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| Junior Member | Equal Convert
I have noticed through my entire retired carrier I had one question that was never answered. What is so special about a perfect HP and MP Ratio, I know everyone says for convert. But I’ve always found that it usually seems better to have more hit points. That way if you are inflicted with an AoE, area of effect, your convert will still give you full mana, but if you have equal MP and HP it won’t be a full convert without wasting your time to heal. Discuss: |
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| | #2 |
| anti-spam Super Moderator Steelknight Emblem | |
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| | #3 |
| J...atatouille Super Moderator Wings of Honor |
Rdm is a job that requires player to think. You have to be smart. Same goes for convert. Yes you can mindlessly spend all your MP and convert with half health. OR if you know you will need convert sometime soon, you can start healing yourself up while you have enough MP instead of wasting them all. The situation where you MP will run dry and your HP is low may happen as a rare emergancy case. If it happens on a regular basis, either the Rdm or the PT is doing something wrong. Just like your example: a Rdm who stays in range of AoE when he is about to convert = lame. He should be happy at least the AoE hits him before he convert. Hit after, you know the result.
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| | #4 |
| Junior Member Join Date: Apr 2004 Location: Earth.
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| My observation
It seems like a 1:1 ratio has both positives and negatives. If your HP is more than your MP, you are losing potential MP. If you MP is higher than your HP, you are filling a fraction of your potential. The only problem I see is isn't your HP seldom at max when you do this? In that case, having more HP would be ideal to reach that 1:1 ratio at the time of convert. Also, you aren't filling your bar, your switching it. So you don't get a full X amount of MP, you get that minus what went over to your HP. So to maximize your potential MP use, you would want to get your MP as close to 1 as possible before converting. That of course, is just inviting disaster. So having more MP would be useful. Granted, you wouldn't fill your bar, but you wouldn't need the entire bar filled since you went longer in the fight before doing it. That puts you closer to the end of the fight, meaning you'll need less MP, will be closer to healing, and can convert more MP to HP for a safer fight. In the case of Gods, one would assume you come equipped with more than just your abilities. Foods, drinks, equipment, and teamwork pick up where convert leaves off. 1:1 seems to be the most efficient in theory, and works well in the majority of situations, but it just seems to depend on the circumstances. And that's just what we need. More macros for a single ability. /Hurray
__________________ 4 out of 3 people have a problem with fractions. . . |
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| | #5 |
| Junior Member |
The biggest reason a 1:1 ratio is ideal is because you don't "lose" HP. As we all know, HP above and beyond your maximum MP don't get converted over, they just disappear. Since it takes less than 1 MP to heal 1 HP (in fact, with Cure IV and a light staff, 1 MP heals a bit over 4 HP), they are less "expensive" to get back. As such, if you can get a perfect 1:1 Convert ratio you're not wasting any HP. Every HP you have turns into MP, and then you can get those HP back much more cheaply. Hope that helps.
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| | #6 |
| Junior Member Join Date: Apr 2004 Location: Earth.
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Oh I understand that. And under no circumstances should there be a large difference between the HP and MP. We don't want to waste any of it. All I'm saying is that a 1:1 ratio isn't always the absolute best approach. But I do agree it should stay near it. If you are in a situation where the fight is longer than normal or you are taking damage shortly before you convert, you would want to err on the side of HP in the hopes your HP is sitting right around your max MP right at the moment you use the ability. If you are in a situation where there is no danger (i.e. getting through the next two chains before the big rest), more MP allows you to go further until you hit that point--especially considering +MP items provide more and are easier to come by than +HP. In no case should the difference be dramatic, but since a 1:1 is difficult most of the time, it's useful to analyze your situation to see on which side you want to fall. Sorry Galka ;-)
__________________ 4 out of 3 people have a problem with fractions. . . |
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| | #7 |
| Made of Awesome Brass Ribbon of Service Join Date: Nov 2004 Location: Idaho
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I have like 100 more MP than HP. :sweat:
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| | #8 |
| Senior Member Brass Ribbon of Service |
With my gear choices, I always try to keep my HP-MP close. As WHM Sub I use rolanberry pie as food, but with BLM sub, my HP and MP are so close, I stick with Sweet Rice Cake. I think I'm at about 843 HP, 839 MP with food, as BLM sub. With WHM sub, my numbers are much better. Not only do I have more HP at about 865, and with pie (+50mp) I have like 850 MP. Also, with Divine Seal+ Light Staff+ Cure 4 on convert, I get it all back in 1 spell. Groups are amazed when I do this as a whm because its so efficient. That all being said, I feel in the earlier stages, Taru definately has the advantage when it comes to Convert ratio, but later on like level 73+ Humes, Mithra, even Elvaan have an advantage because of the awesome gear available. Mainly Zenith. With a few pieces of zenith, and some MP rings and food, they can easily acheive a 1:1 convert ratio, and have HIGHER HP and MP to work with.
