fictionfan
Please sir, may I have some Meows?
- Location
- Tempe, AZ
If we train stealth with ENM I expect that we could learn another stealth spealization based on getting people to ignore us.
It's not a song, but you do understand that you just proved my point, right?EBF is a very obvious song, by contrast. It's not stealthy, or even subtle.
Hmm, let's see. 1.5 AP to replace 20 SP or 4-6 AP to finish ENM. You still going to tell me that your variant is less wasteful? Also where is successes come from? We talk about Sect Points here. And we can train fade from ENM+ just as fine.Or we could use those successes for Domain and the points on pills instead, while also benefiting Art to train Fade with.
Which is a much better use of AP than a random Sect Job to replace those lost Sect Points with marginal monetary gains or the exploration roulette.
Not a big deal. Just unnecessary. Why bother with weaker version, using some AP to train it and then some more AP to crunch it's meridians when we can just jump to better version that would be useful even on Tournament.Because we can crunch its Meridians and it'll get mastered quickly relative to the crazy jump that higher potency Arts require in terms of successes. This is a quick and easy way to bring Ling Qi's entire stealth paradigm quickly and neatly into place, and thus open up tons of new options for her in combat and infiltration.
You may as well say that CDE was pointless to learn because we reached Green 3 at the end of this turn.
It's nonsense. We're going to be a while before we hit Green 4, so what's the big deal in leveling an Art that will be relevant for as long as we're at that stage? I'll say it again: If we had trained ENM before now, we could have safely taken the second option in this vote.
Who knows how many other opportunities Ling Qi might miss in the mean time?
No, I think you're misunderstanding how narrative combat plays out.It's not a song, but you do understand that you just proved my point, right?
Yes because you're ignoring the Fade training elements relative urgency.Hmm, let's see. 1.5 AP to replace 20 SP or 4-6 AP to finish ENM. You still going to tell me that your variant is less wasteful? Also where is successes come from? We talk about Sect Points here. And we can train fade from ENM+ just as fine
Better to eat the meal in front of you then go hungry looking for something better instead. We've already lost a valuable opportunity to putting off investment in actual stealth arts.Not a big deal. Just unnecessary. Why bother with weaker version, using some AP to train it and then some more AP to crunch it's meridians when we can just jump to better version that would be useful even on Tournament.
We're not training Wind Thief until we finish crunching SCSs meridians at the very least.We have a stealth art coming up, which probably has combat applications, Wind Thief. ENM is good for training fade but is probably not needed for stealth build.
We might as well have zero stealth in combat considering how rarely it comes into play. It's been useful in a number of situations outside of combat, but we pretty much never use it once combat has already started. Becoming more dependent on stealth is the point. Since our stealth is fairly high, taking advantage of it in battle should make us significantly stronger overall.
and having enm would not have changed last round at all. +10 stealth isn't big enough of a difference to avoid detection (we used our 1/turn +30 for that) and getting into combat with 3 peers would have killed us even if we could temporarily hide from 1 at a time.We're not training Wind Thief until we finish crunching SCSs meridians at the very least.
And we just saw what a half baked stealth loadout gets us:
Nothing.
Stealth worked on two of those peers and, I keep having to repeat myself here...and having enm would not have changed last round at all. +10 stealth isn't big enough of a difference to avoid detection (we used our 1/turn +30 for that) and getting into combat with 3 peers would have killed us even if we could temporarily hide from 1 at a time.
So it would have been 10 plus the bonus to stealth from the tech in addition to resetting their wariness.Passing Phantom: D
Duration: Short
The user's presence fades from the mind, forgotten the moment that ones eyes stray from them. Enhances the users stealth and ability to avoid spiritual attacks, as well as slip through spiritual defenses. Allows the user to reset unsure targets to unaware if their stealth is sufficient.
thats literally nonsense.The big problem here is some people want stealth to be a primary thing while others want it to be a side thing. Those that want it to be a side thing are fine with one art dedicated to it which is scs/wind thief. For me the only reason to go enm is for fade, and i would prefer to have a fade art that is more potent
You do really like arguing just for the sake of it aren't you?No, I think you're misunderstanding how narrative combat plays out.
Yes because you're ignoring the Fade training elements relative urgency.
Which we rather sorely need to raise up. Moreover, opportunity cost regarding Domain leveling from training the art and potential overflow into base cultivation.
