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Stat System Idea [FIN]

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1 Stat System Idea [FIN] on Sat Aug 16, 2014 10:43 am

Kaiden

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Kiri Chunin
Kiri Chunin
STATS!


What are the stats and what do they do?

On Saga, part of the way your strength is measured is through the rank of your stats. Stats include things like how fast you are, or how powerful your jutsu are, as well as the strength of your elements or specializations. This stat training system allows you to train the areas of your character that you want to focus on, rather than being equally proficient for your rank in every area and using items and jutsu to push yourself to the higher ranks.

Saga has eight ranks (E-SS) and each of those ranks represents what level of ninja you personally are, as well as what rank of techniques you can use or items you can utilize. Statistics, specializations, jutsu, elements and items all have ranks. The following information is the list of physical stats on Saga, an explanation of each of them, and information on their ranks and how to train them up.


  • Strength (STR).
  • Speed (SPD).
  • Reaction time (REA).
  • Perception (PER).
  • Endurance (END).


These stats are the physical stats, they represent your character's physical capability. Detailed explanations are below.

Strength.
Strength governs how strong your character is physically, how much weight they can lift, how much force is behind their punches and how hard they can swing a weapon. In general, strength makes you do more damage when you attack people with basic Taijutsu strikes, the higher your strength stat, the harder your hits. As your strength stat increases, your damage with basic strikes does as well. Some armour or weapons may have a minimum strength requirement to use.

Speed.
As the name suggests, Speed is how fast you are. Speed is the measure of how fast you can run from place to place. You speed increases your ability to dodge attacks, the faster you move, the harder you are to hit. Speed is also a factor in determining whether or not your opponents can react to you. For a highly mobile character, speed is the most important stat.

Reaction Time.
Unlike speed, which allows you to move faster, Reaction Time represents how quickly you can react and respond to external stimuli. Reaction time affects your character's reflexes and their ability to move their body point-to-point in order to react to movements or attacks. Reaction time is essential for characters who want to stay one step ahead in combat.

Perception.
Perception is the stat that affects how well your senses work. Reaction time quickens your reflexes while Perception enhances how well you can sense things happening around you. Perception allows you to more easily see quick opponents, help see through Genjutsu and detect hidden or sneaky opponents. It also affects how well you can smell or hear things. Be warned, high perception can make it easier to break Genjutsu, but with sharpened senses the triggers will be easier to land onto you. Perception also aids in fighting multiple opponents at once, by being able to detect people through more than one sense. Some Kyujutsu weapons may have minimum perception requirements to use.

Endurance.
Dodging other peoples attacks through speed or reaction time is not the only way to avoid damage. The Endurance stat decreases the amount of damage you take from basic strikes of other ninja. While having a high endurance does not do much to mitigate the damage from jutsu, someone with a large amount of it can withstand long periods of physical damage because they have honed their bodies to withstand it.



Last edited by Kaiden on Sat Aug 16, 2014 11:01 am; edited 1 time in total

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2 Re: Stat System Idea [FIN] on Sat Aug 16, 2014 10:44 am

Kaiden

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Kiri Chunin
Kiri Chunin
How do I rank up stats?

Physical stats are divided into ranks. The ranks are E, D, C, B, A, S, and SS. In general, each rank represents an average level of skill in an area for that rank, and ranks within villages are associated with those lettering grades because that is an average way of measuring who compares to each other how.

Stats, like the ranks of your Specializations and Elements, can be trained. However, stats are a little different than Elements and Specializations, because stats consist of three Tiers between each rank. This means that between the ranks of D and C, there are three smaller tiers which you must train up to gradually increase your stats. Training your stats has a word count and small ryo cost, the training numbers are below. (You must train every tier of a stat you wish to train up, you may not skip any.) You will make one post in the Training Stats section, much like a Jutsu Registration. All your stat trainings will be posted there and catered to.

Training Stats -
E ~> E-1, 75 words and 0 Ryo.
E-1 ~> E-2, 150 words and 0 Ryo
E-2 ~> E-3, 225 words and 0 Ryo.
E-3 ~> D, 300 words and 0 Ryo.

