Status effects?

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Yokichi
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Status effects?

Post by Yokichi »

Everyone (most people, I hope) know what status effects are. But I find in most games (like Final Fantasy) they make these weird "magical" status effects. I personally dislike these "magical" status effects. So why not make "realistic" status effects?

For example, bleeding. Bleeding thus far in the game has been when you are under 25% of your max health. If any of you have watched the UFC you would probably realize the first punch could make their nose spew large amounts of blood. How did one punch do 75% damage? Instead of making you "bleed" under 25% of your max health, you make it a status effect, that can be done with ANY form of an attack. Although any attack would allow bleeding, some attacks would create a large amount of bleeding. For example, a staff vs a kunai. I know you might be thinking a staff cannot cut, but have you hit someone in the nose with it? It freaken hurts! Not only that, but red paint drips from your face. If you had a nose bleed then you would know that it bleeds pretty good. I know that anywhere else would not have a high probability of making you bleed, but there would still be a chance. But a kunai can make you bleed where ever it cuts you, thus giving it a 100% chance to bleed (as long as one damage is inflicted). When you are cut, you don't seem to bleed as much as you nose does. Unless you cut off your thumb, then it doesn't want to stop. And when your bleeding, you tend to worry about that. I know I would be. *Note: Fire jutsus would NOT cause bleeding, as it would fuse the wound. Although, it could not fuse all the way, causing minor bleeding.

This is why we create different "levels" of each status effect:
Bleeding 1 - Lowers out going damage by 15%, lasts for .5 hour
Bleeding 2 - Lowers out going damage by 25%, lasts for 1 hour
Bleeding 3 - Lowers out going damage by 35%, lasts for 1.5 hours

Although not every weapon or attack would cause one, or all of these at 100%. A staff might have a 5% chance to cause Bleeding 1, while having a 40% chance of causing Bleeding 2 instead if hit on the head. A kunai might have a 100% chance to cause Bleeding 1 while having a 10% chance to cause Bleeding 2 instead. As weapons get larger and sharper, their chances of inflicting high level bleeding would increase.

Some things may have been exaggerated a bit, but wouldn't Bleeding be useful for SUMMONING?

Although I have only stated one status effect, there are plenty more. Like Panic or Bruised. Maybe Blind or Pain? *Note: Blind would be like sand in your eyes or a light bomb. Nothing permanent.

So, tell me what you like/dislike. Whether I should continue thinking these things up or I am wasting my time and no one would like to summon something... (nudge nudge)
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Gatz
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Re: Status effects?

Post by Gatz »

I like this idea, I'd like to see it fleshed out a bit more. It has a lot of neat potential.
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Yokichi
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Re: Status effects?

Post by Yokichi »

I would like to do Panic next. I've always been interested in how Orochimaru inflicted fear or Panic on Sasuke and Sakura. Oh, I don't think I mentioned that these would be highly useful in genjutsus. We all know the mud is lacking genjutsus, and some of these could give an illusion of the effect (a less devastating effect to the real thing, of course). And some of these could be inflicted if faced with a super-dooper-uber-owning enemy.

Panicking for me would mean being unable to protect oneself properly, and an overall lack of an aggressive stance. It may even cause me to FLEE or not attack for a few turns.

Panic 1 - Lowers (raises?) armor by 10%, revert to a neutral stance (40% chance), revert to a defensive stance (60%), 20% chance to attempt to flee, cannot attack/use commands for 1 round or .5 hour
Panic 2 - Lowers (raises?) armor by 15%, revert to a neutral stance (50% chance), revert to a defensive stance (50%), 30% chance to attempt to flee, cannot attack/use commands for 2 rounds or 1 hour
Panic 3 - Lowers (raises?) armor by 20%, revert to a neutral stance (60% chance), revert to a defensive stance (40%), 40% chance to attempt to flee, cannot attack/use commands for 3 rounds or 1.5 hours

*Note: If I did not "flesh out" enough, please give me the details you require. If the details are on a sticked post, then I shall find them after this post and correct if necessary.
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Isamu
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Re: Status effects?

