Magic crit

hellstorm

RDM the taboo subject
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FFXIV
hellstorm
Wonder if anyone got some this gear yet, and if so do you notice a difference? I don't mean elemental either. I talking about with dark magic and enfeebles.


Since I got witch sash I seem to get longer stuns more often then normal. Just wondering if anyone else notice anything like this or just coincidence.
 
Magic crit shouldnt affect criticals.

Its just supposed to add 10MAB to your nukes based on the % you have. 3% = 3% of your nukes will have 10MAB.
 
Wonder if anyone got some this gear yet, and if so do you notice a difference? I don't mean elemental either. I talking about with dark magic and enfeebles.


Since I got witch sash I seem to get longer stuns more often then normal. Just wondering if anyone else notice anything like this or just coincidence.

Nothing for enfeebling as far as I can tell, but even if there was, it would not be noticable and even less useful. The real power of witch sash is the macc +2 IMO, which makes it the top rdm sash ( and also the top epeen pudding cape for BLM ..). Can't really count on something that happens rarely. Wise grip is as useless as seveneys.
 
What else would you use for haste/refresh if not seveneyes?
 
this discussion again.... stop using seveneyes siriously
 
What else would you use for haste/refresh if not seveneyes?

Nothing and this is pretty much the exact same thing.


Seveneyes RareExclusive
(Club) All Races
DMG: 27 Delay: 217 HP +27 MP +27
Resist Vs. Lightning +7 Resist Vs. Water +7 Resist Vs. Light +7
"Conserve MP" +7
Elemental magic skill +7
Lv. 71 WHM / BLM / RDM / SMN / BLU / SCH


conserve MP +7 ? What it does :

Randomly saves mp for 7% of your spells, in this case enhancing magic only (1 refresh every 2:30 minutes, 4 hastes every 3 minutes and that pretty much covers it) , and when CMP procs, it's a random amount of MP saved, on average 25% of MP cost. In other words it saves you, on average, 7x0.25=1.75% of your enhancing magic total mp cost (compare it to magic critical it that procs 2% or 3% of the time ...). In the case above, the MP cost on enhancing magic is ~69.33 MPs per minutes, so you are saving 1.21 MP per minute ...
 
You can't just use one piece of conserve MP and expect to get huge returns especially not /blm or /sch

proper sub is 25%

Seveneyes 7%
Magnetic Earring 5%
Goliard saio 5%

17%/42% chance is better than casting in a light staff though?

Let's not forget other random spells such as phalanx, protect/shell etc

also supposed CMP:
When Conserve MP activates, the cost of the spell will be reduced to n/16 * (original cost), rounded down, where n is an integer ranging from 8 to 15. All possible values of n have an approximately equal chance to occur.
 
You can't just use one piece of conserve MP and expect to get huge returns especially not /blm or /sch

proper sub is 25%

Seveneyes 7%
Magnetic Earring 5%
Goliard saio 5%


So ? What does seveneyes have to do with the conserve MP from Job/subjob/other gear ? Regardless of the amount you have in other slots, seveneyes will only conserve 1 mp per minute.
 
You'd have to stack the seveneyes with other gear and appropriate sub to get optimal returns granted it's only 10.5% of your total spells if you use your formula it's still more beneficial than saving nothing.

OP also mentioned dark magic and enfeebling so I'm sure this isn't just a merit pt situation and you'd be doing more than just 4 haste 1 ref.
 
You'd have to stack the seveneyes with other gear and appropriate sub to get optimal returns granted it's only 10.5% of your total spells if you use your formula it's still more beneficial than saving nothing.

OP also mentioned dark magic and enfeebling so I'm sure this isn't just a merit pt situation and you'd be doing more than just 4 haste 1 ref.

I explained that stacking conserve mp doesn't increase seveneyes power. It's like accuracy, your second sniper is not stronger than the first one..
 
yeah, rdm doesn't really get much of a bang from it because there are already more useful and easily more accessible options.


for sch buffs aoe I could see stacking conserve mp gear but I couldn't imagine it taking it's place along with more useful gear for both jobs
 
Yeah I'm not saying it's the end all piece but can use it for max hp/mp build and stacking conserve MP won't increase it's power but if you added in the cobra armor (I'm not sure if there's a cap) +52 possible conserve MP you could conserve mp fairly often. Far from useless.
 
