Balancing balance to achieve equilibrium. Plus features coming soonTM
(Fair warning: This post has quite a bit of math numbers and whatnot in the first half or so, if that's not your thing, skip down and find where the features coming soon starts) Balancing has proved an arduous task, particularly with trying to figure out how to properly have things like stat nerfs in the game. I'm trying to move away from static % numbers as these make it incredibly hard to make high-effect jutsu at lower ranks without rendering higher ranks useless. For instance, if you have a Genin speed nerf of 33% for 3 turns, which equals out to ~100% total effect, then what are you supposed to do at Jonin? 40% speed nerf for 3 turns? It becomes a game of either making higher ranked jutsu stupidly OP, or making lower ranked jutsu so low they're useless. 10% speed nerf for 3 turns, anyone? Kappa The key to making jutsu balanced at all ranks is to copy what is probably the most balanced effect in the game: Residual damage. Residual damage is perfect, because it's b...