The Path Unending (A Cultivation Quest)

[X] Greater Efficiency. (Kong Zhi is far more used to manipulating his own anam than he once was. He no longer suffers from the 10% penalty towards combat techniques inherent to the Kong Family Cycling Technique.)
 
[X] Added Utility. (When Kong Zhi is not at a Natural Wonder, he can still attempt to cycle ambient anam. He may cycle at a location not strong in anam and gain an amount of anam equal to his WIT that is appropriately aspected.)

It's weird but I'm favoring it as a hedge for wonders getting depleted, needing to cycle in an extended field excursion, or even stranger circumstances such as being captured.
 
@Vesvius is the WIT cap on Utility per roll or per action?
@Vesvius Is the first option 2 per action or 2 per cycling roll(total of 8 per action)?
With the Added Utility option, there is no roll. You just get your WIT's worth of anam for every action spent cycling somewhere that's not a Wonder. It isn't the most powerful, but it makes up for it by allowing Kong Zhi to cycle wherever he wants to, either for rare aspects or if you are in a location with no Wonders.
 
[X] Added Utility. (When Kong Zhi is not at a Natural Wonder, he can still attempt to cycle ambient anam. He may cycle at a location not strong in anam and gain an amount of anam equal to his WIT that is appropriately aspected.)
 
[X] Greater Efficiency. (Kong Zhi is far more used to manipulating his own anam than he once was. He no longer suffers from the 10% penalty towards combat techniques inherent to the Kong Family Cycling Technique.)
 
Changing my vote to:

[X] Added Utility. (When Kong Zhi is not at a Natural Wonder, he can still attempt to cycle ambient anam. He may cycle at a location not strong in anam and gain an amount of anam equal to his WIT that is appropriately aspected.)

So that Kong Zhi can cycle Fate Anam from Sun Yijun.

And then Kong Zhi can teach the technique to Sun Yijun, so that Sun Yijun can in turn cycle Time Anam from Kong Zhi.

Just bros being bros, sharing vital essences with each other.
 
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[X] Greater Efficiency. (Kong Zhi is far more used to manipulating his own anam than he once was. He no longer suffers from the 10% penalty towards combat techniques inherent to the Kong Family Cycling Technique.)
 
[X] Added Utility. (When Kong Zhi is not at a Natural Wonder, he can still attempt to cycle ambient anam. He may cycle at a location not strong in anam and gain an amount of anam equal to his WIT that is appropriately aspected.)

DD is so close!
 
[X] Enhanced Recovery. (Kong Zhi's breathing technique now bolsters his core, increasing it's own productivity. Kong Zhi's EMP is doubled when calculating anam regeneration rate.)

Some updated numbers on fractal:

4 actions - 34.91 % change of hitting 58 successes
5 actions - 81.34 % change of hitting 58 successes
6 actions - 97.51 % change of hitting 58 successes
Infusing:
3 actions - 65.33 % change of hitting 56 successes
4 actions - 98.42 % change of hitting 56 successes
2 actions - 9.48 % change of hitting 51 successes
3 actions - 83.13 % change of hitting 51 successes
4 actions - 99.5 % change of hitting 51 successes
4 actions - 36.25 % change of hitting 84 successes
5 actions - 89.29 % change of hitting 84 successes

So at a glance doubling down would be about 6ish actions (4.5 from crafting and 1.5 from extra infusion cost)
 
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[X] Greater Efficiency. (Kong Zhi is far more used to manipulating his own anam than he once was. He no longer suffers from the 10% penalty towards combat techniques inherent to the Kong Family Cycling Technique.)
 
[X] Greater Efficiency. (Kong Zhi is far more used to manipulating his own anam than he once was. He no longer suffers from the 10% penalty towards combat techniques inherent to the Kong Family Cycling Technique.)

Some updated numbers on fractal:

4 actions - 34.91 % change of hitting 58 successes
5 actions - 81.34 % change of hitting 58 successes
6 actions - 97.51 % change of hitting 58 successes
Infusing:
3 actions - 65.33 % change of hitting 56 successes
4 actions - 98.42 % change of hitting 56 successes
2 actions - 9.48 % change of hitting 51 successes
3 actions - 83.13 % change of hitting 51 successes
4 actions - 99.5 % change of hitting 51 successes
4 actions - 36.25 % change of hitting 84 successes
5 actions - 89.29 % change of hitting 84 successes

So at a glance doubling down would be about 6ish actions (4.5 from crafting and 1.5 from extra infusion cost)
What about the infusion numbers if we repair the Rainbow Eyes?
 
What about the infusion numbers if we repair the Rainbow Eyes?
Infusion successes are 18.67 per action without Rainbow Eyes, 25.67 with. This means we can reliably finish infusion off with three actions for no DD, and four actions for with DD.

However, Rainbow Eyes takes one action and one talent to repair, so now we're back to four and five, which are our original numbers for infusion.
 
Everyone, please stop. You're making a terrible mistake. We could have a 10% decreased anam cost for combat moves, or a 50% increase in anam generation (up to 100% potentially). I know our measly anam generation hasn't been the largest problem, but if we start using anam even a bit more that's going to be a drain of actions. But wait, it gets worse. Because of rounding, 10% decreased anam cost is useless until we get a technique that costs 5 or more anam, which none of our current combat techniques do. Greater efficiency is a complete waste, which doesn't even come close to competing with enhanced recovery.

[X] Enhanced Recovery. (Kong Zhi's breathing technique now bolsters his core, increasing it's own productivity. Kong Zhi's EMP is doubled when calculating anam regeneration rate.)
 
