Technique Interactions

Kai NB

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Technique Interactions


In this thread I will be explaining the updated mechanics of our RP when dealing with jutsus interacting with each other. This thread is made after looking back at the previous threads being outdated. This is largely in part due to our new Health System [ ]. Of course, this thread will attempt to go over technique interactions as as whole, but in the end of the day, every situation is unique and may require more case-by-case evaluation.


The Previous Era
First, a quick overview will be explained about the history of technique clashes. Prior to 2013, exact damage did not matter within the NB RP at all. The RP could be what is considered a "Glass House", since one hit was considered enough to kill a player's bio. As a result, the numerical damage a tech did was meaningless, if not cosmetic. The exploitation of the lack of an enforced health system could be seen in other aspects of the RP, like in how certain Forbidden Rank techniques were said to take away X Health Points from the user, which, in theory, would be harmful to a bio, but was not actually negative at all in gameplay.

In this setup, the number value for damage had no meaning, because techniques of any rank were potent enough to kill and those effectively considered the same in that aspect. So the only way of looking at clashes were to simply deduct ranks as opposed to counting numerically.

Now, Post 2013 to around 2015, Damage effects were suddenly back to being based on numbers, and not strictly ranks. This was largely in part due to stacking becoming a trend, which raised the numerical value of techniques. This was not relatively widespread in the RP though, limited to a few members, so the general rules of rank interaction were still used essentially. Overtime though around 2015, the stacking mechanics were becoming more commonplace, and inevitably moved to practically every player. The problem was that the guidelines never changed, but the game was practically new.


The Previous System
With this in mind, the previous era established a simply setup based on ranks, not numerical damage. The table was the general rule of thumb for the RP at the time.

2 E-Ranks = 1 D-Rank
2 D-Ranks = 1 C-Rank
2 C-Ranks = 1 B-Rank
2 B-Ranks = 1 A-Rank
2 A-Ranks = 1 S-Rank
2 S-Ranks = 1 Forbidden Rank
The guide explained that any ranked technique could be canceled out by two techniques of the rank directly below it. So, 1 S-Rank techniques equals 2 A-Rank techniques, because 1 A-Rank will cause the technique to lose a rank in power, and the other A-Rank will neutralize the resulting technique.

The problem and confusion then came when attempting to deal with techniques with larger rank gaps. Breaking down the general rule further, the idea was that if 2 A-Ranks can cancel 1 S-Rank, then 4 B-Ranks should be able to cancel 1 S-Rank. This was even thoroughly rationalized in Custom RP Guide by Khallil [ ].

A brief overview of his thread explained how each Rank was half the strength as the Rank one stage above it, a quarter the strength of the Rank two stages above it, an eighth of the strength Rank three stages above it, etc. This caused problems when people followed the explanation explicitly written, so that when a C-Rank clashed with an A-Rank, the A-Rank would only lose ¼ of it's power.

***THE SYSTEM MENTIONED ABOVE IS OUTDATED***
DO NOT FOLLOW IT


Technique Potency - Rank vs. Damage Points
The current method of technique interaction in regards to damage is simple. First, let us establish the hierarchy and potency of Techniques.

Technique RankDamage Point Range
E-Rank10-19
D-Rank20-29
C-Rank30-39
B-Rank40-59
A-Rank60-79
S-Rank80-89
Forbidden Rank90+
Ranks can be broken down in two classes, normal and "Strong". Normal Ranks would be the standard Rank with standard Damage Points applied. "Strong" Ranks are just a way refer to techniques that provide more Damage Points than typical.

~BOOSTS & AUGMENTATIONS~
There are 2 ways to strengthen a technique: Damage Point Stacking & Rank Increases. Each of these are used for the same principle, empower a technique. However, the specific mechanic for each is unique.

The former method strictly applies to raising the numerical value of Damage Points. This augmentation can increase the relative strength of a technique and place it in the same class as another higher level. This can essentially make a 70 Damage Point technique seen as Strong A, even if it originally started at a lower level. Despite this though, the Rank of the technique does not change. So, if a normal B-Rank technique gets +20 Damage Points to it, it is now considered an A-Rank "Powered".

The latter method completely moves the technique to a higher class. Raising the Rank of a technique means it's official Rank goes up by one, as well as it's falling into the appropriate Damage Point Range. This change affects the technique itself, not just it's strength, making it official change. So, if a B-Rank technique gets 1 Rank added to it, it is now considered an Official A-Rank with the appropriate amount of Damage Points (60).​

Each empowerment method has it's own usefulness, especially when dealing with interactions with other jutsus. This will be explained in the following section.

