Each cultivation Weapon has unqiue abilities, and Ling Qi's is found below in the equipment tab.
So, going through these, here are the dependencies by attribute / stat / #mastery#:Health: Measured by the average of Stamina and Qi, determines how much injury a cultivator can withstand before being incapacitated. Injury will gradually penalize this attribute.
Speed: Measures the characters ability to quickly cover distances, created through the average of Strength and Dexterity
Initiative: Measures the characters reaction time, and the order in which they react. Determined by Wits and Dexterity
Combat Perception: measures the characters ability to pick up on details and keep track of multiple factors in combat, determined by Wits and Perceptiveness.
Social Perception: measures the characters ability to keep track of important factors in social situations. Determined by Manipulation and Empathy
Hit: The characters accuracy in combat, divided into physical and spiritual. Uses dexterity and an appropriate mastery for physical. Uses manipulation or wits plus mastery for spiritual
Penetration: How hard a characters attacks hit in combat, divided into physical and spiritual. Uses Strength and mastery for physical, and Intelligence or presence plus mastery for spiritual
Avoid: The characters ability to avoid attacks in combat, divided into physical and spiritual. Uses Dex and mastery for physical, and manipulation or wits for spiritual
Armor: The characters ability to withstand attacks in combat, divided into physical and spiritual. Uses Stamina and mastery for physical and Resolve or Composure plus mastery for spiritual.
You're missing Dispel (presence/manip) and Resist (resolve/composure).
More importantly, the QM has specified that he won't actually be following the system when writing out battles except as a rough guideline:It's utterly unnecessary to care about the system, because it exists to give a ballpark estimate of someone's abilities at a given moment of time, not something that needs to be closely tracked and whatnot.
I will not at any time be making turn by turn and action by action calculations beyond quick and easy things that can be done in my head.
I only listed the derived stats that were actually listed in the tutorial, I'm afraid.You're missing Dispel (presence/manip) and Resist (resolve/composure).
Also Intelligence is probably relevant to things like Formations. You know. Nerd stuff that we're too cool for
It's easy enough to accomplish that with the new system. All we have to do is regularly get into serious fights (so they don't get fluffed as sparring) with all of our friends! I can see no problem with this plan whatsoever.I just want to keep following the adventure of our friends T_T
@yrsillar, this is weird. From what I can tell, a offensive domain weapon works like this:Domain weapons are special weapons used to train and express a cultivators domain. Each cultivation Weapon has unqiue abilities, and Ling Qi's is found below in the equipment tab. However, there is a standard formula for determining the Hit and Penetration of Offensive Domain Weapons.
The weapons Hit is determined by averaging together two attributes, which are unique to the weapon and can be found in its description. The Weapons Penetration is calculated based on the lower of those two attributes. These are then modified based on the Characters domain rank
Rank 0= 4 ranks down
Rank 1= 2 ranks down
Rank 2= 1 rank down
Rank 3&up= No ranks down
These special derived attributes are then modified further, receiving a bonus equal to 5x the number of meridians the cultivator has aligned to the weapons element and any special properties of the weapon itself or related arts.
Offensive Domain weapons have Avoid and Armor equal to their users ranked down as on the table above. Domain weapons do not have separate physical and spiritual defensive attributes, and use the higher of the users two scores to determine theirs. Offensive domain weapons receive half of the meridian bonus to their defensive attributes. All incoming damage from non domain sources to a domain weapon is ranked down once.
Defensive Domain Weapons work in the reverse, with their defensive attributes using the first formula and their offensive statistics using the second.
Domain weapons do not count as additional combatants for determining multiattacker bonuses until domain rank 3.
Domain weapons also receive bonus of 20 to health at rank one and an additional 20 at rank 3
Alright, so this is the gist of the non-cultivation part of the system
Please keep in mind, if all you care about is the narrative, you can ignore 90% of this for most purposes. The vast majority of this is to give plan makers some somewhat concrete data when making battle plans. I will not at any time be making turn by turn and action by action calculations beyond quick and easy things that can be done in my head.
I am not sure if it's on purpose, given it seems fairly likely for me for there to be (Gear + Passives) > 2.5x meridians.
I am not sure if it's on purpose, given it seems fairly likely for me for there to be (Gear + Passives) > 2.5x meridians.