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| | #9 |
| Junior Member |
The reason for the 1 for 1 convert ratio and to aim for it is for maximum efficiency out of convert and the most usable MP in any given situation. Example: Hume/Mithra 950 HPs/950 MP: When he converts he's got 1900 MP available for whatever it is he needs it for. Now generally He''s gonna spend 91 MP out of that right off the bat to Cure himself back up so he won't die. But with 1900 MP in any given situation, He can cast whatever he wants and however much of it he wants. 1 for 1 convert ratio is more for efficiency, but even Elvaan who gear as casters can come up with a similar amount of usable MP. Example: Elvaan Rdm/Smn 1075HP/970MP: He's got 1940 MP usable in this situation for whatever he needs. The other hundred HPs are wasted, but he actually has more usable MP than the Hume in this example. So what it comes down to is usable MP for a combat. |
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| | #10 |
| Junior Member |
Convert is a god for all mages.. but its us RDM who have it!! YAY for us! Now I just need to get my lvl to 40 and I'll be settled.
__________________ RDM Always ~ RDM29 | BLM20 | THF 12 ~ |
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| | #11 |
| Pai Pai Lackey Iron Emblem of Service |
Yeah, equal HP and MP is nice to get maximum potential for the MP you can use. Like the original poster suggested is good reason to have more HP. When you get down to it the ideal is keeping HP over MP but getting MP as high as you possibly can, so getting MP at its highest possible and if HP is equal or higher then you're golden Otherwise if HP is under MP then you have the same negative effect as having a lot more HP then MP without MP being pushed to it's max possible. |
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| | #12 |
| Junior Member Join Date: Apr 2004 Location: Earth.
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So in other words, everyone agrees but is just just approaching it a little differently. But you have to wonder what S-E will have to keep RDM unique if/when they up the cap to 80.
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| | #13 | |
| 8999+2 Bronze Star Join Date: Apr 2003 Location: Queens, NY
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Cap will never go to 80, think about what it means for jobs in long and short run. For one, a lot of jobs become realized (specialized) at that point in the game. Secondly, come up with something harder than Maat and you got yourself an event that will bring your cap to 80. Thats all I'm saying, please, back on topic ^^
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| | #14 | |
| J...atatouille Super Moderator Wings of Honor | Quote:
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| | #15 |
| Junior Member Join Date: Apr 2004 Location: Earth.
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I'm sorry WishMaster3K, but I don't fully follow you. Something harder than Maat raises the cap to 80? Yes, that would be the obvious thing to do. And you say I have to think about what it means in the long and short run? What does that mean? Does it have to do with the also obvious comment about jobs being unique? That's exactly what I'm saying. If S-E raises the cap, which becomes more likely the longer the game goes, mages will suddenly have access to Convert. S-E has never denied any subjob abilities (if they aren't the same one), and the wouldn't start then. The worst they do is make it weaker when used via sub like Sneak Attack. RDM has two active abilities, and one is the 2-hour. When suddenly every mage and their carbuncle has Fast Cast, Resist Petrification, and now Convert, wouldn't it make sense for S-E to add something to keep RDM interesting and different? Just about the only things left is Refresh, but who needs Refresh if you have Convert?
__________________ 4 out of 3 people have a problem with fractions. . . |
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