View Full Version : Vivacious Pulse
Shibayama
02-18-2014, 03:34 PM
So... does anyone know how exactly the runes effect the potency of this ability? Because as it stands right now, it seems rather bad...
With 3 runes of the same type, I've gotten around 370-400 hp back, which on a minute timer really isn't all that spectacular.
Selindrile
02-18-2014, 04:07 PM
It's pretty nice for soloing, but it doesn't really help tanking things that are actually worthwhile.
Shibayama
02-18-2014, 05:14 PM
I'm not sure if it changes rune by rune or is affected by the day or what - 3 fire runs on firesday had around 400 hp healed. 3 dark runes on lightsday had 176 healed.
I dunno, but if that's the limit, I'm not sure what the thought process behind "Hmm RUN needs some help - I know! A day-dependant cure 3 on a minute long timer!"
if it were 20 seconds it would be a different story seeing as how it's apparently free, but man I'm dissapointed if thats the extent of it.
Selindrile
02-18-2014, 07:26 PM
Free cure3 once a minute is alright, but I don't see how it remotely helps them "tank" anything, all it really does is reduce downtime or let you sub something that isn't dnc on content that doesn't do much damage, like say Dyna.... but then you have to sub Dnc there to proc anyway lol, guess it's nice in Aby when you're /Thf going after Souls... I finished mine already though.
Shibayama
02-22-2014, 01:09 PM
According to the developer interview, 3 dark runes cures for less because it also recovers MP - will have to test later but if that's the case that's pretty good if you're in a pinch and need to spam foil. I wonder if the other elemental runes have similar effects besides HP recovered, since for some reason it seems to function on the elemental heirarchy system (3 sulpor runes cures for the most)
Just tested out the Dark runes - weirdly enough it does not announce that you recovered MP in the chat log for some reason... but it recovered roughly 115 MP. Unsure of what the mods are for VP but as an MP recovery tool, its actually really nice.
Brightshadow
03-14-2014, 11:54 PM
Maybe they should make it into a Cure V instead of a Cure III.
Damane
03-15-2014, 02:04 AM
It's pretty nice for soloing, but it doesn't really help tanking things that are actually worthwhile.
and thats why you have a healer, this is only a solo heal, emergency low-heal. RUN was never meant to be a cure machine to cure himself
Selindrile
03-15-2014, 09:59 AM
To be fair, if I have a healer, I'll probably be on Monk, not Run.
Damane
03-15-2014, 05:56 PM
To be fair, if I have a healer, I'll probably be on Monk, not Run.
well thats another problem, but not because of vivacious pulse lol
saevel
03-17-2014, 10:35 PM
I get about 380 per use or ~200 HP/MP for tenebre. Pretty good considering the ability is on a 60s timer. Honestly I wish all of them would restore HP/MP as that's probably the best use I've had for it.
Nakts
03-17-2014, 11:26 PM
I think some testing is in order to see if there are any other hidden effects, or was that the only one mentioned?
FaeQueenCory
03-18-2014, 10:18 PM
I get about 380 per use or ~200 HP/MP for tenebre. Pretty good considering the ability is on a 60s timer. Honestly I wish all of them would restore HP/MP as that's probably the best use I've had for it.
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,
Camate
03-26-2014, 07:03 AM
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.
Cljader1
03-26-2014, 07:09 AM
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.
Some comments in this thread mention about the additional effect of Vivacious Pulse when using it with dark runes, but depending on which runes you are using Vivacious Pulse will enhance other stats. For example, if you use Ignis runes your STR will be boosted.
Im sure I examined this and saw no str bonus in the menu but I will check it again.
Edit: Just checked it again and saw no stat increase, Camate could you tell us if its some sort of hidden stat raise?
Camate
03-26-2014, 09:11 AM
Im sure I examined this and saw no str bonus in the menu but I will check it again.
Edit: Just checked it again and saw no stat increase, Camate could you tell us if its some sort of hidden stat raise?
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!
Cabalabob
03-26-2014, 12:51 PM
Soooo STR effects the cure potency?... I dunno, I still don't get what you're trying to say.
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!
Kensagaku
03-26-2014, 03:00 PM
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.
Zhronne
03-26-2014, 04:17 PM
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
Kensagaku
03-26-2014, 05:13 PM
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.
