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Summoner's Guide to MP Recovery

#1
User is offline   Shefki 

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Summoner has the largest MP pool in FFXI, but between Avatar perpetuation
costs, Bloodpact costs and spells from the support job (often cures) they
can burn through their mp rather quickly. As a result it is often key to
playing Summoner effectively to recover your mp as quickly as possible.
Unfortunately, MP Regeneration is often overlooked for Max MP, Bloodpact
timers and Perpetuation cost when choosing gear and foods. This guide
is meant to increase the awareness in the Summoner community as to how
to recover you mp as quickly as possible and how much more effective it
can make you as a Summoner.

There are several things you can do to increase the rate which you gain
mp back. Gear or food that gives a "MP recovered while healing" bonus,
Gear or food (drinks) that give a Refresh effect, Ballad, the Refresh
Spell, and Evoker's Roll (Corsair). Some are more practical for common
xp parties and some more likely to be used during Burning Circle fights,
missions or NM encounters. Before we can effectively evaluate the gear
and the food we need to know the basics of how MP is recovered while
healing.

How MP Recovery works while Healing

When you put your character in heal mode it kneels and you start recovering
hp and mp. We'll only concentrate on the mp recovery for this guide. You
receive an increase in HP and MP every 10 seconds while resting. However,
the first increase doesn't occur until 20 seconds after you hit the command
to rest (usually about 17 seconds after you see your character actually
rest in the game). There is a cumulative effect to resting, the longer you
rest the more mp you get every time it increases. This effect continues as
long as you stay down even if you have already reached your max HP and MP.
This is an effective way to quickly reach full MP after being killed and
raised, simply stay resting while the weakened status effect is on you and
let the cumulative effect build. The amount of mp you get and how big the
cumulative effect of is effected by the Clear Mind job trait.

Clear Mind's Impact on Healing

Without Clear Mind (or gear or food) you will receive 12 MP on the first
increase and one additional MP per increase (e.g. +12, +13, +14). As you
level you will gain the Clear Mind trait and upgrades to the trait. Note
that while it is possible to gain Clear Mind from a subjob it does not
stack with your existing Clear Mind from your main, so subjobs have no
effect on the MP Regeneration of a Summoner.

Summoner gains the Clear Mind job traits at the following levels:
15 Clear Mind I
30 Clear Mind II
45 Clear Mind III
60 Clear Mind IV
70 Clear Mind V

Clear Mind alters the base resting as follows:

Clear Mind I = 15 mp base + 1 per additional rest period (e.g. 15, 16, 17)
Clear Mind II = 18 mp base + 1 per additional rest period (e.g. 18, 19, 20)
Clear Mind III = 21 mp base + 2 per additional rest period (e.g. 21, 23, 25)
Clear Mind IV = 24 mp base + 2 per additional rest period (e.g. 24, 26, 28)
Clear Mind IV = 27 mp base + 3 per additional rest period (e.g. 27, 30, 33)

MP recovered while healing Equipment

Equipment and food that has "MP recovered while healing" bonuses (hMP) on them
add on after your base and extra per rest period. For example. Let's say
you're a level 75 SMN and are wearing gear that adds up to +17 hMP. You
would be getting 44 for your first tick and 3 more for each one after
like this: 44, 47, 50.

You do not have to wear the equipment for the full time between an increase,
it simply matters what you are wearing at the time the increase occurs.

Unfortunately, the amount of gear in the game that provides this bonus is
rather limited. Probably, due to how powerful it is when used together.
One or two more mp per increase may not sound like a lot but when added
up you can more than double the rate at which you recover mp.

Here is a list of the equipment you can get that has hMP bonuses on it.
It is listed roughly in the order from largest increases to the smallest
and roughly by difficulty in acquiring the items. The amount of the bonus
is shown in the parenthesis.

Weapon:
Pluto's Staff (+10), Dark Staff (+10), Astral Staff (+9),
Zen Pole (+2), Pilgrim's Wand (+2),
Master Caster's Pole (Windy Citizens +8),
Reserve Captain's Mace (Sandy Citizens +7),
Senior Gold Musketeer's Rod (Bastok Citizens +7)

Body:
Mahatma Hpl. (+6), Errant Hpl. (+5), Yigit Gomlek (+5),
Evoker's Doublet +1 (+5), Seer's Tunic (+1), Seer's Tunic +1 (+1)

Waist:
Hierarch Belt (+2), Reverend Sash (+1)

