Ok, the moratorium isnt over yet, but im just going to post this early so we have some time to discuss the plan here before voting. also, please tell me if you find any errors
[X] Plan: Darkness Turn
-[X] Medium Pills (free)
-[X] Resources: 12 GSS, 12 YSS (4 free GSS, 8 from cash, 12 free YSS), Drip on Physical Cultivation
-[X] Talisman [subvote about buying Accessory (Senior Craftsman, 60 SP)]
-[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)
-[X] Starless Night's Reflection (4 AP)
-[X] Unstoppable Glaciers March (2 AP)
-[X] Moonless Saboteur's Smile (1 AP)
-[X] Beast King's Savage Dirge (1 AP)
-[X] Winter Hearth Resounding (1 AP)
-[X] Phantasmagoria of Lunar Revelry (1 AP)
-[X] Family (1 AP)
-[X] Unequip: Storm Enduring Seedling, Thousand Ring Fortress
-[X] Equip: Starless Night's Reflection, Winter Hearth's Resounding, Unstoppable Glaciers March, Beast King's Savage Dirge, Laughing Flight of the Wind Thief
[X][Talisman] buy
[][Talisman] don't buy
And here goes the explanation:
We want Medium Pills, because anything else is too expensive atm and we are getting bonus dice from our darkness pill already. The GSS and YSS we use as resources are the maximum possible for our current cultivation level.
Since the pills on the market this turn aren't that good, we thought we might look into replacing another of our outdated Talismans. Senior Talismans are quite expensive, but it is the best we can buy atm and going by the jewelry we got last time, they are worth the price. Well, and yrs was super generous about SP this turn, so we actually aren't broke after buying the talisman.
Now to the fun part, our 2 darkness pills. The Midnight Essence Pill gives a dice bonus to darkness arts to all darkness arts trained this turn. The Ebon Spirit Elixir gives us 1 spiritual AP for every 2 AP darkness training. This combination means we want to train a lot of darkness arts this turn.
The 4 AP rule that makes training more than 4 AP to something per turn only half as effective still applies to the AP we get from our pill, the 14 darkness art AP in this plan give us 7 virtual AP of Spiritual cultivation, which the rule turns into 5.5 effective AP. Thanks to the massive amount of xp we got here the chances to reach Green 4 this turn are at 96% from AP alone (it was pointed out that one 100 xp to spiritual should go to physical instead, given how the dreaming EPC bonus is worded). The moon drip xp should easily push that up to 100%.
The Physical Cultivation gets 4 AP as usual to make progress to the next bronze level.
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 maxes out 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.
UGM caps at level 2, and 2 AP have a 90% chance to reach it. These are reasonable odds as it is, but for those who are interested in investing omake points to improve the odds, the chances are:
0 = 90%, 1 = 94%, 2 = 96%, 3 = 98%, 4 = 98.5%, 5 = 99%, 6 = 99.6%, 7 = 99.8%
We can bring our previously untrained social art MSS to level 1 with 1 AP with a 100% chance.
BKSD and WHR also have both a 100% chance to reach the first level with only 1 AP each.
The reason why the AP for WHR is taken from BKSD (the previous version of the plan had 2 AP for it) is that a lot of the xp from that second AP would have gone into overflow. Since the cap after BKSD 2 goes away after we get to G4 and since BKSD doesn't benefit from SSC at all, it is more convenient to get the second level next turn instead. (also means that we can continue training the War skill next turn if it doesn't cap this turn).
WHR has the Cold keyword, so it counts as darkness art for our pills, so we are still at 14 AP darkness arts.
The Family AP is locked in, so we have only one AP left and since our elixir works with even numbers of AP, we can have that last AP be a non-darkness art. PLR needs only 1 AP to get to level 7 with a 100% chance, so it seems like a solid choice for that last slot.
Btw. the one part i would like feedback on the most is the talisman. Since yrs was so generous this turn, an argument could be made to save the SP to get the new flute as soon as we get our music S skill instead. If that option is more popular, then I could edit the 'buy a talisman' option out