Hogwarts Sect of Witchcraft and Wizardry

Cool, thanks! Last thing, sorry (and as usual feel free to ignore me/tell me to shove it if you can't be bothered or for whatever reason ^^): what are the October odds if you swap History and Meridians (and end up getting 4 or 5 slots in September)?
 
For future plans I would like to recommend getting at least one potion. They're our combat focus, and with quidditch and all of its benefits I think we really think about how to do better in it. It can be a big factor if we when the Cup and we've seen during this summer that it is very important to do so.

[X][Plan] Different Rites
-[X][Divination1] Learn of another rite
-[X][Divination2] Learn of another rite
-[X][Arithmancy1] The Wing Floating Technique, Metal
-[X][Arithmancy2] The Whip Shear Technique, Earth

[X][Finance] Shadowy backer of immortal business
 
Cool, thanks! Last thing, sorry (and as usual feel free to ignore me/tell me to shove it if you can't be bothered or for whatever reason ^^): what are the October odds if you swap History and Meridians (and end up getting 4 or 5 slots in September)?
I would on average expect it to be a bit more than half of what we get from history, but sorry, I'm not programming the effects of our other techniques until I need to. They promise to be a pain.
 
I would on average expect it to be a bit more than half of what we get from history, but sorry, I'm not programming the effects of our other techniques until I need to. They promise to be a pain.
That's alright. We can sort of guess most of those odds. If they're 90% for Herbology/Astronomy and 97% for Charms without the History milestone, and they're 95% and 99% with it, and if you expect a Meridian action to be worth more than half of it, then it's somewhere in the ballpark of 93% and 98%?

As for the hypothetical History action, we know it'll be at least better than 73%, which are its odds without a Transfiguration milestone and more Meridians opened. I think I like this safer path more (Meridians in September and History in October), but I wouldn't be against the other way round.
 
With this new road-map in mind, I think I'll switch to plan Different Rites. It's better mechanically and I'm starting to see how it could make narrative sense. I can see, for example, how Rei would start by modifying a technique she has (Whip Shear) and then wondering whether her familiarity with it was the reason why she could do so, or whether applying her Arithmancy learning to an unknown one (Wing Floating) would still be effective. Or even the opposite order: wanting to test her new knowledge more safely on a technique she doesn't yet have, before going for one that's already part of her arsenal and risking messing that up.

Edit - @CedeTheBees , I just edited my vote, and it changed yours as well because of the way you formatted it. Thought you should know.
 
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  • --[] Natural springy ball II
You've already seen Rex' ability to stop a minor fall by applying his bouncing technique in reverse, and you'd like to hone that further. Both his speed and absorption can still improve, until he can make punching a brick wall feel like swinging into a soft pillow. Or, once you can summon him from your dantian on command, stop your fall even at terminal velocity. Not that you intend to put that to the literal test, but best be prepared.
Replace natural springy ball I.

Gain 2 earth aspect pool dice for every earth aspect result roll 40 or less instead. The final action (before this modifier is applied) now affects the first action.

The Whip Shear Technique - [Learned]
The Whip Shear Technique separates objects as if they were cut by a knife, except you can do so from afar, and with considerably less effort, transforming one to two. It's surprising how often a little cut is all you need, and sliced bread is the etalon of useful inventions for a reason.
Split a metal aspect result roll inclusively between 20 and 50 into two metal aspect rolls between 1 and 30.

--[] The Wing Floating Technique
Most physical things hold within them an aspect of Weight, a kind of love for the Earthly realm that pulls them to the ground. The Wing Floating Technique alters that relationship, letting you move heavy objects with naught but your wand and concentration.
For every wood aspect result roll, all non-wood aspect rolls gain +5 bonus

‐----

Having a look at the synergy between the techniques though, it seems like itd be smarter for the Wing Floating arithmancy change to also be earth due to how these all work together.

As then every earth roll between 20 - 50 automatically splits into 2 d30 rolls, which automatically procs natural springy 2 generating 4 earth pool dice.

