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[ Player Guide ] Ultimate Guide to Debuffs in Naruto Online [All of them]

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  • Registered: 2017-07-24
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On 2018-02-06 22:48:46Show this Author OnlyAscending Order
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Debuffs in Naruto Online


Hey, everyone, I bring you the ultimate guide to all debuffs you can encounter in Naruto Online in the present day! With explanation what each and every debuff does, how long it lasts, etc. Plus, there are two special sections under the explanations for those who want to dive deeper into this topic. Enjoy!


Action impairing

Chaos

Prevents all actions of the ninja for 1 round. Additionally, if this ninja’s standard attack is single target damage, the ninja will use its attack on a random unit of his own field. (Exception: Hidan [DPB], he will cause damage to up to 6 friendly units with Tag if under the effect of Chaos) If applied to ninja already suffering from Immobile or Sleeping, it will overwrite it. Can be resisted – the higher Control stat is compared to your opponent's, the more likely it is to happen.(Check comments #23, #24 and #30 on 2nd page for more details)

chaos


Immobile

Prevents all actions of the ninja for 1 round. If applied to ninja already suffering from Chaos, it will overwrite it. Can be resisted – the higher Control stat is compared to your opponent's, the more likely it is to happen.(Check comments #23, #24 and #30 on 2nd page for more details)

immobile


Sleeping

Prevents all actions of the ninja for 1 round. It is removed when ninja suffers taijutsu damage. Can be resisted – the higher Control stat iscompared to your opponent's, the more likely it is to happen.(Check comments #23, #24 and #30 on 2nd page for more details)If applied to ninja already suffering from Chaos, it will overwrite it.

sleep


Blindness

Prevents standard attacks of the ninja for 1 round. Can be resisted – the higher Control stat is compared to your opponent's, the more likely it is to happen.(Check comments #23, #24 and #30 on 2nd page for more details)

blind


Acupuncture

Prevents use of mystery skills of the ninja for 3 rounds. Applying debuff again refreshes the duration back to 3 rounds. Can be resisted – the higher Control stat iscompared to your opponent's, the more likely it is to happen. (Check comments #23, #24 and #30 on 2nd page for more details)

acupuncture


Paralysis

Prevents chase skills of the ninja for 2 rounds.

paralysis


Slow

Ninja with this debuff will use his skills last in the round. Example: After every unit (even clones) without the debuff use their standard attacks, unit suffering from Slow will use his mystery. Lasts 2 rounds. Exclusive to Kurotsuchi’s mystery skill.

slow


HP impairing

Poison

Causes damage at the end of a round. Poison stacks up to 4 times and lasts for 3 rounds. Applying new stack refreshes the duration of the debuff back to 3 rounds.

poison


Ignite

Causes damage at the end of a round. Additionally, any healing the ninja receives doesn’t work – no hp is restored (Applies for heals from standard attacks/mysteries, and also for pasives; f.ex. Danzo or Sakura [GNW]). Lasts for 1 round.

ignite


Other

Tag

Increases damage suffered by the unit. (Reduces affected unit's Defense and Resistance by 30%) Plus triggers additional effects of mysteries and standard attacks of certain enemy ninjas. (F.ex. Konan’s, Hidan’s mystery skill or Ay [4th Raikage]’s, Hidan [DPB]’s standard attack) Lasts for 2 rounds, but can be removed by effect of certain attacks (F.ex. Ay [4th Raikage]'s skill removes tag after triggering)

tag


Imprison

Causes damage every time the affected ninja launches his mystery. (If mystery is interrupted, no hp is removed.) The ninja cannot be killed with damage from this debuff. Lasts for 3 rounds and is not removed after successfully dealing damage; it can trigger multiple times if the affected ninja manages to use 2 and more mysteries during Imprison’s duration. Afaik this debuff is exclusive to fire main’s mystery, chase, and his clone’s attack.

imprison


Heal priority

Some healing skills remove all debuffs at once, some remove only some of them. Here is order in which the debuffs will be cleansed:

A) Slow, Immobile, Sleeping, Acupuncture, Paralysis, Blindness

B) Chaos

C) Ignite, Poison

D) Imprison, Tag


Debuff of a higher group will be removed before debuff of a lower group (f.ex. Immobile>Ignite).

