Right thats my bad
We don't really.
Please vote for Ling Qi's first bond action for the month, there will be second bond action vote later this turn, though the options may not be the same
[] Li Suyin: The proper paperwork is done. You can do the expedition any time. Who knows what you might find, deep below the earth.
[] Xuan Shi: For once, the odd boy has called in your offered favor. He wishes for your aid in penetrating the interior of an odd little temple full of traps and puzzles.
[] Ling Qingge: Your new household is arriving from Tonghou, perhaps you should put in an appearance and see how your Mother is handling things?
Score multiplier for conditionals should scale with how likely they are to apply, both in general and to us specifically (general to determine the "cost", us to determine how good of a deal we're getting).General rule of thumb is that your basic + speed, + offense, + defense bonuses are x1. Conditionals like "low-light" or "vs. poison" are x0.5. Auras are x2. +Stat/skill is x0.1.
Mmm, yeah, that's fair. First strike should arguably be weighted low.As for SCS's 'first strike' specifically, it applies once per scene, only if initiative is won and for a single attack that has to be the opening move. It can matter a lot but it needs to be built around. To get it's multiplier I'd ask what value of +hit or +pen one would call a "fair trade" if the new bonus is under some a multiple-use condition like low-light or vs.unaware.
So, for an interesting look at things, I present PassiveScore! A comparison of the strength of the passives of our different arts by weighting them according to their (approximate) value. General rule of thumb is that your basic + speed, + offense, + defense bonuses are x1. Conditionals like "low-light" or "vs. poison" are x0.5. Auras are x2. +Stat/skill is x0.1.
Soooooo.... yeah. Certainly Arts shouldn't be equal in passives... but SCS is perhaps a bit too overwhelming here, especially given it also has amazing techs and both passives and techs are jumping massively next level as well. FVM and PLR are just incredibly bad given they're high quality green arts with multiple levels that are somehow weaker than literally everything else - including CDE (despite it wasting two of its passives on +skill bonuses).
Just spitballing things as illustration, FVM with passives more in line with its level might be something like:
+15 bonus Resist on water and darkness techniques
+10 bonus Spiritual Armor
+10 Combat Perception in low light/darkness
Debuffs on user are reduced in effectiveness
[permanent] E rank Qi expenditure may prevent interruption of any melody
[permanent] Darkvision
Or PLR:
+ 5 to Speed
+ 10 to Physical Avoid
+ 5 to Spiritual Avoid
+ 5 to Hit of Dance Arts
- Escaping grapples or confinement is easier
- You are more graceful and cool and people are like "wow you're so graceful" (cosmetic)
This is an interesting talk because we all have significant differences in opinion on what that 'fair trade' would be. A detail though is that Heizui Subjugation gave us +Resist on MotV, not FVM- we got that one when resist was created.Score multiplier for conditionals should scale with how likely they are to apply, both in general and to us specifically (general to determine the "cost", us to determine how good of a deal we're getting).
As for SCS's 'first strike' specifically, it applies once per scene, only if initiative is won and for a single attack that has to be the opening move. It can matter a lot but it needs to be built around. To get it's multiplier I'd ask what value of +hit or +pen one would call a "fair trade" if the new bonus is under some a multiple-use condition like low-light or vs.unaware.
Also worth noting that some of the passives we etched onto the Art as a result of experience that didn't come from attaining a new level; Heizui subjugation gave us +Resist on FVM and TRF end-of-tournament insight gave us non-tech (limited) semiperfect qi block.
Mechanically, those are:SCS7 said:+10 bonus to Hit and Penetration if making the opening attack of a combat
+10 bonus to Hit against Unaware or Unready targets
+5 bonus to Avoid in environments which allow for stealth
Mmm, the whole weighting thing can get pretty complicated, yeah. There's a large difference between defense and offense for instance. Broad defensive bonuses are great and always wanted, while restricted ones (e.g. + against an element) are pretty bad because they're so limited. In contrast, focused offensive bonuses are fine because you'll typically be building into a specific offensive style and focusing your power there. Broad offensive bonuses are more useful for auras so that they'll apply to as many allies as possible.First Strike is one we heavily disagree on. Saying "we are only getting one use of it per fight at most" is I think an argument that has no weight, considering that attack wise the first strike (or a charged strike later) is the most important part of the fight. Not only that, but it's an 'easy' bonus for Yrs to give narrative weight to, and if we compare it to bonus to defences it's actually much more likely to happen than many other conditionals.
I don't think I would give it a 0.5 weighting, because a +10 P.hit/ +10 S.hit would be slightly better than it, but I consider it stronger than, say, a +15 P.Hit.