Post by AKFrost on Dec 15, 2010 13:57:51 GMT -5
MP Recovery depends on several things.
Your job
Your build,
Your ability to notice and click things. (This is relevant because certain combos require you to cast skills back to back. If you can't pull it off, it's not as good).
We have 11 standing MP regens in this game.
Instant Recovery:
Thief Close Combat: Control Breathing + Rhythm of Life
Musician Musical Magic: Transfusion Tune
Dancer Fan Dance: Phantom Fang Fandango
Merchant Trade Secrets: MP Medicine Boost
Item: MP medicines
Regeneration (All self buffs except for Mating Dance, none of them stack with each other):
Shaman Nature Magic: Spring Cleaning
Wizard Spellcasting: Cataclysmic Converter
Doctor Medical Treatment: Inner Magic
Dancer Different Dances: Mating Dance
Item: MP Soups
Pet: Lily Loving Voice
How AGI factors:
Cooldown at 103 agi is reduced by about 30%. This means at 103 agi, all instant recovery spells will be 43% more efficient (1/.7).
Recovery, on the other hand, may or may not be influenced by agi. SC, CC and Mating Dance are affected by AGI because their durations are shorter than their cooldowns. Inner Magic is not because its duration will always be longer than CD.
How WIS factors:
Only Mating Dance cares about wis, because it is a multiplier of your native standing MP regen, which depends on wis.
Also, note there are job proficiencies. a 10% proficiency penalty means the skill will cool 10% slower, cost 10% more HP and MP to activate, and last 10% shorter. Player and Skill Level also matters, but we'll get into that later.
So, while Inner Magic Level 1 costs 70 MP, has a cooldown of 60 Secs, and lasts 360 Seconds on a doctor, it will have a 10% penalty on Shaman, meaning on a shaman (assuming you're level 33+, which is the level needed to get Inner Magic level 1) It will cost 77 MP (70 + 10%), cool in 66 seconds (60 + 10%) and last 324 seconds (360 - 10%).
Another thing to keep in mind is if the skill you sub is gotten at a higher level than your current job's level, there are also penalties (only applicable to self buffs that have duration).
You will not be able to cast a self-buff gained at 11+ levels higher than the level of your current job. At 10 levels below (i.e. you're level 23, while IM is gained at level 33), it will have a 50% penalty. so your inner magic (assuming no job penalty) will last 180 seconds (360 - 50%). If you're on a job with 10% penalty (i.e. Shaman), it will reduce 10% further from the 180 seconds. giving you 162 Seconds ((360 - 50%) - 10%). Every subsequent level will be 5% less penalty, until you're at the level the spell is gained, which there will be none.
For those who's not good at math, I'll spell it out for you.
Note level penalties and job penalties apply for all self-buffs (not targeted buffs like prolong life), not just MP regen. Neither Proficiency nor level penalty will affect the numbers regenerated (i.e. SC level 1 will be 2 more MP per tick regardless), but the amount recovered will be lowered by level penalty.
With that in mind, I'll provide the stats on each skill.
Thief Skills
Control Breathing
Recovers MP
Rhythm of Life
Recovers MP
Shaman Skills
Spring Cleaning
Increase MPR
Wizard Skills
Cataclysmic Converter
Sacrifices HP. Recovers MP and Increases MPR.
Doctor Skills
Inner Magic
Regenerates MP
Musician Skills
Transfusion Tune
MP Recovery
Dancer Skills
Phantom Fang Fandango
Deals Damage and leeches MP.
Mating Dance
Boosts SMPR
Merchant Skills
MP Medicine Boost
Uses an MP Pill to heal the target.
Others
MP Pills
MP Soups
Loving Voice
Unknown
Job Proficiencies
Now, to the recommendations part.
First, I don't make concrete recommendations. It detracts from your playing experience and it's not what I'm here for. Also, note in DOMO almost nothing -doesn't- work (just might be a lot slower). If you're just trying to level to cap in one day, you're looking at the wrong game.
Before we go on, know this:
Everything you do has a trade off, called the opportunity cost. As a self-serving individual, you try to maximize the benefits and minimize the costs of all actions. As someone responsible for your own actions, you should decide for yourself which route is best to go. I will say this again, nothing doesn't work in DOMO, just every decision has a cost. Slowness is a cost, hatred towards a job you "have to play" is a cost, dying is a cost, etc. If you're unwilling to take a cost for the benefit, don't do it. Just don't. Every game costs time and possibly money. You owe it to yourself to not make the experience suck.
