# Is your feature request related to a problem? Please describe.
This is a trac…king issue for several up coming changes to the martial arts system. These are the following topics I want to address:
1. Standard balance check. Ensure no style is too strong or too weak.
2. Make sure all the styles are performing correctly. Some styles might need tweaked to keep their gameplay up to date.
3. Make use of the new "critical hit chance" and "block effectiveness" attributes in styles.
4. Counters are being removed and many styles need to be adjusted accordingly
To go into detail on the 4th point, when #44533 was merged, it made all counters have a move cost instead of being completely free. This makes sense since it takes effort to make the counter attack. The idea of counters being "free damage" is ok for JRGPs but not for CCDA. However, this lead counters potentially stun-locking players with heavy weapons (#45138) and even after the fix, counters were still bad because they usually didn't have any extra benefits on them. In most cases, it would be better to attack normally rather than having the game force you to make a normal attack by countering. I tried to fix the costs (#51339) but I later learned that counters as we know them are going away.
The new system Kevin has in mind for counters is to have a dodge or block mark the enemy that caused it with an "opening" debuff. If an attack is executed on that enemy next turn, the attack will be a counter technique. This idea is still in the planning phase but I feel it is important to start moving the styles this direction now due to balance. This is a big change. You can't just remove counters and call it a day. While some styles used a counter as filler damage, others used counters as setups for more powerful techniques. Not to mention a few styles are built completely around counters. This change will require rewrites of several styles to prevent them from becoming unusable. After this update, it should be a lot smoother to move the styles over to this new counter system when it is implemented.
# Describe the solution you'd like
I will go through every style in the base game and MMA mod and detail their changes, if any.
All of this is a work in progress. Freeback is appreciated.
## **No Changes**
These styles have no changes pending.
* Desert Wind
* Diamond Mind
* Hylian Swordsmanship
* Iron Heart
* Muay Thai
* Taekwondo
* Tiger Claw
## **Minor Changes**
These styles are receiving minor updates. These styles should play roughly the same after their changes.
### Bionic Combatives
* Removed Counter.
* Added "Binary Hardening" OnBlock buff. Requires Melee 4. Grants +3 Armor. Lasts 4 turns, stacks 3 times.
* Optimization now gives +15% damage and persists when switching styles.
### Boxing
* Changed Cross Counter to a crit technique with weighting: 2 that requires Counter Chance.
* Replaced +2 Bash damage on Boxing Stance with +1 Accuracy.
* Increased Cross Counter damage to +50%.
### Brawling
* Removed Hit Them Back (melee) and Hit Them Back (unarmed).
* Changed Enhanced Blocking skill requirement from Unarmed 7 to Unarmed 5.
* Changed Disarm (unarmed) skill requirement from Unarmed 8 to Unarmed 6.
* Changed Disarm (melee) skill requirement from Melee 8 to Melee 6.
### Capoeira
* Sweep Kick now does +20% Bash damage.
* Capoeira Tempo is now an OnAttack buff that gives +5% damage. Lasts 1 turn, stacks 3 times.
### Centipede Kung Fu
* Centipede Venom now gives +15% damage bonus.
### Eskrma
* Replaced Puno Strike with Stunning Strike. Crit tech learned at Melee 3, -20% move cost, stun duration: 1
### Fencing
* Fencing Riposte is now a melee crit ok technique which requires Parry to trigger.
* Added Counter Time onPause buff learned at Melee 4 that gives +2 Block Effectiveness.
* Added a second version of Compound Attack learned at Melee 4 that requires Counter Time instead of Remise.
### Fior Di Battaglia
* Displace and Hook is now a normal melee tech with weighting: 2 and requires Defense Break to trigger.
* Stand Your Ground also gives +2 Blocking Effectiveness but only gives +1 block attempts. Tactical Retreated updated to mirror these changes.
* Tactical Retreat duration increase to 2 turns.
* High Round Strike bonus damage reduced from +20% to +10% and cannot trigger if Tactical Retreat is active.
### Judo
* Removed Counter Throw.
* Throw technique is now marked crit ok.
* Added Perfect Position OnDodge buff that gives +30% bash damage for 1 turn.
### Krav Maga
* Removed Counter.
