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 Recoil & Stamina Information

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Aurielle
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PostSubject: Recoil & Stamina Information   18th 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.

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
Depending on how much one does during a topic they can have different levels of strain this is closely related with tiers and it has a specific system for it's use.

Operating above Max Tier levels
* 5-ranks Above Max Tier just 1 post = -50 to fatigue limit.
* 4-ranks Above Max Tier just 1 post = -40 to fatigue limit.
* 3-ranks Above Max Tier just 1 post = -30 to fatigue limit.
* 2-ranks Above Max Tier just 1 post = -20 to fatigue limit.
* 1-rank Above Max Tier just 1 post = -10 to fatigue limit.

Operating at close to or Max Tier levels
* 3 posts in a row = -5 to fatigue limit
* 2 posts in a row + Standard Tier the 1st/3rd post = -4 to fatigue limit.
* 2 posts in a row + Min Tier the 1st/3rd post = -3 to fatigue limit.

Operating at Standard Tier Levels
* 3 posts in a row = -3 to fatigue limit
* 2 posts in a row + High Tier the 1st/3rd post = -2 to fatigue limit.
* 2 posts in a row + Min Tier the 1st/3rd post = -1 to fatigue limit.

Operating at Low Tier Levels
* 3 posts in a row = + 1 to fatigue limit
* 2 posts in a row + High Tier the 1st/3rd post = -1 to fatigue limit.
* 2 posts in a row + Standard Tier the 1st/3rd post = 0 to fatigue limit.

Not moving
* 3 posts in a row = +2 to fatigue limit
* 2 posts in a row = + 1 to fatigue limit
* 1 post after utilizing Max/Standard/Min = 0 to fatigue limit.

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)

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)

Small Summons = 50 Posts (total)
Humanoid Summons = 60 posts (total)
Medium Summons = 70 Posts (total)
Large Summons = 80 Posts (total)

Lobos = 90 Posts (total)
God Beasts = 100 Posts (total)
Spurious (Awakening) = +50 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

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
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.

Dmg = Effect
D = None
C = -1 Additional Fatigue lost each turn if in a vital area
B = -2 Additional Fatigue each turn, or -4 if in a vital area.
A = -4 Additional Fatigue each turn, or -8 if in a vital area.
S = If Non lethal Double fatigue loss in all areas until one recieves medical treatment, if lethal if lethal +1/8th max restored to one's fatigue limit while they are dying due to adrenaline.
SS = If Non lethal Triple fatigue loss in all areas until one recieves medical treatment, if lethal +1/16th max restored to one's fatigue limit while they are dying due to adrenaline.
SSS = If Non lethal Quadruple (4x) fatigue loss in all areas until one recieves medical treatment, if lethal it results in Sextuple (6x) fatigue loss as the injuries sustained are to intense for the body to successfully counteract via adrenaline.
Z = If non-lethal by some chance, Quintuple (5x) fatigue loss in all areas until one recieves medical treatment, if lethal it results in Sextuple (6x) fatigue loss as the injuries sustained are to intense for the body to successfully counteract via adrenaline.

*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.

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

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

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.

Starvation
In the Shinobi World where one has chakra to support the life processes this isn't as big of a deal, however in the Pirate World it is one of the leading causes of death after Weather, Fauna, Scurvy, and Bullets.

It goes like this:
Every 3 Islands without eating = Double Stamina Consumption until fed.
Every 1 Sea without eating = Triple Stamina Consumption until fed.
**This is a multiplier, meaning it is tacked onto every price which consumes stamina, including techniques, tiers and statuses which deplete stamina. Which is why not eating regularly is dangerous in the Pirate World seeing as if ones stamina is completely depleted they are unable to do anything, however if it goes into the negative up to the point of their Racial Stamina Limit (with the Pirate Bonus) they starve to death.

Note:
Kyubi Jinchuriki have double their races fatigue limit.
True All Taijutsu users have double their races fatigue limit.
Pirates have triple their races fatigue limit.
Colossus Creatures & Summons have Double Large Creatures/Summons fatigue limit.
Titanic Creatures have triple Large Creatures 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, Sage Mode, Transformations & Curse Seals are unaffected by fatigue due to each having their own drawbacks & activation duration.
Self Puppets are unaffected by fatigue in regards to tier 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 even a conservative fighter will eventually succumb to fatigue.

***********************

Jax...Don't make me punch you in the face:
 
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