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Yi Xian guides
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Each player has their own pool. | |
There are 8 copies of each card, except only 6 copies of Incarnation cards. | |
Exchanging and absorbing don't return cards to the pool! | |
Effects that gain a specific card create an additional copy of the card, | |
including Daoist Rhyme Omen choices other than At Own Pace. Generally, | |
effects that draw specific kinds of cards create additional duplicate | |
copies of cards in your pool, notably, Immortal Fates like Mental | |
Perception and Inheritance of Cloud Sword. At Own Pace takes a card out of | |
your pool, and the same is probably true of other simple draw effects such | |
as Thunder Tribulation. Wu Ce's Virtuoso Immortal Fate, Best Choice, | |
probably takes a card out of your pool, and the same is likely also true of | |
other effects that draw card(s) from a specific phase. Wonderful Strokes | |
creates new copies. Card upgrade effects like Enlightenment Elixir don't | |
take anything out of your pool. | |
Not only do exchanged and absorbed cards not return to the pool, exchanging | |
or absorbing a card makes the remaining copies of the card less likely to | |
be drawn. The exact workings of the mechanic is unknown. It doesn't apply | |
to Practice Writing, and probably not to other cards with exchange or | |
absorb abilities either. | |
An exchange won't give you another copy of the same card. | |
Each round, your first exchange has an increased chance to draw a | |
current-phase card. | |
If you stay at a phase and keep exchanging long enough, you become | |
increasingly likely to draw Deviation Syndrome, a useless card with the | |
text "There are no other cards!". In Meditation phase, it happens after | |
seeing approximately sixty to seventy cards (not always the same number). | |
I think it takes long enough to happen that it shouldn't deter you from | |
early-phase reroll strategies. But you should probably move on if it does | |
happen to you in a game. | |
One hypothesis I thought of that's almost plausible is that perhaps | |
whenever you exchange or absorb a card, a random number of additional | |
copies of that card are removed from your card pool. But it doesn't explain | |
why sometimes you get a couple more successful exchanges (drawing normal | |
cards) after drawing your first copy of Deviation Syndrome. |
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Yi Xian Econ basics, by Rorita | |
2023-3-9 | |
translated by Xom from | |
https://discord.com/channels/1034354641070198794/1083243436263616583 | |
The following is in reply to 1nferno, who wrote, "Comparing Yi Xian with | |
Teamfight Tactics, there's a similar skill of econ management. I'd like to | |
ask everyone, how do you make decisions on rolling, leveling, and Immortal | |
Fate choices?" | |
I. Exchanges | |
Save your exchanges as much as possible until relatively many of the cards | |
for your desired deck are available in your phase, then exchange the cards | |
in one breath. | |
It's also good if the cards you're exchanging for remain useful in your | |
endgame deck. Considering the proportion of later-phase cards in most | |
endgame builds, generally speaking, the later the phase at which you start | |
exchanging, the better. Of course, there are exceptions, which require you | |
to understand the deck and gameplan you're aiming for. | |
Exchanges outside of this are less helpful for endgame, but you need early | |
exchanges to maintain strength to protect your Destiny total. | |
II. Breaking through | |
When you've collected enough of the cards you want at your current phase, | |
you can break through. (That is, when the proportion of useful draws and | |
exchanges diminishes below a critical point.) Don't forget that you can | |
still get earlier-phase cards at later phases, so if you can wait until you | |
get there, it's often better to wait and exchange the cards all at once. | |
Generally speaking, not every phase has cards you want. (Or it has too few, | |
and exchanging is not cost-effective.) When you reach a new phase, you may | |
wish not to exchange, yet fear being too weak if your deck stays the same. | |
In this situation, an oft-seen strategy is to stay a little longer at the | |
earlier phase and in one breath exchange for a deck strong enough to last | |
you until you reach the phase at which you want to exchange for your | |
desired deck. | |
(It's as though you're skipping a phase. Often the desired later phase is | |
Immortality or Incarnation, and the earlier phase is Meditation or | |
Foundation, where the shallow card pool makes it easy to upgrade cards. | |
The resulting deck may not even be weak by the standards of Virtuoso.) | |
Also, don't forget to consider the average quality of the cards drawn each | |
round, and the max HP increase from breaking through. | |
III. Immortal Fate choices | |
The benefit of each Immortal Fate can be modeled and quantified to a | |
certain extent; for example, drawing one card can be decomposed as follows: | |
a. seeing one card, equivalent to one exchange | |
b. holding one more card, which can be exchanged or played in the deck | |
c. +1 cultivation | |
The effect of the same Immortal Fate also differs per phase. | |
Think more and play more to gradually understand what's worth choosing. | |
Generally speaking, character-specific Immortal Fates are designed to have | |
a greater benefit as measured by the model than other Immortal Fates of the | |
same phase. | |
Of course, you must also consider the synergy with your subsequent build and | |
strategy: | |
For example, if you're in a dominant position and have a lot of Destiny, | |
choose Thunder Tribulation to snowball and increase your cultivation for | |
even higher endgame strength; if you're weak and low on Destiny, choose | |
Recuperate to gain time to build your deck and stabilize. | |
If you're lagging in cultivation behind most or all of your opponents, and | |
you've already reached Incarnation, choose Solid Foundation and you can much | |
ignore the cultivation loss and get only benefit. | |
With Yan Xue's initial Immortal Fate, Bloodline Potential, choosing | |
Recuperate lets you draw more cards. | |
Playing Sword Intent / Dharma Spirit Sword, choosing Meteor Quench can give | |
you one more turn to build up your combo. | |
IV. Cultivation | |
Cultivation has two benefits: breaking through sooner; and going first in | |
battle. | |
The former is as already discussed; later phases have the powerful cards | |
that most decks really want. The sooner you break through, the sooner you | |
improve the draws and exchanges you get each round. (Which can snowball.) | |
The latter's dynamic is that it only matters who's ahead, and it doesn't | |
matter whether the difference is 1 or 20, so you should only go for it if | |
you can win the contest. Always keep your eye on the cultivation of the | |
other players (which basically depends on their Immortal Fates, how many | |
cards they hold, and possibly Talent Elixir [TL: or Flying Owl Reishi]), | |
in order to judge the cost-effectiveness of contesting their speed and | |
determine your policy on competing for cultivation. | |
For example, if most of your opponents get more cultivation than you from | |
their character-specific Immortal Fates, and the few characters whom you can | |
compete are near to elimination, then contesting cultivation is relatively | |
cost-ineffective. Conversely, if you easily outspeed most of your opponents, | |
then competing with the remaining one or two opponents playing | |
high-cultivation characters is also relatively cost-ineffective. | |
But note that later in the game, once the gap in cultivation is established, | |
it's hard to change. Cultivation often matters more and more the later it | |
gets in the game. (Between endgame decks, the direction of victory or defeat | |
is often decided in the first few turns, and going first is crucial.) It's | |
not the same as before when you judged the cost-effectiveness. In the | |
finals, losing in cultivation is a dire disadvantage. (Because you won't | |
face any other opponents, every round you suffer the disadvantage of going | |
second.) You must consider your own chances of making the finals, the | |
individual chances of your opponents, and the importance of the first move | |
against each of their decks. |
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