* Added Strike Vitals OnBlock buff that gives +5% Critical Hit chance and lasts 1 turn.
### Medieval Swordsmanship
* Mastercut is now an OnBlock buff that give +10% damage, -10% move cost and lasts 1 turn.
### Niten Ichi-Ryu
* Falling Leaf now gives -5% damage per stack instead of -1 bash damage and -1 cut damage.
### Pankration
* Arm Lock now has bash Armor Penetration equal to 100% of Strength.
### Panzer Kunst
* Removed Ausstoß.
* Increase Dodging Skill bonus of Schatten Folgen to 15% of Perception.
* Herzschlag now has Armor Penetration equal to 100% of Perception.
* Einzug Rüstungen is learned at Unarmed 3 and lasts 3 turns.
* Added Seinerweisen Static buff learned at Unarmed 4. Gain bonus Electric damage equal to 50% of Perception.
### Pokken
* Removed -2 Accuracy from Mega Kick.
* Moxie persists when switching styles.
### Scorpion Kung Fu
* Scorpion Venom now gives +15% damage bonus.
### Setting Sun
* Fool's Strike changed to an OnBlock buff that increases damage by 20% for 3 turns.
* Feign Opening is now an OnDodge buff.
* Baffling Defense now lasts 2 turns.
### Shii-Cho
* Flowing Water is now an OnBlock buff that gives -25% move cost for 1 turn.
### Silat
* Changed OnMove buff to Silat Ambush. +5% critical hit chance for 1 turn.
### Soujutsu
* Removed Push.
* Added +2 Block Effectiveness to Sojutsu Stance.
* Added Feint technique. Learned at Melee 4.
### Stone Dragon
* Stone Bones duration increase to 3 turns.
* Stattered Stone duration decreased to 1 turn.
* Colossus Strike damage increased to +30%.
### Tai Chi
* Grasp the Sparrow's Tail now is crit ok technique with -25% move cost and +20% bash damage, and requires by Repulse the Monkey to trigger.
* Cross Hands now has +2 Block Effectiveness instead of +1.0 Dodge.
* Repulse the Monkey is now an OnBlock buff.
### Wing Chun
* Removed Receive and Counter.
* Increased Chi-Sao Sensitivity Dodging skill bonus to 25% of Perception.
* Increased Chain Punch duration to 2 turns.
* Increased Biu Ji duration to 3 turns.
## Major Changes
These styles will receive significant updates that change they way the style is played.
### Aikido
Name|Level Available|Type|Effect
---|---|---|---
Arm Block|Unarmed 0||
Aikido Stance|Unarmed 0|Static Buff|Blocked damage reduced by 100% of Dexterirty, +1.0 Dodging skill, +2 Block effectiveness
Fluid Blocking|Unarmed 0|OnBlock Buff|-10% move cost, lasts 1 turn
Counter Throw (block)|Unarmed 0|Unarmed Crit ok tech|Requires Fluid Blocking, -70% move cost, Down duration: 1, Knockback distance: 1
Fluid Dodging|Unarmed 1|OnDodge Buff|-10% move cost, lasts 1 turn
Counter Throw (dodge)|Unarmed 1|Unarmed Crit ok tech|Requires Fluid Dodging, -70% move cost, Down duration: 1, Knockback distance: 1
Intermediate Aikido|Unarmed 2| Static Buff|Blocked damage reduced by 100% of Dexterirty, +1 Block attempts, +1 Dodge attempts, +1 Block effectiveness
Grab Break|Unarmed 3|Grab Break |
Disarming Throw (block)|Unarmed 4|Unarmed Crit ok tech|Requires Fluid Blocking, -70% move cost, Disarms, Down duration: 1, Knockback distance: 1
Disarming Throw (dodge)|Unarmed 4|Unarmed Crit ok tech|Requires Fluid Dodging, -70% move cost, Disarms, Down duration: 1, Knockback distance: 1
Advanced Aikido|Unarmed 5|Static Buff|+1 Block attempts, +1 Dodge attempts, +1 Block effectiveness
**Weapons:** bionic claws, nail knuckles, pair of brass knuckles, pair of steel knuckles, tiger claws
As a counter focused martial art, Aikido needed a heavy rewrite. All four counters have been converted to crit ok techniques. New OnBlock and OnDodge buffs have been added that enable the former counter techniques. To simuate Aikido's quick and smooth throws, all techniques have -70% move cost and the new buffs each give -10% move cost. Even with these changes, Aikido is still weaker than it was previously since the counter were free damage. To compensate somewhat Aikido Stance also gives 1.0 Dodging skill bonus and +2 block effectiveness. Intermediate Aikido and Advanced Aikido also have +1 block effectiveness each. Aikido is still a niche, "stay away from me" style but I think these changes still let it do its job effectively.
