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Hey Proper, I've got a question. Why the choice of resolve and physique at 50? I know they're useful for defense against some techniques, but if we're not going to hit the "extra mild" threshold, wouldn't it be more worthwhile to get more active abilities, like TH at 50 for Kenzou, or an anticipated good Earth technique for Momoka, to give proper use of Chakra in the 50s as well?
You're mixing up "AB" and level/10. They're at 40, their AB is 5.
 
Hey Proper, I've got a question. Why the choice of resolve and physique at 50? I know they're useful for defense against some techniques, but if we're not going to hit the "extra mild" threshold, wouldn't it be more worthwhile to get more active abilities, like TH at 50 for Kenzou, or an anticipated good Earth technique for Momoka, to give proper use of Chakra in the 50s as well?
AB 5 means the skill is in the 40s.
 
No such thing as an 89. Skills cap at 80
Ohh, Cap is 80 not AB 9? Okay, since that makes the 80 tier not very valuable, this moves the peak of the Samurai edge over ninja to Peak Chuunin/Low SJ around 15k XP where Samurai will be MW 79, Ath 69 Alt 59 and either Resolve or Physique 50 + 1 Path Skill column to prop it all up, while Ninja are Attack 69, Ath 59, Alt 59.

Still, a 15k XP Samurai with a +1 AB Martial Art and another 1 AB buff like a Stunt/Sealing Trick would be rolling :

Samurai (Melee Weapons) : 79 (Base) + 8 (Martial Art) + 8 (1 AB buff) + 24 (Boost) = 119
Samurai (Athletics) : 69 (Base) + 8 (Martial Art) + 8 (1 AB buff) + 24 (Boost) = 109

Comparatively, 23k XP Jounin with good buffs for both offense/defense, Sub 49 and 79/69/69 typically roll 113 Attack, 112/92 Ath (with/wo Sub).

So a 15k XP Samurai is roughly equal to a 23k XP Jounin in terms of rolling power (not versatility) AND not vulnerable to multiattack jutsu like WDB that are a ninja's doom because you only have two Supplementals to cast Sub - which cannot be overstated because its a critical weakness that cannot really be fixed without S-rank tricks. Samurai also enjoy a bunch of Path-related bonuses ninja dont have.
 
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Ohh, Cap is 80 not AB 9? Okay, since that makes the 80 tier not very valuable, this moves the peak of the Samurai edge over ninja to Peak Chuunin/Low SJ around 15k XP where Samurai will be MW 79, Ath 69 Alt 59 Resolve/Physique 50 + Path Skill while Ninja are Attack 69, Ath 59, Alt 59.
????

Nope. It lets you move stuff out of your 70s tier and frees up space in the pyramid. If you have want to have 4 skills in the 79/80 range you can do it for far less XP than in the counterfactual where you have a 4 column build
 
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Nope. It lets you move stuff out of your 70s tier and frees up space in the pyramid. If you have want to have 4 skills in the 79/80 range you can do it for far less XP than in the counterfactual where you have a 4 column build
Im not talking about a 4 column build here, but this:

Chuunin Samurai Pyramid - 15350 XP for MW 79 + Ath 69
LevelSkills
79Melee Weapons
69Athletics, Path 1
50Alertness, Resolve, Path 1
40Physique, Smithing, Cryptography, Path 1
30Chakra Reserves, Presence, Stealth, Cooking, Path 1
20Deceit, Intimidation, Empathy, Rapport, History, Path 1
10Survival, Taijutsu, RW, Medknow, Trapmaking, Esoterica, Path 1

Gets you MW 79 Ath 69 for 15350 XP - thats equivalent rolls to a 23k XP ninja and without multihit weakness (which helps make action economy overpowered and allows a 40s low chuunin like us to oneshot a 60s low jounin like Haru/Jun with WDB if its capstone with a buff to support it).

Essentially Bushido + Stunts for one full Samurai Path costs 1770 XP to unlock, as opposed to 4655 XP for a full column of skills to 60, or 2327.5 XP if they are halfcost. So a Samurai taking advantage of that is 2885 XP in the lead per Full Column support for a 70s Skill (assuming ninja pick up one extra element per 70 Skill, could be more if compared to a ninja with a heavy focus on dual cost skills like Genjutsu, Sealing or CR).

Thus Samurai reach five-element, 3x80, 4x79 status 11540 XP ahead of regular Ninja, assuming all supports are normal cost skills. At the cheapest option where its all halfcost supports you can realistically get - if you get one 60 skill per element including your original one and use the 250 XP refund for each of the Elemental Stunts, the Samurai is still capping out 3477.5 XP ahead - but the ninja will be grabbing Elemental Mastery Stunts at this point so this is a bit of a false comparison.
 
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If speccing characters primarily into combat :
- Soft Cap : 15/19k XP (samurai/ninja) : Can meaningfully fight, or possibly oneshot, a 73k XP ninja thats a "5x80, 6x79, 5 element grandmaster".
- Hard Cap : 23/28k XP (samurai/ninja) : More XP ceases to have meaningful impact on combat ability except insomuch as new Stunts etc.
It takes a realistic minimum of :
- 15k XP to reach 1x79, 2x69
- 23k XP to reach 1x80, 2x79
- 73k XP to reach 5x80, 6x79 + 5 Elements with Elemental Grandmaster Stunts and halfcost elemental supports for the main 11 Skills (like Main Attack, Ath, Alt, Physique, Resolve at 80 and Chakra Reserves, Technique Hacking and Stunt, Main Ninjutsu, Substitution or equivalent, Mednin, Medknow at 79) + 2 more halfcost skill supports reaching out to 40 + 2 Socials at 69 and 4 Socials at 59 and effectively cap out.

16200 (5x80) + 25 280 (6x79, 2 dualcost) + 15297.5 (5 Elemental Columns to 60, with the 60s at fullcost except for one at halfcost, all else halfcost) + 2500 (5 elements minus 250 technique discount plus 250 Elemental Grandmaster each) + 250 (Technique Hacking Stunt) + 1550 (2 halfcost columns out to 40) + 4830 (2x69 Socials) + 7080 (4x59 Socials) = 72987.5 XP

Basically there exists a sort of threshold which most ninja will reach around 19-23k XP (since not everyone has spreadsheet vision) where they can fight basically anyone semi-evenly on the basis of base stats alone and combat becomes rock-paper-bullshit. Probably called a Jounin. Then by 23-28k XP any further combat improvements from XP become tiny at best and shinies become the only important thing going forward. Neat.

As in, a 1v1 between ninja at 19k vs 73k XP is a far closer matter than 10k vs 15k, without shinies more unique than just good ninjutsu and buffs etc. You attack at +/- 10 points less, defend at +/- 20 less, die after 14 Stress instead of 20 and have far fewer tricks so it isn't even but with some dice luck you could well win it.
 
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