Well, then I'd certainly be keen on tutoring. We've got time before that though.
The immediate thing I'd say we want to check with Sect Points is pills. We need to know what kind of stuff we can get there so we can work out how to abuse it asap.
Well, then I'd certainly be keen on tutoring. We've got time before that though.
That sounds like a case of looking around in adventure mode. Doesn't make a whole load of sense to need to spend money just to walk in and window shop.Well, then I'd certainly be keen on tutoring. We've got time before that though.
The immediate thing I'd say we want to check with Sect Points is pills. We need to know what kind of stuff we can get there so we can work out how to abuse it asap.
Well, that's how it works right now:That sounds like a case of looking around in adventure mode. Doesn't make a whole load of sense to need to spend money just to walk in and window shop.
Cultivation aids purchase a single 'rare' pill will individual effects which will be determined in the narrative after purchase.
We'd have to spend a loooooot to get a good idea of what we have on hand. So it seems that it is supposed to be nebulous more than unreliable, though given Ling Qi isn't an idiot I expect it to be helpfulWell, that's how it works right now:
Which really raises the question: how is this supposed to work? Is what we get supposed to be somewhat unreliable?
Given how critical drug optimisation and planning is to our progression, I don't think we have a choice really.We'd have to spend a loooooot to get a good idea of what we have on hand. So it seems that it is supposed to be nebulous more than unreliable, though given Ling Qi isn't an idiot I expect it to be helpful
You probably don't mean this but does this override what you said about domain tutoring?Given how critical drug optimisation and planning is to our progression, I don't think we have a choice really.
Besides, if rare pills do reliably return more than they cost in AP then we basically want to be grabbing them all the time.
It means that if you choose to purchase one I will generate a randomized shoplist from a pool of rare pills in adventure mode for you to pick a pill from. You'll also be able to choose to cancel the transaction if nothing appeals.Well, that's how it works right now:
Which really raises the question: how is this supposed to work? Is what we get supposed to be somewhat unreliable?
Not really.You probably don't mean this but does this override what you said about domain tutoring?
So are we limited in the number of purchases we can make a month?It means that if you choose to purchase one I will generate a randomized shoplist from a pool of rare pills in adventure mode for you to pick a pill from. You'll also be able to choose to cancel the transaction if nothing appeals.
I think we should wait for elder lessons first. That sounds like the kind of thing they'd be covering at an intro green level here.
What happens if they don't, for whatever reason?
E: I'm sceptical because the lack of info has been very surprising before imo.
Here, I wanted to make a Music art that didn't have Lung meridians, and so doesn't have the typical technique hierarchies, but I didn't want to abandon techniques setting each other up entirely either. Rainwater's Weight can only target allies who group up, but it doesn't require the first tech to have been used. Instead, Pooling Wind Canon gives a speed boost so that allies can group up in their pursuit of enemies, and incentivizes them to cluster by having the defensive benefits conditional on doing so. Between the low-ish rank and Persistent duration, the first technique is also intended as a low-cost option for chasing down evasive or fleeing enemies in addition to its use as an opening closer.Inevitable Rainstorm Orchestration said:Potency: Green 1
Potency Growth: Green 2(2), Green 3(5)
Keywords:
-Control, Rain, Storm, Unity, Water, Wind, Yin
-Manipulation, Music, Resolve, Survival
Current Meridians: Heart(Wind), Arm(Water), Leg(Wind)
Next Meridians: Heart(3)(Water), Heart(5)(Wind), Arm(6)(Water)
Max Level: 6
A branch family settled on the outskirts of the Wall once repelled a cloud nomad raid, forcing the barbarians to retreat under cover of their shared storm, only to have the invaders pause over a select peak and spill rains that ran together and crashed through the valleys leaving devastated holdings and shattered defenses in its wake. This art is the composition of a young scion who survived the nomad hunting parties to reach the safety of her mother clan, where she trained and prepared for the day she could deliver retribution. In meditating on her experiences, she realized the terrible potential the smallest drips of strength can hold when bound into a single force by a guiding hand with ruthless purpose.
Pooling Wind Canon: D
Duration: Persistent/Short
As the storm's winds blow the rain into drenching sheets, the opening tune drives their forces forwards as a greater whole. Allies within Close range experience a significant speed increase when moving towards enemies, and are partially shielded from enemy projectiles and slowing effects by the overlapping winds if Adjacent to another ally.
Rainwater's Weight: C
Duration: Long
The completing half of the basic form of the song, the musician's notes swell with heavy purpose, sharing their insight into the collective might of the storm with those embodying its strength. Within Close range, any group of 3 or more allies who are Near each other gain a moderate increase to Physical Penetration and a chance to knock down targets they strike.