## Crane Kung Fu
Name|Level Available|Type|Effect
---|---|---|---
Arm Block|Unarmed 3||
Crane's Precision|Unarmed 0|Static Buff|Dexterity determines bonus bash damage instead of Strength.
Crane Stance|Unarmed 0|Static Buff|+2.0 Dodging skill
Crane Wing|Unarmed 0|Unarmed Tech|Feint
Crane's Flight|Unarmed 1|OnDodge Buff|+1 Accuracy, +1.0 Dodging skill for 3 turns.
Crane Kick|Unarmed 2|Unarmed Crit ok Tech|Requires Crane's Flight, +25% bash damage, Knockdown duration: 1
Crane Flap|Unarmed 3|Unarmed Tech|Grab Break
Crane Strike|Unarmed 4|Unarmed Crit ok Tech|Requires Crane's Flight, +50% bash damage, Stun duration: 2
Crane's Grace|Unarmed 5|Static Buff|+2 Dodge attempts
Having to remove Crane Kung Fu's counter made me realize the style isn't working correctly. I stated that Crane is the "most offensive, defensive martial art" but Tai Chi has that title. It has as more defense and damage than Crane. So I decided to go back to the drawing board on Crane Kung Fu. The new Crane still focuses on Dexterity and is amazing at dodging with a gimmick that all of its techniques require the OnDodge buff to use. But the techniques you gain give you full control over an enemy with decent damage. The downside is not only do you need to wait for a dodge, the damage isn't so good that it can handle high armored enemies. Against end game enemies, neither of you will be able to touch each other as they fail to hit you and you fail to get through their armor. If a crit DOESN'T damage something, you will not be able to kill it.
## Dragon Kung Fu
Name|Level Available|Type|Effect
---|---|---|---
Arm Block|Unarmed 1||
Dragon's Knowledge|Unarmed 0|Static Buff|Intelligence determines bonus Accuracy instead of Dexterity. Intelligence determines bonus bash damage instead of Strength
Dragon Claw|Unarmed 0|Unarmed ok Tech|+20% bash damage
Dragon Wing|Unarmed 1|OnDodge Buff|+10% bash damage, lasts 3 turns
Dragon's Vortex|Unarmed 2|OnBlock Buff|+10% bash damage, lasts 3 turns
Dragon Power|Unarmed 3|OnPause Buff|+2 Block effectiveness, +1.0 Dodging Skill, Blocked damage reduced by 100% of Intelligence. Lasts 2 turns.
Dragon Tail|Unarmed 4|Unarmed Crit Tech|+40% bash damage, down duration: 1
Dragon Strike|Unarmed 5|Unarmed Crit Tech|+50% bash damage, stun duration: 1, requires downed oppenent
Dragon Kung Fu had a lot of problems. I did my best during the rebalance but think I made the style too complicated and everyone ignored it. Now without the counters, it needs completely rewritten. The updated Dragon Kung Fu retains its focus on Intelligence. Instead of focusing on multiple setups, Dragon Kung Fu only has one. Dragon Strike required a Downed opponent and Dragon Tail will set that up. Dragon Wing and Dragon's Vortext are simple OnBlock and OnDodge buffs that give you bonus damage for a short time. The other new addition is the OnPause buff, Dragon Power which exists solely to make gaining Dragon Wing and Dragon's Vortex easier. The style doesn't have any direct group defense but you should be able to fight 2-3 enemies at once if you are skilled enough. I feel the style is much cleaner now and should be to everyone's liking.
