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View Full Version : Change the way HP+ and MP+ equipment works



Zirael
05-28-2013, 01:08 AM
Hi, currently when you equip anything that hives HP+ or MP+ bonus (for example Bomb Queen Ring HP+75) you get that extra HP added to your maximum possible HP. So if you had 1225/1225 HP before ring, you'd have 1225/1300 HP after equipping it. When you cast cure spell, you cure up to 1300/1300 HP. But if, at that point, you remove Bomb Queen Ring, your HP reverts back to 1225/1225.

My proposal is such, that after unequipping HP+ gear, your max HP should not be cut back, but stay at it's current level, as a kind of a HP buffer. So if you attained 1300/1300 HP with equipemnt, it should stay at that level despite unequippng HP+ gear. If you take damage with that extra HP buffer, your max hp would be reverted back to xxxx/1225 HP until you equip HP+ gear again and cure up to 1300/1300. This is exactly how DRKs "Drain II" spell works - if you drain enemy whilst your HP is capped, you gain an extra HP buffer (unfortunately, that extra buffer expires after about a minute).
Similarly with MP+ gear - if you equip extra MP+ gear and gain MP buffer with Refresh, it should stay like that until you use up that buffer. A stellar example of how useful would that be is usage of job ability "Convert".

My reasoning for this change:
1) There is plenty of gear with HP+ and MP+ bonuses on it, but it is useless because the game revolves heavily on gear swapping. Meeles go through TP gear->WS gear->TP gear two/three times per minute, or even more in capped haste situations. Mages go through Refresh/PDT gear -> Mab/Macc gear -> Refresh/PDT gear. So any HP+/MP+ buffer is constantly getting wasted. Unless you suck at the game and don't gear swap, or gear swap 2-3 pieces ever.
2) There is huge disparity between races when it comes to HP and MP. The eternal Galka vs Tarutaru injustice. There's plenty of RSE equipment aimed to even that disparity, but it goes unused due to gear swapping.
3) For tanks, it is necessary to sit in full PDT/MDT equipment and it rarely combines PDT/MDT with useful HP+ bonuses. Just have a look at augmented Dark Rings.
4) Mages need all the extra HP (and MP) they can get. Having Geomancer stand next to megaboss to apply half of it's buffs/debuffs was developers' brightest idea ever.
5) Meteor.

Chimerawizard
05-28-2013, 03:34 AM
Then how could I get lv50 jse rings to activate? a quick gearswap and whm, blm, brd etc get their ring's latent active and when someone cures us, just hit the macro again.

Zirael
05-28-2013, 06:19 AM
I didn't say anything about stopping HP- gear from working. HP+/MP+ gear could create extra buffer, but if you want to equip HP-/MP- gear, it would eat away your HP/MP just like it does now and nullify the buffer. Just make the HP-/MP- effect be calculated off your "real" HP/MP and wipe any buffer accumulated.

As a side note, I wouldn't aim to stay in yellow HP for any serious event where there is risk of you eating AoE or pulling hate. Especially after that ATK/DEF ratio update. Hell, half of Meeble bosses can use Meteor. Have you tried standing less than 20 yalms next to any Wildskeeper boss? Or a Delve NM? For which Delve NM you use your latent rings?

Demon6324236
05-28-2013, 07:04 AM
Then how could I get lv50 jse rings to activate? a quick gearswap and whm, blm, brd etc get their ring's latent active and when someone cures us, just hit the macro again.They should really just remove those latent effects and give the rings -25% HP, it would work out to be just about the same.

Chimerawizard
05-28-2013, 08:18 AM
They should really just remove those latent effects and give the rings -25% HP, it would work out to be just about the same.
THAT would be amazing.