Yeah I'm not saying it's the end all piece but can use it for max hp/mp build and stacking conserve MP won't increase it's power but if you added in the cobra armor (I'm not sure if there's a cap) +52 possible conserve MP you could conserve mp fairly often. Far from useless.

Sure its not useless, but is it worth the inventory space? No. Expecially for a RDM, i wouldn't be able to hold cobra armor or use up 1 spot for the club.
 
I use 2 (possibly 3 if I bother to get legs) cobra pieces for converting and used to use the Fourth mace for the same thing, so for me it's already there.
 
mp really that much of a issue that having hard time getting refresh and haste in. Now I know most the good gear these day don't have mp so mp can get short but dang not like those 2 spells cost that much.
 
Maybe its just because I have a big MP pool as a Taru, but I couldn't fathom carrying around a conserve MP set. Its really difficult for me to leave my MH with any available slots at all; I definately couldn't afford the inventory slots to make it worthwhile.

IMO, if you have those extra slots, you'd be better off with a piece of gear that makes your spells more effective, whether its INT or MND or macc or skill. Effective enfeebles mean your party takes less dmg and the mob dies quicker, meaning you have to spend less MP during the party.

And for Refresh and Haste, I macro in haste + fast cast gear.
 
This is typical Pchan talk again. If its something he cant obtain, its useless. The fact of the matter is there is nothing better to use for enhancing magic. That includes haste, refresh, protectIV, ShellIV (dont be the lazy ShellraII guy), Raise, reraise, stoneskin (no you dont need mnd in that slot to cap), blink, PhalanxII, all -na spells, erase, barspells, regen.

Will it drastically increase your abilitys? No. Is it the best item for the slot and enhancing spells? Yes, there is no arguing that. I wouldnt call anyone gimp for not having it, and i wouldnt camp Khimaira just for a seveneyes. But if you get one, you should use it.
 
That includes haste, refresh, protectIV, ShellIV (dont be the lazy ShellraII guy), Raise, reraise, stoneskin (no you dont need mnd in that slot to cap), blink, PhalanxII, all -na spells, erase, barspells, regen.

refresh , haste : ok you cast them a lot

Protect shell : you will save like 1 or 2 mp every ... 10 hours ?

-na spells : get a WHM in your party

erase : same as -na and you rarely use anyway

barspell : even less

regen : never lol.

raise : you save 10 mp every month?
 
refresh , haste : ok you cast them a lot
Yep

Protect shell : you will save like 1 or 2 mp every ... 10 hours?

Not worth it for 7 Eyes.

-na spells : get a WHM in your party
Don't need WHM for many things like Salvage(most areas/NMs..) or Nyzul Isle. Specially when RDM can just sub /WHM for the -NA spells needed. But otherwise, not using 7 Eyes for this either.

RDM can be an effective healer, do not always need a WHM(No offense WHMs out there =p).

erase : same as -na and you rarely use anyway
Same remark as above.

barspell : even less
I hope people are smart enough to use this every time ANYTHING has any type of elemental attack or spell being casted on anyone its going to hit. But again, not worth it, since MP cost is so small.

regen : never lol.
If you do not use Regen, you are gimp. No offense, is very useful reguardless of the retardation of the spell's MP-To-HP Ratio per tick.

raise : you save 10 mp every month?
Same here, not really worth it, going to end up healing your MP anyways, because a mark of death more less means downtime anyways. And saving a few MP on Raise even if you're going to hit-and-run and keep going..not worthwhile.

Just so many jobs to be the most worthwhile, and flexible and as good as they can, alot of gears are needed...and you can not really have something like this thats not going to benifit everything instead of a few things.

Other then that, kinda agree with Pchan.

Even with the remarks being good for SCH, maybe for some things, but not enough to merit it's value. \=

IMO, if you have those extra slots, you'd be better off with a piece of gear that makes your spells more effective, whether its INT or MND or macc or skill. Effective enfeebles mean your party takes less dmg and the mob dies quicker, meaning you have to spend less MP during the party.

QFT.
 
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If you do not use Regen, you are gimp. No offense, is very useful reguardless of the retardation of the spell's MP-To-HP Ratio per tick.

This is stupid. regen recovers 100 HP over 1 minute+. It's totally useless (regen 1). If you like barspells/regen etc you need one thing, a whm, as it's way better for those spells.
 
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