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Posted (edited)

I'm going to be looking at each of the 32 Mistings and Ferrings (well, maybe not all of them, considering that there are some useless ones in there) and putting forward suggestions on a Twinborn combination to maximize the strength of that Misting/Ferring. It won't necessarily be the best Twinborn that has that power, rather I will be trying to maximize the potential of that one ability, regardless of how good the other power or the Twinborn as a whole is. I will also be ignoring Compounding, except if I need to break a tie, because otherwise the best complement for all Feruchemical powers will just be the Allomantic version of the same metal.

To decide what the best compliment is, I'm going to examine the strengths and weaknesses of the ability in question, see what it's limits are, and then see what powers can increase its strengths, lessen its weaknesses, and/or overcome its limitations.

Without further ado, let's jump in, starting with the Allomantic powers.

Allomantic Iron

Strengths: Iron is used primarily as a defensive power to Pull projectiles off course. It can also be used for mobility but is harder to use for this than Steel.

Weaknesses: The main weakness of Iron is that everything that you Pull on comes flying towards you, which is potentially very dangerous. Similarly, when used for mobility, you risk crashing into the objects that you Pull on.

Limitations: Your ability to Pull is greatly influenced by your weight. Aluminum, Invested metal, and metal inside the body are immune to iron.

The Feruchemical powers that I suggest as the best for A-iron are F-iron, F-steel, F-gold, and F-nicrosil. F-iron would let you Pull on very heavy objects by making yourself heavier and make it easy to Pull yourself around when storing weight. However, it does, if anything, increase your chances of injuring yourself by Pulling heavy objects into you.

F-steel and F-gold would both mitigate the weakness of hitting yourself with the objects you Pull. Steel would help you avoid them entirely, while gold would let you heal if you did injure yourself, though you would probably need to have a lot of health stored for this to be very effective.

Lastly, F-nicrosil could potentially let you Pull on Invested metal and metal inside the body. We've seen that simply having enough power in iron or steel is enough to affect metal inside the body--the Lord Ruler did it, and in Vin's fight with the Inquisitors in HoA, we even see that duralumin is enough to do it. F-nicrosil should allow you to make your iron stronger by storing the ability and then tapping it. This would let you Pull on Feruchemists metalminds, even if they were implanted, which would be a very useful skill.

Overall, I would probably put F-iron as the best compliment to A-iron, especially if we consider Compounding, with F-nicrosil as a close second.

Allomantic Steel

Strengths: Steel is a very good ranged power and can be used much like iron to deflect enemy projectiles. It is much better for mobility than iron.

Weaknesses: Steel doesn't have any serious weaknesses. The biggest one is that without any other abilities, there is a decent chance of injury when using it to fly.

Limitations: Your ability to Push is greatly influenced by your weight. Aluminum, Invested metal, and metal inside the body are immune to steel.

The Feruchemical powers I suggest are F-iron and F-nicrosil. We've already seen the A-steel/F-iron combination be used to great effect by Wax. This combination has much of the advantages of A-iron/F-iron, but lacks Compounding. On the other hand, Pushing heavy objects away is much safer than Pulling them towards you. Additionally, the ability to make yourself lighter mitigates the risks of injury while flying.

F-nicrosil is good for A-steel for the same reasons it works for A-iron. By strengthening your power in steel, you should be able to Push on Invested or implanted metal, which is a big advantage.

Overall, I would put F-iron as the best compliment to A-steel. Even without Compounding, it is about as good as its A-iron counterpart. F-nicrosil once again takes second place.

Allomantic Tin

Strengths: Tin is primarily useful for scouting and being a lookout. It grants some advantages in combat, by using your enhanced senses to detect and avoid attacks extra fast.

Weaknesses: A Tineye can be stunned by bright lights or loud sounds. Tin enhances pain.

Limitations: Tin cannot be used to enhance senses individually--either you get all of them or none of them.

The best compliments for A-tin are F-tin, F-bronze, or (once again) F-nicrosil. F-tin would let you store any senses that you didn't need, making it easier to focus on one sense at a time and avoid sensory overload. Though arguably this does not benefit Allomantic tin, you could also tap your enhanced senses back to have stronger senses.

F-bronze does not directly benefit A-tin, but since A-tin is often used for standing watch, F-bronze would be useful to let you stay awake.