Post by Isamu »

I'm liking this train of thought!
I think that these effects need to stay around for .5, 1, or 1.5 ticks (of course those are hours in game...)
also if you are at panic 3 you should go down to panic 2 and then to panic 1 before the effect goes away...
hrm...

for panic:
I think that the fleeing % needs to be lowered for each by 10% each (bringing it to 10%, 20% and 30% respectively)
and you should be able to attack but at a major hit penalty, e.g. flailing trying to keep the opponent away...but definitely no command attacks (taijutsu, ninjutsu, or genjutsu excluding kai for fake panic)
the effect should also hold if kawarimi is used...
there could be an ability that can induce a real panic in people/mobs, if you are a certain number of levels above them.

for bleeding:
I think that the effect should also drain stamina, bleeding does make you feel a bit weak when it happens.
As well as taking slightly more damage while you bleed:
1- stamina usage +10%, dmg taken +10%
2- +20%, +15%
3- +40%, +20%
Fukutsu should allow the player to recover from this effect as he/she rests or sleeps
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Re: Status effects?

Post by Yokichi »

Oh, I forgot to mention a few more things about Panic. The odds of reverting to a neutral stance or defensive stance is ONLY if you are in an aggressive stance. If you are in a neutral stance then the same percent is applied for the chance to go into a defensive stance. If in a defensive stance, you will attempt to go as far into a defensive stance as possible (So lets say you have Kame and Tsuru style learned, if in Tsuru, you would revert to Kame). Panic CAN dwindle down to nothing but only if you survive the uber high leveled enemy. *Note: At the end of Panic it says "cannot attack/use commands for 2X round or X hour" while it should say " cannot attack/use commands for 2X round (once 2X round is done, disable this effect, leaving the rest to continue the allotted time), whole effect lasts X hour". Wasn't Sasuke still in a Panic while he was fighting Orochimaru? This is why he overcame it.

For bleeding, I wouldn't want an increase to damage taken. It already has decreased damage given, it would be too much of a handicap since bleeding would be an almost constant status effect while killing mobs. But the stamina usage increase would work well. But it would have to be 5%, 10%, 15% respectfully as other status effects would focus on this.

Now, Bruised would be another status effect similar to Bleeding, as it could be inflicted by weapons and fists. This is where the damage taken will be increased a bit. I don't think anything else can be applied here...

Bruised 1 - Increases damage taken by 5%
Bruised 2 - Increases damage taken by 10%
Bruised 3 - Increases damage taken by 15%

Now, for Blind. Unlike Panic, Blind can quickly allow you to use your commands again, as it is not a mental condition, but a physical one (can be mental with genjutsu, but w/e). "in battle only" only notes that they must be Blinded WHILE in battle to use these effects. There is also residual lack of being able to see clearly, allowing a bit more of missed hits.

Blind 1 - Cannot use attacks/commands for 1 round (in battle only), lowers accuracy by 20% for .5 hour
Blind 2 - Cannot use attacks/commands for 1 round (in battle only), lowers accuracy by 30% for 1 hour
Blind 3 - Cannot use attacks/commands for 2 round (in battle only), lowers accuracy by 40% for 1.5 hours
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Isamu
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Re: Status effects?

Post by Isamu »

One should never have a constant status effect during combat; especially one that lowers outgoing damage, against higher level opponents the lowered damage would be killer...
Bleeding should be more like "unsealable wounds"

Blindness should allow players to use attacks and commands but the accuracy should be lowered even further by 5%, 10% and 15% respectively.

The problem with these effects, is that there's no way to save yourself from the effect. random chance isn't enough.
To avoid a panic, you should be able to make a will save sorta thing. for blindness, reflex (to shield your eyes)
Unsealable wounds wouldn't always happen, it needs to be an enhancement to your weapon, or a skill that allows you to cut in that special way...
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Re: Status effects?

