Goal: max life affinity, unlock the two tertiary affinities, before doing Legendary Core formation.
Common Foundation Establishment Pills: +5 for personal use (5% Corruption, +5 to any roll)
How does Corruption work? Seems like a very important thing to know and understand.
No time. That's a lot of turns of questing before core formation so we'll be nearing the civil war if we do things this way by the time we're finished something that's not particularly acceptable, to be honest even with me going out of my way to allow us to minimize our need to be a strong independent force in the early days of the civil war itself.Goal: max life affinity, unlock the two tertiary affinities, before doing Legendary Core formation.
Ok makes sense. So just Life/Soul then.No time. That's a lot of turns of questing before core formation so we'll be nearing the civil war if we do things this way by the time we're finished something that's not particularly acceptable, to be honest even with me going out of my way to allow us to minimize our need to be a strong independent force in the early days of the civil war itself.
The best we can do is well we cultivate our way up to our core formation breakthrough point is do quests to see if can't grab a life affinity buff and a strong secondary affinity which if they're close enough to finished by the time we're ready to breakthrough we can consider delaying the two or three remaining turns needed to grab those before breaking through but if we're still like five turns away from grabbing one of those we should just cut our losses before moving on.
If you want a tertiary affinity in addition to a secondary one we're going to need to drop boosting our life affinity to make room for it as well.
I... maybe? Soul doesn't provide a way for us to overcome our weakness to death but it would boost our performance when using life I'm pretty sure which further boosts our already kind of insane natural combat abilities in that regard. It's a trade-off I'd have to seriously consider but I'm presently leaning towards a much more standard element as our secondary affinity due to the fact we won't be leaving any real potential weaknesses exposed if we take one of those over soul.
You ignored a keypoint. Every Affinity is a pseudo-counter against Death except for life. That would include soul.I... maybe? Soul doesn't provide a way for us to overcome our weakness to death but it would boost our performance when using life I'm pretty sure which further boosts our already kind of insane natural combat abilities in that regard. It's a trade-off I'd have to seriously consider but I'm presently leaning towards a much more standard element as our secondary affinity due to the fact we won't be leaving any real potential weaknesses exposed if we take one of those over soul.
No time. That's a lot of turns of questing before core formation so we'll be nearing the civil war if we do things this way by the time we're finished something that's not particularly acceptable, to be honest even with me going out of my way to allow us to minimize our need to be a strong independent force in the early days of the civil war itself.
The best we can do is well we cultivate our way up to our core formation breakthrough point is do quests to see if can't grab a life affinity buff and a strong secondary affinity which if they're close enough to finished by the time we're ready to breakthrough we can consider delaying the two or three remaining turns needed to grab those before breaking through but if we're still like five turns away from grabbing one of those we should just cut our losses before moving on.
If you want a tertiary affinity in addition to a secondary one we're going to need to drop boosting our life affinity to make room for it as well.
You ignored a keypoint. Every Affinity is a pseudo-counter against Death except for life. That would include soul.
I didn't miss that. The problem with soul is that it doesn't provide combat techniques due to it being a sensory-based affinity so it being stronger overall than death at the same affinity level is rather meh since it seems to be an affinity primarily about supporting your other affinities as they do their thing, and as a key tool for information gathering rather than as something able to stand independently on its own.You ignored a keypoint. Every Affinity is a pseudo-counter against Death except for life. That would include soul.
The problem is that all quests, and cultivation are sequential actions so if we take the average of seven or eight turns for the third quest then add the three turns from cultivation on top of that since it would have filled that slot for a few turns before we started that quest then we stack on top of that the one turn for a breakthrough we get it taking us on average eleven to twelve turns out of the fifteen we have to prepare for the civil war just to complete that second quest.I think we need to see the possible actions in question before we know this for sure. Trying for three quests would definitely delay things at least a bit, but we get three personal actions per turn. If it's 5 actions per 'quest' we could theoretically accomplish three 'quests' and the three actions to advance our core all within 6 turns (since that's 18 actions). Comparatively, doing only two such five action projects plus advancing is definitely at least 5 rounds (since that's 13 actions), so the difference may not be all that huge. Even adding a turn for padding out potential failures, and we're still only talking Turn 7 (and would likely need to do that on the 'two quest' plan as well, making it Turn 6). That's a delay, but potentially a worthwhile one.
