Threads Of Destiny(Eastern Fantasy, Sequel to Forge of Destiny)

Voted best in category in the Users' Choice awards.
Not sure if you're on discord but theres a message pinned to one of the channels on the ToD server if you want to look at that.
Said message, annoyingly re-spaced. I have bolded the ones we are actually using (as of darkness turn's end), and Italicized FVM, which has become domain:
Songseeker's Ceremony (SSC)
Argent Genesis (AG)
Forgotten Vale Melody (FVM)
Frozen Soul Serenade (FSS)
Phantasmagora of Lunar Revelry (PLR)
Laughing Flight of the Wind Thief (LFWT)

Abyssal Exhalation (AE)
Starless Night's Reflection (SNR)
Beast Kings' Savage Dirge (BKSD)

Thousand Ring Fortress (TRF)
Melody of the Spirit Seekers (MoSS)
Argent Current (AC)
Argent Storm (AS)
Ephemeral Night's Memory (ENM)
Harmony of the Dancing Wind (HDW)

Audacious Fairy's Lark (AFL)
Moonless Saboteur's Smile (MSS)
Roaming Moon's Eye (RME)

Mysterious Night's Obscurity (MNO)
Imperturbable Manor's Hearth (IMH)
Playful Muse's Rapport (PMR)
Storm Enduring Seedling (SES)
Darting Labyrinth Shadow (DLS)
Coldstar Blade Foundations Art (CBF)
Unstoppable Glaciers March (UGM)
Vengeful River King's Grasp (VRKG)
Bewitching Silver Maiden (BSM)
It seems to be missing:

Casual Diviner's Poise (CDP)
Winter's Heart Resounding (WHR)
Frozen Lake Gleaming (FLG)
Burning Glade Restoration (BGR)
Undying Hearth's Embers (UHE)
Primeval Grove Reverberation (PGR)
Curious Diviner's Eye (CDE)
Sable Crescent Step (SCS)
Eight Phase Ceremony (EPC)
Argent Soul (AS*)

EDIT: Forgot to bold PMR.

EDIT 2: added SCS and CDE, which have successors which we are using, but are no longer in use themselves...and our old cultivation arts, Argent Soul would share one with Argent Storm, though I'll note we don't care about either of them anymore.

*Distinguish by context if necessary. Neither is really relevant anymore, though.
 
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SCS and LFWT seem like they have an awful lot of overlap, are we doing anything about that?

Or does LFWT just completely supersede SCS because it is the successor Art and we don't have to think about it?
 
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Ok, so there's been some discussion of modding HDW to try to add communication elements in there because Bian Ya is cool and god knows we aren't using its buffs.

Currently, the suggestion was to try to replace something like "Presence" with "Communication". I... do not like this. Replacing stat/skill keywords with theme ones doesn't make sense - they're completely different things. And let's be honest, this proposal is really just a way to try to bypass the awkwardness of the Art Modification system as written given that HDW only has one theme keyword and we don't want to get rid of "Connections".

In my opinion though, what this really highlights is that the system shouldn't be tackled quite that literally. The keyword lists we are given, afterall, are not really exhaustive - they're just a quick list of descriptors that yrs thought of when making the art. This is especially true for the theme keywords.

If we instead think about this fluffwise, from the perspective of how someone in universe might try to mod the art, then what I would suggest is that "Connections" in HDW really has multiple sub-themes of communication, support/"nakama", and awareness of everything. What we are wanting to do here is downgrade the support themes in favour of enhancing the communication ones.

How might this implement itself? Well, one way it could work would be that the buff tech changes to instead of sending strength to our allies, it instead sends awareness and thoughts/feelings to allow that kind of team comm/minimap kind of thing. Narratively ofc this is the kind of thing that would make sense for LQ to think about, and that she could talk to Bian Ya about.

Of course, there is, as discussed before, a thin line between modding and making a successor, which can be challenging to deal with - particularly when we're trying to shift capabilities like this. Just wanting to change a style or something to fit us better (e.g. changing the weapon mastery) is arguably much simpler. Is this level of change reasonable for art modding? I don't know. But this is how I'd try. If we are to be allowed to mod arts in ways that aren't just restricted to skill tweaks, I don't really see how it can work if we're restricted to just the one or two theme keywords instead of the broader art description. The theme words are (for understandable reasons) generally a big holistic description that sums up the idea of the art and that couldn't really be changed without breaking it, and don't get into any of the details which are what you'd be looking at tweaking in a modding exercise.
 