D ~> D-1, 325 words and 25 Ryo.
D-1 ~> D-2, 400 words and 50 Ryo.
D-2 ~> D-3, 450 words and 75 Ryo.
D-3 ~> C, 525 words and 100 Ryo.

C ~> C-1, 575 words and 100 Ryo.
C-1 ~> C-2, 600 words and 125 Ryo.
C-2 ~> C-3, 700 words and 150 Ryo.
C-3 ~> B, 700 words and 175 Ryo.

B ~> B-1, 700 words and 175 Ryo.
B-1 ~> B-2, 800 words and 200 Ryo.
B-2 ~> B-3, 900 words and 225 Ryo.
B-3 ~> A, 1000 words and 250 Ryo.

A ~> A-1, 1000 words and 250 Ryo.
A-1 ~> A-2, 1150 words and 275 Ryo.
A-2 ~> A-3, 1300 words and 300 Ryo.
A-3 ~> S, 1550 words and 325 Ryo.

S ~> S-1, 1750 words and 350 Ryo.
S-1 ~> S-2, 2000 words and 375 Ryo.
S-2 ~> S-3, 2250 words and 400 Ryo.
S-3 ~> SS, 2500 words and 500 Ryo.

SS ~> SS-1, 5000 words and 1500 Ryo.
SS-1 ~> SS-2, 6000 words and 2500 Ryo.
SS-2 ~> SS-3, 7000 words and 3500 Ryo.


_________________

Jutsu Costs:

C-Ranked Shinobi Jutsu Costs/Adept Costs
E-Rank Jutsu: 5 Chakra Cost/ 2.5 Chakra
D-Rank Jutsu: 10 Chakra Cost/ 5 Chakra
C-Rank Jutsu: 25 Chakra Cost/ 12.5 Chakra
B-Rank Jutsu: 40 Chakra Cost/ 20 Chakra
A-Rank Jutsu: 50 Chakra Cost
S-Rank Jutsu: Cannot Use
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3 Re: Stat System Idea [FIN] on Sat Aug 16, 2014 10:45 am

Kaiden

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Kiri Chunin
Kiri Chunin
So what exactly do stats do?

As said, stats increase your physical capabilities. But how much do they increase your physical stats? Well, below are all the numbers to show you exactly how much you get out of each rank of each stat.

Strength.

D-Rank: Very light bruising if at all, low level knock back (<1ft).
D-1: Light bruising, higher knock back (can cause stumbling).
D-2: Light bruising and slight soreness in the hit area, direct hits can knock down opponents.
D-3: Direct hits cause notable soreness and can knock back 1 meter.

C-Rank: Moderate Bruising, jarring knock-back.
C-1: Moderate bruising, direct hits can tear the skin, or may wind an opponent if hit in the right area.
C-2: Moderate bruising, can break cartilage but not bone.
C-3: Deeper bruising, hits cause tears in skin, can break cartilage and cause minor fractures in bone with repeated hits to the same area.

B-Rank: Heavy Bruising, up to one meter knock back.
B-1: Direct hits cause severe topical bruising, sustained force (such as a tight grip) can cause a major fracture in bone.
B-2: Internal bruising/concussion if hit in the head, 2 direct hits to the same area can cause minor fractures.
B-3: Internal bruising/concussion, 2 hits can cause minor fractures, sustained blows to the head can cause unconsciousness. Attacks with the body break the skin with ease.

A-Rank: Deep internal bruising, hits can cause minor fractures, three meter knock back.
A-1: Hits cause minor fractures, five meter knockback, direct hits can cause multiple fractures.
A-2: Direct hits can outright break bone, cause internal bruising, up to seven meter knock back.
A-3: Direct hits can break bone, serious internal bruising (but not bleeding), up to ten meter knock back.

S Rank: Hits can break bones, direct hits can cause internal bleeding and organ damage.
S-1: Direct hits can still cause internal bleeding and hits can still break bone, sustained direct hits can cause serious organ damage.
S-2: Hits can cause internal bleeding and rupturing and can break bone, direct hits can cause serious internal organ damage.
S-3: Hits can break bone and cause internal bleeding, sustained direct hits can cause lethal organ failure.