Post by Yokichi »

By constant status effect, I mean when you are fighting several mobs. Like fighting several deer before you head in to heal. Don't forget that the chances of getting to Bleeding 3 is HIGHLY unlikely unless you are faced with a very hard mob, which you wouldn't even fight multiple times. Even then, you would most likely get only Bleeding 2. Gatz, you might also want to make a Blood Pill for a cure for these.

Have you seen the episode where Shikamaru used a light bomb against Tagyuya? She was stunned for a round until she could see again. Accuracy should NOT be lowered, if you did that then the status effect would seem minor and you could live with it. I already miss 25% of the time, another 5% won't do enough for me to notice at all. Status effects are meant to make battles more challenging and diverse.

Well, to cure them depends how they were inflicted. These effects could be put in a poison, allowing an antidote to heal them (buy from hospital?). Different poisons could inflict different status effects. There is no save rolls. Just percent chances that they will inflict. Unsealable wounds? Your kidding, right? How could you heal from that? If you got that on your torso then there is a chance that your guts come flying out. I think I might need to change the Bleeding percentages a bit, but that's about all. Maybe I should state the "how it can be inflicted" for each effect. Hopefully this will show the severity of the attack to inflict it.

Legend
IBO: In Battle Only
ASO: Aggressive Stance Only
N/ASO: Neutral/Aggressive Stance Only

Status Effect (Level) - Effects - Healing Conditions - Inflicted?
Bleeding 1 - Lowers out going damage by 12%, increase stamina usage by 6% - Blood Pill, lasts 1 hour - Genjutsu, any edged weapon with minimal force, bludgeoned hard enough (critical)
Bleeding 2 - Lowers out going damage by 19%, increase stamina usage by 9% - Blood Pill, lasts 1.5 hour - Genjutsu, most edged weapons with moderate force, bludgeoned moderately on head
Bleeding 3 - Lowers out going damage by 27%, increase stamina usage by 13% - Blood Pill, lasts 2 hours - Genjutsu, some edged weapons with major force

Panic 1 - Lowers (raises?) armor by 9%, revert to a neutral stance (40% chance, ASO), revert to a defensive stance (60%, N/ASO), 10% chance to attempt to flee, cannot attack/use commands for 1 round (IBO) - Major damage, lasts .5 hour - Genjutsu, enemy is 15%-25% higher in level
Panic 2 - Lowers (raises?) armor by 15%, revert to a neutral stance (50% chance, ASO), revert to a defensive stance (50%, N/ASO), 21% chance to attempt to flee, cannot attack/use commands for 2 rounds (IBO) - Major damage, lasts 1 hour - Genjutsu, enemy is 26%-40% higher in level
Panic 3 - Lowers (raises?) armor by 22%, revert to a neutral stance (60% chance, ASO), revert to a defensive stance (40%, N/ASO), 33% chance to attempt to flee, cannot attack/use commands for 3 rounds (IBO) - Major damage, lasts 1.5 hours - Genjutsu, enemy is 41%+ higher in level

Bruised 1 - Increases damage taken by 4% - Healing jutsu, 2 hours - Genjutsu, any blunt weapon with minor force
Bruised 2 - Increases damage taken by 7% - Healing jutsu, 3 hours - Genjutsu, most blunt weapons with moderate force
Bruised 3 - Increases damage taken by 11% - Healing jutsu, 4 hours - Genjutsu, some blunt weapons with major force

Blind 1 - Cannot use attacks/commands for 1 round (IBO), lowers accuracy by 15% - Lasts .5 hour - Genjutsu, light bomb
Blind 2 - Cannot use attacks/commands for 1 round (IBO), lowers accuracy by 23% - Lasts 1 hour - Genjutsu, light bomb
Blind 3 - Cannot use attacks/commands for 2 round (IBO), lowers accuracy by 32% - Lasts 1.5 hours - Genjutsu, light bomb