F-nicrosil would let you have very fine control over the amount of enhancement you get from your senses by storing or tapping your tin strength. However, all your senses would still be enhanced the same amount relative to one another, so it wouldn't give you nearly as much control as F-tin.

I'd say that F-tin is the clear winner here, even disregarding Compounding.

Allomantic Pewter

Strengths: Pewter is very versatile, benefitting all kinds of athletic activity.

Weaknesses: Though a good combat metal, its lack of range is a big weakness, especially with guns now existing.

Limitations: Pewter healing doesn't go very far.

While many powers would benefit A-pewter in some way, I will put forward F-steel, F-gold, and F-nicrosil as the best compliments for A-pewter. F-steel helps overcome the weakness against ranged attacks, since it would help avoid projectiles and close the distance. F-steel is also, in general, a great combat metal.

F-gold would also help lessen the weakness against projectiles by letting you survive a few shots. Additionally, both powers would be made easier to store by A-pewter.

F-nicrosil could be tapped to make you stronger and give you faster healing. However, it doesn't really diminish any of pewter's weaknesses or limitations, but just makes pewter better (as it does for every power.)

I would put F-steel as the best, with F-gold in second, though both are valid options, and F-nicrosil in third.

Allomantic Zinc and Brass

('m taking these two together, since they are essentially the same, and we aren't taking Compounding into consideration.)

Strengths: The only Allomantic powers that are useful for manipulation. They can give you a hard to detect advantage.

Weaknesses: Blocked by A-copper.

Limitations: They don't magically let you sense your target's current emotions. It takes a lot of skill to use them undetected.

I suggest F-zinc, F-duralumin, and (yet again) F-nicrosil. F-zinc should make Soothing/Rioting much easier, because you can think faster and figure out what your target's emotions are more quickly.

We don't know much about F-duralumin, but a stronger Connection to your target couldn't hurt.

F-nicrosil should let you expand the amount of people you can affect at once. Additionally, it might be able to bypass a Smoker's defenses, since strong enough A-bronze can penetrate a coppercloud.

I'll put F-zinc as best, with F-nicrosil in second. F-duralumin scores third, because we don't know much about it.

Allomantic Copper

Strengths: Hides Allomancy. Protects against emotional Allomancy.

Weaknesses: Can be bypassed by strong enough bronze or (presumably) brass/zinc.

Limitations: Does nothing else.

Copper is a bit of an odd power, because it takes essentially no skill to use and only has a couple of uses. The only power that would make it better is F-nicrosil, which you could use to make your coppercloud harder to penetrate. The problem, however, is that this requires you to spend time with a weaker coppercloud, and Smokers often need to be using their ability all the time. If you have time off, however, this would be a very useful ability to have.

Allomantic Bronze

Strengths: Finds Allomancers. Reveals information about your opponents.

Weaknesses: Weak in combat due to lack of physical enhancements.

Limitations: Blocked by A-copper.

The best compliments to bronze are F-tin and (surprise!) F-nicrosil. F-tin would let you store bronzesense, then compress it to pierce copperclouds.

F-nicrosil would let you increase your power in bronze and pierce copperclouds. However, it is worse than F-tin, since F-tin gives you other abilities as a bonus.

As an honorable mention, any combat-oriented power would be good as well, allowing you to use bronze to your advantage in combat.

F-tin is clearly the best.

Allomantic Chromium

Strengths: Neutralizes Allomancers and (to some extent) Feruchemists.

Weaknesses: Lacks physical enhancments.

Limitations: Requires physical contact.

F-steel is clearly the best compliment to A-chromium. It eliminates most of its weaknesses and limitations. Arguably, however, if you have F-steel, A-chromium is pretty useless, unless you need to subdue, rather than kill, someone.

Allomantic Nicrosil

Strengths: Enhances others' Allomancy. Can also be used to burn up opponents' metals, with potentially dangerous results.

Weaknesses: No abilities that can be used independently of another Investiture user.

Limitations: Requires physical contact. Only affects currently burning metals.

No specific metal directly improves A-nicrosil very much. Any combat metal would be useful, as it makes the Nicroburst not helpless in a fight. I would put forward F-steel once again. It could help navigate fights to boost your allies and make it easier to surprise opponents.

Allomantic Aluminum and Duralumin

Just kidding! We're skipping these!

Allomantic Cadmium

Strengths: Slows opponents to a crawl, effectively neutralizing them temporarily.

Weaknesses: Also slows you to a crawl, trapping you with your opponents.