Now, the most important thing to consider is the type of job you're playing. If you're fighting mostly by beating things to death or having a pet/friend do the damage, it makes little sense to have superior MP regen. Most of the time it'll just go to waste. My pet muse uses maybe 100 MP per minute. It makes little sense for me to need any more than that, because MP not spent is wasted.
So, if your aspd thief has no major MP problems, you don't need to sub inner, etc.
Second is "does your job have MP regen, and if it does, do you need a sub that has a superior one?" Note the cost of subbing MP regen is you lose a sub skill set, the redundancy of skills (if you took the MP regen in that job too), and job penalties. If the cost of subbing that regen is greater than the benefit it gives, it makes little sense to sub it.
i.e. for my shaman, I have SC on it. But since I also need to heal myself as a solo shaman, i can also consider Inner, which is in the same set as First Aid. On the other hand, I can also heal myself with frog's leg soup, and the superiority of inner over SC may not be better than what croakus has to offer for me, and I may choose to stick with SC.
Lastly, do you enjoy leveling the job the regen is on? Skip if you plan on using your main's MP regen. You're playing the game, not training on the game nor getting played by the game. If you think Control Breathing is a good choice as a sub but the even the idea of being called a thief repulses you, don't play thief and don't get CB. Again, nothing in this game doesn't work. You owe it to yourself not to ruin your playing experience by playing a job that rubs you in the wrong way just to speed up leveling your main by a bit. (Don't get me wrong, if you're willing to bear any difficulty just to level to cap in the littlest time possible, go ahead, but know it's not what domo is designed for.)
Your job
Your build,
Your ability to notice and click things. (This is relevant because certain combos require you to cast skills back to back. If you can't pull it off, it's not as good).
We have 11 standing MP regens in this game.
Instant Recovery:
Thief Close Combat: Control Breathing + Rhythm of Life
Musician Musical Magic: Transfusion Tune
Dancer Fan Dance: Phantom Fang Fandango
Merchant Trade Secrets: MP Medicine Boost
Item: MP medicines
Regeneration (All self buffs except for Mating Dance, none of them stack with each other):
Shaman Nature Magic: Spring Cleaning
Wizard Spellcasting: Cataclysmic Converter
Doctor Medical Treatment: Inner Magic
Dancer Different Dances: Mating Dance
Item: MP Soups
Pet: Lily Loving Voice
How AGI factors:
Cooldown at 103 agi is reduced by about 30%. This means at 103 agi, all instant recovery spells will be 43% more efficient (1/.7).
Recovery, on the other hand, may or may not be influenced by agi. SC, CC and Mating Dance are affected by AGI because their durations are shorter than their cooldowns. Inner Magic is not because its duration will always be longer than CD.
How WIS factors:
Only Mating Dance cares about wis, because it is a multiplier of your native standing MP regen, which depends on wis.
Also, note there are job proficiencies. a 10% proficiency penalty means the skill will cool 10% slower, cost 10% more HP and MP to activate, and last 10% shorter. Player and Skill Level also matters, but we'll get into that later.
So, while Inner Magic Level 1 costs 70 MP, has a cooldown of 60 Secs, and lasts 360 Seconds on a doctor, it will have a 10% penalty on Shaman, meaning on a shaman (assuming you're level 33+, which is the level needed to get Inner Magic level 1) It will cost 77 MP (70 + 10%), cool in 66 seconds (60 + 10%) and last 324 seconds (360 - 10%).
Another thing to keep in mind is if the skill you sub is gotten at a higher level than your current job's level, there are also penalties (only applicable to self buffs that have duration).
You will not be able to cast a self-buff gained at 11+ levels higher than the level of your current job. At 10 levels below (i.e. you're level 23, while IM is gained at level 33), it will have a 50% penalty. so your inner magic (assuming no job penalty) will last 180 seconds (360 - 50%). If you're on a job with 10% penalty (i.e. Shaman), it will reduce 10% further from the 180 seconds. giving you 162 Seconds ((360 - 50%) - 10%). Every subsequent level will be 5% less penalty, until you're at the level the spell is gained, which there will be none.
For those who's not good at math, I'll spell it out for you.
-10 | -9 | -8 | -7 | -6 | -5 | -4 | -3 | -2 | -1 | 0 |
50% | 55% | 60% | 65% | 70% | 75% | 80% | 85% | 90% | 95% | 100% |
Note level penalties and job penalties apply for all self-buffs (not targeted buffs like prolong life), not just MP regen. Neither Proficiency nor level penalty will affect the numbers regenerated (i.e. SC level 1 will be 2 more MP per tick regardless), but the amount recovered will be lowered by level penalty.
