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And what was the improvement to your chakra efficiency like afterwards? Would you say closer to +20% or to +25%?
And what was the improvement to your chakra efficiency like afterwards? Would you say closer to +20% or to +25%?
I think interesting and dangerous areas will have interesting and dangerous stuff to poke at, some portion of which might be "loot" (by virtue of some property intrinsic to the region, or by virtue of some other mid-to-high level schmuck dying in the region, etc.).
If we thoroughly explored some high-chakra high-danger adventure location and didn't find anything interesting, no cool chakra beasts or plants or mysterious phenomena or leads for further research, then I would be disappointed.
I wasn't actually considering "loot" in my original post. I agree that other stuff like interesting beasts, random shit dropped by other dead ninja, intel/lore, and general narrative progress are generally good (for the "loot from other dead ninja", I do wish we'd ever get through the backlog of seals owed to the players so we could design new stuff to just occasionally be on enemies' bodies and the like) .And again to be clear rewards beyond unstagnating don't HAVE to be literal loot. Actionable intel/lore, reputation progress with e.g. 7th Path clans or something, or achieving other useful goals like diverting Akatsuki attention or whatever is narratively applicable at that time are useful too and plot relevant/compelling, and plot hooks in those directions will be fruitful, I'd think. "Pro Forma" adventures with no benefit besides unstagnating - that EJ himself said he didn't prefer - are not going to encourage further adventures/plans the QMs claim to desire.
CSI seems like a particularly good example here where a trustworthy source who would never lie to you has told you that you can find valuable lore there.I think it has been all but stated outright that some of the more obscure and dangerous locations (that we have a subset of) probably contain lore and/or treasure and/or secrets of the setting. The CSI maze for instance.
I think it has been implied to a moderate yet infrequent degree that some of the strange bullshit-powerups we see several Essies walking around with are the result of striking metaphorical gold somewhere like this.
What I've gathered over the years is that raiding these high chakra locations can give you access to "shinies" that are otherwise impossible to get. The sannin did it, Itachi did it, and we are trying to emulate their success. It is not always a literal object, but it sometimes was (Itachi's mirror and soul-sealing gourd-sword). The fact that the QMs don't hold this opinion seems strange to me since that has been hinted at or outright stated for years.
I think apart from the Sannin/Itachi, other S-rankers haven't been implied to have gotten broken-juice from magic dungeons. In fact, the first of @ProperAttorney's quotes is maybe even argument against, i.e. that this route has been tried and proven unsuccessful. Apart from the deadliness of such adventures (which, aside, I don't think was present in this one), there are other reasons why such dungeon delving for literal magic items might have been unsuccessful for imitators, for instance that the loot might have just already been taken....kind of, yeah? Like, as someone who does just enjoy adventure in and of itself, when I'm trying to persuade other voters to support it... why bother doing it if there's no reward or boon to our current objective? There's in-universe justification for literal loot in the cases of these dungeons - supposedly this is what made the sannin big and strong, and not everyone does it because it's dangerous and kills even jonin. Or it can have other things besides loot, like lore and actionable intel (perhaps locations of additional dungeons for example) rather than some power up.
but looking at the actually chakra numbers it doesn't allow you to do much more than fight 1-2 additional rounds.
As a player, my approach to 'strength of boon x' in this case was to more or less weigh "what does this enable us to do that we couldn't before? Who can we defeat that we couldn't before?" and at least for us specifically, I don't think it really changes that.
Is there any amount of chakra-efficiency gain that would actually make this happen? The team isn't chakra constrained in fights (except the chakravore fight which was different for obvious reasons).Furthermore, it doesn't really enable us to do anything we couldn't do before, we cannot win conficts even a half-rank up from where we were with it
It's nitpicking, but I think it's worth avoiding undue catastrophizing. The duration of clearing the caves was 10 days: September 20-29 on the timeline.and a slight bonus to FOOM for a few weeks was not what we had in mind when we sunk a month of time into this IC.
Yes, @Shrooms was proposing crazy stuff like 67% reduction in cost. That would allow us to cast/hack jutsu that are otherwise too chakra intensive for regular ninja to cast. We've even heard of them in the context of Kisame, so called "Jinchuuriki Ninjutsu"Is there any amount of chakra-efficiency gain that would actually make this happen? The team isn't chakra constrained in fights (except the chakravore fight which was different for obvious reasons).