If there are multiple debuffs from the same group; the debuff that was applied LAST will be removed first. (Reapplying the debuff does not change the order)


Round counting

This part will not make much sense until you get all the way through, so bear with me… HP impairing debuffs count rounds differently than the rest. Let’s start with poison and ignite because it’s simpler…


Say, you apply poison through Water main’s mystery skill. That means 1 stack of poison for 3 rounds (as you can read above). In practice, this will cause damage at the end of the round the mystery was used + at the end of 2 following rounds. Ignition causes damage only once. Pretty straightforward, right? End of round = 1 round for the debuff


Now it gets weird… Now you apply acupuncture (f. ex. with Lightning main’s mystery skill). And you do it at the START of a round BEFORE targeted ninja does his standard attack. And as you’d expect, the acupuncture will be in effect this round + 2 following rounds. HOWEVER, if you apply acupuncture AFTER the targeted ninja does his standard attack… Acupuncture will last this round + 3 following rounds… WHAAAT?!


So in effect; one standard attack (or whatever number is ninja supposed to do due to buffs like Killer Bee’s mystery or debuffs like Immobile) = 1 round for the debuff


See video for visual proof of this.

https://youtu.be/fzmJu56StsQ

I am not sure if this is intended behavior of debuffs, but it opens up some pretty neat possibilities for a player that is aware of this…


And that is all there is to know about debuffs in Naruto Online! :D I put all data in this guide under multiple testing runs, so it should be correct. If you, however, think I am wrong about something, please try and post a proof in your comment. Thank you.


Cheers

Xerneis

S202-Rasengan





This post was last edited by Xerneis on 2018-02-06 22:48:46.
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On 2019-12-31 12:13:34Show this Author Only
46#
Note: Sorry,the post does not exist or has been deleted
  • Registered: 2019-12-17
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On 2019-12-17 10:51:22Show this Author Only
45#
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  • Registered: 2019-07-14
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On 2019-12-03 08:11:08Show this Author Only
44#

Annotation 2019-12-03 080211

"Enfeeble"(adj.) causes "Weaken"(debuff), correct me if i'm wrong

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On 2019-12-03 02:48:34Show this Author Only
43#

Please add enfeeble.

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On 2019-12-01 16:57:35Show this Author Only
42#
Note: Sorry,the post does not exist or has been deleted
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On 2019-12-01 13:50:22Show this Author Only
41#

Please add "enfeeble" to this list. Nobody knows for sure what it does besides weaken. But how exactly, and by how much?

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On 2018-05-21 10:10:20Show this Author Only
40#

Helped me a lot!

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On 2018-02-06 22:45:22Show this Author Only
39#
  • SeventyBilliont On 2018-02-05 05:01:03
  • Edit: Didn't realize I was on a separate account when I wrote this, this is the same as ShikiIga, sorry for any confusion.

    Sorry if that was unclear, when I said "what you described" I meant your hypothetical "if you had higher defense than opponent's attack he would deal 0 (zero) damage", not the part where you described what actually happened. We are both agreed on what actually happens and that the formula is more complicated than attack-defense for the reasons you stated.

    As far as evidence against the flat 10% boost, that's pretty easy to check. If the effect is anything more complicated than what you are proposing, anyone with different attack/*ion values would be unlikely to get the same value by chance. So I just checked my Suigetsu damage with and without tags.

    Without tags, on the single strikes I got an average of 3.5k and with tags I got 4.2k. On the double strikes I got 2.0k without tags and 2.4k with tags. On the triple strikes I got 1.6k without and 1.8k with. The triple strikes could be consistent with a flat 10% boost but the single and double strikes look closer to a 20% difference.

    A couple notes for future testing

    - I wanted to use Suigetsu to be consistent with your tests, but he may not be the best choice due to the single, double, triple attack business. We basically have three subsets of data which means it'll take longer to get a statistically significant set, and it would be easy to miscount the number of strikes which would mess up our data.

    -I'm less confident about the triple strike data since it often (always?) resulted in chases making it harder to catch the values. Do triple strikes resulting in chases needed to be tracked separately or is the damage the same?

    -I noticed you gave a single value but I saw a lot of variation, did you give average values or did you only test each attack one?

To answer your question: it was an average of 10-13 values across 3 fights with Kakashi; as Sui (obviously) didn't trigger all 3 "subsets" the same amount of times, rounded to one decimal place.


The reason for Suigetsu was that he has the double attack, so you get twice the data in the same amount of rounds and he can cause Tag on mystery, so you can choose when you want to trigger it. If you think any other ninja will be easier to test, go ahead. Since our Attack values are certainly different even for Suigetsu alone, it won't make any more difference.


