Forge of Destiny(Xianxia Quest)

So, if I'm reading this right, we can make a whopping four attacks against a single target, at effectively -1 die, with Meteoric Shower?
Yes, and it will be fantastic. Think a worse version of what Sun did to us, just at this point in time your armor has disintegrated from FVM and Scalding Stream, and you are suffering from at least -12 to your defense.

We could do a total of 24 damage with a single action.
 
Yes, and it will be fantastic. Think a worse version of what Sun did to us, just at this point in time your armor has disintegrated from FVM and Scalding Stream, and you are suffering from at least -12 to your defense.

We could do a total of 24 damage with a single action.
Need MOAR DV.

And more archery arts. At least the successors, if we are lucky, there is one on the second level, but the fuck hell yes we want the green version of this.

Also, it seems we will want an art for long-distance perception to aid in sniping.
 
So, TSA gains extra range (+50m is pretty impressive), armor penetration and more attack dice/dmg in general. The other important change is Meteoric Shower gains huge increase : the volley can now hit a single targetfour times at a penality (but our other debuffs more than negate that) with each hit being even more powerful.
Seems we do have a finisher now!


FZ... general upgrades. Pity the range increase doesn't apply to the FVM flute attack (maybe latter on ?). Encircling Winds now buffs Ling Qi too.
Seems 80m is our new max range for a lot of stuff.

Strangely Against the Wind AND encircling Winds got a +2 Qi useage increase, @yrsillar is that normal ?


 
What's multiplying our successes there? Has our support talent evolved?

Edit: I see the answer above.

But that means that we got both our dice multiplied by 1.5 and our successes multiplied by 1.5...

Yeah, being serious here. I made a mistake, but I don;t have the will to go back and fuck about with the math. I'll adjust the dice downward for the remaining ones.

So, TSA gains extra range (+50m is pretty impressive), armor penetration and more attack dice/dmg in general. The other important change is Meteoric Shower gains huge increase : the volley can now hit a single targetfour times at a penality (but our other debuffs more than negate that) with each hit being even more powerful.
Seems we do have a finisher now!


FZ... general upgrades. Pity the range increase doesn't apply to the FVM flute attack (maybe latter on ?). Encircling Winds now buffs Ling Qi too.
Seems 80m is our new max range for a lot of stuff.

Strangely Against the Wind AND encircling Winds got a +2 Qi useage increase, @yrsillar is that normal ?



It's mostly due to the greatly increased range, but yeah costs start going up.
 
Need MOAR DV.

And more archery arts. At least the successors, if we are lucky, there is one on the second level, but the fuck hell yes we want the green version of this.

Also, it seems we will want an art for long-distance perception to aid in sniping.
Fairly clutch of Ling Qi to pick this up before going dungeon diving with team Golden Fields.

I definitely have had some kind of mid or long range clairvoyance art on my wish list since the FX interrupt. Ideally we're probably going to want three: close range deep analysis, mid range archery targeting, and long range warning system.
 
Encircling Wind + Meteoric Shower + sneak attack (i doubt First Strike aplies to all 4 attacks) is probably enough to insta-gib the average Late Yellow cultivator !
Anyone feeling like doing the math to see what exactly Ling Qi can now dish out on the very first turn ?
 
Alright, explanation time!

Originally, the 8fold pill gave a free meridian roll, and 1.5x to stones and pills.

While it still does that, it also, now, adds 1.5 times the successes that were rolled for that art.
@yrsillar - you may want to undo that; getting on the order of 30 extra successes to each of FIVE arts is almost an entire free week of cultivation that you are just giving up, for free. Seems a bit much.

Note that this fix wouldn't necessarily require any actual rewriting. Dropping the 33 bonus successes from FSA doesn't change anything other than our progress towards the 5th star (and I suppose our Qi progress). Dropping the 34 successes from FZ is trickier, since we were only 25 points above the level, but since FZ was our Grinning Moon target, we will get those +9 successes from one stealth roll - so as long as we had at least one applicable roll this week, we will get FZ4. If we don't... well, you can just give us 10 successes there and call it error-catching goodwill or whatever. It is fairer than giving us 150+ successes, at least.
 
