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

Voted best in category in the Users' Choice awards.
They are wasted stones if we don't need more dice on those actions.

Anyway, on the note of meridian and efficiency actions this is actually now the best turn for it since our sites don't benefit meridians at all. Loading as many of those actions that we can find here is actually a good idea.
Stones arent wasted on meridian efficiency, since this has no dice. A bit is wasted on the 2 meridian opening ap, but not that much. Meridian efficiency doesnt waste pills cost.
 
Given the way things have fallen, though I'm actually fairly happy with the outcome. Sure we didn't get as high as we could have, but we are setting up for a pretty epic adventure through the Wall.
 
ok, so lets try this:

[X] Plan: Social Meridians
-[X] High Pills (free)
-[X] Resources: 16 GSS, 8 YSS (8 free GSS, 8 from cash, 8 YSS from cash), Drip on Spiritual Cultivation
-[X] buy Gushing Spring Pill (60 SP)
-[X] Spiritual Cultivation (4 AP)
-[X] Songseeker's Ceremony (3 AP)
-[X] Frozen Soul Serenade Efficiency Upgrade (2 AP, Lung, Lung)
-[X] Meridian opening (2 AP, Spine, Head)
-[X] Beast King's Savage Dirge (1 AP)
-[X] Playful Muse's Rapport (1 AP)
-[X] Moonless Saboteur's Smile (2 AP)
-[X] Equipment: Unequip: Anchor of Eight Imperial Duties, Equip: Dusk Wind Studs
-[X] Sideboard: Combat/Adventure: HDW + MoSS <-> Social: PMR + MSS;Translation: RME + HDW + MoSS -> PMR + HDW
-[X] Upkeep: HDW (5) <-> MSS (5), RME (2), LFWT (15), WHR (3), UGM (5), SNR (10)
-[X] non-Upkeep: none

High pills are now free so that is nice to have. Not having the argent vent means no free YSS this turn but that is fairly cheap in comparison so nothing special there either.
The Gushing Spring pill works very well with the trench swimmer pill we already have, so we can buy it now and use both of them together (probably next turn):

The loss of 5 AP basically means that we cut the family AP and the physical cultivation AP. The reason to cut physical instead of spiritual is for one because the water pills will give us a lot of physical xp next turn and advancing spiritual currently affects how many GSS we can use, so in a sense it is the more valuable base.

Not being able to use sites means meridian actions make a lot of sense this turn, so we have 4 here. 2 openings for arts we want to train and 2 efficiency upgrades so we can start at FSS+ soonish(tm).

like erebeal said, MSS at 2 AP and BKSD at 1 AP are still fine (100% each) but SSC and PMR both took a hit to the odds. SSC is really important, so this plan gives it a 3rd AP to make really sure it get the next level (100%). This leaves 1 AP for PMR which has now 57% chance to reach the next level that way.

For those who want to use omake points to boost that number, here is what you get for how many points:

1 omake = 10 xp = 70%
2 omake = 20 xp = 81%
3 omake = 30 xp = 90%
4 omake = 40 xp = 95%
5 omake = 50 xp = 98%

in my opinion 3-4 should probably be enough, unless the roll ends up being really bad.

The equipment swap is as said in a post before, basically a formality. We kinda just picked one of the old talismans to switch out, unless someone really wants to keep the anchor?

The sideboard got the translation part added and since we now have enough qi to have everything on upkeep while still having A Qi, we put everything on upkeep
 
Alright, so the basic plan is solid and there's nothing wrong with it. But... I do feel there's a fun question here about how we could go maximum social here as well as taking advantage of the fact that this turn is really the best time to be doing meridian stuff now that we've lost our sites.

Basically the idea here to crunch HDW down so we can have it PMR and MSS/MoSS all equipped at once for maximum diplo. If we are going to make a successor to it, then we'll want to do that some time anyway and this is arguably the ideal time to do it.

Downside is that we don't really know how that will work yet. Current ideas revolve around merging HDW + RME, and we don't know how that would work. Would we be using one of them as a base and only one would count? Would we want to make both of them efficient first? This is something we need to check with @yrsillar.

So I'm kinda putting this plan down here both for discussion of potential interest, and to put a pin in for checking with yrs if it's something we'd want to do. But hey! Being able to have all our social up would be cool! :p

[X] Plan: Ultimate Social Time
-[X] High Pills (free)
-[X] Resources: 16 GSS, 8 YSS (8 free GSS, 8 from cash, 8 YSS from cash), Drip on Spiritual Cultivation
-[X] buy Gushing Spring Pill (60 SP)
-[X] Meridian opening (2 AP, Spine, Head)
-[X] Harmony of the Dancing Winds Efficiency Upgrade (4 AP, Head, Head, Head, Head)
-[X] Songseeker's Ceremony (3 AP)
-[X] Frozen Soul Serenade Efficiency Upgrade (2 AP, Lung, Lung)
-[X] Playful Muse's Rapport (1 AP)
-[X] Moonless Saboteur's Smile (2 AP)
-[X] Beast King's Savage Dirge (1 AP)
-[X] Equipment: Unequip: Anchor of Eight Imperial Duties, Equip: Dusk Wind Studs
-[X] Sideboard: Combat/Adventure: MoSS <-> Social: MSS (can keep HDW/PMR/RME up regardless)
-[X] Upkeep: HDW (5), RME (2), LFWT (15), WHR (3), UGM (5), SNR (10), Social: MSS (5)
-[X] non-Upkeep: none

Edit:
and here's a skill plan because we need one
honestly, we lose a pile of bonuses because of not being able to abuse our sites like usual, but there's nothing to do about that, and there's sort of a limited number of things actually near breakpoints.