Ear:
Relaxing Earring (+2), Magnetic Earring (+1), Antivenom Earring (+1),
Boroka Earring (+1), Rapture Earring (+1), Warlock's Earring (RDM sub +1)

Neck:
Grandiose Chain (+2), Pachamac's Collar (+1)

Legs:
Yigit Seraweels (+2), Hydra Brais (+1), Baron's Slops (+1)

Back:
Invigorating Cape (+1), Wizard's Mantle (BLM sub +1)

Feet:
Hydra Gaiters (+2), Arborist Nails (+1)

Hands:
Hydra Gloves (+1), Genie Gages (+1)

Head:
Hydra Beret (+2), Storm Turban (+1), Yigit Turban (+1)

Currently with all of the best items for each slot the maximum bonus you can
get is +31. However, that requires 3 pieces of gear that are for the most part
not reasonable for many people to get Mahatma Hpl. (rare HQ synth so expensive
for just +1 more), Hydra Gaiters (Dynamis Tavnazia) and Hydra Beret (Dynamis Tavnazia).
So without those 3 people you can reach +28.

MP recovered while healing Food

There are also a number of food items that provide a bonus to hMP.

Again listed in order from bonus down.

+7 Foods:
Wizard Cookie, Ambrosia

+6 Foods:
Coin Cookie

+5 Foods
Choco-delight, Ginger Cookie, Imperial Coffee +1

+4 Foods:
Buche au Chocolate, Cinna-cookie, Heart Chocolate, Love Chocolate,
Mushroom Stew, Truelove Chocolate, Witch Stew

+3 Foods
Acorn Cookie, Brain Stew, Chocomilk, Imperial Coffee, Opo-opo Tart,
Sophic Stew, Timbre Timbers Taco, Witch Kabob

+2 Foods
Apple Pie +1, Boiled Tuna Head, Crimson Jelly, Dragon Steak,
Dusky Indulgence, Elysian Eclair, Golden Royale, Healing Tea,
Hedgehog Pie, Melon Pie +1, Menemen +1, Midwinter Dream, Moogle Pie,
Mushroom Risotto, Pamama Tart, Porcupine Pie, Rice Dumpling,
Roast Mushroom, Sea Bass Croute, Seraph's Kiss, Sub-Zero Gelato,
Sutlac, Sweet Baked Apple, Sweet Rice Cake, Vermillion Jelly,
Witch Risotto, Yayla Corbasi +1

+1 Foods:
Bijou Glace, Black Curry, Black Pudding, Boscaiola, Boscaiola +1,
Bubble Chocolate, Chamomile Tea, Flurry Courante, Gateau aux Fraises,
Green Curry, Honey, Irmik Helvasi, Leremieu Taco, Marron Glace, Menemen,
Mille Feuille, Mont Blanc, Mushroom Soup, Orange Kuchen +1,
Pumpkin Pie +1, Red Curry, Salmon Croute, Snoll Gelato, Squirrel's Delight,
Tavnazian Taco, Windurst Taco, Witch Soup, Yayla Corbasi, Yellow Curry

Most popular for pure hMP is cookies. However, at times
you may want to maximize other stats while not giving up too much hMP
You should refer to somepage's food guide for more details.

Refresh Effects

A Refresh effects provides you mp while you are standing or healing. Refresh
effects have always been particularly popular with SMNs. Refresh effects vary
in the amount of mp they give when they process but always process every 3 seconds.

You can get Refresh effects from spells, songs, job abilities, job traits, food
or equipment. As all Summoner's know they get Auto Refresh as a job trait giving
them 1 mp per tick. Red Mage's get Refresh that gives 3 mp per tick. Bard
gets Ballad I and Ballad II that give 1 and 2 mp a tick respectively. Corsair's
Evoker's Roll can provide from 2-5 mp a tick with a Summoner in the party
(1-4 without).

You can get Refresh from equipment, it is always 1 per tick from equipment (at
least so far). There are several pieces that provide Refresh in rather unique
situations that I don't believe are particular useful for SMN but listed below
are the ones that are useful for SMN.

Yinyang Robe
Vermillion Cloak
Royal Cloak
Dalmatica
Dalmatica +1

Additionally, if you wear all of the Yigit Armor from Assault you can get
Refresh (still 1 / tick).