Limitations: You can't leave without popping the bubble.

Once again, it's F-steel to the rescue. This wouldn't entirely negate your vulnerability, but it would certainly help. No other ability provides much help to A-cadmium.

Allomantic Bendalloy

Strengths: Lets you think and act much faster than those around you.

Weaknesses: Time gap between dropping a bubble and placing a new one.

Limitations: You can't move the bubble. You can't shoot out of the bubble (accurately.)

Bendalloy is very good for nearly all Feruchemical powers, as ducking inside a bubble is a good opportunity to store some attribute. But that's not what we're looking for. We're trying to find what Feruchemical power makes A-bendalloy the best. For this, I would choose F-steel (again.) If necessary, it lets you move even faster, and more importantly, it helps lessen your vulnerability between bubbles. Just dropo the bubble and zip away to make new one.

Allomantic Gold

Strengths: I don't want to be unfair to A-gold, but honestly, basically none.

Weaknesses: Emotionally stressful.

Limitations: Not much you can do with it.

A-gold is a very weird power. It's not very useful from what we've seen, but I suggest F-zinc, F-aluminum, or F-duralumin as the best options. F-zinc might let you make more use of the gold shadow, since you can think faster.

F-aluminum should do something, but I have no idea what.

F-duralumin should also be able to do something, but again, I don't know what.

So, F-zinc wins.

Allomantic Electrum

Strengths: Let's you avoid attacks. Makes you hard to surprise. There might be some other odd tricks you could pull off with this.

Weaknesses: Confusing and hard to process. Interfered with by other forms of Futuresight.

Limitations: Only shows a few seconds into the future. No mental boost to help you comprehend.

There are three powers that would be helpful here. F-steel, F-zinc, and F-chromium.

F-steel gives you some extra reaction speed, which would be helpful with avoiding the attacks that electrum forewarns you of.

F-zinc, in contrast to F-steel, gives you no physical enhancements, but might let you process the electrum shadows more easily.

F-chromium, however it works, might give you an easier time deciding what shadows to follow. Or it might just be able to strengthen your electrum.

All of these are potentially really good. Since we don't know exactly how it works, I'll put F-chromium in third. Between F-steel and F-zinc, my preference is for F-steel, but it depends on whether you want better ability to process or better ability to react.

[Atlas mentioned F-electrum, which you might be able to use to narrow down the amount of possibilities you see. (Basically, you become intent enough on one path that other possibilities are nit shown.) I don’t think this is as good as the other options, but definitely an honorable mention.]

 

And with that, we move onto Feruchemy.

Feruchemical Iron

Strengths: You can manipulate your weight in combat for extra mobility or greater resistance to blows. Lets you fall slowly.

Weaknesses: No particular weaknesses.

Limitations: You lose some strength when you store.

We've seen that F-iron is very useful for A-iron and A-steel, but neither of those benefit F-iron itself. For that, we turn to A-pewter. A-pewter would be brilliant with F-iron. It makes up for the lost strength when storing, which would let you go bounding through the air, run really fast due to reduced weight, and generally make you very mobile. It lets you maneuver your weight when tapping, and you could use weight and strength in combination to smash through walls and floors without much harm to yourself.

Feruchemical Steel

Strengths: Lets you move really fast (duh.) Makes you hard to react to.

Weaknesses: No aerial capabilities (although most powers don't give those.)

Limitations: Hard to store. Gives only a limited amount of mental enhancement (i.e. faster reactions, but not faster overall cognition.)

F-steel is one of the best powers. Surprisingly it's hard to find a best power for making it better. There are a few that would be pretty good: A-steel, A-pewter, and A-bendalloy.

A-steel gives you ranged capabilities, and the ability to fly, which negates one weakness that might be exploited.

A-pewter makes you faster, and therefore lets you store speed more easily.

A-bendalloy would let you store speed in a bendalloy bubble.

A-pewter and A-steel would both be pretty good. Technically A-pewter gives more direct enhancements to F-steel, so I feel obligated to rank it as #1. A-steel gets second. (Obviously, it would let you Compound, but we're trying to ignore Compounding.)

Feruchemical Tin

Strengths: Very versatile--stores a variety of senses, which can be used for different scenarios. Unlike A-tin, it can enhance senses individually.

Weaknesses: While it can be used in combat, it is, despite its versatility, a lot less useful than other powers.

Limitations: Unlike A-tin, you have to store the senses.

