1
Forum Settings
       
Reply To Thread

bother with HP using /SCH?Follow

#1 May 24 2009 at 10:00 PM Rating: Good
Well I could

a) think about it
b) think about it again when i'm sober tomorrow
c) ask anyways

y'all bother with max HP gear? it seems like a little bit of a wasted effort, even with spellcast doing it for me.. I mean it's no Light Staff in terms of night-and-day usefulness, maybe just keep it in the back of my mind when deciding on Idle build? I'm siding with Intensifying over Blue (since I have it from RDM Convert anyways, inventory +1)... maybe more importantly avoiding HP-MP+ gear (Ether Ring comes to mind).

i've had a few so i'll leave it at that, go ahead and tell me the various conclusions you've drawn in terms of maximizing subl{Tab Key} so that I/TheRoyalWe may gain from your love.

PS fishing skillup +0.1 ^^ /rock on

PPS it's almost swimsuit season, drop and give me 20

good night new hampshire
____________________________
There are two kinds of people in FFXI, those doing the laughing and those who don't know what's funny.
#2 May 24 2009 at 10:47 PM Rating: Decent
Edited by bsphil
******
21,708 posts
Use Cheviot over either of them for the DMG- to idle in. Everyone should have a DMG- build anyway.
____________________________
His Excellency Aethien wrote:
Almalieque wrote:
If no one debated with me, then I wouldn't post here anymore.
Take the hint guys, please take the hint.
gbaji wrote:
I'm not getting my news from anywhere Joph.
Stylish plugin for Firefox | ZAM/Allakhazam Widescreen/ad-free Stylish theme
#3 May 24 2009 at 10:47 PM Rating: Decent
Silent But Deadly
*****
19,999 posts
Moderately incoherent with no misspellings. 6/10.

To answer the question: increases in HP are less important than almost everything. If you have two pieces to choose from, one of which is "Converts X HP to MP" and one is "MP+X" (same X in both), with the same or substantially similar stats otherwise, go with the latter. Otherwise, go with whichever piece is more useful in the situation you're currently in (if you're resting, don't prioritize HP+ over hMP+, for example).
____________________________
SUPER BANNED FOR FAILING TO POST 20K IN A TIMELY MANNER
#4 May 24 2009 at 11:11 PM Rating: Decent
Scholar
**
445 posts
I idle in 1000 HP. That's generally enough for me to escape a terrible fate, so long as I bring my physical kit along. I once tanked Proto-Omega with my face long enough for him to decide to Colossal Blow me and wipe my hate.
#5 May 25 2009 at 4:00 AM Rating: Decent
Jack of All Trades
******
28,688 posts
No, I don't use a HP setup, but I also don't pile on loads of -HP/+MP gear like I see many other mages do. In fact, the only HP reducing gear I can think of that I still wear on my RDM and WHM are my rings; namely Serket and Ether. That's mainly because my Convert ratio on RDM was still more heavily weighted towards HP (I'm a Hume) and the rings helped balance it out, but it's also because I did not pick a Tamas, and other MP rings that do not reduce HP are generally unremarkable. I'm still sitting at 4-digit HP on both jobs anyways so I'm satisfied.

I am always amused when I see a Taru strutting around in loads of Zenith, it's a wonder that sudden gusts of wind don't manage to kill them.

Quote:
Use Cheviot over either of them for the DMG- to idle in. Everyone should have a DMG- build anyway.


Most mages I see don't even bother to bring an earth staff around. This makes me sad.

Edited, May 25th 2009 8:01am by Fynlar
#6 May 25 2009 at 5:35 AM Rating: Good
Scholar
**
287 posts
Fynlar wrote:
...and other MP rings that do not reduce HP are generally unremarkable.


Star/Celestial Ring comes to mind as an exception, if you can afford the price tag or get lucky on ANNM to get a Star Sapphire to have one synthed. You don't get quite as much MP as you do from Vivian/Vilma/Serket/Ether, but you do get a nice bonus to MND stat.

Edit: I wouldn't worry so much about +HP gear as much as reducing the amount of HP-MP convert gear you wear, but this doesn't apply for /SCH only. No matter what your support job choice is, your Devotion and Martyr will both benefit from having a higher base HP pool to work with. If you're a Galka/Elvaan WHM, then there shouldn't be a problem, but for races like Tarutaru it's best to avoid HP-MP convert gear except for gear that offers substantial gains elsewhere, such as Morgana's Choker.