Sekhmet
03-26-2014, 08:16 PM
It seems Pulse is boosted by the 'stat vomit' on your gear. Lets say you have gear on that gives you +100 Str. That same gear gives you +80 Dex (purely conjecture to show an example). If you used Ignis rune, which corresponds to Str stat, you'd get a higher Pulse then if you used Sulpor, which is linked to your Dex stat.
Peepiopi
03-27-2014, 12:33 AM
imo, given how mana-starved rune fencers get since the don't have an auto-refresh trait, or an auto-refresh on futhark, then the mp restore function of the dark runes is the most useful.
However, it's not practical to keep Tenebraes up for fighting since you may need elemental mitigations with the other rune enhancements. You end up having to throw 3x Tens up when you need an mp boost, then throw the 3x enhancements of the element you need again right after that. So they say they want to reduce rune enhancement spam (which i wholeheartedly agree with), but they're design choices are contradicting that.
If the devs wanted to reduce rune enhancement spamming, here's what needs to happen:
- Using Swipe, Lunge, and Gambit no longer consumes rune enhancements (there is already a long cooldown on them, so it's not like they'll be spammable)
- Adjust vivacious pulse to give both HP and MP back regardless of what rune enhancements are up. Find a different bonus other than mana for Tenebrae, so that mp-dependency on it is reduced.
Cabalabob
03-27-2014, 01:52 AM
Ok I think I get it now, so the cure potency is increased by a stat that is assigned by the rune you use, except dark runes which restore mp aswell as hp.
So if your highest stat was STR you would use ignis runes to assign STR as the modifier for cure potency.
Is that the gist of it?
Kensagaku
03-27-2014, 02:09 AM
Reverse that, but pretty close. Essentially, you want to increase the stat that is based on the runes you have equipped. Fortunately with stat-vomit gear this isn't too bad, though it will be hell on macros; you'd have to make one for each rune focus.
Also, from a few tests I've discovered a few things. For a single rune type (i.e. 1~3 Ignis, nothing else) your value of HP increase is equal to 1/2 of the total relevant stat per rune. Say you have one Ignis Rune and 100 STR total, your Pulse will do its base amount + 50 HP. Two runes would make it +100, and three would make it +150.
For multiple runes, however, it's not as effective. I tested using Sulpor/Ignis, and had an equivalent amount of total stat in both testings. The growth with multiple rune types was reduced in effectiveness. I expected a growth of 49 HP going from 1 Ignis to 1 Ignis/1 Sulpor with no gear, as my DEX was 98. 98/2 is 49. Instead, I had a growth of 44 HP, 5 less than what I had anticipated, roughly a 10% decrease in effectiveness that only grew as I added stats. So multiple rune types seem to have a slight penalty or something.
And on that note, I've also tested Tenebrae, trying to figure out what increases MP gained. I've had no luck thus far because it's hard to isolate single stats and I don't have a ton of MP+ gear. I know there is something though because after all my testing with minimal/no gear where my MP/rune was +58, going back to full gear I suddenly got +62. Whatever the affecting parameter is, the effect is not very potent. That's only +12 MP with three runes and full gear than doing it with none, if it remains linear.
Vivivivi
03-27-2014, 10:06 AM
Did a quick test as well- my rune fencer has a lot of str gear, so with fire runes up, I got back over 500 hp, compared with 200~ with dark runes up.
Kensagaku
03-29-2014, 04:32 AM
After getting some feedback from others and re-testing, I found that I was wrong; there is no penalty for multi-rune. I was under the incorrect assumption that elemental stat associations applied as normal, but as others have found, stats seemed to be assigned based on the JA list order compared to the stat order.
So it's something like this:
Ignis (Fire) => STR
Gellus (Ice) => DEX
Flabra (Wind) => VIT
Tellus (Earth) => AGI
Sulpor (Thunder) => INT
Unda (Water) => MND
Lux (Light) => CHR
Tenebrae (Dark) => ???
I wonder if it's a bug, since it's really just two pairs of reversals. Dex and int are swapped, and agi and vit are swapped. Maybe something to put in a bug report on to see if it's a "working as intended" deal.
