Having a worm (or is 2 possible?) in a card that's early green/bronze that we can give to our late yellow allies is a big deal.
Considering the qi cost making some for own use is pretty great too
Having a worm (or is 2 possible?) in a card that's early green/bronze that we can give to our late yellow allies is a big deal.
Oh getting RLA would be the height of idiocy and I was not saying we should go for RLA itself. Something like RLA in effects would be nice but would obviously need to be of a proper level like third floor.
Second floor has arts beginning at late red/early yellow, and has some successor arts of first floor archive like FZ. Third floor has arts beginning at mid yellow/late yellow, with some rare early green, and has successor arts from 1st and 2nd floor archive.Well considering FSA was gotten then instead, and we know FSA has an upgraded form, what if RLA had an upgraded form? We could master it relatively quickly I'd assume, since its lower level to start with, and then pick up an upgrade to make it better. I'm not saying thats the best choice, grabbing something better immediately would probably be the optimal choice, but it is a possibility.
Also, what is on the higher floors of the library? I don't remember that being mentioned anywhere but it could easily have been in a non-bookmarked post and I skipped all of those when archive binging.
Edit: on a similar note for stuff I missed, is there a list of arts we had the option of grabbing but didn't pick somewhere?
@yrsillar, mind adding the missing ones to the art informational threadmark?[] Zephyr's Breath Art: A wind aligned physical art that focuses on controlling air currents around the user. Focuses on projectiles offensively, and providing speed increases to allies.
[] Earthroot Art: A mountain aligned spiritual art, which projects the solidity and weight of a mountain around the user. Primarily defensive, providing defensive boosts to the self and allies while slowing enemies.
[] Crimson Flowing Art: A water aligned spiritual art that allows the user to influence and sense those around them through the medium of blood. Primarily support, mitigates wounds and provides bonuses and penalties to allies and enemies alike
[] Burning Heart Art: A fire aligned physical art, that allows the user to fill themselves and allies with blazing heat and energy. Primarily offensive, boosting attacks of self and allies in the area and preventing exhaustion from wounds.
[] Falling Stars Art
Yang, Heaven/Wind
Arm x2
Physical
An archery art which wraps the users shots with the currents of the sky and infuses them with the wrathful light of the heavens. Pierces through defenses and disrupts enemy movement and Qi. 5 levels
[] Ice Wraith Art
Yin, Water/Wind
Arm/Spine
Physical
A melee art usable with any slashing melee weapon. Cuts through the defenses of foes like the biting chill of winter. Strengthens the users with the power of a winter storm, allowing them to absorb damage and slow and disrupt the effects of toxins and other negative physical effects on themselves. 5 levels
[] Ashen Shadow Art
Yin, Fire/Wind
Arm/Lung
Physical/Spiritual
A melee art which converts the users qi into a trailing shadow of ash, the users strikes drain the heat from enemies struck, weakening and debilitating them. The ash can be used for choking, blinding gusts directed at foes. More complex Ash constructs available at higher levels. 6 levels
[] Rippling Lake Art
Yin, Water/lake
Arm/Heart
Spiritual
An offensive support art, buoying the spirits and granting tranquility to allies, while wearing away the defenses and will of foes, allowing the user to more easily slip their attacks through eroded defenses. 5 levels
[] Driving Zephyr: An evolution of the common wind arts of the south. This branch focuses upon offense, driving forth allied missiles on the scathing eastern winds to strike home in the heart of the enemy
Wind, Yin, 5 Levels.
[] Zephyr's Heart: An evolution of the common wind arts of the south. This branch focuses itself upon defense, its users surround their allies with the power of the harsh northern winds, driving away those that would strike at them.
Wind, Yin, 5 Levels.
[]Fleeting Zephyr: An evolution of the common wind arts of the south. This branch focuses upon utility, guiding the user and their allies on fleet spring winds, granting them speed and fleetness of foot to escape or flank their foes.
Wind, Yin, 5 Levels.
Third floor has higher level arts that start later, some of which are green. That's more or less it from what I recall.Well considering FSA was gotten then instead, and we know FSA has an upgraded form, what if RLA had an upgraded form? We could master it relatively quickly I'd assume, since its lower level to start with, and then pick up an upgrade to make it better. I'm not saying thats the best choice, grabbing something better immediately would probably be the optimal choice, but it is a possibility.
Also, what is on the higher floors of the library? I don't remember that being mentioned anywhere but it could easily have been in a non-bookmarked post and I skipped all of those when archive binging.
