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What is Aran's MP usage per minute?
#1
The reason for me asking is with the new alien socket system I could potentially achieve my goal of having very little Mp usage.
I currently have:
3 per 10 base
14 per 4 on my earring
= 228 Mp per Minute
I'm looking for the per minute Mp usage of OS, OS+FB, and FT at speed 2,3, and 4
And whether or not the soon to be released Nebulite could help me get recover about as much as I use or a little more.
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#2
This is a very strange goal.
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#3
VerrKol Wrote:This is a very strange goal.
I don't think it is. I find that Aran sucks up MP way too fast for the amount that he gets. I burn through mana pots quite fast on Aran.
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#4
Thorr Wrote:I don't think it is. I find that Aran sucks up MP way too fast for the amount that he gets. I burn through mana pots quite fast on Aran.

Let me rephrase, this is a very strange method for optimizing MP usage. I obviously haven't done the math, but it would seem that sacrificing str for mp recovery would be counterproductive to conserving MP.

I'm also at a bit of a loss about why reducing MP pot usage would be a priority. MP potions aren't that expensive.
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#5
VerrKol Wrote:Let me rephrase, this is a very strange method for optimizing MP usage. I obviously haven't done the math, but it would seem that sacrificing str for mp recovery would be counterproductive to conserving MP.

I'm also at a bit of a loss about why reducing MP pot usage would be a priority. MP potions aren't that expensive.

Using the potential system one can already raise their damage a great deal and once we stack potential 2.0 on top of it we will most likely have some leeway with which to add in some utility. For instance the Mp/4 Nebulites only work on accessories leaving My weapon and armor Nebulites for more damage increasing stats, minus the +3 seconds of invincibility top/bottom/overall Nebulite that I want.
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#6
Nomad9375 Wrote:Using the potential system one can already raise their damage a great deal and once we stack potential 2.0 on top of it we will most likely have some leeway with which to add in some utility. For instance the Mp/4 Nebulites only work on accessories leaving My weapon and armor Nebulites for more damage increasing stats, minus the +3 seconds of invincibility top/bottom/overall Nebulite that I want.

So you're already hitting damage cap on whatever mobs/bosses you kill? If you have that kind of funding, why bother saving MP pots? Why not just use a pet with autoMP?

I don't mean to be belligerent; I really just don't see the motivation.
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#7
VerrKol Wrote:So you're already hitting damage cap on whatever mobs/bosses you kill? If you have that kind of funding, why bother saving MP pots? Why not just use a pet with autoMP?

I don't mean to be belligerent; I really just don't see the motivation.

I have no kind of funding, but if these nebulites are a relatively farmable drop I might be able to move up just a little. Also even though I might never Empress it still has a potion cooldown.
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#8
Nomad9375 Wrote:I have no kind of funding, but if these nebulites are a relatively farmable drop I might be able to move up just a little. Also even though I might never Empress it still has a potion cooldown.

OK then. Trust me when I say that MP usage is not an issue at empress. You will be far more concerned about HP and must use elixers because of cool down
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#9
For everywhere aside from potion lock maps just use a Jr Boogie familiar, your MP should stay pretty much full all the time with one of those summoned.
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#10
Mazz Wrote:For everywhere aside from potion lock maps just use a Jr Boogie familiar, your MP should stay pretty much full all the time with one of those summoned.

I am currently resistant to using familiars until I know if their names can be changed.
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#11
Nomad9375 Wrote:I am currently resistant to using familiars until I know if their names can be changed.

When you double click to register then you're able to give them names, if that's what you mean.
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#12
Mazz Wrote:When you double click to register then you're able to give them names, if that's what you mean.

I think he's talking about changing names after you registered them.

Not using familiars because you can't change names? That's a stupid reason, and it's blocking your way to your lower MP consumption plan.
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#13
TrueBlitz Wrote:I think he's talking about changing names after you registered them.

Not using familiars because you can't change names? That's a stupid reason, and it's blocking your way to your lower MP consumption plan.

True.
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#14
Oh, right. I'm not sure if you can change them or not, maybe after the 30 days if up and you have to re-register them? I can't remember for sure. Either way, if you're looking for a way to keep your MP up, Jr Boogie familiar will help a ton.
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#15
Yeah, it does 5% every 5 seconds or so, on my 1800MP Aran that's 90mp which is more than anything else could really add up to.
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#16
Stereo Wrote:Yeah, it does 5% every 5 seconds or so, on my 1800MP Aran that's 90mp which is more than anything else could really add up to.

I thought it was 15% per 10 seconds?
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#17
Actually I believe Jr. Boogie heals 15% MP every time.

Unfortunately, at bosses I usually prefer to have no familiars summoned, because they aggro the mobs. If I do use a familiar, it's a Big Spider or Mutant Ribbon Pig for extra drops.
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#18
Nomad9375 Wrote:The reason for me asking is with the new alien socket system I could potentially achieve my goal of having very little Mp usage.
I currently have:
3 per 10 base
14 per 4 on my earring
= 228 Mp per Minute
I'm looking for the per minute Mp usage of OS, OS+FB, and FT at speed 2,3, and 4
And whether or not the soon to be released Nebulite could help me get recover about as much as I use or a little more.

Overswing's first hit is 420ms the 2nd hit is 660ms and I think it's 540ms for regular attack all at normal 6. Final Toss is 420ms.
Assuming maxed:
1st hit of overswing: 20 MP
2nd hit of overswing: 22 MP
Final Toss: 25 MP

Boostered speeds (faster 2):
overswingDouble: 330ms
overswingTriple: 510ms
Regular attack: 420ms
finalToss: 330ms
 I think
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#19
Mazz Wrote:Oh, right. I'm not sure if you can change them or not, maybe after the 30 days if up and you have to re-register them? I can't remember for sure.

Once registered, Familiar names cannot be changed even if they are reobtained after expiring.
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#20
SaptaZapta Wrote:Actually I believe Jr. Boogie heals 15% MP every time.

Unfortunately, at bosses I usually prefer to have no familiars summoned, because they aggro the mobs. If I do use a familiar, it's a Big Spider or Mutant Ribbon Pig for extra drops.

Familiars don't aggro mobs.
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