Previously, equipping any 2 of: Chaotic Eye, Firespit, Frost Breah would give Conserve MP trait.
Now we have a 4th spell that triggers it: Zephyr Mantle.
So if you equip all 4, does the Conserve MP trait go up?
Page 1 of 1
Conserve MP II?
#3
Posted 21 December 2006 - 03:41 PM
That would take a hell of alot of testing...so if you're curious.. go try it. :dozingoff
#4
Posted 21 December 2006 - 04:41 PM
only thing we get higher then level 1 is clear mind so far so im intersied to know, with clear mind you only need 8 out of the 11 spells that can do it thats why i wondered if there was a clear mind V seems like it dont exist so worthy of testing though an aful lot of tests for conserve mp II thats going to be extramle hard to disprove for sure
#5
Posted 21 December 2006 - 05:12 PM
either way I'll keep firespit for its str so can't hurt to try
but yes, that would be insane... testing...
but yes, that would be insane... testing...
#6
Posted 21 December 2006 - 05:37 PM
rambus :
only thing we get higher then level 1 is clear mind so far so im intersied to know
only thing we get higher then level 1 is clear mind so far so im intersied to know
I'm fairly certain our resist sleep trait counts as higher than tier 1 by default at 75. Whether or not it just levels up with us, or we start out with it like that as soon as it's equippable(level 32-33 i think now) I don't know, but I resist sleep ALOT with it equipped. When soloing imps I resist about 40-50%.
#7
Posted 21 December 2006 - 06:05 PM
Me too, it's a pretty potent job trait. It would kind of make sense that Conserve MP might go up in strength...or be pretty powerful already, but it's hard to test.
#8
Posted 22 December 2006 - 04:56 AM
Well, I checked to confirm, and even BLM doesn't get a 2nd Conserve MP trait, so I think it'd be like Auto-refresh. It wouldn't actually be that hard to test: equip 2 conserve mp trait spells, cast 100 spells, determine % mp saved. Equip other 2 spells, cast same 100 spells determine % mp saved. Of course larger # of spells the better but I think I'll just leave it since it seems Conserve MP II doesn't even exist.
#9
Posted 22 December 2006 - 05:40 AM
Alistaire :
Equip other 2 spells, cast same 100 spells determine % mp saved.
Equip other 2 spells, cast same 100 spells determine % mp saved.
That wouldn't work. You would need to count how many times conserve mp kicks in at all, rather than the mp% saved, since how much mp saved is just random, and only 100 spells casted is far too small a sample size to take that into account.
#10
Posted 22 December 2006 - 05:54 AM
Good point. Was a bit hasty posting the idea since I'd given up the idea of actually testing it in finding out Conserve MP II doesn't exist.
#11
Posted 22 December 2006 - 07:29 AM
I'm fairly certain our resist sleep trait counts as higher than tier 1 by default at 75. Whether or not it just levels up with us, or we start out with it like that as soon as it's equippable(level 32-33 i think now) I don't know, but I resist sleep ALOT with it equipped. When soloing imps I resist about 40-50%.
used to be equipable at 58 with magic fruit now wild carrot 30 w/e and besides thats a calcbo effect i get slept in pvp about 80% of the time, very rare i resist sleep
#13
Posted 22 December 2006 - 07:45 AM
rambus :
used to be equipable at 58 with magic fruit now wild carrot 30 w/e and besides thats a calcbo effect i get slept in pvp about 80% of the time, very rare i resist sleep
used to be equipable at 58 with magic fruit now wild carrot 30 w/e and besides thats a calcbo effect i get slept in pvp about 80% of the time, very rare i resist sleep
Calcbo?? You mean placebo?
At any rate, being slept in ballista by a blm/rdm with an assload of int and elemental staffs is alot different than being slept by a t-vt mob. All I'm saying is if we only had a tier 1 resist sleep trait, it wouldn't even be noticable, but it very much is. I think we have tier 3-4 resist sleep at 75, like other job's resist traits. I wouldn't mind testing it, but I'm not sure how exactly. Don't players build resistance to sleep in ballista?
#14
Posted 22 December 2006 - 09:44 AM
Star A.D. :
Calcbo?? You mean placebo?
At any rate, being slept in ballista by a blm/rdm with an assload of int and elemental staffs is alot different than being slept by a t-vt mob. All I'm saying is if we only had a tier 1 resist sleep trait, it wouldn't even be noticable, but it very much is. I think we have tier 3-4 resist sleep at 75, like other job's resist traits. I wouldn't mind testing it, but I'm not sure how exactly. Don't players build resistance to sleep in ballista?
rambus :
used to be equipable at 58 with magic fruit now wild carrot 30 w/e and besides thats a calcbo effect i get slept in pvp about 80% of the time, very rare i resist sleep
used to be equipable at 58 with magic fruit now wild carrot 30 w/e and besides thats a calcbo effect i get slept in pvp about 80% of the time, very rare i resist sleep
Calcbo?? You mean placebo?