Pain 1 - Does 1% of max health as damage per round (IBO), has 6% chance to not attack per round (IBO), does .05% of max health as damage per step - Lasts 1.5 hours or 4 rounds - Poison
Pain 2 - Does 1.5% of max health as damage per round (IBO), has 8% chance to not attack per round (IBO), does .07% of max health as damage per step - Lasts 2.5 hours or 6 rounds - Poison
Pain 3 - does 2% of max health as damage per round (IBO), has 11% chance to not attack per round (IBO), does .1% of max health as damage per step - Lasts 3.5 hours or 8 rounds - Poison
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Isamu
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Re: Status effects?

Post by Isamu »

By unsealable wounds, I mean cuts that don't clot like normal, like how some snakes have an anti-coagulant in their venom.
If you're cut across your torso, there is a chance for your guts to come out, it all depends on how deep you're cut, not if the wounds are coagulating or not...

For Genjutsu moves, there should be some sort of save, maybe based on Intelligence, Genjutsu level, or a mix of both...
Poisons should almost always work (95-98%), and flash bombs will always work (100%).
The easiest way to heal from "unsealable wounds" is to use a healing technique: Fukutsu or Chiyute
otherwise you'd have to visit a first aid station or hospital, or have a coagulant balm on hand...

On the accuracy drop for commands, I meant:
Level 1: 5% on top of the 20% already mentioned for normal attacks, which makes a 25% drop.
Level 2: 10% + 30% = 40%
Level 3: 15% + 40% = 55%
Missing all depends on how familiar you are with the technique, if someone has Dragon Punch at 50% another -25% to the accuracy of the attack just irritates, but to someone who has it at 100%, it's a major inconvenience. Being stunned for a round isn't all that bad, and 2 rounds is just a bit annoying, much better to have a lasting accuracy drop.

What is minimal, moderate and major force? Is it based on damage? And I'm not even sure there are criticals...
And how would "Major damage" cure Panic? If I was already panicking, "major damage" would probably make me even more scared...

Of course, most of these status effects would only be useful in the Arena. I can't see panic, blind, or pain being useful against mobs...but that may just be me.
And considering some of these effects might be "constant" during battle, people should be buying balms and antidotes just in case. Gives us something to spend these thousands of ryo on...
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Re: Status effects?

Post by Yokichi »

When I think of Panic I always think back to the time when Sasuke and Sakura were Panicing when faced with Orochimaru. And how did Sasuke over come it? By causing "major" damage to himself. Maybe not "major" but a decent hit. I guess it would require a save roll to do the damage...and once done have a decent percent chance to get out (comparable to the damage done). This would decrease the dwindling effect of Panic as well. Minimal force would be the the lowest possible with your current weapon (like doing only 1 damage with a staff), moderate would be a relative average (like doing 2-3 damage with a staff), and major force would be doing maximum damage (critical?) (like doing 4 damage with a staff).

I was thinking that Poisons would work 100% of the time UNLESS you have been poisoned with that toxin before (possibly several times, depending on complexity). Each time you would get a reduced percent chance to get poisoned, until that poison does not work. This is where different types and different potency of poisons would come in. Like a Poison containing Blind 1, Bleeding 2, and Pain 1. A different Poison could be Bruised 1, Internal Bleeding 1, and Numb 2. I know, I should make those two soon.

You meant that... I thought you meant increase the accuracy during Blind. Hmm...

Blind 1 - Lowers accuracy by 20%
Blind 2 - Lowers accuracy by 33%
Blind 3 - Lowers accuracy by 47%

That should be sufficient to piss people off. I don't want to go above 50% because then you could get a negative. And that would just be too much trouble for Gatz.

We could also have variable lasting effects (how long to cancel). Genjutsu would (could) have a lowered effect, but a much longer time (how long to cancel increased, or until genjutsu user runs out of chakra).

