IlstrawberrySeed
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Everything posted by IlstrawberrySeed
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Not instead of gems, but it might have an effect the metals are hemalurgically charged.
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Actually, that is somewhat countered by a WoB stating that becoming a savant of lerasium is basically what accession to preservation's holder is.
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- hypotheticals
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No shard metal's effects are known other than atrium/lerasium hemalurgically, and kind off trillium hemalurgically (haven't read TLM yet, supposed to learn more there). This is in part because the atium spikes used were refined, and in part from the Hemalurgy Table. Also, it has been confirmed that the Mistborn making qualities of lerasium are a side effect, rather than what it does allomantically.
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Is Susebron going to make Siri Immortal?
IlstrawberrySeed replied to JustQuestin2004's topic in Warbreaker
or, just buying breaths.- 4 replies
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I still stand by the chalking library (in which a user creates chalklings that are judged either through programming or upkeep). For some reason I wasn't notified when there was a response here, so sorry for taking so long. I'd be happy to take over it for now, but may have to shelve it for a while. I believe that vigor lines move like light waves (you described it as wiggling) due to WoBs stating it acts like light and the way the redirecting picture is drawn (pre-chapter arithmetic diagram).
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From my understanding, when you tap more than you filled, it isn't additive but multiplicative, so 3 days at double age is equal to 3 days at half age (22.5), 1.5 at 1/4 age (11.5), etc. brining 1.5 to 1 would bring it to 7.5 years old. As far as I know, there is no defined formula for compounding yet, and this is just how I understand it/believes it works.
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There are 2 problems with this. How do they get the required amount of youth to become a child? Sounds like fun to be 90 years for 3 days to become a 7 year old for a day as a 45 year old. How do they know that a child learns better? If they test the ability for people to learn at different ages, it might reveal their hand.
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This isn't quite true, durilium and necrosil burn metals really fast, but not instantaneously. There are scenes where Vin burns iron or steel, then durilium, then pushes/pulls. I believe there was also a mention of Elend having stronger D bursts, and a mention of flaring durilium for stronger effects. The necrosil would burn the durilium incredibly quickly, which would increase the speed at which the pewter burned. However, I believe that only the strongest enhancement would take effect, meaning that if Person A burned D and N, touching PB burning D and N, the Durilium would be effected by the Ded-NA, meaning NB is stronger, which can be used to cause PA or PC to burn through their Durilium in a burst, increasing the effect of the pewter or necrosil.
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If I'm thinking of the same WoB, that was for the alloys with base metals. I checked the coppermind, It looks like I am extrapolating 2 WoBs together, as Lerasium gives Preservations power, and Lerasium/shard alloys give the alloys investiure (sand magic in the WoB). A Lerasium savant ascends to Preservation, so shouldn't a lerasium/shard savant ascend to the alloyed shard? (After all, Brandon actually says that "Basically, [becoming a lerasium savant] is what Ascension is.")
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Where is that WoB? The coppermind says that filling a necrosilmind has a speed, and that it temporarily makes one a feruchemist if storing feruchemical abilities. Memories are temporary due to a "flaw" in us, and those with photographic memories don't have copper minded memories fade when retrieved. So, if it is a discrete thing that fades, either the store is permanent and you loose the ability to use F-necrosil, or you produce it. And if you produce it, it can't be discrete.
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- medallions
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Thanks! so for the lerasium point, that's exactly it. The savant effect of lerasium or a lerasium alloy (with another shard's metal) is ascension in the alloy's shard (or preservation if pure). My question was more about the interactions with this and shards with multiple of the 16 original powers. Also, I meant show up as a different metal that is possible to burn. Will impure/improper pewter show up as pewter, or as an unknown metal as described when first learning? (that happens to have less power).
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Since I've got those answers, I've got some other questions less related to the math. Do Impure metals show up as a different reserve if they still have Allomantic atributes, but less so and slightly makes you sick? Does duriliam burning effect impure/non-viable metals being burnt, and do they increase the sickness? Is it possible to kill yourself by D-burning a normally light sick metal? Since a lerasium/shard alloy allows for savants ascending: Could a shard burn it to become a higher shard? Does someone who savants in 2 at once become a higher shard? If so, then is it the same effect as lerasium/higher shard?
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Thanks for responding. Look forward to seeing the kind of. I know that Harmony has it's own metal, just wondering if it is a generalization for all of them.
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I am working on some theory math for Mistborn, and was wondering if any of the following have been confirmed, as they are the basis of the math or otherwise associated. Please note that I have only read the published Mistborn content (7 books, the prequel short story, alomancer jack, and secret history), and would like to avoid large spoilers, however basics are fine. (in Mistborn, that there are Mistborn and mistings, 8 basic metals, snapping, mistraithes, etc). Is there a term for a shareholder that holds 2 or more shards? I have been calling them higher shards. Do all higher shards have a unique viable metal? Are all mix of shard metals (including the viable higher shards') in an alloy viable? Is there only 1 correct alloy per shard mix? Including mixes of 3+? Are all of the above mixed with one of the 16 base metals allomantically viable? Can shards work together to create a higher shard metal? The reverse of harmony creating atrium/lerasium?
