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I'm wondering what exactly this sword does. I'm reading the wiki and it can't be right. It says it's a ranged attack sword with one of the longest projectile ranges that stuns every slash and it also gives +20 intelligence? None of that information can be correct, right? There's no way someone would add so much of that to this sword.
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Table of Contents Introduction Choosing your village Leaf Passive Hidden Technique Summons Clans Sand Passive Hidden Technique Summons Clans Mist Passive Hidden Technique Summons Clans Stats Strength Agility Intellect Chakra Fortitude Masteries Fire Wind Lightning Earth Water Medical Weapon Taijutsu Teaming Up Missions Daily Missions Roleplay Missions Level 20 Story Questline This will be a guide for levels 1 to 25. Each section will be focus on a village, their clans, their hidden jutsu and their leveling spots. There will be a general section at the beginning that will focus on information for every village, stats, level up event and more. I was exiled from Sand for making this guide, so make sure to drop a like Introduction Choosing your village Each village has their own pros and cons. Their own hidden jutsu, their own passives and their own clans. Leaf Passive The passive for the leaf village is the Will of Fire. In the first 10 seconds after fainting, there is a 5% chance that the player will get back up with 10% of their maximum HP and Chakra. This can trigger multiple times during a fight as it is a percentage chance. Hidden Technique Gentle Fist is the hidden technique of the leaf village. This line of techniques are based on Strength and require the Taijutsu Mastery to use. These techniques include Pressure Point Needle Technique, a jutsu that requires 100 chakra to use and buffs the user's punches based on their strength stat. Unlike most techniques, the Pressure Point Needle Technique utilizes two stats, Strength and Agility when calculating damage. Gentle Fist has a variety of techniques that are either ranged or close ranged. If you choose the Leaf village, this would be a mastery you should explore. Summons The two summons that are only available to Leaf ninja are the Toad summon and the Slug summon. The toad summon is an attacking summon that will often flicker and shoot fireballs. The slug summon instead is a healing summon that can heal allies. All summons use their own independent stats and increase their damage with the level of your summoning jutsu. Clans Sand Passive Unlike the leaf and mist village, sand's passive is based on the Cloak of Invisibility Jutsu. When you create a character in sand, your cloak of invisibility just is already maxed. This means that when you use the cloak of invisibility you are unable to be detected. However this is still dispelled by the jutsu Sensory. Hidden Technique When you pick the village hidden in the sand and you select wind as your mastery you will be able to equip the Fan weapon. This weapon is ranged in nature but attacks a lot slower than most melee weapons. On top of this being a weapon you also have access to the several jutsu that can only be used with a fan equipped. These techniques range from Tornadoes, cyclones, knockbacks and homings. Summons The two summons available for the sand village are the Weasel and the Hawk. Unlike most villages, these two summons are separate in that the Weasel summon is located in the Jutsu Scribe store and the Hawk summon is located in the Aviary of the village. The weasel summon attacks using a wind AoE jutsu while the hawk can stun and apply bleed with wind slash. Clans Mist Passive All mist ninja are able to walk on water without losing chakra. They can also charge their chakra on water and regenerate if they stand still. While this doesn't sound effective in combat, certain maps require the traversal of water to reach, allowing Mist ninja to engage on water while their enemy is out of chakra. Hidden Technique The mist village's Hidden Techniques revolve around the pipe weapon. Giving them a wide range of bubble abilities. The pipe is a weapon that places bubbles on the field which will snare enemies in them temporarily. Along with the pipe you can also use bubble techniques that focus on Snares, Knockbacks and more. Summons The two summons reserved for the mist village is the Panda and the Clam. The Panda has melee attacks with a strong stun while the Clam also has a stun but is a stationary summon. Both are sometimes considered to be the best summons in the game. Reached the file upload limit... Clans Stats There are 5 stat points in Nin Online that you may utilize while leveling. Strength, Agility, Intellect, Chakra and Fortitude. Stats may increase damage of attacks or the amount of health or chakra you have. Techniques have stat requirements as well as level requirements. Weapons also have stat requirements for you to use them. I'll go over the stats in the game and what they are used for. Strength Strength is utilized for most weapons and their techniques. This means that