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  1. #1
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    Regen Spells and their Enhancements

    So Light Arts definitely provides a bonus to both Regen potency as well as duration, I went and did some testing to see exactly how the bonus works. Turns out it's level dependent for both potency and duration. I updated Regen Spell category page and Light Arts page on BG Wiki with this testing for Regen spells. Here's the raw data, all with Light Arts (done on test server to manually modify level):

    SCH Lv. 18: Regen - No duration bonus
    SCH Lv. 35: Regen - +12 seconds, +6/tick
    SCH Lv. 40: Regen II - +18 seconds, +9/tick
    SCH Lv. 50: Regen II - +24 seconds
    SCH Lv. 80: Regen II - +40 seconds, +19/tick
    SCH Lv. 99: Regen - +48 seconds, +24/tick, Regen II - +48 seconds, +24/tick

    Previously known:
    The potency bonus is flat across all tiers of regen (tested with all Regen spells).

    New stuff:
    First, I think the duration bonus is a constant # of seconds, not a percentage, as Regen (I) has a greater base duration but seems to get the same duration bonus (in seconds). Second, the duration bonus is not # of ticks because the spell will end between ticks at certain levels. Third, I couldn't test potency because I had no easy way of dropping my HP at levels below 35 on the test server (was using sublimation to drop it), but there's definitely no bonus for at least duration at some level X and below. Level 18 gets no duration bonus for sure (Regen was exactly 75 seconds). If I had to guess, I'd say piecewise linear going from 0-18 seconds from 25 and 40 and then 18 to 48 between 40 and 99.

    My theoretical equations for the bonus are (level-1)/4 rounded down for potency (I would have said level/4, but level 80 at 19/tick, for example, wouldn't fit). Double that number, in seconds, for duration seems to fit reasonably well. This doesn't fit the duration data perfectly, but it's close for a first pass.

    There are some blanks I need to fill in to verify this info, but does this seem correct? Any other input?

    Specifically interested in the following:

    -How does the equation change below level 40 (and is it level 40 where the equation changes)?
    -What's the minimum level that receives the bonus (and is that minimum different for duration and potency)?
    -More info for duration bonus?

  2. #2
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    Potency bonus:
    35 and below: 3.5*(level/18), Duration bonus = Potency Bonus * 1.75
    40 and above: 9*(level/37), Duration bonus = Potency Bonus * 2

    3.5*(35/18) = 6.8

    3.5*(40/18) = 7.7, actual was +9
    So the breakpoint is less than 40.

    Now to narrow down the breakpoint, go find the +Potency at 37 through 39:
    3.5*(37/18) = 7.1
    or
    9*(37/37) = 9

    3.5*(38/18) = 7.3
    or
    9*(38/37) = 9.2

    3.5*(39/18) = 7.5
    or
    9*(39/37) = 9.4

    Include the decimal, and duration bonus is just the potency bonus x2 above the breakpoint, and perhaps x1.75 below. So I've removed the flooring step above and it'll just be presumed on the potency.

    9*(40/37) = 9.7, *2 = +19.4sec
    9*(50/37) = 12.1, +24.2sec
    9*(80/37) = 19.4, +39.8sec
    9*(99/37) = 24.0, +48sec

  3. #3
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    Also, I haven't done any Tabula Rasa testing yet, so I need to do that. I assume that Tabula Rasa is 50% bonus across the board (duration and potency), and also dependent on level, but the only data I have for TR is that it adds 36/tick Regen at level 99 (did not check duration bonus or effect at other levels).

    Another thing, since the Regen bonus was increased from test server to final implementation, I'd have reason to believe that the Helix/Dark Arts bonus might have received a similar increase, but this has not been tested yet as far as I'm aware. Has anyone looked into Helix damage bonus since implementation? I assume it gets a duration bonus as well? This would be fairly easy to do and I can check myself, I just want to see if anyone else has done it first.

    As far as the Light Arts/Regen stuff goes, if I get bored I'll probably just spend some time and do it level by level for 15 levels or so from 30 to 45 and see how duration/potency go up, and then again for something like 75 to 85.

  4. #4
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    Also, if anyone can test, are we sure that Orison Mitts +1 add 10 seconds duration? Seems weird that they would make a piece of equipment increase the regen duration by some amount that makes it end between ticks.

  5. #5
    BG Content
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    It's not unprecedented, in that Meditate enhancing gear has been adding 4 seconds for ages, but it would be weird I agree.

  6. #6
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    200/1024*Level Below and 250/1024*Level Above the breakpoint works too.

  7. #7
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    Testing WHM's enhance regen gear.

    Had a naked BRD/RDM convert to 1 HP. Cast Regen IV as WHM99 (no regen merits) on the BRD with Marduk's Tiara +1, Cleric's Briault +2, and Orison Mitts +2. Final HP before regen wore was 1015.

    2 things I noticed from this:
    Marduk Tiara +1 combined with Cleric's Briault +2 gave 39hp/tic instead of the expected 40hp/tic. (Tested this more than once)
    Orison Mitts +2 extends regen IV's duration by 6 tics (18s), not 5 as currently written on bg wiki

    Oddly, Regen IV with just Marduk Tiara +1 is 33hp/tic, and Regen IV with Cleric's Briault +2 is 37hp/tic.