Mugly
05-09-2014, 11:50 PM
So I've been using Same Rune combos for pretty much everything for a long time, until I noticed something peculiar when I accidentally used Lunge with 2 Ignis and 1 Flabra. I dealt noticeably more damage to the enemy than I usually did with either 3 Ignis or 3 Flabra. I subsequently tried the same thing with my Vivacious pulse and again saw an appreciable increase.
This led me to experiment a little bit, but I haven't tested very significantly yet. I tried out a bunch of different combos and it appears that certain combinations have a significant effect on Lunge and Vivacious pulse. I suspect it may effect other abilities as well, but I don't really know how to easily test those other abilities (Such as Vallation or Liement, etc .) I assume that in certain situations it's probably better to stay with 3 of the same rune, such as when fighting a monster that uses a single type of magic, or when attempting to defend from specific spells and debuffs that a monster might have. In those situations, stacking the same rune seems to be the most beneficial.
What's really interesting to me is that it appears that you can keep one type up for per hit damage, and then quickly add in one different type before using Lunge or Vivacious Pulse in order to boost the results. This implies that it can be worth it to swap in runes once in a while, and it probably wouldn't interfere with setting up your normal defenses, since you'd have to redo your runes once you used Lunge anyways.
I haven't seen an obvious theme between different runes-- honestly, it might just be that one rune was getting a better stat bonus than the other and that's why it was boosted more than usual. However, it -seemed- that runes that weren't in direct opposition to each other increased the amount more. Runes that were in direct opposition (i.e. Umbra, Fire, Gelus) seemed to heal less and deal less damage. Again, it might just be the way my stats were changing the rune boost values, but that is what I experienced from my limited testing.
I'll try to get a better idea of what's going on with this and test it out some more. I'll attempt it without any gear on and with AF, Relic, and Espial/Wayfarer sets. Once I get my AF and Relic upgraded I'll test it again as well. (Or if anyone else has either set upgraded and could test, that'd be helpful as well).
Martel
05-10-2014, 12:56 AM
Regarding Lunge at least, I'm getting very much the opposite result.
Ignisx3 5353
Ignis,Ignis,Gellus 4096
Ignis,Gellus,Flabra 3369
ignis x1 1123
It looks very much like the damage modifier for having multiple runes up only increase when you have more than one of the Same rune...
Single Hit Damage = ( Main-hand weapon Skill × (0.5 + Number of Runes × 0.25) ) × Magic Multiplier Terms
Single ignis lunge, 1123. 1123*3=3369. Yeah. The number of runes is being counted as 1 when you have 3 different rune up. You still get 3 hits, but at the single rune dmg rate.
It does not appear to be beneficial to lunge with mixed runes.
I did very little in the way of pulse testing. But using mixed runes didn't see to make much difference.
pulse
ignisx3 527
Ignis,ignis,gellus 525
Ignis,Gellus,Flabra 525
Same gear/stats for all. But I didn't really bother to check stats and see if I had notably more of x stat than others.
Damane
05-10-2014, 06:05 AM
Regarding Lunge at least, I'm getting very much the opposite result.
Ignisx3 5353
Ignis,Ignis,Gellus 4096
Ignis,Gellus,Flabra 3369
ignis x1 1123
It looks very much like the damage modifier for having multiple runes up only increase when you have more than one of the Same rune...
Single Hit Damage = ( Main-hand weapon Skill × (0.5 + Number of Runes × 0.25) ) × Magic Multiplier Terms
Single ignis lunge, 1123. 1123*3=3369. Yeah. The number of runes is being counted as 1 when you have 3 different rune up. You still get 3 hits, but at the single rune dmg rate.
It does not appear to be beneficial to lunge with mixed runes.
I did very little in the way of pulse testing. But using mixed runes didn't see to make much difference.
pulse
ignisx3 527
Ignis,ignis,gellus 525
Ignis,Gellus,Flabra 525
Same gear/stats for all. But I didn't really bother to check stats and see if I had notably more of x stat than others.
he stated tough useing oposing elements seemed to reduce the lunge damage, you are useing fire fire ice, fire counters ice, try it with fire fire light (zomg fusion SC), well he used fire fire wind (both elements propertys of the light elementals sc), or ice ice water etc. however i really doubt myself that it will surpass triple same elemental rune lunge dmg.
