LordOfMurder
Bhaal
- Location
- Australia
Chasing awesome fight scenes is the very essence of a Rihaku quest.Chasing awesome fight scenes is what got us into this mess in the first place.
Chasing awesome fight scenes is the very essence of a Rihaku quest.Chasing awesome fight scenes is what got us into this mess in the first place.
You mean literally what caused us to be in this situation to begin with, only with a 20% chance of death or crippling injury tacked on?An awesome fight scene and an 80% chance of substantial rewards?
10% "quest ends" is not "a little risky"!!!!Sure this is risky, but we'll always be doing something that's a little risky. When we're back up to max HP all we'll be doing is picking harder fights that are just as risky to us then as this is to us now.
If it does have that much effect, it'll be because we're constantly recklessly increasing our chance of death by making suicidally ill-advised choices. In which case we'll just keep making more such choices until one of them kills us anyway.
Can we PLEASE take some low risk options until we recover our full strength? Please?
Then you are not very good at math, I'm afraid.This for example I would say is less cumulative risk than Peak Fish was with far higher rewards.
Watch.It really is, though. 10% is a pretty narrow chance, it just feels big because you're worried about the consequences.
Not even close. See, we had multiple options that would have at least partially mitigated that and we never chose the optimal one until sleeping in. So.. no. Not nearly as risky.You don't think the hellish exhaustion modifier isn't worse than a one time 1/10 dice roll? I think it's quite a bit worse personally.
Not even close. See, we had multiple options that would have at least partially mitigated that and we never chose the optimal one until sleeping in. So.. no. Not nearly as risky.
And we're not rolling ten times, we're rolling once. It's a 90% chance we walk away better off than we do under the other options.
You mean 50%.
50% Chance of Unambiguous victory.
30% Chance we get something stacking on top of Exhausted or swap it with something else
10% Chance we get something even worse than Exhausted on top of Exhausted or swap exhausted for something worse
10% Chance of Death
Every choice we make will have the possibility of increasing our risk of death, either because of the action itself has it built in or because the action doesn't pursue advancement aggressively enough and gets us closer to falling off the treadmill. It simply becomes more blatant when the odds are baldly stated so the perceived risk gets inflated. This for example I would say is less cumulative risk than Peak Fish was with far higher rewards.
For this particular pick the gains come with the risk yes but taking low risk options while weak and higher risk when strong wouldn't necessarily change much, we're not going to get the same gains from this beast at full strength, it would require a stronger one so the odds per point of 'value' wouldn't actually shift hugely.
The main thing is about choosing when to try to sprint past the front of the treadmill and be safe for a while. I think this is a decent springboard but it could be there's better ones waiting if we play conservatively. I don't see that as guaranteed though.
It must be snowing in hell, for the red option to be the path of safety and moderation. Still, this is a better result than expected for hunting without access to a tracking technique, and I'm honestly happy to just take the win and walk away Arete-positive, however tempting Second Stage and the other shinies dangling in front of us may be.
And also I think this is a good in to findross research, considering that we didn't save Total Eclipse. Going to need to happen sometime. As-is, Gisena is...too squishy. I mean, in a good way, but also in a bad way. Healing is only relevant when your companions can survive attacks.
"Mister LAW!!" Lilea, indignation writ in every inch, assembled her meagre height into a fearsome stele of outrage. "How many times must I tell you not to eat dry ramen in the library!! We have a restaurant for any cuisine you desire, if only you would consume it on the premises!!! You can even have freshly cooked, professional ramen, with free toppings and refills!!!! And SOUP!"
Speaking from the perspective of someone who slogged through all of Ward, that may not be the best example!The ability to heal others also offers considerable social utility! People are a lot more likely to forgive Panacea acting like a tyrant than Assault!
This point recognizes that there is a net increase in risk of death as we grow in strength and inevitably face greater and greater enemies. What this point doesn't recognize is that increases past the mean still increase risk-- and many of us view that to be an increase past an acceptable degree. We are currently reducing the risk of death with most of our choices, either pursuing utility effects or increasing base power, which naturally mitigates the increasing risk over time because we too grow stronger in concert with the increase in difficulty.
