Debuffs in Naruto Online
Hey, everyone, I bring you the ultimate guide to all debuffs you can encounter in Naruto Online in the present day! With explanation what each and every debuff does, how long it lasts, etc. Plus, there are two special sections under the explanations for those who want to dive deeper into this topic. Enjoy!
Action impairing
Chaos
Prevents all actions of the ninja for 1 round. Additionally, if this ninja’s standard attack is single target damage, the ninja will use its attack on a random unit of his own field. (Exception: Hidan [DPB], he will cause damage to up to 6 friendly units with Tag if under the effect of Chaos) If applied to ninja already suffering from Immobile or Sleeping, it will overwrite it. Can be resisted – the higher Control stat is compared to your opponent's, the more likely it is to happen.(Check comments #23, #24 and #30 on 2nd page for more details)
Immobile
Prevents all actions of the ninja for 1 round. If applied to ninja already suffering from Chaos, it will overwrite it. Can be resisted – the higher Control stat is compared to your opponent's, the more likely it is to happen.(Check comments #23, #24 and #30 on 2nd page for more details)
Sleeping
Prevents all actions of the ninja for 1 round. It is removed when ninja suffers taijutsu damage. Can be resisted – the higher Control stat iscompared to your opponent's, the more likely it is to happen.(Check comments #23, #24 and #30 on 2nd page for more details)If applied to ninja already suffering from Chaos, it will overwrite it.
Blindness
Prevents standard attacks of the ninja for 1 round. Can be resisted – the higher Control stat is compared to your opponent's, the more likely it is to happen.(Check comments #23, #24 and #30 on 2nd page for more details)
Acupuncture
Prevents use of mystery skills of the ninja for 3 rounds. Applying debuff again refreshes the duration back to 3 rounds. Can be resisted – the higher Control stat iscompared to your opponent's, the more likely it is to happen. (Check comments #23, #24 and #30 on 2nd page for more details)
Paralysis
Prevents chase skills of the ninja for 2 rounds.
Slow
Ninja with this debuff will use his skills last in the round. Example: After every unit (even clones) without the debuff use their standard attacks, unit suffering from Slow will use his mystery. Lasts 2 rounds. Exclusive to Kurotsuchi’s mystery skill.
HP impairing
Poison
Causes damage at the end of a round. Poison stacks up to 4 times and lasts for 3 rounds. Applying new stack refreshes the duration of the debuff back to 3 rounds.
Ignite
Causes damage at the end of a round. Additionally, any healing the ninja receives doesn’t work – no hp is restored (Applies for heals from standard attacks/mysteries, and also for pasives; f.ex. Danzo or Sakura [GNW]). Lasts for 1 round.
Other
Tag
Increases damage suffered by the unit. (Reduces affected unit's Defense and Resistance by 30%) Plus triggers additional effects of mysteries and standard attacks of certain enemy ninjas. (F.ex. Konan’s, Hidan’s mystery skill or Ay [4th Raikage]’s, Hidan [DPB]’s standard attack) Lasts for 2 rounds, but can be removed by effect of certain attacks (F.ex. Ay [4th Raikage]'s skill removes tag after triggering)
Imprison
Causes damage every time the affected ninja launches his mystery. (If mystery is interrupted, no hp is removed.) The ninja cannot be killed with damage from this debuff. Lasts for 3 rounds and is not removed after successfully dealing damage; it can trigger multiple times if the affected ninja manages to use 2 and more mysteries during Imprison’s duration. Afaik this debuff is exclusive to fire main’s mystery, chase, and his clone’s attack.
Heal priority
Some healing skills remove all debuffs at once, some remove only some of them. Here is order in which the debuffs will be cleansed:
A) Slow, Immobile, Sleeping, Acupuncture, Paralysis, Blindness
B) Chaos
C) Ignite, Poison
D) Imprison, Tag
Debuff of a higher group will be removed before debuff of a lower group (f.ex. Immobile>Ignite).
If there are multiple debuffs from the same group; the debuff that was applied LAST will be removed first. (Reapplying the debuff does not change the order)
Round counting
This part will not make much sense until you get all the way through, so bear with me… HP impairing debuffs count rounds differently than the rest. Let’s start with poison and ignite because it’s simpler…
Say, you apply poison through Water main’s mystery skill. That means 1 stack of poison for 3 rounds (as you can read above). In practice, this will cause damage at the end of the round the mystery was used + at the end of 2 following rounds. Ignition causes damage only once. Pretty straightforward, right? End of round = 1 round for the debuff
Now it gets weird… Now you apply acupuncture (f. ex. with Lightning main’s mystery skill). And you do it at the START of a round BEFORE targeted ninja does his standard attack. And as you’d expect, the acupuncture will be in effect this round + 2 following rounds. HOWEVER, if you apply acupuncture AFTER the targeted ninja does his standard attack… Acupuncture will last this round + 3 following rounds… WHAAAT?!