With that in mind, I'll provide the stats on each skill.
Thief Skills
Control Breathing
Recovers MP
Prerequisite | Points Required | Weapon Needed | Target |
None | 2 | None | Self |
Spell Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 |
Level Required | 12 | 16 | 20 | 24 | 28 | 32 | 36 | 40 | 44 | 48 | 52 | 56 | 60 | 64 |
Cooldown | 40 | 54 | 77 | 106 | 140 | 185 | 235 | 304 | 380 | 470 | 600 | 600 | 600 | 600 |
MP Recovery | 8 | 16 | 31 | 53 | 84 | 130 | 188 | 274 | 380 | 517 | 705 | 825 | 957 | 1092 |
Rhythm of Life
Recovers MP
Prerequisite | Points Required | Weapon Needed | Target |
Control Breathing Lv. 5 | 2 | None | Self |
Spell Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Level Required | 28 | 32 | 36 | 40 | 44 | 48 | 52 | 56 | 60 | 64 |
Cooldown | 120 | 130 | 140 | 150 | 160 | 170 | 180 | 190 | 200 | 210 |
HP Recovery | 300 | 350 | 420 | 520 | 660 | 850 | 1100 | 1420 | 1820 | 2310 |
MP Recovery | 38 | 48 | 60 | 74 | 90 | 110 | 145 | 172 | 204 | 239 |
Shaman Skills
Spring Cleaning
Increase MPR
Prerequisite | Points Required | Weapon Needed | Target | Cooldown | Duration |
None | 2 | None | Self | 240 | 180 |
Spell Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 |
Level Required | 14 | 18 | 22 | 26 | 30 | 34 | 38 | 42 | 46 | 50 | 54 | 58 | 62 |
MPR Boost | 2 | 3 | 4 | 5 | 6 | 7 | 9 | 11 | 13 | 16 | 19 | 22 | 25 |
Wizard Skills
Cataclysmic Converter
Sacrifices HP. Recovers MP and Increases MPR.
Prerequisite | Points Required | Weapon Needed | Target | Cooldown | Duration |
None | 2 | None | Self | 180 | 120 |
Spell Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 |
Level Required | 24 | 28 | 32 | 36 | 40 | 44 | 48 | 52 | 56 | 60 | 64 |
HP Cost | 360 | 450 | 540 | 630 | 810 | 990 | 1170 | 1440 | 1710 | 1980 | 2250 |
Recovers MP | 40 | 50 | 60 | 70 | 90 | 110 | 130 | 160 | 190 | 220 | 250 |
MPR Boost | 4 | 5 | 6 | 7 | 9 | 11 | 13 | 16 | 19 | 22 | 25 |
Doctor Skills
Inner Magic
Regenerates MP
Prerequisite | Points Required | Weapon Needed | Target | Cooldown | Duration |
Regeneration Lv. 6 | 2 | None | Self | 60 | 360 |
Spell Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
Level Required | 33 | 37 | 41 | 45 | 49 | 53 | 57 | 61 | 65 |
MP Cost | 70 | 90 | 110 | 130 | 160 | 190 | 220 | 250 | 290 |
MPR | 7 | 9 | 11 | 13 | 16 | 19 | 22 | 25 | 29 |
Musician Skills
Transfusion Tune
MP Recovery
Points Required | Weapon Needed | Target | MP Cost | Cooldown |
2 | Instrument | Single Team Member | 10 | 75 |
Spell Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 9 |
Level Required | 29 | 33 | 37 | 41 | 45 | 49 | 53 | 57 | 61 | 65 |
Mystic Mantra Level Required | 5 | 6 | 7 | 8 | 9 | 10 | 0 | 0 | 0 | 0 |
HP Cost | 600 | 800 | 1054 | 1368 | 1748 | 2200 | 2730 | 3344 | 4048 | 4848 |
MP Recovered | 100 | 125 | 155 | 190 | 230 | 275 | 325 | 380 | 440 | 505 |
Dancer Skills
Phantom Fang Fandango
Deals Damage and leeches MP.