Yigit Crackows
Yigit Gages
Yigit Gomlek
Yigit Seraweels
Yigit Turban


Finally, there are drinks which provide a Refresh effect for varying lengths
and amounts. Note that these do not stack (or work at the same time as) with
the Refresh spell Red Mages can use but will stack with Ballad, Evoker's Roll,
Equipment, and Auto-Refresh. The items are as follows:

Amrita (5 / tick)
Yagudo drinki (2 / tick)
Melon Juice (2 / tick)
Grape Juice (2 / tick)
Vampire Juice (2 / tick)
Pineapple Juice (1 / tick)
Tomato Juice (1 / tick)
Apple Juice (1 / tick)
Orange Juice (1 / tick)

Refresh vs. MP Regeneration While Healing

As you probably noticed all the equipment that provides Refresh requires
an item in the Body slot (either is an item or requires it due to set bonus).

Which raises the question, which is better the hMP you can get in that slot
or a Refresh piece. Ultimately, there is no correct answer here. It really
comes down to how long you are going to stay resting.

On paper a 1 per tick Refresh is roughly equal to 3-4 hMP. Say you rest over
a one minute period. You'd gain 20 mp from a Refresh item. 15 MP from
+3 hMP and 20 MP from +3 hMP. If you triple the time to say 3 minutes
you would gain 40 MP from the Refresh Item, 33 from +3, 44 from +4.

The difference is less than it would seem and more dependent on how long
you rest due to the fact as explained above that you do not receive your
first healing increase from resting until 20 seconds after you start resting.

Some have argued that a Refresh item is really worth +5 hMP. This is
largely from practical experience where people have found that the
Errant Hpl. and the Yinyang/Dalmatica restore their mp just as fast.
This is because it generally takes about 3-5 minutes to fill a
Summoner's MP to full all the way from empty. Take into consideration that
you're almost never all the way empty and you can see that your resting
times generally make the difference between a Refresh item and +5 as less
than the amount that you recover on a healing increase and thus become
completely hidden from view.

The following chart illustrates how this works out. In each case the
Summoner is level 75 (Clear Mind V/Auto-Refresh), has no gear on except
for the Errant Hpl (Set 1) or the Yinyang Robe (Set 2) and rests for
70 seconds from 0 MP. On the chart blue background means they equal
each other, red means it is less than the other set and green means it
is better than the other set.



As you can initially Yinyang has the lead, it switches back and forth
until finally Errant wins out at 50 seconds. But the difference is
very small. Even if you carry it out to a full 5 minutes of rest,
Errant only wins by 43 mp. Thus in practice you will often not see
any difference in rest time between the two because your Healing increase
is usually greater than the difference between the two sets.

However, you can macro to switch between the two wearing the Yingyang
for the first 19 seconds (until right before the first Healing increase)
and then switching to back to the Errant Hpl. This combination edges
out the wearing the Errant body the entire time in the same 70 second
rest period by 7 mp and wearing the Yinyang robe by 13. Still not much
But most of that benefit is gained in the first 20 seconds of resting
which you repeat many times.

So as you can see a combination of a Refresh effect to start your rest
and a hMP piece to finish it produces the best MP regain, neither piece
is superior on its own.

Full Yigit vs Maximized MP Regeneration while Healing

If you want the absolute best resting set in the game you could have
+31 hMP. That includes the Mahatma Hpl. that is expensive and rare
as well as the Hydra Beret and Hydra Gaiters that very few people
reasonably have access to due to the difficult of the new CoP Dynamis.
Combine that with a refresh body such a Yinyang Robe to start the healing
off and switching to the Mahatma Hpl. at 19 seconds and you'd regain
a whopping 348 mp in 60 seconds.

However, since this gear isn't as realistic we have to consider the
full Yigit set which grants Refresh as well as providing +8 bonus
to MP Regeneration while Healing. Assuming you had every other item
that grants MP Regneration while Healing bonus as well as full Yigit
you'd have +26 plus a Refresh effect. Again in 60 seconds you'd regain
337 mp.

Obviously the maximized set wins out. But what happens when you start
removing pieces. Particularly the hard to come by pieces. -1 from
the full best set would still win out at 343 over 60 seconds. -2 from
the full best set loses out by 1 mp at 60 seconds, but there's no clear
winner here, the winner bounces back and forth until 81 seconds in when
Yigit takes the lead for good. -3 from the best set and Yigit wins
the entire time except for 2 seconds at 20 and 21 seconds in.

Ultimately, Yigit is the best set unless you have the Dynamis Tavnazia
pieces. There's no reason to buy the HQ body just for resting without
those pieces because the difference is an effective tie.

Making your own comparisons

To assist people in making their own comparisons I have put together a
spreadsheet that calculates the amount of mp you gain over time.

You can find it here.