Edited, May 25th 2009 7:40am by Kaetara
____________________________
Name: Kaetara Sagitta Race: Seeker of the Sun Miqo'te Nation: Limsa Lominsa
DoW/M: 50THM 50SEN 48CON 27ARC
DoL: 13BOT
DoH: 15WVR 12TAN


Besaid Server
#7 May 25 2009 at 6:02 AM Rating: Good
**
956 posts
The only pieces with any amount of -HP that I carry are my Faerie Hairpin, and an Ether ring. Both are swapped out after the MP is gone, so I never have them on me for long. My Max MP setup is at 1040HP 1211MP.

As for actually gearing for +HP, I sometimes do it. I usually just swap pieces I carry anyways (Like Goliard Saio, Yigit Body, C.Mitts +1). Mostly I do it while charging sublimation before a big event, or when I want my devo to be big enough. It puts me over 300MP in both devo and subli, so it's something to consider.

____________________________
It is better wither to be silent, or to say things of more value than silence. Sooner throw a pearl at hazard than an idle or useless word; and do not say a little in many words, but a great deal in a few.
- Pythagoras
#8 May 25 2009 at 12:57 PM Rating: Decent
Avatar
***
2,580 posts
Quote:
but it's also because I did not pick a Tamas, and other MP rings that do not reduce HP are generally unremarkable.


Trooper's and Aqua are unremarkable?
____________________________
Blog http://eldelphia.wordpress.com
#9 May 25 2009 at 4:02 PM Rating: Good
Jack of All Trades
******
28,688 posts
Quote:
Star/Celestial Ring comes to mind as an exception, if you can afford the price tag or get lucky on ANNM to get a Star Sapphire to have one synthed. You don't get quite as much MP as you do from Vivian/Vilma/Serket/Ether, but you do get a nice bonus to MND stat.


Yeah, I never find these on AH, and whenever they have sold it's been for ridiculous prices >_>

To me the drawing factor of these rings is the +1 hMP, though.


Quote:
Trooper's and Aqua are unremarkable?


but it's also because I did not pick a Tamas, and other MP rings that do not reduce HP are generally unremarkable.
#10 May 26 2009 at 7:39 AM Rating: Good
Sage
***
1,807 posts
Keep in mind that enmity lost due to damage taken scales inversely with max HP. This means that a mob's intent to do damage (due to an enmity difference between you and the next target on his list) can be expressed as a percentage of the target's life. A mob angry enough to knock off 110% of your life will do so whether you have 600 HP or 1200 HP. Starting from higher HP might buy you some time for your tank to close the enmity gap, or your VE to decay just enough, but it also might work to your disadvantage.

For example, a mob intent on doing 70% damage to a person with 1000 HP, that hits for ~750, will hit once. If that person has 1100 HP instead, he'll get hit twice and killed, unless the enmity gap is closed in the mean time (which it very well might be). Damage reduction gear can have a similar effect. Of course, that doesn't mean not to use it - just be aware of all the consequences.

On the other hand, putting on +HP just before getting hit will increase the odds that you'll be getting hit again, with the only benefit being that your tank can cure you for more HP and thus gain more enmity.

I think that's all a bit off from the OP's question though... sublimation specifically I do not use max HP gear for. You'd pretty much have to full-time the gear, or otherwise time when it would matter. Not really worth it unless you're saving up ahead of a big fight, and then you'll need to switch back to your max MP gear and finish resting anyhow. I DO carry some +HP gear for devotion, however.
____________________________
VxSote: "He Who Stands in Smoking Crater"
BLM, WHM, RNG, RDM, SCH, NIN 99 -- Fenrir (Unicorn) -- Gold 100+, Synergy 80, all subs 60+.
Another Look at Conserve MP
Leader, Screwdriver Dynamis Linkshell
#11 May 26 2009 at 10:15 AM Rating: Good
Scholar
***
2,228 posts
Hp is not Just for Subbing Sch, its also useful for Devo/matyr. No, you won't full time HP gear for these, but its useful to have for these.

I think i have 3 pieces of gear that are Hp to Mp Gear, they are Blue Cape, Peace ring and Serene Ring. Which total 40 HP to Mp.

I didn't get Zenith, i don't want Zenith. For the exact reason Fy said, i don't need slight breezes to kill me also XD.