  8. #8
    Relic Shield
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    Quote Originally Posted by nivlakian View Post
    Testing WHM's enhance regen gear.

    Had a naked BRD/RDM convert to 1 HP. Cast Regen IV as WHM99 (no regen merits) on the BRD with Marduk's Tiara +1, Cleric's Briault +2, and Orison Mitts +2. Final HP before regen wore was 1015.

    2 things I noticed from this:
    Marduk Tiara +1 combined with Cleric's Briault +2 gave 39hp/tic instead of the expected 40hp/tic. (Tested this more than once)
    Orison Mitts +2 extends regen IV's duration by 6 tics (18s), not 5 as currently written on bg wiki

    Oddly, Regen IV with just Marduk Tiara +1 is 33hp/tic, and Regen IV with Cleric's Briault +2 is 37hp/tic.
    I made this post nearly a year ago, but seeing the stat on Piety Briault made me think about this again. I originally assumed the enhanced effect was sort of like a table adding a particular number depending on the tier of regen. However, the new body has "Regen" potency +23 written on it so I decided to see if this works out with Cleric's Briault +2 and the issue with Marduk's Tiara +1 if this is a percentage.

    Normally:
    Regen 5 hp/tic
    Regen II 12 hp/tic
    Regen III 20 hp/tic
    Regen IV 30 hp/tic

    With Cleric's Briault +2:
    Regen 7 hp/tic (5 * 1.23 = 6.15, rounds up to 7)
    Regen II 15 hp/tic (12 * 1.23 = 14.76, rounds up to 15)
    Regen III 25 hp/tic (20 * 1.23 = 24.6, rounds up to 25)
    Regen IV 37 hp/tic (30 * 1.23 = 36.9, rounds up to 37)

    With Marduk's Tiara +1:
    Regen 6 hp/tic (5 * 1.07 = 5.35, rounds up to 6)
    Regen II 13 hp/tic (12 * 1.07 = 12.84, rounds up to 13)
    Regen III 22 hp/tic (20 * 1.07 = 21.4, rounds up to 22)
    Regen IV 33 hp/tic (30 * 1.07 = 32.1, rounds up to 33)

    With both:
    Regen 7 hp/tic (5 * 1.3 = 6.5, rounds up to 7)
    Regen II 16 hp/tic (12 * 1.3 = 15.6, rounds up to 16)
    Regen III 26 hp/tic (20 * 1.3 = 26, rounds up to 26)
    Regen IV 39 hp/tic (30 * 1.3 = 39, rounds up to 39)

    Under the new notation, this suggests Cleric's Body +2 may actually be Regen Potency +23 and Marduk's Tiara +1 may be Regen Potency +7. Note: I have not tested the new body to confirm this.

  9. #9
    Sea Torques
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    Scholar Job Points - Light Arts effect

    "Increase the effect duration of Regen while under the effects of Light Arts. Increase effect duration by 3 seconds."

    1/10 job points allocated

    Regen V base duration without Light Arts effect - 108 seconds

    [14:16:26] blah Regen V → blah (Regen)
    [14:18:18] blah's Regen effect wears off.

    Difference of 112 seconds observed. 108+3 = 111 s. Consistent with help text

    Regen V + perpetuance (AF3+2 hands) duration without Light Arts effect - 108*2.5 = 270 seconds (4:30)

    [14:20:48] blah Regen V → blah (Regen)
    [14:25:27] blah's Regen effect wears off.

    Difference of 279 seconds observed. (108+3)*2.5 = 277.5 s. 108*2.5 +3 = 273 s.

    It seems like the base duration is increased before the effect of Perpetuance is applied.

  10. #10
    Sea Torques
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    Bolelabunga - "Regen" potency

    • "Regen" potency +10 is not an absolute increase in HP recovered (like +5 with 5/5 WHM merits or +24 with Light Arts on SCH main), but acts as a 1.10 multiplier modifying the base Regen value (before merits or Light Arts), as shown below. Thus it appears that previous equipment enhancing the "Regen" bonus also increases the base Regen by a percent amount. (see wiki article for reference).
    • It appears that after the multiplier is applied, the value is rounded up to the next integer.
    • Also, since the "Regen" potency value on the Piety Briault help text was changed from +23 to +28, the assumption that Cleric's Briault +2 has "Regen" potency +23 (as shown below) is borne out by the following observations.
    • Finally, it seems that Savant's Bonnet +2 has "Regen" potency +10, same as Bolelabunga.



  11. #11
    Cerberus
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    SE actually clarified this in a post a few days ago and said they are working on implementing the % onto stats blocks if space permits. Also, do you have any idea what the Regen potency on Marduk's Tiara +1 is then?

  12. #12
    Sea Torques
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    I don't recall any post on the dev tracker regarding display of item text.