Swords, Fans, Pipes, Melee Kunai, Poison Kunai and Throwing Kunai all use Strength to increase their damage. The only exception to this is the leaf hidden technique Gentle Fist. Since many of these techniques are melee based it is often suggested that you add more fortitude than strength as you are going to get hit a lot. Agility Agility is a lot less versatile than Strength in terms of use, however it ends up being one of the strongest 1v1 mastery paths in the game. Agility affects your movement speed, your punching speed as well as your punch damage. This means not only does your damage raise when you put in your points for Agility, you also increase your attack speed meaning you can hit multiple times a second. Intellect Intellect can be considered the most common stat to be used in the game since there are 5 masteries that entirely rely on it. On top of that, Medical and Weapon masteries also have Intellect sub-paths. There was a weapon that was recently added that requires Intellect to equip which is called the Adamantine Staff. Chakra Chakra is a universal stat required for all techniques. The amount of chakra and the amount of chakra you charge is determined by your Chakra stat. The formula for chakra regeneration is (Chakra Pool*0.5)*0.1 then round that number down. Medical Mastery is the only mastery that utilizes Chakra as a stat for damage as well as healing. Fortitude Fortitude is another universal stat however no techniques or attacks use it for damage. This stat simply determines how much damage you can take before dying. Since this is a PVP based game without any form of armor or defense, Fortitude is one of the most important stats in the game. Fortitude will also determine how much you regenerate over time. This formula is a lot more simple in that it uses the amount of fortitude you have as a stat to determine how much you regenerate. If you have 70 fortitude you would have 750 health and you would regenerate 70 HP every 5 seconds out of combat. Masteries There are 8 masteries in the game. 5 elemental and 3 non-elemental. When you achieve level 10 you will be able to pick your first mastery. When you reach level 50 you will be able to select your second mastery. While the masteries are meant to be balanced, there are some that either are strong on their own or are strong in combination of each other. This is a beginner guide to determine how the early levels will be, so this guide won't go too in-depth of what masteries are the strongest for PVP or Raids. That kind of information will be included in a guide later on. Fire Fire is one of the hardest masteries to use in combat, but it ends up being really effective in farming and leveling up. Because of it's damage over time as well as the amount of area of effect techniques, Fire may be one of the best PvE masteries if you're interested in leveling up fast or farming for drops. Wind Wind is similar to fire in a sense that a lot of their attacks require aim. However Sand has access to hidden techniques under this skill tree which makes them more adept with the Wind mastery. Some wind techniques cause bleed while others knockback. They also utilize a homing technique at level 25. Lightning Lightning is one of the hardest techniques to learn for several reasons. Your jutsu are staggered in levels in a way that your first jutsu is at level 10 and the second is at 16. This means by level 35 you're a jutsu behind every other mastery. While at the beginning Lightning is one of the hardest PVP masteries, as you master your jutsu you're able to combo majority of your techniques. This is one of the only masteries that allow for this to happen. Earth Earth is regarded as one of the best masteries in the game for its versatility in being a secondary mastery at level 50. Earth has two techniques that don't require aiming, one of the longest snares in the game and one of the best slows in the game. This is why some prefer Earth as a secondary as it allows them to land some of their stronger jutsu with ease. Water Water element is another good secondary mastery in several senses. The technique Water Prison is great for locking down a target for combos and you get another substitution technique. Water also has a lot of area of effect techniques that make it a good mastery for farming and sometimes leveling. Medical Medical’s main focus is based on support and healing. However it also comes with a lot of offense. Techniques like Poison Senbon, Poison Scalpel and Poison Cloud are all attacks while Treat Wounds, Mystical Palm and Cell Regeneration are support techniques to use on your allies. This mastery is the only mastery that uses chakra for requirements and healing. Weapon Weapon Mastery has two paths that can be utilized. There is a more support approach by using traps through the intellect tree. Then there’s the aggressive approach which is through the strength tree. Weapon Mastery is hard in a sense that a lot of the strongest swords in the game require over 100 stat points into Strength to use. However you are rewarded with the amount of quick combos you can land with their