Kirin - level 100 ninjutsu
syntax: kirin <target>
Kirin would require 5+ fire AND lightning elemental affinities. The initial portion of the attack (the fireball) would cost a considerable amount of chakra, 50-75%, to conjure the thunderheads properly. After the fireball is released, 10+ rounds would pass to let the storm gather energy, the user would then connect to the storm (5% chakra), and direct the energy back down at their opponent(s) (if multiple things are aggroing you, it'll hit them too).
-- puffs out their chest, unleashing a massive blast of fire into the heavens!
Thunderheads above form and begin to swirl violently, lightning crashing and thunder pounding!
(10+ rounds of whatever)
The storm above grows in size and intensity.
(5 rounds as the storm builds up)
-- lifts a hand, connecting with the storm clouds! -- motions towards xx!
A massive dragon forms out of lightning in the clouds, then charges down from the heavens at xx with a deafening roar!
xx is encompassed in the vortex of swirling lightning!
High damage, high set up time, huge chakra consumption, near impossible to evade.
Search found 64 matches
- Fri Apr 06, 2012 2:46 pm
- Forum: Development
- Topic: Hidden Cloud Village
- Replies: 16
- Views: 5670
Re: Ningu
Kusari Zangeki (Slashing Chain) - level 70 Mist/Cloud Ningu (something that isn't autoattack boringness O_O)
Like kenjutsu/kensei, this skill would require a slashing type weapon. I envision the skill working somewhat like solfege, in the way that damage scales up as you go through the points of the skill, and being interactive like shadowboxing with each strike would have a list of body sections to attack (torso, legs, arms, back, neck, head [head would be "final" strike]). The chances for continued attack chains would be based on int/dex/wis vs int/dex/wis, with the more vital strike zones being very tricky to get to, but when hit it would do considerable damage.
Stamina drain would scale up with each hit. (Would give people with the two other kenjutsu skills something to use up stamina on [possible stamina cost reduction with them?])
1st hit - 50 stamina
2nd hit - 100 stamina
3rd hit - 200 stamina
4th hit - 300 stamina
5th hit - 400 stamina
6th hit (head) - 600-800 stamina
Kuize leaps forward, slashing Yoshio across the chest(if timed perfectly)/stomach(slightly messed up timing)! (successful hit, would continue chain)
Kuize leaps forward, slashing at Yoshio's body, but misses(completely screwed up timing)! (miss, would end chain)
Like kenjutsu/kensei, this skill would require a slashing type weapon. I envision the skill working somewhat like solfege, in the way that damage scales up as you go through the points of the skill, and being interactive like shadowboxing with each strike would have a list of body sections to attack (torso, legs, arms, back, neck, head [head would be "final" strike]). The chances for continued attack chains would be based on int/dex/wis vs int/dex/wis, with the more vital strike zones being very tricky to get to, but when hit it would do considerable damage.
Stamina drain would scale up with each hit. (Would give people with the two other kenjutsu skills something to use up stamina on [possible stamina cost reduction with them?])
1st hit - 50 stamina
2nd hit - 100 stamina
3rd hit - 200 stamina
4th hit - 300 stamina
5th hit - 400 stamina
6th hit (head) - 600-800 stamina
Kuize leaps forward, slashing Yoshio across the chest(if timed perfectly)/stomach(slightly messed up timing)! (successful hit, would continue chain)
Kuize leaps forward, slashing at Yoshio's body, but misses(completely screwed up timing)! (miss, would end chain)
- Sun Mar 25, 2012 5:39 pm
- Forum: Development
- Topic: Grouping
- Replies: 7
- Views: 2531
Re: Grouping
Well, that's all fine and dandy, but at certain level spreads you don't really have things that are more difficult, so if you don't want to do the grind by yourself, you have to fight things that are easily solo-able with your partner.
Then at the other spectrum, you have mobs that are so stupidly difficult to fight even when you're grouped that two people can barely kill two, and you have to kill twice as many to get a level still, having a third person who wrecks shit in the group makes it pointless to even group up because the small amount of exp you get is spread so thin.