My brother is a Perfect Example of the HP to Mp fool tho :/ As a Smn he has about 530 Hp -_- and when he is weakened he has 1 HP XD

Basically if you are rarely at full Mp, some Hp gear to boost Sublimation is not a bad idea. If you are full a lot of the time, maybe not so much then.
____________________________
Chocobo Status: Retired Green, Black, Red, Yellow

Dmhlucky Tarutaru
Whm/Blm/Rdm/Mnk/Thf/Pld/Blu/Smn/Dnc/Pup/Bst/Drg 99, War 91, Brd/Sch/Sam/Nin/Cor/Drk/Rng 60, Geo 15, Run 10

Alch 72+1, Cook 66, CC 61+1, Wood 61, Synergy 56, Bone 54, Leather 51, Gold 49, Smithing 45, Fish 15

http://ffxi.allakhazam.com/profile.xml?143946
FFXIV Signature
#12 May 26 2009 at 1:45 PM Rating: Good
**
956 posts
Quote:
A mob angry enough to knock off 110% of your life will do so whether you have 600 HP or 1200 HP. Starting from higher HP might buy you some time for your tank to close the enmity gap, or your VE to decay just enough, but it also might work to your disadvantage.


This is misleading. The probability of being on the exact sweet spot on a mob that can actually kill you should you require a second shot should account for about .01% of all situations.

Just to work on your example. For a mob to hit you for 750 damage at 1000HP and still want to kill you: you'd need a difference of 1350CE with the same VE. At 1100HP you'd need 1227CE. This is a difference of 123CE.

Your mob is hitting for 750, so we can asume it is a HNM with tanks. Since almost all tanks can cap VE easily, this gives us around 10,000 and 18649 total enmity to play with where the 123 enmity sweetspot can be. This should account for .01% and .006% for your particular example.

So I'm going to go ahead and say that having more HP will work in your advantage 99.9% of the time.

____________________________
It is better wither to be silent, or to say things of more value than silence. Sooner throw a pearl at hazard than an idle or useless word; and do not say a little in many words, but a great deal in a few.
- Pythagoras
#13 May 26 2009 at 2:28 PM Rating: Good
Sage
***
1,807 posts
Drakonite wrote:
Quote:
but it also might work to your disadvantage.


This is misleading. The probability of being on the exact sweet spot on a mob that can actually kill you should you require a second shot should account for about .01% of all situations.

[snip]

So I'm going to go ahead and say that having more HP will work in your advantage 99.9% of the time.


While I suppose I could have given a more explicit indication that the adverse condition is rare, I don't think what I said was particularly "misleading". In any case, I do agree that the sweet spot is relatively small.

On the other hand, I don't believe that your characterization is completely accurate, either. Most of the time, a WHM shouldn't be pulling hate, and the discussion is irrelevant. But we're talking about the times where the tank got clobbered or the WHM got cure-happy, or whatever, and the majority of the enmity difference has already been burned. If you look at the enmity sweet spot with respect to the enmity gap alone, 10% chance would be a more fair characterization. Of course, that will vary by the relative +HP % that is applied.

Btw, even considering the total enmity involved, you've misplaced the decimal in your estimate by a couple orders of magnitude.

The other point of contention I have is the implicit assertion that if having more HP won't hurt you, it will help you. In reality, most of the time it won't matter one way or the other. It might buy you more time and save you that way. It might prevent you from getting killed by any number of hits that would satisfy an enmity gap worth less than 100% of your life. But those situations are also involve a sweet spot, and are not going to make up the majority of encounters, and certainly not 99.9%

The scenarios are moderately complicated, and to calculate truly meaningful odds of being in one sweet spot versus another would take a lot more work than I suspect either one of us is willing to get into. But like I said, I'm not saying don't use +HP gear... only that it *could*, in the uncommon case, hurt you.

Edited, May 26th 2009 6:29pm by VxSote
____________________________
VxSote: "He Who Stands in Smoking Crater"
BLM, WHM, RNG, RDM, SCH, NIN 99 -- Fenrir (Unicorn) -- Gold 100+, Synergy 80, all subs 60+.
Another Look at Conserve MP
Leader, Screwdriver Dynamis Linkshell
#14 May 26 2009 at 6:31 PM Rating: Good
**
956 posts
Quote:
But we're talking about the times where the tank got clobbered or the WHM got cure-happy, or whatever, and the majority of the enmity difference has already been burned.