Then it's a matter of whether those new earth pool rolls can themselves cycle in these schematic. Regardless, at bare minimum you gain another 2 earth result rolls with potential for 4 more, which should generate substantially more benefit from Wing Floating result bonuses. If the abilities above can cycle then it can get quite silly and easily becomes the best choice, though narratively isn't that what cultivators should be and the perks of learning electives early? @Karf - could you clarify whether these abilities would cycle?

For everyone else if this doesnt cycle, am I wrong here, or is this just a better choice than Metal?
 
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  • --[] Natural springy ball II
You've already seen Rex' ability to stop a minor fall by applying his bouncing technique in reverse, and you'd like to hone that further. Both his speed and absorption can still improve, until he can make punching a brick wall feel like swinging into a soft pillow. Or, once you can summon him from your dantian on command, stop your fall even at terminal velocity. Not that you intend to put that to the literal test, but best be prepared.
Replace natural springy ball I.

Gain 2 earth aspect pool dice for every earth aspect result roll 40 or less instead. The final action (before this modifier is applied) now affects the first action.

The Whip Shear Technique - [Learned]
The Whip Shear Technique separates objects as if they were cut by a knife, except you can do so from afar, and with considerably less effort, transforming one to two. It's surprising how often a little cut is all you need, and sliced bread is the etalon of useful inventions for a reason.
Split a metal aspect result roll inclusively between 20 and 50 into two metal aspect rolls between 1 and 30.

--[] The Wing Floating Technique
Most physical things hold within them an aspect of Weight, a kind of love for the Earthly realm that pulls them to the ground. The Wing Floating Technique alters that relationship, letting you move heavy objects with naught but your wand and concentration.
For every wood aspect result roll, all non-wood aspect rolls gain +5 bonus

‐----

Having a look at the synergy between the techniques though, it seems like itd be smarter for the Wing Floating arithmancy change to also be earth due to how these all work together.

As then every earth roll between 20 - 50 automatically splits into 2 d30 rolls, which automatically procs natural springy 2 generating 4 earth pool dice.

Then it's a matter of whether those new earth pool rolls can themselves cycle in these schematic. Regardless, at bare minimum you gain another 2 earth result rolls with potential for 4 more, which should generate substantially more benefit from Wing Floating result bonuses. If the abilities above can cycle then it can get quite silly and easily becomes the best choice, though narratively isn't that what cultivators should be and the perks of learning electives early? @Karf - could you clarify whether these abilities would cycle?

For everyone else if this doesnt cycle, am I wrong here, or is this just a better choice than Metal?
There is no correspondence between the element of pool dice and result dice, and while natural springy ball generates the former, the transfiguration techniques activate off the latter. Now whip shear and wing floating can chain together, that works just as well for metal as earth, I felt adding metal would be more interesting than 2 earth.
 
There is no correspondence between the element of pool dice and result dice, and while natural springy ball generates the former, the transfiguration techniques activate off the latter. Now whip shear and wing floating can chain together, that works just as well for metal as earth, I felt adding metal would be more interesting than 2 earth.
Oh wow, I never noticed that that pool success and the following result roll were different. That's a bad assumption to have made, thanks for the information.
 
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Some notes about our mechanical benefits last turn (keep in mind that we had 4 training actions rather than 5):

- We gained 4 stacks for our Rune, and with 15 needed to duplicate an action and 4 more turns to strike it, we are well on track to get that and have a chance to get two.
- Our familiar's base benefit gave us two dice, one of which was a success for 106 points, while Natural springy ball didn't trigger at all (and interestingly enough, the II version wouldn't have, either).
- Whip Shear's effect was activated three times, ultimately netting us +181 points (112 for Arithmancy and 69 for Divination).

As for things we didn't slot in:
- The Towel wouldn't have created any success.
- Chroma-caller would have given us +30 points.
- Light-Eater would have let us reroll between 99, 100 and 101, with the latter giving us a Meridian (so 33% chance).
-Light-summoning can't really be checked.

Did I miss anything?

Edit:
- The Brush gave us 1 die, which was a success of 99+50 (the fire one that Light-Eater would have triggered on).
 
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I added the full 'More Rites' plan to my vote, so it'll appear properly on the tally.