Results of your testing so far are noted, and Tag section edited according to them.

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On 2018-02-05 05:01:03Show this Author Only
38#
  • Xerneis On 2018-02-04 20:43:02
  • You lost me there... That thing I've described is how it works right now. Which means your description of how damage is calculated (attacker's Atk - defender's Def) is not possible. On the other hand, I have no objections to the possibility that 30% decrease of Def/Res does actually mean 10% increase of damage or any other %, based on level... I am aware that my testing wasn't nearly as thorough as it could have been.

    Which is exactly why there is this line at the end of the guide:

    "If you, however, think I am wrong about something, please try and post a proof in your comment."

    So, please, do just that. I acknowledged that you might be true, I've changed the respective part of the guide, to match the testing I've done. Now it's your turn to prove me wrong by digging deeper. ;)


Edit: Didn't realize I was on a separate account when I wrote this, this is the same as ShikiIga, sorry for any confusion.

Sorry if that was unclear, when I said "what you described" I meant your hypothetical "if you had higher defense than opponent's attack he would deal 0 (zero) damage", not the part where you described what actually happened. We are both agreed on what actually happens and that the formula is more complicated than attack-defense for the reasons you stated.

As far as evidence against the flat 10% boost, that's pretty easy to check. If the effect is anything more complicated than what you are proposing, anyone with different attack/*ion values would be unlikely to get the same value by chance. So I just checked my Suigetsu damage with and without tags.

Without tags, on the single strikes I got an average of 3.5k and with tags I got 4.2k. On the double strikes I got 2.0k without tags and 2.4k with tags. On the triple strikes I got 1.6k without and 1.8k with. The triple strikes could be consistent with a flat 10% boost but the single and double strikes look closer to a 20% difference.

A couple notes for future testing

- I wanted to use Suigetsu to be consistent with your tests, but he may not be the best choice due to the single, double, triple attack business. We basically have three subsets of data which means it'll take longer to get a statistically significant set, and it would be easy to miscount the number of strikes which would mess up our data.

-I'm less confident about the triple strike data since it often (always?) resulted in chases making it harder to catch the values. Do triple strikes resulting in chases needed to be tracked separately or is the damage the same?

-I noticed you gave a single value but I saw a lot of variation, did you give average values or did you only test each attack one?




This post was last edited by SeventyBilliont on 2018-02-05 05:55:08.
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On 2018-02-04 20:43:02Show this Author Only
37#
  • ShikiIga On 2018-01-31 11:44:36
  • Yeah if they didn't modify the formula defense was near or greater than attack that would happen, but my understanding was that they have a correction exactly so that what you describe doesn't happen.

    I thought this had been worked out and was pretty common knowledge? This model of damage would explain the discrepancy between the description of tag and your results. Maybe we could do some testing at different levels of attack to try to confirm/contradict this?


    Edit: Also, even if this isn't how it works, I have trouble thinking of any model where a 30% reduction in defense would consistently result in a 30% increase in damage. What model are you proposing?

You lost me there... That thing I've described is how it works right now. Which means your description of how damage is calculated (attacker's Atk - defender's Def) is not possible. On the other hand, I have no objections to the possibility that 30% decrease of Def/Res does actually mean 10% increase of damage or any other %, based on level... I am aware that my testing wasn't nearly as thorough as it could have been.

Which is exactly why there is this line at the end of the guide:

"If you, however, think I am wrong about something, please try and post a proof in your comment."

So, please, do just that. I acknowledged that you might be true, I've changed the respective part of the guide, to match the testing I've done. Now it's your turn to prove me wrong by digging deeper. ;)


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On 2018-02-04 20:27:47Show this Author Only
36#
  • Masurao On 2018-01-31 05:48:28
  • Well yea tag still decreases defense so there will be an increase in damage. Its just that the same percentage decrease in defense does not mean its the same percentage increase in damage.

Which is why I want to use "increased damage" as the effect of Tag, rather than "reduced def/res", for understanding sake. Because damage can be tested for, defense and resistance not really...

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On 2018-01-31 11:44:36Show this Author Only
35#
  • Xerneis On 2018-01-31 03:17:34
  • Which would imply that if you had higher defense than opponent's attack he would deal 0 (zero) damage. Which is not true, there is always some damage done. Like, if I go to TI with Haku and Zabuza, that is fought at level 30, they surely don't have enough attack to go over my defense since their sum of power is lower than my one unit. But they still do like +-40 damage in a hit.