Encircling Wind + Meteoric Shower + sneak attack (i doubt First Strike aplies to all 4 attacks) is probably enough to insta-gib the average Late Yellow cultivator !
Anyone feeling like doing the math to see what exactly Ling Qi can now dish out on the very first turn ?
On the very first turn? Assuming that max DV is always met?

Well, it would be either 32 ((7DV +1) x4)
Or, (7DV +1) + (7DV +2) + (7DV +3) + (7DV +4) = 38,

All of those strikes would also be hitting at about 27 dice if we had applied "Encircling Winds" beforehand.

If we used "one with Shadows" before launching it as well, then the first arrow would be at 35 dice with all the others being at 30.
 
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Our Qi being a mess right now is mostly a symptom of our crazy Talent letting us open enough Meridians to equip everything at once, coupled with just not having a big enough library of Arts to specialize on command.

Also, hah at Renxiang and her subconscious shoujo sparkle creation when she learned we were interested.
 
but I don;t have the will to go back and fuck about with the math. I'll adjust the dice downward for the remaining ones.
Here is what they look like adjusted, so you don't have to bother doing it yourself:

Falling Stars Art
Talent 6 + Stones 30 + Tutor 15 + Starlit Meadow 5 + Pills 21 + Element 1 + Eightfold 25 = 103
4 9 10 5 5 6 5 9 4 4 5 4 4 4 3 3 4 9 10 10 7 3 7 10 1 7 6 5 5 7 1 1 5 10 5 1 8 9 1 1 2 6 6 8 9 9 2 2 7 1 1 3 5 9 5 5 5 2 9 1 8 1 1 2 3 5 2 2 3 2 2 7 9 7 6 7 7 7 10 3 9 2 6 4 10 2 8 4 3 9 5 10 1 7 1 3 2 4 4 6 5 7 4. 61 successes

Rerolling 13
9 3 1 10 9 10 1 10 4 10 8 7 3. 5 successes

Rerolling 2
2 7. 1 success. 67 total
73/50 Fourth Star Attained!
Fifth Star 23/100

Meadow: One fifth of successes added to qi cultivation
41/56



Fleeting Zhephyr
Talent 6 + Stones 30 + Tutor 15 + Windblown Snowfield 12 + EPC 12 + Pills 15 + Element 1 + Eightfold 22 = 113
1 3 5 8 10 7 5 2 1 10 2 1 4 2 6 2 8 10 1 10 1 7 10 5 3 1 4 8 8 10 9 9 2 3 8 3 1 3 4 1 4 5 1 7 9 9 10 6 8 10 6 8 7 7 5 1 7 8 8 5 7 8 5 10 2 4 2 2 8 5 2 1 2 5 9 10 5 8 7 2 10 4 2 8 1 6 8 9 5 7 5 4 6 9 5 7 5 7 10 2 3 3 5 6 7 3 7 1 3 4 5 4 9. 60 successes

Rerolling 13
7 4 2 8 3 5 7 9 2 3 3 8 3. 8 successes. 10 Goodwill bonus. 78 total

145/50

71/70. Level four attained.
Fifth Level 1/90
 
On the very first turn? Assuming that max DV is always met?

Well, it would be either 32 ((7DV +1) x4)
Or, (7DV +1) + (7DV +2) + (7DV +3) + (7DV +4) = 38,
I was more thinking of attack dice we have on those 4 arrows, but DV is nice too.
8 of those DV are armor penetrating. Not as good as Sun's but it's getting closer. And 80m range! :)
 
On Meteoric Shower, we shouldn't forget each hit gets damage mitigation separately, so each point of armor above 2 blocks 4 points of damage ( or however many attacks hit.) Same with any other damage mitigation.
 
