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AuthorNinja Faction 3.0
Change log:

- Added a little more history.
- Added Unique Talent.
- Added Alt Upgrades.
- Revised some parameters.
- Fixed the formula of Racial Ability.

Class: Ninja

Story:
People who work, often in groups, to their community secretly. Using black clothes, armor, using weapons, using his great agility to perform missions such as murder and escort. But not all nations can live in harmony. Ninjas fight for honor, power and obligation. This ninja faction is a combination of attack and agility.


Castle: PALACE
Buildings:

Ninja-to School > Bojutsu School or Dance Tower
Shadow Academy > Shadow Brotherhood or Shadow Monastery
Tengu Statue
Weapon Dojo > Weapon Field or Blacksmith Guild
Marketplace
Warehouse > Underground Depot
Mystic cave > Mysterious Dungeon or Twin Towers
Magic Guild Level 1
Blacksmith
Fort
Snake Guild > Snake Cave or Viperous Garden
Magic Guild Level 2
Magic Guild Level 3
Master’s House
Citadel
Altar of the Masters
Cache


Racial ability

Agility
This ability allows to Ninja to dodge enemy attacks, having a percentage of it. The attack applies both to melee attacks or range attacks, but cannot dodge magic attacks.
Chance to miss (CTM): 10% + 3.5% * (Defense [Hero] + Ninja faction Skill)

Unique Talent – War Shout
Increase the morale of every stack by 2 but can only be used once. Hold by 5 turns.


Creatures


Tier 1

Ninja-to Warrior

Attack: 3
Defense: 2
Damage: 1-2
HP: 12
Speed: 6
Iniciative: 9
Shots: -
Mana: -
No abilities

Tier 1 - Upgrade

Bojutsu Master

Attack: 3
Defense: 3
Damage: 3-5
HP: 17
Speed: 7
Iniciative: 10
Shots: -
Mana: -
Abilities: Double Strike. Rage.

Tier 1 - Alternate Upgrade

Bloody Dancer

Attack: 5
Defense: 2
Damage: 1-3
HP: 13
Speed: 6
Iniciative: 11.5
Shots: -
Mana: -
Abilities: Quadruple Strike.


Tier 2

Shadow Assassin

Attack: 3
Defense: 2
Damage: 3-4
HP: 8
Speed: 6
Iniciative: 8
Shots: -
Mana: 12
Abilities: Strike and return. Shadow decoy.

Tier 2 - Upgrade

Shadow Executor

Attack: 4
Defense: 3
Damage: 4-5
HP: 15
Speed: 8
Iniciative: 8
Shots: -
Mana: 15
Abilities: Rage. Cancel fire. Psycho chain.

Tier 2 - Alternate Upgrade

Shadow Heritor

Attack: 3
Defense: 5
HP: 18
Speed: 5
Iniciative: 8
Shots: 6
Mana: 20
Abilities: Caster. Shooter. (It can cast Curse, Delay and Poison). No melee penalty.


Tier 3

Shuriken Thrower

Attack: 4
Defense: 2
Damage: 4-6
HP: 11
Speed: 5
Iniciative: 9
Shots: 8
Mana: 10
Abilities: Boost. Shooter.

Tier 3 - Upgrade

Weapon Thrower

Attack: 5
Defense: 5
Damage: 2-7
HP: 28
Speed: 5
Iniciative: 9
Shots: 12
Mana: 15
Abilities: Multithrow. Shooter.

Tier 3 - Alternate Upgrade

Weapon Enhancer

Attack: 3
Defense: 7
Damage: 2-4
HP: 36
Speed: 6
Iniciative: 8.5
Shots: -
Mana: 20
Abilities: Enhance weapons.


Tier 4

Mystic dragon

Attack: 8
Defense: 6
Damage: 4-10
HP: 48
Speed: 5
Iniciative: 6
Shots: 3
Mana: 15
Abilities: Large creature. Mystic Breath. Flyer.

Tier 4 - Upgrade

Enigmatic Dragon

Attack: 11
Defense: 6
Damage: 6-8
HP: 56
Speed: 5
Iniciative: 6
Shots: -
Mana: 25
Abilities: Large creature. Flyer. Enigmatic dance. Random Attack.

