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Passive Ability details for Conserve MP  

Jobs/Level:Scholar, lvl 25
Geomancer, lvl 10
Black Mage, lvl 20
MP cost:0
Element:None
Duration:N/A
Reuse:Instant
Cast time:Instant
Target Type:Single
Description:Occasionally reduces spells' MP Cost.

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Question of interest
# Oct 10 2005 at 3:21 PM Rating: Good
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51 posts
If it works on any spell, then it would work on a summoning. Not the most useful theory, but could it effect perpetuation on a tick per tick basis?
RE: Question of interest
# Oct 16 2005 at 5:38 AM Rating: Good
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329 posts
Nope. Conserve MP only affects the INITIAL casting (the summoning from the Magic menu). It doesn't affect perpetuation cost or, most importantly, Blood Pacts (they're classified as Job Abilities).
Conserve Mp + Refresh
# Sep 19 2005 at 1:04 PM Rating: Decent
Right now I am leveling up summoner as a sub for my level 40 to be Refresh Mage, (leveling it simply for the mp boost) But reading about aspir has inpired me to switch my sub at lvl 50 rdm to blm for the gain of mp with aspir. I think it would be fun for conserve mp to activate along with refresh and aspir.
Tests
# Jul 17 2005 at 9:56 PM Rating: Excellent
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2,955 posts
I ran 3 tests. Each one consisted of 100 casts of Warp (100 MP each).

1st Run was on a 40 Blm/Whm.
Out of 100 casts, Conserve MP activated only 19 times (19%).
The lowest MP saved on any one spell was 7. The highest was 50.
The average MP saved out of all the times it activated was 30 (so 30% MP reduction on average).



2nd Run was 69 Rdm/Blm.
Out of 100 casts, Conserve MP activated 34 times (so 34% activation rate)
Lowest MP saved on a given spell was again, 7, and the highest was 50.
Average MP saved out of all the activations was once again, 30%



3rd Run, and where I was really looking to definitely see some improved results was:
69 Rdm/Blm, on Watersday using a Water Ring (Conserve MP +15).
Out of 100 casts, Conserve MP activated 38%.
Once again, a Low/High of 7 and 50% only this time, the average percentage of MP saved was only 28%.






Blm/Whm seemed to give larger MP% saved per cast, but did not kick in as frequently. Rdm/Blm seemed to kick in much more often, but had lower results per spell.


What confused me that with +15 Conserve MP, the results became extremely varied. Slightly higher activation rate, but with a lower MP% saved on average.
For those who have wondered if the -15% MP from the Water Ring is worth it, it seems not to be. Out of 10,000 MP possible for 100 warps, I used 8,965, leaving me with a total savings of roughly 10-11%




One thing that seems to remain a constant with the trait, is that it will never save more than 50% of a spells cost.
conserve MP
# Apr 05 2005 at 11:33 AM Rating: Decent
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315 posts
What i would like to find out is how much the ability "conserve MP+X" (where X is usually between 1-5) does. Alot of BLM armor have these traits and it would be nice knowing how much it really helps.
How's the trait works, part 2...
# Oct 04 2004 at 4:29 PM Rating: Decent
33 posts
Although I am not the programmer that write up the formula, the 87.5% thing seems correct to me. Think about it this way:

50% of the time, the ability kicks in.
When it kicks in, it gives 1% to 50% saving.

In other word, 50% of your mp usage will enjoy no benefit, while the other 50% of your mp usage will enjoy an average of 25% off benefit. so (100%+75%)/2 = 87.5% (the avg of mp usage with converse mp base on my own assumsion) really makes sence to me. And this number "coincidently" matches Jibujabu's number.

Edited, Mon Oct 4 17:31:15 2004
How this Trait works...
# May 23 2004 at 1:57 PM Rating: Excellent
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78 posts
Alright, after extensive testing, I have come up with a theoretical formula for how Conserve MP works.