Martel
05-10-2014, 08:00 AM
Ahhh, I did miss that.
However, It doesn't seem to make any difference.
Ignis,Ignis,Flabra 4030,4030
Ignis,Flabra,Sulpor 3369
Gellus,Tellus,Unda 3369
Flabra,Flabra,Sulpor 4030
Unda,Unda,Tenebrae 4030
Ignis,Ignis,Unda 4030
Flabra,Ignis,Ignis 3467(wind weather up)*,4030
Ignis,Flabra,Ignis 4030
Flabra, Sulpor,Ignis 3369
I avoided using Lux since I was testing on darksday, and then avoided ignis once it hit firesday. So I didn't use the exact combination requested. But I'd think if there was a dmg bonus for using certain differing runes, one of those combos would have hit it....
*Really not sure what this was... looks like a 3 different rune lunge with a wind proc on flabra... Maybe I just messed up and used the wrong rune..? But anyway, after I repeated it I got normal dmg.
Also not sure why I'm getting 4030 now rather than 4096... But I'm inclined to consider the 4096 aberrant considering my 4030 sample size.(Did I move a piece of MAB gear or something....?)
Anyway, I'm still not seeing any kinda damage bonus over using x3 of the same rune. Not sure what factor I could be missing at this point.
Mugly
05-10-2014, 03:08 PM
Perhaps it was just my imagination. Were you using it on strong monsters (i.e. Adoulin zone mobs)? I do a lot of reives so this is where I was messing with things. By the way, what gear are you using to get such high damage? It's pretty rare for me to reach 4000-5000 damage with lunge even with same rune combinations. Though it's interesting that I was partially correct that opposing runes do lower the damage, judging from your testing.
I'll do my own testing just to see if it matches up, if it does then we'll know that mixing runes doesn't increase the damage. I should also mention this was tested on monsters that didn't have a strong weakness to elemental magic (i.e. not elementals or anything that takes increased elemental damage) such as the majority of reive monsters. On magic monsters I tend to deal about the same damage as what you stated.
Babekeke
05-10-2014, 04:47 PM
By the way, what gear are you using to get such high damage? It's pretty rare for me to reach 4000-5000 damage with lunge even with same rune combinations.
Capping your main-hand weapon skill increases the damage of lunge. I assume (though have not tested) that using a 119 weapon with 242 skill on will deal more damage than using a 113 weapon with 162 skill on it. Other than that, stick as much MAB in there as you can to increase the damage :) This can of course take up a lot of inv space though ><
Martel
05-10-2014, 06:30 PM
Perhaps it was just my imagination. Were you using it on strong monsters (i.e. Adoulin zone mobs)? I do a lot of reives so this is where I was messing with things. By the way, what gear are you using to get such high damage? It's pretty rare for me to reach 4000-5000 damage with lunge even with same rune combinations. Though it's interesting that I was partially correct that opposing runes do lower the damage, judging from your testing.
I'll do my own testing just to see if it matches up, if it does then we'll know that mixing runes doesn't increase the damage. I should also mention this was tested on monsters that didn't have a strong weakness to elemental magic (i.e. not elementals or anything that takes increased elemental damage) such as the majority of reive monsters. On magic monsters I tend to deal about the same damage as what you stated.I tested on the wasps near the Home point in ceizak. Pretty weak mobs, with no particular strengths/weaknesses to magic.
It seems to me that it's not so much using opposing runes that lowers the dmg, as it is just not using the exact same 3 runes. Which is certainly something I didn't know about. So you did discover something in a way.
As for my lunge set. I was RUN/SAM, Capped and merited GS skill. Gear:
Aettir
A'as Circlet
Eddy Necklace
Hecate's Earring
Friomisi Earring
Vanir Cotehardie
Evasionist's Cape
Shneddick Tights
Manabyss Pigaches
Damane
05-12-2014, 02:19 AM
Perhaps it was just my imagination. Were you using it on strong monsters (i.e. Adoulin zone mobs)? I do a lot of reives so this is where I was messing with things. By the way, what gear are you using to get such high damage? It's pretty rare for me to reach 4000-5000 damage with lunge even with same rune combinations. Though it's interesting that I was partially correct that opposing runes do lower the damage, judging from your testing.