Prerequisite | Points Required | Weapon Needed | Target | Cooldown |
Fleecing Fan Lv. 5 | 2 | Fan | Single Enemy | 45 |
Spell Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Level Required | 27 | 31 | 35 | 39 | 43 | 47 | 51 | 55 | 59 | 63 |
MP Cost | 12 | 15 | 18 | 22 | 27 | 32 | 38 | 45 | 52 | 60 |
MP Recovery | 39 | 49 | 60 | 72 | 86 | 102 | 121 | 143 | 169 | 199 |
Mating Dance
Boosts SMPR
Prerequisite | Points Required | Weapon Needed | Target | Cooldown | Duration |
Hypnotic Hoedown Lv. 4 | 2 | None | Single Teammate | 150 | 300 |
Spell Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Level Required | 25 | 29 | 33 | 37 | 41 | 45 | 49 | 53 | 57 | 61 |
MP Cost | 60 | 90 | 120 | 150 | 180 | 210 | 240 | 270 | 300 | 330 |
SMPR Boost | 50% | 60% | 70% | 80% | 90% | 100% | 110% | 120% | 130% | 140% |
SMPR Boost | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 |
Merchant Skills
MP Medicine Boost
Uses an MP Pill to heal the target.
Prerequisite | Points Required | Weapon Needed | Target |
None | 2 | None | Single Team Member, Pet, Summoning Egg |
Spell Level | 1 | 2 | 3 | 4 | 5 | 6 |
Level Required | 15 | 25 | 35 | 45 | 55 | 65 |
MP Cost | 6 | 12 | 18 | 24 | 30 | 42 |
Pill Needed | Lesser Parietal Powder | Lesser Temporal Powder | Lesser Occipital Powder | Parietal Powder | Temporal Powder | Occipital Powder |
Cooldown | 60 | 55 | 50 | 45 | 40 | 35 |
MP Recovery | 36 | 72 | 108 | 144 | 180 | 252 |
Others
MP Pills
Cooldown | Duration |
120 | 60 |
Name | Lesser Parietal Powder | Lesser Temporal Powder | Lesser Occipital Powder | Parietal Powder | Temporal Powder | Occipital Powder |
Level Required | 10 | 20 | 30 | 40 | 50 | 60 |
MP Recovery | 24 | 48 | 72 | 96 | 120 | 168 |
MP Soups
Cooldown | Duration |
60 | 60 |
Name | Healing Potion | Ginger Tea | Energizing Tea | Char-Grilled Tea | Mint Tea | Rose Tea |
Level Required | 10 | 20 | 30 | 40 | 50 | 60 |
MP Recovery | 2 | 4 | 6 | 8 | 10 | 12 |
Loving Voice
Unknown
Job Proficiencies
Now, to the recommendations part.
First, I don't make concrete recommendations. It detracts from your playing experience and it's not what I'm here for. Also, note in DOMO almost nothing -doesn't- work (just might be a lot slower). If you're just trying to level to cap in one day, you're looking at the wrong game.
Before we go on, know this:
Everything you do has a trade off, called the opportunity cost. As a self-serving individual, you try to maximize the benefits and minimize the costs of all actions. As someone responsible for your own actions, you should decide for yourself which route is best to go. I will say this again, nothing doesn't work in DOMO, just every decision has a cost. Slowness is a cost, hatred towards a job you "have to play" is a cost, dying is a cost, etc. If you're unwilling to take a cost for the benefit, don't do it. Just don't. Every game costs time and possibly money. You owe it to yourself to not make the experience suck.
Now, the most important thing to consider is the type of job you're playing. If you're fighting mostly by beating things to death or having a pet/friend do the damage, it makes little sense to have superior MP regen. Most of the time it'll just go to waste. My pet muse uses maybe 100 MP per minute. It makes little sense for me to need any more than that, because MP not spent is wasted.
So, if your aspd thief has no major MP problems, you don't need to sub inner, etc.
Second is "does your job have MP regen, and if it does, do you need a sub that has a superior one?" Note the cost of subbing MP regen is you lose a sub skill set, the redundancy of skills (if you took the MP regen in that job too), and job penalties. If the cost of subbing that regen is greater than the benefit it gives, it makes little sense to sub it.
i.e. for my shaman, I have SC on it. But since I also need to heal myself as a solo shaman, i can also consider Inner, which is in the same set as First Aid. On the other hand, I can also heal myself with frog's leg soup, and the superiority of inner over SC may not be better than what croakus has to offer for me, and I may choose to stick with SC.
Lastly, do you enjoy leveling the job the regen is on? Skip if you plan on using your main's MP regen. You're playing the game, not training on the game nor getting played by the game. If you think Control Breathing is a good choice as a sub but the even the idea of being called a thief repulses you, don't play thief and don't get CB. Again, nothing in this game doesn't work. You owe it to yourself not to ruin your playing experience by playing a job that rubs you in the wrong way just to speed up leveling your main by a bit. (Don't get me wrong, if you're willing to bear any difficulty just to level to cap in the littlest time possible, go ahead, but know it's not what domo is designed for.)