~DEDUCTIONS~
When a technique loses power though (from an effect, not simple clash), it does falls down a class and takes on the Official Rank and Damage Points of whatever class it falls into. So, if another technique forces a certain attack to lose Damage Points, and it falls into the range of a lower Rank, it officially takes on that rank. For example

— Normal S-Rank technique loses 10 Damage Points, falls to 70 Damage, and is officially considered A-Rank but still has 70 Damage Points
— Strong S-Rank technique loses 1 Rank, it not only goes down to A-Rank, it's Damage Points also matches whatever class it falls into, in this case 60 Damage Points​


Technique Interactions - Rank vs. Damage Points
The following will explain the current system of techniques interacting with one another. Interactions are going to based on either Rank and/or Damage Points. When dealing with these interactions, one must establish logically (based on descriptions) which category the interaction will fall into.

In regards to dealing with the "Power" of technique, this generally becomes a matter of Damage Points. A clash between two opposing techniques follow a simple set up. Techniques lose a single rank in power when clashing with weaker attacks, unless specifically noted to be different. For Example:

— S-Rank vs. A-Rank yields A-Rank
— S-Rank vs. B-Rank yields A-Rank
— Strong S-Rank vs. A-Rank yields A-Rank
— Strong S-Rank vs. S-Rank yields A-Rank​

The only exception to this is when dealing with techniques above normal Forbidden Rank Damage. In those cases, weaker techs clashing will only reduce it by 20 Damage Points until it hits 90 Damage Points (Normal Forbidden Rank), at which cases weaker techniques clashing with it will reduce by 1 Rank. For Example:

— 120 Damage Point vs. Forbidden Rank yields 100 Damage Point Tech
— 120 Damage Point vs. S-Rank yields 100 Damage Point Tech
— 100 Damage Point vs. Forbidden Rank yields Forbidden Rank Tech (90 Damage Points)
— 100 Damage Point vs. S-Rank yields Forbidden Rank Tech (90 Damage Points)​

That means, if somehow capable with timeframe, striking an S-Rank technique with 3 B-Ranks would cancel out the S-Rank technique, because the first B-Rank clash yields it to A-Rank, the second B-Rank yields that to B-Rank, and the 3rd B-Rank matches and cancels out the remaining.


The second sort of interaction deals with Ranks and are most commonly found in Dark Release and Fuinjutsu. These interactions are dealing with the actual Rank of the technique. Typically you will find descriptions that say things including, but not limited to, "Can absorb B-Rank technique" or "The opponent can not use techniques above A-Rank". In these situations, the rank of the technique takes precedence over the power. Even if a technique is boosted in Damage Points to higher levels, if a technique description is applied based on rank, it can still affect it.

For example, if a Sealing Jutsu was capable of absorbing any attack up to A-Rank, then even it can still absorb techniques that are S-Rank POWERED, but not officially S-Rank. So, if somebody were to add +20 Damage Points to their A-Rank tech to make it 80 Damage Points, since it's official Rank did not change from A-Rank, it can still be absorbed. However, if the technique was actually raised by 1 Rank, then the seal can no longer absorb it, because the technique officially moved up a class to S-Rank.


Elemental Interactions and Properties
Elemental Interactions are simple. Following the Strengths and Weakness Thread [ ], you will see the basic rundown and explanation for Elemental/Advanced Ninjutsu clashing. Using that thread, you will first determine if your technique has a strength or weakness. You then determine which technique is naturally "stronger" based on the chart, and you augment the power of that technique by 1 Rank. This is not an official Rank Up though, as the technique is not getting inherently stronger or weaker. For Specific Examples, refer below

Scenario 1
Person 1 releases an A-Rank Fireball Technique. Person 2 counters by releasing a B-Rank Waterball Technique.

1) First you determine the naturally stronger element, in this case the Water Technique
2) Now that you determined the stronger element, you merely consider the Water Ball to be A-Rank ONLY against the Fireball Technique. It has NOT actually gone through any change to be considered A-Rank.
3) Now that you know the level of each, you determine the Rank setup and outcome. The Ranks match, so both cancel.

Result: Both Techs Cancel
Scenario 2
Person 1 releases an A-Rank Fireball Technique. Person 2 counters by releasing a A-Rank Waterball Technique.

1) First you determine the naturally stronger element, in this case the Water Technique
2) Now that you determined the stronger element, you merely consider the Water Ball to be S-Rank ONLY against the Fireball Technique. It has NOT actually gone through any change to be considered S-Rank.
3) Now that you know the level of each, you determine the Rank setup and outcome. The weaker tech merely lowers the stronger one by 1 Rank (as explained above), so A-Rank Waterball continues.

Result: A-Rank Waterball
Scenario 3
Person 1 releases an A-Rank Fireball Technique with +10 Damage, totaling 70 Damage Points. Person 2 counters by releasing a B-Rank Waterball Technique.

1) First you determine the naturally stronger element, in this case the Water Technique
2) Now that you determined the stronger element, you merely consider the Water Ball to be A-Rank ONLY against the Fireball Technique. It has NOT actually gone through any change to be considered A-Rank.
3) Now that you know the level of each, you determine the Rank setup and outcome. The weaker tech merely lowers the stronger one by 1 Rank (as explained above), so B-Rank Fireball continues.

Result: B-Rank Fireball
 
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