IIRC we spent 5 additional days traveling to the cave, and finding the cave. You could argue that we would have spent ~3 days traveling either way. So fine, 12 days wasted. Still, when people are putting themselves on a 90 day timer, ~15% of that is significant.t's nitpicking, but I think it's worth avoiding undue catastrophizing. The duration of clearing the caves was 10 days: September 20-29 on the timeline.
60 | Medknow | Mednin | |||||
50 | Water Whip | Vamp Dew | |||||
40 | Alertness | Athletics | Chakra | ||||
30 | Physique | Syrup Trap | W.D. Bullet | Resolve | |||
20 | Empathy | Substitution | Hoz. Mantle | Rapport | Deceit | ||
10 | Stealth | Intimidation | Presence | Water Clone | A.U.B. Bomb | Surging Seas | Hiding in Mist |
60 | Medknow | Mednin | |||||
50 | Water Whip | Vamp Dew | |||||
40 | Alertness | Athletics | Chakra | ||||
30 | Physique | Syrup Trap | W.D. Bullet | Resolve | |||
20 | Empathy | Substitution | Hoz. Mantle | Rapport | Deceit | Shadow Clone | |
10 | Stealth | Intimidation | Presence | Water Clone | A.U.B. Bomb | Surging Seas | Hiding in Mist |
60 | Medknow | Mednin | |||||
50 | Water Whip | Vamp Dew | |||||
40 | Alertness | Athletics | Chakra | ||||
30 | Physique | Syrup Trap | W.D. Bullet | Resolve | |||
20 | Empathy | Substitution | Hoz. Mantle | Rapport | Deceit | Shadow Clone | |
10 | Stealth | Intimidation | Presence | Water Clone | A.U.B. Bomb | Surging Seas | Hiding in Mist |
60 | Medknow | Mednin | ||||
50 | Water Whip | Vamp Dew | ||||
40 | Alertness | Athletics | Chakra | |||
30 | Physique | Syrup Trap | W.D. Bullet | Resolve | Surging Seas | |
20 | Empathy | Substitution | Hoz. Mantle | Rapport | Deceit | Shadow Clone |
10 | Stealth | Intimidation | Presence | Water Clone | A.U.B. Bomb | Hiding in Mist |
60 | Medknow | Mednin | ||||
50 | Water Whip | Vamp Dew | ||||
40 | Alertness | Athletics | Chakra | W.D. Bullet | ||
30 | Physique | Syrup Trap | Resolve | Surging Seas | ||
20 | Empathy | Substitution | Hoz. Mantle | Rapport | Deceit | Shadow Clone |
10 | Stealth | Intimidation | Presence | Water Clone | A.U.B. Bomb | Hiding in Mist |
60 | Medknow | Mednin | ||||
50 | Water Whip | Vamp Dew | Athletics | |||
40 | Alertness | Chakra | W.D. Bullet | |||
30 | Physique | Syrup Trap | Resolve | Surging Seas | ||
20 | Empathy | Substitution | Hoz. Mantle | Rapport | Deceit | Shadow Clone |
10 | Stealth | Intimidation | Presence | Water Clone | A.U.B. Bomb | Hiding in Mist |
60 | Medknow | Mednin | ||||
50 | Water Whip | Vamp Dew | Athletics | |||
40 | Alertness | Chakra | W.D. Bullet | |||
30 | Physique | Syrup Trap | Resolve | Surging Seas | Shadow Clone | |
20 | Empathy | Substitution | Hoz. Mantle | Rapport | Deceit | |
10 | Stealth | Intimidation | Presence | Water Clone | A.U.B. Bomb | Hiding in Mist |
I think this is misaimed. We should raise HM to 29 immediately and then raise SC to 20, then raise HM to 30. That's combat optimal. HM is a good jutsu and we plan to keep using it for the foreseeable future.Okay, so I've made an alternate buildpath for Noburi, assuming that Hoz. Mantle 29 is enough to fully negate the malus from the ninjutsu. Which is how the ninjutsu reads, at present. There are reasons to expect this to remain the same, and there are also reasons to expect this functionality to be pushed back to level 30.
But this build assumes that we get to keep the Hoz. Mantle 29 strat.
The TL;DR is that we'll need to raise an existing 10-stat into a level 30-slot for pyramid reasons. Which is a little bit more XP than we'd be spending otherwise, but this XP cost isn't that bad --especially if we take advantage of Water Element's halfcost feature. And if we use a combat ninjutsu (such as Surging Seas), then Elemental Apprentice will boost it further.
Alternate Prospective Noburi Build
(Hoz. 29)
Okay, so since Tsunade raised Noburi's medical stats into the 60s, this is build plan is going to need some reshuffling.