## Karate
Name|Level Available|Type|Effect
---|---|---|---
Arm Block|Unarmed 2||
Karate Stance|Unarmed 0|Static Buff|+2 Accuracy
Roundhouse Kick|Unarmed 0|Unarmed Tech|+20% Bash damage
Backfist Strike|Unarmed 1|Unarmed Tech|Rapid
Karate Kata|Unarmed 3|OnHit Unarmed and Melee Buff|+1 Dodge attempts, +1 Block attempts, blocked damage reduced by 50% of Strength, -10% move cost. Lasts 2 turns.
Knifehand Strike|Unarmed 4|Unarmed Crit Tech|+40% Bash damage, Stun duration: 1
Staff Strike|Melee 3|Melee Crit Tech|+10% damage, Knockdown duration: 1
**Weapon Categories:** Quarterstaves
I had been meaning to add staves as a style weapon to Karate for a while. I wanted to during the rebalance but the damage formulas made it difficult to use unarmed techniques while armed. In the end, I ignored changes involving that and did something else instead. The style weapons work with both buffs but the style only has a single weapon technique. I didn't want to bloat the style with too many techniques and risk overshadowing Bojutsu (#50010) by accident. Lastly, the style is still straight forward and easy to use with a new gimmick in Karate Kata. I know that people are going to ignore the unarmed side and only use weapons with Karate. But, you don't start out using a staff in Karate exclusively, you do unarmed training first. That's why you need Unarmed 3 to use Karate Kata. This way, you WILL have to put that staff down to learn Unarmed to get the most out of this style. As a result, this is a decent style that can carry you from beginning to end game by using it unarmed first and then with a good staff later on.
## Leopard Kung Fu
Name|Level Available|Type|Effect
---|---|---|---
Leopard's Strategy|Unarmed 0|Static Buff|Dexterity determines bonus bash damage instead of Strength
Leopard's Ambush|Unarmed 0|Static Buff|Gain Critical Hit chance equal to Dexterity
Leopard Swipe|Unarmed 0|Unarmed Tech|Rapid
Leopard Claw|Unarmed 1|Unarmed Crit Tech|+30% bash damage, -20% move cost
Leopard's Agility|Unarmed 2|OnCrit Buff|+1.0 Dodge skill. Lasts 2 turns
Leopard Fist|Unarmed 3|Unarmed Crit Tech|50% move cost, Stun duration: 1
Leopard Paw|Unarmed 4|Unarmed Tech|Feint
Leopard Pounce|Unarmed 5|Unarmed Crit Tech|Requires Leopard's Agility, +100% bash damage, Knockback distance: 1, knockback spread: 1, Stun duration: 2
Of all the styles I rebalanced, this is the one that always stuck out to me as being subpar and not fulfilling its purpose. In real life, Leopard Kung Fu is the speed version of Tiger Kung Fu. All offense using speed and little defense. I rebalanced the style with a "stalking cat" sort of theme but even that didn't pan out. Moving twice for 25% damage is bad. At best, you can start fights with it but doing in combat is not worth it at all. The new Leopard Kung Fu is a speed martial art that focuses on getting as many critical hits as possible. Dexterity boosts both damage and critical hit chance. You have three crit techniques to work with and they all do a variety of things. One requires you to crit once first before triggering but its the strongest attack in the style.
## Lizard Kung Fu
Name|Level Available|Type|Effect
---|---|---|---
Arm Block|Unarmed 0||
Lizard's Cunning| Unarmed 0|Static Buff|+2 Accuracy, +2 Block effectiveness
Lizard's Haven|Unarmed 0|Static Buff|+2 Accuracy, +2 Block effectiveness. +2.0 Dodge skill. Must be near a wall
Lizard Strike|Unarmed 0|Unarmed Tech|Rapid
Lizard Tail|Unarmed 1|Unarmed Crit Ok Tech|+20% damage
Lizard's Perch|Unarmed 2|OnPause Buff|+10% Bash damage. Lasts 4 turns. Must be near a wall
Lizard's Leap|Unarmed 3|OnMove Buff|+1.0 Dodge skill. Lasts 2 turns
Grab Break|Unarmed 3|Grab Break |
Lizard Wall Dive| Unarmed 4|Unarmed Crit Tech|+150% damage. Knockback distance: 1, knockback spread: 1. Stun duration: 2. Must be near a wall
Lizard's Venom|Unarmed 5|OnPause Buff|+15% Bash damage. Lasts 4 turns.