At any rate, being slept in ballista by a blm/rdm with an assload of int and elemental staffs is alot different than being slept by a t-vt mob. All I'm saying is if we only had a tier 1 resist sleep trait, it wouldn't even be noticable, but it very much is. I think we have tier 3-4 resist sleep at 75, like other job's resist traits. I wouldn't mind testing it, but I'm not sure how exactly. Don't players build resistance to sleep in ballista?
They do, so it's a horrible way to test Sleep now. Only way to get a good test sample now, is by getting mobs to try and sleep you constantly. >_> GL with that.
Also concerning Conserve MP, the trait for BLM is said to kick in for 25% of the spells cast-- with Conserve MP Gear, that percentage is raised in percentile increments. For example, if you have a Magnetic Earring (+5 Conserve MP), the trait will now kick in for 30% of the spells cast.
FFXIclopedia :
When Conserve MP activates, the cost of the spell will be reduced to n/16 * (original cost), rounded down, where n is an integer and 8 <= n <= 15. All possible values of n have an approximately equal chance to occur.
When Conserve MP activates, the cost of the spell will be reduced to n/16 * (original cost), rounded down, where n is an integer and 8 <= n <= 15. All possible values of n have an approximately equal chance to occur.
GL with anyone that wishes to test that as well... that's way, way too much data for me to do, sadly...
#15
Posted 22 December 2006 - 10:39 AM
Sho :
GL with anyone that wishes to test that as well... that's way, way too much data for me to do, sadly...
FFXIclopedia :
When Conserve MP activates, the cost of the spell will be reduced to n/16 * (original cost), rounded down, where n is an integer and 8 <= n <= 15. All possible values of n have an approximately equal chance to occur.
When Conserve MP activates, the cost of the spell will be reduced to n/16 * (original cost), rounded down, where n is an integer and 8 <= n <= 15. All possible values of n have an approximately equal chance to occur.
GL with anyone that wishes to test that as well... that's way, way too much data for me to do, sadly...
You don't have to mess with that at all, since no matter how much conserve mp you have, the mp saved is still random. All you would need to test is how often you saved any mp at all. Regardless thou, I doubt tier 2 conserve mp even exists, given the odd nature of the trait (starts at 25%..), and I doubt blu would be the only job to get it.
#16
Posted 22 December 2006 - 10:49 AM
Would actually be pretty easy to test. Foot kick has like, 3 seconds recast. Stack on some haste, get it down to 2 and spam it for a while. would be around 20 foot kicks a minute if you factor in writing down resultes. 30 minutes would be 1000.
#17
Posted 22 December 2006 - 10:52 AM
Star A.D. :
You don't have to mess with that at all, since no matter how much conserve mp you have, the mp saved is still random. All you would need to test is how often you saved any mp at all. Regardless thou, I doubt tier 2 conserve mp even exists, given the odd nature of the trait (starts at 25%..), and I doubt blu would be the only job to get it.
Sho :
GL with anyone that wishes to test that as well... that's way, way too much data for me to do, sadly...
FFXIclopedia :
When Conserve MP activates, the cost of the spell will be reduced to n/16 * (original cost), rounded down, where n is an integer and 8 <= n <= 15. All possible values of n have an approximately equal chance to occur.
When Conserve MP activates, the cost of the spell will be reduced to n/16 * (original cost), rounded down, where n is an integer and 8 <= n <= 15. All possible values of n have an approximately equal chance to occur.
GL with anyone that wishes to test that as well... that's way, way too much data for me to do, sadly...
You don't have to mess with that at all, since no matter how much conserve mp you have, the mp saved is still random. All you would need to test is how often you saved any mp at all. Regardless thou, I doubt tier 2 conserve mp even exists, given the odd nature of the trait (starts at 25%..), and I doubt blu would be the only job to get it.
I agree, considering that BLM is more of a MP user and abuser, they would be more likely to get the Conserve MP II trait before us.
#18
Posted 22 December 2006 - 11:33 AM
Falconblade :
Would actually be pretty easy to test. Foot kick has like, 3 seconds recast. Stack on some haste, get it down to 2 and spam it for a while. would be around 20 foot kicks a minute if you factor in writing down resultes. 30 minutes would be 1000.
Would actually be pretty easy to test. Foot kick has like, 3 seconds recast. Stack on some haste, get it down to 2 and spam it for a while. would be around 20 foot kicks a minute if you factor in writing down resultes. 30 minutes would be 1000.
This is a moot point now, but I think you would need to test with atleast a 16mp spell to get accurate results, since conserve mp can kick in to save as little as 1/16mp.
#19
Posted 22 December 2006 - 11:37 AM
I'd say to get the most accurate results you would have to do exactly a 16, 32, 48, 64 etc. mp spell. But...yeah this is a moot point now.
#20
Posted 22 December 2006 - 01:19 PM
I don't think SE has a Conserve MP II trait, only due to the fact that there are many different pieces of gear to add enhancing effects to Conserve MP. (e.g. Magnetic earring, weskits)
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