Ok, so there's been some discussion of modding HDW to try to add communication elements in there because Bian Ya is cool and god knows we aren't using its buffs.

Currently, the suggestion was to try to replace something like "Presence" with "Communication". I... do not like this. Replacing stat/skill keywords with theme ones doesn't make sense - they're completely different things. And let's be honest, this proposal is really just a way to try to bypass the awkwardness of the Art Modification system as written given that HDW only has one theme keyword and we don't want to get rid of "Connections".

In my opinion though, what this really highlights is that the system shouldn't be tackled quite that literally. The keyword lists we are given, afterall, are not really exhaustive - they're just a quick list of descriptors that yrs thought of when making the art. This is especially true for the theme keywords.

If we instead think about this fluffwise, from the perspective of how someone in universe might try to mod the art, then what I would suggest is that "Connections" in HDW really has multiple sub-themes of communication, support/"nakama", and awareness of everything. What we are wanting to do here is downgrade the support themes in favour of enhancing the communication ones.

How might this implement itself? Well, one way it could work would be that the buff tech changes to instead of sending strength to our allies, it instead sends awareness and thoughts/feelings to allow that kind of team comm/minimap kind of thing. Narratively ofc this is the kind of thing that would make sense for LQ to think about, and that she could talk to Bian Ya about.

Of course, there is, as discussed before, a thin line between modding and making a successor, which can be challenging to deal with - particularly when we're trying to shift capabilities like this. Just wanting to change a style or something to fit us better (e.g. changing the weapon mastery) is arguably much simpler. Is this level of change reasonable for art modding? I don't know. But this is how I'd try. If we are to be allowed to mod arts in ways that aren't just restricted to skill tweaks, I don't really see how it can work if we're restricted to just the one or two theme keywords instead of the broader art description. The theme words are (for understandable reasons) generally a big holistic description that sums up the idea of the art and that couldn't really be changed without breaking it, and don't get into any of the details which are what you'd be looking at tweaking in a modding exercise.
I'd rather wait to mod an art other than HDW...or if we're absolutely set on HDW, at least make it more in-theme for LQ...There are a lot of arts I like but frankly HDW is not one of them. Not for our MC anyways.

EDIT: If we have an extra AP in a future term, why don't we use it to be a good friend socially instead? Maybe check on how Su Ling is settling into the Inner Sect, especially since she never wanted to advance to this point in the first place?
 
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I'd rather wait to mod an art other than HDW...or if we're absolutely set on HDW, at least make it more in-theme for LQ...There are a lot of arts I like but frankly HDW is not one of them. Not for our MC anyways.
Are you sure you're not getting HDW mixed up with something else? HDW we particularly went for because of its themes.
 
Are you sure you're not getting HDW mixed up with something else? HDW we particularly went for because of its themes.
Each tech has a season for a theme. Seasons other than winter, especially the Summer one, don't really match LQ's themes. The whole thing about using Wind + Music to sense connections makes sense. However the Summer-themed tech embodies "optimism and hope, speaks to the musician's bond with her listeners" and the season itself is associated with heat/light/fire. It doesn't really strike me as something in line with LQ's whole shtick with Shadow/Winter/Endings. I'm not saying she has to be all doom and gloom--I like WHR and the protective aspects it has for the people she cares about. Its very in line with how she is both warm and protective towards her loved ones while being cold and deadly to her enemies. I support the idea her being a badass Moonlit Wraith/Songstress with a deathly cold domain but also a small bit a of precious warmth at the center solely for her loved ones. We have a lot of arts that can connect to part of this if not all of it, a lot better than HDW does.
In case you couldn't tell, I'd personally like to see LQ's build and theme become as coherent as possible. Its gotten a lot better since Forge of course, much less all-over-the-place and I'd like us to keep going in that direction.

EDIT: It might be more accurate to say I don't mind the idea of small bit a of precious warmth at the epicenter only for her loved ones. While I wasn't originally a fan, I just don't know how else we're going to prevent LQ from actually becoming an all-consuming Winter Wraith of Night, one-sided in her darkness with no depth or nuance. If we're not careful, she'll become possessive of her loved ones like Zeqing, who was unable to act solely in her daughter's best interests without killing herself because that act went too far against her possessive nature.

You might say that LQ can be all about Winter, Night and Endings and still have just as much warmth and love for her friends and fam, without us voters literally inserting it into her domain. For a different story, that might be true. However, in the Destiny universe, cultivators literally embody certain concepts and become those concepts the farther they progress. So I think its very essential for us to insert some nuance and versatility here and there. 'Cause the farther she ascends, the less adaptable she'll be to different circumstances.
 