So in effect; one standard attack (or whatever number is ninja supposed to do due to buffs like Killer Bee’s mystery or debuffs like Immobile) = 1 round for the debuff
See video for visual proof of this.
I am not sure if this is intended behavior of debuffs, but it opens up some pretty neat possibilities for a player that is aware of this…
And that is all there is to know about debuffs in Naruto Online! :D I put all data in this guide under multiple testing runs, so it should be correct. If you, however, think I am wrong about something, please try and post a proof in your comment. Thank you.
Cheers
Xerneis
S202-Rasengan
Hello,
very nice guide of you, thnx for your effort, although one small mistake, Tag debuff reduces resistance and defense by 30% not only 10% !!
Thnx again for the guide its very useful for the beginners! :)
I tested it at Kakashi clone and either he is broken, or it really is 10%...
Used ninja: Suigetsu (standard attack)
(if standard attack did 1 combo)
Without Tag: 3.7k
With Tag: 4.1k
(if standard attack did 2
Without Tag: 2k (per hit)
With Tag: 2.3k
(if standard attack did 3
Without Tag: 1.5k (per hit)
With Tag: 1.7k
Used ninja: Water main (Poison Fog mystery)
Without Tag: 3.6k
With Tag: 4k
Removal priority has some mistakes. Here's the rules:
A: Paralysis, Slow
B: Acupunture, Blind
C: Immobile, Sleep, Chaos
D: Lower Defense/Resistance
E: Poison, Ignition
F: Tag, Imprison
Rule 1: Higher class debuffs are cleared first (Slow>Acupunture, Immobile>Poison)
Rule 2: If 2 debuffs are of the same class, the first one inflicted is cleared first (Slow is inflicted before Paralyze: Slow is cleared, Poison is inflicted before Ignition: Poison is cleared)
Rule 3: If Poison is reapplied it's order changes (Poison is inflicted, then Ignition, then Poison again: Ignition is cleared)
A CN player made a tutorial vid for this before. Here's the li
https://www.youtube.com/watch?v=BcfxDwSB-3k
Retested everything with your comment in mind and well, results were somewhere in between...
There really are groups of debuffs that have the same priority (and I would SWEAR they were not there during the first testing), but they are different from those that you've posted. Plus, if there are multiple debuffs from the same group; the LAST debuff will be removed, not first. And reapplying the debuff doesn't change the order.
Guide updated.
hi, would like to ask about damage calculation for poison and ignite
how does it calculate? % of target hp or % of att/nin value?
also it might OOT but how does damage from hidan mystery calculated? is it % of target hp or % of att/nin value?
Honestly, I don't know, the testing for this is too tiresome to go through even for me... It seems, though, that it is ba
Hidan deals more damage the less hp he has... That's all I know about Hidan, really :D But let's see.... Regular Hidan seems pretty simple, he "deals damage ba
sometimes tag lasts even 1 round only, but i still don't understand what makes tag disappear when this happens.
anyways, to do some punctualizations for what i understood about these matters:
1) Tag reduces 30% of the enemy defense/resistance, does not increase by 30% the damage. It means, if you own 10000 resistance and 8000 defense (is just an example) then, as long as you are tagged, you'll be considered like if you had 7000 resistance and 5600 defense. So the damage increase is the difference between how much the first values reduce it and how much the second ones do.
2) Sleep, Immobile and Chaos replace one another, so, if you are chaosed and you get sleeped you are now only sleeped and not both sleeped and chaosed.
1) I already did testing regarding Tag... If it did reduce res/def by 30% each, it should logically increase the damage by 30% imho. But it doesn't. If you feel like backing that up with some data, that would be great. :)
2) It's partially true. While Chaos can exist only alone and applying either Immobile or Sleep will cancel it (and vice versa), Sleep and Immobile can be on one ninja at the same time... It's very unlikely though, since either you have to apply Sleep after or apply Immobile with pure ninjutsu attack and gl with that in normal fight. :)
Hi there! I have a suggestion tho maybe it is not that important but can you please include an image of the said ninja that is suffering debuffs .. Some people, usually beginners doesn't know the difference of those debuffs, aside from the animations that are happening to the ninjas when they suffer from the debuff .. when its glowing cloudy purple, having a red circle above their heads, glowing orange, and etc .. Nice guide tho bro, keep it up .. :D
ohfarts! i wish i can delete this comment .. I didn't notice the youtube li
Good point, I will try to add images to debuffs in following days. The video has nothing to do with visual appearances of debuffs, so there's nothing to apologize for. :)
As of 4.0 update, hovering over ninja's icon in ninja list shows not only his abilities, but also displays a short summary of debuffs the ninja is capable of causing.