I am proud that I made Lizard Kung Fu into a working style with the rebalance but it needs to be improved to make up for its gimmick. In the new version, walls are still important but you are not helpless without one. Without a wall, you will be missing half your buffs and your best technique. Your buffs are a good combination of offense and defense with a decent duration, allowing you to camp next to a wall for a good while before needing to refresh them. Lastly, Lizard Wall Dive has knockback, so you need to decide if it is worth leaving you wall to pursue and finish off your foe or wait for them to come back to you. That and Lizard's Leap will keep you from standing in one spot forever.
## Ninjutsu
Name|Level Available|Type|Effect
---|---|---|---
Arm Block|Unarmed 3||
Ninjutsu Stance|Unarmed 0|Static Buff|Attacks are Quiet (generates no noise), movement is stealthy (generates 50% base noise)
Sneak Attack|Unarmed 0|Static Buff|Cannot have Loss of Surprise, +25% critical hit chance
Loss of Surprise|Unarmed 0|OnAttack Buff|Lasts 3 turns. Persists when swithcing styles.
Momentum Shift|Unarmed 2|OnMove Buff|+1.0 Dodge skill, Accuracy increased by 20% of Dexterity for 2 turns
Swift Strike|Melee 2|Melee & Unarmed Normal Tech|80% move cost
Swift Strike (crit)|Melee 2|Melee & Unarmed Crit Tech|Requires Loss of Surprise, 80% move cost
Escape Plan|Melee 3|OnKill Buff|+2 Dodge attempts, +10 speed. Lasts 3 turns. Persists when switching styles.
Assassinate|Melee 5|Melee Crit Tech|Cannot have Loss of Surprise, +30% damage, Stun duration: 1 turn
Ninjutsu Takedown|Unarmed 5|Unarmed Crit Tech|Cannot have Loss of Surprise, +100% bash damage, Knockdown duration: 2 turns, Stun duration: 2 turns
No matter how you look at it, Ninjutsu was overperforming. This is mainly due to the large damage bonuses on Sneak Attack and Assassinate with strong weapons (big weapons ALWAY cause this problem) so changing them were the key fixing the style. 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. Aside from reducing Assassinate's damage, I also changed Asssassinate and Ninjutsu Takedown to use the newly created "Forbidden Buffs" attribute to prevent them from triggering outside of your first attack. The style is built on "alpha striking" an enemy, finishing them off, then backing off to repeat. Lastly, I updated Swift Strike by spliting it into a normal and a crit version with the crit requiring Loss of Surprise. This means that if you crit on your "alpha strike" it WILL be Assassinate/Ninjutsu Takedown and instead of Swift Strike by accident.
## Snake Kung Fu
Name|Level Available|Type|Effect
---|---|---|---
Snake's Sight|Unarmed 0|Static Buff|Perception determines bonus Accuracy instead of Dexterity. Perception determines bonus bash damage instead of Strength
Snake Snap|Unarmed 0|Unarmed Tech|Rapid
Snake's Coil|Unarmed 1|OnPause Buff|+1 Accuracy, +1 Block Effectiveness, +5% critical hit chance. Lasts 4 turns, sticks 3 times
Snake Bite|Unarmed 2|OnHit Buff|Gain armor penetration equal to 25% of Perception. Lasts 2 turns, stacks 4 times.
Snake Fang|Unarmed 3|OnCrit Buff|Gain armor penetration equal to 100% of Perception. Lasts 1 turn
Snake Slide|Unarmed 4|Unarmed Tech|Feint
Snake Slither|Unarmed 4|Grab Break |
Snake Strike|Unarmed 5|Unarmed Crit Tech|Requires Snake's Coil, +50% bash damage, gain Armor Penetration equal to +100% of Perception
I liked the way Snake Kung Fu played. Waiting to attack with a strong, precise strike is true to the CDDA world and snakes in general. However, the style was under performing badly due to armor penetration being worse than raw damage. It doesn't help the some enemies have A LOT of armor. To fix this, I updated to style to have twice the penetration. Furthermore, I moved the armor penetration away from Snake's Coil and replaced that effect with a stacking critical hit chance boost and block effectiveness. The style should perform better with these upgrades.