Blind would help all the time. It would make "tanking" way easier. I might increase the effects of Pain. Maybe I should make more levels of Pain... We don't really need to have 3 levels of everything... Don't forget we could start using pills. Like Blood Pills. :D Maybe some Soldier Pills, that reduce the amount of stamina usage and doubles chakra (or what ever it did).
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Re: Status effects?

Post by Shiro »

Erm guys I hate to point out that there should probably only be one level of blind if that and that should lower accuracy by 75% (unless the character has some skill to negate that ). For you see there aren't multiple stages of blind, you either are or you are not.
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Re: Status effects?

Post by Hitoshi »

Shiro wrote:Erm guys I hate to point out that there should probably only be one level of blind if that and that should lower accuracy by 75% (unless the character has some skill to negate that ). For you see there aren't multiple stages of blind, you either are or you are not.

Actually it is completely possible to be partially blind.
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Re: Status effects?

Post by Yokichi »

I agree with you, Koroshiya. You could be blinded in only one eye. Is that not partial blindness? Having sand (or a bug?) in your eye can force you to blink rapidly, making your ever changing surroundings become unknown. You can also get tears in your eyes, which distorts your vision. Different levels of blind.

Numb 1 - Health does not appear to go down to the infected (but it really does), reduce Bleeding and Internal Bleeding down one level (if at 1, negate it's effects), lowers "practice" menu percents by 15%, 10% chance at the end of every command of a forced "sit" - Effects dwindle down, lasts .5 hour - Genjutsu, Poison
Numb 2 - Health does not appear to go down to the infected (but it really does), reduce Bleeding and Internal Bleeding down two levels (if at 2, negate it's effects), lowers "practice" menu percents by 26%, 22% chance at the end of every command of a forced "sit" - Effects dwindle down, lasts .75 hour - Genjutsu, Poison
Numb 3 - Health does not appear to go down to the infected (but it really does), negate effects of Bleeding and Internal Bleeding, lowers "practice" menu percents by 37%, 33% chance at the end of every command of a forced "sit" - Effects dwindle down, lasts 1 hour - Genjutsu, Poison

*Note: I am NOT a doctor, so I am unsure of exactly what the effects of Internal Bleeding would be. Most of this stuff I am unsure of.

Internal Bleeding 1 - Does 2% of max health as damage per hour - Blood Pill, lasts 3 hours - Genjutsu, Godfist, Dragon Punch, anything that could break ribs (mostly Taijutsu, but some Earth elemental jutsus too?)
Internal Bleeding 2 - Does 2.5% of max health as damage per hour - Blood Pill, lasts 4 hours - Genjutsu, Godfist, etc
Internal Bleeding 3 - Does 3% of max health as damage per hour - Blood Pill, lasts 5 hours - Genjutsu, Godfist, etc

If anyone has any suggestions of believable and realistic status effects, please state them. Even if you do not wish to expand, just giving me ideas can help. (I am out of ideas >.<)
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Re: Status effects?

Post by Ichiro »

Status effects are a tricky topic to address. The biggest difficulty being implementing effects so that they aren't just a punishment to the player for playing.

As there are already a number of posts, there are a number of things I'd like to address.

First: Isamu raises a valid point, at current there aren't really any saves, per se, of which I am aware.

Second: A complicated aspect of status effects is that many of these status effects shouldn't simply happen __% of the time. That's like saying that a high level ninja in his or her mid-twenties is just as likely to be affected by something as an untrained 8 year old kid.

Third: When you say that constant status effects would only happen when fighting several mobs, that's rather unreasonable. While at low levels you might only be fighting one mob at a time, at higher levels you might be fighting as many as 4 to 10 at once, which might happen multiple times or for an extended period of time before you would go in for healing.

