Hmp Build?

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2010-06-21
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hmp build?
 Asura.Hoshiku
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By Asura.Hoshiku 2013-03-04 11:14:07  
I seem to have resurrected my whm for salvage. We tend to trio and I am the only mage so things get pretty mp intensive. I am wondering what the best hmp build is? I currently use this:



but my friend suggested that the orison bliaud +2 is actually better than any hmp body you can equip which made me wonder if there are some other hmp or uber refresh pieces I have ignored?
 Siren.Thoraeon
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By Siren.Thoraeon 2013-03-04 11:17:05  
1 Refresh ~ 3.33 hmp roughly

If you wanted to be uber efficient, for the first 19 seconds of resting, use your refresh gear then swap to your hmp gear.

I would also recommend doing a power search of recover in the description for whm gear. Some of your gear is very dated, and many more recent items like nisse slacks would be a cheap improvement.
 
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By 2013-03-04 11:22:45
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 Bismarck.Pebbs
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By Bismarck.Pebbs 2013-03-04 11:27:44  
Quoting myself shamelessly with a link:

Link to hmp vs refresh on gear.

Edit, Reproduced text here for convenience.
Bismarck.Pebbs said: »
Phoenix.Lillicarnage said: »
EDIT - Another question... Is there a threshold where hMP > resting with refresh gear in a slot or some kind of ratio so you can modify those slots appropriately?
Threshold where hMP > refresh while resting per slot.

Yes, the threshold is time spent resting.

The way I worked it out, add up all MP recovered through hMP vs Refresh for a given time, and then subtract the two.

For 1 MP/tick refresh, the following amount of time is where hMP > refresh.

1hMP - never.
2hMP - never.
3hMP - never.
4hMP - 120 seconds, hMP from gear = 44, refresh = 40.
5hMP - 50 seconds, hMP from gear = 20, refresh = 16.
6hMP - 30 seconds, hMP from gear = 12, refresh = 10.
7hMP or higher, after 20 seconds hMP wins. refresh in first 20 seconds = 6/7 depending on when you rested based on when last refresh tick was.

For 2 MP/tick refresh read caveats.
1hMP - never.
2hMP - never.
3hMP - never.
4hMP - never.
5hMP - never.
6hMP - never.
7hMP - 200 seconds, hMP from gear = 133, refresh = 132 (note caveats below)
8hMP - 70 seconds, hMP from gear = 48, refresh = 46 (note caveats below)
9hMP - 40 seconds, hMP from gear = 27, refresh = 26 (note caveats below)

2MP/tick refresh caveats.
For 2MP/tick refresh, even though at the times above show the first time that hMP surpasses 2refresh, the next tick for refresh recovers the lost ground from the hMP, thereby extending the usefulness of refresh gear to the following:

7hMP - 399 seconds, hMP from gear = 266, refresh = 266, last time refresh is equal to hMP
7hMP - 400 seconds, hMP from gear = 273, refresh = 266, from here onwards, hMP always wins

8hMP - 109 seconds, hMP from gear = 72, refresh = 72, last time refresh is equal to hMP
8hMP - 110 seconds, hMP from gear = 80, refresh = 72, from here onwards, hMP always wins

9hMP - 69 seconds, hMP from gear = 45, refresh = 46, last time refresh is sort of equal to hMP
9hMP - 70 seconds, hMP from gear = 54, refresh = 46, from here onwards, hMP always wins

Note: I assumed that refresh gear was not being swapped in or out for "ticks" during the resting period.

I believe the way I worked it out is correct, however I am open to correction.
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 Cerberus.Kvazz
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By Cerberus.Kvazz 2013-03-04 11:43:41  
Offtopic, but rofl, I started reading.. Kawar... I can't help but be amazed.
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 Asura.Hoshiku
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By Asura.Hoshiku 2013-03-04 11:47:58  
Awesome thanks! That's exactly what I wanted to know Pebbs ^^
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