## Tiger Kung Fu
Name|Level Available|Type|Effect
---|---|---|---
Tiger's Strength|Unarmed 0|Static Buff|Strength determines bonus Accuracy instead of Dexterity.
Grab Break|Unarmed 0|Grab Break |
Tiger Takedown|Unarmed 1|Unarmed Normal Tech|+25% bash damage, Down duration: 1
Tiger Fury|Unarmed 2|OnHit Buff|+1 Accuracy, +5% damage for 3 turns, stacks 3 times.
Tiger Palm|Unarmed 3|Unarmed Crit Ok Tech|+25% bash damage, Armor Penetration equal to 100% of Strength
Tiger Claw|Unarmed 4|Unarmed Crit Tech|+25% bash damage, Stun duration: 1
Tiger Rampage|Unarmed 5|Unarmed Crit Tech|+25% bash damage, AoE: Wide
Tiger Kung Fu is the "glass cannon" of the unarmed martial art styles. It should do the high damage but have no defense. Sadly, it hasn't been living up to that name. Part of the reason is because you had to "ramp up" the damage using Tiger Fury while other styles just started with more damage. While this is happening, you are getting hit and hurt waiting for Tiger Kung Fu to become good enough to fight with. If you can fully stack the Tiger Fury, you become dangerous but it was too much of a risk to do so. To fix this, all Tiger Kung Fu techniques now have a +25% damage bonus and Tiger Fury's damage bonus was reduced to 3 turns at +5% per stack. You get the same amount of damage overall but you have access to more damage sooner. I also added an Accuracy bonus to Tiger's Fury to offset any to-hit penalties you might get for taking damage while fighting. A new crit ok technique was added that gives the Armor Penetration bonus that the old OnCrit buff granted. In order to deal with groups better, Tiger Rampage is now a crit tech Wide AoE attack. These changes should help put the "cannon" back into the "glass cannon" that is supposed to be Tiger Kung Fu. Lastly, I made a small concession on the "glass" part by giving the style a Grab Break with the idea that holding down an angry tiger is really hard to do.
## Toad Kung Fu
Name|Level Available|Type|Effect
---|---|---|---
Arm Block|Unarmed 3||
Toad's Iron Skin|Unarmed 0|Static Buff|Gain Bash, Cut, and Stab Armor equal to 100% of Strength
Iron Skin Dissipation|Unarmed 0|OnMove Buff|Lose Bash, Cut, and Stab Armor equal to 20% of Strength for 5 turns, stacks 5 times. Persists when switching styles.
Toad Smack|Unarmed 1|Unarmed Crit Ok Tech|+25% bash damage
Toad's Venom|Unarmed 2|OnGetHit Buff|+15% Bash damage, Lasts 3 turns, stacks 3 times
Toad's Tongue|Unarmed 3|Unarmed Crit Ok Tech|Requires Toad's Venom, 50% move cost, Down duration: 2
Toad Smash|Unarmed 4|Unarmed Crit Tech|+40% bash damage, Stun duration: 1
Toad's Meditation|Unarmed 5|OnPause Buff|Gain Bash, Cut, and Stab Armor equal to 50% of Strength. Lasts 3 turns.
Losing the counters was bad, but I think Toad Kung Fu needed a fresh coat of pain in general. The style has always been a gimmicky martial art that people use for five minutes before moving on to something else. Having armor all the time IS strong but the style was lacking. The first thing you will notice about the new version is that the armor from the Static and OnPause buffs scale with Strength. This alone makes the style much more desireable. Pump up Strength to make yourself (nearly) invicible! Toad Smack and Toad Smash are your go-to techniques for damage. Nothing special but decent. Toad's Venom now gives +15% bash damage bonus and stacks 3 times which makes it useful in group combat if you block or get hit. Toad's Tongue was reworked to requiring Toad's Venom to trigger. It's meant to be used to "punish" your opponent for touching you. It lacks damage but you can use Toad's Tongue to get some breathing room by forcing the opponent to the ground quickly. This makes it more valuable in group combat by taking an enemy out of the fight for a few turns with a quick attack.