Setting aside, again, quicker returns than spending AP to level up a Green 3 or 4 starting art to even be able to use it to begin with.
Whereas we can hypothetically spend 1 AP on ENM next turn, and have a fully functional stealth suite right away for whatever events happen then. We have the Arm meridians open to equip it after all.
So yes.
Your approach is not only wasteful, it takes longer to get any returns, and it assumes that said hypothetical successor begins at Green 3 in the first place.
Lol
Better to eat the meal in front of you then go hungry looking for something better instead. We've already lost a valuable opportunity to putting off investment in actual stealth arts.
Im loathe to lose any more because of misguided thinking acting under the guise of "efficiency"
No, it would have been a chance at resetting their wariness, if stealth is sufficient. Once in combat we get a malus to stealth, so the bonus of enm would have been cancelled out. ENM is great against those we beat normally. The Green 4 nomad we don't beat normally. Also, many of us would have voted against trailing them anyway due to the head of this expedition warning against glory seeking.So it would have been 10 plus the bonus to stealth from the tech in addition to resetting their wariness.
Well, to be fair, enm has one of the highest multipliers from what i recall.You do really like arguing just for the sake of it aren't you?
2.I don't see how ENM will help us level up domain more than some other art that have better multipliers.
oh come off it.You know what we could do instead of training another Archive 1 piece of junk?
Well, two things:Also you are talking like we aren't going to train ENM+ anyway, which i find funny.
Lol
Well, you ignored most of my points, but that is fine. I didn't expect more.oh come off it.
A certain vocal minority have been complaining about any investment in a dedicated stealth art since the start of the thread. "Archive 1 piece of junk" is just the latest excuse to have it go the way of Archery and Formations.
You'd half ass a heavily useful skillset until it falls off entirely, and thats flat out nonsensical.
Well, two things:
1) I actually keep track of what the math cabal discusses
And 2) Literally look at who Im quoting above you.
So uh
You dont speak for the whole thread man, and neither do I. You think its a joke, but theres a very vocal minority that wants to sabotage stealth entirely, so feel free to be an ally of convenience for them when the time comes to vote on next turns plan.
It takes time to actually put together a primer on combat mechanics, and I needed to get to my laptop in order to write it legibly in the first place.Well, you ignored most of my points, but that is fine. I didn't expect more.
I mean, neither of us is conceding the point, so why should I drop the argument when you're in the wrong?You do really like arguing just for the sake of it aren't you?
Because S-rank stuff is exceptional stuff among exceptions when dealing with peers (Monsters or high level Ducal Scions), or in cases where Ling Qi's trying to punch up against individuals with higher cultivation. Essentially, S-ranks are only a relevant concern in extraordinary circumstances. In the case of B or even A ranked perception after activating their Arts, however, the bonuses from ENM in conjunction with SCS's own buffs to stealth and Vanishing's own base B score mean we'd be able to reliably beat most perception checks, and under more ideal environmental factors that give Ling Qi a bonus to stealth, A-rank perception can be beaten as well in order to reset their awareness. Those are the tiers we're going to be confronted with on a regular basis. We won't be willingly trying to pick a fight with Cultivators much stronger than Ling Qi, and we won't be trying to pick fights with Ducal Scions either since thats what Renxiang and Meizhen are for. For everything else, however, consistently beating out B and A rank perception is what we should aim for. In that regard, ENM will be sufficient for pure infiltration.0.Enlighten me then plz, how you think narrative combat plays, that would include description of why d-rank tech targeting enemies would be reliable against their S. Avoid every time even no counting probable counter-arts. I think it's more like a gamble.
Successful resets of awareness debuff an opponents effective perception. As indicated here:Ephemeral Dreamlit Dancer: C
Duration: Short
Having begun to understand the nature of the dreams, the user flits from place to place, shrouded in the phantoms of paths not taken. While active the users speed is increased significantly. Techniques which would still hit the user have a chance(decreasing based on the attackers perception) to simply fail, shattering instead some of the dreamlike phantom images the user is shrouded in. Each use of this technique generates two 'charges' which do not stack with additional uses.
Which keys off Hit (Something which ENM specifically buffs) and enemy AvoidStealth and Perception in combat:
The goal of entering stealth in combat is to gain advantage in combat over your foes. In order to attempt to enter stealth in battle, you must either have access to terrain or environmental features which can cut off, temporarily an enemies line of sight, or an art which allows you to do so regardless. When entering stealth, you initiate a skill challenge vs. all enemies Combat Perception. Targets with perception one or more ranks below your stealth total are considered Unaware. Targets within one rank of, but not above your stealth total are considered Unsure.
