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[ Player Guide ] Secondary Stats [Substats] Discussion

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  • Registered: 2017-07-24
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On 2018-02-28 00:07:14Show All PostsDescending Order
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Hey guys !


Let's talk about Substats/Secondary Stats a bit, I'm referring to these:

Screenshot_3

I'll dwell into these 3 topics.

Are they important? What do they do? How to improve them?



Are they important?


First of, they are extremely important.

Even more important that the primary stats themselves in most of cases which is why a lot of players prioritize focusing on Refines, Cave Keys rather than focusing on Magatamas, Tactics.

Which doesn't mean that you should neglect primary stats but it does mean that you should focus on the secondary ones as much as you can.

Overall you can consider the Intiative, Critical and Injury most important stats out of all 5 (Control can be highly useful also in some scenarios, I'll explain more about it below)


Why do people stack position 1 ninjas so much? It's mostly due to these secondary stats especially critical/injury

The difference in critical/injury with your position 1 ninja vs your enemy ninjas can be huge and the higher the difference of stats is the higher your critical chance and critical damage shall be but we'll talk more about this in the next category.



What do they do?



Initiative = if your ninja has higher initiative than your enemy same position(move) ninja then your ninja will go first (I am saying this because you gotta know the meaning of positions in team, if your Pos2 ninja has 10000 initiative it will still go after enemy Pos1 ninja who has 5000 initiative)


Initiative is very tricky but most of the time you will benefit from being faster than your enemy (makes for interrupting, immobiling , chaosing your enemy and dealing damage first)

Your auto-barrier depends on your entire team initiative (so pos1+pos2+pos3+pos4 initiative = overall initiative which is compared vs your enemy and who has higher overall initiative will win the barrier)

There is also an interesting rule that your Position 2 ninja will be faster than your/enemies Position 1 if it has 10000 MORE initiative (example: Position 2= 15000 , Position 1= 4999 , Pos2 goes before Pos1)

(This rule also applies for Pos3>Pos2 and Pos4>Pos3, the rule for Pos3>Pos1 = 20000 more initiative but that is impossible for us to achieve)




Critical = Increases %chance of Critical, decreases the %chances of receiving a critical from your enemy (this all depends on your own ninja critical vs your enemy ninja critical)


This stats is very important for all ninjas also, especially for your main damage dealer which is mostly Pos1 ninja as it will make him crit much more often and we all know critical damage is much higher than normal one.

Critical damage has nothing to do with "Critical" stats, it depends on Injury which we will talk about next!




Injury = Increases CRITICAL DAMAGE, decreases the critical damage taken from your enemy. (same as critical also depends on your ninja injury vs enemy ninja injury)


You see the massive criticals a higher power can deal to you ? Especially if they have a very stacked Position 1 ninja means they have very high Injury stats.

Injury helps with damage a lot, especially considering that enemy back row ninjas mostly have low injuries therefore you can do massive critical damage to them.

Some testing with Injury by people turns out that "Every 100 injury difference vs your enemy is 1% more critical damage" (Not official info)

However based on this info we can say that "If you have 10000 injury on a ninja vs 5000 enemy injury you will do 50% more critical damage than you're supposed to" (which are quite high numbers actually taking into account that the 50% is calculated at the end of damage formula making it a big difference)



Combo = Increases chances of combo, decreases chances of receiving a combo (This refers mostly to standard attacks, sadly this stats is useless when it comes to mysteries and the "must combo" standard attack)


This stats personally I find the one that you can neglect the most except in some cases (for example: Jonin Minato, Kurama Naruto = ninjas who depend a lot on their standard attack causing a combo due to cooldown reduction so it can be very useful for them)

Overall it doesn't have many uses as Critical/Injury do which is why the stats doesn't have as much significance.




Control = Increases %chance of Controlling, decreases %chance of getting controlled (Refers to debuffs such as Immobile, Chaos, Sleep, Acupuncture)


This stats can be extremely useful if you don't have a healer/debuff remover in a team and you are not immune (Example: Classic Lightning Main blitz team)

Also can be extremely useful for helping you control (Example: using Masked Man / Susano Itachi this stat is a must)

Negative side: useless on some ninjas (Example: Roshi, Utakata, 6 Tails Naruto) (There is new Kushina now to immobile them but they regain immunity in round 2 anyway so control can only reduce small chance of them being immobile if versus Kushina)


By player info the rule for this stat is "Every 1000 control stat difference = 10%"

Which means if your ninja has 15000 and your enemy 4999 it will be practically impossible for him to control you.