So mostly just going for turn appropriate stuff:
[X] Turn 11 Plan: Art and Diplomacy
-[X] Intelligence 2, Manipulation* 1 (6/30)
-[X] Vanishing 1*, Government 3*, Survival 2, Sincere Negotiator 4*, Beast Handling 3*, Art 3* (27/30)
-[X] Gardening: Art 1*, Woodwind 1* (30/30)
 
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Downside is that we don't really know how that will work yet. Current ideas revolve around merging HDW + RME, and we don't know how that would work. Would we be using one of them as a base and only one would count? Would we want to make both of them efficient first? This is something we need to check with @yrsillar.

This is really the key question. I think it would be preferable to make a successor with RME as the base rather than the other way around.
 
People noticed the jump, but did an0ybody noticed we actually surpassed Meizhen ? (in sect rank, not combat efficiency)

Feels like its the first time we are ahead of her in anything...
 
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2: Liao Zhu
495: Li Suyin
514: Bao Qingling
574: Wang Chao
580: Wen Cao
600: Ruan Shen
601: Bian Ya
625: Luo Zhong
657: Cai Renxiang
672: Ling Qi
675: Bai Meizhen
700: Xuan Shi
702: Kang Zihao
706: Sun Liling
720: Ji Rong
744: Yu Nuan
750: Du Feng
803: Su Ling

Look at that
*whistles*
IIRC, that's just shy of a thirty-rank jump, right? Damn.
 
2: Liao Zhu
495: Li Suyin
514: Bao Qingling
574: Wang Chao
580: Wen Cao
600: Ruan Shen
601: Bian Ya
625: Luo Zhong
657: Cai Renxiang
672: Ling Qi
675: Bai Meizhen
700: Xuan Shi
702: Kang Zihao
706: Sun Liling
720: Ji Rong
744: Yu Nuan
750: Du Feng
803: Su Ling

Look at that
...when did Li Suyin get so high up? Regardless, nice to see she's continuing to do well.
 
Ok, I added a skill plan because we need one and no-one else was posting it :p
and here's a skill plan because we need one
honestly, we lose a pile of bonuses because of not being able to abuse our sites like usual, but there's nothing to do about that, and there's sort of a limited number of things actually near breakpoints.

So mostly just going for turn appropriate stuff:
[X] Turn 11 Plan: Art and Diplomacy
-[X] Intelligence 2, Manipulation* 1 (6/30)
-[X] Vanishing 1*, Government 3*, Survival 2, Sincere Negotiator 4*, Beast Handling 3*, Art 3* (27/30)
-[X] Gardening: Art 1*, Woodwind 1* (30/30)
 
[X] Turn 11 Plan: Art and Diplomacy
-[X] Intelligence 2, Manipulation* 1 (6/30)
-[X] Vanishing 1*, Government 3*, Survival 2, Sincere Negotiator 4*, Beast Handling 3*, Art 3* (27/30)
-[X] Gardening: Art 1*, Woodwind 1* (30/30)

[X] Plan: Social Meridians
-[X] High Pills (free)
-[X] Resources: 16 GSS, 8 YSS (8 free GSS, 8 from cash, 8 YSS from cash), Drip on Spiritual Cultivation
-[X] buy Gushing Spring Pill (60 SP)
-[X] Spiritual Cultivation (4 AP)
-[X] Songseeker's Ceremony (3 AP)
-[X] Frozen Soul Serenade Efficiency Upgrade (2 AP, Lung, Lung)
-[X] Meridian opening (2 AP, Spine, Head)
-[X] Beast King's Savage Dirge (1 AP)
-[X] Playful Muse's Rapport (1 AP)
-[X] Moonless Saboteur's Smile (2 AP)
-[X] Equipment: Unequip: Anchor of Eight Imperial Duties, Equip: Dusk Wind Studs
-[X] Sideboard: Combat/Adventure: HDW + MoSS <-> Social: PMR + MSS;Translation: RME + HDW + MoSS -> PMR + HDW
-[X] Upkeep: HDW (5) <-> MSS (5), RME (2), LFWT (15), WHR (3), UGM (5), SNR (10)
-[X] non-Upkeep: none

Well, someone who isn't in the math cabal has to vote, eh
 
[X] Plan: Ultimate Social Time
-[X] High Pills (free)
-[X] Resources: 16 GSS, 12 YSS (8 free GSS, 8 from cash, 8 YSS from cash), Drip on Spiritual Cultivation
-[X] buy Gushing Spring Pill (60 SP)
-[X] Meridian opening (2 AP, Spine, Head)
-[X] Harmony of the Dancing Winds Efficiency Upgrade (4 AP, Head, Head, Head, Head)
-[X] Songseeker's Ceremony (3 AP)
-[X] Frozen Soul Serenade Efficiency Upgrade (2 AP, Lung, Lung)
-[X] Playful Muse's Rapport (1 AP)
-[X] Moonless Saboteur's Smile (2 AP)
-[X] Beast King's Savage Dirge (1 AP)
-[X] Equipment: Unequip: Anchor of Eight Imperial Duties, Equip: Dusk Wind Studs
-[X] Sideboard: Combat/Adventure: MoSS <-> Social: MSS (can keep HDW/PMR/RME up regardless)
-[X] Upkeep: HDW (5), RME (2), LFWT (15), WHR (3), UGM (5), SNR (10), Social: MSS (5)
-[X] non-Upkeep: none

Decided to go with the no base cultivation one, since it drills off meridian slots

[X] Turn 11 Plan: Art and Diplomacy
-[X] Intelligence 2, Manipulation* 1 (6/30)
-[X] Vanishing 1*, Government 3*, Survival 2, Sincere Negotiator 4*, Beast Handling 3*, Art 3* (27/30)
-[X] Gardening: Art 1*, Woodwind 1* (30/30)

No objection for me on the skill plan
 
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