flicker techniques. Taijutsu The most aggressive play style in the game is rewarded to Taijutsu. Taijutsu has a faster attack speed although it is the closest range. Taijutsu also contains a lot of jutsu that will interrupt opponents while they are casting. With techniques such as Youthful Springtime you can further increase your speed and damage. This mastery relies purely on Agility, unless you are in leaf where Gentle Fist’s damage is mainly using Strength. Teaming Up Creating a squad while pulling missions is one of the better ways to get them done faster. Most of the missions you will receive are based on killing a certain number of monsters. If multiple of you share the same mission you will get it done faster. There are also Roleplay missions which require 3 members and a high ranking villager to do. When killing monsters in a squad you are given 60% of the EXP from their kill, however the trade off is that you only get 60% of the EXP from the monsters you kill as well. This means in theory while you are killing twice as many monsters, you’re only gaining about 20% more exp than you would have been playing solo. When you have 3 people in your squad you get about 47% of the exp. In theory you would get 143% of the EXP in a squad of 3 and so on. Missions Daily Missions One of the fastest methods to leveling up is doing missions. At the beginning you'll get a very small amounts of EXP but the missions are also very easy. As the difficulty and danger in mission increases often times does the reward. When you finish the test at the academy you'll be taken to the mission room in your village. At a low level you will get the missions Bad Larva, Take out the Trash or Defeat Spiders. As you get to higher levels the missions will change. You can only do 3 missions a day, and if you have a mission left over from last time when they reset that will count as your first mission for the day. The higher the rank of mission the more dangerous it is. Some may require you to infiltrate other villages to steal documents or spy on the kage's office. Others might require you to kill other players. With the added risk of dying, some missions might reset if you die. These include Village Entrance Guard Duty, Survey Village Entrance and more. Roleplay Missions Roleplay missions are different from Daily Missions and require a certain level to be reached in order to get them. Unlike daily missions RP Missions will need you to find another player to host. These players need to be Chunin rank or higher and you will also need to find other players to join your squad. Each village has different takes on each RP mission, so it's hard to create a guide to them. However the main takeaway is that Roleplaying is also an important aspect of Nin Online. Be sure to stay in character during these RP Missions and follow your teacher's guidance. Level 20 Story Questline still in progress Thank you to @Lumy for reading over the guide to give guidance on edits.
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It has come to my attention that people have decided to edit their original posts instead of making another post. The reason I didn't want you to edit your posts is because I cannot properly track when you posted them. This post has no edit time which means I can't verify if it was posted before the deadline. This is why I wanted you all to post your updates, not edit them. However for whatever reason, Shirohana's post does have an edit timestamp. So he will be declared the only winner.
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Congratulations to everyone who entered! Unfortunately no one completed the event! But here are the listings of our winners!!! Third Place No one Second Place No one FIRST PLACE No one! Thank you for everyone who entered! Next time please try to post your updated levels before the deadline.
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Tomorrow is your last day to submit the progress you've made! Make sure to post a picture of the amount of progress you made in the same location with the same information.
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So basically the strongest village in the game can gatekeep the arena to horde event coupons?
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There aren't ways to beat it because monsters are too far away to flicker to because of the mountain range, another map where I can abuse this is a map without any monsters to flicker to at all. There's a difference between "advantages and disadvantages" and a mechanic that only has advantages because of the map design.
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There's a gimmick in the game where you can place traps on a certain set of stairs that are impossible to pass. This means that you're basically map trapped and there's no way to out play it. No NPCs can get in range for flicker, you'll take damage and be map flagged. So for 3 tags and 1 bear trap you can make it impossible for someone to pass. If this is designed by choice you should re-enable traps on map switch since it's the same cheap tactic.