Well, the thing is that; you used 750 damage in your example. Just to give you an idea, AV hits me for less than that.
I can't quite come up in any scenario where the WHM would have a 1350CE on top of anyone that doesn't involves some funky workings. I really can't. The closest thing I came up with involves the WHM actually trying to tank.

And yes, I think I borked something up there, forgot to multiply by 100. My mistake.
It only improves the odds to 1% and .6% respectively; tho.

Quote:
But those situations are also involve a sweet spot, and are not going to make up the majority of encounters, and certainly not 99.9%


I didn't say they would change the outcome, I said they would have a positive effect. Even if this positive effect amounts to nothing.

And contrary to calculating sweetspots, calculating the added survivability of HP is fairly simple.
Going from 1000 to 1100HP is pretty much a 10% boost in your chances of survival from the everything. It doesn't get any more simpler than that.
Even adding that 1% chance of backfire, it would amount to 9.99%, which is still pretty much 10%.



Edited, May 26th 2009 9:32pm by Drakonite
____________________________
It is better wither to be silent, or to say things of more value than silence. Sooner throw a pearl at hazard than an idle or useless word; and do not say a little in many words, but a great deal in a few.
- Pythagoras
#15 May 27 2009 at 12:16 AM Rating: Decent
*
96 posts
People are surprised with my WHMs HP and MP. 1061 HP, 1092 MP (as /SCH). So many WHM I know focus so much on having as much convert hp to mp gear as they can get. Personally I don't see why. I've seen many hume WHMs running around with 700/800 hp (my SMN has more HP than that..), and 1100+ mp.

I try to keep my WHM as balanced as possible. I do use Intensifying Cape unless I'm enfeebling something or I'm using Cure V. Use Walahra Turban instead of Zenith Crown. And I have Dryad Staff. Those 3 things are what give me such a big boost in both HP and MP.
____________________________
Server: Shiva
Mithra: Aaralyn
Three nations: Rank 10
75 WHM, SMN, BLM, RDM, PLD, DNC
ROZ: Awakening
COP: Dawn
TOAU: Nashmeira's Plea
WOTG: In the Name of the Father
#16 May 27 2009 at 3:37 AM Rating: Decent
Jack of All Trades
******
28,688 posts
Quote:
People are surprised with my WHMs HP and MP. 1061 HP, 1092 MP (as /SCH). So many WHM I know focus so much on having as much convert hp to mp gear as they can get. Personally I don't see why. I've seen many hume WHMs running around with 700/800 hp (my SMN has more HP than that..), and 1100+ mp.

I try to keep my WHM as balanced as possible. I do use Intensifying Cape unless I'm enfeebling something or I'm using Cure V. Use Walahra Turban instead of Zenith Crown. And I have Dryad Staff. Those 3 things are what give me such a big boost in both HP and MP.


Yeah, I like being able to see 4 digits on HP and MP for some reason >_>

I don't get the people who go all out max MP at high levels. Those are the levels where max MP should matter the least, because you should be relying on MP regeneration and various sources of Refresh, not your max MP, to see you through. It's only really justified for RDM, and only to achieve a 1:1 Convert ratio (depending on race and merits, different amounts of effort are required as far as gear goes)
#17 May 27 2009 at 7:49 AM Rating: Good
****
4,152 posts
Just wanted to also point out that HP gives diminishing returns on Sublimation. Very very quickly diminishing.

The thing is, while larger max HP gives you a larger number on Sublimation, it also takes longer to charge it. What it really comes down to is 2 MP per tick no matter what your HP is. The difference is that with twice as much HP, you only need to use Sublimation half as often. Each time you use Sublimation, it's a 30-second cooldown before you can start charging your next one. So if you have double the HP, you will have half as much time WITHOUT Sublimation charging.

Here are some numbers to illustrate what I'm getting at:

600 HP = 150 MP Sublimation = 250 sec charge time = 32.143 MP per minute
800 HP = 200 MP Sublimation = 333 sec charge time = 33.028 MP per minute
1000 HP = 250 MP Sublimation = 417 sec charge time = 33.582 MP per minute
1200 HP = 300 MP Sublimation = 500 sec charge time = 33.962 MP per minute
1400 HP = 350 MP Sublimation = 583 sec charge time = 34.239 MP per minute

Those MP per minute numbers account for the 30 second cooldown after using it where you aren't gaining 2 mp per tick, thus the slight difference in efficiency. Starting to see how small of a difference HP actually makes on Sublimation? The largest benefit to a large HP pool is when you are buffing up a Sublimation before an event even starts, for example in Einherjar or Dynamis or other events where buffs don't wear upon entry. In situations like these, it's extremely valuable to have a specific HP build (this can also be useful for Devotion as well). Your normal standing set doesn't need to have particularly high HP, although for survivability's sake it's never a bad idea to have a good bit on hand.