Considering how much I like Wing Feather I'd be lying if I said I didn't like the idea of soft locking it as our next Transfiguration technique, but I do find it more interesting to add wood to Chroma Caller.
It won't be as mechanically optimal, but it's our main technique so I want to try and do more with it now it's mastered, and eventually I want to add fire to it as well when we can stack 3 elements on one technique.
September: 3X defense, 1X History, 1X Transfiguration
October: 2X Astronomy, 2X Herbology, 1X charms, 1X meridians
November: 6X History
December: 6X Transfiguration
Action economy wise I feel it'd be better to do Charms in September instead of History? It'd double our chances of getting everything (from 60% to 79.4%), and then having 1x History in Oct has a higher chance of reaching the 1500 milestone in 1 action instead of two.

If anything I'd err even more on the side of caution, and have 1x Charms/Meridian in September, and the 1x Trans/History in October.
 
I need clarification on something.
5 turns to release from striking, 1 turn of cooldown upon release.
These are our Rune's rules, so to speak.
The Rune of Alacrity - releases in December.
This is what was stated in the last update.
For example: a rune has 3 turns of gathering power, then a 3 turn cooldown. Rei makes plans to strike the rune in September. She'll do so at the start of the month, so the rune gets the first turn of gathered power in September, the second in October and the final one in November. At the start of December, the effect kicks in - December's dice are affected by whatever the rune does. Simultaneously, as the rune is no longer struck, it starts the cooldown. December-January-February the rune can not be applied again. In March, Rei can again get it going, reaping the next set of rewards in June.
This is what the original explanation of the Runes' mechanics said. According to it, the Rune of Alacrity's release should be in January, not December, no? August is turn 1, September 2, October 3, November 4, December 5, and like in the example, the release is the month after that, so January.

Could you clarify, @Karf ?
 
Action economy wise I feel it'd be better to do Charms in September instead of History? It'd double our chances of getting everything (from 60% to 79.4%), and then having 1x History in Oct has a higher chance of reaching the 1500 milestone in 1 action instead of two.

If anything I'd err even more on the side of caution, and have 1x Charms/Meridian in September, and the 1x Trans/History in October.
Then we'd have worse odds of getting what we want in October, since the benefits of Charms/Meridians are definitely worse than Trans/History's. I'd prefer having one from each group in each month (Trans + Meridians/Charms in September and History + Charms/Meridians in October), to both counter History's negative effect on September's odds and keep October's relatively high.
 
@Karf - could you clarify whether these abilities would cycle?
As has been noted, pool roll element is not currently correlated to result roll element, but I can also answer more generally.

I actually try pretty hard to avoid things cycling and creating infinite loops (this is the one case where I'd definitely nerf immediately if you found something like that). That's what the meridian system is for, to determine what order things apply in. Your own stuff (so whip shear) applies first, your familiar second. Whip shear could absolutely generate extras for the ball, but the ball's dice, even if they succeed and result in the appropriate element and number, can't proc whip shear again.

This is what the original explanation of the Runes' mechanics said. According to it, the Rune of Alacrity's release should be in January, not December, no? August is turn 1, September 2, October 3, November 4, December 5, and like in the example, the release is the month after that, so January.

Could you clarify, @Karf ?
This is correct, thank you for notifying me. If this was just about to proc, I'd let it slide in the players' favor, but hopefully I'm not making a mess of someone's detailed plan by fixing this. On the positive side, who knows, maybe the extra month gets you the extra stacks you might need for +1/+2.
 
This is correct, thank you for notifying me. If this was just about to proc, I'd let it slide in the players' favor, but hopefully I'm not making a mess of someone's detailed plan by fixing this. On the positive side, who knows, maybe the extra month gets you the extra stacks you might need for +1/+2.
I guess that'll be the case for future runes as well, so we won't be able to strike a rune in the same month we learn it?

I suppose that gives us another month (including a quidditch match) to gather sect points to spend in December for use when the rune releases in January.
Then we'd have worse odds of getting what we want in October, since the benefits of Charms/Meridians are definitely worse than Trans/History's. I'd prefer having one from each group in each month (Trans + Meridians/Charms in September and History + Charms/Meridians in October), to both counter History's negative effect on September's odds and keep October's relatively high.
That's my point, my plan focuses more on surety in the milestones we go for, whereas that way is higher risk higher reward.

