Jutsu upgrade !!

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Jutsu upgrade !!

Postby colmillonegro » Tue Feb 21, 2012 5:30 pm

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Bueno gente, estuve reuniendo un poco de información y esto es una guía de como quedaron las cosas con el jutsu upgrade:

Esta es la información de como eran los costos del upgrade antes del mantenimiento donde subieron precios

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marko051319 wrote:This is so good but you've put 3x more expensive it is crap and I'll never buy even though I have enough tokens.


This is good enough but you did not.
evassion II (42% dodge 3turn) = 30T
evasion III (45% dodge 3turn) = 30T
evasion IV (49% dodge 3turn) = 60T
evasion V (55% dodge 3turn) = 90T
evasion VI )55% dodge 4turn) = 150T

total upgrade evasion = 3600T

blade of wind II (27% bleeding 3turn) = 30T (damage = 248)
blade of wind III (30% bleeding 3turn) = 50T (damage = 328)
blade of wind IV (35% blleeding 3turn) = 70T (damage = 408)
blade of wind V (35% bleeding 4turn) = 100T (damage = 488)

total upgrade blade of wind= 250T

wind peace II (22% dodge + 8% cp 3turn) = 50T
wind peace III (25% dodge + 9% cp 3turn) = 50T
wind peace IV (25% dodge + 9% cp 4turn) = 100T

total upgrade wind peace = 200T

dance of fujin II (reduce 4cooldown) = 150T
dance of fujin III (reduce 5 cooldown) = 150T

total upgrade dance of fujin = 300T

whrilwind breaktrough II (2turn, become 3turn)= 90T

total upgrade whrilwind breaktrough = 90T

LIGHTNING

lightning charge II ( 42% critical chance 3turn) = 30T
lightning charge III (45% critical chance 3turn) = 50T
lightning charge VI ( 49% critical chance 3turn) = 70T
lightning charge V ( 55% critical chance 3turn) = 100T
lightning charge VI ( 55% critical chance 4turn) = 150T

total upgrade lightning charge = 400T

lightning flash II (blind 72% 2turn) = 50T (damage = 341)
lightning flash III (blind 75% 2turn) = 70T (damage = 451)
lightning flash VI (blind 80% 2turn) = 100T (damage = 561)
lightning flash V (blind 80% 3turn) = 150T (damage = 671)

total upgrade lightening flash = 370T

lightening flash bundle II (reduce dodge 44% + reduce 8% CP 3turn) = 50T (damage = 451)
lightening flash bundle III (reduce dodge 50% + reduce 9% CP 3turn) = 100T (damage = 561)
lightening flash bundle VI (reduce dodge 50% + reduce 9% CP 4turn) = 100T (damage = 671)

total upgrade lightning flash bundle = 250T

armor of narukami II (increase dama n critical 20% + ignore dodge 20% 3turn) = 50T
armor of narukami II (increase dama n critical 20% + ignore dodge 20% 4turn) = 100T

total upgrade armor of narukami = 150T

ultimate lightening boost II (2turn become 3 turn) = 100T

total upgrade ultimate lightning boost = 100T

EARTH

golem protection II (reduce damage 42% 3turn) = 30T
golem protection III (reduce damage 45% 3turn) = 40T
golem protection VI (reduce damage 49% 3turn) = 50T
golem protection V (reduce damage 55% 3turn) = 80T
golem protection VI (reduce damage 55% 4turn) = 100T

total upgrade golem protection = 300T

earth arbsorbtion II (drain 20% CP) = 40T (damage = 310)
earth arbsorbtion III (drain 26% CP) = 50T (damage = 410)
earth arbsorbtion VI (drain 34% CP) = 60T (damage = 510)
earth arbsorbtion V (drain 45% CP) = 100T (damage = 610)

total upgrade earth arbsorbtion = 250T

hidden among rock II (reduce damage 100% 1turn, increase ??% damage next turn) = 30T
hidden among rock III (reduce damage 100% 1turn, increase ??% damage next turn) = 60T
hidden among rock VI (reduce damage 100% 1turn, increase ??% damage next turn) = 90T