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Alright everyone! The event is finally here! Here are the instructions to enter. To enter, Take a screenshot of your ninja information in the first floor of the kazekage's office. Here is an example of how it should look. Remember that you need to be a member of the sand village to enter and you will need to be a member of the sand village when the event ends! Sign ups end Tuesday at 12 AM PST.
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Aren't you a fire user? You're just indirectly trying to buff fire one of the only two elements with a dot.
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Introduction After taking a poll of the community, the biggest complaint was the grind present in the game as well as lack of content. What I wanted to suggest today was a way to tackle both of these issues. One of Nin Online's strongest assets is their community, so what better way than to allow for them to team up and grind together, but in a more challenging environment. I bring to you today, the suggestion of the Daily Dungeon. A quick mock up of what a dungeon could look like without having access to Nin Online sprites. Mechanics This dungeon will act like a boss chamber in that a team will enter an instance of the tower. They will be given a time limit of 15 minutes to get as far as they can. If a member dies in the chamber they will have the normal timer to be revived, however if they aren't revived they will be teleported to the entrance of the dungeon. Each level of the dungeon will feature monsters already in the game and progressively get harder the further in you get. You will not be able to unlock the stairs until every monster in the room has been defeated. But each level that you clear you will receive rewards and a percentage for drops. The rewards that you would receive would be as follows Amount of the EXP for the monsters in the room. Ryo (% Chance) Drops (% Chance) Tools (% Chance) Pills (% Chance) Blank Scroll (% Chance) Nothing (% Chance) Each player will get a roll for what they would receive at the end of the room. If they are getting a drop they will get one of the 5 rewards listed above (Ryo, Drops, Tools, Pills, Blanks) with blanks being rarer and ryo being more common. With each floor progressing the amount of exp, ryo, and tools would increase. On top of this the type of drops and pills would progressively change. In the first room you would get a blood pill. However in room 5 you would roll for a Blood Pill II. To balance the amount of loot in this dungeon, the dungeon will reward skilled players and strategic teams. Newer players would still benefit from running the dungeon as the floors that they can clear will still result in exp. Since it can only be done once a day for players it won't impact the economy of blank scrolls or the amount of ryo potentially received. Boss rooms Another thing that can be explored is the introduction of boss rooms at floors 10, 30 and 50. There are some bosses we already have in the game such as Kumorui, Manda or even village bosses like Rat Kage, Dark Weasel, etc. I think it would be interesting to incorporate these as well into the towers, but that's entirely up to Rory and team. I also understand that placing bosses into the dungeon would break the concept of locking them behind level walls, which I also understand is a bad approach to level gating content. tl,dr; This is a suggestion to incorporate a daily dungeon that would have several floors of random generated mobs. You would gain exp and the chance at different rewards for clearing the floors of the dungeon. You can only use the dungeon once a day, either by yourself or with a team. This would address a lot of player's hatred towards the grind of fighting monsters in the game as well as the lack of content present from 35 to 50.
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Just wanted to find out areas in the game that can be improved. A lot of my friends have stopped playing and a lot of people have noticed the player based has dwindled again. If we throw this game at steam it's going to do awful in the reviews. (If you go to the community discussion on steam it's already being slammed) Forgot to mention but if there's something that has bothered you that's not on the list, feel free to comment it.
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That genuinely sounds awful, ngl.
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Because you would lose access to that box if you ran out of money and also there isn't enough housing for every player to buy a house if that were the case.
