Threads Of Destiny(Eastern Fantasy, Sequel to Forge of Destiny)

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Btw, can someone please explain the difference between Fade and Spiritual Avoid? The info post seems unclear on the subject.
 
Btw, can someone please explain the difference between Fade and Spiritual Avoid? The info post seems unclear on the subject.
Sure, "Fade" is a skill that is used to help calculate the Derived Stat "Spiritual Avoid." The other stat for us is going to probably be "Manipulation" as that is stronger for us than "Wits."

Edit: To calculate a Derived Stat a skill and an attribute is used. "Manipulation" and "Wits" are both attributes.
 
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Current Meridians: Head(Wind), Heart (Music, Wind)
Head: 3
-Wind(HDW) blank x2
Harmony of the Dancing Wind
Potency: Green 1
Potency Growth: Green 2(3), Green 3(5)
Max Level 5
Needed Meridians: Head x2, Heart x1(1), Heart(3), Head(5)
Keywords: Connections, Empathy, Presence, Perceptiveness, Manipulation, Music, Wind, Yang
Experience: 100, 150, 200, 300, 400
Mmmh, I don't think HDW is meant to only have 1 head meridian, or FSS lung is meant to be dark (when previous update said it was water). @yrsillar we'll send you PMs with the actual stat/skills/derived skills/ meridians later, I think you shouldn't be exhausting yourself just after an update :D
 
If I'm reading it right we have :

When a target struck by the singing mist blade is assailed by a damaging technique from its user, the swords song echoes, enhancing the damage and penetration of the technique.

A defense debuff and

The singing Mist blade's song grates on an enemies spirit, wearing them down as it circles and swipes at their defenses. With each passing moment, the blade wears away at an enemies spiritual armor and drains away threads of qi

more DoTs?
 
IC: we lack concentrated punch while having more mook killing techs than we can cast.
Thread: voting for yet more slow attrition instead of damage, when we are presented with an easy and strong option that synergizes with our stacking modifiers style.

Come on.

[X] Began to sing a more coherent song that echoed her own
 
IC: we lack concentrated punch while having more mook killing techs than we can cast.
Thread: voting for yet more slow attrition instead of damage, when we are presented with an easy and strong option that synergizes with our stacking modifiers style.

Come on.

[X] Began to sing a more coherent song that echoed her own

Litterally just got an armor ignoring super punch.

Admittedly, it's touch range. Luckily SCS comes with a gap closer/backstab.
 
Here's a quick diff+impressions on these art levels comparing their level 1 and level 4:

HDW1 -> HDW4
  • Cost: cost 3->4 meridians, +650 xp
  • Passives:
    > 5->10 Combat Perception, Spiritual Hit, Spirit Avoid (25->40 in passives)
  • Techs:
    • Spring Breeze Canto
      - Duration: Long->Persistent
    • Summer's Day Rising
      - Duration: Short->Long
      - "bolstering allies significantly against"
    • Industrious Labors of Fall: C (new)
      Duration: Short
      The third piece, which speaks of the labors made in preparation for the long winter ahead, steadies the musicians audience and fills them with determination for the trials ahead. Bolsters the armor, health and Resist of listeners, with greater effects on targets of higher bond.
Notable:
  • No change besides duration on the only Perception tech (and Long-> Persistent is practically a meaningless change for a D-rank effect).
  • Summer Day's Rising got a decent boost; short-> long duration and a bigger defensive effect.
  • Industrious Labors of Fall seems like a decent team buff, but short duration makes it limited use atm. (Also why the hell is Resist included in the buffs, HDW is from the perception/stealth/wind/connections Dive).
SES1 -> SES4, cost +1 meridian, 750 xp
  • Cost 2->4 meridians, 750 xp
  • Lost "Perseverance" keyword (mistake?)
  • Passives:
    - 10->15 resist, +10 composure, +10 health (20->35 useful, +10 attribute)
  • Techs
    • Intractable Roots:
      - absolutely nothing changed (really resist Art?)
    • Heaven Scarred Trunk:
      - Duration: Short->Long
      - "and greatly reduces the effects of any spiritual debuffs targeting them"
    • (new) Bark Worn Rough: C
      Duration: Immediate
      Damage: E
      While Heaven Scarred Trunk is active, the user may activate this technique whenever targeted by a spiritual attack. Sharpening their own spirit into rough edges, the user damages the spirit of the enemy who targeted her if their own assault fails.
Notable:
  • No change at all on the single (and only) Resist tech of this Resist/sp.def Art.
  • Heaven Scarred Trunk got a good boost; long duration and increased anti-Debuff effect makes it rather potent for spiritual defense.
  • Bark Worn Rough is a worse Tranquil Rebuke at C-rank cost from an Appraisal Art no less. For comparison, in addition to being a counter, TR does:
    • Self-dispel 2 of effects
    • Counter-debuff enemy sp.def (last Short)
Overall impression:
  • Passives got a decent boost, +15ish overall, so ~+5 per level. They're fine.
  • Tech improvement was rather abysmal, feels more like Level 1->2 and not Level 1->4, and definitely not Early->Appraisal material.
    • All our Core arts exhibited a rather big jump in power going from Early to Appraisal. I'm not expecting comparable Potency, but I am expecting more than this.
    • For reference, the amount of xp each of these arts just got was cost more than each of the following:
      > FVM5->7, TRF0->5, TRF5->6, FSS0->4.
      > The total xp of SES+HDW is about as much as all of FSS.
  • New techs are okay? At least the one for HDW is. SES is just hilariously bad.
  • More of an annoyance; Art focus:
    • We picked HDW and SES as batches to serve very specific purposes: Perception and Resist, respectively.
    • These areas are the ones the Arts improved in the least.
    • For a social perception art, HDW has 0 social perception (or any social) effects for some reason, instead acting like a team sp.def Art I'd expect from IMH.
Now granted, we haven't seen level 5 caps of these (though we should when @yrsillar gets to them), but those caps will be caps and also a level into Foundation. These Arts shouldn't need that level of power to appear reasonably impressive by Early Green Art standards.

EDIT: To elaborate a bit: This "badness" compared to core arts would be tolerable if these Archive Arts didn't also take up so much meridian space. As is, SES going from 2 spine to 4 spine feels like a net loss given the gains.
 
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[x] Began to sing a more coherent song that echoed her own

Ok, if we were still in the old system I'd like "eerie" more, but in the narrative system I think that this will just come off as stronger. People were complaining about our blade feeling weak before, and continuing on those more subtle effects isn't going to help there I don't think. Something like this, where the blade can have clear discrete effects tied to our actions rather than some vague background thing would, I think, do a lot.

The second point is that there is some really nice synergy here. Remember that a) our sword is AoE, and b) Hoarfrost Refrain is now AoE at base.

I'm sure you can see where I'm going there :V

And then, of course, we have Dissonance as well. Being able to throw our sword into clumps of tough enemies to have it ramp up dissonance like that could also be pretty handy.
 
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