Fourth: The status effects:

Bleeding: To reply to your initial statement about the UFC and one punch to the face causing massive bleeding, a bloody nose and the "you wish your wounds would stop bleeding so much" are very different kinds of bleeding. Nose bleeds from a punch occur because the blood vessels in the nose are small and have a low capacity for pressure. When someone is punched in the nose (especially during a fight, when blood pressure is increased) these blood vessels are prone to rupturing, causing a nose bleed. The bleeding the MUD refers to is more along the lines of the extensive blood loss one experiences from numerous, deep cuts all around the body. It might also be noted that during combat the mud does change one's status from things like "slightly bruised" to "has some cuts" and other variations on how beaten up the character looks. As to the actual functionality of bleeding, an increased stamina usage would be something reasonable, but a reduction in outgoing damage seems somewhat unreasonable. If both of those effects were to be kept, then it should certainly not be something that happens with any hit from an edged weapon. Getting cut by a dagger, for instance, can hurt a bit, but is unlikely to significantly affect how hard someone throws a punch, unless the cut is made on a tendon or the hand itself. I also don't think Genjutsu should be able to cause any actual physical effects on a person unless it is self-inflicted or the genjutsu is used as a distraction.

Panic: This is an interesting idea for a Genjutsu, but definitely not a status that should be inflicted based purely on level percentages. By using level percentages, a level 10 player would reach Panic 3 from fighting something that is level 11. Even at level 50, a player would reach Panic 3 against an oponent of level 70 (the prime level opponoent for a level 50 player to be fighting). Also, lowering the armor of an character because they are panicked doesn't really make sense. The physical protection that you have against an attack isn't going to change if you're confident or too scared to move. Affecting the characters dex temporarily might be a better alternative that would still lower armor. As far as stances go, I like the concept of reverting to a neutral stance and possibly attempting to flee from combat. However, it should be pointed out that Tsuru style is actually a more defensive style than Kame style.

Bruised: This actually seems like a pretty good status as far as how it affects the player. Again, though, I don't think that Genjutsu should cause physical status changes; and I can't really think of a good way to have this status incurred.

Blind: This also seems like a fairly reasonable status, although the accuracy percentages seem somewhat arbitrary. This would definitely make a good Genjutsu that might even have a longer span based on differences in level, Genjutsu level, and <genjutsu affecting stat> scores between the blinder and the blindee.

Pain - Eh...this is a nice example of why percentages are not always the answer. With this, the stronger your character is the more he is hurt by this? That doesn't really make sense. While, yes, the stronger character can take more damage before going down...this still doesn't seem reasonable. Maybe if the percentages were reworked a bit, but I really think putting a number to them would be much simpler and better.

Numb: I'm not really sure that having someone's hp go down without them knowing about it is such a good idea. I also don't really see how being numb would have change how one bleeds at all, internally or externally. The prospect of falling over makes sense, and would, I assume, be much like falling over while being drunk. However, lowering the "practice" menu percentages is completely unreasonable. I think you were perhaps trying to increase the likelyhood that someone would fail to correctly peform an action. Lowering the percentages of how a skill is practiced does far more than that though. Practice percent affects PSM's. If you lower someone's practice percentages, they might lose half their potential hp, or they might lose a major portion of their chakra, or even a massive amount of stamina.

Internal Bleeding: Again, Genjutsu shouldn't have a physical affect on a character. More importantly though, internal bleeding has two major flaws. (1.) it's more of a symptom than a condition. (2.)Internal bleeding is actually the same thing as bruising (unless you're talking about a much more serious form of internal bleeding which would likely rather quickly disable someone from continuing to fight at all.)
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Re: Status effects?

Post by Yokichi »

1. Saves would be there, but for the physical status effects (Bleeding, Bruised) there would be none. The rest should have some save.

2. The X% of the time is just a guesstimate, and nothing is set in stone. How can you train yourself to prevent Bleeding? Physical status effects would ALWAYS have a set percent chance. I don't know how you could train yourself from being Blinded, Panicked or Pained. It's not your level that determines your save, it should be your stats (mixed in with random chance).

3. Constant status effects was a poor choice of words. I just meant that they would have a decent to high percent chances to be inflicted by the status effects from fighting several mobs. It is not unreasonable if you pace yourself, or wait for the next tick. Blood Pills would also make this very reasonable.