Unsure: -5 to Avoid
Unaware: -15 to Avoid
Unready: -30 to Avoid
Passing Phantom: D
Duration: Short
The user's presence fades from the mind, forgotten the moment that ones eyes stray from them. Enhances the users stealth and ability to avoid spiritual attacks, as well as slip through spiritual defenses. Allows the user to reset unsure targets to unaware if their stealth is sufficient.
For the record. A hit of 15 to enemy Avoid is nearly half a rank up through A. So, barring circumstances where we're dealing with S-rank Avoid...That reset to Unaware status will constitute a powerful debuff for whenever Ling Qi would attack. In additional to potential multi-attacker penalties or-
Being able to abuse OwS to enter melee range for a finisher with Call to Ending.One with Shadow: C rank
Duration: Persistent
The user merges with the shadows and dark, dematerializing entirely. In this form they may slip from shadow to shadow, without crossing the space between so long as the destination shadow is at least moderately sized. In this form the users presence is muted, even to spiritual senses. If the user slips successfully into the shadow of an opponent, their connection grants their first attack against that enemy a great potency, ignoring the effects of any damage reduction the target may have. However, an attack on the shadow the user inhabits can harm the user, and damage will break this technique.
Which would be inefficient, a problem that I've pointed out repeatedly with your suggested approach.1.We can train fade even without art for 1 turn it just wouldn't have +1 bonus.
Oh?Or we can spend this 1 AP one turn later to get Green 3 techs, maybe they will even be C-rank
Or we could just use the one we have now that keys off our Wind and Darkness cultivation bonuses and our wind-aligned cultivation site for extremely speedy progress.4.We just need Art with resetting Stealth quality, I am reasonably sure that we can find one if we specifically seek just that.
Ephemeral Nights Memory
Potency: Green 1
Potency Growth: Green 2(3),Green 3(5)
Max Level 5
Meridians Needed: Legx2, Armx1(1). Arm(3), Leg(5)
Keywords: Connections, Darkness, Dexterity Fade, Memory, Stealth, Wind, Yin
Experience: 100, 150, 200, 300, 400
There are many passing fancies dreamt of in the late hours of the day. Yet there are some which would be better remembered. Memory is a tricky thing, a tenuous thread, easily severed and even important details might slip from us in time, let alone a passing shadow or a the soft touch of a breeze, and surely that is all that it was.
Passives
+10 to Stealth
+5 to Speed
+5 to Physical and Spiritual Avoid
+5 to Physical and Spiritual Hit
Passing Phantom: D
Duration: Short
The user's presence fades from the mind, forgotten the moment that ones eyes stray from them. Enhances the users stealth and ability to avoid spiritual attacks, as well as slip through spiritual defenses. Allows the user to reset unsure targets to unaware if their stealth is sufficient.
Evening Breeze Flourish: D
Duration: Immediate
In an instant the user pulses their qi in a feint, and for one foe a single second of memory vanishes into the mist of time, leaving them disoriented and open for a blow.
Darting Labyrinth Shadow
In days far past there was once a bamboo grove sacred to the Grinning Moon, filled with laughing shadows that danced and darted under the pale moonlight. In that labyrinthine grove, an incautious person could be lost for years, grasping for a light that they would never reach. Though the grove is long gone, this art preserves the lessons once taught to those who aspire to the favor of the Grinning Moon
Potency: Green 1
Potency Growth: Green 2(3), Green 3(5)
Max Level: 5
Needed Meridians:Spinex2(1), Spine(3), Spine(4), Spine(5)
Keywords: Fade, Darkness, Motion, Resilience, Resolve, Stealth, Wind, Yin
Experience: 100, 150, 250, 350, 500
Passives
+10 to Spiritual Avoid
+5 to Spiritual Armor
+5 to Resist
Phantom of Bamboo Forest: D
Duration: Short
In the twisting realm of the labyrinth, the first lesson taught to navigate its depths is presence without presence: Emulating this mastery, the user enhances their spiritual avoid and armor, dispersing the whole of the their spirit beyond the strict bounds of the body. When active this technique also penalizes perception that is based on non-physical senses.
