Melodic Elixir: Add 80 resource dice to cultivation of music arts. Add one fourth of successes to spiritual cultivation
This actually raises some interesting thoughts regarding the maximum number of music arts we can train. Specifically:
[] Lonely Winter Maiden
Water/Dark
Requires two heart meridian and one leg meridian
Six levels
The song of lonely spirits which haunt the depths of winter, forever seeking the warmth of companionship. The maidens enchanting voice draws in those who hear, no matter how cold the wind, or how deep the snow. Few can resist joining their dance in the frozen fields of winter, forever and ever.
@yrsillar , two things:
1) Is Zeqing still offering LWM if we wanted to learn that as well as FSS?
2) Are we limited to 4 total actions of learning FSS+LWM in a single month, due to Zeqing only having 4 "tutoring slots" or whatnot?
Personally, I think that FSS has shown itself to be as potent or more potent than any of our other arts, and dipping back into the Zeqing well is likely to provide good returns. With 8 GSS months in the future and Zeqing's extremely powerful home learning LWM completely is actually not very expensive in AP at all.
----------------------------------
Totally new post, basically:
Looking at some pills, with a view towards efficiency, and some details neglected and easy assumptions made for simplicity:
Junior
Unwavering Discipline Pill: For each AP spent training arts add 25 successes to Physical Cultivation
Pretty simple, at 20 AP this gives 500 XP/30 SP =
16.67 XP/SP into base. However, base cultivation is significantly harder to get than Arts; if we assume relative multipliers of about 2 (on average) and 1.2, then 16.67*2/1.2 =
27.8
Tidal Elixir: Multiply successes of Moon, Water, Wind and Heaven arts by 1.3. In addition multiply domain XP from such arts by 1.5
Assuming we have enough of these Arts to train when we use it, which is a very reasonable assumption (FVM, FSS, LWM, SCS, PLR, CDE, ENM, HDW, EPC), and also assuming these arts have about 200 dice per action unmodded, 20*200*0.55*0.3= 660 XP/60 SP =
11 XP/SP into arts. Since arts tend to have high multipliers and base tends to have low, this is actually even worse compared to the Discipline pill than it appears. It does give us a lot of Domain XP though, roughly ~12 normal AP of Arts training worth.
If we pull some numbers out of nowhere, we could say that the value of an Art training AP is about 60% Art/20% Skill/20% Domain. So 12 AP of Domain by this guess is about worth 4 AP of Art successes. An AP of Art successes at this point is roughly 2x200x0.55=220 XP, so 4 AP of it is 880 XP worth, quite a huge number and bigger even than what the actual Art XP of the elixir was. Of course, you may think I'm being crazy and Domain is worth 1/6th of Art instead of 1/3rd, in which case it's more like 440. If we let those be our bounds:
(660+440)/60 =
18.3
(660+880)/60 =
25.7
So we can see it's possible that the Tidal Elixir is about as good as Unwavering Discipline, depending on how we count Domain. It's slightly trickier to use though, and it can't cause a cascade effect in Month 3 by getting us to Physical Level 8 a month early either (which is worth +10 dice to everything due to the YSS, which is about ~10*2*20*.55 = 220 in art XP extra it sort of has claim to, though that requires only training it for 16 AP lessening it back by 100 XP base, making it kind of a wash in most ways whichever way we do it.)
Stellar Body Pill: When cultivating Yin arts, add one fifth of total successes to Physical Cultivation
This is just a much worse version of melodic elixir for us.
Melodic Elixir: Add 80 resource dice to cultivation of music arts. Add one fourth of successes to spiritual cultivation
So assuming we could somehow train lots of music arts (not at all ridiculous to get 15: 3x FVM, 4xFSS, 4xHDM, 4xLWM). We could even maybe get more with a new music art from the dive this time, driving us up to 19. But lets leave it at 15, conservatively.
15*80*2*0.55=1320 Art XP
Also, we get 1/4 to spiritual, so
15*280*2*0.55*0.25=1155 Base XP. If we multiply that by 2/1.2 = 1925 effective art XP. Added together (1320+1925)/60 =
54.1
So now we see that any way you slice it, this elixir is definitely a serious cut above the rest, and I think we should sculpt the next 1-2 months of our plans around using it. Seeing that this sort of efficiency exists in the SP market I'm skeptical of burning SP on the other pills unless we can keep our SP value up while doing so.
If we use it next month, it'll probably be EPCx4, Musicx15-16, Challenge Researchx0-1 or something like that. Then we would plan to get our act together re Meridians and Base Cultivation and new Jobs in Month 4. This has the serious advantage of becoming swole in month 3, with capped FVM and capped or near-capped FSS. LWM and HDW would be in meridian hell until Month 4 however.
If we delay, next month is probably Basex8, EPCx4, Meridians/Jobs. This has the advantage that the music month will be slightly better due to EPC (to the tune of about 20 dice more per music action out of 280.) However we don't really gain anything useful in month 3, just meridians to equip arts we would mostly train in month 4.
I am personally of the opinion that we should
pounce, and pounce hard, with an extreme Music month 3 featuring the Melodic Elixir and at least 15 AP of musical art trainings. Dithering will only cost us opportunities.