Announcement

Collapse
No announcement yet.

Relationship between Slow and MND

Collapse
This topic is closed.
X
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Relationship between Slow and MND

    Wow, I think I found a good one...

    Anyway, let me first post an equation I found here to calculate additional delay caused by Slow spell. It is,

    [Additional Delay] = 0.002 x ‚l‚m‚c + 1.1368 = (100 x 0.2 ‚˜ ‚l‚m‚c + 13.68) / 100

    When MND = 0, you only add 14% to their delay with Slow but when MND = 81, you add 30%. 30% is said to be the maximum.

    Here's how these mathmaticians did...

    1) Measure how long it takes Tiny Mandragora to attack them 20 times.

    2)
    Without Slow on: 120 seconds
    With Slow on:

    Enfeebling Skill 225?@INT109?@MND120?@156secs
    Enfeebling Skill 225?@INT109?@MND111?@156secs
    Enfeebling Skill 225?@INT109?@MND111?@156secs
    Enfeebling Skill 225?@INT109?@MND111?@156secs
    Enfeebling Skill 235?@INT92?@MND109?@156secs
    Enfeebling Skill 225?@INT102?@MND98?@156secs
    Enfeebling Skill 225?@INT77?@MND90?@156secs
    Enfeebling Skill 225?@INT77?@MND81?@156secs
    Enfeebling Skill 225?@INT68?@MND79?@156secs
    Enfeebling Skill 225?@INT71?@MND75?@155secs
    Enfeebling Skill 225?@INT71?@MND66?@153secs
    Enfeebling Skill 235?@INT71?@MND66?@153secs
    Enfeebling Skill 55?@INT50?@MND66?@153secs
    Enfeebling Skill 55?@INT47?@MND60?@151secs
    Enfeebling Skill 55?@INT47?@MND50?@149secs
    Enfeebling Skill 58?@INT46?@MND39?@146secs
    Enfeebling Skill 105?@INT51?@MND39?@146secs

    Great work done by Mr. Enda in shitaraba.com

    I'm wondering if there's such a relationship between Paralyze and MND as Silverquick stated some time ago.

  • #2
    Well Grendal I can't claim the results on the Mind vs Enfeeble skill on Paralyze, that was from another site and translating test results,

    However I did run some test results on the /blm Benefit of Mana Conserve...

    Black Mage Sub for the Red Mage and the 20th level abillity called Mana Conserve. Tests I Personally ran on the /BLM sub and Mana conserve abillity...


    Spells Used in the round:

    Fire 24 mana
    Aero 18 mana
    Thunder 37 Mana
    Blizzard 30 mana
    Stonega 37 Mana

    Total Mana Cost Normally: 147

    Tested on Ten Targets consisting of Goblin Leechers/Butchers/Gamblers in Valkrum Desert.
    Test results of actual cost with Mana Conserve

    Test 1. 134
    Test 2. 131
    Test 3. 102
    Test 4. 99
    Test 5. 126
    Test 6. 110
    Test 7. 146
    Test 8. 119
    Test 9. 141
    Test 10. 130

    Mana Conserve Average Cost: 123
    Normal Cost: 147

    Approximately a 20% Mana reduction with Mana Conserve Abillity each combat.


    ------------------------------------
    RELATING THESE TEST NUMBERS TO AN ACTUAL COMBAT
    ------------------------------------

    For example.... throwing out your string of Debuffs with Dia II is about 107 total mana cost (ie... Paralyze, slow, gravity, Blind, Dia II, etc togather).

    In your first Casting of your Full round of Debuffs (107 mana) and your Initial Refresh (40 mana)... ie... 147 total mana cost... you can expect the actual numbers to like this... using the numbers from the test

    Example #1: 1st round of Debuffs
    Round of spells normally costing 147 mana
    Combat 1. 134
    Combat 2. 131
    Combat 3. 102
    Combat 4. 99

    When you cast that entire string of Debuffs... and your initial refresh.