The only power that will help you store senses for F-tin is (unsurprisingly) A-tin. (Arguably A-steel, A-iron, and A-bronze, since you can store steel/ironsight and bronzesense, but I would consider than more of an enhancement to those powers rather than F-tin.) Even without Compounding, A-tin would make it very easy to fill your tinminds.

Feruchemical Pewter

Strengths: You can become very strong.

Weaknesses: At high amounts of strength, your bulk can become unwieldly. Vulnerable against ranged attacks.

Limitations: Unlike A-pewter, it doesn't give you much resistance to damage.

The only ability that directly enhances F-pewter is A-pewter, since it would make filling a pewtermind much easier. However, A-pewter does little to cover F-pewter's weaknesses and limitations. They are, overall, very similar abilities. The only other option I see would be A-steel, which would help cover F-pewter's weakness against ranged attacks.

Disregarding Compounding, I would put A-steel in first with A-pewter in second.

Feruchemical Zinc

Strengths: Lets you make decisions very quickly. Thinking fast is useful in almost all situations.

Weaknesses: Makes you hungry.

Limitations: Difficult to store.

F-zinc provides great benefits to most Allomantic powers, but, as with F-steel, it's difficult to find an Allomantic power than enhances F-zinc. Honestly, the best I can come up with is A-bendalloy, which can be used to further increase your thinking speed and provide a good place to store.

Feruchemical Brass

Strengths: Easy to store, since both storing and tapping are desirable, depending on the circumstance.

Weaknesses: No particular weaknesses.

Limitations: Tapping too much warmth will melt your brassminds. Not a ton of useful applications.

I thought finding a good compliment to F-zinc was hard. F-brass is even worse! I really have no idea what power would be helpful for brass, so honestly, I'm just going to have to say A-brass, which at least lets you compound.

[After hearing some suggestions, A-pewter might be the best compliment. It gives you resistance to extreme temperatures, so there’s at least some synergy.]

Feruchemical Copper

Strengths: General usefulness.

Weaknesses: No particular weaknesses.

Limitations: No serious limitations, but it isn't very applicable to some situations.

The best I could come up with for F-copper is A-tin, which would let you see high levels of detail, which would be useful for storing memories.

Feruchemical Bronze

Strengths: A very convenient ability to have. Good for lookouts.

Weaknesses: No particular weaknesses.

Limitations: There's only so much you can do with wakefulness.

All I can come up with is A-tin, mainly because both are good abilities for a lookout to have.

[After hearing some suggestions, I was reminded that A-pewter could probably let you fill a bronzemind more easily, although it probably has some similarities to what happens when you use caffeine to fill one.]

Feruchemical Chromium

Strengths: Applicable to essentially all scenarios.

Weaknesses: Fortune can only get you so far.

Limitations: Seems like it would be pretty difficult to store.

We know very little about F-chromium, so I pick A-electrum, simply because another Fortune-based ability seems likely to be a good compliment.

Feruchemical Nicrosil

Strengths: Enhances any other abilities.

Weaknesses: Has no uses on its own.

Limitations: Does nothing except increase and decrease the strength of other abilities.

It's pretty much impossible to pick a best compliment for F-nicrosil, since it does nothing on its own, but makes any other power better. So, I'll have to pick A-nicrosil for Compounding.

Feruchemical Aluminum

Strengths: (Irrelevantly) lets you make unkeyed metalminds.

Weaknesses: Storing Identity makes you more vulnerable to certain things.

Limitations: Few useful applications.

The only useful thing we know F-aluminum can do is make unkeyed metalminds, but since we're talking about Twinborn, who don't have other Feruchemical powers, that's useless. We don't even know if F-aluminum can be tapped, so Compounding it might not even be useful. Pretty much impossible to say what would be good with it.

Feruchemical Duralumin

Strengths: Seemingly quite versatile.

Weaknesses: Unknown.

Limitations: Unkown.

We don't know much about F-duralumin. We do know that it can let you form relationships faster when tapped and weakens relationships when stored. This sort of thing might benefit from A-zinc or A-brass, so I'll suggest those two.

Feruchemical Cadmium

Strengths: Lets you stay underwater for long periods of time. Enhances the workings of your body (although this would require a lot of storing first.)

Weaknesses: N/A

Limitations: Highly unpleasant to store. Not particularly useful.