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Infusion successes are 18.67 per action without Rainbow Eyes, 25.67 with. This means we can reliably finish infusion off with three actions for no DD, and four actions for with DD.

However, Rainbow Eyes takes one action and one talent to repair, so now we're back to four and five, which are our original numbers for infusion.
If it's basically the same I feel like we should repair them then so we get the bonus to other cycling actions.
 
If it's basically the same I feel like we should repair them then so we get the bonus to other cycling actions.
While that may initially seem wise, bear in mind, on average the Rainbow Eyes gets depleted after 100 Cycling dice run through it.

Our projected expectations are that we will burn through roughly that many in the infusion step, so we won't be able to use it for other cycling actions. (To be precise, 84 for 3 and 116 for four.)

Now, if you want to refuel the Rainbow Eyes with no expectation of using it to accelerate infusion, be my guest. I'd imagine it would be useful for advancing Shatter the Mirror, since we'd be reliably able to take all the anam from the Second in an action.
 
[X] Enhanced Recovery. (Kong Zhi's breathing technique now bolsters his core, increasing it's own productivity. Kong Zhi's EMP is doubled when calculating anam regeneration rate.)
 
Core of the Forge Eternal: Kong Zhi has taken the Soldier's Step by forging a core of Steel, Smoke, and primarily Time in the very heart of his spirit. He now generates his own unaspected anam at a rate of 2 points per day (Empathy(Primary Attribute)/3). Time Techniques are 30% less expensive to learn and use. Steel Techniques are 10% less expensive to learn and use. Smoke Techniques are 10% less expensive to learn and use. Mist Techniques are 10% more expensive to learn and use. Lightning Techniques are 10% more expensive to learn and use. Fate Techniques cost 50% more to learn and cause Kong Zhi mental stress if used. ??? Techniques cannot be learned at all.
If Added Utility wins, let's try cycling some Fate Anam from Sleepy Hat Bro and see if Kong Zhi combusts internally and/or gains a new Insight. Gotta take some risks to advance in the world of cultivation.
So, drawing from the character sheet, we know what trying to use Fate Anam will do to us-it'll be one and a half-times harder then another technique, and MORE IMPORTANTLY it causes Mental Stress on use. Which sounds like it's NOT something we can afford to do often.
 
[x] Greater Efficiency. (Kong Zhi is far more used to manipulating his own anam than he once was. He no longer suffers from the 10% penalty towards combat techniques inherent to the Kong Family Cycling Technique.)
 
BookOfPortals convinced me.

[X] Enhanced Recovery. (Kong Zhi's breathing technique now bolsters his core, increasing it's own productivity. Kong Zhi's EMP is doubled when calculating anam regeneration rate.)
 
Switching to Enhanced Recovery, it makes the most impact now and I doubt this will be the last time we advance our breathing technique. It'll make sense to go efficiency when we have learned a bunch of bigger techniques.

[x] Enhanced Recovery. (Kong Zhi's breathing technique now bolsters his core, increasing it's own productivity. Kong Zhi's EMP is doubled when calculating anam regeneration rate.)
 
[X] Enhanced Recovery. (Kong Zhi's breathing technique now bolsters his core, increasing it's own productivity. Kong Zhi's EMP is doubled when calculating anam regeneration rate.)

Good point, yeah
 
[X] Enhanced Recovery. (Kong Zhi's breathing technique now bolsters his core, increasing it's own productivity. Kong Zhi's EMP is doubled when calculating anam regeneration rate.)

I like the idea of our forge core being extra productive. It seems like a cool tie in with the name.
 
Woohoo! Nice rolls for a change.

The Cycling Manuals do what I was expecting from them, but many cool options. Not sure which way I'd like to go here.
Able to Cycle anywhere KZ? No longer penalised for Combat KZ? or I am a font of anam KZ?
Decisions...

Do we have any plans to significantly increase WIT in the nearish future? If not, picking Utility would be a waste.
None active, but we've been looking at the fact that it caps the Craft (Charm) skill, so it is likely we'd go shopping for a suitable Technique soon.

Now, if you want to refuel the Rainbow Eyes with no expectation of using it to accelerate infusion, be my guest. I'd imagine it would be useful for advancing Shatter the Mirror, since we'd be reliably able to take all the anam from the Second in an action.
^This. RE usage is more action efficient than attempting to Cycle at the Second twice in one week. That will not change any time soon.
 
Everyone, please stop. You're making a terrible mistake. We could have a 10% decreased anam cost for combat moves, or a 50% increase in anam generation (up to 100% potentially). I know our measly anam generation hasn't been the largest problem, but if we start using anam even a bit more that's going to be a drain of actions. But wait, it gets worse. Because of rounding, 10% decreased anam cost is useless until we get a technique that costs 5 or more anam, which none of our current combat techniques do. Greater efficiency is a complete waste, which doesn't even come close to competing with enhanced recovery.

[X] Enhanced Recovery. (Kong Zhi's breathing technique now bolsters his core, increasing it's own productivity. Kong Zhi's EMP is doubled when calculating anam regeneration rate.)

Counterpoint; Anam comes in whole units. We're not getting a 10% discount, we're getting rid of a 10% penalty that causes existing expenditures to round up. That has and will hurt us a lot. We can always prepare carefully and enter a situation with full Anam, but once we're in combat, the fact that we were slightly more efficient in our preparations won't be as big a deal as having more life-saving Anam to spend on not dying.
 
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