It's only worse odds in October if we actually achieved the next milestones for Transfig/History.
 
[X][Plan] Signature Technique
[X][Plan] More rites
[X][Chit] Natural springy ball II
[X][Finance] Wheeler and dealer of the spiritual kind
 
I guess that'll be the case for future runes as well, so we won't be able to strike a rune in the same month we learn it?
Maybe I'm misunderstanding you, but that's never been the case. We learned ours in July and first struck it in the plan for August (the current month).
That's my point, my plan focuses more on surety in the milestones we go for, whereas that way is higher risk higher reward.

It's only worse odds in October if we actually achieved the next milestones for Transfig/History.
I'm not sure, mostly because slottables are a pain to calculate. How do both 4 meridians (so everything we have gets slotted) plus a Charms milestone compare to just a History milestone? On instinct, I'd say not favorably. How do they compare to a Transfiguration milestone? I think I'd give the edge to the pair, here, but it feels like a close one.

But, anyway, my idea was to get both Transfiguration and one between Charms and Meridians in September, which is definitely better than the Charms + Meridians combo from the point of view of October's odds. As for the odds of getting everything we want in September:

Defense + Trans + Charms = 79,4%
Defense + Trans + Meridians = 76,9%
Defense + Meridians + Charms = 83,9%

How much are the 4.5% and the 7% bumps worth compared to worse numbers in October?
 
[X][Plan] More Rites
[X][Finance] Nameless financial advisor on mortal boards
[X][Chit] Natural springy ball II
 
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[X][Plan] More rites
-[][Divination1] Learn of another rite
-[][Divination2] Learn of another rite x2
-[][Arithmancy1] The Chroma-caller Technique, Wood
-[][Arithmancy1] The Whip Shear Technique, Earth
 
One possible option if we want to edit Wing Float Technique this turn is that we also spend our Chit for this turn on it.

The pros: 1) continue to build on our strength in Transfiguration, 2) Leviosa is a really useful spell narratively, 3) it scales really well and we could slot it immediately

The cons: 1) long time until we can get any further Care advancements, 2) Natural Springy Ball II is really powerful apparently, 3) we need NSBII to establish how the Care advancements sequence

I'm honestly not sure looking between those, though I'm leaning to still go for NSBII because of the information advantage. It really depends on how strong NSBII is and how that compares to Wing Float Technique, which I'm not sure of.
 
[X][Plan] Signature Technique
[X][Plan] More rites
[X][Chit] Natural springy ball II
[X][Finance] Wheeler and dealer of the spiritual kind
 
Every rite starts with a single pre-determined roll, but as you improve it, more get added, up to a cap. For the Fire-Omen rite, you can't go beyond 3 pre-rolled dice, although improvements can still be made after that.
One thing that interests me is this tidbit from the divination explanation, which implies that even after we hit the dice cap of a rite, that rite can still be improved. Maybe once we get up to three dice the rite will actually be able to improve the dice?
 
I'm honestly not sure looking between those, though I'm leaning to still go for NSBII because of the information advantage. It really depends on how strong NSBII is and how that compares to Wing Float Technique, which I'm not sure of.
Pretty sure Wing Floating is better on paper, and if you consider scaling, it's better by a significant margin. Even the information factor is not as big a disadvantage for it, because getting the technique will still reveal 3 options for its development, which is also important info (though less so than the Adaptations' tree).

Still, I'd say it's a much worse choice for a Jade Chit use for the usual reasons: we'll get it in 1-2 turns, anyway (rather than the 12 or so for NSBII) and it requires a meridian slot (while NSBII doesn't).

Edit - I'd be much more interested in trying the full-on Fire-Omen plan, if we're looking for a Jade Chit alternative. Use both Divination milestones to improve it up to its dice cap of 3, then use the Jade Chit on it again to see what kind of improvements are possible. Perhaps it's a social dice bonus like Falliant suggested above, and like we all thought Divination itself would be? It would be very useful information to have, at least.
 
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