I'm sure A-pewter would make storing a bit easier, but not by much. Still, this is probably the best option. If you want to focus on underwater exploration, then A-tin might be good for enhanced vision, and you could use A-steel or A-iron for movement and detecting buried metal.

Feruchemical Bendalloy

Strengths: Easy to store. Generally convenient.

Weaknesses: N/A

Limitations: Limited usefulness.

There really doesn't seem to be anything that enhances this power much. If you're going to use it to overeat constantly (which I doubt is reccomended) A-tin would give you increased ability to taste your food. (Yes, that's the best I've got.)

Feruchemical Gold

Strengths: Higher survivability.

Weaknesses: Healing will help you survive but doesn't give you any direct way to win a fight.

Limitations: Difficult to store.

A-pewter is the best choice here. It would make storing gold much easier, and at the same time overcomes gold's main weakness (lack of offensive powers.)

Feruchemical Electrum

Strengths: Persistence.

Weaknesses: Potentially could make you do something stupid. No physical or mental enhancements.

Limitations: Doesn't expand your ability to do anything, only your determination to do it.

The only thing I can think of here is A-pewter. For one thing, it might help you survive, should F-electrum lead you into doing something stupid. For another, they both would let you last longer in a fight. Pewter physically lets you last longer without getting defeated, while F-electrum makes you less likely to become scared or flee.

 

 

And with that, we've gone through all 32 powers! (Well, except for A-aluminum and duralumin.) Feel free to suggest anything I might have missed.

Edited by Speeding Steelrunner
Posted

I really like the list! I feel like having the best ones be the compounding counterpart is a bit of a cop-out tho.

As always I am here to make the case that F-Tin is the best for everything.

A-steel and A-iron not only have the whole storage detection going for them, which might I add also allows you to detect metals inside of body while also being able to just detect any investiture, but it also allows for enhanced vestibular sense/kinesthesis/sense of balance to get very precise shots when flying towards/away from something or even with enough know the weight of whatever you are pulling based off of how much it pulls you. 
 

For A-Tin, F-Tin can store your sense of tiredness, pain, or hunger/thirst, allowing for a better sentinel, imo. Obviously it’s not as great as being literally wide awake, but I think the variety makes up for it.

A-Pewter: vestibular sense+both increased strength and nimbleness leads to an insane fighter.

A-zinc/brass: you know what’s better than someone that can manipulate emotions? Someone that notices each and every little tell and detail of your actions. And someone that can do that 20 ft away.

A-copper: having a great hideout cloaker double as a great lookout is huge, and will be immensely useful for just about any scenario that wants either of those roles.

A-bronze: I’m glad we agree ;).

A-Chromium: chromium’s main issue is getting close, and with the amount of detail and dexterity that F-Tin supplies by letting you feel and hear movements much more easily, closing that gap would be a cake walk.

A-Nicrosil: this allows a microburst to be the ultimate backup. A scout that can tell you if something’s coming and warn you while also giving you a burst of power. I mean, cmon.

A-Cadmium: one of the issue that Windwhisperers have is that there’s just too *much* information to absorb. It doesn’t help your processing speed, it just lets you widen the things you can process (and cut off things you don’t want to process at the moment). Cadmium puts a clear boundary on that, which allows for a much enhanced close quarters battle without the concern of being snuck up on (at least at range)

A-Bendalloy: same thing, except way smaller. I could see someone that has bursts of insane tapping of all the senses just because it can’t easily be overwhelmed.

A-gold: sure, one shadow isn’t particularly great, but what happens when you have a bunch? Or whatever. I honestly have no clue what “more” A-gold would do, but it would be really cool to find out (and probably more useful than normal).

A-electrum: getting that extra axis of information, is again, crazy good. Being able to hear, see, feel, smell, and then also see into the future would provide for a wildly good combatant.

So basically, F-Tin for the Win.

Posted

Love the idea and love the list. However, I agree, compounding is a bit of a cop-out as it's obvious those are good. I'm personally much more interested in the niche ways that these two powers synergize (beyond just making feruchemy stronger).

Here are a couple of combos I feel are worth mentioning:

I think there is potential synergy between A pewter and F Bendalloy or F Bronze. Pewter Dragging is a potentially powerful ability of A pewter but results in a massive amount of fatigue and hunger. Either of these feruchemical abilities could help counteract these costs. Personally, I think these are both more useful than the current best combos for these feruchemical metals.

