Reply
Views: 79248 | Replies: 71
[ Player Guide ] Debuffs - Effects Guide (6.0) - Full Do(c)ument

 [

Copy Link

]

  • Registered: 2017-07-24
  • Topics: 0
  • Posts: 121
On 2020-03-06 20:37:01Show All Posts
20#

Just wanting to ask about your testing to determine the debuff scalar limit of 6, since such info if accurate does have a huge value on how valuable such aspects are for units. As an example edo minato's cap would be 48% def, good but bit less scary, while jin bee 72% to both would be pretty big and gamikiri's 120% to res would be a even more a must have.

  • Registered: 2017-07-24
  • Topics: 0
  • Posts: 121
On 2020-03-07 10:29:35Show All Posts
22#
  • YujinTakara On 2020-03-07 00:17:56
  • if you breakdown their skillset and usage, you'll see it's totally balanced.

    Edo Minato reduce Def by 8% per time hit. But also, he scale himself every chase. Combine that with the amount of units hit by his mystery (12 at +2 and 8 at Y+1). Also he causes Tag too. And remember this, pure Tai or pure Nin damage will deal more than Tai/Nin damage, because Tai/Nin got affected by both Def and Res, while pure damage only got affected by one stat.

    Bee 8 tails reduce Def and Res by 12%. He scale himself every round (not chase, which is a bit lacking in scale power since Edo Minato can scale 2x if you use +2 chase). Combine that with the amount of units hit by his mystery (9 at +2 and 7 at Y+1). Also he doesn't cause Tag.

    Gamariki, reduce Res only by 20%, so only benefit Ninjutsu users. He won't benefit Ronin Naruto or Edo Minato more than Kakuzu or Konan Angel. Also Gamariki only hit 3 random unit, not when being hit, so the chance of activating the stat reduction is lower than Edo Minato or Bee.

Hmmm, gives me stuff to test base on certain factors for so good info all around. Makes Iruka Y types much stronger, and yeah there is a balance to each with each team setup with such, just fuel for personal labing. I thank you for your content, does help a lot with team theory crafting and more, example being not knowing that the 3 ignite types stack, could be useful in off meta teams for maximizing dots.

  • Registered: 2017-07-24
  • Topics: 0
  • Posts: 121
On 2020-03-07 14:51:24Show All Posts
23#
  • kamikamikami On 2020-01-29 07:00:19
  • Thanks for the guide, good work.

    I've got a question about scaling. Can it be reset with an ability that decreases stats (not a debuff like enfeeble, just a decrease)? For example:

    Kushina scales her resistance up a couple times. Then the opponent team's Itachi [shonen] before his first action decreases her resistance by 10% with his passive. What happens? Is Kushina's scaling reset and now she has -10% resistance or do the percentages add up together?

    And one more thing to clarify - the stats decrease effect ignores immunity to debuffs, correct?

For some math testing, for kid Itachi against 1 kakashi clone. Using his mystery and averaging for variation over multiple trials I got a following result. With as little gear as possible, resulting in 15665 nin on itachi I got the average non crit damage of 14.1k round 2 (note itachi does his debuff before action) 15.1k round 4, 16.1k round 6, 17.2k round 8, and 18.2k round 10. This results in a a lin reg of D= 13081.8 + 517 R. This is amounts to around a 4% damage buff per turn against the kakashis. Results should vary with kid itachi dying and or the more random chance for debuffs to hit.

Reply
Quicky Post
Reply

Log in in order to Post. | Register