It makes this guide partly useless, mainly for the desc
Chaos, Sleeping, Immobile cancel each other. I tested it using Shisui and Kushimaru. I chaosed a ninja with Shisui and immobile with Kushimaru on the same round, and the next round, its back to normal. If a ninja can suffer chaos and immobile at the same time, then he will still be chaosed on the next round coz Shisui's chaos lasts for 2 rounds. So yeah, they cancel each other.
Yes, chaos and immobile cancel each other, plus chaos and sleeping cancel each other. But immobile and sleeping can exist at the same time. It's hard to test it, but with clever use of Fu and Shikamaru, I've managed to do both debuffs on one ninja.
It should be noted that a 30% decrease in def and res does not mean a 30% increase in damage.
I don't see how that would be possible, but since we don't know the exact formula for calculating damage in NO, let's just say that it increases damage by 10%... We can agree on that, right?
I'd like to add that every 1000 difference in control stats gives 10% chance to resist a debuff.
Which means if you have 3k control and your enemy 13k you will always control fail him.
Interesting :o Would you mind li
https://www.youtube.com/watch?v=Csa-HFddekI
skip to 4:43 in this video where he talks about control stats.
The video also talks about capability of pos2-3 moving faster than pos1 ninja with initiative difference (pos2 needs to have 10k more initiative than pos1 to move faster, and pos3 needs 20k more)
Thank you very much, I've pointed readers to your comments from relevant points in the guide.
Not really, it would depend upon how much attack you had relative to the target.
If you had 4x as much attack as your target had defense, say 4k vs 1k, you'd expect to do 3k (4k-1k) damage before tagging and 3.3k (4k- 700) after, a 10% increase.
But if you had only 2x as much, say 4k vs 2k, it would increase from 2k (4k-2k) to 2.6k (4k-1.4k), a 30% increase.
Which would imply that if you had higher defense than opponent's attack he would deal 0 (zero) damage. Which is not true, there is always some damage done. Like, if I go to TI with Haku and Zabuza, that is fought at level 30, they surely don't have enough attack to go over my defense since their sum of power is lower than my one unit. But they still do like +-40 damage in a hit.
Well yea tag still decreases defense so there will be an increase in damage. Its just that the same percentage decrease in defense does not mean its the same percentage increase in damage.
Which is why I want to use "increased damage" as the effect of Tag, rather than "reduced def/res", for understanding sake. Because damage can be tested for, defense and resistance not really...
Yeah if they didn't modify the formula defense was near or greater than attack that would happen, but my understanding was that they have a correction exactly so that what you describe doesn't happen.
I thought this had been worked out and was pretty common knowledge? This model of damage would explain the discrepancy between the desc
You lost me there... That thing I've described is how it works right now. Which means your desc
Which is exactly why there is this line at the end of the guide:
"If you, however, think I am wrong about something, please try and post a proof in your comment."
So, please, do just that. I acknowledged that you might be true, I've changed the respective part of the guide, to match the testing I've done. Now it's your turn to prove me wrong by digging deeper. ;)
Edit: Didn't realize I was on a separate account when I wrote this, this is the same as ShikiIga, sorry for any confusion.
Sorry if that was unclear, when I said "what you described" I meant your hypothetical "if you had higher defense than opponent's attack he would deal 0 (zero) damage", not the part where you described what actually happened. We are both agreed on what actually happens and that the formula is more complicated than attack-defense for the reasons you stated.
As far as evidence against the flat 10% boost, that's pretty easy to check. If the effect is anything more complicated than what you are proposing, anyone with different attack/*ion values would be unlikely to get the same value by chance. So I just checked my Suigetsu damage with and without tags.
Without tags, on the single strikes I got an average of 3.5k and with tags I got 4.2k. On the double strikes I got 2.0k without tags and 2.4k with tags. On the triple strikes I got 1.6k without and 1.8k with. The triple strikes could be consistent with a flat 10% boost but the single and double strikes look closer to a 20% difference.
A couple notes for future testing
- I wanted to use Suigetsu to be consistent with your tests, but he may not be the best choice due to the single, double, triple attack business. We basically have three subsets of data which means it'll take longer to get a statistically significant set, and it would be easy to miscount the number of strikes which would mess up our data.
-I'm less confident about the triple strike data since it often (always?) resulted in chases making it harder to catch the values. Do triple strikes resulting in chases needed to be tracked separately or is the damage the same?
-I noticed you gave a single value but I saw a lot of variation, did you give average values or did you only test each attack one?
To answer your question: it was an average of 10-13 values across 3 fights with Kakashi; as Sui (obviously) didn't trigger all 3 "subsets" the same amount of times, rounded to one decimal place.
The reason for Suigetsu was that he has the double attack, so you get twice the data in the same amount of rounds and he can cause Tag on mystery, so you can choose when you want to trigger it. If you think any other ninja will be easier to test, go ahead. Since our Attack values are certainly different even for Suigetsu alone, it won't make any more difference.
Results of your testing so far are noted, and Tag section edited according to them.
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