SS-Rank: Direct hits shatter bone and cause serious organ damage/failure and internal bleeding. At this rank it requires equal strength to block a basic strike from this ninja.
SS-1: Hits can shatter bones, or fracture all the bones in a larger area and cause internal bruising and lethal internal bleeding, direct hits can go through a human body. At this rank it requires D-rank or higher defensive jutsu to block basic strikes from the ninja, or equal strength.
SS-2: Hits can go through a human body, sustained force can tear off limbs such as an arm or a leg. At this rank it requires C-rank or higher defensive jutsu to block basic strikes from the ninja, or equal strength
SS-3: Hits can tear limbs off of a human body, direct hits can cause multiple serious fractures over most of the body. A ninja of this strength can split stone with punches. At this rank it requires B-rank or higher defensive jutsu to block basic strikes from the ninja, or equal strength.

Speed.

All sustained ninja speeds must be accelerated to, and cannot be achieved just after taking off from a standing position. Ninja can use a burst of speed from three tiers lower than their current trained Speed, for 2 posts (or a burst of speed from 4 tiers lower for 3 posts), for the same 1-post 2-tier decrease.

D-Rank: This ninja is averagely fast for a Shinobi, they can easily run a five-minute mile and sustain that speed over three miles before tiring.
D-1: This ninja can move in short bursts at 6 meters per second (for one post); if they sustain this speed for one post, their speed is decreased by two tiers for a post. They can easily sustain a 4.30 mile over five miles.
D-2: The ninja can now move for one post at 7 meters per second; if they sustain this speed, their speed is decreased by two tiers for a post. They can run a 4.30 mile over eight miles.
D-3: The user can move in short bursts (one post) at 9 meters per second; if they sustain this speed, their speed is decreased by two tiers for a post. They can sustain a 4.30 mile over ten miles.

C-Rank: This rank of ninja can make a burst of speed at 11 meters per second for one post; if they sustain this speed, their speed is decreased by two tiers for a post. They can run a 3-minute mile sustained over three miles.
C-1: A one-post burst of 13 meters per second (one or two posts); if they sustain this speed, their speed is decreased by two tiers for a post. They can sustain a 3-minute mile over five miles.
C-2: A one-post burst of 15 meters per second; if they sustain this speed, their speed is decreased by two tiers for a post. They can sustain a 3-minute mile over eight miles.
C-3: Faster bursts of speed up to 16 meters per second (one post); if they sustain this speed, their speed is decreased by two tiers for a post. They can sustain a 3-minute mile over ten miles.

B-Rank: Sustained 10 meters per second running speed at full sprint.
B-1: 10 meters per second movement speed with bursts (one post) of up to 17 meters per second; if they sustain this speed, their speed is decreased by two tiers for a post.
B-2: Bursts (one post) of up to 18 meters per second; if they sustain this speed, their speed is decreased by two tiers for a post. Sustained 11 meters per second running speed.
B-3: Sustained 13 meter per second running speed at full sprint, bursts of up to 20 meters per second; if they sustain this speed, their speed is decreased by two tiers for a post.

A-Rank: Sustained 14 meters per second running speed at full sprint.
A-1: Sustained 15 meters per second running speed at full sprint. Bursts of up to 22 meters per second movement speed (one post); after doing so, their speed is decreased by two tiers for a post.
A-2: Sustained speed of 16 meters per second at full sprint. One-post bursts of movement up to 24 meters per second; after doing so, their speed is decreased by two tiers for a post.
A-3: 17 meter per second sustained speed at full sprint. Bursts of running speed up to 26 meters per second; if they sustain this speed for one post, their speed is decreased by two tiers for a post.

S-Rank: 18 meter per second sustained running speed at full sprint.
S-1: 19 meter per second sustained running speed at full sprint. Bursts of up to 29 meters per second; if they sustain this speed for one post, their speed is decreased by two tiers for a post.
S-2: 20 meter per second full sprint. A burst of speed of up to 31 meters per second; if they sustain this speed, their speed is decreased by two tiers for a post.
S-3: 21 meter per second full sprint, can reach a burst of speed up to 33 meters per second; if they sustain this speed for one post, their speed is decreased by two tiers for a post.