Additionally, I think that A Pewter or A Gold would be the most beneficial to A Brass as a person storing heat isn't instantly fireproof and might take a bit more skill to avoid burning themselves. These allomantic powers would help make A Brass safer to use. 

Posted
14 minutes ago, Atlas333 said:

 

Love the idea and love the list. However, I agree, compounding is a bit of a cop-out as it's obvious those are good. I'm personally much more interested in the niche ways that these two powers synergize (beyond just making feruchemy stronger).

Here are a couple of combos I feel are worth mentioning:

I think there is potential synergy between A pewter and F Bendalloy or F Bronze. Pewter Dragging is a potentially powerful ability of A pewter but results in a massive amount of fatigue and hunger. Either of these feruchemical abilities could help counteract these costs. Personally, I think these are both more useful than the current best combos for these feruchemical metals.

 

Those are definitely better. The problem is that those improve the Allomancy and not the Feruchemy, so I couldn’t have picked those for F-bronze or F-bendalloy (although you might actually be able to fill a bronzemind more easily with pewter, so that could be valid.)

14 minutes ago, Atlas333 said:

Additionally, I think that A Pewter or A Gold would be the most beneficial to A Brass as a person storing heat isn't instantly fireproof and might take a bit more skill to avoid burning themselves. These allomantic powers would help make A Brass safer to use. 

There is actually a WoB about it being difficult to harm yourself by drawing on too much heat. I don’t have time to locate it now, but I can find it later if you’d like.

I think you mean F-brass and F-gold? Since both are Feruchemical powers, a Twinborn can’t have both, but there is an argument to be made for A-pewter. Pewter makes you more resistant to hot and cold, so at the very least, you could use less of your stored warmth when in a cold environment than you would without pewter.

Good ideas! I think I’ll add A-pewter for both F-brass and F-bronze.

Posted (edited)
Quote

I think you mean F-brass and F-gold? Since both are Feruchemical powers, a Twinborn can’t have both, but there is an argument to be made for A-pewter.

Yeah, sorry, I have no clue how I got so mixed up when talking about F brass and how I somehow thought that F gold was an allomantic power... I got a couple of wires crossed it looked like, but thankfully you seemed to get the gist of it. 

Edited by Atlas333
Posted

For every Feruchemical ability with not usefull, annoing or dangerous storing: F- Steel, F- Zinc, F- Gold, F- Electrum, F- Pewter, F- Chromium, F- Cadmium, most usefull Allomantic ability will be A- Bendalloy, because is bypassing time of vulnerability you have during ability storage.

Posted
On 8/17/2024 at 8:17 AM, Speeding Steelrunner said:

 

Allomantic Electrum

Strengths: Let's you avoid attacks. Makes you hard to surprise. There might be some other odd tricks you could pull off with this.

Weaknesses: Confusing and hard to process. Interfered with by other forms of Futuresight.

Limitations: Only shows a few seconds into the future. No mental boost to help you comprehend.

There are three powers that would be helpful here. F-steel, F-zinc, and F-chromium.

F-steel gives you some extra reaction speed, which would be helpful with avoiding the attacks that electrum forewarns you of.

F-zinc, in contrast to F-steel, gives you no physical enhancements, but might let you process the electrum shadows more easily.

F-chromium, however it works, might give you an easier time deciding what shadows to follow. Or it might just be able to strengthen your electrum.

All of these are potentially really good. Since we don't know exactly how it works, I'll put F-chromium in third. Between F-steel and F-zinc, my preference is for F-steel, but it depends on whether you want better ability to process or better ability to react.

Forgot about another potential interaction with electrum - tapping determination (the interaction is discussed further in this thread 

 

The short version is that tapping determination would theoretically make your decisions less swayed by outside influences including electrum shadows. This would then lower the total number of shadows to a potentially manageable amount because you aren't constantly reacting to your own shadows. I still think F-zinc is better but I thought it deserved a mention.

 

Posted
5 hours ago, Atlas333 said:

Forgot about another potential interaction with electrum - tapping determination (the interaction is discussed further in this thread 

 

The short version is that tapping determination would theoretically make your decisions less swayed by outside influences including electrum shadows. This would then lower the total number of shadows to a potentially manageable amount because you aren't constantly reacting to your own shadows. I still think F-zinc is better but I thought it deserved a mention.

 

Oh, yeah! I forgot about that one (probably because I forget to think about F-electrum in general.)

I don’t think it would be as good as the ones I mentioned, but I’ll add it to the list.

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