I'll do my own testing just to see if it matches up, if it does then we'll know that mixing runes doesn't increase the damage. I should also mention this was tested on monsters that didn't have a strong weakness to elemental magic (i.e. not elementals or anything that takes increased elemental damage) such as the majority of reive monsters. On magic monsters I tend to deal about the same damage as what you stated.
keep in mind some mobs take multiplicatif dmg from some elemental sources.
umbrils take exorbitant fire dmg
those blue slimes take also extra fire dmg and blizzard dmg i believe
carklaws take extra thunder dmg (i think, not sure)
and matamatas take extra blizzard dmg.
Mugly
05-12-2014, 03:37 PM
Ah, I see, the merited GS skill and Aettir Lunge bonus are probably the largest contributors for damage there. My GS skills is capped but not merited yet, and I'm still using Eminent sword. Thanks for the heads up though!
dasva
05-16-2014, 12:50 PM
Regarding Lunge at least, I'm getting very much the opposite result.
Ignisx3 5353
Ignis,Ignis,Gellus 4096
Ignis,Gellus,Flabra 3369
ignis x1 1123
It looks very much like the damage modifier for having multiple runes up only increase when you have more than one of the Same rune...
Single Hit Damage = ( Main-hand weapon Skill × (0.5 + Number of Runes × 0.25) ) × Magic Multiplier Terms
Single ignis lunge, 1123. 1123*3=3369. Yeah. The number of runes is being counted as 1 when you have 3 different rune up. You still get 3 hits, but at the single rune dmg rate.
Not sure I understand your dmg if 1 rune does 1123 shouldn't 3 of the same type do more dmg than 5353 based on that formula? Maybe Aettir doing weird things too? What exactly does it's dmg increase do anyways?
Louispv
05-16-2014, 08:03 PM
If you folks are getting 200 mp back from 3 dark runes, is there a reason why my friend in basically the same level of gear only gets 14?
Martel
05-17-2014, 01:54 AM
Not sure I understand your dmg if 1 rune does 1123 shouldn't 3 of the same type do more dmg than 5353 based on that formula? Maybe Aettir doing weird things too? What exactly does it's dmg increase do anyways?My Aettir testing on BG. (http://www.bluegartr.com/threads/108197-Random-Facts-Thread-Abilities?p=6078054&viewfull=1#post6078054) That formula is pretty accurate as far as I could tell. But I admit, I don't really feel like working through the formula again right now.
Babekeke
05-17-2014, 05:43 AM
If you folks are getting 200 mp back from 3 dark runes, is there a reason why my friend in basically the same level of gear only gets 14?
is all of his gear MP > HP gear? dark runes give you MP based on your max MP. If you only get 14 MP returned and have more MP than that to fill, then your friend is doing something wrong. Like only using 1 dark rune or something.
dasva
05-18-2014, 08:34 AM
My Aettir testing on BG. (http://www.bluegartr.com/threads/108197-Random-Facts-Thread-Abilities?p=6078054&viewfull=1#post6078054) That formula is pretty accurate as far as I could tell. But I admit, I don't really feel like working through the formula again right now.
Ah ok now that works out much better. Yeah using that makes it look like each element is calculated seperately (makes sense considering resistance, sdt and such) and doing that math the 2 ignis 1 something else should be ~4030 so the 4096 was definitely an odd ball
Damane
05-19-2014, 06:52 AM
does lunge/swipe benefit from the day/wather bonus like nukes do?
Martel
05-19-2014, 08:12 AM
does lunge/swipe benefit from the day/weather bonus like nukes do?Yes. You can use Obis with it.
I was very careful in my testing to avoid any day/weather correlation.
Louispv
05-20-2014, 04:01 PM
is all of his gear MP > HP gear? dark runes give you MP based on your max MP. If you only get 14 MP returned and have more MP than that to fill, then your friend is doing something wrong. Like only using 1 dark rune or something.
Nope. Use up a couple hundred mp, tenebrae tenebrae, tenebrae, Vivacious pulse, get 14 mp back. I even tried to see if it was mage sub dependent like wyvern's healing breaths, but it's the same whether he subs BLU, WHM, SAM or NIN. I can't even imagine it's max MP+ gear, as all the item level stuff has some. I'm getting real tired of having to Radial Arcana/Devotion him constantly.