    Then, on your next round of spells in the same combat... say... 3 more refreshes (120 mana) and one Fire spell (24 mana) ...
    This is roughly another 147 mana grouping (Yes I know it doesn't add up but its an example)

    Example #2: Round of Refreshes and Magic Burst.
    Round of spells normally costing 147 total mana
    Combat 1. 126
    Combat 2. 110
    Combat 3. 146
    Combat 4. 119

    Thus you will get something knocked off every single round of spells you do this will vary generally between 5%-35%. Average of 20%.
    ------

    BOTTOM LINE:
    Normal cost for All spells cast in Each combat was 147 mana on the initial round (Enfeebles and 1 refresh), then another 147 on the next round (3 refreshes and a Magic Burst) for a total of 294 total mana.

    However... With Mana Conserve on a normal 294 point total mana cost for combat... actual mana spent is...
    Combat 1. 260
    Combat 2. 241
    Combat 3. 248
    Combat 4. 218

    So... yes, given the entire single combat, it will go off and save you a great deal of mana

    Comment


    • #3
      Excellent Job!

      Yes, my default sub-job is always BLM. It works best for me.

      Comment


      • #4
        and this is why subbing blm is better then getting direct MP with summoner, being a rdm to me is all about MP managment and debuffs

        Comment


        • #5
          Originally posted by Silverquick
          Well Grendal I can't claim the results on the Mind vs Enfeeble skill on Paralyze, that was from another site and translating test results,

          However I did run some test results on the /blm Benefit of Mana Conserve...

          Black Mage Sub for the Red Mage and the 20th level abillity called Mana Conserve. Tests I Personally ran on the /BLM sub and Mana conserve abillity...


          Spells Used in the round:

          Fire 24 mana
          Aero 18 mana
          Thunder 37 Mana
          Blizzard 30 mana
          Stonega 37 Mana

          Total Mana Cost Normally: 147

          Tested on Ten Targets consisting of Goblin Leechers/Butchers/Gamblers in Valkrum Desert.
          Test results of actual cost with Mana Conserve

          Test 1. 134
          Test 2. 131
          Test 3. 102
          Test 4. 99
          Test 5. 126
          Test 6. 110
          Test 7. 146
          Test 8. 119
          Test 9. 141
          Test 10. 130

          Mana Conserve Average Cost: 123
          Normal Cost: 147

          Approximately a 20% Mana reduction with Mana Conserve Abillity each combat.


          ------------------------------------
          RELATING THESE TEST NUMBERS TO AN ACTUAL COMBAT
          ------------------------------------

          For example.... throwing out your string of Debuffs with Dia II is about 107 total mana cost (ie... Paralyze, slow, gravity, Blind, Dia II, etc togather).

          In your first Casting of your Full round of Debuffs (107 mana) and your Initial Refresh (40 mana)... ie... 147 total mana cost... you can expect the actual numbers to like this... using the numbers from the test

          Example #1: 1st round of Debuffs
          Round of spells normally costing 147 mana
          Combat 1. 134
          Combat 2. 131
          Combat 3. 102
          Combat 4. 99

          When you cast that entire string of Debuffs... and your initial refresh.

          Then, on your next round of spells in the same combat... say... 3 more refreshes (120 mana) and one Fire spell (24 mana) ...
          This is roughly another 147 mana grouping (Yes I know it doesn't add up but its an example)

          Example #2: Round of Refreshes and Magic Burst.
          Round of spells normally costing 147 total mana
          Combat 1. 126
          Combat 2. 110
          Combat 3. 146
          Combat 4. 119

          Thus you will get something knocked off every single round of spells you do this will vary generally between 5%-35%. Average of 20%.
          ------

          BOTTOM LINE:
          Normal cost for All spells cast in Each combat was 147 mana on the initial round (Enfeebles and 1 refresh), then another 147 on the next round (3 refreshes and a Magic Burst) for a total of 294 total mana.

          However... With Mana Conserve on a normal 294 point total mana cost for combat... actual mana spent is...
          Combat 1. 260
          Combat 2. 241
          Combat 3. 248
          Combat 4. 218

          So... yes, given the entire single combat, it will go off and save you a great deal of mana
          Conserve MP > Auto Refresh. Down with the overrated SMN sub. >.>
          WHM 75 | BLM 37 | RDM 63 | WAR 75 | MNK 44 | NIN 37 | RNG 20
          Windurst Rank 10 | Bastok Rank 10 | Sandoria Rank 3
          No more permanent stats on "In areas outside own nation's control" items.
          Combat Caster's Boomberang +1 | Master Caster's Bracelets
          Sandoria is gay.

