Martial Arts Balance Update: Ninjutsu #52390
Merged
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Summary
Balance "Martial Art Balance Update: Ninjutsu"
Purpose of change
Partially implements #51949
Updates the martial arts style: Ninjutsu
Describe the solution
Current Buffs, Techniques, and Special Abilities
No matter how you look at it, Ninjutsu was overperforming. This is mainly due to the large damage bonuses on Sneak Attack and Assassinate when used with strong weapons (big weapons ALWAY cause this problem) so changes needed to be made to keep the style from one-shoting everything without any risk.
New Buffs, Techniques, and Special Abilities
Important Changes
Sneak Attack affects critical hit chance
In truth, Sneak Attack should be affecting Critical Hit chance and not damage. I wasn't able to modify it during the reblance due to how complicated the critical hit formula was (seriously, go look at
Character::crit_chance
and tell me it isn't confusing) but now I can fix that problem. Furthermore, the addition of Forbidden Buffs makes it easier to negate the bonus using Loss of Surprise.Assassinate and Ninjutsu Takedown have a Forbidden Buff
It wasn't by design to allow these techiques to trigger repeatedly. Ninjutsu is a hit and run style that specialized in "alpha striking" an enemy. You either kill them in one hit or injure and finishing them off, then backing off to repeat. This caused the style to have way too much killing power. Forbidden buffs will prevent the critical techniques from being used too often.
Assassinate does less damage
+50% damage was too much for most weapons. Instantly kill the target is the goal of Ninjutsu but it shouldn't happen against EVERY enemy. +30% to all damage on a crit is still strong and should be enough to kill or seriously injure most targets without being overpowered.
Swift Strike is now two techniques
The crit version of Swift Strike requires Loss of Surprise. This means that it can only trigger AFTER you make your initial attack on your target. This way, you are guarenteed to get Assassinate or Ninjutsu Takedown if you crit on your first attack. This also means you will not be without a crit tech during active combat if you choose to stay and finish off your enemy.
Gameplay
The style should now play the way it was intended. Run up and hit for big damage. Then assess if you should keep fighting or back off to get rid of Loss of Surprise to alpha strike again.
Describe alternatives you've considered
I think the style is structured in a way that all that needs to be done for balance is tweaking the number of the buffs or techniques. If it is still too strong, technique damage or critical hit chance can be reduced. If it is too weak, damage can be increased or other buffs can be improved.