SS-Rank: 24 meter per second running speed at full sprint. Bursts of up to 36 meters per second (one post); if they sustain this speed, their speed is decreased by two tiers for a post. At this speed, a perception of C-2 or higher is required to keep track of the ninja's movement (C-3 if the ninja is in a burst of movement).
SS-1: 27 meter per second running speed full sprint and can burst their speed to up to 39 meters per second, if they sustain this speed for one post, their speed is decreased by two tiers for a post. At this speed, a perception of B-3 or higher is required to keep track of the ninja's movement. (A-1 if the ninja is in a burst of movement).
SS-2: 30 meter per second full-sprint running speed. Can accelerate to that speed within one post and can exert a burst of speed of 42 meters per second, if they sustain this speed for a post, their speed is decreased by two tiers for a post. At this speed, a perception of A-2 or higher is required to keep track of the ninja's movement (S if the ninja is in a burst of movement).
SS-3: The ninja can run at 35 meters per second at full sprint. In short bursts, the ninja can sprint up to 46 meters per second, if they sustain this speed for one post, their speed is decreased by two tiers for a post. At this speed, a Perception of S-1 or higher is required to keep track of the ninja's movements (S-3 if the ninja is in a burst of movement).

Reaction Time.

A ninja should be reasonably expected to be able to react (with reasonable cues) to an attack or other maneuver that was executed with speed of a rank/tier which is the same as or lower than the rank/tier of the ninja's reaction time. Speeds of projectiles and characters are defined by their ranks and tiers, to find the rank of speed something is travelling at, consult the jutsu or weapon you're attempting to dodge. If it matches the rank or tier (depending on whether it is an item/jutsu or a character) of your reaction time or is lower than it, and you have a reasonable IC cue, you can be expected to be able to dodge it with reasonable time to dodge. (That being said, you would need a certain tier of Perception to dodge a speedy opponent, as detailed below.) This does not mean that you can dodge every attack with a speed rank equal to or lower than your reaction time. Reaction time only makes it possible to react, it does not make it guaranteed.

Perception.

D-Rank: Average human level senses, minor sensory imperfections but not hindering.
D-1: Above average senses, clearer hearing, sharper vision.
D-2: Increased sense of equilibrium, almost perfect human vision and slightly heightened hearing.
D-3: Perfect 20/20 vision, sensitive hearing, slightly enhanced sense of depth perception.

C-Rank: Slightly enhanced low-light vision, exceptional hearing and good hand-eye coordination.
C-1: Above average hand-eye coordination, above average sight clarity (details increased).
C-2: The ninja can sometimes detect movement within their personal space (3m) through minute sounds like light footsteps or the air breaking over or around someone/thing.
C-3: Can hear heavy breathing or panting, as well as voices from up to 15 meters away. Enhanced sense of balance.

B Rank: Heightened hearing: could pinpoint the dripping of blood or water, as well as heavy breathing, in a 20 meter radius.
B-1: Perceptive vision enough to detect basic traps and pitfalls, provided they are not thoroughly hidden.
B-2: Perceptive vision: can often detect concealed weapons on opponents by sight, provided they are not thoroughly hidden.
B-3: Heightened range of focused vision at slightly poorer quality than a telescope; detailed sight can reach 10 meters more than other ninja.

A-Rank: Enhanced senses. Able to distinguish complex stimuli, as well as discern larger distinctions in things like wind patterns and direction in order to determine obstacles with trained effort. The ninja can also hear noises as quiet as a whisper up to 25m away.
A-1: Advanced senses. Able to distinguish most hidden or masked objects with their senses alone over 30 meters.
A-2: Apex sense of touch, sight, taste and tracking with focused effort. Shark-like scent, bat-like hearing, eagle-like eyes.
A-3: Senses bordering superhuman, with focused effort able to navigate any terrain with any one sense, and able to hear wind rushing over and around solid substances up to 15 meters away.

S-Rank: The ninja has highly enhanced senses, and a perfect equilibrium.
S-1: The ninja has an impeccable sense of space (objects' proximity to their body) even when they are unable to see, due to their tactile sensitivity to air currents.
S-2: Even in a noisy area, the ninja can clearly focus on a specific noise or conversation within 20 meters of themselves. They are able to notice most, if not all, hidden weaponry on an opponent provided it is not hidden with chakra.
S-3: The ninja can operate at almost peak efficiency with only one sense available, merely depending on their their sense of space, scale, and equilibrium. It is almost impossible to hide something from this ninja.