In addition, it's contestable that not running as aggressively as possible will get us kicked off the treadmilll. Aside from the fact that we're probably not behind the curve, there's a 4/10 chance that our progression gets hampered in a meaningful way due to complications, and a 1/10 chance that we stop progressing entirely. The other two options pursue strength in other ways, with the Plumed Offering giving us Arete to take more powerful options in the future, and the Mire Wolf gives us two selections. As such, the comparative benefit Tyrant Beast has over the other two would be an additional +0.5 Arete, reduced Apocryphal proc chance, and resetting A Hunger, Sated. This does not outweigh leaving our companions alone and in a vulnerable state for 10 hours, risking death ourselves, and guaranteed permanent damage for Letrizia.
The safest option but it cost us and we only get 1 selection. We do get 0.5 Arete from it... and money, I guess?[ ] The Plumed Offering - Hunger encountered a group of traders who, stunned by his force of personality and breathtaking appearance, happily traded him a magnificent regenerating creature for the King Fish's Scale and meat. The tormented beast had spent its life regularly being carved for steaks and was relieved to experience the blissful release of death.
100% Chance of Uneventful Victory
+0.5 Arete, 1 Selection
Time Spent: 4 Hours
Lose King Fish's Scale
Lose King Fish Meat
Gain Money
20% chance of complications is bad, but in the grand scheme of things it's probably worth it? We get 2 selections, we don't lose anything and we only spend 2 hours, minimizing the chances of an attack on our companions.[ ] The Mire Wolf - Deep in the swamps at the far edge of the lake lay a legendary predator: part direwolf, part alligator, whose fangs were ivory daggers, whose flesh was stone carapace, the shock of its tail a dragon's thrashing. Feared for its nigh-unkillable resilience and dogged pursuit of prey, but Hunger drew it out and in prolonged battle slew it, the Fell-Handed Stroke and power of Ruin too much for even its undying thews to withstand.
80% Chance of Uneventful Victory
20% Chance of Complication (an unhealable wound, poison, or some other moderately inconvenient long-term debuff)
No Arete, 2 Selections
Time Spent: Only 2 Hours! Minimal chance of Gisena / Letrizia being attacked, as you're close by anyway.
10% chance of death. NO.[ ] The Tyrant Beast - Of course the Apocryphal Curse would strike once again when he was wounded and separated from his allies. Nonetheless Hunger mustered all his remaining strength to oppose the creature which reminded him so much of the man he gave everything to slay. Its towering bulk, its claws like drawn sabers, its scales like congealed lead - all paled before the glint of cold experience in its eye, evaluating him as rival or prize.
50% Chance of Uneventful Victory
30% Chance of Complication
10% Chance of Grievous Complication (very inconvenient long-term debuff)
10% Chance of Death
+1 Arete, 2 Selections
+0.25 Astral Rank if successful
Reduced % of Apocryphal Curse for 2 weeks
Resets A Hunger, Sated (gain ~2 days)
Time Spent: 10 Hours. Letrizia will suffer some minor permanent damage, nothing that would noticeably impair her. Reversible with Pristine Star and similar effects.
This solves our problem entirely at no Arete cost, but it's very slow.[ ] Evening Sky - Pristine Star - The wearer and those regularly in his presence will always heal completely, without complications or scarring, even from grievous or amputating wounds. Grants resistance to illness and disease. Healing is somewhat accelerated, in that one may expect to recover from even the worst of survivable injuries in about two weeks.
Enemy effects may contest this.
Allows us to heal Letrizia fast and open a path towards unlocking findross, but doesn't do anything for our own wounds.[ ] Evening Sky - Shine Bright - 2 Arete. The wearer can slowly (over the course of several minutes) heal most forms of wound, illness and disease in others. Sustainable in moderation, draining if overused. Creates noticeable illumination, useful in dungeons but can attract attention. Does not work on the wearer. Greater Charisma modestly improves healing efficacy, speed, stamina cost.
Unlocks a path of findross related research.
Insanely strong for 2 Arete. Double our health pool while giving us a conditional form of healing. We're even arguably stronger in our second form, plus it unlocks multiple new options! Sadly, it doesn't actually help us heal Letrizia, but if we get 2 picks we can get another option that does that.[ ] Forebear's Blade - Second Stage - 2 Arete. Those who believed the Forebear felled were in for an unpleasant surprise. Upon reaching 0% health, instead of dying manifest as your Second Stage, a being of wraithflesh and shadow that pierces the curtain of the real. If your Second Stage is not slain, revert to your ordinary human form, fully healed, after a night has passed. Second Stage has [-Strength, +Agility], weakness to certain uncommon types of damage, and minor phasing abilities. Your Artifacts phase with you.