Yeah if they didn't modify the formula defense was near or greater than attack that would happen, but my understanding was that they have a correction exactly so that what you describe doesn't happen.

I thought this had been worked out and was pretty common knowledge? This model of damage would explain the discrepancy between the description of tag and your results. Maybe we could do some testing at different levels of attack to try to confirm/contradict this?


Edit: Also, even if this isn't how it works, I have trouble thinking of any model where a 30% reduction in defense would consistently result in a 30% increase in damage. What model are you proposing?




This post was last edited by ShikiIga on 2018-01-31 11:49:30.
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On 2018-01-31 05:48:28Show this Author Only
34#
  • Xerneis On 2018-01-28 05:03:25
  • I don't see how that would be possible, but since we don't know the exact formula for calculating damage in NO, let's just say that it increases damage by 10%... We can agree on that, right?

Well yea tag still decreases defense so there will be an increase in damage. Its just that the same percentage decrease in defense does not mean its the same percentage increase in damage.

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On 2018-01-31 03:17:34Show this Author Only
33#
  • ShikiIga On 2018-01-29 21:32:08
  • Not really, it would depend upon how much attack you had relative to the target.

    If you had 4x as much attack as your target had defense, say 4k vs 1k, you'd expect to do 3k (4k-1k) damage before tagging and 3.3k (4k- 700) after, a 10% increase.

    But if you had only 2x as much, say 4k vs 2k, it would increase from 2k (4k-2k) to 2.6k (4k-1.4k), a 30% increase.

Which would imply that if you had higher defense than opponent's attack he would deal 0 (zero) damage. Which is not true, there is always some damage done. Like, if I go to TI with Haku and Zabuza, that is fought at level 30, they surely don't have enough attack to go over my defense since their sum of power is lower than my one unit. But they still do like +-40 damage in a hit.

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On 2018-01-29 21:32:08Show this Author Only
32#
  • Xerneis On 2018-01-28 05:03:25
  • I don't see how that would be possible, but since we don't know the exact formula for calculating damage in NO, let's just say that it increases damage by 10%... We can agree on that, right?

Not really, it would depend upon how much attack you had relative to the target.

If you had 4x as much attack as your target had defense, say 4k vs 1k, you'd expect to do 3k (4k-1k) damage before tagging and 3.3k (4k- 700) after, a 10% increase.

But if you had only 2x as much, say 4k vs 2k, it would increase from 2k (4k-2k) to 2.6k (4k-1.4k), a 30% increase.

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On 2018-01-29 04:32:00Show this Author Only
31#
  • ICExx On 2018-01-28 06:11:12
  • https://www.youtube.com/watch?v=Csa-HFddekI

    skip to 4:43 in this video where he talks about control stats.

    The video also talks about capability of pos2-3 moving faster than pos1 ninja with initiative difference (pos2 needs to have 10k more initiative than pos1 to move faster, and pos3 needs 20k more)

Thank you very much, I've pointed readers to your comments from relevant points in the guide.

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On 2018-01-28 06:11:12Show this Author Only
30#
  • Xerneis On 2018-01-28 05:06:56
  • Interesting :o Would you mind linking some source for me? Manually testing percentages is nearly impossible :D

https://www.youtube.com/watch?v=Csa-HFddekI

skip to 4:43 in this video where he talks about control stats.

The video also talks about capability of pos2-3 moving faster than pos1 ninja with initiative difference (pos2 needs to have 10k more initiative than pos1 to move faster, and pos3 needs 20k more)

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On 2018-01-28 05:06:56Show this Author Only
29#
  • ICExx On 2018-01-10 00:45:23
  • I'd like to add that every 1000 difference in control stats gives 10% chance to resist a debuff.

    Which means if you have 3k control and your enemy 13k you will always control fail him.


Interesting :o Would you mind linking some source for me? Manually testing percentages is nearly impossible :D

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On 2018-01-28 05:03:25Show this Author Only
28#
  • Masurao On 2018-01-11 07:32:18
  • It should be noted that a 30% decrease in def and res does not mean a 30% increase in damage.

I don't see how that would be possible, but since we don't know the exact formula for calculating damage in NO, let's just say that it increases damage by 10%... We can agree on that, right?

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