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The reason I ask is that is we might want to switch the HDW's Yang keyword to Yin but that's a sufficiently unpredictable change that losing the initial Art could suck.

HDW is fundamentally about being heard and actively engaging the battlefield with buffs. The Yin counterpoint to that would be being quiet and noticing others as they are. Given Ling Qi's heavy emphasis on Yin this might make it fit more neatly in with her, though that would naturally be completely in yrsillar's hands.

As my guess:

Spring: You know if any people you have a connection with ("friends") are present and their locations.
Summer: You know if any of your friends are experiencing some spiritual effect on them and roughly what it does.
Autumn: You know the physical status of your friends.
Winter: You can perceive the vicinity around your friends. If yrsillar is extremely generous this would also allow us to communicate with them, but we would definitely be able to hear what they are saying regardless.

The important shift is that the seasons would refer to our friends instead of us. Unfortunately the original art is already called a "Harmony" as I feel like we could easily mark the distinction between the Yang and Yin versions by having Yang be the Melody of Dancing Winds and Yin be the Harmony of Dancing Winds.

I'm probably being way too clever for my own good but I think it is worth a shot.
 
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Each tech has a season for a theme. Seasons other than winter, especially the Summer one, don't really match LQ's themes. The whole thing about using Wind + Music to sense connections makes sense. However the Summer-themed tech embodies "optimism and hope, speaks to the musician's bond with her listeners" and the season itself is associated with heat/light/fire. It doesn't really strike me as something in line with LQ's whole shtick with Shadow/Winter/Endings. I'm not saying she has to be all doom and gloom--I like WHR and the protective aspects it has for the people she cares about. Its very in line with how she is both warm and protective towards her loved ones while being cold and deadly to her enemies. I support the idea her being a badass Moonlit Wraith/Songstress with a deathly cold domain but also a small bit a of precious warmth at the center solely for her loved ones. We have a lot of arts that can connect to part of this if not all of it, a lot better than HDW does.
In case you couldn't tell, I'd personally like to see LQ's build and theme become as coherent as possible. Its gotten a lot better since Forge of course, much less all-over-the-place and I'd like us to keep going in that direction.

EDIT: It might be more accurate to say I don't mind the idea of small bit a of precious warmth at the epicenter only for her loved ones. While I wasn't originally a fan, I just don't know how else we're going to prevent LQ from actually becoming an all-consuming Winter Wraith of Night, one-sided in her darkness with no depth or nuance. If we're not careful, she'll become possessive of her loved ones like Zeqing, who was unable to act solely in her daughter's best interests without killing herself because that act went too far against her possessive nature.

You might say that LQ can be all about Winter, Night and Endings and still have just as much warmth and love for her friends and fam, without us voters literally inserting it into her domain. For a different story, that might be true. However, in the Destiny universe, cultivators literally embody certain concepts and become those concepts the farther they progress. So I think its very essential for us to insert some nuance and versatility here and there. 'Cause the farther she ascends, the less adaptable she'll be to different circumstances.
The main problem I have with this is that it implies the art needs to fit us perfectly, when that's frankly not the case. We went for HDW primarily because of it's theme of Connections (plus Music/perception, but those parts are secondary tbh). The techs being based on Seasons don't really make Ling Qi's build any less coherent, because they are in no way what she focuses on w.r.t. the arts themes.

When it comes to our first self-created art, that's IMO when we want to go for everything involved being in-theme, considering that's what it's for (the purest expression of self we'll have seen so far). We shouldn't be holding other arts to that standard, considering the lengths we'd have to go to to expect arts made by other people to perfectly match us.
 
The main problem I have with this is that it implies the art needs to fit us perfectly, when that's frankly not the case. We went for HDW primarily because of it's theme of Connections (plus Music/perception, but those parts are secondary tbh). The techs being based on Seasons don't really make Ling Qi's build any less coherent, because they are in no way what she focuses on w.r.t. the arts themes.

When it comes to our first self-created art, that's IMO when we want to go for everything involved being in-theme, considering that's what it's for (the purest expression of self we'll have seen so far). We shouldn't be holding other arts to that standard, considering the lengths we'd have to go to to expect arts made by other people to perfectly match us.
So if I understand you correctly, arts that we're creating/creating a successor for/ modding should be the ones most appropriate for LQ? For others, it doesn't matter as much?
HDW is the art some people are considering for modding though. If we're going to go through the trouble of modding an art, shouldn't it be one more central and relevant to the MC's development or theme?
 