Tier 4 – Alternate Upgrade

Twin Dragons

Attack: 8
Defense: 10
Damage: 3-5
HP: 70
Speed: 5
Iniciative: 7
Shots: -
Mana: 20
Abilities: Two-headed attack. Flyer. Large Creature. Twin Dance.


Tier 5

Snake Assassin

Attack: 14
Defense: 10
Damage: 12-14
HP: 62
Speed: 7
Iniciative: 9
Shots: -
Mana: 25
Abilities: Snake Attack. Poison. No retaliation.

Tier 5 - Upgrade

Black Anaconda

Attack: 18
Defense: 16
Damage: 10-13
HP: 85
Speed: 7
Iniciative: 9.5
Shots: -
Mana: 40
Abilities: Anaconda Attack. Poison. No retaliation.

Tier 5 - Alternate Upgrade

Snake Tamer

Attack: 15
Defense: 19
Damage: 11-12
HP: 120
Speed: 5
Iniciative: 8.5
Shots: -
Mana: 3
Mana: 3 0
Abilities: Poison. Fury attack. Large Creature.


Tier 6

Shinobi

Attack: 22
Defense: 19
Damage: 16-20
HP: 100
Speed: 8
Iniciative: 11
Shots: -
Mana: 20
Abilities: Rage. Unlimited retaliation.


Tier 7

Shenhasai

Attack: 29
Defense: 23
Damage: 20-35
HP: 158
Speed: 8
Iniciative: 11.5
Shots: -
Mana: 30
Abilities: Protect. Ninja beam. Large creature.


Abilities

Quadruple Strike – She does four hits.
Shadow decoy – He creates a like phantom that has the same level and hold only 1 turn.
Psycho chain – It makes a chain with the Mana that affects 5 enemies at your choice.
Boost – He just boost an attack to deal 50% more damage in the next turn.
Multithrow – He does 4 random shots but damage reduces by half (it doesn’t affect your friendly creatures) (it doesn’t affect the same creature)
Enhance weapons – He has the ability of enhance weapons of the allies (Both yours stacks, as those of its allies). The enhance increase it’s min-max damage of the stack.
Mystic Breath – Does a breath damaging everybody in a cone-shape like this one <| in front of him.
Dragon Dance – The dragon dance increasing his Attack, Defense and lower its speed and holds 3 turns.
Random Attack – He make a flame attack dealing 35% more Damage on a random stack. That’s why he is an enigmatic dragon, you don’t know where he gonna attack.
Twin Dance – The twins dance increasing: Min-Max damage, morale, iniciative, mana and luck, holding 2 turns, but cut its attack and defense by half.
Snake Attack – A snake attack in your front row tiles, and make poison of it.
*Anaconda Attack – Larger Attack.
Fury attack – For each kill, your attack increases by 2 and maximizes its Min-max * 1.5.
Protect – If a unit adjacent ally is attacked, the Shenhasai receives 50% of points of damage taken by transforming it into only 30% of damage.
E.g.: A Ninja-to Warrior gets 100 damage. Ninja-to warrior gets 50 damage, Shenhasai receives 50 damage and turns 50 damage to 30 damage to itself.
Ninja Beam – A large beam that affects his 3 front tiles and does more damage to the first units in front of it.

And...
If you complain about the ability of Bloody Dancer, here's a small explanation:

(You can check it out this formula on https://www.lordswm.com/help.php?section=34)

Damage = N * RND(min, max) * [1 + 0,05 (A-D) ] * [1 - 3*Y/100]
Damage = 8 * (1,2,3) * [1 + 0,05 (5-2) ] * [1 - 3*5/100]
Damage = 8 * (1,2,3) * 1.15 * 0.85
Damage = 8 * (1,2,3) * 0.9775
Damage = (8, 16, 24) * -->> 0.9775 <<-- (&#8776; 1)

Conclusion:
His total damage it goes from 32 to 96, but I still have not determined the number of stacks. I put just to get an idea. In conclusion, do not claim the ability. Calculating the parameters of this attack, I think it is fair.
Personal opinion to powerful of a level 1 and 2 character
for nobodiez:
that can be fixed by giving them a low recruit count....
- Fixed the formula of Racial Ability.
Racial ability

