Note: Remember there is still a moratorium before voting.
Ok, it is turn-vote time, and that means we are going to have a plan vote. We promised a darkness turn and this is it:
[X] Plan: Darkness Turn
-[X] equip Songseeker's Ceremony
-[X] switch Inquisitive Study to Upkeep 2
-[X] Medium Pills (free)
-[X] Resources: 12 GSS, 12 YSS (4 free GSS, 8 from cash, 12 free YSS) , Drip on Spiritual Cultivation
-[X] Use the Ebon Spirit Elixir
-[X] Use the Midnight Essence Pill
-[X] Physical Cultivation (4 AP)
-[X] Laughing Flight of the Wind Thief (3 AP)
-[X] Ephemeral Nights Memory (2 AP)(Train this last)
-[X] Starless Night's Reflection (4 AP)
-[X] Unstoppable Glaciers March (2 AP)
-[X] Beast King's Savage Dirge (2 AP)
-[X] Moonless Saboteur's Smile (1 AP)
-[X] Research Arts in Sect Archive, Third Floor (1 AP, 20 SP)
-[X] Family (1 AP)
And here goes the explanation:
equipping SSC is just mentioned there in case it is needed. This just makes sure we are using our new cultivation art.
We want Medium Pills, because anything else is too expensive atm and doesn't give us much extra xp here, because we are going to soft cap most of the arts we train anyways. The GSS and YSS we use is the maximum possible for our level too.
Inquisitive Study is a technique of RME that can be kept on permanently by lowering our available Qi by 2. In this case, it just eats up the remaining extra Qi from our items, so we still have A10 Qi left even with this tech on upkeep.
Now to the fun part, our 2 darkness pills. One of those pills gives a dice bonus to darkness arts. The other one gives us 1 extra spiritual AP for every 2 AP darkness training.
These AP still trigger the 4 AP rule that makes training more than 4 AP to something per turn only half as effective. This plan trains 14 darkness skill AP and therefore get 7 virtual AP to spiritual, which in turn will make 5.5 effective AP. This explains why we dont need spiritual cultivation AP with this plan.
The Physical Cultivation gets 4 AP as usual to work to the next bronze level. The family AP is set, so we have it too.
We also have the above mentioned 14 AP in various Darkness Arts:
The Wind Thief gets finally trained this turn and we can get it all the way to its current cap at level 2 with 3 AP with a 100% chance.
ENM finishes this turn with 2 AP also with a 100% chance.
Our new armor art SNR can go all the way to level 3 with 4 AP, again with 100% chance.
BKSD can reach its cap at level 2 with 2 AP, again with 100% chance.
We can also start our previously untrained social art MSS to level 1 with 1 AP, again with a 100% chance.
UGM also caps at level 2, but 2 AP only have a 90% chance to reach it. This is still reasonably safe without extra investment, but i will just list the omake table here for those interested:
0 = 90%, 1 = 94%, 2 = 96%, 3 = 98%, 4 = 98.5%, 5 = 99%, 6 = 99.6%, 7 = 99.8%
The last AP is for the archive and since we want to got to the third floor we would also spend 20 SP on it.
This is needed to get the a new resist art to replace SES. Doing it a turn before we open more meridians also has the advantage that it gives us more time to discuss what art we like the best and how to adjust our meridian tetris to make it work.
Edit: the (Train this last) part for ENM is because we dont have the meridians to keep the maxed ENM equipped until next turn, so to keep the art relevant in this turn, we need to keep it at ENM 3 as long as we can/until the end of the turn (which should be fine, yrs does the training arc towards the end anyways)