total upgrade hidden among rock = 180T

embrance of golem II (recover 6%HP + purify ?turn) = 50T
embrance of golem III (recover 6%HP + purify ?turn) = 80T

total upgrade embrance of golem = 130T

golem roch gautlets II (reduce 30% damage 3turn, damage will reduce 100% if any earth jutsu used after use this jutsu) = 90T

total upgrade golem roch gautlets = 90T

FIRE

fire power II (increase 42% damage 3turn) = 30T
fire power III (increase 45% damage 3turn) = 50T
fire power VI (increase 49% damage 3turn) = 100T
fire power V (increase 55% damage 3turn) = 120T
fire power VI (increase 55% damage 4turn) = 200T

total upgrade fire power = 500T

hell fire II (burn 4%, 3turn) = 50T (damage = 372)
hell fire II (burn 5%, 3turn) = 50T (damage = 492)
hell fire II (burn 6%, 3turn) = 100T (damage = 612)
hell fire II (burn 6%, 4turn) = 200T (damage = 732)

total upgrade hell fire = 400T

fire energy excitation II (use skill without CP 3turn <cannot charge 4turn>) = 50T
fire energy excitation II (use skill without CP 4turn <cannot charge 3turn>) = 100T
fire energy excitation II (use skill without CP 5turn <cannot charge 2turn>) = 150T

total upgrade fire energy excitation = 300T

rage of yama II (still disappear) = 100T
rage of yama II (still disappear) = 100T

total upgrade rage of yama = 200T

fire phoenix breathe II (ignore 40% target dodge 4turn) = 100T

total upgrade fire phoenix breathe = 100T

WATER

water renewal II (recover CP 15%, 3turn) = 30T
water renewal III (recover CP 18%, 3turn) = 40T
water renewal VI (recover CP 18%, 4turn) = 60T
water renewal V (recover CP 22%, 4turn) = 80T
water renewal VI (recover CP 22%, 5turn) = 100T

total upgrade water renewal = 310T

water bundle II (restrict 2turn) = 50T (damage = 279)
water bundle III (restrict 2turn) = 50T (damage = 369)
water bundle VI (restrict 3turn) = 100T (damage = 459)
water bundle V (restrict 3turn) = 150T (damage = 549)

total upgrade water bundle = 350T

prison coliding wave II (reduce hp cp 3%, stun 2turn) = 100T
prison coliding wave III (reduce hp cp 5%, stun 2turn) = 100T
prison coliding wave VI (reduce hp cp 8%, stun 2turn) = 150T

total upgrade prison coliding wave = 350T

shield of suiten II (ratio: 1CP = 3HP, 3turn) = 100T
shield of suiten III (ratio: 1CP = 3HP, turn) = 150T

total upgrade shield of suiten = 250T

shark enampment shield II (+50% healing effect, recude 15% cp target who attack, 3turn) = 90

total upgrade shark encampment shield= 90

WIND

evassion II (42% dodge 3turn) = 30T
evasion III (45% dodge 3turn) = 30T
evasion IV (49% dodge 3turn) = 60T
evasion V (55% dodge 3turn) = 90T
evasion VI )55% dodge 4turn) = 150T

total upgrade evasion = 3600T

blade of wind II (27% bleeding 3turn) = 30T (damage = 248)
blade of wind III (30% bleeding 3turn) = 50T (damage = 328)
blade of wind IV (35% blleeding 3turn) = 70T (damage = 408)
blade of wind V (35% bleeding 4turn) = 100T (damage = 488)

total upgrade blade of wind= 250T

wind peace II (22% dodge + 8% cp 3turn) = 50T
wind peace III (25% dodge + 9% cp 3turn) = 50T
wind peace IV (25% dodge + 9% cp 4turn) = 100T

