Report 462

Report #462
Skillset: Ninjakari Skill: Ninini
 Org: Ninjakari Status: Completed Sept 2010
Furies' Decision:
Balance cost reduced.
Problem: As it stands, Ninini is extremely useless. The Ninjakari's chain is
wrapped around either the hands to improve punches or the body to give a 20 DMP
bonus. Unfortunately, the DMP gain from BODY and the damage/wounding gain from
HANDS do not compensate for the loss of jakari-actions. Furthermore, while it is
possible to UNRAVEL mid-combat, the balance loss of 4 seconds discourages
ninini's use even more.
[A: 0 R: 0] Solution #1: Reduce the balance consumption to 1 or 2 seconds.
 When the chain is wrapped around the hands, have it
 work with weapon parry and allow for poison procs.
[A: 0 R: 0] Solution #2: In addition to the above solution, if the chain is
 wrapped around the hands, grant a chance to give
 burst vessels as follows: 25% at medium, 75% at
 heavy, and 100% at critical.
[A: 0 R: 0] Solution #3: In addition to either solution 1 or solution 2, have
 ninini hands have the punches' balance be affected by
 chain speed.
Player Comments:
---[Sahmiam on 9/14 @ 02:44 writes]:
---[Inagin on 9/14 @ 10:28 writes]:
I can agree with the reduction in balance consumption but none of the other
solutions.
---[Sahmiam on 9/14 @ 18:47 writes]:
Explanation please, Inagin?
---[Inagin on 9/15 @ 03:12 writes]:
Solution 1 ALONE would give 2 additional chances for poisons (3 total, counting
Beastmastery Poison) along with already improved deep wounds and damage for a
combo that entirely bypasses parry and rebounding. The reduced balance would
allow you to start off with Punch-Punch-Kick combos and then switch over later
on, which I think is very fair.
---[Fillin on 9/15 @ 03:26 writes]:
Do punches give that good of wounding? I remember them nerfing the wounding in
the ppk monk days.
---[Lorick on 9/15 @ 20:40 writes]:
Personally, I am fine the unarmed attacks attacking as fast as chains, reducing
balance to wrap/unwrap, and allowing weapon parry. Vessels or poisons, but not
both. Punches give terrible wounding, but decent damage, not on par with
momentum moves, but we are discussing upgrading a 50ka technique here. The real
damage and wounds would be coming from the kicks. Break, stun, and concussion
are the mods possible, and as it currently stands they were asking for a
possible Poison/Vessel/Break-Stun-Concussion to hit per a hand, excluding kicks.
I'd rather see Vessels or poisons, but not both.
---[Lorick on 9/15 @ 20:41 writes]:
And before I get commented on the fact those moves cost momentum, yes they do,
but so do most stun moves and those are affected by parry/rebounding
---[Fillin on 9/15 @ 21:23 writes]:
Yeah I thought so. I don't really see what the point of poison punches is, so
I'm going to say solution 2. That supports more tactical options a la get them
wounded up with the chain, switch to ninini punches, and pump up da vessels,
though that's still harder than regular monk attack patterns, hah.
---[Sahmiam on 9/15 @ 22:51 writes]:
Even with the benefits of ninini being wrapped around the hands, the wounding
and damage are inferior to jakari actions. Fillin is correct in that the goal is
to first build momentum, switch to punches for a few burst vessels, and then
switch back. I'm personally for solution 3, but I'm not going to complain too
much if we can apply poisons or not, especially if solution 2 or 3 is chosen. If
we only receive a balance reduction for ninini, the envoy report accomplishes
nothing. Even if solution 2 or 3 goes through, I'd be highly surprised if this
becomes a common technique in ninja combat. The change's goal is to make the
skill useful and to support the bleeding secondary offense
---[Sahmiam on 9/17 @ 05:51 writes]:
Grapples now work on acrobats, so saying that the skill is useless against
contortionists is just plain false. The entire point of Fillin's suggestion is
to force the prone outside of the form, and you seem to forget two important
details: a) it's still very much possible and b) you can still softlock in one
form. My demonstration to you was under the assumption that it was a 1vs1
situation AND the target was suffering from NO OTHER afflictions.
---[Sahmiam on 9/17 @ 21:54 writes]:
Wow. Ignore the above comment, I meant that for Bojuto >.>
---[Sahmiam on 9/17 @ 22:19 writes]:
For the record, by "blood vessels", I mean one per punch
---[Inagin on 9/30 @ 23:56 writes]:
A 25% chance to give a burst vessel twice per combo at medium wounds still seems
a bit much. As a comparison to CrushAorta, you need critical wounds to even land
a burst vessel at all. Then the rest is up to the RNG. (Solution #2 would allow
2 guaranteed burst vessels per combo in that same scenario.)