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The thing is, you don't need a full born to make to the bands. First off, necrosil fuerochemistry can increase your Allomantic powers (or fuerochemical powers in my theory). Additionally, normally spikes are limited to 1 power per spike, but there are a few that might not, as well as some workarounds. First, lerasium is (according to the coppermind) steals all Allomantic and fuerochemical abilities, so a single Mistborn or full fuerochemist getting a lerasiam spike from the other can take all of the necessary power to make a 1 spike full born using Hemalurgy, with only 2 identities. If Kelsier is the southern scadrians "lord ruler," then this is could be. Secondly, atrium can steal any ability. Presumably, among the very large repituare of metals, there is one that can steel Allomantic potential, such that a full furochemist could accept spikes and then snap as a Mistborn. Perhaps atrium can even steal an ability that no other metal can. Third, a person who has gold compounding can give a Hemalurgic spike, survive with no soul damage, for it to happen again. If this is a medallion or a Hemalurgic spike, then a full repituare of abilities can be taken from a single person. However, gold isn't required, because the coppermind says that Hemalurgy doesn't need to kill, it just isn't known widely, nor do we know the side effects, presumably allowing multiple powers to be taken without gold. However, Necrosil filling Removes or Reduces your ability to use fuerochemistry, and a single full-fuerochemist or single spike ferring could make an unkeyed necrosilmind that could be tapped, in order to fill a necrosilmind keyed to you with the ability to use necrosilminds and aluminum minds, as well as filling your ability to use your metalminds. Then, you tap the necrosilmind to identity drop, and fill an unkeyed metal mind with your stored powers. Then the first unkeys refills the necrosis ability and aluminum ability, and then it continues on.
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The main use I can think of is compounding someone else's identity in order to use keyed metal minds, the same way as one with a hemalurgic spike. I would think that one would need to use duralium in order to not Destroy the invested aluminum, though.
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I'd be happy to help pitch in. I'm currently working on another math project involving formulas, but once I finish that up, but triangle finding from bind point location is my next up, along with the strenght at a point of warding using the 3d Area theory.
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I'd be happy to help with this on the coding side, but I think the repository of chalklings should be player side, and you use enhancement tools in chalking creation to create the perfect chalking, and then use recognition software to base the stats of the chalking based on it's closeness to the perfect, with the perfect having stats based on several things, though in preference a weekly/daily group of volunteers/employees use their brains to program the chalklings as needed. Additionally, due to Brandon's insistence on intent in most of his magic systems, I belive that there should be "hotkeys" for different lines. For VR with handheld remotes, it would be buttons/joystick on the remote. Additionally, if coloring a chalking makes it stronger due to it's closeness, it would likely have to be an omitted feature until appropriated (or legal monetized) by Sanderson. Additionally, you can have more than 2 points on an eclipse, and 5 and 8 point circles are possible, as Brandon confirmed that all circles are 9 - point circles with special triangle cases, and also confirmed a 9-point eclipse, though if you need those bind points for the side, your being attacked, and should have used a circle. Also, the strength of a LoW isn't based solely on curvature. The reason for this is presumably related to SA of the chalk compared to perimeter of chalk or based on a reference circle with equal area, with the area of the real circle being 3d and the area of the reference circle being 2d. (as the world is not flat)
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If I were a rithmatist, I would make chalklings with incredibly precise instructions that involve input in making decisions, and would allow for the reshaping of the chalking akin to wild chalklings. Additionally, I would test using multiple colors of chalk to see if coloring a chalking makes it stronger than lines, as it would be more detailed. Also, I would use chalk that's extra thick for most things, but extra thin for warding lines. I would definitely try to create more warding defenses, for more specialized application, such as a retreat, and create guidelines on permanent defense incase of attack where you just trace the forbiddance lines (or they are incredibly thin)
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As a coder, I was thinking how unfortunate that they were stuck with (incredibly efficient) chalking powered spring work technology, when a chalking could be programmed for hours for intelligent combat, even listening to verbal commands, and using devices to make sounds.
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Theory: Circles, Lines, and Degenerate Rithmatics
IlstrawberrySeed replied to skaa's topic in The Rithmatist
The problem with that is when you apply it to unclosed curves, as lines of warding are introduced as "curved lines" typically in the shape of a circle. Along with the blad defect talking about eclipse "segments," and the fact that a broken LoW is still rithmatic, means there must be another way to calculate the strength, even if it is aggregate the shape. However, I have a different theory. Remember that the strength of a LoF is based on the the straightness, and the hight is based on the width. Keep in mind that a circle of warding isn't a circle- it's a perimeter of a circle. If the strength of the LoW is based off of area of the chalk and circumference, the However, I do believe that the direct radius should be used, not the flat-world radius. Edit: After spending a few hours thinking through the math, I think the strength at a point is its area divided by its perimeter, with the perimeter being twice the width damaging item. Esencially, the area of the chalk in the roughly trapezoidal area made by the end points of arch lengths equal to the chalking's weapon or LoV damage width (amplitude?). For an even circle, that's equal to (R1 Sin (deg1/2) + R2*Sin(deg2/2))(R1cos(deg1/2)+R2cos(deg2/2)) + R2^2(Deg2-sin deg2)/2 - R1^2(deg1-sin deg1)/2, with L=breach length, R1 being Radius 1, R2 radius 2, deg 1=L/R1, deg 2 =L/R2. Its probably more complex for another conic, but it is a start.- 9 replies
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