60 Medknow Mednin 50 Water Whip Vamp Dew 40 Alertness Athletics Chakra 30 Physique Syrup Trap W.D. Bullet Resolve 20 Empathy Substitution Hoz. Mantle Rapport Deceit 10 Stealth Intimidation Presence Water Clone A.U.B. Bomb Surging Seas Hiding in Mist
Okay, since Tsunade took over Noburi's training, he wasn't able to learn the Elemental Apprentice Stunt for Water. We should hop on that, especially since it's only, like, 25xp.
Now, there's been some talk about raising Noburi's Water Dragon Bullet to 40 for the combat power, or raising Physique to 40 to try and unlock Sage Mode. There's also going to be a push to raise Noburi's Resolve to 40 so he can maximally benefit from FOOM... but, whatever wins out, we're going to need to build pyramid supports for that.
That said, we also kinda want to get Hoz Mantle 29 ASAP, to get rid of the debuff from Noburi's main combat buff. So we'll raise SC to 20, but then delay SC 30 until after he raises HM to 29.
This is a neat compromise between Noburi's desire to have FOOM, but also maintain his combat viability.
60 Medknow Mednin 50 Water Whip Vamp Dew 40 Alertness Athletics Chakra 30 Physique Syrup Trap W.D. Bullet Resolve 20 Empathy Substitution Hoz. Mantle Rapport Deceit Shadow Clone 10 Stealth Intimidation Presence Water Clone A.U.B. Bomb Surging Seas Hiding in Mist
And now we raise Hoz Mantle to 29, thus getting rid of that nasty debuff. It doesn't take up a 30-slot, so the pyramid won't change, but it's still important to account for the XP.
60 Medknow Mednin 50 Water Whip Vamp Dew 40 Alertness Athletics Chakra 30 Physique Syrup Trap W.D. Bullet Resolve 20 Empathy Substitution Hoz. Mantle Rapport Deceit Shadow Clone 10 Stealth Intimidation Presence Water Clone A.U.B. Bomb Surging Seas Hiding in Mist
And now we need another 30-stat to make room for another 40-slot. I vote that we raise one of Noburi's 10-stats to that level. Specifically, Surging Seas is a pretty solid ninjutsu, and the forced movement mechanic is really quite nice. If the roll succeeds, we could push enemies into skyslicers, or other such traps.
60 Medknow Mednin 50 Water Whip Vamp Dew 40 Alertness Athletics Chakra 30 Physique Syrup Trap W.D. Bullet Resolve Surging Seas 20 Empathy Substitution Hoz. Mantle Rapport Deceit Shadow Clone 10 Stealth Intimidation Presence Water Clone A.U.B. Bomb Hiding in Mist
And from there, we run into the "which 30-stat should be Noburi's next 40?" Physique would give Noburi another Physical Stress Box (and make progress towards possibly unlocking Sage Mode, if we ever get back in the Toad Sage's good grces), but Water Dragon Bullet at level 40 means that (with Noburi's shiny new Elemental Apprentice Stunt) it can be cast at an effective level 50. Further, it's halfcost under Water Whip 50.
Water Dragon Bullet is a hecking broken ninjutsu, so I vote we raise it to 40.
60 Medknow Mednin 50 Water Whip Vamp Dew 40 Alertness Athletics Chakra W.D. Bullet 30 Physique Syrup Trap Resolve Surging Seas 20 Empathy Substitution Hoz. Mantle Rapport Deceit Shadow Clone 10 Stealth Intimidation Presence Water Clone A.U.B. Bomb Hiding in Mist
And from here, we raise Athletics to 50 for dodging power.
60 Medknow Mednin 50 Water Whip Vamp Dew Athletics 40 Alertness Chakra W.D. Bullet 30 Physique Syrup Trap Resolve Surging Seas 20 Empathy Substitution Hoz. Mantle Rapport Deceit Shadow Clone 10 Stealth Intimidation Presence Water Clone A.U.B. Bomb Hiding in Mist
And now we can raise SC to 30.
60 Medknow Mednin 50 Water Whip Vamp Dew Athletics 40 Alertness Chakra W.D. Bullet 30 Physique Syrup Trap Resolve Surging Seas Shadow Clone 20 Empathy Substitution Hoz. Mantle Rapport Deceit 10 Stealth Intimidation Presence Water Clone A.U.B. Bomb Hiding in Mist
I think this is misaimed. We should raise HM to 29 immediately and then raise SC to 20, then raise HM to 30. That's combat optimal. HM is a good jutsu and we plan to keep using it for the foreseeable future.