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Table of Contents Banking on change Simple yet useful Housing and Banking It's been too long Banking on change Since we have received the housing update, I wanted to make a series of suggestions to better help players, new and old that would also help leadership in villages. To make this suggestion, we need to understand why it's desperately needed and why it's not entirely a suggestion and rather a demand. Please bear with me as this is going to a large thread. We are several decades behind the curve on MMOs. A lot of Nin Online was inspired by World of Warcraft, Everquest and so on, yet we've been missing a feature that is key to games like this. That is the banking system. Simple yet useful While I understand the importance of the Inventory expansion in the cash shop, with the implementation of furniture, event items, non-cash shop items and more, my inventory is almost always congested. What's interesting is we already have a bank system in the game, but it's only used for premium items. The reason that I think this should be suggested and implemented soon is because we are already creating our own banks in game with alts. There is no excuse to prolong their absence from the game. Before it could have been argued that people would use the bank to hold faction items in them. However, this already exists in the form of alts. People already pass off their faction items to their personal banks, so there's no way we can (or should) prevent that. If the Expansion Slot is supposed to be a replacement of a bank, the more content we add the less effective it will be. Instead I suggest we add a bank in each village with a limited inventory, then with the expansion slot you would increase your own inventory as well as the inventory in your bank. To simplify things, here's a quick list of things the bank can do. A safe-zone indoor map located in Leaf, Sand, Mist and Takumi (maybe Tanzaku) Hold Ryo up to 99,999,999 Hold 40 items Hold up to 80 items with Expansion Slot Housing and Banking While this could be its own suggestion, I wanted to add this quickly because I believe it's vital to keeping the player base populated with village events. Right now you can buy houses in villages, some you can even buy without being a member of that village. I want to take that money that gets deleted and instead add it to the kage bank, a bank that only the kage of a village can access. With this money, Kages would be able to provide more events for their players, or be corrupt and use the money for other means. This would also deter players from buying homes in enemy villages as it would benefit that village more than your own. Instead of this bank being based on player name, it can simply just be based on village and rank. This way only Kage can access this bank and Kage can't access the bank of other village's kage. It's been too long Banks have been in MMORPGs since 1999. It's a vital part of the game as the items you acquire the further you play into the game need places to be stored. We're not requested a market place where we can buy stock or take out a loan. We're not requesting for anything complex, as stated before it's something that's already in the game. It shouldn't have taken this long to include it in the game, but it has, and the only way to rectify that mistake is to finally add it. Either that or to stop adding items and cosmetics to the game, that is the only viable solution if banking isn't an option for this game.
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I don't think they want to add player organizations again. You guys can already make your own organization without anything in game so it kind of makes no sense to add it.
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Bro, flap the leaf...
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Table of Contents The Sand Level Up Initiative! Time and Date Score System Prizes Blessings Rules The Sand Level Up Initiative! For a fun little event, I decided to host an initiative to not only help sand villagers level up, but also to reward the top three grinders for their time and efforts. Anyone is eligible to enter, and I'm sure you might be thinking "but doesn't this only benefit low levels?" No! The system is graded on levels, and levels have weighted points adjusted for the difficulty to achieve them. This means that Level 1-10 is less points than levels 11-20 and so on. This way, anyone can win but only those who have put in the most effort will claim the prizes. Time and Date The event will begin on Saturday December the 18th at 12 AM PT. The entry process will be explained on that date to prevent any possible cheating. The event will then proceed until Saturday, January 1st at 10 PM PT. You have until then to submit the requested information for your levels to count. The winners will be announced on the following day, January 2nd. Score System At the end of the day, if someone can reach achieve leveling from 1 to 60 in 2 weeks, they will be the clear winner, however if you're already a high level, you are rewarder higher as well. This scoring system is weighted towards higher levels. To give a quick rundown of how the scoring system works. Prizes There will be a first place, second place and third place prize. They are as follows. $30 Nin Online Credits $20 Nin Online Credits $10 Nin Online Credits The prizes will be given on a first come first serve basis, meaning whoever had the most points first will be first place. second person with the most points will be second place and so on. Blessings Along with this level up event for the Sand village, I will also be hosting 2 hour blessing events on the weekends at 10 AM PT to 12 PM PT. There will also be other blessings hosted by other players, so try to keep a look out and capitalize on those to gain the upper hand. Rules There are a few rules to this event to make sure that it actually benefits the sand village. You must be a sand ninja when the contest ends. You CAN go rogue to level up, but you will need to be pardoned by the end of the event. There are no restrictions on squads or using alts to help level. That's everything for now. Stay tuned for an update to the thread.