          I'm a warrior and I kill stuff! RAWR!


          ph34r the Gigant Axe rush.



          Comment


          • #6
            Looks like I will need to go fight Leviathon again to get the Water Ring (Lv65, Def2, Water days: MP-15%, MP Conserve +15).

            Another great ring for the mages is Ice Ring (Lv65, Def2, Ice Days: MP-15%, Attack Magic +15), which you can get by beating Shiva.
            RDM 75, BLM 73, WHM 42, SMN 41, RNG 40, NIN 37, DRK 37, THF 25, WAR 20

            Comment


            • #7
              Conserve MP > Auto Refresh. Down with the overrated SMN sub. >.>
              Yeah, I guess I'm not gonna raise SMN

              BTW, I didn't know your RDM already reached LV43, Synbios...

              Comment


              • #8
                Originally posted by Apple Pie

                Yeah, I guess I'm not gonna raise SMN

                BTW, I didn't know your RDM already reached LV43, Synbios...
                It's 48 now. Haven't updated my signature. I never liked subbing SMN anyway. >.>
                WHM 75 | BLM 37 | RDM 63 | WAR 75 | MNK 44 | NIN 37 | RNG 20
                Windurst Rank 10 | Bastok Rank 10 | Sandoria Rank 3
                No more permanent stats on "In areas outside own nation's control" items.
                Combat Caster's Boomberang +1 | Master Caster's Bracelets
                Sandoria is gay.

                I'm a warrior and I kill stuff! RAWR!


                ph34r the Gigant Axe rush.



                Comment


                • #9
                  Originally posted by Apple Pie
                  Excellent Job!

                  Yes, my default sub-job is always BLM. It works best for me.
                  Well, I certainly will think about changing to BLM sub after level 40, but in the 30s, WHM sub is better, IMO. Divine seal, curaga, the -na spells, group Bar spells are better than anything BLM sub offers before Conserve MP (Elemental Seal, Shock, Rasp and some -ga nukes that you probably don't want to cast anyway). I'm not impressed by RDM nuking ability even with Magic Attack Bonus, and Elemental Seal/Sleep usually just results in someone else in the PT breaking the Sleep a second later. :mad:

                  But if these results are correct, conserve MP is a very useful ability especially when you are trying to keep up a Refresh cycle and cast Dia II or other expensive spells.

                  It doesn't seem that SMN is a useful sub for RDM - and the same arguments probably apply for WHM/BLM vs WHM/SMN too. The game needs more mage jobs.
                  Defeated: Maat, Divine Might, Fenrir, Kirin, Cactrot Rapido, Xolotl, Diabolos Prime, Kurrea, 9/10 Dynamis Bosses (missing Tav), Promathia, Proto-Ultima, Proto-Omega, 4 Jailers, Apocalypse Nigh, 6/6 Nyzul Bosses
                  RDM90, PLD90, DRG90, COR90, SCH90, BLU54
                  All Nations Rank 10, ZMs & PMs Complete, AUMs Complete, Captain, Nyzul Floor 100 (5 Weapons, 4 WS), Medal of Altana, WotG Mission 15, 1/3 Addons Complete, 9/9 Abyssea Main Quests, 6/6 Caturae

                  Comment


                  • #10
                    Actually I personally got quite a bit of use out of the Ga- spell line for MBs. They are not as resistable as normal direct damage spells and score a higher average damage than your other spells in that line.

                    Also I have used Shock regularly prior to casting my round of enfeebles to decrease the Mind score of my enemy that allows me to land Enfeebles much easier and with longer duration and greater effect on the enemy.

                    Burn reduces an opponents INT casting burn prior to a nuke you will notice the damage increases on your Nuke and also the resist rate is lower.

                    But thats just the normal things /blm adds and doesn't include the Int and other things like Warp and Aspir and Drain.