And it seems it's just freaking him, so either you have to have a piece of equipment he doesn't have for it to work, or there's some sort of bug with his specific merit set up or something equally as stupid. (Like when adding chocobo racing somehow broke Sneak Attack)
Also, on a Square Enix Forum, spell check thinks Chocobo is not a word, but Tuff is.
Kensagaku
05-21-2014, 05:10 AM
Huh. Interesting that you're having the issue, but I don't know if it's a gear thing. I tested Tenebrae (one rune) with no gear on earlier in this thread, and I was getting 58 MP with a single rune. Jumping to full gear, I was at 62 MP with a single rune. Not sure what the stat was that improved it and I'm still testing it, but with the numbers I'm getting ~174 or so MP per usage.
It's possible that it got bugged somehow with the last update; I'll jump on and do some testing when I get some time.
Edit: Tested it, and I'm getting +60 MP with one rune, no gear. Odd, as that's higher than my value on another job combo (I think I was RUN/THF?) but maybe a hint towards what affects MP gained. Still, that shows there's no bug on this end; it might be something wrong with him.
orakio
05-21-2014, 11:27 AM
Vivacious Pulse MP recovery from Tenebrae is based on Divine Skill. Not sure exactly what the calculation is.
No gear i wore changed recovery value until i equipped runeist pants. Confirmed by /sch in light arts which resulted in massive boost (my divine is way underleveled :( )
So some basic #'s from testing.
100 skill = 40 mp recovered/3 runes
115 skill (runeist legs) = 44 mp recovered/3 runes
385 skill (/sch with runeist legs) = 152 mp recovered/3 runes.
Appears to be roughly 1 mp per 2.5 divine skill.
Food for though if anyone else wants to attempt to confirm #'s.
Martel
05-21-2014, 01:16 PM
So that's what was doing it... I'd confirmed that max MP had no effect, but I couldn't figure out what was causing the restored amount to drop when I stripped my gear. I idle in runeist's pants. lol.
Very nice discovery.
dasva
05-30-2014, 04:38 PM
Yeah with 398 skill I got 78 with 1 rune... 156 with 3.
Based on your numbers and the quick one I did I'd say it is mp gained = floor(divine skill/10)*(1+number of Tenebrae)
Has anyone worked out the full hp healing formulas?
Vivacious Pulse MP recovery from Tenebrae is based on Divine Skill. Not sure exactly what the calculation is.
No gear i wore changed recovery value until i equipped runeist pants. Confirmed by /sch in light arts which resulted in massive boost (my divine is way underleveled :( )
So some basic #'s from testing.
100 skill = 40 mp recovered/3 runes
115 skill (runeist legs) = 44 mp recovered/3 runes
385 skill (/sch with runeist legs) = 152 mp recovered/3 runes.
Appears to be roughly 1 mp per 2.5 divine skill.
Food for though if anyone else wants to attempt to confirm #'s.
Holly *** really? VP is based on divine skill? Thats sounds alot like how the effect or hate gain from "Flash" is based. However does divine skill also effect how much hp is recovered from vp as well? I'm kinds of curious if any +cure effect, obis or elemental accessories would work at increasing or enhancing VP effect.
Martel
06-09-2014, 10:04 AM
Holly *** really? VP is based on divine skill? Thats sounds alot like how the effect or hate gain from "Flash" is based. However does divine skill also effect how much hp is recovered from vp as well? I'm kinds of curious if any +cure effect, obis or elemental accessories would work at increasing or enhancing VP effect.Ummm, what? The only known effect divine skill has on flash is on resist rate(landing/duration.) The enmity is static.
orakio
06-10-2014, 11:18 AM
Holly *** really? VP is based on divine skill? Thats sounds alot like how the effect or hate gain from "Flash" is based. However does divine skill also effect how much hp is recovered from vp as well? I'm kinds of curious if any +cure effect, obis or elemental accessories would work at increasing or enhancing VP effect.
VP is based on different stats for each element, as previously identified in this post.
Only Tenebrae is based on Divine skill, and in its case both the HP and MP restored are affected by your divine skill. Dasva looks to have nailed down the MP formula, HP restored is slightly higher than MP as far as i can tell.