NM Numerical Balance

Discussion in 'Core Development Information' started by Liger, Apr 22, 2018.

  1. Liger

    Liger Administrator

    Points:
    15

    The Numbers Table


    [​IMG]
    This table shows the statistics behind the game. Most of this is just data that represents what the numbers are at the various player levels.

    Some details about the table:
    • "DOD" is short for "Dodge".
    • The red numbers in the STAT and PL column represent the stat caps.
    • The numbers in bold at the right side of the table are the guidelines for determining damage/CP costs for ninjutsu and taijutsu at the six jutsu ranks. They don't have to follow these numbers exactly, but they shouldn't have too much deviation.
    • If a jutsu has accuracy bonuses or extra effects, it should lower the damage. A good rule of thumb is that +1 Accuracy should have -10% damage, and each extra effect of the jutsu should also have -10% damage.
    • Damage increases are possible, but should lower accuracy or add detrimental effects. It should be the reverse of the above.
    The two core theories about these numbers are:
    • Through training alone it takes 72 weeks to go from zero to fully capped. It's also easy to gain more stat points to shorten that time.
    • A linear progression was chosen to increase the ease of numerical balance. It might be slightly less interesting than exponential systems, but in the case of the core balance that's a good thing.