# ~GAME MECHANICS~

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Ping Ninja Saga App

• At your PC go to: Start -> Run
• Type: cmd
ping ninjasaga.com -t

Mission EXP Decrease per level

Currently in order to unlock a mission you need to reach its level requirement.
Once you unlock it the amount of bonus EXP you're receiving for accomplishing it is the 100%
For every level up the bonus EXP will be reduced by 20%
• Level x - doing Lv(X) mission = 100% bonus exp gained
• Level (x+1) - doing Lv(x) mission = 100% - (1*20%) = 80% bonus exp gained
• Level (x+y) - doing Lv(X) mission = 100% - (y*20%)

alternative: Final mission EXP = (mission exp){1 - [(your level) - (mission level)]*0.2}

Since there is no way that you will be losing EXP for doing missions it is obvious that the Limit of each mission is put to +5 levels.
Mission Lv(X) will stop giving any exp after (X+5) levels.

Experience Requirements

Character Experience Math Type:
Level X Experience = {[(level x-1 experience)*x] / (x-1)}*A

Conditions:
Lv1-2 fixed = 141
1.078 < A < 1.082 (so the percentage increase of exp per level is increased approximately by an amount of 8% per level as well)

To get the general form of that type we follow the example given bellow:
Character Experience Math Type:
Level X Experience = (level x-1 experience)*x/(x-1)*A
Level 3 = (level2)*3/2*1.08 = [(level1)*2/1*1.08]*3/2*1.08 = (141)*3/2*2/1*1.08^2 = (141)*3*1.08^2
so...
Level x experience = 141*x*[1.08^(x-1)]

Chance to Stun for x turns

Explanation of Terms:
• Chance to stun for 1 turn = 100% = 100/100 = 1 ~ We take for granted (as it's obvious by playing the game) that every stun has 100% chance to take effect for 1 turn (unless dodged)
• We Set number "A" & "A%" = A% represents the fixed percentage of a stun to take effect for an additional turn.
• Only Developers know what this "initial" percentage is and it's used to define what the chance is that a stun will take effect for x turns.

Estimating the Chance of Stunning for x turns:
We gonna start with an easy example so that you get the idea of how stun mechanics work.
~ In maths, the possibility for an event to happen 2 times in a row is expressed like: (Event-B%)*(Event-B%).
~ Same rule applies for the possibility of two different events to happen at the same time: (Event-A%)*(Event-B%)
Setting:
• Event A = Stun will take effect for at least 1 turn Event-A% = Chance that the stun will take effect for at least 1 turn = 100% = 1
• Event B = Stun will take effect for an additional turn Event B% = Chance that stun will take effect for an additional turn
• (Event A%)*(Event B%)*(Event B%) = Chance that stun will take effect for 1 turn + 1 additional + 1 additional = for 3 turns.

Fat Lady can stun UP to 2 turns:
1 turn stun = 100%
2 turns stun = 1*A% = A%

Sexy Lady can stun UP to 3 turns:
1 turn stun = 100%
2 turns stun = A%
3 turns stun = 1*[(A/100)^2] = (A*A)/10000 = B%

Imaginary Jutsu that can stun UP to 4 turns:
1 turn stun = 100%
2 turns stun = A%
3 turns stun = B%
4 turns stun = 1*[(B/100)*(A/100)] = 1*[(A/100)^3] = C%

Imaginary Jutsu that can stun UP to x turns:
1 turn stun = 100%
x turns stun = 1*[(A/100)^(x-1)]

0 < {A,B,C..} < 100
x belongs to N, x>1

Agility Mechanics - Working on a Fake Example

Let's say that a character runs the action bar in 3 seconds before it is his turn to attack again.
• Imagine every point in agility reducing this time by 0.01 seconds.
• Now put 2 players to fight.
• One of them has 100 agility and the other has 50 agility.
Their ratio is indeed 2:1, right?

NOTE:
2:1 is their AGILITY ratio - not their SPEED ratio
Agility DETERMINES Speed but IS-NOT Speed.

On the example above the action-bar "run" will be reduced:
For the 100-agility-user: from 3 sec down to 2 sec
For the 50-agility-user: from 3 sec to 2.5 sec

Now look at the ratios again..
(Turns per same time)
That means that for every 4 turns of the 50-agility user, the 100-agility user will play an extra turn..!

Of course those numbers of time reduction per agility point are FAKE and only given in order to explain you the mechanics of the game.
It might as well be a percentage of time reduction rather than a fixed value.. (that would mean first points of agility reduce the timer more than the later points of agility)

(you can actually find out the real numbers if you count the time an 1-agility-user needs to run the bar & use information about how many turns it takes for a 20-agility-user to overrun a 10-agility user)

Endurance (Actual HP)

Ninjutsu Characteristics (by Reminische)

The damage of each element scales accordingly, with fire>thunder>earth>water>wind, in that order.
General calculation: (some deviations exists, and this will only give u a general picture, as the scale is maintained with some additions)

wind = damage 8*(level+1), cp 8*(level+2), cooldown 8
water = damage 9*(level+1), cp 10*(level+2), cooldown 10
earth= damage 10*(level+1), cp 10*(level+2), cooldown 10
thunder= damage 11*(level+1), cp 11*(level+2), cooldown 9
fire= damage 12*(level+1), cp 10*(level+2), cooldown 10

This means, wind ninjutsu lvl 11 (twin tornado) deals an average of 96 (48+48) damage unimproved, with a chakra cost of 104, and cooldown of 8.

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