When I did battle simulations for her style, I found that every 4 levels of her style are roughly equal to 1 additional level of Taijutsu. Basically, she is better off just leveling Taijutsu most of the time, especially considering that Strength is a Taijutsu prerequisite anyway.
That kind of sucks. Does it need buffed, do you think? I kind of figured the defensive benefits of the stam side were pretty great.
 
Fake E: I figured out how to type macrons! Now I can type Hazō's and everybody else's name correctly!
How do you do it? I tried to figure out how to do them on OSX and had zero success.

Actually @eaglejarl @Velorien would it be okay to do training plan -plans? e.g. if I am okay with either training all the genin to stealth 12, or having them all specialize, but think that halfway measures are suboptimal
I don't understand the question...? What exactly would this look like?


MedKnow 4 [Bank - 4, 34]
Someone earlier was commenting that the "Bank..." notation was hard to read. Maybe just put:

Withdraw 9XP from MedKnow bank...
MedKnow 2 [2]
MedKnow 3 [5]
MedKnow 4 [9]
2 XP left in MedKnow bank

Would that work for you and person-whose-name-I-forgot? (Pardon my senior moment.)


Here is what it looks like when plotted:
Pat, I'd like to buy an axis label. :> (Or two)
 
That kind of sucks. Does it need buffed, do you think? I kind of figured the defensive benefits of the stam side were pretty great.
Here is the description from the rules document:

If Akane hits in combat (i.e. if her Taijutsu beats the opponent's combat skill) then she gets to roll Strength d100 (capped at skill level) and add 1/2 of the result to her taijutsu roll before determining success level.

If Akane is hit in combat (i.e. if her opponent's combat skill beats her Taijutsu) then she gets to roll Stamina d100 (capped at skill level) and subtract 1/2 of the result from her opponent's roll before determining success level. If she reduces it to 0 she takes no damage, although her henge and/or protective pangolin jutsu will still be disrupted if they were running.

In both cases, the number of dice she rolls is capped by her YFotMBTiRSaT level.

Note that 1 additional level of Taijutsu straight up adds 1 die to the roll. This 1 die participates in resolving the winner and in calculating the damage at 100%.
1 additional level of Youthful Fist, on the other hand, adds only half a die to the roll, and only to damage-calculating part.

So yeah, I'd say Youthful Fist as it is now badly needs rebalancing.

Pat, I'd like to buy an axis label. :> (Or two)
The labels are there, they are just black on transparent background, and therefore hard to see with the default SV theme. I'll see if I can improve the readability next time.
 
I don't understand the question...? What exactly would this look like?
e.g.
[] Training All: Stealthy Genin
  • Training Hazou: Stealthy Sealing
  • Training Noburi: Stealthy Medic
  • etc...
Though I could see that being inconvenient for the counterbot, maybe?

Someone earlier was commenting that the "Bank..." notation was hard to read. Maybe just put:
Alriiiiight I'll go fix it, sheesh :p

Pat, I'd like to buy an axis label. :> (Or two)
Hey now, they're there! Just, you know, really dark
 
Here is the description from the rules document:



Note that 1 additional level of Taijutsu straight up adds 1 die to the roll. This 1 die participates in resolving the winner and in calculating the damage at 100%.
1 additional level of Youthful Fist, on the other hand, adds only half a die to the roll, and only to damage-calculating part.

So yeah, I'd say Youthful Fist as it is now badly needs rebalancing.


The labels are there, they are just black on transparent background, and therefore hard to see with the default SV theme. I'll see if I can improve the readability next time.
Aren't the dice added AFTER these calculations though?:
  • (Nd100 - Od100)/(N + O)**0.65

Which determine the scale of success rather than just being a flat number. Wouldn't that affect things somewhat?
 
The labels are there, they are just black on transparent background, and therefore hard to see with the default SV theme. I'll see if I can improve the readability next time.

I am not sure why you care so much.

The output was simply a display of progress I had in getting javascript stuff running. I am on the verge of creating a graph.

Seriously, people, Noburi with level 10 MedKnow and MedNin should be able to, at the very least, add venom to Keiko's weapons, Akane's traps and maybe his whip. He would also be able to concoct some anti-dog airborne poisons to discourage scent-based tracking. Also, our team's recovery should speed up significantly.

All of which required research, which like our sealing backlog, might be infinitely long. I am not totally convinced about it being a force-multiplier unless it's about making characters after the aftermath not die.
 
Aren't the dice added AFTER these calculations though?:
  • (Nd100 - Od100)/(N + O)**0.65

Which determine the scale of success rather than just being a flat number. Wouldn't that affect things somewhat?
If Akane's win formula looks like (Nd100 - Od100)/(N + O)**0.65 + (Str)d100/2 and lose formula looks like (Od100 - Nd100)/(N + O)**0.65 - (Sta)d100/2, her style is really powerful.
If it's (Nd100 + (Str)d100/2 - Od100)/(N + O)**0.65 and (Od100 - Nd100 - (Sta)d100/2)/(N + O)**0.65, her style is extremely weak.
@eaglejarl @Velorien, which formula is correct?
I am not sure why you care so much.

