The Nature Damage Budget
To keep PvP fair against a 500-health ceiling, each cast of a nature-release jutsu (the five natures, the kekkei genkai, and a few others) has a ceiling: the most it may do to any one target, with all its hits together (burst, burning ground, every pulse of a stream, every shot of a volley).
Ceilings
- Table ceilings (mod scale, before the 1.3x raise below), for example: Fire Release root 30; Flame Bullet and Phoenix Flower 40; Great Fireball and Running Fire 45; Dragon Fire 50; Ash Pile 55; Dragon Flame, Mist Blaze and Crimson Spider 60; Fire Dragon Flame Bullet and Toad Oil 70; Great Dragon Fire 75. Wind runs from 30 (Gale Palm) to 70 (Great Sickle Weasel), Rasengan 63. Water from 20 (Syrup Trap) to 75 (Water Collision Wave). Lightning from 35 (Electromagnetic Murder) to 70 (Black Panther, Lightning Cutter), Chidori 63. Earth from 25 (Mud Wall) to 70 (Swamp, Moving Earth Core). Kekkei genkai come in bands of 40 / 50 / 60 / 70 / 80 / 90 / 100.
- Every table ceiling is raised by 1.3x, but none past 120.
- Master and ultimate releases stand above the rest with their own ceilings:
- 175: Majestic Flame Annihilation, Majestic Destroyer Flame, Rasenshuriken, Kirin.
- 200: Divine Wind, Pressure Damage, Great Shark Bullet, Lightning Strike, Sandwich, Black Dragon Blizzard, C3, Demon Dragon Storm, Extreme Hurricane, Extremely Steaming Murder, Iron Sand World Method, Seedling Fern Dance, Kagutsuchi, Nativity of a World of Trees.
- 300: C0, C4 Karura, Kan'on.
- 400: Dust Beam.
- 500: Detachment of the Primitive World.
- Their base hits are multiplied by 2.5 to fill these ceilings. The Jutsu page's "Max damage" shows these numbers.
How Much of the Ceiling a Cast Gets
- An uncharged cast (charge 1.0) can do 60% of the ceiling (a tap, 30%); it rises with charge to 100% at the jutsu's highest cap (at full mastery).
- Jutsu whose top cap is 1.0, and the "always full" set (Kirin, Rasenshuriken, Dust Beam, Detachment of the Primitive World, Sand Burial), always get their whole ceiling, charged or not, and their first hit may take all of it.
Hit Pacing
- After a target's first hit, one cast lands on them at most once every 0.5 s (hits at the same instant count as one).
- The first hit of a single blow or volley may take up to 70% of the budget (30% if it's the opening hit from a field), then each further hit up to 15% of what's left (but at least 3% of the budget).
- Lingering jutsu (streams, burning fields, floods) spread their budget evenly over their length, so whoever stays in the whole time takes all of it over the first 80% or so of the duration; whoever arrives late gets only the late part; leaving and coming back doesn't reset it. A lingering jutsu's opening blow (the blast before the fire it leaves) takes at most 35%.
- Every non-spread hit of a nature release lands 1.15x harder than its base value.