Using my 25 blm/12 smn, I did 100 casts of Warp (100 mp cost). The different values I got for the mp cost, and the percent of casts which got those mp costs are as follows:
67% - 100 mp
1% - 93 mp
6% - 87 mp
4% - 81 mp
5% - 75 mp
2% - 68 mp
3% - 62 mp
3% - 56 mp
5% - 50 mp
Total: 8754/10000 = 87.54%
It is worth noting that each value besides 100 has approximately the same chance of occuring, with the exception of 93 mp with only 1% out of my 100 casts. Also, each value can be obtained using the following formula:

(x/16) * mp cost
Where x is a random number from 8 to 16, and the final result is rounded down.

Thus, my theory is that Conserve MP works as follows:

There is a 1/3 chance that when you casts a spell, Conserve MP will be triggered.
If Conserve MP is triggered, the cost of the spell will be reduced to an amount in anywhere from (8/16)-(15/16) of the original spell cost, based on increments of 1/16 and rounded down.

In other words, the theoretical average mp cost of spells used with this Job Trait would be:

(2/3)*100% (From times when it isn't triggered
+ (1/3)*(1/8)*(15/16)
+ (1/3)*(1/8)*(14/16)
+ (1/3)*(1/8)*(13/16)
+ (1/3)*(1/8)*(12/16)
+ (1/3)*(1/8)*(11/16)
+ (1/3)*(1/8)*(10/16)
+ (1/3)*(1/8)*(9/16)
+ (1/3)*(1/8)*(8/16)
= 29/32 or 90.625% of the original spell cost.

Edit: In response to some of the previous posts...

Yes, Conserve MP works with any spell. I have yet to find a spell that it doesn't work with.
Also, if your damage is being cut in half it isn't because of this job trait, but because your spell is being partially resisted. This is sometimes referred to as "fizzling" and will happen randomly with a probability based on your INT, the INT of the mob, the mob's resistance to the element on which the spell is based, the day of the week, and any weather effects currently active in your zone. Magic bursts also seem to have a reduced chance of fizzling. Fizzles seem to either do half damage or very little damage depending on how strongly your spell is resisted.

Edited, Sun May 23 19:47:14 2004
RE: How this Trait works...
# Sep 22 2004 at 2:05 PM Rating: Decent
31 posts
I've noticed an even greater ratio of conservation as I have leveled Black Mage. I had one Warp spell that took about 25 MP (hard to tell exactly with Auto-Refresh). Can anyone else verify this?
RE: How this Trait works...
# Jul 17 2004 at 12:26 AM Rating: Default
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144 posts
A mob partialy resisting and cutting damage down is your INT vs mobs MND, and possibly elemental magic level<
RE: How this Trait works...
# Jun 07 2004 at 4:22 AM Rating: Good
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154 posts
thanks, your post inspired me to do a lil research of my own on the effects of haste.

http://ffxi.allakhazam.com/db/spell.html?ffspell=183

found out attack speed is (with or w/o haste) has a simliar pattern.
#Anonymous, Posted: Dec 29 2003 at 10:30 PM, Rating: Sub-Default, (Expand Post) Since newest patch I've seen the spell occasionally cut down the damage I deal to 1/2 of what it's supposed to be, but the cost remained the same. Maybe it's broken?
Need confirmation
# Nov 28 2003 at 2:04 AM Rating: Default
Does it work on any WHM spells? including the cure spells?
Use
# Nov 25 2003 at 10:54 PM Rating: Good
I've noticed it working with Warp and even whm spells. So from what I've experienced it works with all spells that you can cast.

Sometimes when using warp (100 mana cost) it cut the mana cost by over half.

It seems to occur 1/5 of the time from what I've seen during its use.
?
# Nov 08 2003 at 5:20 AM Rating: Decent
Alright, has anyone figured out this passive ability, such as a percent of the time that it works, or what spells it works with?
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