Edited, Jun 1st 2009 10:47pm by Pergatory
____________________________
Pergatory (Asura, Kupo LS) WHM99 ~ SMN99 ~ DRK99
"If you want to know me, look inside your heart." -Lao Tzu
#18 May 27 2009 at 8:58 AM Rating: Default
Scholar
*
60 posts
+Hp will not doing anything for Sublimation. The only thing you need to make sure of is that your trading "-HP +MP) gear for "Converts <x> MP to HP" -hp will lower Sublimation values where converts HP will not effect it.
____________________________
Sayzar:DRK75/WHM75/NIN75/SCH75/SMN71/BLU48/RDM45/SAM45/THF43/BST41/BLM41/WAR37/DNC37/RNG22/BRD13/MNK11/PUP11/COR8
Clothcraft: 82.1+2
Record Spiral Hell: 4128 Record Guillotine: 5666 Record Spinning Slash: 1824
Record Ground Strike: 1545 {Fear} {Dark Knight} {Power}
#19 May 27 2009 at 9:03 AM Rating: Decent
Jack of All Trades
******
28,688 posts
Yeah, that's a reason why I don't see much of a point in Max Sublimation merits for SCH. The only real point of it (and +HP for Sublimation purposes) would be to be able to store a bigger charge prior to a big fight. Which is occasionally useful, but for continuous Sublimation on/off usage, it's really not doing much for you. No matter how big your potential max pool is, you're still converting HP to MP at mostly the same rate.
#20 May 27 2009 at 11:13 AM Rating: Good
Sage
***
3,547 posts
This is a very interesting topic. I had a good idea about how enmity worked, but some of this math was quite beyond my knowledge. Good show.

Slightly on topic, my WHM HP is at about 1000 right now, which is a number I'm pretty happy with. High enough to survive most direct assaults and Martyr/Devotion/Sublimation/Misery reward having high HP on WHM these days. The only piece of convert gear I still use is an ether ring, and that's only not a serket because WHM is the only job I'd use it on and I simply don't play WHM enough.

For tarus, having HP gear might actually be worthwhile. Abilities aside, I've always stated that losing a WHM in a hard fight is one of the worst blows that can be dealt to a group, and running around with 600- max HP is simply negligent, no matter how much MP you have or how cool that latent effect ring is.
____________________________
http://ereblog.livejournal.com/
Erecia and Ereblog are BACK, baby!
#21 May 27 2009 at 12:13 PM Rating: Good
**
956 posts
I've actually stated in numerous threads that all WHM's should aspire to have at least over 900 HP. 950 is better, and over 1k is perfect.

For most races, this only implies not going overboard with -HP, but for Tarus it actually implies that they have to go off their way to get +HP, even as far as getting HP merits.

Taru WHM/SCH start with 815HP. Raptor Strap +1 adds 15, Intensifying or Walhara adds 30. That puts them at 900HP on the dot. Using both puts them at 930, and 8HP merits put them at 1010HP.

I just hoped more tarus would do this. I see too many of them try to improve their survivability by going overboard with -Enmity instead; to the point where it hurts more than it helps.

____________________________
It is better wither to be silent, or to say things of more value than silence. Sooner throw a pearl at hazard than an idle or useless word; and do not say a little in many words, but a great deal in a few.
- Pythagoras
#22 May 27 2009 at 7:05 PM Rating: Good
**
855 posts
I only have some hp+ for some devotions. Ofcourse this doesnt necessarily work to well often in situations where Id like devotion to work really well because I dont have the mp to fully cure myself. It can be fun to play with though.

for sublimation I have like..marduk's gloves..works well enough just the way I am.

____________________________
Name: Daus
Resident of the Kujata server
ZM/CoP/ToAU/Bastok10: Complete
RDM75/whm75/smn75/dnc48/sch45/blm38/37drk/37nin
[http://Daisy7.deviantart.com]

#23 May 28 2009 at 11:26 AM Rating: Good
Sage
***
1,807 posts
Drakonite wrote:
I didn't say they would change the outcome, I said they would have a positive effect. Even if this positive effect amounts to nothing.