Another thing that I've been thinking about - hard is fine, but when it's hard to the point of people not wanting to level anymore because of the difficulty of leveling, something needs to change. After level 150, it seems like the mud is just out to get you and keep you at a low level (conspiracy theory ho!). Isamu and Ichiro say "oh, it was easier before partial hit/dodge got fixed" and all, but that doesn't mean jack to me. I wasn't there. I'm there now, and it takes all of my stamina (2700 stamina) to get the mob down to about 25% hp most of the time, after that I just have to run away because during the 3 (4 or 5 if I'm really lucky) hits I try to make, the mob takes 1000-1250 out of 1500 of my hp away with it's auto attacks. Throw is out of the question, too, which is pretty useful when the mob will occasionally not deflect. To add insult to injury, when you die in an area that death is almost a certainty (unless you're a select few people), you have to go ALL the way back into the main village to get ryo to recover your 300+ ryo corpse because for some reason there's no bank up there.
I hate to rant like that, but cripes. I also may've gone off topic... >_>
Then at the other spectrum, you have mobs that are so stupidly difficult to fight even when you're grouped that two people can barely kill two, and you have to kill twice as many to get a level still, having a third person who wrecks shit in the group makes it pointless to even group up because the small amount of exp you get is spread so thin.
Another thing that I've been thinking about - hard is fine, but when it's hard to the point of people not wanting to level anymore because of the difficulty of leveling, something needs to change. After level 150, it seems like the mud is just out to get you and keep you at a low level (conspiracy theory ho!). Isamu and Ichiro say "oh, it was easier before partial hit/dodge got fixed" and all, but that doesn't mean jack to me. I wasn't there. I'm there now, and it takes all of my stamina (2700 stamina) to get the mob down to about 25% hp most of the time, after that I just have to run away because during the 3 (4 or 5 if I'm really lucky) hits I try to make, the mob takes 1000-1250 out of 1500 of my hp away with it's auto attacks. Throw is out of the question, too, which is pretty useful when the mob will occasionally not deflect. To add insult to injury, when you die in an area that death is almost a certainty (unless you're a select few people), you have to go ALL the way back into the main village to get ryo to recover your 300+ ryo corpse because for some reason there's no bank up there.
I hate to rant like that, but cripes. I also may've gone off topic... >_>
- Sat Mar 24, 2012 3:38 pm
- Forum: Development
- Topic: Grouping
- Replies: 7
- Views: 2531
Grouping
I've been running around with Yoshio fighting things on Kuize and I've come to realize that there is pretty much no point in grouping, the same goes with Bikku, Isamu and Gennosuke. I gain about 1/3 of what I would normally gain on Kuize by my lonesome at best, which ends up with me having to kill something like 500 NPCs to get a level, which is really annoying and irritating.
I would like to see a boost to grouping, so that it's more useful. Not a bloodtype thing or flist thing, just a general boost, that can be paired with those. I understand that leveling is "easier" and "faster" (if you're speaking in terms of killing things faster and easier only) when you're in a group because you don't have to fight the super hard things all by yourself, but when it comes down to experience gained, it's absolutely awful.
I understand with multiplay being within the rules now, people could abuse the bonus, but I think something like the recent change to make arena matches non-ranked for the same IP could be put in on grouping, where you get the non-boosted gains if you're on the same IP. A character flag could be added for people like Isamu and Ichiro who are housemates, not the same person, which would allow them to have the ranked matches and exp bonuses, as well. I'm not a coder, so that may be a lot of work, but I think it would be nice to gain roughly the same as normal when you're fighting in a group.
I would like to see a boost to grouping, so that it's more useful. Not a bloodtype thing or flist thing, just a general boost, that can be paired with those. I understand that leveling is "easier" and "faster" (if you're speaking in terms of killing things faster and easier only) when you're in a group because you don't have to fight the super hard things all by yourself, but when it comes down to experience gained, it's absolutely awful.
I understand with multiplay being within the rules now, people could abuse the bonus, but I think something like the recent change to make arena matches non-ranked for the same IP could be put in on grouping, where you get the non-boosted gains if you're on the same IP. A character flag could be added for people like Isamu and Ichiro who are housemates, not the same person, which would allow them to have the ranked matches and exp bonuses, as well. I'm not a coder, so that may be a lot of work, but I think it would be nice to gain roughly the same as normal when you're fighting in a group.