Agility
This ability allows to Ninja to dodge enemy attacks, having a percentage of it. The attack applies both to melee attacks or range attacks, but cannot dodge magic attacks.
Chance to miss (CTM): 10% + 3.5% * (Defense [Hero] + Ninja faction Skill)

Attribute points from leveling : +13 Defense
Points from MG4 : +2 Defense
Heavy Mithril Coif : +4 Defense
Warrior Pendant : +2 Defense
Fullmithril Armor : +5 Defense
Equilibram Blade : +2 Defense
Tower Shield : +5 Defense
Heavy Mithril Boots : +5 Defense

Total : 38 Defense

Dodge rate : 10% + 3.5% (38 + 0) <-- If faction level is 0
: 10 + 133
: 143%!!!

Whats that 'extra' 43% for? :P
Too much overpowered even at FL0.
lol,if you have racial 9
Attribute points from leveling : +13 Defense
Points from MG4 : +2 Defense
Heavy Mithril Coif : +4 Defense
Warrior Pendant : +2 Defense
Fullmithril Armor : +5 Defense
Equilibram Blade : +2 Defense
Tower Shield : +5 Defense
Heavy Mithril Boots : +5 Defense

+laborers guild
Ooooooooooooooooverpowered,lol
you forgot dmg on shadow heritor
+laborers guild
Ooooooooooooooooverpowered,lol

forgot about that XD

I only read Racial Ability and guessed all other things will be messed up like it :P
Srry, something happened and the formula was incomplete, I think it gave error in time to copy and paste. Here is the correct formula:

10% + 3.5% * (Defense [Hero] + Ninja faction Skill) / Attack
Still overpowered, you can just max on defense and then just use crappy sword :)
having attack is a BAD thing?? :O
wow, its like a discouragement from hunter's guild

in the previous thread, you showed some maths for the racial ability formula, which i didnt understand at all. would you explain how you arrived at the figures? and why is defense even counted? all other factions only take into account the skill level.

also, it seems to me like the tier 1 creature and its upgrade are better than the tier 2 ones (after a quick reading).

what is the mana of all the creatures for?
having attack is a BAD thing?? :O
wow, its like a discouragement from hunter's guild

This is the problem!! I can't a find a decent formula for it.

in the previous thread, you showed some maths for the racial ability formula, which i didnt understand at all. would you explain how you arrived at the figures? and why is defense even counted? all other factions only take into account the skill level.

1&#186; question: A: Could you rephrase the question in a more specific?
2&#186; question: A: Because if you do not have any defense, the chances would be reduced.

also, it seems to me like the tier 1 creature and its upgrade are better than the tier 2 ones (after a quick reading).

Read better and more!

what is the mana of all the creatures for?


Can't u read huh?

Read the abilities of everybody. Their abilites costs mana, including the Fury Attack from Snake Tamer. But I don't have determinated yet the cost of mana for each ability.
ALL RIGHT!!!

Forget this formula for racial ability, it sucks I know. Just take consideration the racial ability.
It seems that if one, one thing is wrong, the faction is all rotten and messy. I was wrong about racial ability. But so what? Everyone makes mistakes. What more do I need to not make mistakes? Die? >:(
Rate up someone, but read everything plz :P
lol
lol lol for u too :P
why dont you make the faction hero have no art as a disadvantage
megaorc5

No way! The weaponry of the ninjas are huge so they need to use it.
Attribute points from leveling : +13 Defense
Points from MG4 : +2 Defense
Heavy Mithril Coif : +4 Defense
Warrior Pendant : +2 Defense
Fullmithril Armor : +5 Defense
Equilibram Blade : +2 Defense
Tower Shield : +5 Defense
Heavy Mithril Boots : +5 Defense

Total : 38 Defense

Dodge rate : 10% + 3.5% (38 + 0) <-- If faction level is 0
: 10 + 133
: 143%!!!

Whats that 'extra' 43% for? :P
Too much overpowered even at FL0.

or the arts don,t affect the racial ability...
closed by doominator (2010-10-22 00:34:27)
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