4. Have you ever been 8 years old and cut your thumb? I was 11 when I did. It hurt a lot. But when I look back, if I was fighting someone when that happened, then I dout I would be as aggressive. You don't want to bleed to death, right? Maybe an age barrier would reduce the impact of outgoing damage. Say...8-12 100% (of the value), 13-17 80%, 18-28 65%, 29-40 55%, 41-60 50%, 61+ 45%. Maybe we should scrap it, maybe not. It's up to Gatz.

Maybe a percent increase on the auto-Panic. But level 10 getting Panicked from level 11? No, I said 15%-25%, 11 is only 10% higher than level 10. That would NOT induce any Panic. Panic 1 25%-40%, Panic 2 41%-60%, Panic 3 61%+. Lowering armor is valid. Look at the Sasuke vs Orochimaru fight. Orochimaru put Sasuke in a Panic. If you look, Sasuke couldn't protect himself (shown in the fact that Orochimaru threw genjutsu kunai (I think)). When you are Panicked you get sloppy and can't defend yourself properly, yet you still move into a defensive stance. Tsuru is NOT more defensive (as far as I can tell). Before you say "wtf retard" hear me out. Tsuru is a style that evades. Kame is a style that blocks damage. When you are fighting a higher level mob, do you think you can evade 80%+ of the time? No, probably more like 40%-ish. While Kame would always give you the reduced damage. Well, that's how I feel, try to poke holes in it if you wish.

Bruised would be from any blunt weapon (fists, staff). I still think Genjutsu should be able to make a "pretend" sense of physical status effects. It would just convince you mind that you are Bruised or Bleeding, possibly giving a reduced effects for a longer hold.

I can't remember any time that I was Blinded by sand or bugs or anything. It was just guesstimating.

Put a number to them? Then Pain would be a useless status effect if you are up near the Chuunin rank. I heard that Shiro has around 2000 health. You think 5 damage a round is gonna effect him? Enough to make him heal? Or use some antidote? No, he/she would just live with it until it left. But then for someone at level 5 or so getting 5 damage a round would be devastated (depending on how long it lasts). If we don't use percents then this would be useless if you get to the level 100 mark. A set amount of damage would discourage noobies from staying, as it would effect them more than Shiro. We need to keep things balanced. That is why almost everything is in percents.

What??? Go to the MUD. Type in "practice". See all those percents? Well reduce THOSE. I have never heard of PSMs... Numb is only temporary. It would only affect for a short amount of time, .5, .75, and 1 hour. As I recall, it would take several hours to reduce them. I believe it is reasonable.

Internal Bleeding would be a far more devastating (and possibly less visible compared to Bruised, as this could be inflicted from broken ribs or possibly Baikesson, or what ever it was, Ninjutsu level 15 thinger). Bruising usually (I think) just breaks inner layers of skin, softening it up for stronger blows, while Internal Bleeding would be more like attacking the inside of your body, possibly bypassing the skin all together. For the most part, slight organ damage. Nothing life threatening, yet.

Genjutsu should be able to effect how the mind interprets it's surroundings, including what they see and what they feel. Again, possibly a reduced effect for a longer time span. Now I think I have addressed everything that I can. Please come again.
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Gatz
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Re: Status effects?

Post by Gatz »

Yokichi wrote: I have never heard of PSMs...


Figured I'd pop in so anyone else reading this could get the low down on PSM. From the helpfile "psm":

Help PSM wrote:Passive Stat Modifiers
Some skills have Passive Stat Modifiers (PSM) that can raise or lower a
player's stats just by learning that skill! Not all skills have them,
though. Be warned, some skills can negativily impact your stats! For PSM,
all negative modifiers are applied first, but when you master that move, IE
get it to 100 percent learned, then you get all the positive modifiers
aswell!
Gatz Seijuro,
Owner of NarutoMUD
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