerable Locations are hit such as sensory &/or vital organs
5. If Damage is dealt due to reflecting, deflecting or overpowering (due to  elemental advantage) offensive techniques from the larger target.
6. In the case of the Tiny size a numbers game can overcome this scale modifier (Such as swarms being used to negate the scale modifier dmg reduction for their equivalent amount. D = Small, C = Humanoid, B = Medium, A = Large, S = Bijuu, SS = Colossus, SSS = Titanic & Z = Juubi)
7. Collaboration techniques between groups equivalent to the Dmg reduction are capable of mitigating this damage reduction modifier
8. Status effects are not affected by this size damage reduction.
9. Seals namely Fuinjutsu, Juinjutsu with the correct size modifiers.
10. Soul Affecting techniques & the Empty line of techniques.

Energy Loss

Three-Quarters Depleted
Blood results in triple fatigue loss when operating at Standard Tier Levels or above.
Chakra results in triple fatigue loss when operating at Max Tier Levels (At least 2-rank Higher than Standard)
Nen results in double fatigue loss when operating at Max Tier Levels (At least 1-ranks Higher than Standard)

Near Empty to Empty
Blood results in quadruple fatigue loss when operating at Standard Tier Levels often one can experience the effects of anemia further lowering one's combat ability.
Chakra results in triple fatigue loss when operating at Standard Tier Levels or above often one can experience pain in their chakra coils due to over-straining them further lowering one's combat ability.
Nen results in double fatigue loss when operating at Standard Tier Levels of above often one can experience constant migraines due to over straining the Nen Pathways in their brain further lowering one's combat ability.


Note:
Pseudo All Taijutsu users have +Quarter their races fatigue limit.
Kyubi Jinchuriki have +Half their races fatigue limit.
Juubi Jinchuriki have double their races fatigue limit.
True All Taijutsu users have double their races fatigue limit.
Pirates have triple their races fatigue limit.

Tiers affect Fatigue
Physical Techniques affect Fatigue
Energy Substitute Tiers are unaffected by fatigue (Chakra/Nen/Blood/NE Price to gain tiers).
Gates & it's derivatives, Sage Mode, Transformations & Curse Mark are unaffected by fatigue due to each having their own drawbacks & activation duration.
Cloak Tech is unaffected by fatigue due to utilizing Cool-downs.
Self Puppets are unaffected by fatigue in regards to their fatigue loss but are affected by techniques with a fatigue price (Beast Art, Pirate Art etc).
Edo Tensei Corpses are unaffected by all types of fatigue.

* The overuse of physical tiers only accelerate the rate at which fatigue sets in however the longer a topic goes on without medical techniques which are made specifically to restore vitality to the user or the consumption of food even a conservative fighter will eventually succumb to fatigue.

***********************
Recoil, Stamina & Damage Information Tamsyn10
Past is Past:


Last edited by Aurielle on 3rd July 2021, 1:15 am; edited 8 times in total
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Aurielle
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Aurielle


Posts : 12617
Join date : 2010-06-13
Age : 33
Location : Lost in time...I guess?

Recoil, Stamina & Damage Information Empty
PostSubject: Re: Recoil, Stamina & Damage Information   Recoil, Stamina & Damage Information Icon_minitime17th October 2017, 7:40 pm

Limits

In addition to the Stamina/Fatigue Limit there are other Limits on this forum, these are split into 4 Categories each of them based on whether they are Physical Limits, which affect the physical body, Mental Limits, which affect the mind, Spiritual Limits, which don't affect the body or mind or Hybrid Limits, which affect any mixture of the three. Physical Limits are equal to Stamina, Mental Limits are equal to 1/4th the Stamina Limit, Spiritual Limits are equal to 1/2 the Stamina Limit and Hybrid Limits are equal to 3/4ths the Stamina Limit. Furthermore these are not boosted by conditions (such as T.A.T, or being a Pirate) unless explicitly stated.
*Note: There is a "fifth" category of Limits, known as Unique Limits, which do not follow the Stamina Limit.

Physical Limits:

Mental Limits:

Spiritual Limits:

Hybrid Limits:

Unique Limits:

***********************
Recoil, Stamina & Damage Information Tamsyn10
Past is Past:
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Aurielle
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Aurielle


Posts : 12617
Join date : 2010-06-13
Age : 33
Location : Lost in time...I guess?

Recoil, Stamina & Damage Information Empty
PostSubject: Re: Recoil, Stamina & Damage Information   Recoil, Stamina & Damage Information Icon_minitime15th December 2020, 3:20 pm

Damage Information
Damage on the site is calculated by assigning Ranks to it, and when dealing with multiple counts of damage, it is added by Levels rather than just adding the ranks together. In regards to all methods of stacking damage together it also increases this way including Element Clashes with the only exception being Combination techniques

Damage Chart:

Special Rulings
Law of Conservation of Ninjutsu:

Elements Capable of Equipment Destruction & Their Relation to Items
Although all elements are capable of techniques which can be used to destroy equipment, certain elements are more proficient at it and thus are capable of doing so without specifying a technique for weapon destruction. However when equipment have properties which counter act that effect, this no longer applies, with the elemental techniques requiring equipment (weapon) destruction to regain these benefits.
Spoiler:

***********************
Recoil, Stamina & Damage Information Tamsyn10
Past is Past:
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PostSubject: Re: Recoil, Stamina & Damage Information   Recoil, Stamina & Damage Information Icon_minitime

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