Forge of Destiny(Xianxia Quest)

But the work doesn't get the bonuses from passives or techs. That is a pretty big deal; for reference, something like Crescent Grace gives us +9 on the turn we use it, and +6 of that carries over to subsequent turns.
That's basically where our support speciality shine.

Simply from passives, the worm gets +2 from TRF and +2 speed/+3 initiative. AC might give them some offence, too. Then you add FVM for +3 defence from the mist (they should be free given they are constructs) against single target, and if we use DWV that's another +2.

That's still not good against enemies that can threaten us currently, but effective 18 defence isn't bad at all for them being products of AE1. It basically depends on whether AE scales well or not, and considering it's the reward from the grinning moon, I think we can be optimistic there.

SCS and FVM haven't disappointed us, after all.
 
But the work doesn't get the bonuses from passives or techs. That is a pretty big deal; for reference, something like Crescent Grace gives us +9 on the turn we use it, and +6 of that carries over to subsequent turns.
I don't think that's right actually.

CG only gives us tech dice on the first turn because it's actually a just a buff. It doesn't proc clashes on its own, but we can cast it as a defensive technique, in which case it adds tech dice to our current defensive roll.

After that though, it's just around as a buff - not a technique 'being used'.

Dissonance and AE however are techniques that are actively procing clashes on the enemy. From reading the mechanics section, I would assume that their tech dice would apply.

@yrsillar ?
 
Deepwood vitality or TRF are very powerful for the worms, I think. makes sure they can last a full turn at the very least. Also, keep in mind that AE1 is mid yellow. it probably caps at AE3 for yellow, meaning it will get significantly more powerful by the time it's capped for yellow.

Actually, this is pretty damning. At mid-yellow, the worms are early yellow. It's plausible they'll go up a tier each level, early>mid>late, but it's equally plausible they'll only jump to mid yellow at max, meaning we can't summon something on the ostensible same base level as the art needs. To be good in the tournament, we more or less need the worms to hit early green.

Now, I expect we'll see the worms' tier increase some, along with some of a few other upgrades:

1. Increased cap on number of worms
2. Increased duration of worms
3. Better dice pools for worms attack/defense
4. More health on worms.
5. Reduced cost to summon

I imagine we'll likely see either a technique that gives us a number of worms for a longer duration, with each as a quite fragile minion, leaving them quite vulnerable to AoE or a small number of stronger pets.

The big worry is that they may not hit early green (if they keep jumping up in power) until we hit mid-green, which'd make them pretty bad for the tournament.

They're useful as is, and may get moreso, or we may get better summons with future techniques, but I suspect that they're never going to be that great. Again, there's a degree of anti-synergy here, with AE functioning best in larger fights and summons losing value when we have more allies to do the same job.


That's about how hard we hit back when we were Early, tho, I have isn't bad. Considering the stacking defense penalties, they get significantly better.

We weren't very good at hitting then, and hitting consistently at all more or less needs arts behind it.

Debuffs help, but if we're fully stacked on debuffs, we probably don't need the worms persay.
 
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I'm not sure what difference you are trying to elucidate here.
Basically, on a clash we can 'use' a technique. For attacks, this is just whatever technique we're using to attack. Defensively, it's whatever technique (if any) we cast as a defensive reaction to the attack.

I.e. it's something we're actively using as part of that clash.

In later turns though, we still have the buffs, but we aren't actually using the technique as a defensive reaction, so the 'technique' isn't involved in the clash.
 
Holy hell is AE powerful for a 1st step Art. Look at those passives and compare to like FSA (which is kind of shit-tier compared to even Fleeting Zephyr)
Well, to be fair, FSA starts somewhere in red. AE starts at mid-yellow, I think.

In later turns though, we still have the buffs, but we aren't actually using the technique as a defensive reaction, so the 'technique' isn't involved in the clash.
...yes. That is why I said we would be getting a +6 on it in later turns and not +9.

I'm still not sure what part of my original post you were disagreeing with.
 
Well, to be fair, FSA starts somewhere in red. AE starts at mid-yellow, I think.
Yeah, late red vs mid yellow.

AE kind of makes everything look like shit, considering it's still level 1.

We really should Max FSA. It's been good even while extremely underleveled. If the humblest of the humble, ZB, got a decent upgrade from a successor art, I can only salivate at FSA's successor.
 
I'm not sure what part of my original post you were disagreeing with
That AE wouldn't get technique dice.

The AE attacks (breath, worm) are clashes specifically initiated by those techniques. As such, I'd expect them to receive their technique dice.

(annoyingly, I can't check this on dissonance since yrsillar keeps not showing its tick dice to us)
 
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@yrsillar how does the sound attack from FVM work, exactly? Is it procced from ANY art that we use, as long as we're within 10 meters? Or is it any art that procs an offensive clash?

Even if it's the latter, that still means a large portion of our arts ALSO procs bonus damage from FVM, making us the DPS KING.
 
@yrsillar how does the sound attack from FVM work, exactly? Is it procced from ANY art that we use, as long as we're within 10 meters? Or is it any art that procs an offensive clash?

Even if it's the latter, that still means a large portion of our arts ALSO procs bonus damage from FVM, making us the DPS KING.

-Instruments wielded by the user may be used to make sound based attacks at up to ten meters range. These attacks may be used in conjunction with appropriate arts without interrupting the melody. DV equals manipulation or expression, whichever is higher.

I think it's pretty clear than "appropiate arts" means musical arts than give direct sound attacks.

We have none at the moment.
 
I think it's pretty clear than "appropiate arts" means musical arts than give direct sound attacks.

We have none at the moment.
I'd rather wai for yrsillar to confirm that. You know what they say about assuming!

Edit: Even if it's restricted to music arts, don't we have one already? It's called forgotten vale melody :V.

Joking aside, I'd actually be surprised if FVM didn't self-proc the sound attack whenever we use its arts on somebody.
 
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So, we were at 16/42 for Qi, and we are now at 40/55. That's a total of 648 Qi successes in one week. I was expecting a tiny bit more as I thought we wouldn't be allowed the free spine meridian, but that was well worth the -23 Qi there.

Still... well worth it, I think. If we had waited until EPC4 and done a 7 actions week instead of gambling on procced lung meridian roll giving us another Qi roll (it didn't) we could have gotten another 80 or so Qi successes in the best case scenarios, but that would mean waiting another 5+ weeks for this.

Considering the clusterfuck we just caused and the probable intensification of hostilities and personal enemy we made, getting some short term power is I think worth the cost.
@yrsillar how does the sound attack from FVM work, exactly? Is it procced from ANY art that we use, as long as we're within 10 meters? Or is it any art that procs an offensive clash?

Even if it's the latter, that still means a large portion of our arts ALSO procs bonus damage from FVM, making us the DPS KING.
It's not procced from arts. It's a weapon attack, and can be used with any weapon tech that works with musical arts.

At the moment, we have none.
 
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Having missed most of the discussion, Question: Do the current plans that have a credible chance for victory include talking with Meizhen? Because we really should spend some time with Best Snek.
 
Having missed most of the discussion, Question: Do the current plans that have a credible chance for victory include talking with Meizhen? Because we really should spend some time with Best Snek.
Pretty much all the plans have to talk with Meizhen as one of their social actions. So we are pretty much guaranteed to do so next week.
 
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