And contrary to calculating sweetspots, calculating the added survivability of HP is fairly simple.
Going from 1000 to 1100HP is pretty much a 10% boost in your chances of survival from the everything. It doesn't get any more simpler than that.
Even adding that 1% chance of backfire, it would amount to 9.99%, which is still pretty much 10%.

I'm not really impressed by the notion that no effect = positive effect. Zero was not a positive number the last time I checked. And for that reason, you're comparing two different things here. THAT is misleading. And I think you're still missing my point.

For the sake of further argument, I'm going to exclude all cases where the WHM hasn't taken hate. We can come back and revisit them later, if you'd like, because there is still the possibility of taking damage from AoE. But lets look at one thing at a time, and that one thing is that a WHM has taken hate. By whatever circumstance. Because it does happen.

Also, the exact amount of damage taken per hit isn't critical. It's easier to see with bigger numbers, but the principle still applies. If you increase max HP by X%, you're going to have roughly X% chance of taking an extra hit, minus whatever happens to close the gap before that next swing. And even if normal hits don't worry you too much, there is a chance that extra hit could be a crit or even a double attack. It's risky. Taking an extra hit while you're already low on HP is not generally a good idea.

Meanwhile, let's analyze the idea that increased HP gives increased chances of survival. We already know that the mob is going to remove a minimum percentage of your life. If he's intent on killing you, he's going to do that whether you have 600 max or 2000 max HP. So the times that the HP boost will help you are the times that the mob is NOT intent on killing you, but will likely do so anyhow because he's hitting you hard and the last hit required to meet his goal has a chance of exceeding whatever HP you might have left.

As an example, lets say the mob is hitting for 350 a shot, and wants to do 80% damage to a 1000 HP WHM. That whm is going to get hit 3 times for about 1050 damage. The 1100 HP WHM will get hit 3 times for 1050 as well, but will live to tell about it.

But how often will that really be the case? It's relative to hit size. That 100 HP bonus gives you less than 1/3 chance of surviving the last 350 damage hit. It looks like smaller hits would work in your favor, but that's actually offset by the fact that you'll almost certainly take more of them to begin with.

For example, with a mob hitting for 100 a shot that wants to do 80% damage, both the 1000 and 1100 HP WHMs should live. The 1k WHM will get hit 8 times for 800. The 1.1k WHM will get hit 9 times for 900 damage. Both WHMs end up with the same remaining HP, and are at the same risk of being killed by future damage. The +HP does basically nothing in that case.

The only time that +HP itself is likely to save your live is when the hits are big. But the bigger the hit, the less likely a given HP boost will be enough, and the bigger the risk that an extra hit (if you happen to cause one) will kill you. And the the bigger the +HP, the more likely you are to take that extra hit.

So really, it's not at all simple to determine what the real boost in survival is from +HP. It certainly doesn't hold that a 10% HP increase gives you a 10% better chance of survival, especially when it's clear that it carries a similar risk of getting killed when you would have otherwise lived.

Edited, May 28th 2009 3:26pm by VxSote
____________________________
VxSote: "He Who Stands in Smoking Crater"
BLM, WHM, RNG, RDM, SCH, NIN 99 -- Fenrir (Unicorn) -- Gold 100+, Synergy 80, all subs 60+.
Another Look at Conserve MP
Leader, Screwdriver Dynamis Linkshell
#24 May 30 2009 at 9:48 AM Rating: Good
**
956 posts
Why are you so hell bent on such an irrelevant argument?

Quote:
I'm not really impressed by the notion that no effect = positive effect. Zero was not a positive number the last time I checked. And for that reason, you're comparing two different things here. THAT is misleading. And I think you're still missing my point.


If you care to read what I wrote, it means that it has a positive effect. Added HP will add your to your chances of survival. As anything with chance, it will sometimes help, it will sometimes not. But it is STILL improving your chances.

Quote:
So the times that the HP boost will help you are the times that the mob is NOT intent on killing you


Quite the contrary. If a mob is intent in killing you, then the added HP will be even more crucial: It will buy you time.

Quote:
That 100 HP bonus gives you less than 1/3 chance of surviving the last 350 damage hit.


But it is still improving your chances. Heck, 1/3 chance from 100 hp is even more than my estimate of 10%.


Quote:
It certainly doesn't hold that a 10% HP increase gives you a 10% better chance of survival


Yup, your own calculations show a 33.3% chance per your example.