Re: Ningu
I really like the idea for the Sound ningu a lot. Would they still get the musical instrument type stuff, too, or would it be one or the other?
- Fri Mar 16, 2012 12:43 pm
- Forum: Skills
- Topic: Stone Skillz
- Replies: 7
- Views: 1689
Re: Stone Skillz
Well, from what I have experienced with stone skills (I've not adepted them all, so it may be a bonus of having adepted them), only doroku gaeshi doesn't require water. As for taking foreign skills, why should stone village people have to take one when it's already demonstrated that there is an equivalent to mizu hatsudenki for mud in the anime? Not to mention the heavy practice penalty for taking a level 100 foreign skill that you won't even able to adept without either getting to level 170, 200 for journeyman, or 60-75 RPPs.
Re: Ningu
Ichiro wrote:Also, it would be really nice for ningu to get a baikyuu kesson type ability that doesn't require handseals....(dual-wielding makes handseals unwieldly....)
Like Asuma's trench knives, chakra channeled through them and such? If so, I approve.
- Wed Mar 14, 2012 5:15 pm
- Forum: Skills
- Topic: Stone Skillz
- Replies: 7
- Views: 1689
Re: Stone Skillz
I think that, since Sarutobi was able to do it, stone village people would be able to produce mud inside themself, as he did. The skill should work like mizu hatsudenki, but it would be something like "doru hatsudenki", and be around the same level.
- Sun Mar 11, 2012 7:27 pm
- Forum: Bugs
- Topic: Items Level Up Issue
- Replies: 1
- Views: 1040
Re: Items Level Up Issue
I had this issue with a weapon a while back, but I figured it was just some weird fluke because it started after I died on the code port and my corpse popped up on the main port. I picked everything up and junked it and I think I may've got the wrong weapon and there was a tear in the space-time continuum and the MUD was like @_@ and yeah. It was a +7 +1 issue, then it reverted to just +2 the next level.
Re: Ningu
Gatz wrote:Wouldn't that make more sense in Ninjutsu?
I don't think so. It'd be a high speed sword technique that, at a high enough level, could be augmented by a ninjutsu skill. In my opinion, anyway.
Re: Ningu
Cloud
Shiden (Swordflash/purple lightning) - You preform a lightning fast slash that leaves a purple trail after image. User has to be wearing a weapon with slash type. The attack would be based mainly on dexterity (if we consider dexterity being how fast we are here...), with high dex, the attack would be difficult to avoid, maybe damn near impossible to avoid, without more dex. The user could use the raiton no yoroi to increase their speed and make the attack undodge-able.
Shiden (Swordflash/purple lightning) - You preform a lightning fast slash that leaves a purple trail after image. User has to be wearing a weapon with slash type. The attack would be based mainly on dexterity (if we consider dexterity being how fast we are here...), with high dex, the attack would be difficult to avoid, maybe damn near impossible to avoid, without more dex. The user could use the raiton no yoroi to increase their speed and make the attack undodge-able.
Re: Ningu
I, too, would like to see things of this nature. One problem I see is coming up with attacks for specific weapon types, because we don't just have swords, and not everyone will want to use a sword in the first place.
- Thu Mar 08, 2012 2:08 pm
- Forum: Skills
- Topic: Soldier Pills/Medicinal Pills
- Replies: 1
- Views: 1008
Re: Soldier Pills/Medicinal Pills
I'm all for this, as long as the items to make the stuff are really hard to get and only have a small chance of popping whenever they respawn.
- Tue Mar 06, 2012 8:25 pm
- Forum: Areas
- Topic: Custom Starting Zones
- Replies: 3
- Views: 1462
Re: Custom Starting Zones
I think this would be an awesome addition, personally. We could add information about general village stuff, and once we have our six legendary players, we could add tributes to them and their heroic struggles to become the powers that they are.
- Tue Mar 06, 2012 8:21 pm
- Forum: Skills
- Topic: Chakra/Stamina Regen Moves
- Replies: 2
- Views: 1163
Re: Chakra/Stamina Regen Moves
I think I would like this more if we had more practices, because as it is, my characters have a fragile blend of skills, which makes it hard for me to pick new skills up. I do agree that we need a way to regenerate chakra quicker, I just don't know if a small increase would be worth one or two practice points.