I think some testing is in order to see if there are any other hidden effects, or was that the only one mentioned?
I think some testing is in order to see if there are any other hidden effects, or was that the only one mentioned?
That's it exactly.
It's pretty clear that the devs intended VP to be our "chivalry" JA...
But the fact that you have to switch out all three runes (and thereby loose all their massive Meva buff... And possibly their element-Mdef...) to runes that probably aren't helping you in any way...
Just to restore MP...
AT LEAST they reduced the recast timer for runes... If they hadn't done that.. Then it would be nigh impossible to change out all three fast enough to not instadie.
Which is why I like what you mused on: wish all gave back MP.
Cause if they all did, and dark just had a higher MP restoration... Then there wouldn't be such a gimping problem that there is now...
Cause as it works now, it's as if a PLD had to unequip their shield and sword to use Chivalry,
Greetings,
Vivacious Pulse was designed based on the concept that it would be an ability to aid the healers of your party, and it was not made to be an ability that self-heals to completely recover from the damage the rune fencer suffers.
Also, depending on which runes you are using when you activate Vivacious Pulse, the effect will increase depending on the stats you enhance. For example, if you use Ignis runes, by adding more STR the effect of Vivacious Pulse will increase.
Last edited by Camate; 03-26-2014 at 09:08 AM. Reason: Correction and clarification
Devin "Camate" Casadey - Community Team
I checked into this again and there was a slight misunderstanding. I've corrected my original post to reflect the proper information, but I'll state it here for good measure as well.
Depending on the type of runes you are using when you activate Vivacious Pulse you are able to boost the effect with the corresponding stat. So for example, if you are using Ignis runes, by adding more STR you will be able to increase the effect of Vivacious Pulse. Sorry for the confusion!
Devin "Camate" Casadey - Community Team
Soooo STR effects the cure potency?... I dunno, I still don't get what you're trying to say.
The attributes are naturally aligned to the elemental wheel. Old school mage knowledge session here we go:
The Alignments are as follows:
Fire - STR
Ice - INT
Water - MND
Wind - AGL
Earth - VIT
Lightning - DEX
Light - CHR
Dark - Mana (this one is kinda iffy >.>)
So what behemoth man is saying, is that if you want to boost vivacious pulse, load up on the attribute that corresponds to the elemental runes you are using. I'm not sure what stat buffs Vivacious pulse with dark runes up. There is probably some research on this elsewhere, but I don't play that much anymore to keep up with it. Good luck with RUN!
Dark doesn't really have an aligned stat, perhaps MP restored is based on your maximum MP? Say it's X% of your max per rune? If so, you'd want to stack MP gear for 3x Dark. Oh boy, this will be interesting though.
Edit: On that note, I wonder if mixed stats boosts the effect on multiple types of runes? Perhaps they're trying to hint at us using multiple types of runes combined with the stat vomit gear we have? Or is it that 3x of one type of rune and one stat is more powerful than multiple rune types + equal total stats? If anything.
If multiple runes are being encouraged, they could be more powerful for pulse,because base stats are ~100+ each (I'm not in-game so I don't have my stats up to check) which is a free 300 that you won't get stacking one stat.Wow, get in game and apparently I'm exaggerating a LOT. But anyway. Will definitely have to test this.
Last edited by Kensagaku; 03-26-2014 at 03:28 PM.
[Kensagaku - formerly of Kujata] - http://www.ffxiah.com/player/Valefor/Kensagaku
I'm still not getting what Camate was trying to say.
Maybe it's because I do not have a clear knowledge of Vivacious Pulse. I mean, I know that loading up different runes before using Pulse brings up to different effects, but I don't know what exactely these effects are
And the autumn of life has finally come
with the promise of winter thaw.
Pretty much, each element relates to a stat. By increasing the relevant stat, you increase the amount of HP healed. So if you have Ignis Runes up, more STR = More HP healed. This has proven a consistent formula for my testing of single runes, where 2 Stat = 1 HP healed.
Pretty much, the general formula I've discovered for Vivacious Pulse is HP Healed = Base Pulse Value + [(Relevant Stat/2) * Number of Runes]
This is for single rune types, of course. I have yet to test for multiple, but I am working on it.
[Kensagaku - formerly of Kujata] - http://www.ffxiah.com/player/Valefor/Kensagaku
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