So if I understand you correctly, arts that we're creating/creating a successor for/ modding should be the ones most appropriate for LQ? For others, it doesn't matter as much?
HDW is the art some people are considering for modding though. If we're going to go through the trouble of modding an art, shouldn't it be one more central and relevant to the MC's development or theme?
For one thing, modding is mostly for adjusting things so they fit better. If something's already our most appropriate art, why are we modding it at all?

For another, IIRC modding has a chance of "breaking" the art if you mess up, which would be...bad with a more central art.

Lastly, our first creation and first successor aren't the same thing as modding. Modding is kind of practice for them, yes, but not the same thing. Modding is introducing your themes into something else.* Successors is improving/continuing something with your contribution. Creation is making something wholesale out of your themes.

*EDIT: Losing other themes the art had in the process, to be clear.
 
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So if I understand you correctly, arts that we're creating/creating a successor for/ modding should be the ones most appropriate for LQ? For others, it doesn't matter as much?
HDW is the art some people are considering for modding though. If we're going to go through the trouble of modding an art, shouldn't it be one more central and relevant to the MC's development or theme?
Modding isn't successor art creation. It's, well, a modification to make the art fit better with your needs or values. Nothing in the story so far has indicated that art modding is personally important to your developing Way like your first successor or your first self-created art are.

Plus, I mean, the whole point of art modding is that you're doing it because the art isn't quite what you want. So by definition, it's gonna see use on arts that aren't quite right for Ling Qi. I'm not particularly thrilled by the idea of modding HDW versus exploring with the moon map or modding a different art, but it's clearly an art that fit Ling Qi enough that we took an insight from it into our Domain; like it or not, at this point it's a permanent part of our Way. So I see no reason why it should be ruled out as a modding candidate.
 
So if I understand you correctly, arts that we're creating/creating a successor for/ modding should be the ones most appropriate for LQ? For others, it doesn't matter as much?
HDW is the art some people are considering for modding though. If we're going to go through the trouble of modding an art, shouldn't it be one more central and relevant to the MC's development or theme?
Not always. Ling Qi has been very lucky so far in her progress. However things can still go wrong. That is why HDW is attractive to me for modding. It has a great theme, connections, but isn't central or critical to our build. So, if something unexpected happens, or worse goes wrong, HDW could bare that burden. Its a great stress test art to help us figure out the system.
 
Ok, so there's been some discussion of modding HDW to try to add communication elements in there because Bian Ya is cool and god knows we aren't using its buffs.

Currently, the suggestion was to try to replace something like "Presence" with "Communication". I... do not like this. Replacing stat/skill keywords with theme ones doesn't make sense - they're completely different things. And let's be honest, this proposal is really just a way to try to bypass the awkwardness of the Art Modification system as written given that HDW only has one theme keyword and we don't want to get rid of "Connections".

In my opinion though, what this really highlights is that the system shouldn't be tackled quite that literally. The keyword lists we are given, afterall, are not really exhaustive - they're just a quick list of descriptors that yrs thought of when making the art. This is especially true for the theme keywords.

If we instead think about this fluffwise, from the perspective of how someone in universe might try to mod the art, then what I would suggest is that "Connections" in HDW really has multiple sub-themes of communication, support/"nakama", and awareness of everything. What we are wanting to do here is downgrade the support themes in favour of enhancing the communication ones.

How might this implement itself? Well, one way it could work would be that the buff tech changes to instead of sending strength to our allies, it instead sends awareness and thoughts/feelings to allow that kind of team comm/minimap kind of thing. Narratively ofc this is the kind of thing that would make sense for LQ to think about, and that she could talk to Bian Ya about.

Of course, there is, as discussed before, a thin line between modding and making a successor, which can be challenging to deal with - particularly when we're trying to shift capabilities like this. Just wanting to change a style or something to fit us better (e.g. changing the weapon mastery) is arguably much simpler. Is this level of change reasonable for art modding? I don't know. But this is how I'd try. If we are to be allowed to mod arts in ways that aren't just restricted to skill tweaks, I don't really see how it can work if we're restricted to just the one or two theme keywords instead of the broader art description. The theme words are (for understandable reasons) generally a big holistic description that sums up the idea of the art and that couldn't really be changed without breaking it, and don't get into any of the details which are what you'd be looking at tweaking in a modding exercise.

