It doesn't say that it kills them either. Damage is an abstraction it could mean many different things. It does say that it paralysis them.Uh, pretty sure that's just if they, you know, survive.
It doesn't say that it only drains qi or doesn't do any damage.
If you don't want to kill them then you should be supporting using TE as our main source of damage.I voted for Control and Capture because I feel that it avoids purposefully harming people and that feels like a choice that she would make at this point.
Uh... Damage generally means damage to the health of the target. It can be reduced by armor or mitigated by avoid, but damage isn't an abstraction. It has a connection to health in the mechanics. And when health reaches zero, it's game over. Either knocked unconscious or killed depending on what's happening and the durability of the target.It does say that it kills them either. Damage is an abstraction it could mean many different things.
Call to Ending: B
Duration: Immediate
Damage: B(Special)
The final verse of the Serenade is a quiet, sad thing, lacking the furor of earlier verses. Upon Singing it, a single target which suffers from Hoarfrost Refrains cold feels a terrible pain as the chill infecting them grows to a terrible potency, and every last shred of heat flees their body. This effect ignores armor, and the damage dealt changes based on the distance between the singer and the target. At Close distance it deals the baseline damage, with each range increment out to very Far reducing it, and each increment closer increasing it. However, should the singer lay hands upon the target when activating the technique, damage is increased by a full letter rank.
I am pretty sure we can make multiple mists. We tie one up, then when we chase down other people we do another.One problem I had with the plan control and capture is the chasing people down part. I know the idea is to get everyone but I feel like so many more things could go wrong with abandoning our mist. If we encounter these bandits supporters while chasing someone we will likely have to call the mist to use which will free the bandit group.
It feels like the plan is creating to much distance between ling qi and her powerbase (fully charged up AOEs) for me to feel comfortable in this unknown situation.
It does say that it kills them either. Damage is an abstraction it could mean many different things. It does say that it paralysis them.
If you don't want to kill them then you should be supporting using TE as our main source of damage.
I prefer Control Plan because it concerns itself the most about making sure we really don't let anyone escape in case they split up/etc, while Night Parade Plan focus more on taking them down and making Ling Qi self, rather than making sure no one escapes.
I'd say she has a not-insignificant chance of solo-ing them with her spirits if we leave out the potential Third Realm scout they have.It seems to me that Ling Qi is likely to be right about being able to solo this encouter if needed. Most important question then is how she goes about it and what her strategy tells us about her.
[x] Plan Control and Capture
-[x] Get ahead of the enemy without being detected and roughen their route with ice or Zhengui to divert them to rougher terrain and potentially draw out their veiled problem solver for direct confrontation. Any time the environment is favorable, attempt to ensnare the enemy formation in our mists and target leaders with song and dancers to disrupt rallying efforts. Try to keep up an area perception technique and if anyone manages to escape the mists, or is detected outside of them, leave the Travellers End reinforced mists behind to pursue immediately. Keep our spirits close in case of emergencies, but trust them to keep watch over shed mists if necessary.
No one's assuming it'll be casual.I'm not overly fond of the assumption we will be able to find and casually take out the trump card of the group.
To add to this, I'd say the main worry I have about the third Green isn't that they can take us in a fight, but what happens if they strike whilst we're busy trying to stall the rest of them, which is why I'd rather try and find them first.No one's assuming it'll be casual.
But I am assuming it can be done in a short time frame between a boosted CDE, Sixiangs own Perception boosts, and Ling Qi's own Advanced Perception Skill. The Assassin will be good, but they got the drop on a drugged retired Third Realm soldier, and happen to be confounding a bunch of second realm scouts sent to track the main group.
So the odds are good that Ling Qi can succeed where they failed.
That being said, the Assassin wont be someone that can fight on even terms with Ling Qi unless they're either massively overleveled or a Count+ noble scion at peer-level cultivation. That's just the reality of how high Ling Qi can punch up.
I'm not sure I agree that Control Plan is the plan that concerns itself most with not letting people escape. Night Parade sneaks up on the group, ensnares the whole bunch, then nukes them if it looks like we're getting pressed/losing control due to surprise 3rd Green.
Control on the other hand, hints at our presence when we try to lead them to a rougher path (giving them opportunity to split/muster defences/sneak away/prepare counter), then gives a further chance for the situation to spiral downhill if a Green flits about outside our mist.
Like, if we have 2 Greens and a bunch of mooks in our mist, and we need to not pay attention to them for a while to deal with the 3rd Green, I think nuking everyone is a surer method of making sure no one escapes rather than leaving Zhengui and Hanyi to manage them.
I think we are reading the plans very, very differently. @Alectai, @AbeoLogos please correct me if I am wrong.I dont like that plan as much and here is why:
1) the first step of the plan relies on staying hidden, but at the same time, it uses our music arts to hinder the enemies and I dont trust our stealth enough to keep us hidden while doing so
2) building up FVM only after they are all in range means that we have 70+ cultivators with disciplined military training that can contest our build-up, and given that they can hear the song, I think that they are going to notice it as the attack that it is.
3) PLR has a much smaller range than FVM (Close (100m) vs very Far (400)) and Lunatic Whirl can only affect up to 6 opponents at any one time, so it isnt that great for capturing the entire group
and 4) this is a 'real' fight, not just a friendly one and our opponents are a small army that have sacked a small town already, so they wont go for mercy. Therefore, going for pure capture strategies means we are confident that we can still win while doing so. Given that everything that has been said in the last chapter, I fully expect there to be some unexpected problem, be it in the form of sudden enemy reinforcements, a superior cultivator or maybe treason from an ally. If any of that happens while the 70+ large group is still able to fight, then that could become really difficult for us.