I think the implication here is that shit's hard. Joe Jonin can't just dungeon delve a dozen times and come out of it and Essie, you need to already have some good stuff going for you. Regarding the magic items already being taken, well, it seems like the vast majority of people who try this just die, so they won't be taking anything out.I think apart from the Sannin/Itachi, other S-rankers haven't been implied to have gotten broken-juice from magic dungeons. In fact, the first of @ProperAttorney's quotes is maybe even argument against, i.e. that this route has been tried and proven unsuccessful. Apart from the deadliness of such adventures (which, aside, I don't think was present in this one), there are other reasons why such dungeon delving for literal magic items might have been unsuccessful for imitators, for instance that the loot might have just already been taken.
Quite a while, honestly. The prerequisites are that he needs 3 water ninjutsu at or above level 40. And even at the end of our projected build plan, he'll only have Water Whip (level 50) and Water Dragon Bullet (level 40). And even then, there's a good case for his next 40-stat after W.D. Bullet to either be Physique (for the extra HP) or Resolve (for the extra Mental HP and for the increased FOOM Modifier).How long until he qualifies for the Elemental Journeyman stunt? Could a similar set of synergy stunts exist for Medknow / Mednin / Vampiric Dew?
Can't you just CA to the set on other foot and stand on one leg until you get the other set swapped out?2 sets per person (so that you don't plummet to your death when the first set expires)
I appreciate the enthusiasm, but voting isn't open yet and I haven't even voted for the plans, so the tally would show this as the first vote.
Does Hazō have the skills to make a functional Skyslider? Or anyone else in our party?Huh, interesting.
Yeah, I feel like Skysliders (if we could get them working) would be a good play here folks. That scribing time is far too steep of a ratio for us to be able to deal with that.
We don't have the blueprints, but if we did, then Kagome might have the woodworking skills to build one.Does Hazō have the skills to make a functional Skyslider? Or anyone else in our party?
we did vote for Hazou to write down useful clan secrets to take with us, maybe we could declare he did take blueprintsWe don't have the blueprints, but if we did, then Kagome might have the woodworking skills to build one.
[] Action Plan: The Long Haul
Word Count: <299
Intended Duration: 2(?) subjective months (43 days solar)
- Sanity check with team
- Leave the grotto, travel west, around Bear and camp on the far side.
- Set up a research base
- Place a TR140 far underground wrapped with Extra Long Fuse explosives, so that only the top ~25-30m is accessible from the surface. Build the base on that, disguised with SCSA and SSSA.
- Defended by Kagome's trap array.
- Send out Yuno SCs to scout any nearby chakra beast nests.
- After ~1 subjective month. Displace a few hundred miles -- keeping Bear between Uplift and the EN
- Raise the with ES earth to cover the AoE of the TR140 so that it looks natural
- Research
- As XP becomes available do the following:
- PS -> 31
- Mednin 0 -> 10
- Sealing -> 54 (spend 40 Notes XP)
- PS -> 32
- Dual track runes, follow the SOP
- First finish Force Domes, and Iron Earth. Then as projects finish, swap out
- Storm Runes
- Air Leadening
- Ninja-radar
- Telescope
- Sunbeam
- Poke-spacer
- Remote Explosive
- Runic JADLs
- Prep day all listed projects while Force Domes and Iron Earth are finishing. Do the Easy/Trivial ones first (with a Medium one thrown in if necessary to match cycle length while Force Domes is finishing.
- FOOM maximally with the team's spare chakra.
- Follow the chakra budget.
- Read notes/scribe seals in rest time
- Once the pool chakra is exhausted. Study Mednin with Noburi until it can be bought to 10
- Kagome
- Research Banshee Fuckers
- If time remains, prep longer-duration skywalkers and work on those
- Noburi
- Continue to research SC interactions with your bloodline, and teach Hazou Mednin.
Hm. Yeah, I'd like to do that, if possible.we did vote for Hazou to write down useful clan secrets to take with us, maybe we could declare he did take blueprints
Hmmm we have 200+ XP banked, looks like the last training plan wasn't implemented.For a lighthouse plan it looks pretty good. 587xp to be spent (not counting notes), but between FOOM and 60 subjective months at a <300 plan, looks to be a decent amount.
Only things I worry about are assessing a Chakra Pool Rune once we get to med nin 10, and how much of our time left will be spent traveling. Not that those don't have reasonable trade-offs, just wanted to raise them. Though, on reflection, I don't know how optimistic I am that we can reproduce that rune at mednin 10 (or how crossover skills count for TNs).