Hopefully, this guide encourages more Summoner's to look into the benefits
of these items and helps settle some of the debate of what to rest in.
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#2
User is offline   Kumbai 

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Nice Guide ^^ Good info, ty ^^
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#3
User is offline   Daitreg 

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Cool guide although you wrote Evoker's Role, instead of Roll, wink.gif
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#4
User is offline   ReinheartTitan 

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Very nice guide. happy.gif
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#5
User is offline   Varizen 

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Spira should link this in his Compilation thread.
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#6
User is offline   Shefki 

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Daitreg :
Cool guide although you wrote Evoker's Role, instead of Roll, wink.gif


Oops, was right in one spot wrong in another. Thanks for catching that.
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#7
User is offline   Daitreg 

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Shefki :
Daitreg :
Cool guide although you wrote Evoker's Role, instead of Roll, wink.gif


Oops, was right in one spot wrong in another. Thanks for catching that.




(b'.')b np bro lol
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#8
User is offline   Kuji88 

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about the refresh item debate- you can either manually do this or have your macro do it:
/equip all Hmp gear(and refresh Body)
/heal
/wait 6-7
/equip body and head piece with HMP on it (i.e. Errant and Yigit)

this will give you the refresh effect for the 6 or 7 seconds you wait and then it will equip the hmp gear right as it registers it and count it on the amount per tic.

i know this hmp strat beat refresh vs hmp body long term but i am not sure if it(the refresh) beats a body and head with Hmp on it.
since i do not have Yigit or BLM AF+1 , i use this macro and i love it, love it
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#9
User is offline   spira 

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Varizen :
Spira should link this in his Compilation thread.


i just noticed this thread tongue.gif
have since added it to the compilation sticky.
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#10
User is offline   pkube7 

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thanks a bunch!
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#11
User is offline   Evane 

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Nice guide. You can add Healer's Roll for +hMP and Spirit Taker and the other 2 club weapon skills happy.gif;.
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#12
User is offline   Mellowy 

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Hmm, I never thought of how much of a difference it makes there. I always thought of auto-refresh as 3 hmp effect, and a slight head-start, but actually thought the hmp would win around 30 seconds.

But yes, it does seem like yigit is the ultimate resting set (unless as said, you can get those really rare hmp pieces). Just sucks I've wasted some assault points thinking I'd never want the full set because I have hmp pieces that cover some parts. Probably wasted 8k points atleast.

I might need to go get me that silly yin-yang now. Not that I have any better times to play now than before so chances he will pop, and I'll be online, and able to get friends to the zone, is still slim.
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#13
User is offline   MaikeruSMN 

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In the second section, your wrote Clear Mind IV twice instead of IV and V.

Otherwise, AWESOME JOB. ^^b

You might want to include some sample macros. For full resting sets, sometimes one macro button isn't enough. For example

/equip Main "Dark Staff"
/equip Body "Errant Hpl."
/equip Head "Yigit Turban" (only Yigit I have atm)
/item "Wizard Cookie"
/wait 2
/heal

That's my macro under one button. But if you want a full set, you'd have to have at least 2 macros to have all equip changes, unless you manually use the cookie each time.

Of course, if you're using Windower macros, that's not a problem.
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#14
User is offline   Gimli 

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Anyone can calculate or find out after how long /wait its better to swap YYR for Errant (while resting)?
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#15
User is offline   Evane 

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Errant is better.
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#16
User is offline   Gunitsoldier 

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Nice post , GJ

Although Yag drink is 3mp/tick not 2 ^^
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#17
User is offline   Gimli 

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Evane :
Errant is better.


Well the OP shows the table that it is rewarding to keep refresh item on if you plan to rest for 40 seconds or shorter.
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#18
User is offline   TMontana 

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Gunitsoldier :
Nice post , GJ

Although Yag drink is 3mp/tick not 2 ^^


Description: A secret brew loved by the Yagudo.
Slot: Inventory
Type: Food
Jobs: All
Races: All
Food Duration: 3 minutes
Stackable: Not Stackable
Auction House Category:
Food / Meals / Drinks
Comments for Yagudo Drink: 2 MP Regen every 3 seconds for 180 seconds, 120 total
Effects for Yagudo Drink:
MP Regeneration Over Time +2
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#19
User is offline   Jeryhn 

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Gunitsoldier :
Nice post , GJ

Although Yag drink is 3mp/tick not 2 ^^


It's 2mp/tick. You forgot SMN also gets Auto Refresh.
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#20
User is offline   Larrieux 

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Sticky can I have it!
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