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

Voted best in category in the Users' Choice awards.
[X] She could use a more human perspective. Even if her friends and family were not musically talented, they could give her feedback and advice.

Because she spent the past year cutting away at her humanity just to keep her head above water, but we keep getting warnings and examples of what she could turn into if she keeps doing that, and she finally has some breathing room to try to reconnect and examine herself and her relationships ect.
 
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Adhoc vote count started by Peter87 on Jan 18, 2019 at 11:50 PM, finished with 172 posts and 130 votes.
 
please condense the similar votes when you put in a tally. it's the "manage votes" button at the bottom of the tally window.
Adhoc vote count started by Ayashi on Jan 19, 2019 at 4:18 AM, finished with 174 posts and 130 votes.
 
More than a hundred voters. That remains no small feat. Sixiang seems to be in the lead interestingly enough. I wonder how Six interacts with Ling Qi in the future.
 
[X] She could use a more human perspective. Even if her friends and family were not musically talented, they could give her feedback and advice.
 
[X] She could use a more human perspective. Even if her friends and family were not musically talented, they could give her feedback and advice.
 
[X] She could use a more human perspective. Even if her friends and family were not musically talented, they could give her feedback and advice.
 
[X] She could use a more human perspective. Even if her friends and family were not musically talented, they could give her feedback and advice.
 
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Adhoc vote count started by Peter87 on Jan 19, 2019 at 12:10 PM, finished with 180 posts and 133 votes.
 
Okay couple of bugfixing things getting done while I work on the update.

So firstly, going to be mostly doing away with hard thresholds on attribute tests. Instead, the severity of the effect will be modified based on the targets attribute.

Secondly, armor spiritual and physical will now mitigate debuffs of the appropriate type. This will serve to make spiritual pen more important and to make armor builds less likely to just get cheesed down trivially by debuff builds. Probably be more system adjustments coming down the pipeline
 
@yrsillar , EPC isn't actually locked right? It says so on the front page but it also says Level 7 is Green 2, and it hasn't been locked by Physical before.

With regard to the debuff debuff, need to train more Presence I guess.
 
@yrsillar regarding the Skill/Attribute caps, do they also apply to derived Attributes?

i.e. say we had Strength S and Dexterity S + 5 Way bonus, would we have Speed S or Speed S5 ?

and if they are capped, would an uncapped Skill/Attribute also uncap the derived Attribute(s) it feeds (i.e. would Woodwind SS uncap sp. Hit )?
 
I just realized I've been reading the 'q's in peoples names wrong, with hard pronunciations like in English. I should have been reading them soft, with a 'ch' sound. Curse you, whoever made Chinese romanization rules.
 
I just realized I've been reading the 'q's in peoples names wrong, with hard pronunciations like in English. I should have been reading them soft, with a 'ch' sound. Curse you, whoever made Chinese romanization rules.

What's even better is that Mandarin pinyin has a 'ch' already, which has a similar but separate sound than 'q'. The difference is in lip/tongue placement, where 'q' is pronounced with the lips drawn back and 'ch' is pronounced with the lips pushed forwards. It does sound different, but will probably be hard to notice unless you have experience like tones are.

For additional fun: guess the difference between 'x' and 'sh'.
 


It's not that hard. That's all starting sounds, just modified by later sounds and tones (4). The person reading this is clearly going slowly for the benefit of the video, but people should be able to rattle through that fairly quickly.
 
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Secondly, armor spiritual and physical will now mitigate debuffs of the appropriate type. This will serve to make spiritual pen more important and to make armor builds less likely to just get cheesed down trivially by debuff builds. Probably be more system adjustments coming down the pipeline
I don't inherently object to the system working like this, but I'd like to again bring up the "buff" problem here.

This weakens debuffs. Debuffs already have the problem that if they're only as strong as buffs, then buffs are objectively better because buffs don't have to contend with defenses at all. In addition, debuffs are already balanced against attacks by virtue of the part where if you're throwing out debuffs instead of attacking then you aren't actually damaging your enemy. A lot of the time going debuff -> attack can actually produce lower overall dps than just attacking.

Obviously a lot of this analysis is based on last year's system, but the same basic principles remain.

For example: say your stats are equal to your opponent. If you throw out an attack, you have roughly even odds of hitting them, and would do roughly half damage (as a crude rule of thumb). If we have a debuff that reduces their defenses by 1 rank then it would also only have even odds of landing and would be reduced to ~0.5 ranks. Overall, it would take about 4 attacks after landing the debuff (prob 1-2 attempts) for overall DPS to begin to overtake what would be achieved by just attacking. In contrast, a buff of the same strength would provide an immediate advantage, having 100% success and being at full power. Indeed, even if the buff was only half as strong as the debuff it would still arguably be stronger, as again it would have 100% success and so always require only 1 action to set up.

Obviously yrsillar has a lot of room to finesse things in the narrative, and the mechanics should not be taken too literally. However, it does illustrate the basic principle that debuffs *have* to be significantly stronger than buffs to make sense as a build path. Given that as far as we can tell they are not, in fact, massively stronger, moving to nerf them even more is somewhat questionable.
 
@yrsillar I rather not that you nerf debuffs (that are already ridiculously weak) any more then you already have. At this rate we are getting to a point where we might have to drop it entirely because it is plainly not worth the investment.
 
That being said, a big problem here I think actually comes from the part where @yrsillar put numbers back into our new techs.

The basic issue here is that debuffs have to be, numerically, at least twice as powerful as buffs to be worth it - or have have other powerful effects that would make up for it.

If we have buffs that give us +1 rank, then the equivalent debuff would be at least -2 ranks. Forcing a swing of 2 ranks however is rather dangerous though, since if we landed that at full power it could, for instance, effectively completely shut down their ability to hit us or something like that. Of course, with the new system that would be reduced by their armor, so it might not be too bad, but it is something to be concerned about.

Having to be concerned about these kinds of mechanical balance issues is the reason we removed the numbers in the first place.

When things are fully narrative then at least yrsillar can just gloss over things and as long as he makes our arts feel impactful then everything's fine. Put numbers in there and it forces some very direct comparisons that make us ask awkward questions about balance.
 
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It's also kind of a flavor fail for armor to mitigate debuffs. Why not just increase the variety and frequency of debuff-fighting gear?

We've already seen Han Jian pay2win to fight off the sleep spell.
 
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