Thus Scattered: C
Duration: Immediate
In the moment before a spiritual attack would strike home, though user's spirit and dantian scatters into a thousand wisps of shadow, reforming after the attack has passed through. Enhances spiritual avoid, and reduces damage from a successful attack significantly.
Vengeful River King's Grasp
In the Thousand Lakes, the spirits of the rivers are often savage and mercurial beings, as swift to drag an unwary petitioner beneath the waters as they are to grant boons. Though the rivers have long been pacified by fear of the White Serpent Kings and Queens, there are still those who learn their lessons. This art seeks to master the sudden and savage movements of a river flooding in the spring, and drag under any unwary fools who might approach.
Potency: Green 2
Potency growth: Green 3(3) Green 4(6)
Max level: 6
Keywords
Counterattacks, Flooding, Motion
Dexterity, Dodge, Fade, Water, Wits, Yin
Needed Meridians: Lungx2, Spinex2
Experience: 300, 400, 500, 700, 900, 1100
Passives
+10 to Physical Avoid
+10 to Spiritual Avoid
+10 to Speed
Shimmering Azure Ribbon: C
Duration: Long
The user generates a long and wide strip of shimmering water that wraps and coils around their torso, rippling and flowing endlessly so long as the technique is maintained. The strip surges and weaves with sudden motion whenever foes grow near, and the user moves with greater grace and alacrity, improving their physical and spiritual avoid. Those who attempt to strike the user in melee are lashed pressurized sprays water. These counter attacks can occur up to three times between the users actions and use (Dex/Wits+[ Primary dodge skill] for Hit and Str/Int+ [Primary dodge skill] for penetration) and deal D rank base damage
Whitecap Lashing: C
Duration: Short
Usable while Shimmering Azure Ribbon is active, this technique extends the range of and improves the effects of counterattacks. The users counters now activate against all enemies within Close range, and recieve a small bonus to hit and penetration. In addition, each counterattack which hits reduces the targets armor and speed for a short time.
Except he can be ignored,. Counter attacks are nice if we wanted to be the focus of someone's attention, but I would rather have Zhengui fill that role.
You know what we could do instead of training another Archive 1 piece of junk?
Work on getting the capstones to our Green 3 arts (CDE, SES, HDW).
Or grab the three levels of PoLR that are available in Green 3.
Or make sure that we are spending the full 8 actions each month on Physical and Spiritual cultivation, instead of missing actions the way we did this last month.
Or put time into condensing meridians on our completed arts, since the opportunity cost of an action is only going to grow higher over time.
Or work on one of the many possibly-Ducal-level arts we just got from the Cai.
Or start training Laughing Flight of the Wind Thief, the Stealth art we picked up in a vision quest from a trio of Local Avatars of Great Spirits.
Or hell, maybe finally train Argent Genesis. It completes in Green 3, and is bound to have permanent bonuses we can use even without equipping it.
We are absolutely spoiled for choice. And with all sorts of valuable and important tasks vying for our attention, the last thing we need to do is go out of our way to pick up something from Archive 1.
He can kinda attract aggression, with techniques like Ashfall, Vengeful Serpent Fangs, and Roiling Forest RegrowthExcept he can be ignored,
He just doesn't have a real taunt. We saw that with the BINO fight.
Even Beast Kings' Savage Dirge starts with 300 successes, where did you see 500?We can get 500 successes per Art training action now? How's the math on that work?
Zhengui's woes are threefold:He can kinda attract aggression, with techniques like Ashfall, Vengeful Serpent Fangs, and Roiling Forest Regrowth
Rather than simply taunting, Zhengui acts more like an area denial unit or zone of control, where he can be a pretty big hindrance for an enemy to fight near
The main problem in the BINO fight was that he isn't very mobile and his ability to support from afar is borderline nil
He also lacks punch comparatively, but that's less of an issue
Well if we get good that stealth then Zhengui can make a great distraction.Except he can be ignored,
He just doesn't have a real taunt. We saw that with the BINO fight.
In a perfect world you'd be right, but Zhengui just can't taunt yet. I've also said this elsewhere, but River King's counters are our answer to Dissonance falling out in the absence of FVM+ for our action economy superiority.
We just need something able to hit back against folks while Ling Qi's in the middle of setting up her AoE music effects.
Successful resets of awareness debuff an opponents effective perception. As indicated here: