In the german text it read more like you get no recovery while you are moving, use an action or an aggro signal is blinking



In the german text it read more like you get no recovery while you are moving, use an action or an aggro signal is blinking


Paople ask SE to give alchemists a more relevant role in the economy and then refuse to even think about the possibility to buy Ethers for normal party play.
A few things to consider:
1. Battle system calculations have changed.
2. Spells can now be casted in pasive mode.
3. Featherfoot is like a refresh spell now so I think you can still recover mp while moving by using this skill.
4. Link and exp chain bonus system added. (being able to recover hp/mp while running might cause balance issues by allowing higher exp chains without much stategy)
5. Maximum hp/mp is getting increased.
So given how the entire battle system is changing it's probably a needed adjustment after it's been tested. The current hp/mp recovery is a left over from an old battle system that does not fit with the new system. I'm sure it will make sense once we try it out.


Unlikely. If featherfoot gave more than maybe 20-30 MP, it would be a mage exclusive skill. It's only intended to cover the use of the two advanced guild attacks, which cost 10 and 20 MP, respectively. LOL @ Featherfoot being the new "refresh".3. Featherfoot is like a refresh spell now so I think you can still recover mp while moving by using this skill.
Light Strike is an advanced guild attack now? When did that happen?

I feel like thos thread got slightly derailed and is now more about how mp may regen in combat. The one thing I have an issue about with this change is that it is an unnecessary time sink if you're grinding solo. I'd like to be able to sheathe my weapon and heal a bit between each mob, not have to stand completely still every few fights so I can actually regen.
But I'm willing to wait till patch day and see how the regen rate while standing pans out.



Sorry but I had to leave the discussion last night it was getting late and I was getting tired.
After reading your responses Neptune I determined the best course of action in this case would be to explain in greater detail how the current enmity system works as well as previous uses of the term "incurring enmity" by SE to reach a conclusion found in evidence of how regen will work after 1.19.
Enmity System
A valuable member of the FFXIV community did some extensive testing on the enmity system introduced in patch 1.18. Before I get into a simple explanation, I encourage you to peruse the following two links:
Explanation of Testing Procedure
Chart of Enmity Values
When a party is engaged in battle, each party member has a numerical enmity value equivalent to 0+ per claimed enemy. Every 1 point of damage done directly results in 1 point of enmity gained. Any 1 point of HP healed directly results in 0.75 points of enmity gained. Furthermore, other non-violent skills have static values of enmity gain. Traits such as Intimidate and Out of Sight provide +10% and -10% to all enmity gains respectively.
Essentially, a player's enmity is described most accurately as a numeric value that increases through the actions of that player. Further testing also shows that enmity neither gradually decreases over time, nor gradually increases over time.
Given that information, it is quite easy to see the difference between incurring enmity and having incured enmity:
- By performing an action that grants enmity to the user, one is incurring enmity.
- By remaining still despite having performed action earlier in the engagement, one has incurred enmity, however their enmity value has not since changed.
With a very straightforward, cumulative enmity system such as this it is not so difficult to imagine an HP/MP regen system that kicks into effect after a certain period of time of having a constant enmity value, and stops once a player's enmity value increases. Such a system would allow for a mage casting in passive mode to constantly be regenerating HP and MP by waiting between casts.
Previous Uses of the Term Incurring Enmity
DoL Stealth Skill
- Once activated, the stealth effect will remain indefinitely.
- However, the effect will wear off if you reuse the action, incur enmity, enter certain areas, or change classes.
- The action is not subject to a recast time.
- Movement speed will be reduced while stealthed.
- The stealth effect nullifies any effects present that grant increased movement speed.
- The action cannot be used when:
- Incurring enmity
- On chocoback
- In certain areas, such as city-states and dungeons
The bolded areas in the above quotes include the term incurring emity being used in the same tense.
In the case of the skill, Stealth, it is quite clear that incurring enmity is referring to getting aggro. If you already have the attention of a mob you cannot activate Stealth. With what we know about the enmity system, gaining aggro from a mob does not give you any numerical enmity. If another player was to come by and do exactly 1 damage on the enemy that has aggroed you, they would gain the enemy's attention and have hate on themselves henceforth.
This is important, because it points out that one can have an enmity value of 0, yet be in a state of incurring enmity.
The same conclusion can be reached by the information given by the information pertaining to the Chocobo Whistle.
With that manner of a definition, things get even more interesting. This implies that incurring enmity isn't necessarily based directly on your numerical enmity value, but rather the state of having the enemy's attention. When applied to the description of the changes to how one regenerates HP/MP it can be concluded that HP/MP regen only does not occur when the mage in a passive stance has a blinking red icon (has the mob's attention/hate), provided they are not at that point using an action.
Furthermore, provided how performing an action is already explicitly given as something that resets HP/MP regen (note the use of reset instead of cease/stop) it would be redundant to suggest they mean to say gaining points of enmity will reset your regen value. Therefore, personally I am leaning towards HP/MP regen being active at all times between actions by a mage in passive mode so long as the mage is not blinking red.[dev1151] The following changes have been made to passive mode HP and MP recovery:
- Players will not automatically recover HP and MP when incurring enmity.
- HP and MP will automatically recover only while the player is stationary, regardless of whether or not he/she is engaged in battle. The amount of HP and MP recovered will increase based on the amount of time a player remains stationary.
- The recovery amount will reset under the following conditions:
- The player is attacked
- The player moves or performs an action
I hope with that wall of text I was able to explain my reasoning effectively, and at least allow you to see the viable probability that mages very well may be regenerating MP quite often during party battle content.
Last edited by NoctisUmbra; 10-03-2011 at 01:25 AM. Reason: some double negatives needed to be fixed ><



^ Edited in a paragraph (second to last) in case anyone missed it.
My apologies, I thought I had that in there already when I posted my response.


I'm gonna guess that if you're anywhere on an enemy's hate list you're simply not going to be able to regen, blinking red or not. I doubt you'll be able to put away your weapon (even if someone in your group grabbed hate off you) and gain MP as long as the enemy(enemies) are alive.
Notice when your party engages an enemy, even if you have the enmity meters set to be displayed... they don't come up unless the enemy aggroed you directly or you perform an action on it. I think if you can see an enmity meter, you can't regen.
We'll see when the patch comes but that's what I'm taking away from this.
I still don't see why they took away the abilty to regen while moving, that's what I don't like!
Last edited by Charismatic; 10-03-2011 at 01:08 AM.
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