Even then, you're looking too much into it. If hits are small, then HP buys you time to do something to it (Sleep, cure bomb yourself, switch to -damage taken, and even flash) or whoever is helping you to shake it off.
If hits are large, it just means you are that more likely to survive a single or a double hit.

And again, the situations you describe are on the "Practically impossible" side of things. WHM's don't die because a mob wants to take out 80% of his HP where the WHM happens to be in a 1% sweetspot.
They die because they want to take 2% and do a TPmove, or eat a big AoE on the face, or have an add wailing on them with no one to help. And guess what? HP helps in all of those.

I have certainly never been in the situation where a mob hits me 8 times before someone (Including me) does something about it.
I have been in plenty where I shrug off an AoE with about double digits left, however.

____________________________
It is better wither to be silent, or to say things of more value than silence. Sooner throw a pearl at hazard than an idle or useless word; and do not say a little in many words, but a great deal in a few.
- Pythagoras
#25 May 30 2009 at 11:02 AM Rating: Default
Scholar
***
1,634 posts
lies, damn lies, and the logic in this thread, /cry
____________________________
Dwayna
75WHM 75BLM
94+2 Clothcraft
Lakshmi
#26 May 30 2009 at 4:30 PM Rating: Good
Avatar
***
3,756 posts
Personally, I just don't see the point.

1) Yes, you could pack on some +HP for a bigger Sublimation charge... or you could just rest to full in the obscene amount of +MP gear available to us (and still maintains decent statistics for mages), then swap to your uber gear once the MP bonus are gone.

2) If the party/mob/event is currently happening, there's no way I'm gimping myself with +HP gear for 2 min of charging, just to get 30 more MP from my Sublimation. The +HP gear probably cost you more MP than you gain, via inefficiency because you're wearing cruddy gear.

3) Instead, use the inventory for as much Healing MP gear as you can get your hands on, and gain the MP back in one resting tick.

Personally, I use all three of those tactics. Rest to full in max +hMP gear, swap to max MP set if there's time, rest to full again, stand up, save lives, switch to max stats gear when the bonus MP is gone.

Edit: I do, however, see where Drak is coming from. If you already carry a +HP set (personally, I prefer -damage taken over +HP), then you might as well use it for Sublimation if the situation isn't requiring more cure/buff/debuff efficient gear.

Edited, May 30th 2009 7:40pm by chewzer
____________________________
All Jobs 99... I even have gear for a couple of them!
Lakshmi's First 80/85/90/95 Armageddon ~ World's First 99 Legendary Weapon
Fishing 110+10+Ebisu ~ Cooking 100+7 ~ Alchemy 92 ~ Synergy 80

Fynlar wrote:
Chew is being a lot more level-headed regarding the whole issue, which is strange because he's probably drunk.
This is where I used to link my blog... but then I realized that I'm not very interesting.
#27 Jun 01 2009 at 10:26 PM Rating: Decent
****
4,152 posts
I have to agree with Drak, HP helps survivability a lot. My standing HP is 1124 and I survive pretty much everything. Then again, we may both be biased in that respect.

I will say that it's great being able to do stuff like stand right in AOE range on chariots in Salvage, for example. Gears as well. I abuse the hell out of Cura & Esuna on some mob types. It's great, and anything Cura is effective against won't be strong enough that a nasty chain of events will kill me. Even if it's too strong for me to stand in AOE range and I'm forced to cast from afar, you never know when hate will be upset by someone and get an AOE dropped on top of you even if you're being a good little white mage and not pulling hate. Things can go haywire, that extra buffer is nice.

That's not to say I give a strong preference to HP gear; I'm Elvaan so I can't help it. However, I have over the years slowly tried to improve my HP whenever I saw the chance to do so without much impact on other stats. Back in the RoZ days I was sporting Zenith Crown, Zenith Slacks, Serket Ring, etc. My HP was around 900, I think. It was plenty to do my job, but I certainly do appreciate the survivability boost I've gotten through upgrades since those days. Going from Serket Ring to Star Ring, from Zenith Crown to Marduk's Tiara, etc. I lost very little for the gain in HP, without having to do something as drastic as equipping Gigant or BQR fulltime.
____________________________
Pergatory (Asura, Kupo LS) WHM99 ~ SMN99 ~ DRK99
"If you want to know me, look inside your heart." -Lao Tzu
#28 Jun 02 2009 at 11:41 AM Rating: Good
Sage
***
1,807 posts
Drakonite wrote:
Why are you so hell bent on such an irrelevant argument

Because you keep trying to argue against my point with irrelevancies and bogus comparisons, then asserting your unfounded conclusions as fact. What exactly do you expect from that? Me to ignore your ramblings? Why are you so hell bent on arguing against me?