The output was simply a display of progress I had in getting javascript stuff running. I am on the verge of creating a graph.
No worries, I just reflexively plot almost any data I see. :lol

All of which required research, which like our sealing backlog, might be infinitely long. I am not totally convinced about it being a force-multiplier unless it's about making characters after the aftermath not die.

Not everything requires research.
For example, I expect that knowledge of common poisons, venoms and antidotes is a part of basic MedKnow training.
I also suspect that Soldier Pills may be part of MedKnow as well. They are less important for our team, but they still may come in handy.
I also suspect that we will have much easier time in our social missions if we are capable of drugging people unconscious at will. So far, only Noburi has nice non-lethal takedown option.

Actually, let's brainstorm a little: how can we use MedKnow and MedNin to become stronger as a team?
 
How do you do it? I tried to figure out how to do them on OSX and had zero success.

I'm on Linux (Mint 17) and I use the US International keyboard layout. I searched around in the options until I found a setting for Compose key location. I just put it on the right Windows key. Compose, then -, then vowel types the vowel with a macron.
 
Actually, let's brainstorm a little: how can we use MedKnow and MedNin to become stronger as a team?

Chakra battery? I am not quite sure what we could research in the short term that will give us anything useful.

Maybe some sort of sealants or anesthesia?

I'm on Linux (Mint 17) and I use the US International keyboard layout. I searched around in the options until I found a setting for Compose key location. I just put it on the right Windows key. Compose, then -, then vowel types the vowel with a macron.

Let see:

Hazō.

I used macosx, and I held down o to get the macron. It's slow though.
 
Faster recovery time is one major plus to having Med Ninjutsu, so we'll get to do our own sealing faster. Poisons, a Med Nin-based fighting style if Noburi can learn to channel medical chakra through his water ninjutsu, better socials (healing people makes him everyone's best friend, let's be real).
 
Now the big dragonflies, they're more serious. You breathe in that green powder they shed, all your muscles seize up, and then they carry bits of you off into the treetops just like that. So if you don't want to end up with a bunch of eggs laid in you, you hold your breath and you run when you hear the buzzing.
Anyone else think we could weaponize this by stuffing it into storage seal kunai and making them our Psychotic Man's Crowd Control?
 
[X] Training All: Nope
[X] Training Hazou: Nope
[X] Training Keiko: Nope
[X] Training Noburi: Nope
[X] Training Akane: Nope

Let's wait until we get to safety and then finalize things.
 
[X] Training All: Nope
[X] Training Hazou: Nope
[X] Training Keiko: Nope
[X] Training Noburi: Nope
[X] Training Akane: Nope

Let's wait until we get to safety and then finalize things.
We were told that we were welcome to make training plans. Unless we want to do retroactive training (which I'm not as big a fan of), I'd rather just get it out of the way now.

Although on the other hand, if we made our training plans occur over a longer period of time, we would also have the opportunity to learn ninjutsu from Kei's pangolin, so... maybe?
 
We were told that we were welcome to make training plans. Unless we want to do retroactive training (which I'm not as big a fan of), I'd rather just get it out of the way now.

Although on the other hand, if we made our training plans occur over a longer period of time, we would also have the opportunity to learn ninjutsu from Kei's pangolin, so... maybe?
I think that we're going to get a reasonable increase in XP within the next update, which will (likely) affect our training plans. I do not want to have suboptimal training plans because we couldn't wait an update to get the full picture.
 
[X] Training All: Nope
[X] Training Hazou: Nope
[X] Training Keiko: Nope
[X] Training Noburi: Nope
[X] Training Akane: Nope

Not the time yet to be thinking about training.
 
I think that we're going to get a reasonable increase in XP within the next update, which will (likely) affect our training plans. I do not want to have suboptimal training plans because we couldn't wait an update to get the full picture.
How do you suppose they would change with, say, 15 more XP?

Noburi could get 10/10, which would be good, but that's also true for two of the three Noburi plans I wrote up.
 
When I did battle simulations for her style, I found that every 4 levels of her style are roughly equal to 1 additional level of Taijutsu. Basically, she is better off just leveling Taijutsu most of the time, especially considering that Strength is a Taijutsu prerequisite anyway.
The benefit comes from being able to buy at lower XP levels again. So, take her current build and remove the 6 points of Fist, which gets her back 21 XP. This won't buy her 1 point of Taijutsu right now, since she needs a point of Dex, but even ignoring that, it would only buy her 1 point with some change left over. So right now she's got more effective taijutsu dice than she could have with straight Taijutsu at her current amount of XP.


As a downside, she doesn't boost group combat as well. As a bonus, though, people who watch her fight when she's not using the skill will then underestimate her capabilities, both similar actually to Roki.

That said, XP-wise, taijutsu is the better buy right now, since she's at 7 XP for Fist and 28 for Taijutsu, but the next two points of Taijutsu will be cheaper.
 
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