                    That said, I have always felt the Whm sub and he Blm sub are equal in benefits and that you can't go wrong with either of them.

                    I also do not feel the Smn sub is all that bad either. All 3 of them will enhance the abillities of the Rdm main job simply due to their caster origins and the nature of the Red Mage Main job.

                    All of them are better than any melee sub and give more benefits than any melee sub offers.

                    Comment


                    • #11
                      Well I ran a test on conserve mp myself a while back, I guess I'll add my findings to the list. The following is a direct copy paste of two of my posts concerning this matter for another board where it was originally posted.

                      >>
                      Well I read some arguments, some results people posted...and became rather curious about exactly how useful Conserve MP is. So I ran a series of tests.

                      Before posting actual test results however, I will post some assumptions made. First of all I assumed that Conserve MP does not depend on weather, daytime, day, moon cycle, and how many red mages make baby jesus cry by subbing melee job for parties at any given time.

                      Then I decided to test 2 things. First being how much conserve mp actually conserves, and second, whenever or not it depends on the magic skill used. All tests were run on a mithra lvl 60rdm/30blm. Skills were all at around 200, I will post more relevant info after the actual test results. I ran 100 samples per each available to me magic skill (note, divine excluded since as blm sub you get no divine spells). So *if* you assume that conserve mp doesnt depend on skill type or skill value, you can count this as a 500 sample experiment. Each data point was recorded in Excel spreadsheet, which I will post, if I find someone to host it, as well as if people will actually want to see it. So from here, we get:

                      Enhancing skill, (Test spell, Regen - 15mp) - 7.133% conserved.
                      Healing skill, (Test spell, Cure II - 24mp) - 8.625% conserved.
                      Dark skill, (Test spell, Bio - 22 mp) - 6.091% conserved.
                      Enfeebling skill, (Test spell, Dispel - 25 mp) - 9.800% conserved
                      Elemental skill, (Test spell, Blizzard - 30mp) - 7.967% conserved.

                      If you count them as being independent sets, average conservation was about 7.92% +/- 2%

                      However this test raised another question. As RDM, my enfeebling skill is A , and it netted me 9.8% savings. Dark skill is E and netted 6% savings. With only 100 samples per skill, and extreme streakness of the said skill (I was getting streaks up to 15 without single conserve going off), this doesnt say much because it could easily be explained by an unlucky (or lucky) streak. Still it shows what could be an interesting pattern. I doubt it depends by value itself, because in that case, at lower levels it would be completely useless (my skills range from over 170 dark to over 215 enfeebling), but it could indicate dependence on skill proficiency (A to E). I will run couple more tests using exclusively dark and enfeebling skills when I have some time and post results.

                      >>

                      Once again, however, this is only 500 data points, 100 per set.

                      Just did another fast calculation from the data I had (no new data, but will describe more of it). I counted the number of times the conserve mp skill went off.
                      Enhance - 24/100
                      Dark - 21/100
                      Enfeebling - 28/100
                      Elemental - 25/100
                      Healing - 28/100

                      That averages at 25.2% overall. Seems to me that the skill goes off once in every 4 casts on average, but has a large random component to how effective it is (lowest saved was 1mp, which ONLY occurred at 15mp regen [possible truncation issue], all other ones min conserved was 2mp, max was a bit over 50% saved). If any person who is good in stat wants to analyze this further, feel free to request the spreadsheet with original data.

                      >>

                      Zania

                      Comment


                      • #12
                        Those numbers are interesting. As a Taru, I don't have any problems with MP levels in the first place, so I won't comment on the effectiveness of MP conservation. I will say that even in the fastest PTs w/o a BLM, I've not slowed the party down by running out of MP.

                        I'd be interested to know if Gravity truly only reduces mob evasion by 5%. I notice a massive improvement with it, so much so that THFs and RNGs who've seen it in action request it be used much like they'd request Dispel. In addition, I notice myself hitting far more often after casting it, so much so that I actually build enough TP for a weapon skill in a single fight, which was unheard of previously.
                        There will be cake.

                        Comment

                        Working...
                        X