This art was my crack at trying something a bit more Weilu. I am bad at writing all fancy like, but what I _hope_ is clear is that the art uses the concept of a forest's shade to protect against the metaphorical sunlight of an opponent's spiritual attacks. Spiritual defense and dispel resist have both been common desires in the playerbase, and it inspired me to do something a bit different but not unfitting with our themes and elements. It's also fun to "grow" a tree starting from the top and ending at the roots.Verdant Sanctuary said:Potency: Green 2
Potency Growth: Green 3(4), Green 4(7)
Keywords:
-Balanced, Darkness, Shadows, Shelter, Wood
-Fade, Manipulation, Wits
Current Meridians: Lungx2, Heart
Next Meridians: Heart(2), Heart(4), Lung(6)
Max Level 7
The Sun and Moon have bathed the world in their mercy since ancient times. So great is their favor to the earth's children that they nurture the many growing things, that one might find respite from his radiance in soothing shade. The user of this art carries this truth with them and breathes its shelter into the world wherever they go.
Shadowing Canopy: C
Duration: Long
The first and foundational construct generated by the art. The user expels their qi to create a floating spectral canopy that casts all beneath it in gentle shifting shadows that shield from the brilliance of spiritual attacks. Within Close range of the user, allies gain a moderate increase to Spiritual Avoid and a minor increase to Spiritual Armor. The user my use this technique as a B rank technique to increase the range to Far. Technique still counts as C for the purpose of contests with opposing arts or the effects of other techniques.
Pillars in the Dark: B
Duration: Long
Only usable under the Shadowing Canopy. The user fills their sanctuary with qi in the form of shadowed trunks, silently supporting. Extends duration of allied techniques by approximately half. Moderate increase to resist dispel attempts for allied techniques. This tech cannot be targeted by dispels unless it is the user's only active technique of B rank or higher.
Twisted Path: C
Duration: Short
The sanctuary offers protection from terrestrial threats as well, hindering any that do not know its shaded pathways. The user sinks their qi into the earth, sprouting into unseen tangled, tripping roots on an intruder's passage. Enemies within the technique suffer environmental penalties to movement and physical hit.
I like the 'Hurry up let's go!' From Inevitable Rainstorm Orchestration and really like the quirky synergy of Verdant Sanctuary. The last technique of Sancturary is a bit odd though and seems a bit of an odd duck when it affects the physical and not the mental or spiritual like the others.So, I thought I would try my hand at doing a couple art mock-ups. Mostly focused on the 'backstories', general themes, and what I thought were fun techs for the arts. Screw trying to come up with passives. Tell me what you guys think!
Here, I wanted to make a Music art that didn't have Lung meridians, and so doesn't have the typical technique hierarchies, but I didn't want to abandon techniques setting each other up entirely either. Rainwater's Weight can only target allies who group up, but it doesn't require the first tech to have been used. Instead, Pooling Wind Canon gives a speed boost so that allies can group up in their pursuit of enemies, and incentivizes them to cluster by having the defensive benefits conditional on doing so. Between the low-ish rank and Persistent duration, the first technique is also intended as a low-cost option for chasing down evasive or fleeing enemies in addition to its use as an opening closer.
This art is designed around larger engagements than we've traditionally been involved in, and assumes you have soldiery under your command for much of it. It's a pretty ruthless art, overall. Also not a super old one, compared to some of the others we've been getting lately, so it is supposed to have some rough edges. For instance, tech ranges are pretty lackluster at the first level for what it's supposed to do, and that's something that rises as it's mastered.
This art was my crack at trying something a bit more Weilu. I am bad at writing all fancy like, but what I _hope_ is clear is that the art uses the concept of a forest's shade to protect against the metaphorical sunlight of an opponent's spiritual attacks. Spiritual defense and dispel resist have both been common desires in the playerbase, and it inspired me to do something a bit different but not unfitting with our themes and elements. It's also fun to "grow" a tree starting from the top and ending at the roots.
It starts with 3 techniques because it's supposed to be pretty built-up over the ages, and I thought starting at Appraisal might mean an art can fit a bit more on the first level. Pillars in the Dark is a quirky technique because it 'hides' behind other B rank techs, but doesn't (at the first level of the art anyway) stand in the way of the C rank tech that it depends on.
I really like the themes of those arts, but man, you really are of the nerf everything factionSo, I thought I would try my hand at doing a couple art mock-ups. Mostly focused on the 'backstories', general themes, and what I thought were fun techs for the arts. Screw trying to come up with passives. Tell me what you guys think!
Here, I wanted to make a Music art that didn't have Lung meridians, and so doesn't have the typical technique hierarchies, but I didn't want to abandon techniques setting each other up entirely either. Rainwater's Weight can only target allies who group up, but it doesn't require the first tech to have been used. Instead, Pooling Wind Canon gives a speed boost so that allies can group up in their pursuit of enemies, and incentivizes them to cluster by having the defensive benefits conditional on doing so. Between the low-ish rank and Persistent duration, the first technique is also intended as a low-cost option for chasing down evasive or fleeing enemies in addition to its use as an opening closer.