How to improve them?


Pretty much any power resource is improving them:

-Refines (All stat - only 1 ninja)

-Purify (All stat - only 1 ninja)

-8 Gates (All stat - only 1 ninja)

-Ninja Tools (All except Initiative - all ninjas)

-Mount Myoboku Cultivation (All stats - all ninjas)

-Summon Cultivation (All stats - all ninjas)

-Battle Armor Rank (All stats - all ninjas)

-Clothings (All ninjas)

-Treasured Tools (only 3 Secondary Stats - 1 ninja)

-Charms (Depends on Cave Runes, All stat - 1 ninja)

-Cave Runes (All stat - 1 ninja)

-Bond Home system (All stats - all ninja)


Out of all these, if you want to focus primarily on improving position 1 ninja I'd highly recommend to upgrade Cave Runes/ Charm / Refine / Purify / Treasure Tool.




This post was last edited by ICExx on 2018-02-28 00:07:14.
  • Registered: 2017-07-24
  • Topics: 822
  • Posts: 939
On 2018-02-25 03:34:20Show All Posts
3#
  • sk1ba On 2018-02-25 00:47:08
  • Great guide ice ice baby!

ty !

  • Registered: 2017-07-24
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  • Posts: 939
On 2018-02-28 00:05:18Show All Posts
8#

Where did you get the info Garv ?

Sounds realistic though thanks for the input

  • Registered: 2017-07-24
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On 2018-02-28 00:06:26Show All Posts
9#
  • lexsan On 2018-02-27 22:03:37
  • thats 3 topics.

I originally planned it to be 4 but reduced to 3, therefore I forgot to edit that part haha


Will edit now


  • Registered: 2017-07-24
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On 2018-03-02 00:54:40Show All Posts
15#
  • Feral Shade On 2018-03-01 22:55:31
  • ICE*, thanks for the guide...it helped me refine my strategy a little.

    Although Scarlett discussed the varying relevance of Damage Reduction and the Pen3trations, I'm trying to get a handle on the un-discussed stats' relative priority.

    More specifically, where on the scale of importance, would you place Life Recovery? (i'm guessing just beneath Combo, but the 'ideal' keeps fluctuating, hehe)


    Also, you advised us not to neglect our primary stat development....but with consideration to the limited availability of secondary stat boosting options...given the opportunity and generally speaking... should we prioritize Initiative, Critical, and Injury above primary stats?

Didn't say to neglect them , but yes I did say to prioritize Initiative/critical/injury higher , especially if position 1 ninja (main damage dealer)


And about Life Recovery honestly I'd rate it at the bottom out of all stats, the only thing is does is "recover hp at the start of round" and it's barely even noticeable because the recovery is in small numbers.

  • Registered: 2017-07-24
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On 2018-05-10 19:48:26Show All Posts
19#
  • DrDoo On 2018-05-10 17:53:17
  • Gpt a question tho...Does Sasuke Susanoo get anything from Injury?
    Like, his ult, clearly states that he does critical damage with 1.5x normal damage, would 1.000 injury difference, make that 1.6x normal damage?

Of course he does, it will be higher damage the higher injury difference same as all other ninjas

  • Registered: 2017-07-24
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On 2018-05-12 01:50:46Show All Posts
22#
  • Armand_ On 2018-05-10 23:46:05
  • Does crit or combo affect the chance of triggering a 20% shield with Earth main standard, or a double heal by Water main standard?

It doesn't help, crit/combo etc only count compared to your enemy stats therefore it doesn't affect any team skills.


The shield crit and double heal are pretty much hardcoded to certain % and it's up to RNG

  • Registered: 2017-07-24
  • Topics: 822
  • Posts: 939
On 2018-05-12 17:37:37Show All Posts
25#
  • Raizel Di Cadiz On 2018-05-12 14:13:30
  • wow thanks ICE* for your help and your support and to help us

You are welcome

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