RLA likely has a upgraded form. Time wise we do not have time to get RLA and then train it before breakthrough, even though we could easily go back and grab it(if we have the sect points, which I don't know). After breakthrough, assuming it is on week 37 and 38 and that we go for spiritual first, we will have 14 weeks to "purchase" and train up both RLA and RLA's successor on top of FVM, SCS, TRF, and any of our other arts to Early Green Level. Mostly FVM, SCS since I can't remember off hand what else is explicitly capped by green.
FSA took 215(15+20+30+50+100) successes, reduced by ten successes needed for every level after the first by a wind related cultivation bonus we get. And RLA would presumably take 15+30+40+60+110 = 255 -25(due to the support bonus we have which I forgot) = 230 successes because it is water/lake and does not have that bonus. We don't know how many successes a successor art of RLA would take but as many as RLA is the bare reasonable minimum. We generally throw 80ish dice for spiritual training from what I remember and out of those get about 44 to 45 successes and suffer diminishing returns if we try to double up on an action in a week. Let's assume for the sake of argument that RLA's successor takes 40% more successes(I don't have reliable information on hand as to how the success limits of successor arts are laid out so I'm making what I think is a reasonable guess between 33% and 50%) than RLA did for 320ish successes. Combined that is 550 successes. Divide that by 45 and we get ~12.26 weeks.
This is discounting the fact that the RLA successor possibly has levels in Green Appraisal depending on where it starts which we are very unlikely to get into before the tournament with everything we have to do. This does mean that we may be able to shave off around one hundred successes or a bit more if we can't master the last levels of RLA's successor due to cultivation level and such. For example just grab the RLA successor, train it up to the limit of Early Green and then have the tournament. Kind of a toss up.
Like Arkeus said, if we want we can just skip all the stuff and go to the third floor RLA successor art. We'll suffer a bit of a training malus due to it being complex to learn without the predecessor arts, but that malus has not been described as onerous enough to outweigh the time spent on training RLA and then the successor. We also as said don't have as firm a base, which my first though makes me think our passives are likely to not be as good as they could be or something similar.
There would be a training malus, from what I understand a hindering but not exorbitantly heavy one, if we wanted to learn an art that was like fire element and from the third floor. However, yrsillar has said directly in either the discord or thread that we are good enough in water and wind that we won't have a malus to training arts from that area. Thus we could grab the RLA successor, or something similar which fits better, and train it with no malus. There are no background rolls as far as I know, and any arts we find we can always come back and grab if we can get the sect points to pay our way in.Can we learn a successor art without learning the earlier art? Like learning FZ without ever having learned ZB. I would think the knowledge from the earlier art would be necessary to learn the later one, or there would be some kind of heavy malus to learning the first level of a successor art without having learned the earlier one. Depending on how bad that is it might not be worth it to skip the predecessor. If it is possible, and doesn't give too bad of a malus, than finding an RLA successor and going straight to learning that might be the best idea since it'd give a good place to look. Not sure if there's background rolls for us finding stuff in the library but I'd assume "successor art to RLA" is easier to find than "something to buff our songs" if there is.
There would be a training malus, from what I understand a hindering but not exorbitantly heavy one, if we wanted to learn an art that was like fire element and from the third floor. However, yrsillar has said directly in either the discord or thread that we are good enough in water and wind that we won't have a malus to training arts from that area. Thus we could grab the RLA successor, or something similar which fits better, and train it with no malus. There are no background rolls as far as I know, and any arts we find we can always come back and grab if we can get the sect points to pay our way in.
Those are counted as the same thing in this context as far as I know. Ask @Arkeus or someone else for more specifics since I'm spewing this somewhere on the order of fifth hand.Yeah, I did see that, but that's learning a water or wind art from the third floor. I'm wondering if there's a different malus for trying to learn an art that has a predecessor without already knowing the previous art, since its presumably building on the understanding of the earlier art.
We aren't going to get penalties if the art is wind/water or some such, as we are good enough at those elements to learn a third archive art from the get go.Third floor has higher level arts that start later, some of which are green. That's more or less it from what I recall.
RLA likely has a upgraded form. Time wise we do not have time to get RLA and then train it before breakthrough, even though we could easily go back and grab it(if we have the sect points, which I don't know). After breakthrough, assuming it is on week 37 and 38 and that we go for spiritual first, we will have 14 weeks to "purchase" and train up both RLA and RLA's successor on top of FVM, SCS, TRF, and any of our other arts to Early Green Level. Mostly FVM, SCS since I can't remember off hand what else is explicitly capped by green.