While I agree it's a weird complication, it actually isn't as big a problem right now as you might think.
Let's imagine we have Dex/Music B. This is ranked down to D + 50 meridians = B Hit
Now imagine we have Resolve/Resilience B + 30 passives/equip = B30 S.Armor. This is ranked down to D15 + 25 meridians = D40 = C20 Armor
That being said, once we get to higher domain levels and the rank-downs are reduced then yeah, it will become a bit of a problem.
At domain 2 this would change to B20 hit and B19 Armor. At domain 3 it would be A10 hit and A15 Armor.
Mmmh, good point about the rank down being afterwards. So, say we had a defensive domain weapon.It ranks down the base total, you don't add gear and passives back on afterward.
Not a problem. We have good dex.
wait, when we were going over this, you were the one telling me domain weapons were too squishy, that's the whole reason I gave them the half meridians bonus on defense in the first place.While I agree it's a weird complication, it actually isn't as big a problem right now as you might think.
Let's imagine we have Dex/Music B. This is ranked down to D + 50 meridians = B Hit
Now imagine we have Resolve/Resilience B + 30 passives/equip = B30 S.Armor. This is ranked down to D15 + 25 meridians = D40 = C20 Armor
That being said, once we get to higher domain levels and the rank-downs are reduced then yeah, it will become a bit of a problem.
At domain 2 this would change to B20 hit and B19 Armor. At domain 3 it would be A10 hit and A15 Armor.
Looking at it I would think that that comes in to play in the same place as the environmental portions, i.e Yrsillar is the only one who sees it? Just based on phrasing in the system as it is.Flight (LQ, Cai, Liling), Tunneling (Meizhen, Shen Hu), Teleportation (LQ with OWS and Cui in the right environment) all seem like they ought to provide significant advantages over those that lack the means or some counter to them. This problem seems like it'll get only worse as we advance and more of our peers get esoteric mobility of their own.
then why are you using language that directly implies the existence of action economy and turns in a position of prominence?I will not at any time be making turn by turn and action by action calculations beyond quick and easy things that can be done in my head.
That was the old system! They were made of glass back then!wait, when we were going over this, you were the one telling me domain weapons were too squishy, that's the whole reason I gave them the half meridians bonus on defense in the first place.
Uhhhhh, FYI. We don't actually have good Dance yet. PLR is just as inaccurate as it always was.So, looking at PLR and thinking about how it would play out in this system, and it seems like it might have gotten the boost it so desperately needed to be really competitive. Without knowing what Attributes and skills are needed to have PLR hit, it seems like PLR should have a better time hitting then when we were using the old system. Also, if it keeps the stuff that it had (qi drain, can't use some techniques, and grapple) then it could be a debuff that reduces a person by at least 1/3 of a rank in hit and avoid, and more likely 2/5 or 1/2. Combine that with what FVM could do, and we have some really potent debuffs in our tool kit.
But Dance is a derived subskill for Ling Qi, which means, unless I'm misunderstanding it, that when we use dance it will impact an opponent's ability to defend unless they also have derived skill.Uhhhhh, FYI. We don't actually have good Dance yet. PLR is just as inaccurate as it always was.
Like, does "competes" involve using it in a conflict with the derived attributes, is it for clashes, or is it something else?When an unfocused skill competes with a focused skill, the unfocused skill receives one rank down.
Unless @yrsillar is nicer than I expect with xp, it's going to need ~16 actions to get to B. Without tutoring we'll have problems.On the other hand, Dance is still a split-off skill, and PLR is good training for it.
SCS already has its hands full training dodge and stealth.If SCS/SCS+ started training Dance too that would speed it up. Also, there's always the omake squad...
Erk. I don't like this. This is going to cause problems. Like, Dance is clashing with Dodge. There's no good reason to consider Dance a derived subskill that should have a special advantage there. Well, not unless you also intend to consider "Dodge" a derived subskill of "Defense" and "Swords" a derived subskill of "Melee". Otherwise it's just creating these bizarre asymmetries where some skills are getting super special subskills because of design oversights in the original skill list.But Dance is a derived subskill for Ling Qi, which means, unless I'm misunderstanding it, that when we use dance it will impact an opponent's ability to defend unless they also have derived skill.