logo

You are reading Patch B1.6, a discussion on the TheNinja-RPG community forums. Players use these boards to share builds, ask questions and follow announcements. Create a free account to reply, or start with the getting-started guide.

Forum

Patch B1.6

Neon AvatarImage

Patch B1.6

Neon
Lvl. 100JoninContent-admin

Patch Notes – A New Foundation

This patch notes post is different from the others due to the comprehensive nature of the changes. Feel free to skip to the TL;DR if you're just looking for the summary.

Why These Changes?

Damage modifiers were introduced at a time when roughly 70% of the game’s features weren’t implemented. They were a temporary measure—intended as a stopgap—but unfortunately evolved into a core mechanic.

As more features were added, the game’s meta shifted. Players were regularly being taken out within 3-4 turns, with some even being one-shot. This was never the design intent.

In a healthy combat system, the average fight should last between 10–15 turns. Some builds and playstyles may finish faster or slower, but the current burst-heavy meta was unsustainable.

The Decision

To regain control and create transparency in combat mechanics, we've made a major change: damage modifiers have been removed. This affects all jutsu, both bloodline and non-bloodline. This means no more "this has 33 EP so it’s obviously a nuke."

We expect some unexpected side effects and will monitor them over time.

Pierce Changes

  • All pierce modifiers have been reduced to 1.
  • Base damage has been increased by 300 due to the increased importance of stats in the new formula.
  • This change was necessary to prevent R1 burst damage exceeding 1,000.

Residual Damage is Now Static

  • Non-Bloodline Residuals: 200 base damage per turn.
  • Bloodline Residuals: 300 base damage per turn.

This change prevents residual effects from scaling uncontrollably due to increased stat importance.

The Future: Static Scaling

The game will now move away from percentage-based effects (outside of jutsu and bloodlines) and embrace static scaling.

Why? Because percentages are calculated multiplicatively—i.e., 5% x 5% x 5%—which introduces artificial ceilings that cause balance issues.

By using static values instead, we gain control and flexibility. Expect upcoming changes to include:

  • Armors with flat stats.
  • Skill Trees using static bonuses instead of percentages.
  • Crafted equipment and imbuing crystals with predictable, balanced outcomes.

Final Thoughts

These changes are significant and may take time to get used to. Some things may feel too weak or too strong—but our goal is long-term game health and sustainable balance. We’re learning from past mistakes to build a better future for the game.

TL;DR:

  • Pierce modifiers lowered to 1.
  • Residuals are now static: 200 (non-bloodline) / 300 (bloodline) base damage per turn.
  • Damage modifiers removed to increase clarity and control damage scaling.
  • Move to static scaling for armors, skill trees, and future systems.

Thank you.

@7/31/2025, 2:25:03 AM

Apoc AvatarImage
Apoc
Lvl. 100Jonin
Oh residuals to static e.e again i was wrong in the past and yet my "yapping" was implemented to better create balance.

@7/31/2025, 3:11:36 AM

Terms of Service - Privacy Policy - Cookie Policy - Cookie Consent - Guide - Rules - Staff

TheNinja-RPG © by Studie-Tech ApS - 2005-2026

Rådhusstræde 15 - 1466 København K - Denmark - Contact

Patch B1.6 | TheNinja-RPG