Pre-requisite for Form of Rage. Pre-requisite for Final Form. Second Stage prevents most forms of overflow damage.
It's very good at protecting the people we care about and the stat boosts are nice, but in term of personal power this is an extremely inefficient use of Arete.[ ] Forebear's Blade - Echo of the Forebear + Undying Echo + Undying Vanguard - 7 Arete. Taking Echo of the Forebear (1 pick) and Undying Echo (2 Arete) unlocks Undying Vanguard (upgrade to Undying Echo, 5 Arete).
Where tread the Forebear, his men would not fall, for the shadow of his presence could turn even death aside. And for his most stalwart servants, the reach of his shadow spanned continents and worlds.
Choose up to 5 companions whose true Astral Ranks do not exceed your own. They receive bonus Protection, Constitution and regeneration depending on both your relative power levels and their level of loyalty to you. A highly loyal companion would be about as difficult to kill as you yourself are, including the effects of your Artifacts. [+Might, +Agility, +++Constitution]
You personally don't receive any healing from this, though the extra Constitution will increase your effective health. While this offers comprehensive protection to your companions, it is expensive protection that does not really help you scale.
Very strong combat boost that also provides personal healing. 7 Arete is a lot to spend when we're trying to save for a 25 Arete effect, though... Also, it doesn't do anything for Letrizia, though with 2 picks that's probably fine.[ ] Hunger - Pitiless Maw - 7 Arete. A Conjunctional Advancement that requires the Forebear's Blade. How can hunger perish from this world? So long as there is one hungering thing, it will emerge again and again to feast upon this realm of mere phenomena. Passively restore health equal to 100% of the damage you deal in melee combat, and triples the Power of Ruin associated with melee strikes.
This average rate of healing offered by this effect vastly surpasses that offered by the other effects here. This is compounded by the additional armor-penetrating effect of tripled Ruin. It doesn't help you heal Letrizia, but you'll be able to heal yourself and protect her much more effectively while she's recuperating! Incredible sustain that lets you take on armies of moderately weaker enemies, and even stronger enemies without powerful burst attacks may struggle to fell you. Beware the melee range limitation, however.
Speaking from the perspective of someone who slogged through all of Ward, that may not be the best example!
Still, there's a lot or inferential power inherent in even possessing the ability to heal. Seram extracted aid from the Sorceress Council despite the Brand, though he had limited resurrection rather than healing, a more valuable service. A lot of Shine Bright's value depends on how good the Human Sphere's healthcare is, but it's at least a noble gesture in the face of the Decimator's Affliction. By exerting himself, Hunger could instead nourish the world his presence drains by slow degrees.
This point recognizes that there is a net increase in risk of death as we grow in strength and inevitably face greater and greater enemies. What this point doesn't recognize is that increases past the mean still increase risk-- and many of us view that to be an increase past an acceptable degree. We are currently reducing the risk of death with most of our choices, either pursuing utility effects or increasing base power, which naturally mitigates the increasing risk over time because we too grow stronger in concert with the increase in difficulty.
In addition, it's contestable that not running as aggressively as possible will get us kicked off the treadmilll. Aside from the fact that we're probably not behind the curve, there's a 4/10 chance that our progression gets hampered in a meaningful way due to complications, and a 1/10 chance that we stop progressing entirely. The other two options pursue strength in other ways, with the Plumed Offering giving us Arete to take more powerful options in the future, and the Mire Wolf gives us two selections. As such, the comparative benefit Tyrant Beast has over the other two would be an additional +0.5 Arete, reduced Apocryphal proc chance, and resetting A Hunger, Sated. This does not outweigh leaving our companions alone and in a vulnerable state for 10 hours, risking death ourselves, and guaranteed permanent damage for Letrizia.
We are currently reducing the risk of death with most of our choices, either pursuing utility effects or increasing base power, which naturally mitigates the increasing risk over time because we too grow stronger in concert with the increase in difficulty.
This does not outweigh leaving our companions alone and in a vulnerable state for 10 hours, risking death ourselves, and guaranteed permanent damage for Letrizia.