Nah, the guy writing the story when handing it over to the director and he over looked it and asked where the hell was the rest of it, his only response was well it took 4 years to write, I figure it'd take 4 years for them to complete the content.
Nah, the guy writing the story when handing it over to the director and he over looked it and asked where the hell was the rest of it, his only response was well it took 4 years to write, I figure it'd take 4 years for them to complete the content.
Some Mog Gardens pictures posted by Fujito today:
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Oh god, that's horrible. If a creature can learn wushu it's probably intelligent. Those mandies are sapient, why are you eating them, you sick bastards?
Lol mandy turnips!
SiatDiat just what have you accomplished so far in the expansion?
But how much conserve mp you gained is on average directly proportional to how much mp you conserved... while you saying on average the amount of mp saved will be the same for each point of conserve mp added regardless of how much you have unless you somehow got 100 or had less than 0 it's also true the percent change in mp saved will change. But I'd argue 1 step farther in that the point of conserving mp is to be able to cast more spells...
So that said because of the way it works I'd call it more of increasing gains really since it is basically subtracting from the spell cost. For example a 100 mp spell costs 100mp at 0 conserve mp and at 50 conserve mp it would cost ~86mp. It's normal cost so you cut costs by 14% but adding another 50 conserve mp would bring that spells cost to ~72mp which would be which is about 16% decrease in cost compared to the amount when using 50 conserve mp. Or to put it another way with 100 mp you could cast it 1 time without any conserve mp, 1.16 times with 50, and 1.3888 with 100. Easy to see how more stacking has increasing gains on the number of spells you could cast
In a way it's no different then haste it's just random amount it procs obscures it and dilutes the amount the gains increase. If each proc did something more major like say completely annul the cost it would be easy to see since going from 99 to 100 would be basically infinite gains since you'd go from some cost to litterally 0 cost and could cast any number of spells forever
All that said there are points you wouldn't want to stack more. Obviously when you hit 100 and with geo getting conserve mp V and II being 33% that might be possible... and when the possible refresh in that slot outweights the potential gains from an increase in procs though that will vary with cast times and base mp costs
I guess Conserve MP V will be somewhere in the vicinity of 55~60%? That'll be pretty nice. I'd like that they're trying to make Conserve MP gear relevant for something if not for the fact that we still only have 80 slots so all it does is make inventory management more annoying.
Haven't done any testing, but don't we have Conserve MP V now?
Sounds more like we're getting Conserve MP VII, unless I'm missing something.Originally Posted by Gildrein
I'm currently testing it and will post more detailed results later, but I don't think it's anywhere near that high. My testing on the test server right now yields 43% Conserve MP on trait level VII, and also indicates that the previous assumption that Conserve MP II is 33% was wrong. Like I said, I'll post full details later, there are several things I have yet to confirm. My running theory right now is 25% / 28% / 31% / 34% / 37% / 40% / 43%. So far I've tested VI and VII at 40% and 43%, and we had previous information from Byrth's tests indicating that I was 25%.
Yeah I misread was thinking that was future not current. Forgot they already have so much on blm lol
As far as the conserve mp II not being wrong... might it just be that we assumed that the final tier blm got was 2 and no one really tested inbetween? Could be that it really has like 4 or something
I hope they give us a date soon, damn.
I'm just hoping that it's a cooler place to afk than the Mog House. Also I want a Sinking Minnow dispenser.
That's almost definitely the case. I'm pretty sure BLM has at least trait level III, if not IV, by 99 - that would readily explain why people thought 33% was the value. I'll do more testing tonight. Yesterday I got through confirmation of most of the trait level values given the levels provided by SE for the 7 trait levels GEO has on the test server. Today, I'll go back and look at BLM and SCH to see if I can see any pattern (like maybe 20/50/80 for BLM or something, etc.).
http://www.bluegartr.com/threads/108...=1#post5754021
So based on the Dev post about BLU magic, are they suggesting that the new BLU spells that they are going to add are somehow going to modify the base DMG rating to make them competitive with delve weapon dmg? I have a feeling there is going to be some 1.5x dmg modifier or really high fTP values.
Not at all. What they are saying is that they are going to make some adjustment to blue magic (or at least, physical blue magic- I don't have high hopes for magical adjustments) as a whole and that the new spells will be balanced around that system.