Category:Ninjutsu: Difference between revisions
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== Horizon Changes {{changes}} == | == Horizon Changes {{changes}} == | ||
{{#section:Category:Horizon Changes|Ninjutsu}} | |||
== Magic Damage Equation == | == Magic Damage Equation == | ||
<var>Damage Dealt</var> = [<var>V</var> + <var>mDMG</var> + (<var>ΔINT</var> × <var>M</var>)] × <var>Staff</var> × <var>Affinity</var> × <var>SDT</var> × <var>Resist</var> × <var>MB</var> × <var>MBB</var> × <var>Day & Weather</var> × <var>MAB/MDB</var> × <var>MDT</var> × <var>Misc. Multipliers</var> | <var>Damage Dealt</var> = [<var>V</var> + <var>mDMG</var> + (<var>ΔINT</var> × <var>M</var>)] × <var>Staff</var> × <var>Affinity</var> × <var>SDT</var> × <var>Resist</var> × <var>MB</var> × <var>MBB</var> × <var>Day & Weather</var> × <var>MAB/MDB</var> × <var>MDT</var> × <var>Misc. Multipliers</var> |
Revision as of 20:54, 20 November 2023
Ninjutsu
Ninja's have the ability to cast Ninjutsu spells, maagic that uses a tool to cast as opposed to MP. There are many different types of ninjutsu such as: elemental damage, debuffs and the infamous Utsusemi.
Horizon Changes
- Ichi elemental wheel spells are learnable at 12 but only useable from level 15.
- Ninjutsu Magic Bursts receive an extra +50 Magic Accuracy, +35 Magic Attack and reduced enmity generation, except on notorious monsters.
- The resistance down on an elemental ninjutsu is -30 regardless of the level of the ninjutsu. The resistance down lasts for 15 seconds, but can be potentially extended to 25 seconds through Merit Points.
- Elemental wheel spells receiving a total of +25 magic accuracy. - Update 1.1
- All Ninjustu have +15 magic accuracy, with a further +10 for all elemental wheel spells (+25 m.acc total.) This effect is increased to +50 extra magic accuracy on magic bursts, on all non-notorious monsters.
- Hojo: Ni provides +40 cumulative enmity (CE) and +450 volatile enmity (VE). Essentially CE is halved and VE is doubled compared to retail/era.
- Kurayami: Ni provides +40 cumulative enmity (CE) and +450 volatile enmity (VE). Essentially CE is halved and VE is doubled compared to retail/era.
Magic Damage Equation
Damage Dealt = [V + mDMG + (ΔINT × M)] × Staff × Affinity × SDT × Resist × MB × MBB × Day & Weather × MAB/MDB × MDT × Misc. Multipliers
Damage Dealt is calculated via the above formula. After each multiplication step, the product is floored to the next lowest integer before continuing to the next multiplier. Terms 5~14 have a base of 1.0 and can be increased or decreased by the relevant stats.
- V: Ninjutsu have a unified V value based on tier levels, all elemental Ninjustus have the same V at the same tiers.
- mDMG: Represents the "Magic Damage" statistic obtained from equipped weapons and armor.
- ΔINT: (dINT) Represents the difference between caster and target INT ala (cINT - tINT).
- M: Like V, Ninjutsu have a unified M value not based on ΔINT ranges, but on tier level.
- Staff: Elemental staff hidden damage bonus multiplier (NQ Staff = 1.1; HQ = 1.15 for matching elements. NQ Staff = 0.9; HQ = 0.85 for weak elements.)
- Affinity: Elemental affinity damage bonus muliplier (written on gear as either " Affinity+" or "ElementName Magic Attack Bonus+"; Group 1 Element Potency are this)
- SDT: Target's Special/Specific Damage Taken reduction. (RUN's Vallation/Valiance is this.)
- Resist: Reduction of spell damage due to resist states. (1 for no resist; 1/2; 1/4; or 1/8 for a full resist)
- MB: Magic Burst multiplier from the tier of Skillchain used in the burst
- MBB: Magic Burst Bonus total.
- Day & Weather: Day and Weather multipliers, including Iridescence and any equipment modifiers (e.g. Zodiac Ring or Twilight Cape)
- MAB / MDB: Caster's total Magic Attack Bonus divided by target's Magic Defense Bonus factor ala (100 + cMAB) ÷ (100 + tMDB) (Ninja has a +15 MAB when Magic bursting non nm's)
- MDT: Target's Magic Damage Taken reduction.
- Misc. Multipliers: Any nonstandard multiplier bonus. Each their own multiplicative term. (Ninjutsu Skill Potency Bonus, Futae, Innin's damage bonus)
Tier | V | M | Ninjutsu Skill Potency Bonus Formula
(NIN main Only) |
Skill Range | |
---|---|---|---|---|---|
Minimum | Maximum | ||||
Ichi (1) | 28 | 0.5 | (100 + ((Ninjutsu Skill - 50) × 0.5)) ÷ 100 | 50 | 250 |
Ni (2) | 69 | 1 | (100 + ((Ninjutsu Skill - 125) × 0.5)) ÷ 100 | 125 | 325 |
San (3) | 134 | 1.5 | (100 + ((Ninjutsu Skill - 275) × 0.5)) ÷ 100 | 275 | 475 |
Debuff Ninjutsu
In Experience Points parties or when solo, debuff Ninjutsu is very helpful at crippling your enemy and improving your survivability. Some of the Ninjutsu, specifically the Kurayami line, is also fairly good for Volatile Enmity gain when tanking. Unlike Enfeebling Magic, which depend on dStat, Ninjutsu debuffs all have a static potency as long as they land. The higher tier spell always has greater potency and casts faster. Therefore, it's best to simply stack as much magical accuracy and Ninjutsu Skill as possible when trying to land them, and to always use the highest tier spell available to you.
Level | Name | Elem. | Effect |
---|---|---|---|
19 | Kurayami: Ichi | Dark | Blind for -20 Acc |
23 | Hojo: Ichi | Earth | 15% Slow |
27 | Dokumori: Ichi | Water | 3HP/tick Poison |
30 | Jubaku: Ichi | Ice | 20% Paralysis |
44 | Kurayami: Ni | Dark | Blind for -30 Acc |
48 | Hojo: Ni | Earth | 20% Slow |
Pages in category "Ninjutsu"
The following 35 pages are in this category, out of 35 total.