Here are art changes for our ranged arts.
Passive Effects
-Reduces all environmental penalties to ranged attacks by two four.
-Increase maximum range of bows by thirty fifty meters
-Adds one two points of armor penetration to all bow attacks
-Adds two three die to the users pool for all bow attacks

Luminescent Star: o
Cost: 4 qi
Gathers and infuses elemental power into an arrow to be fired, adding three five dice to the offensive clash and adding two three additional damage on a successful hit. This additional damage may not be blocked by basic qi absorption.

Disruptive Star: oo
cost: 4 qi
A more complex technique, focusing on the heavenly aspect of the art, the user's arrow crackles with latent electricity and when it strikes home, disrupts the enemy's qi and nerves from the shock. Adds three dice to the offensive clash, and on hit reduces enemy speed by five for two turns as well as forcing a three four success resolve test. On failure the enemy loses the effects of their lowest ranked persistent technique.

Meteoric Shower: ooo
Cost 6 7 Qi
A honing of the archers ability to fire quickly, explosively increases the archers speed for handful of moments, allowing them to unleash a blindingly bright volley in the time of a single shot. Allows the archer to fire up to four arrows with a single clash at a penalty of four dice. Arrows must be aimed at separate targets. Targets struck must succeed in a Wits test of two successes or be blinded. Successful attacks add one additional damage each, which may not be blocked by basic absorption.


Passive Effects:
-Provides three four additional dice to all projectile weapon attacks.
-Provides three five additional dice to defense against projectile attacks.
-Increases the initiative of the user and all allies within forty eighty meters by three
-Increases the speed of the user and allies within forty eighty meters by two
-Increases maximum range of all projectiles to thirty forty meters if less

Active Effects
Against the Wind: oo
Cost: 4 6 Qi
On a successful clash reduces the dice pool of enemies within forty eighty meters by two four for the next four turns. In addition enemy speed is reduced by five. Effect persists after enemies leave range. Effect may be used without a weapon attack.

Encircling Winds: oo ooo
Cost 4 6 Qi
The user grants allies alacrity and and accuracy, perfecting their timing to strike in an encircled foes weakness. Grants a four five die bonus to the attack of all allies when targeting a singular foe, designated at activation. Each consecutive attack gains a stacking damage bonus of one, to the maximum of their weapons DV. The user may combine this skill with a projectile attack of their own, in which case they are included in the bonuses. This effect lasts three turns, though the stack resets each turn.

Shielding Gale: oo
Cost: 5 Qi
Instant
The user releases a sudden pulse of qi in an expanding spiral around themselves, kicking up furious winds. Provides three five dice of defense against projectile attacks targeted at allies or the user within forty sixty meters, which lasts two turns. As a secondary effect, on a successful clash, all enemies adjacent to within ten meters of the user are pushed back fifteen twenty meters, suffering a DV 1 attack.

On the Wind: ooo
Cost 6 7 Qi
Instant
The user guides the wind to bolster her allies movements, granting an additional five eight speed and two initiative to the user and allies within forty eighty meters for two three turns. In addition speed or initiative dampening effects of two three dots or lower are dispelled on a successful clash.
 
On Meteoric Shower, we shouldn't forget each hit gets damage mitigation separately, so each point of armor above 2 blocks 4 points of damage ( or however many attacks hit.) Same with any other damage mitigation.
That is true. However, conversely, any debuffs our enemies are under apply to each of the four attacks.

Actually, @yrsillar - does Meteoric Shower proc the progression on Encircling Winds, or does it only count as one attack for that purpose?
 
@yrsillar - you may want to undo that; getting on the order of 30 extra successes to each of FIVE arts is almost an entire free week of cultivation that you are just giving up, for free. Seems a bit much.