total upgrade wind peace = 200T

dance of fujin II (reduce 4cooldown) = 150T
dance of fujin III (reduce 5 cooldown) = 150T

total upgrade dance of fujin = 300T

whrilwind breaktrough II (2turn, become 3turn)= 90T

total upgrade whrilwind breaktrough = 90T

LIGHTNING

lightning charge II ( 42% critical chance 3turn) = 30T
lightning charge III (45% critical chance 3turn) = 50T
lightning charge VI ( 49% critical chance 3turn) = 70T
lightning charge V ( 55% critical chance 3turn) = 100T
lightning charge VI ( 55% critical chance 4turn) = 150T

total upgrade lightning charge = 400T

lightning flash II (blind 72% 2turn) = 50T (damage = 341)
lightning flash III (blind 75% 2turn) = 70T (damage = 451)
lightning flash VI (blind 80% 2turn) = 100T (damage = 561)
lightning flash V (blind 80% 3turn) = 150T (damage = 671)

total upgrade lightening flash = 370T

lightening flash bundle II (reduce dodge 44% + reduce 8% CP 3turn) = 50T (damage = 451)
lightening flash bundle III (reduce dodge 50% + reduce 9% CP 3turn) = 100T (damage = 561)
lightening flash bundle VI (reduce dodge 50% + reduce 9% CP 4turn) = 100T (damage = 671)

total upgrade lightning flash bundle = 250T

armor of narukami II (increase dama n critical 20% + ignore dodge 20% 3turn) = 50T
armor of narukami II (increase dama n critical 20% + ignore dodge 20% 4turn) = 100T

total upgrade armor of narukami = 150T

ultimate lightening boost II (2turn become 3 turn) = 100T

total upgrade ultimate lightning boost = 100T

EARTH

golem protection II (reduce damage 42% 3turn) = 30T
golem protection III (reduce damage 45% 3turn) = 40T
golem protection VI (reduce damage 49% 3turn) = 50T
golem protection V (reduce damage 55% 3turn) = 80T
golem protection VI (reduce damage 55% 4turn) = 100T

total upgrade golem protection = 300T

earth arbsorbtion II (drain 20% CP) = 40T (damage = 310)
earth arbsorbtion III (drain 26% CP) = 50T (damage = 410)
earth arbsorbtion VI (drain 34% CP) = 60T (damage = 510)
earth arbsorbtion V (drain 45% CP) = 100T (damage = 610)

total upgrade earth arbsorbtion = 250T

hidden among rock II (reduce damage 100% 1turn, increase ??% damage next turn) = 30T
hidden among rock III (reduce damage 100% 1turn, increase ??% damage next turn) = 60T
hidden among rock VI (reduce damage 100% 1turn, increase ??% damage next turn) = 90T

total upgrade hidden among rock = 180T

embrance of golem II (recover 6%HP + purify ?turn) = 50T
embrance of golem III (recover 6%HP + purify ?turn) = 80T

total upgrade embrance of golem = 130T

golem roch gautlets II (reduce 30% damage 3turn, damage will reduce 100% if any earth jutsu used after use this jutsu) = 90T

total upgrade golem roch gautlets = 90T

FIRE

fire power II (increase 42% damage 3turn) = 30T
fire power III (increase 45% damage 3turn) = 50T
fire power VI (increase 49% damage 3turn) = 100T
fire power V (increase 55% damage 3turn) = 120T
fire power VI (increase 55% damage 4turn) = 200T

total upgrade fire power = 500T

hell fire II (burn 4%, 3turn) = 50T (damage = 372)
hell fire II (burn 5%, 3turn) = 50T (damage = 492)
hell fire II (burn 6%, 3turn) = 100T (damage = 612)
hell fire II (burn 6%, 4turn) = 200T (damage = 732)

total upgrade hell fire = 400T

fire energy excitation II (use skill without CP 3turn <cannot charge 4turn>) = 50T
fire energy excitation II (use skill without CP 4turn <cannot charge 3turn>) = 100T
fire energy excitation II (use skill without CP 5turn <cannot charge 2turn>) = 150T