Drakonite wrote:
Quote:
I'm not really impressed by the notion that no effect = positive effect. Zero was not a positive number the last time I checked. And for that reason, you're comparing two different things here. THAT is misleading. And I think you're still missing my point.


If you care to read what I wrote, it means that it has a positive effect. Added HP will add your to your chances of survival. As anything with chance, it will sometimes help, it will sometimes not. But it is STILL improving your chances.

I read what your wrote, and for you to suggest otherwise is insulting. And no, having no effect is not positive. We're attempting to understand how often +HP is actually beneficial, and compare that to how often it is detrimental, so that we have a better understanding of the overall benefit. When discussing that, you cannot lump all of the times that it has no effect under the beneficial category. Or, I suppose you can, but if you do, I'm also going to include all those times in the detrimental category so that we're still comparing apples to apples.

Further, in order to state that +HP is improving your chances of survival, overall, you have to be able to show that the probability of +HP causing survival when you would have otherwise died is greater than the clearly demonstrable cases where +HP will cause you to DIE when you otherwise would have lived. While I grant that it will be difficult to show that given the number of variables involved, your argument of "no effect is positive therefore I win" is not persuasive.

Drakonite wrote:
Quite the contrary. If a mob is intent in killing you, then the added HP will be even more crucial: It will buy you time.

I believe I said that. Oh yeah, in my first post.
Vxsote wrote:
Starting from higher HP might buy you some time for your tank to close the enmity gap, or your VE to decay just enough
Except that time has limited benefit. Someone might save you, or someone might not. It's a small window, but anything could happen, and I acknowledged that benefit from the very beginning.

Drakonite wrote:
Quote:
That 100 HP bonus gives you less than 1/3 chance of surviving the last 350 damage hit.


But it is still improving your chances. Heck, 1/3 chance from 100 hp is even more than my estimate of 10%.
You're talking about a 10% of any time hate has been pulled. My 1/3 example is a very narrow subset, chosen to illustrate that there are times where HP can hlep you, but in no way represents the full spectrum of having pulled hate. You cannot compare that 1/3 to 10%. Apples and oranges, dude. If you're going to try to use my own examples against me, at least do it right and find a valid point of comparison.

Drakonite wrote:
And again, the situations you describe are on the "Practically impossible" side of things. WHM's don't die because a mob wants to take out 80% of his HP where the WHM happens to be in a 1% sweetspot.
They die because they want to take 2% and do a TPmove, or eat a big AoE on the face, or have an add wailing on them with no one to help. And guess what? HP helps in all of those.

I have seen plenty of WHMs die (including myself) from pulling hate. You say impossible. I say I've been there and done that, so quit telling me something that I know isn't true.

And again, my entire argument, from the very beginning, has been about +HP when you've pulled hate. Yeah, +HP can help when you eat big AoE... so what? Nobody is saying otherwise, but it's entirely outside the scope of the argument. If you want to dispute what I've said, you should stop talking about things that have no relevance.
____________________________
VxSote: "He Who Stands in Smoking Crater"
BLM, WHM, RNG, RDM, SCH, NIN 99 -- Fenrir (Unicorn) -- Gold 100+, Synergy 80, all subs 60+.
Another Look at Conserve MP
Leader, Screwdriver Dynamis Linkshell
#29 Jun 09 2009 at 3:54 PM Rating: Decent
Scholar
***
1,346 posts
I've already swapped out all my -HP gear, and have my ideal gear and I an not at 900 HP.

The extra efficiency you gain from having a larger HP pool for sublimation is very minimal and based on the above posted numbers, the biggest gain is from 600 hp to 800 hp when you move from 32 to 33 mp per minute. It takes the addition of another 400 hp to move from 33 to 34 mp per minute.


As for the side arguments, I haven't followed up with them, nor do I want to get entangled, but suffice to say, my general philosophy is this as a Taru WHM.

no -HP to MP gear
The rest fill itself out.
____________________________
[ffxisig]185131[/ffxisig]

Converse MP Calculations
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 14 All times are in CDT
Anonymous Guests (14)