This art is designed around larger engagements than we've traditionally been involved in, and assumes you have soldiery under your command for much of it. It's a pretty ruthless art, overall. Also not a super old one, compared to some of the others we've been getting lately, so it is supposed to have some rough edges. For instance, tech ranges are pretty lackluster at the first level for what it's supposed to do, and that's something that rises as it's mastered.
This art was my crack at trying something a bit more Weilu. I am bad at writing all fancy like, but what I _hope_ is clear is that the art uses the concept of a forest's shade to protect against the metaphorical sunlight of an opponent's spiritual attacks. Spiritual defense and dispel resist have both been common desires in the playerbase, and it inspired me to do something a bit different but not unfitting with our themes and elements. It's also fun to "grow" a tree starting from the top and ending at the roots.
It starts with 3 techniques because it's supposed to be pretty built-up over the ages, and I thought starting at Appraisal might mean an art can fit a bit more on the first level. Pillars in the Dark is a quirky technique because it 'hides' behind other B rank techs, but doesn't (at the first level of the art anyway) stand in the way of the C rank tech that it depends on.
Yeah, Twisted Path is basically a 'high quality' bonus tacked onto the side of the art even though it's a bit of an aside from the primary focus of the art. That being the dreaded day star.I like the 'Hurry up let's go!' From Inevitable Rainstorm Orchestration and really like the quirky synergy of Verdant Sanctuary. The last technique of Sancturary is a bit odd though and seems a bit of an odd duck when it affects the physical and not the mental or spiritual like the others.
But further thought makes it kinda fit the story the Sanctuary is telling.
Okay fine, I un-nerfed Rainwater's Weight.I really like the themes of those arts, but man, you really are of the nerf everything faction
And now with no upper cap to ally number, if you can cram an army into near, they benefit!Yeah, Twisted Path is basically a 'high quality' bonus tacked onto the side of the art even though it's a bit of an aside from the primary focus of the art. That being the dreaded day star.
Okay fine, I un-nerfed Rainwater's Weight.
Rainwater's Weight: C
Duration: Long
The completing half of the basic form of the song, the musician's notes swell with heavy purpose, sharing their insight into the collective might of the storm with those who embody its strength. Within Close range, a group of 3-5 allies who are Near each other gain a moderate increase to Physical Penetration and a chance to knock down targets they strike. Up to 2 additional groups can be affected for additional qi cost.Rainwater's Weight: C
Duration: Long
The completing half of the basic form of the song, the musician's notes swell with heavy purpose, sharing their insight into the collective might of the storm with those who embody its strength. Within Close range, any group of 3 or more allies who are Near each other gain a moderate increase to Physical Penetration and a chance to knock down targets they strike.
To explain my criticism of the previous version in more detail, this comes down to my (biased) understanding of how the AC/TRF or the FZ/AP? type arts works:Yeah, Twisted Path is basically a 'high quality' bonus tacked onto the side of the art even though it's a bit of an aside from the primary focus of the art. That being the dreaded day star.
Okay fine, I un-nerfed Rainwater's Weight.
Rainwater's Weight: C
Duration: Long
The completing half of the basic form of the song, the musician's notes swell with heavy purpose, sharing their insight into the collective might of the storm with those who embody its strength. Within Close range, a group of 3-5 allies who are Near each other gain a moderate increase to Physical Penetration and a chance to knock down targets they strike. Up to 2 additional groups can be affected for additional qi cost.Rainwater's Weight: C
Duration: Long
The completing half of the basic form of the song, the musician's notes swell with heavy purpose, sharing their insight into the collective might of the storm with those who embody its strength. Within Close range, any group of 3 or more allies who are Near each other gain a moderate increase to Physical Penetration and a chance to knock down targets they strike.
My carefully cultivated art balanceAnd now with no upper cap to ally number, if you can cram an army into near, they benefit!
As i'm reading it we need to spend an action going to the market to check what's up to sell. So the base cost is 2AP gathering the sect points and +1AP on market browsing.(use 8 AP on arts, get +80 dice x typical multiplier of ~1.5 (yes, I know we have more on Argent) ~120 = 1 AP. 10% to physical/spiritual = 20% to base = 1.6 AP + bonus = 1.8 AP. Total = ~2.8 AP returned for 2 AP invested.)
No if you buy a pill I will just include a market vote in the adventure mode for the turnAs i'm reading it we need to spend an action going to the market to check what's up to sell. So the base cost is 2AP gathering the sect points and +1AP on market browsing.
Man, screw that. I for one have little interest in constantly rolling the dice on pills if our only real intention is to see what's available. Either do it with a reasonable degree of commitment, or not at all. That doesn't mean picking a pill no matter what, we have a right to be discriminating in what we choose, but let's not waste everyone's time.
No that isn't how it works@yrsillar is it possible to alter a spirit's development and/or health by the binder intentionally increasing the amount of qi they are devoting to a bound spirit?