## Viper Kung Fu
Name|Level Available|Type|Effect
---|---|---|---
Viper's Patience|Unarmed 0|Static Buff|+1 Accuracy, +5% critical hit chance.
Viper's Venom|Unarmed 2|OnCrit Buff|+15% Bash damage, Lasts 4 turns.
Viper's Rattle|Unarmed 2|OnHit Buff|+1 Accuracy, +1.0 Dodging skill. Lasts 3 turns, stacks 2 times
Viper Fist|Unarmed 0|Unarmed Tech|Rapid
Viper Hiss|Unarmed 2|Unarmed Tech|Feint
Viper Bite|Unarmed 2|Unarmed Crit Tech|+33% bash damage, Stun duration: 2
Viper Tail|Unarmed 2|Unarmed Tech|Requires a stunned target, +50% bash damage, weighting: 4
Viper Strike|Unarmed 2|Unarmed Tech|Requires a stunned target, +200% bash damage, weighting: 4
Viper Kung Fu had the same issue as Dragon Kung Fu, it needed a dodge to start its offense. And while I thought the three-hit combo was kinda cool, it was difficult to get it to work in practice. The new Viper Kung Fu is the "bully" of the unarmed combat styles. It attacks repeatedly, looking for a critical hit to stun the target and then unleashing really strong techniques once they are helpless. The downside to the style is all your defense comes from attacking so you need to make sure you are getting hits in and not being surrounded by foes.
## Zui Quan
Name|Level Available|Type|Effect
---|---|---|---
Zui Quan Stance|Unarmed 0|Static Buff|Dodge skill increased by 20% of Intelligence.
Drunk Fist|Unarmed 0|Unarmed Crit ok Tech|+25% Bash damage
Drunken Dodging|Unarmed 1|OnDodge Buff|Gain +20% damage. Lasts 2 turn, stacks 4 times.
Drunk Feint|Unarmed 2|Unarmed Tech|Feint
Drunken Stumble|Unarmed 3|OnMove Buff|+2 Dodge attempts. Lasts 3 turns.
Grab Break|Unarmed 4|Unarmed Tech|Grab Break
Advanced Zui Quan|Unarmed 5|Static Buff|+1 Dodge attemps, Accuracy increased by 20% of Intelligence.
Just like Aikido, Zui Quan needed some serious changes to make up for the lose of its counters. The old version of Zui Quan worked by spreading damage across multiple attackers for free by risking themselves against a group. While Crane Kung Fu favors dodging to setup techniques to control a single enemy, the new Zui Quan uses rapid dodging to improve its damage output. Drunk Fist is an all purpose attack technique for the style. Drunken Dodging now improve damage on every successful dodge. Zui Quan Stance and Adanced Zui Quan's bonuses were raised to 20% as well.
### New Attribute: Forbidden Buffs
This new attribute is the reverse of the Required Buffs attribute. If a listed buff is active on the player, a buff or technique with this attribute will CANNOT trigger. There are two version of this attribute: Forbidden Buff Any which prevents activation if ANY of the buffs are present and Forbidden Buff All which prevents activation if ALL the listed buffs are present.
# Describe alternatives you've considered
Once again all of these are works in progress. Feeback is appreciated. There will mostly likely be changes as I playtest and implemented the updates.
# PR Tracking List
- [x] Add Forbidden Buffs attribute (#51950)
- [x] Minor updates to multiple martial arts styles (#52036)
- [x] Remove "tec_counter" from weapons and techniques.json (#52078)
- [x] Aikido (#52102)
- [x] Crane Kung Fu (#52167)
- [x] Dragon Kung Fu (#52177)
- [x] Karate (#52305)
- [x] Leopard Kung Fu (#52315)
- [x] Lizard Kung Fu (#52355)
- [x] Ninjutsu (#52390)
- [x] Snake Kung Fu (#52414)
- [x] Tiger Kung Fu (#52500)
- [x] Toad Kung Fu (#52538)
- [x] Viper Kung Fu (#52552)
- [x] Zui Quan (#52661)