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[ Player Guide ] Naruto Online Status Dictionary 2.0

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  • Registered: 2017-07-24
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On 2016-12-11 23:15:45Show All Posts
18#
  • SIFIcychiller On 2016-11-09 17:59:59
  • Here's a bit of info you can add to the list:

    A) Turns: Turns are usually when the ninja is set to make a Standard attack during that Round. It is based on Move Order. If your ninja's turn is up, they will make a standard attack. Note that TURNS are Different from ROUNDS. Turns are Part of the Round. Example: 4 Ninjas in your team, Turn 1 calls Move 1 ninja to attack if you have Higher Initiative than Enemy's Move 1. Turn 2 calls Enemy Move 1 Ninja to attack if they have Lower Initiative than your Move 1. Turn 3 and above follows this pattern. Note: A lower Move Order Ninja like a Move 2 Ninja can NEVER beat a Move 1 Ninja in terms of Speed. Turn order does not affect when you c*e Mysteries. However if a turn has passed, any Non- Mystery will consume the current round's chakra and can only be casted next Round when their Turn is up again.
    1) Acupuncture : It revents Ninja from using their Mystery for 3 Rounds starting from when it was applied. Example: Acupuncture used on Round 1, the Acupuncture will run out when it hits Round 4. Thus Mystery can be used in Round 4 unless duration has been refreshed. Lower Debuff Removal Priority than Immobile or Sleep and possibly Paralyze and Blind.

    2) Poison : Lasts 3 Rounds and does damage at the end of those rounds. It can be stacked to increase damage and refresh the duration. Example: Applied Poison in Round 1, Will do Damage in at ends of Round 1, 2 and 3 and will disappear at start of Round 4. If Reapplied on round 3, it will refresh the duration and do more damage during Rounds 3, 4 and 5 then run out at 6 unless process is repeated. It has lower debuff removal priority th*l disables and usually lower than Ignite unless you stacked enough poison then it will take precedence.

    3) Ignite : Prevents healing from taking place until removed and deals damage at the end of the round. Usually lasts 1 round except in special ninja (mostly higher tier Uchihas) that can last up till 3 rounds until removed. Has lower Debuff Removal Priority th*l disables and usually has higher priority than Poison unless Poison is stacked.
    4) Paralyze : It prevents Ninja from using Chase Skill until removed or cleared automatically a round after the turn has passed. Example: Sakura can Chase Repulse and then Cause High Float from it, but she's paralyzed; The Enemy is Repulsed but nothing happens unless you have another Ninja that can Chase Repulse that isn't Paralyzed. For more information, read guides on Chase Skill. If applied AFTER a ninja's turn has been made, will last until next round if not removed. Has lower Debuff Removal Priority than most other disables.

    5) Blind : Ninjas cannot use Standard attacks BUT c*e Chase Skill and Mystery. When Blind is Removed, they can still attack during THAT ROUND so long as their turn hasn't been used. Example: Ninja is Blinded Round 2 before Standard Attack; Blind is Removed During Round 2; Ninja uses his Standard Attack During Round 2. If Applied AFTER a turn has been made, will last until next round unless removed. Has higher Debuff Removal Priority than Ignite or Poison but lower than most other disables.

    6) Immobile : Ninjas cannot make any action including Mystery or Chase for 1 Turn until removed. Once turn has passed, cannot get standard attack back via debuff removal and turn will be consumed. Example: Immobile Applied Round 1 on a Move 4 Ninja; Move 3 healer removes Immobile During Round 1; Move 4 Ninja is allowed to use Standard Attack. Example 2: Immobile Applied Round 1 on Move 1 Ninja; Move 3 Healer Removes Immobile During Round 1; Move 1 Ninja is NOT allowed to use Standard attack. If Applied after a standard attack, will carry on to next round unless removed. Has highest Debuff removal priority alongside Sleep and Chaos. Cannot be stacked with Chaos or Sleep. Whichever is applied last will be dominant.


    7) Chaos : Chaos makes Ninjas use Single Target Standard Attacks against a random body on their team for 1 turn and also acts like Immobile. If ninja does not have a valid standard attack such as Healing Standard Attack or Multiple Body Standard Attack (Kabuto and Choji are good Examples) they will not take any action and acts like Immobile. Just like Immobile, while it is applied they are not allowed to use Mystery or Chase Skill but their Standard attack, if valid, will be used against a random body in your team. This also applies to your entire ranked team, no single target is free to escape traitors. Just like Immobile, if removed before the ninja's turn, they are allowed to take a turn but if applied AFTER they use their turn, will last till next round. A Special Note: If your Standard attack is NOT VALID (Choji Attack, Earth Main Shield), Chaos will act like Blind where removing it while the ninja has not made a Turn, they will be allowed to take a Turn in the same round. Has highest Debuff Removal Priority Alongside Sleep and Immobile. Cannot be stacked with Sleep or Immobile. Whichever is applied last will be dominant.

    8) Sleep : Sleep acts exactly like Immobile except for small differences. Refer to immobile for basic info. Sleep can be removed when attacked by any Taijutsu Damage. This includes Hybrid Ninjutsu and Taijutsu Damage. Sleep is NOT removed when ninja is damaged by pure ninjutsu attacks. Sleep has the Highest Debuff Removal Priority Alongside Chaos and immobile. Whichever is applied last will be dominant.

    9) Tag : As stated in the Author's post. Lowers your defensive stats by a small amount and allows special Mystery and Effects to happen to Tagged ninjas. Has Lowest Debuff Removal Priority following Ignite and Poison. Unknown how long they last because usually the target dies. Estimated to be 3 rounds as well.

    10) Interrupt : This does not fit into the definition of a debuff. During the round, if a mystery is still being cast, will cancel mystery unless immune. Example: Move 4 Kankuro Casts Mystery in Round 2; Move 1 Earth Main Interrupts Kankuro; Move 4 Kankuro Mystery is cancelled. Example 2: Move 1 Gaara Casts Mystery; Move 4 Earth Main attempts to interrupt; Move 1 Gaara uses Mystery and thus is no longer casting; Move 4 Earth Main attacks but is too slow to interrupt and only deals damage. Example 3: Move 1 Hidan casts Non-Prompt Mystery; Move 1 Earth Main Uses Mystery with Interrupt; Earth Main Mystery lands but Hidan's Mystery is immune to Interrupt; Hidan resumes attack with Mystery.

    It is possible to pull off an interrupt technique using Acupuncture and Immobile.
    Example: Move 1 Hidan Casts Mystery which is technically immune to interrupt; Move 1 Neji Acupunctures Hidan; Hidan's mystery is cancelled since Acupuncture State does not allow Mystery to be Cast.

    11) Fire Branding/Imprison? : This debuff when applied causes ninjas that use mystery to take ignite damage when successfully casting their Mystery until removed or disappears after 3 rounds. Duration can be refreshed and damage is only applied when mystery is used. If mystery is cancelled, no damage is taken from Fire branding debuff. Example: Round 2 Kabuto is branded and is casting clones; Enemy Neji acupunctures Kabuto and cancels mystery before clones are spawned; No damage is taken from Fire Branding. Example 2: Kabuto is branded and is casting clones; Clones are successfully casted; Takes ignite damage. Fire branding has the lowest Debuff Removal Priority alongside Tag.

    Hope this helps the author and anyone reading it,
    JunichiKoson
    P.S. There are some bits of info missing but i'm sure you guys can handle it.

    This post was last edited by SIFIcychiller at 2016-11-10 19:30
Excelent guide.
11. Imprison: take damage on mistery, only if mistery costs chakra, if it is 0 cost, then no damage is taken.
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