Note that this fix wouldn't necessarily require any actual rewriting. Dropping the 33 bonus successes from FSA doesn't change anything other than our progress towards the 5th star (and I suppose our Qi progress). Dropping the 34 successes from FZ is trickier, since we were only 25 points above the level, but since FZ was our Grinning Moon target, we will get those +9 successes from one stealth roll - so as long as we had at least one applicable roll this week, we will get FZ4. If we don't... well, you can just give us 10 successes there and call it error-catching goodwill or whatever. It is fairer than giving us 150+ successes, at least.
I'm already knocking the bonus dice off the remaining arts for the week. So it'll just be a mistake bonus on those two
 
Yeah though, FSA is maturing very nicely. I suspect the successor arts will focus on sniping, control, and skirmishing.
 
I was more thinking of attack dice we have on those 4 arrows, but DV is nice too.
8 of those DV are armor penetrating. Not as good as Sun's but it's getting closer. And 80m range!
Well, I edited my post afterward with the Dice, but here is a rough loadout of dice that we would be throwing if we set everything up.

Dex + Archery + Pin + Bow + FSA passives + FZ Passives - Meteoric Shower penalty + Champion Armband's ability
6 + 5 + 2 + 2 + 3 + 4 - 4 + 3 = 21.

Add in Encircling Winds and we get to 26 dice for each strike.

If we add in "One with Shadows" to that beforehand as well, then we will get 34 dice for the first arrow and 29 dice for each arrow afterward.

Edit: never mind, Yrs clarified how the mechanics worked, so we would get 34 dice for all the arrows.
 
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Well, I edited my post afterward with the Dice, but here is a rough loadout of dice that we would be throwing if we set everything up.

Dex + Archery + Pin + Bow + FSA passives + FZ Passives - Meteoric Shower penalty + Champion Armband's ability
6 + 5 + 2 + 2 + 3 + 4 - 4 + 3 = 21.

Add in Encircling Winds and we get to 26 dice for each strike.

If we add in "One with Shadows" to that beforehand as well, then we will get 34 dice for the first arrow and 29 dice for each arrow afterward.
Lol. Shooting someone in the ass with 4 arrows from within their shadow :p
 
@yrsillar - did you see this?

Here is what they look like adjusted, so you don't have to bother doing it yourself:

Falling Stars Art
Talent 6 + Stones 30 + Tutor 15 + Starlit Meadow 5 + Pills 21 + Element 1 + Eightfold 25 = 103
4 9 10 5 5 6 5 9 4 4 5 4 4 4 3 3 4 9 10 10 7 3 7 10 1 7 6 5 5 7 1 1 5 10 5 1 8 9 1 1 2 6 6 8 9 9 2 2 7 1 1 3 5 9 5 5 5 2 9 1 8 1 1 2 3 5 2 2 3 2 2 7 9 7 6 7 7 7 10 3 9 2 6 4 10 2 8 4 3 9 5 10 1 7 1 3 2 4 4 6 5 7 4. 61 successes

Rerolling 13
9 3 1 10 9 10 1 10 4 10 8 7 3. 5 successes

Rerolling 2
2 7. 1 success. 67 total
73/50 Fourth Star Attained!
Fifth Star 23/100

Meadow: One fifth of successes added to qi cultivation
41/56



Fleeting Zhephyr
Talent 6 + Stones 30 + Tutor 15 + Windblown Snowfield 12 + EPC 12 + Pills 15 + Element 1 + Eightfold 22 = 113
1 3 5 8 10 7 5 2 1 10 2 1 4 2 6 2 8 10 1 10 1 7 10 5 3 1 4 8 8 10 9 9 2 3 8 3 1 3 4 1 4 5 1 7 9 9 10 6 8 10 6 8 7 7 5 1 7 8 8 5 7 8 5 10 2 4 2 2 8 5 2 1 2 5 9 10 5 8 7 2 10 4 2 8 1 6 8 9 5 7 5 4 6 9 5 7 5 7 10 2 3 3 5 6 7 3 7 1 3 4 5 4 9. 60 successes

Rerolling 13
7 4 2 8 3 5 7 9 2 3 3 8 3. 8 successes. 10 Goodwill bonus. 78 total

145/50

71/70. Level four attained.
Fifth Level 1/90
 
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