total upgrade fire energy excitation = 300T

rage of yama II (still disappear) = 100T
rage of yama II (still disappear) = 100T

total upgrade rage of yama = 200T

fire phoenix breathe II (ignore 40% target dodge 4turn) = 100T

total upgrade fire phoenix breathe = 100T

WATER

water renewal II (recover CP 15%, 3turn) = 30T
water renewal III (recover CP 18%, 3turn) = 40T
water renewal VI (recover CP 18%, 4turn) = 60T
water renewal V (recover CP 22%, 4turn) = 80T
water renewal VI (recover CP 22%, 5turn) = 100T

total upgrade water renewal = 310T

water bundle II (restrict 2turn) = 50T (damage = 279)
water bundle III (restrict 2turn) = 50T (damage = 369)
water bundle VI (restrict 3turn) = 100T (damage = 459)
water bundle V (restrict 3turn) = 150T (damage = 549)

total upgrade water bundle = 350T

prison coliding wave II (reduce hp cp 3%, stun 2turn) = 100T
prison coliding wave III (reduce hp cp 5%, stun 2turn) = 100T
prison coliding wave VI (reduce hp cp 8%, stun 2turn) = 150T

total upgrade prison coliding wave = 350T

shield of suiten II (ratio: 1CP = 3HP, 3turn) = 100T
shield of suiten III (ratio: 1CP = 3HP, turn) = 150T

total upgrade shield of suiten = 250T

shark enampment shield II (+50% healing effect, recude 15% cp target who attack, 3turn) = 90

total upgrade shark encampment shield= 90T


Aquí están los costos luego del mantenimiento y un calculo del costo total y el cooldown de cada jutsu en upgrade.
Spoiler: show
Rey Silver Dragon wrote:After Maintenance
Lv 10 = 100 Tokens
Lv 20 = 150 Tokens
Lv 30 = 250 Tokens
Lv 40 = 250 Tokens
Lv 50 = 300 Tokens

Dani003 wrote:Earth 14 turn cooldown 465 cp 610 damage at the max level (level 60)
Fire 14 turn cooldown 465 cp 732 damage at the max level ( level 60)
Wind 12 turn cooldown 372 cp 488 damage at the max level ( level 60)
Water 14 turn cooldown 465 cp 549 damage at the max level ( level 60)
Thunder 14 turn cooldown 512 cp 671 damage at the max level ( level 60)
effects are already given to you
idk if I made a mistake or supa did XD but I calculated the token prices myself
level 10 kin 1050 tokens full upgrade, 1250 tokens to buy it and upgrade it
level 20 kin 950 tokens full upgrade, 1250 tokens to buy it and upgrade it
level 30 kin 800 tokens full upgrade, 1200 tokens to buy and upgrade it
level 40 kin 550 tokens full upgrade, 1050 tokens to buy and upgrade it
level 50 kin 300 tokens full upgrade, 900 tokens to buy and upgrade it


Aquí están todos la lista de jutsus:
Alaskador wrote:Wind
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Fire
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Water
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Earth
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Thunder
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Espero que esta información les sea de ayuda. cualquier duda o aclaración en los datos que dí, no duden en postear.
Last edited by colmillonegro on Tue Feb 21, 2012 6:48 pm, edited 1 time in total.
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Re: Jutsu upgrade !!

Postby Alaskador » Tue Feb 21, 2012 6:16 pm

Wind
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Fire
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Water
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Earth
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Thunder
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Re: Jutsu upgrade !!

Postby ale0512 » Tue Feb 21, 2012 11:03 pm

mm.. bueno ya q esperaba este tema una duda uds creen q se pasaron un poco con el kinjutsu de tierra nivel 20 al llevarlo a nivel 60? (drena el 85% del CP)

Solo para agregar un detalle no mas todos los kinjutsus se los puede llevar a 60 como limite, al menos hasta ahora

PD: mi hell fire me gusta ahora q es 60 :lol:
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Re: Jutsu upgrade !!