HDW as a target for modding is interesting to me, but probably not for the same reasons you are thinking of.

HDW' main use currently are Canto and the Screen tech for social. Putting it all in communication is interesting, but it actually just means making it more like Moonless Saboteur's Smile, and there are very good arguments for unequipping HDW as soon as the end of the current turn, depending on whether MSS gives a screen tech. Yes, we currently have ''spare" head meridians for the combat version of our sensing suite (RME is only one head and is the main such art, after all), but hey, equipping MoSS there will be important, and we don't know how PMR/MSS will develop either.

OTOH, HDW being an art we can spare makes it relevant for our first art modding, as we have no clue how things work. If we fail, it's fine, and we still get a Bian Ya arc out of it. If we succeed, well, it might increase HDW's usefulness in the mid term (depending on MSS or PMR devellopment), and might even make HDW a target for successors.
 
HDW as a target for modding is interesting to me, but probably not for the same reasons you are thinking of.

HDW' main use currently are Canto and the Screen tech for social. Putting it all in communication is interesting, but it actually just means making it more like Moonless Saboteur's Smile, and there are very good arguments for unequipping HDW as soon as the end of the current turn, depending on whether MSS gives a screen tech. Yes, we currently have ''spare" head meridians for the combat version of our sensing suite (RME is only one head and is the main such art, after all), but hey, equipping MoSS there will be important, and we don't know how PMR/MSS will develop either.

OTOH, HDW being an art we can spare makes it relevant for our first art modding, as we have no clue how things work. If we fail, it's fine, and we still get a Bian Ya arc out of it. If we succeed, well, it might increase HDW's usefulness in the mid term (depending on MSS or PMR devellopment), and might even make HDW a target for successors.
Yeah, the meridian issue is something to think about if we're wanting HDW comms around for utility.
 
Let's talk about HDW for a bit.

Keeping in mind we voted for it looking for an art to do social/combat perception, not buffs, and voted it in based on the following fluff/key concept:
There lies a beauty in patterns, of spirits and men alike. This melody exults in the complex dance of winds which brings us weather and the seasons, and in doing, teaches the musician to see and pluck at the lesser patterns and connections in the world around. The harmony reveals the web which connects all things, if the players eyes are but sharp enough to see.
The art seems to be fundamentally about connections; seeing and touching upon them.

Seems pretty great right? Well instead we got one actually useful perception tech and by cap a social screen. Other than those we got 2 buff techs that are basically a poor imitation of our innate Domain effect (seriously what use is a Short-duration allies-only support buff that isn't even Perfect).

That said, the themes of the art are definitely reasonable enough for LQ to keep (and indeed its insight has been voted in), and Canto is all kinds of nice:
Spring Breeze Canto: D
Upkeep 3
Mastery of the melody has woven it into the background flow of the users Qi. While using any Music Art carries the musician's perception among her listeners out to Far Range, allowing her to clearly hear and see any one of them, regardless of distractions, so long as the songs echoes last.While the song lasts the users Social Perception is increased for the purpose of opposing Social Defense Arts. In combat Perception and Hit are increased instead. Once played, the canto lingers as an echo for several minutes with its full effect.
Upkeep tech that gives us Far-range vision within our music (including our Mist) of anything that isn't trying to hide? yes please. This effect is what we actually want for advanced perception, and by itself is the reason current plan lines keep HDW equipped in our combat/adventure loadout. It helps that the G3 potency isn't a big deal here because we're not really using HDW to oppose enemy techs (RME is what we have for enemies trying to hide).

Still, it's not great for an art in our loadout to contribute so little, especially since we'll be replacing it in social settings with PMR+MSS before long. For this there are 2 options:
  1. drop the art from our build entirely.
    • This is somewhat unsatisfying because unless we get an advanced skill that mimics Canto, we're losing a fair bit of utility.
    • We're only freeing up 2 meridians and not 5, because head meridians are limited by social arts. We can only get ~4 freed up if we're willing to drop RME in social settings as well, something I'd be against because you probably don't want to drop your primary perception art ever, especially one with hard-to-notice extra viewpoint constructs and an ability to deeply analyze something.

