Forge of Destiny(Xianxia Quest)

Hmm. You know, with 33 dice - which is our basis without pills once we hit mid-silver - we can get up to 14 successes with failure rate of under 20%. 15 successes would raise the failure rate to 21%.

If we add in 3 dice that we can reliably get with the two-stone Channel Cleansing pill, we can go up to 16 successes reliably, and 17 successes has a 25% chance of failure.

IIRC our next meridian requires 13 successes to unlock, so we will be able to "safely" unlock four more Meridians. That is enough for the next step of SCS, two meridians for an attack art, and one more meridian for whatever. We should be able to eek out one more by hitting Mid-Yellow, and perhaps another one if we get a bonus for friend-assist. So overall, I think we can open enough Meridians to reasonably carry us to either High Silver or High Yellow... at which point the fun stuff happens. At that point, we have basically no reason to hold back, so a solid action plan would be to open multiple meridians with a Highsun pill, and then try to open EVERYTHING with all of our pills put together. Now that is going to be fun!
 
I guess my question here is whether or not it sets up tensions between what actions we want to take. Like, there's lots of bonuses to opening meridians, so we want to open as many as possible. There's lots of bonuses to arts, so we'd want to train as many as possible. There's large bonuses to Qi increase attempts, so we might want to do that as well, and then there's physical and spiritual cultivation...

What would be the best use of actions here? I'd assume we'd be trading in the minors for a major, so would it be 2 Arts + 4 Meridians? 3 Arts + 3 Meridians? 2 + 3 + 1 Qi increase?
That's precisely the debate I want to spark with this. Our bottomline is that many pills, with a minimum of 2 Arts on Pill Week.

However, we can open more than one meridian with a single action by directing overflow. Did it during last Sable Frenzy.
You know, with 33 dice - which is our basis without pills once we hit mid-silver
I forgot the Vent, so it's actually 41 dice.

Assuming we are Mid Yellow and Silver and using a yellow stone and 3 red stones. So that's 13 RSS minimum per turn for maximum effectiveness on cultivation, as spirit stones give the cheapest bonuses.
 
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That's precisely the debate I want to spark with this. Our bottomline is that many pills, with a minimum of 2 Arts on Pill Week.

However, we can open more than one meridian with a single action by directing overflow. Did it during last Sable Frenzy.

I forgot the Vent, so it's actually 41 dice.

Assuming we are Mid Yellow and Silver and using a yellow stone and 3 red stones.

Not changing your vote? Kay changing it back.
 
Vent doesn't boost Meridians.
Ah, I was a bit cross-eyed from repeatedly unfucking them maths, but yeah, just saying the baseline is 41 at mid yellow and silver.
The vent does not apply to meridian opening, IIRC. Only to spiritual, physical, and qi.
Fortunately, I didn't apply Vent to the big calcs, just the basic three, for which it applies.

Made some hefty edits at the bottom, check it out.

Bullet points are for the Meds bonuses, for which we have +13 on Meridians. So total of 46+2?
 
A point in favor of Moonless. Once we get EPC, we will stop having our current 7 die bonus to cultivation. That means using the Starlight Elixir after that point doesn't get those bonuses. Also, not doing spiritual cultivation now also means doing it later will be tougher.
 
A point in favor of Moonless. Once we get EPC, we will stop having our current 7 die bonus to cultivation. That means using the Starlight Elixir after that point doesn't get those bonuses. Also, not doing spiritual cultivation now also means doing it later will be tougher.
Unless it's better than +7. Which it's toted as being.

And we can always equip AS back in.
 
A point in favor of Moonless. Once we get EPC, we will stop having our current 7 die bonus to cultivation. That means using the Starlight Elixir after that point doesn't get those bonuses. Also, not doing spiritual cultivation now also means doing it later will be tougher.

No, Argent Soul 5 is through Late Yellow. We'll just switch back if we have to.
 
[X] Plan Haitei

Tentative vote. Will look everything over again in the morning.

It would be really damn awkward if EPC didnt stack up with AS, considering the time spent drooling over it.
 
Unless it's better than +7. Which it's toted as being.

And we can always equip AS back in.
First, we can't just put AS back in, since that drops current progress on EPC; ii.e. we'd only be able to reasonably do that if EPC was at 0 progress to the next person level.

Second, I suspect that EPC's bonus might be broader (e.g. applying to arts/meridians as well as cultivation); if so the bonus may very well give a smaller boost to Spiritual/Physical while being a better bonus overall.
 
It would be really damn awkward if EPC didnt stack up with AS, considering the time spent drooling over it.
Honestly, my leading expectation is that the art does something great like +10 dice, but only to a single action a week because it needs to be cultivated at night. This sort of benefit would let us train any one thing quickly, but we wouldn't want to water that benefit on e.g. Physical Cultivation when it could be used on rolls we have fewer bonuses to.
 
My personal theory about EPC is that it is like the argent Vent in giving a yellow stone for free. It is talking about getting the qi from the stars and moon, which indicates that we are getting energy from nature, just like what the Argent Vent gives us. If so, we will have a lot of dice for really cheap.
 
Can we choose where excess successes on e.g. opening Meridians goes to? In particular, is it locked to Physical Cultivation or is Spiritual cultivation also fair game?
 
My largest gripe with Plan Haitei is that it does not go for Bai Meizhen training. Training with her is bound to give large dice bonuses, it gave +5 to cultivating an art she didn't even know last turn for example, and we know for a fact she has arts that are well-suited to training Resilience. Now that we have unlocked the mastery as an option, it behooves us to take advantage.

Getting hit with spiritual/illusion stuff sucks; this is especially true when exploring for goodies. We have two examples of cultivation sites being hidden behind illusory effects: the Argent Vent was protected and we only got through because of Su Ling, the growing cavern + cave test had some kind of misdirecting terrain effect that we only got through because of Bai Meizhen. Argent Mirror certainly helps a great deal, but more dice never hurts. Plus, the first couple levels of a mastery go by fairly quick. It's one of the quickest power grabs available to us in terms of stats.
 
My largest gripe with Plan Haitei is that it does not go for Bai Meizhen training. Training with her is bound to give large dice bonuses, it gave +5 to cultivating an art she didn't even know last turn for example, and we know for a fact she has arts that are well-suited to training Resilience. Now that we have unlocked the mastery as an option, it behooves us to take advantage.

Getting hit with spiritual/illusion stuff sucks; this is especially true when exploring for goodies. We have two examples of cultivation sites being hidden behind illusory effects: the Argent Vent was protected and we only got through because of Su Ling, the growing cavern + cave test had some kind of misdirecting terrain effect that we only got through because of Bai Meizhen. Argent Mirror certainly helps a great deal, but more dice never hurts. Plus, the first couple levels of a mastery go by fairly quick. It's one of the quickest power grabs available to us in terms of stats.

Yeah. I think my plan is better then Haitei, but I would through my support behind it if it did the Bai Meizhen training. It's throwing away at least 5 dice of advancement. +5 more for every turn we wait.

Plus I expect it to open new options and opportunities in the long run.
 
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