SS-Rank: The ninja at this rank is able to with great effort project their senses over great distances of over 50m away. With meditative focus, they can feel the slightest variations of the wind on their skin and can track even the fastest of moving objects in excess of 70mps.
SS-1: Scaling higher the ninja is able to project their senses great distances with less effort covering ranges of 80m with pin-drop accurate hearing and pinpoint accuracy. Opponents require C rank and higher stealth abilities to hide from this person.
SS-2: With effort, the ninja is able to push the bounds of the natural limits of their senses, able to see through shades and even the dimmest of light within 90m with extreme effort and stillness. They have precision targeting and hand-eye coordination capable of hitting a flea off a dog with a needle. The user's overall senses of hearing, taste, vision and touch so accurate opponents require B-rank and higher stealth abilities to hide from this person.
SS-3: The ninja sees as clearly with his peripheral vision as he does his direct line of sight, able to distinguish even near silent sounds as clear whispers and discern between multiple sources over extensive ranges of 80m passively and over 100m when focusing while still. The ninja's senses overall, including hand-eye coordination, shade distinction and texture distinction and general awareness are so extreme, opponents require A-rank and higher stealth abilities to hide from this person.

Endurance

E-rank and all tiers: Even D-rank basic attacks will do extra damage on this person, and will easily make them flinch. Wounds of any rank will severely limit their functionality in battle.

D-Rank: Average Endurance for a ninja. No extra damage taken or damage mitigated.
D-1: Increased fortitude, the ninja is able to resist flinching against D-rank basic attacks.
D-2: Able to resist knock down of D-rank strikes.
D-3: Halves forced knock back from D-rank or lower basic attacks, able to fight through pain of D-rank or lower wounds unhindered.

C-Rank: Increased fortitude, the ninja is able to resist flinching against C-rank or lower basic attacks.
C-1: The ninja's body is honed to be tougher than average, it takes higher strength to break their cartilage than before (one tier higher).
C-2: It now takes a strength of one tier higher than normal for direct hits to tear the ninja's skin.
C-3: Halves forced knock back from C-rank or lower basic attacks, able to fight through pain of C-rank or lower wounds.

B Rank: The ninja no longer bruises as easily, reducing the bruises from basic strikes of C-rank or below to one tier lower.
B-1: The ninja is resistant to being winded and can withstand most basic attacks of D-rank or lower without much issue.
B-2: The user has honed their muscles and skin to reduce topical bruises by one degree (Heavy becomes moderate, moderate becomes light)
B-3: Halves forced knock back from B-rank or lower basic attacks, able to fight through pain of B-rank or lower wounds.

A-Rank: The ninja can fight through pain, and maintain the use of limbs which have sustained minor fractures, with no penalty to their usage.
A-1: The user is able to endure enough that basic strikes from A-rank or higher strength are required to fracture bone.
A-2: Techniques and basic strikes that would break bone now cause minor fractures, it now takes repeated (two or three) fracturing blows to fully break bone.
A-3: Halves forced knock back from A-rank or lower basic attacks, able to fight through pain of A-rank or lower wounds.

S-Rank: The user can resist basic strikes of S-rank or lower breaking their bones (needing 2 more fractures than before to fully break).
S-1: The ninja can resist broken bones or internal bleeding of S-1 or lower strength. Breaks become fractures, internal bleeding becomes deep internal bruising.
S-2: The ninja can resist broken bones or internal bleeding of S-2 or lower strength, functioning through the pain. Breaks become fractures, internal bleeding becomes deep internal bruising, direct hits of equal strength can cause internal bleeding.
S-3: The ninja can resist broken bones or internal bleeding of S-3 or lower strength, functioning and fighting through the pain. Their organs do not rupture as easily from physical attacks, and take 6 more hits in order for them to fail.

SS-Rank: At this rank, the ninja can withstand damage of equal or lower strength, reducing it by one tier.
SS-1: At this rank, the ninja can withstand damage of equal or lower strength, reducing it by two tiers.
SS-2: At this rank, the ninja can withstand damage of equal or lower strength, reducing it by three tiers. C-rank and lower jutsu are reduced in damage by one rank.
SS-3: At this rank, the ninja can withstand damage of equal or lower strength, reducing it by three tiers. B-rank and lower jutsu are reduced in damage by one rank.