FSA took 225(15+20+30+60+100) successes, reduced by ten successes needed for every level after the first by a wind related cultivation bonus we get. And RLA would presumably take 15+30+40+70+110 = 265 successes because it is water/lake and does not have that bonus. We don't know how many successes a successor art of RLA would take but as many as RLA is the bare reasonable minimum. We generally throw 80ish dice for spiritual training from what I remember and out of those get about 44 to 45 successes and suffer diminishing returns if we try to double up on an action in a week. Let's assume for the sake of argument that RLA's successor takes 40% more successes(I don't have reliable information on hand as to how the success limits of successor arts are laid out so I'm making what I think is a reasonable guess between 33% and 50%) than RLA did for 370ish successes. Combined that is 635 successes. Divide that by 45 and we get ~14.13 weeks. We'd have to double up. This is discounting the fact that the RLA successor possibly has levels in Green Appraisal depending on where it starts which we are very unlikely to get into before the tournament with everything we have to do. This does mean that we may be able to shave off around one hundred successes or a bit more if we can't master the last levels of RLA's successor due to cultivation level and such. For example just grab the RLA successor, train it up to the limit of Early Green and then have the tournament. Kind of a toss up.
Like Arkeus said, if we want we can just skip all the stuff and go to the third floor RLA successor art. We'll suffer a bit of a training malus due to it being complex to learn without the predecessor arts, but that malus has not been described as onerous enough to outweigh the time spent on training RLA and then the successor. We also as said don't have as firm a base, which my first though makes me think our passives are likely to not be as good as they could be or something similar.
We can't train successor art normally without having trained the predecessor one. There might be exceptions, but we don't know them.Yeah, I did see that, but that's learning a water or wind art from the third floor. I'm wondering if there's a different malus for trying to learn an art that has a predecessor without already knowing the previous art, since its presumably building on the understanding of the earlier art.
So the idea was that we grab a third floor buff art that is stand alone?We can't train successor art normally without having trained the predecessor one. There might be exceptions, but we don't know them.
Yeah, a third floor buff spiritual art that begins as a third floor spiritual buff art. The advantage would be that it would be a rather more esoteric art that we could get if we had gotten one as a successor, but the disadvantage is that esoteric art usually begin a bit awkward.So the idea was that we grab a third floor buff art that is stand alone?
The advantage would be that it would be a rather more esoteric art that we could get if we had gotten one as a successor, but the disadvantage is that esoteric art usually begin a bit awkward.
That being true; we're still at an advantage if training those arts up, as we can train them faster the higher our cultivation level is.We can't train successor art normally without having trained the predecessor one. There might be exceptions, but we don't know them.
Why before breakthrough?in the continued vein of holding minority views I would like Ling Qi to spend some time and sect points grabbing a music art before breakthrough. I'm not in a rush to breakthrough at all, and spending more majors on things other than raw numbers (and yes, more minors on exploring more options) doesn't seem all that bad to me
concept wise...I honestly don't mind Ling Qi being lonely.
Basically yeah. There's a case for getting all the Argents for breakthrough bonuses. Theres a much weaker case for mastering all the Argents to cap for breakthrough bonuses.Why before breakthrough?
Ling Qi will be better at everything, especially cultivating arts, after breakthrough.
Why before breakthrough?
Ling Qi will be better at everything, especially cultivating arts, after breakthrough.
I want music to be part of her pre-Green foundation, basically, and amn't convinced that a single art is enough for the more mechanical parts of that determination.Why before breakthrough?
Ling Qi will be better at everything, especially cultivating arts, after breakthrough.
FVM's diapason inflicts a 3 die penalty on perception, in addition to low-light penalties from the mist itself, and we get +2 stealth. The issue with debuffing enemy perception instead of buffing allied sneak though is broadly you're going to have to win a clash for that.A stealth art that would be interesting is an art that reduces perception of people in an area. We could use that for sneaking and so that we could trap people in FVM easier.
Honestly I don't want just a stealth art I would like something that would also help us build up a field of death.
Basically yeah. There's a case for getting all the Argents for breakthrough bonuses. Theres a much weaker case for mastering all the Argents to cap for breakthrough bonuses.
Other than that we aren't really going to be seeing much of a qualitative difference.
Speaking as someone who'd really like to see a Larceny art.
two-week breakthrough (or maybe taking three weeks to break through) than "wait another week to start breaking through".