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Sand is one of the best villages to start with. We have the best training spots and we're out of the way for most villages to raid. Leaf is constantly attacked by Rogue ninja even if you are in safe zone they will kill you.
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Also the Black Hawk Down mission no longer spawns the hawk. I haven't interacted with the tiles that he's supposed to spawn at, but it looks like he just doesn't spawn all together.
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Some of you might have the urge to reset as fan is now locked behind wind mastery. As an initiative to support the village, if you are resetting I will give you a melee kunai and a free blank scroll if you are resetting.
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Something really small, but I think would be interesting is if there were shiny monsters that would spawn once every 2,000 to 5,000 or so. Monsters that would give a slight increase to exp or drop rate. This would reward people who are grinding out monsters looking for items or even lucky new players who just happen to stumble across one. A quick mock up of this would be the following: Maybe these could even have a special drop associated with them that would sell for double the price of the regular. I think it would be cool to see something like this, but only rarely that would benefit people who have been grinding certain maps for an hour or more.
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EXP Calculator and DPS Calculator So while I was leveling up to 35, I got really bored and decided to try and figure out the best way to level up. Normally you're told to go farm at specific places at certain levels, but I realized that it actually isn't the fastest. Sometimes you might be able to kill Coyotes but you actually level up much faster with stringers. Some people might suggest going to bees sooner than later, but with the calculator you'd see which actually yields the most exp for your time. Why make this? The main reason is for efficient leveling at all times. While these methods would never replace Dailies, you will level up faster as a whole. The DPS Calculator is important on its own, known your DPS can help you understand how much damage you're doing vs other players. However, when you have your damage per second, you'll be able to figure out exactly how much EXP you can gain from Mobs, how long it will take to kill them and etc. With everything combined you'll know exactly what monsters to kill to get to the next level the fastest. The Process This journey started when I was farming Stingers in sand. The idea came to mind when I was able to kill Stingers in 4 hits but Coyotes was still 5 hits. I was wondering which was better to fight for leveling up. For the most part I would have gone to Coyotes, but instead I decided to make a calculator. Before this could begin, I needed to get some information. Using the Wiki I was able to make a quick spreadsheet of their health, Damage, EXP and then took the exp and multiplied it by 1.5 and then rounded down. Next, I had to figure out how long it would take to kill each of these monsters using your DPS. (At this time, I was just using Melee Kunai which has an attack speed of about 1 second. So it was easy to just take that number (14) figure out how many hits it would take to kill each monster (HP divided by DPS) Take that number and round it down, then multiply the exp to 60 and divide it by the number of seconds to kill. That all basically just looks like this. The Flaw... While it's easy to just put a number in, you realize that this only works with a kunai. You can't use jutsu, you can't use a pipe, fan or even taijutsu at points. That's why I decided to start working on the DPS Calculator. This is still in its infant stages as I just started making it a couple of minutes ago, but so far everything has been checking out. The DPS Calculator will factor in Ninjutsu Cooldown and Damage as well as your preference of Melee weapon and tool. To simplify things, I am converting everything to Damage per minute, creating a sum of all jutsu that you can use, then dividing by 60. As of right now, I only have a melee attack and 1 jutsu, but eventually when I am testing another jutsu, it'll still convert properly to DPS and accurately tell me the best monster to kill. What's next? While this might seem like a barely interesting use of time, the end goal is actually to be able to create a program that will take into consideration your elements and stats and give you not only accurate kill times, but also give you accurate damage for jutsu, weapons and tools. There still is a lot of research that I need to do in terms of jutsu scaling, weapon scaling and more, but things are looking promising at these current stages.