_________________

Jutsu Costs:

C-Ranked Shinobi Jutsu Costs/Adept Costs
E-Rank Jutsu: 5 Chakra Cost/ 2.5 Chakra
D-Rank Jutsu: 10 Chakra Cost/ 5 Chakra
C-Rank Jutsu: 25 Chakra Cost/ 12.5 Chakra
B-Rank Jutsu: 40 Chakra Cost/ 20 Chakra
A-Rank Jutsu: 50 Chakra Cost
S-Rank Jutsu: Cannot Use
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4 Re: Stat System Idea [FIN] on Sat Aug 16, 2014 10:47 am

Kaiden

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Kiri Chunin
Kiri Chunin
How do stats interact with each other when I fight?

Your physical stats are used for everything you do with your body. How fast you run and react, how hard you hit, and how sharp your senses are. Ranking your stats up increases all those things and allows you to get an edge on ninja who are the same rank as you overall, or to gain an even further advantage on those who are still beneath your ninja rank.

Stats interact with each other like this (this scale is talking about two of the same stat interacting with each other, IE: STR vs. STR or REA vs. REA) -

No Difference: This is when the two stats are on the exact same rank and tier. The ninja are equally matched in that field and there will be no advantage either way.

One Tier Difference: This is where one individual has a one tier advantage over another, such as if a character with C-Rank Strength was arm wrestling with someone whose Strength stat was C-1. The two would essentially be equal, though the higher tiered individual will have a very small advantage.

Two Tier Difference: This would be a situation where one Ninja has a two tier advantage over the ninja they are fighting against, such as a ninja with B-ranked speed in a foot race with a ninja whose speed is B-2. The higher ranked individual has a noticeable advantage and would begin to overpower the lower ranked individual in that area within two or three posts of competing.

Three Tier Difference: In a situation where there is a three Tier difference, such as a two ninja in hand-to-hand combat, one with A-rank Reaction time and the other with A-3 ranked Reaction Time, the higher ninja would somewhat easily outclass the lower ranked individual in this stat. With this difference, while it is not impossible for the lower ranked ninja to keep up, they would begin to fall behind after two or three posts of competing.

Four Tier Difference: A four Tier difference is when someone has an entire rank above another individual in a given stat. This would be if a ninja with B-ranked strength was trying to overpower a ninja with A-rank strength. The higher ranked individual has a very notice advantage. At this point, a direct contest of the same stat between the lower-stat-bearing individual and the higher in this area is nearly pointless for the lower-ranked ninja. It is better to rely on your other stats or skills if this is the case.


_________________

Jutsu Costs:

C-Ranked Shinobi Jutsu Costs/Adept Costs
E-Rank Jutsu: 5 Chakra Cost/ 2.5 Chakra
D-Rank Jutsu: 10 Chakra Cost/ 5 Chakra
C-Rank Jutsu: 25 Chakra Cost/ 12.5 Chakra
B-Rank Jutsu: 40 Chakra Cost/ 20 Chakra
A-Rank Jutsu: 50 Chakra Cost
S-Rank Jutsu: Cannot Use
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5 Re: Stat System Idea [FIN] on Sat Aug 16, 2014 10:48 am

Kaiden

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Kiri Chunin
Kiri Chunin
DISCLAIMER

I DO NOT OWN ANY OF THESE IDEA. THEY ARE MERELY A SYSTEM THAT I SAW ON A DIFFERENT SITE AND ENJOYED, THEREFORE I THOUGHT IT WAS NECESSARY TO BRING TO THIS SITES ATTENTION.


_________________

Jutsu Costs:

C-Ranked Shinobi Jutsu Costs/Adept Costs
E-Rank Jutsu: 5 Chakra Cost/ 2.5 Chakra
D-Rank Jutsu: 10 Chakra Cost/ 5 Chakra
C-Rank Jutsu: 25 Chakra Cost/ 12.5 Chakra
B-Rank Jutsu: 40 Chakra Cost/ 20 Chakra
A-Rank Jutsu: 50 Chakra Cost
S-Rank Jutsu: Cannot Use
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6 Re: Stat System Idea [FIN] on Sat Aug 16, 2014 7:18 pm

Zerutobi Kaguya

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Konoha Anbu
Konoha Anbu
I think this should have probably been posted in the Suggestion forum.