Now, that may not be logistically viable depending on the other demands on our time (and our chances of success on the quests...if they use Learning we're in a much better place than if they use something like Martial), but I wouldn't dismiss it out of hand before we even see the actions available.
You're missing a key point even if it is sequential it's the difference between using the 3 personal on cultivation versus 2 personal on cultivation. No real time difference just personal action cost.I didn't miss that. The problem with soul is that it doesn't provide combat techniques due to it being a sensory-based affinity so it being stronger overall than death at the same affinity level is rather meh since it seems to be an affinity primarily about supporting your other affinities as they do their thing, and as a key tool for information gathering rather than as something able to stand independently on its own.
The problem is that all quests, and cultivation are sequential actions so if we take the average of seven or eight turns for the third quest then add the three turns from cultivation on top of that since it would have filled that slot for a few turns before we started that quest then we stack on top of that the one turn for a breakthrough we get it taking us on average eleven to twelve turns out of the fifteen we have to prepare for the civil war just to complete that second quest.
Meanwhile, a core formation rush takes four turns, and a two-quest breakthrough takes on average seven or eight.
I didn't miss that. The problem with soul is that it doesn't provide combat techniques due to it being a sensory-based affinity so it being stronger overall than death at the same affinity level is rather meh since it seems to be an affinity primarily about supporting your other affinities as they do their thing, and as a key tool for information gathering rather than as something able to stand independently on its own.
The problem is that all quests, and cultivation are sequential actions so if we take the average of seven or eight turns for the third quest then add the three turns from cultivation on top of that since it would have filled that slot for a few turns before we started that quest then we stack on top of that the one turn for a breakthrough we get it taking us on average eleven to twelve turns out of the fifteen we have to prepare for the civil war just to complete that second quest.
Meanwhile, a core formation rush takes four turns, and a two-quest breakthrough takes on average seven or eight.
Just a note on that overreaching goal, quest 3 shouldn't be the one consistently skipped it would be best to pick the quest that is the furthest ahead.That'd definitely be my concern going Life/Soul alone, yeah.
Do they need to be accomplished sequentially like that with absolutely zero breaks, though? Like, does taking one year off break the chain? Because if we can take an occasional year off on specific quests, we could do something like this:
Turn 1: Quest #1, Quest #2, Quest #3,
Turn 2: Quest #1, Quest #2, Cultivation
Turn 3: Quest #1, Quest #2, Quest #3,
Turn 4: Quest #1, Quest #3, Cultivation
Turn 5: Quest #1, Quest #2, Quest #3,
Turn 6: Quest #2, Quest #3, Cultivation
That obviously doesn't count the inevitable failures, but the principle stands, that just tacks on some years. Will it take longer than the two quest plan? Sure. But I think we're talking maybe two turns longer if that, not a huge amount of time. This is, as I said, also more viable if we can use one of our stats at 25 on the Quests to up their odds of success, but that honestly seems decently likely to me (Learning would seem the most likely stat to be involved).
Just a note on that overreaching goal, quest 3 shouldn't be the one consistently skipped it would be best to pick the quest that is the furthest ahead.
What? Alright, you've misunderstood something so we have three personal actions, and we're only allowed to cultivate a singular time every turn which we need to do so three times in order to reach the point where can breakthrough. Quests work similarly we can only dedicate one action to a particular quest every turn so that means the maximum amount of progress any personal action can is one per turn meaning on average this is what you're proposing looks like.You're missing a key point even if it is sequential it's the difference between using the 3 personal on cultivation versus 2 personal on cultivation. No real time difference just personal action cost.
There's a three-turn minimum on how much it can delay things pretty much due to cultivation taking that many turns in the slot unless we get fantastically unlucky with our other quests at least well getting lucky with quest three. Regardless, your proposed action order is inefficient for no reason as it raises risk for no reward by spreading out actions which can be completed in a sequential manner delaying their rewards, and lowering the amount of power we'll have at our disposal on average as a result.
That makes literally zero logical sense we'll want to rush the cultivation actions as soon as possible regardless of our plan so that we always have the safety net of an emergency core formation button if need be, and not taking it denies us the extra power provided by that cultivation session regardless even if you don't want that.The purely demonstrative plan I list actually skips all three Quests exactly once each. But yeah, for the actual plan, you're quite correct, what would get skipped would vary a lot depending on what we were doing well at right at the moment. Realistically, we'd never do the final cultivation action the same turn as there were any remaining plans still to complete, either.