Postby ric05 » Wed Feb 29, 2012 9:13 pm

que tan rentable es subir los kinjutsu? lo digo por varias razones la primera el tiempo de espera se incrementa de 10 a 14 turnos esto en una pelea puede ser vital entre mas rápido se carguen las técnicas mas rápido se pueden usar y sin todas tienen tiempos muy largos de carga puede ser una desventaja mas que una ventaja, segundo la cantidad de cp se incrementa demasiado por ejemplo evasión cuesta 50cp y con solo la primer mejora sube a mas del doble (132cp) si todas las técnicas aumentan cantidades así de cp habrá que estar cargando cp normalmente o con ítems, tercero las ventajas que se logran se compara con todos lo tokens que hay que gastar para subirlas al máximo?

que opinan? es bueno o malo subir las técnicas???
creo que puede ser mejor seguir con las mismas porque son mas rápidas, consumen menos cp y no hay que gastar mas tokens
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Re: Jutsu upgrade !!

Postby Yomaxi » Thu Mar 01, 2012 7:13 am

ric05 wrote:que tan rentable es subir los kinjutsu? lo digo por varias razones la primera el tiempo de espera se incrementa de 10 a 14 turnos esto en una pelea puede ser vital entre mas rápido se carguen las técnicas mas rápido se pueden usar y sin todas tienen tiempos muy largos de carga puede ser una desventaja mas que una ventaja, segundo la cantidad de cp se incrementa demasiado por ejemplo evasión cuesta 50cp y con solo la primer mejora sube a mas del doble (132cp) si todas las técnicas aumentan cantidades así de cp habrá que estar cargando cp normalmente o con ítems, tercero las ventajas que se logran se compara con todos lo tokens que hay que gastar para subirlas al máximo?

que opinan? es bueno o malo subir las técnicas???
creo que puede ser mejor seguir con las mismas porque son mas rápidas, consumen menos cp y no hay que gastar mas tokens

En mi opinión todos los upgrades no valen la pena. Pero los mas utiles son el Earth Absorbtion V (-80% CP al oponente + casi 700 de daño), el Dance of Fuujin III que baja a 12 cd agregandole el -5 cd a sí mismo (se puede usar cada 7 turnos). El Fire Phoenix Breat II sirve mucho ya que te da 45% accuracy y por un turno mas que su precedesor. El Ultimate Lighting Boost también te da un turno mas, lo cual te deja un stun mas si usas trueno. El Shield of Suiten tendrá mas CD, pero el ratio 1 CP = 3 HP te sirve mucho, ademas de que son 4 turnos y puedes aprovechar algun doble turno de los puro viento para otro turnito :lol: (Lo mismo va para el rage, sirve bastante que tenga un turno extra, ademas el CD no importa ya que el rage se usa cuando al oponente le queda menos vida que a ti, o cuando los gallinas se tiran evasion :roll: ). El Hidden Among Rocks VI creo que puede servir si un 8ex se enfrenta a un full tierra, ya que me ha pasado sacarles 5200 de vida y que sigan vivos :oops: .

Ahora si, el Evasion, Water Bundle, Lighting Flash y el Prison pierden su magia, el no poder spammearles y que cuesten 300 y pico de CP les hace perder la eficacia que tienen con 10 CD y 50-100 CP :/

Sobre el Fire Power o el Lighting Charge ... si tu combo es un 1-hit-kill, sirven, sino, no.

El Lighting Flash Bundle me acabo de dar cuenta que sube un turno también, es igual que FP o LC, si lo usaras para un ultimate combo (es decir con el Lighting Boost) sirve bastante ya que sube daño y saca 55% dodge.
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Re: Jutsu upgrade !!

Postby Artonken » Tue Mar 06, 2012 7:05 am

Weno, yo solo he subido de nivel armor of narukami, ese 5% de atención, daño y critical es notable hehe.
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