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7 Re: Stat System Idea [FIN] on Sat Aug 16, 2014 7:22 pm

Kaiden

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Kiri Chunin
Kiri Chunin
I was told to post it here


_________________

Jutsu Costs:

C-Ranked Shinobi Jutsu Costs/Adept Costs
E-Rank Jutsu: 5 Chakra Cost/ 2.5 Chakra
D-Rank Jutsu: 10 Chakra Cost/ 5 Chakra
C-Rank Jutsu: 25 Chakra Cost/ 12.5 Chakra
B-Rank Jutsu: 40 Chakra Cost/ 20 Chakra
A-Rank Jutsu: 50 Chakra Cost
S-Rank Jutsu: Cannot Use
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8 Re: Stat System Idea [FIN] on Sat Aug 16, 2014 7:31 pm

Zerutobi Kaguya

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Konoha Anbu
Konoha Anbu
Oh ok. Nevermind then *Exits left*


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9 Re: Stat System Idea [FIN] on Sat Aug 16, 2014 7:42 pm

Jabo

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Kiri Jounin
Kiri Jounin
lawl you copy and pasted Saga's stat system which is terrible mind you, but that's none of my business.


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10 Re: Stat System Idea [FIN] on Sat Aug 16, 2014 7:47 pm

Zerutobi Kaguya

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Konoha Anbu
Konoha Anbu
All stat systems are terrible, to be honest.

Best system is to have as little stats as possible. Stats usually interfere with the creative flow of RPing. Especially in battle.


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11 Re: Stat System Idea [FIN] on Sat Aug 16, 2014 7:48 pm

Jabo

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Kiri Jounin
Kiri Jounin
Incorrect. Stats are nice if done correctly.



Last edited by Jabo on Sat Aug 16, 2014 7:49 pm; edited 1 time in total


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12 Re: Stat System Idea [FIN] on Sat Aug 16, 2014 7:49 pm

No offence intended but stat systems are shit. They never work on Naruto rps because the rps will be mainly based off stats pretty much. People tend to think that just cause they are faster then someone that they can just bat them around and the other person cant dodge cause they are slower, catch my drift?


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13 Re: Stat System Idea [FIN] on Sat Aug 16, 2014 7:49 pm

Zerutobi Kaguya

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Konoha Anbu
Konoha Anbu
Definitely incorrect. Who wants to be writing and have to think of all the nonsense stats provide.

I don't want to have to be thinking about this that and the third while writing.


Personally, I think stats should be used as reference. Not a staple.



Last edited by Zerutobi Kaguya on Sat Aug 16, 2014 7:51 pm; edited 1 time in total


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14 Re: Stat System Idea [FIN] on Sat Aug 16, 2014 7:50 pm

Zerutobi Kaguya

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Konoha Anbu
Konoha Anbu
Sato wrote: No offence intended but stat systems are shit. They never work on Naruto rps because the rps will be mainly based off stats pretty much. People tend to think that just cause they are faster then someone that they can just bat them around and the other person cant dodge cause they are slower, catch my drift?

Exactly. People often use stats to God Mode.


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15 Re: Stat System Idea [FIN] on Sat Aug 16, 2014 8:10 pm

Jabo

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Kiri Jounin
Kiri Jounin
Emphasis on if done correctly o.o


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16 Re: Stat System Idea [FIN] on Sat Aug 16, 2014 9:52 pm

Zerutobi Kaguya

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The only proper way stats are implemented is when the site has an automated system that removes all the confusion.


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17 Re: Stat System Idea [FIN] on Wed Aug 20, 2014 11:46 pm

Kēji

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Jabo wrote:Incorrect. Stats are nice if done correctly.
The only problem is that they never are.


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18 Re: Stat System Idea [FIN] on Thu Aug 21, 2014 12:11 am

I have to say i hate stats. When stats ar einvolved people are ony interested in spa,mming training to super power the character instead of development and creating depht. Im totally against thta.


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