    If what I showed is actually true, Marduk's Tiara +1 would be expected to increase "Regen" potency by +7% or +8%. There is a discussion of how they stack.

    Also discussion here: http://www.bluegartr.com/threads/108...=1#post6033366

  13. #13
    Cerberus
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    The regen % thing was discussed here.

  14. #14
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    To continue the regen discussion, I did some tests with Feinare on my server. He tested SCH and I tested WHM with various regen gear.

    SCH:
    Spoiler: show

    Code:
    		Regen1	Regen2	Regen3	Regen4	Regen5
    Base		5	12	20	30	40
    LA		29	36	44	54	64
    Base+Hat	6	14	23	34	45
    LA+Hat		30	38	47	58	69
    Base+Wand	6	14	23	34	45
    Base+Both	7	15	25	37	49
    LA+Both		31	39	49	61	73


    The light arts bonus appears to be tacked on after percent increases to the base value.

    WHM
    Spoiler: show

    Code:
    		Regen1	Regen2	Regen3	Regen4
    Base		5	12	20	30
    Base+HQBody	7	17	28	41
    Base+Hat	6	13	22	33
    Base+Wand	6	14	23	34
    HQBody+Wand	8	18	30	44
    HQBody+Hat	8	18	29	44
    All3		8	19	31	47
    
    
    HQBody refers to Piety Briault +1.




    From this data, it seems the +10 on the club and SCH AF3 hat may actually be 103/1024 on each in order to work with all values. I have not yet tried to figure out the exact /1024 equivalents for other items to make them work for all cases. I will say that Marduk Tiara +1 should be some value between .07 and .08 in order to be consistent with everything.

  15. #15
    Relic Horn
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    Never saw it mentioned on BG but...

    The Regen Potency on an augmented Bookworm Cape seems to add streight HP to the Regen. While it shares the same term as Bolelabunga, it is not % based.

    Regen Potency +9 cape boosted Regen 1 streight up from 5 to 14 HP without any other equipment or arts up.

  16. #16
    Sea Torques
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    I just noticed that if you floor the calculated result from Regen-multiplying equipment (i.e., not Alluvion Skirmish equipment with Regen potency or Bookworm Cape) and add 1 HP, you get the expected result.

    For example, Piety Briault +1 (36%) + Marduk Tiara (8%) + Bolelabunga (10%) yields a 1.54 multiplier. If you multiply the base Regen values by this and floor the resulting Regen values, you +2, +6, +10, +16 for Regen I, II, III, IV.

    Add 1 more HP and you get +3, +7, +11, +17, which matches observations from above.

  17. #17
    Smells like Onions
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    * One problem with the OP they bring up with their proposed formula is that the level 80 data they got doesn't fit: Regen II - +40 seconds, +19/tick.
    ** The problem they should have pointed out, is #1: 40 is not a tick. the nearest ticks are 39s and 42s. and #2: the duration bonus has been the potency x2 in every other case, so the potency always went up in increments of 3. and if you multiply any number by 2, you can't get an odd number so it's not the 39s tick.
    *** Level 80 should look like this: +42 seconds, +21/tick. Apparently they subtracted the 1 instead of adding it.
    ** I'm able to fill in some gaps. Level 78 and 92.
    *** Level 78: Potency, Regen III w/ Light arts: +18/tick (38HP), duration +36s (96s)
    *** Level 92: Potency, Regen III w/ Light arts: 24HP/tick (44HP), duration +48s (108s) <- capped potency/duration is at 92 or earlier
    *** The potency floor could be the level you learn the skill, at 10. Since the duration has to be a whole number, on a tick, and divisible by the potency bonus: the potency bonus can only increment in multiples of 3: i.e. it incremented 8 times maximum between level 10 and 92 with the increments larger than 8 (because at level 18 there was not an increment yet). All those data points line up where every 10th level, potency went up by the smallest amount possible: 3. and duration went up by 6.
    *** Your formula should actually be:
    **** floor((Level - 10)/10) * 3
    **** Light Arts is learned at level 10, so the value of "level-10" is already clamped to 0

    The peer review:
    * The original formula of (level-1)/4 was only correct 21% of the time (19/90).
    * The (level-1)/4 formula was only correct at 40, 50-52, and some groups of 4 levels that resulted in multiples of 3 between 61 and 99 which may have well be coincidence.
    * The floor and the ceiling being at the wrong level seems to be caused by ignoring the keystone data point at level 18, with no apparent reason.
    * (level-1)/4 at level 35 predicts +8 bonus, but the actual testing that the formula is supposedly based on checked level 35 and saw a bonus of +6. Then the level 35 data was instead used at level 25 in the formula as the minimum bonus. That makes no sense.
    * The formula has no offset for the minimum value of +6 or level of 25 that was seemingly picked at random because nothing in the level 20-29 bracket was tested, and without the offset, the levels below your minimum instead of being 0 will just be wrong.
    * Lack of testing at the higher levels when a test server was being used to do the test?
    * The level 80 bonus being calculated incorrectly threw off the scaling, didn't line up with anything, had to be justified by ignoring ticks, and it was used anyway.

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