  2. Attempt to modify HDW so the currently-useless techs actually contribute meaningful utility to our build.
    • This is where the idea of modding HDW with a communications aspect comes from. This is a mod that's very in-theme for the art's basic fluff and 'connections' core concept, we have both thematic (as outlined by Erebeal) and mechanistic reasoning for why such a mod would be possible(see later), and we even have Bian Ya to poke in music club if we're struggling because her build is all about leveraging wind-themed 'connections' into buffs, social/combat perception, and powerful communications.
    • And in terms of utility, having some basic capacity at communications is pretty damn nice for our build in a scout role, pairing nicely with high range scrying and our high mobility. And it's not something that the G3 potency matters all that much for because again, not really opposing enemy techs with it.
    • Plus Sixiang is still very much a thing, and can both buff HDW-techs for us and possibly learn enough to pick up some communications of their own.

As for how we might go about it, here's a possible mechanistic take on how we can modify HDW buffs into comms:
  • If we think of arts like arcane machines, art modding is digging into the guts of that and tweaking some valves and maybe cannibalizing less useful parts to fit together a "feature".
  • For HDW, the idea would be to take the buffs, drop the power and effect strength as much as possible to amp up the range, and then either cobble some protocol for converting minuscule buffs/feedbacks across links into rudimentary comms, or to lean on the 'connections' keyword to apply it in a more literal sense.
  • While doing that, try to make sure the comms aren't an open-channel broadcast, maybe using the muffle tech as basis (and possibly even cannibalizing that; I'd be pretty ok with sacrificing the last 3 techs to get a functional ~2km secure-ish radio, with better range to high SL's)

So for the pretty damn low cost of 1 AP we get the following:
  1. Experiment with art modification before we're stepping into full-on successor creation.
  2. Sacrifice some useless build flub to gain useful utility we'll be using for like the next 8 months+, and could build upon later if we want.
  3. Get a cool project to poke Bian Ya about, something pretty flattering considering we're basically inspired by her here.
Seems to me like a better option than e.g another explore action (which has like a 20% of being something decent and like a 50%+ chance of just giving us a bit of yss), and a better target for art modding than ENM where the current idea is to modify the Memory keyword hoping to get Dream, except art modding is a lot less reliable[1] than that and if we want to disassemble the core-concept of an art I'd prefer to do it after we have access to workshops.


[1] Art modification by rules-as-written is pretty bad, basically:
• pick a keyword to disassemble
• after disassembly, you're presented with a list of possible keyword replacements based on the art and what LQ knows
• after selecting one of those, get uncertain results based on the selection
 
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Still, it's not great for an art in our loadout to contribute so little, especially since we'll be replacing it in social settings with PMR+MSS before long. For this there are 2 options:
  1. drop the art from our build entirely.
    • This is somewhat unsatisfying because unless we get an advanced skill that mimics Canto, we're losing a fair bit of utility.
    • We're only freeing up 2 meridians and not 5, because head meridians are limited by social arts. We can only get ~4 freed up if we're willing to drop RME in social settings as well, something I'd be against because you probably don't want to drop your primary perception art ever, especially one with hard-to-notice extra viewpoint constructs and an ability to deeply analyze something.
If I understand correctly you want PMR+MSS+RME in social setting and RME+HDW+MoSS outside?
Also we have enough merridians/action points for this?
 
If I understand correctly you want PMR+MSS+RME in social setting and RME+HDW+MoSS outside?
Also we have enough merridians/action points for this?
I want RME to be part of our standard "carry everywhere" kit like wind thief and SNR, so yes that's the social vs combat/explore loadout options I'd want. And yes we have enough actions for it and no expected problem with meridian opening.

As a general PSA I've been looking at that 0.1 multi and doing a more careful analysis of base AP and EPC drip, overall we're looking at the following:
  • Turn 13 G5 instead of turn 14 with no losses elsewhere (B5 still t14). This means that we'll just reach G5 when the outer sect tournament happens.
  • G5>G6 base costs less, so turn 18 G6 is looking a lot more feasible (domain A and progress after the competition being the main draw)
  • With a line that includes:
    - FSS+ created and softcapped with 8 levels
    - turn 18 G6 (t20 B6) (G6 gated by insights basically)
    - level 4 socials
    - all combat arts capped/softcapped at G5
    we're looking at 13 free AP to work with, fairly reasonable to distribute across possibilities like:
    • level 5 socials at 3AP each
    • speeding up B6 (more for post-competition strength)
    • 1-2AP in art modding
    • starting to work on making a second successor to e.g RME or SNR
  • Also worth mentioning that SSC gaining music dice (yin/moon bonus applying there I mean) could save 1-2 AP, and the drug gacha could bless us with a moon pill to use on one of the SSC turns, for more ways to spend SP to buy AP if we need them.
Probably gonna post a cleaned up version of that plan line sometime later this turn.
 
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