Soo... About The Converts Dmg To MP On AF Feet...

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Soo... About the Converts dmg to MP on AF feet...
 Ragnarok.Martel
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By Ragnarok.Martel 2025-06-14 18:41:28
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It was pointed out to me recently that the new description on the +4 Artifact feet says:
Quote:
Converts 10% of Phys. dam. taken while blocking to MP
Excuse me? "While Blocking"?

The EN description of Reverence Leggings +3 simply says:
Quote:
Converts 10% of damage taken to MP
No mention of blocking being required... Is this a new thing? Is it another one of SE's ridiculous localization mistakes? We've seen a lot of them recently... If it is correct on the +4... do the +3 feet also require blocks?

So, I went and tested the +3 feet. Countered PLD's auto-refresh using a stage 2 prime wep(Greatsword, since I upgraded both Sword and shield, already), and let a mob slap me around... No MP recovery at all. Taking 100~ dmg hits. Nada.

Rearranged my gear a bit so I could counter my auto-refresh while still wearing a shield and tried blocking. I have a little function to report any MP changes in chat, I made for previous testing back when.

And a text/log version for when the image hosting inevitably fails one day.
Can match the hits to the MP message via timestamps. Not that it's hard to tell. You can see that during the unblocked hits.. nothing. Blocked hits, MP.

So... As the new description on the +4 says.. Only works on blocked hits. Which extends to the +3 version as well. And based on some digging around, I don't think this is new. Well, unless they recently updated the JP text for the +3 and +2 then updated JPwiki... Not sure how to check page history on JPwiki so I can't be certain.

The JPwiki page for AF feet+3 says:
Quote:
盾発動時に被物理ダメージの10%をMPに変換
Run through google translate that's:
Quote:
When the shield is activated, 10% of physical damage taken is converted into MP.
So.. it's pretty likely that it's always been like this. We've just been the long term victims of more poor localization. And... no one appears to have noticed on the EN side. I certainly didn't. And I've actually tested converts dmg to MP stuff before, on PLD even. Didn't notice. <,<;

On the bright side... I don't use AF feet much anyway. And even with the upgrade to +4, I don't think I'd be likely to use them anymore often regardless of this discovery.
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 Lakshmi.Byrth
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By Lakshmi.Byrth 2025-06-16 06:01:34
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Do they stack with Ochain? It would be kind of funny if they didn't.

Restoring MP on shield block makes vibe-sense, but when shield blocks result in single digit damage (a lot of the time), zee booties, zey do nahtheeng. They should have made it 1MP per block or something.
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By Felgarr 2025-06-16 06:44:35
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Lakshmi.Byrth said: »
Do they stack with Ochain? It would be kind of funny if they didn't.

Restoring MP on shield block makes vibe-sense, but when shield blocks result in single digit damage (a lot of the time), zee booties, zey do nahtheeng. They should have made it 1MP per block or something.

If we had to index on using the feet to their full potential, what's the best way to maximize MP returned? Would this gear set have: maximum block rate (Shield Skill, Block chance, etc) and zero Damage Taken Minus? ...(or perhaps even Damage Taken Plus)?

(Also, yes, does it stake with Ochain?)
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By Shichishito 2025-06-16 06:53:43
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I'd say as compensation the english client side from now on gets the effect as "Converts 10% of damage taken to MP" while the japanese client can stick to their "Converts 10% of Phys. dam. taken while blocking to MP" version?
 Lakshmi.Byrth
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By Lakshmi.Byrth 2025-06-16 07:50:31
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I think there's kind of no reason to maximize MP returned at the cost of damage taken with these shoes. Cure IV restores ~1200 HP with Majesty and costs 88 MP. Without the discrete/rounding problem, that means you'd get 120 MP back when you take 1200 damage and be able to endlessly heal yourself (and any party members in range.)

So rounding up instead of down would have been another acceptable solution if they wanted to keep things in the HP <> MP exchange space.
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By Ragnarok.Martel 2025-06-16 10:00:39
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Lakshmi.Byrth said: »
Do they stack with Ochain? It would be kind of funny if they didn't.

Restoring MP on shield block makes vibe-sense, but when shield blocks result in single digit damage (a lot of the time), zee booties, zey do nahtheeng. They should have made it 1MP per block or something.
So, not surprisingly, the feet do stack with Ochain, and additively into the same term.

The interesting thing though is that while looking at some max converts dmg to MP hits, I noticed I was getting 1 MP less than expected sometimes.

As an example, with 63% converts dmg to MP, on a 61 dmg hit, I got 37 MP.

61*0.63=38.43 floored to 38.

Should have got 38, but I got 37. However, if you factor Block converts and regular converts separately, then add the results together it works out.

Block convert:
Ochain(99):35%
AF feet+3:10%
Total:45%

Regular convert:
Empy head+3: 8%
Rudianos cape: 5%
Ethereal earring: 3%
Flume belt+1:2%
Total: 18%

61*0.45=27.45 floored to 27
61*0.18=10.98 floored to 10.
27+10=37. Which matches the observed MP recovery.

Honestly this is not great, cause it's making the flooring loss even worse.

I also went and got a few more samples just to be sure.
So, data.
All samples matched the separate term method.

TLDR: "Block converts dmg to MP", and "Converts dmg to MP" are different terms calculated separately.
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By Felgarr 2025-06-19 10:03:27
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Lakshmi.Byrth said: »
I think there's kind of no reason to maximize MP returned at the cost of damage taken with these shoes. Cure IV restores ~1200 HP with Majesty and costs 88 MP. Without the discrete/rounding problem, that means you'd get 120 MP back when you take 1200 damage and be able to endlessly heal yourself (and any party members in range.)

So rounding up instead of down would have been another acceptable solution if they wanted to keep things in the HP <> MP exchange space.

I understand what you're saying, but the sake of theory crafting. Let's say we did make this trade-off: Maximum MP return on blocked Damage with no Damage Taken gear.

What else about Paladin could benefit (no matter how marginal or ridiculous) in this situation?

In May 2021, Reprisal used to have a damage cap that would result in it wearing before the buff duration timer. This has since been eliminated ...but does the Reprisal still have a Damage Dealth cap?

Aside from Reprisal and Damage Dealt due to blocking, what else can we do to take advantage of this situation?

Is there a unique subjob choice that might benefit from PLD taking increased damage?

FYI: I'm not desperate or eager to make this work per se and I can't imagine the returned Reprisal damage to be too noteworthy ...but I am interested to put our collective minds together to see what might provide a novel, niche benefit, no matter how marginal or speculative.

Also, yes, I've already considered Homepoint Warp speed +1000%. :)
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By Nariont 2025-06-19 10:15:39
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its a catch 22 really, you take more dmg to get mp back to likely use cures on yourself because now you're taking more damage to get more MP.

imo should be viewing it as the equivalent if a refresh 1~3 piece depending on speed of enemy swings/how much dmg you take from blocked hits that can occasionally spike from a TP move being used
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By Ragnarok.Martel 2025-06-19 15:41:13
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Felgarr said: »
In May 2021, Reprisal used to have a damage cap that would result in it wearing before the buff duration timer. This has since been eliminated ...but does the Reprisal still have a Damage Dealth cap?
No. As you've stated, the thing that cap did was make reprisal wear off. It doesn't wear anymore for dealing too much spikes damage. What are you expecting it to do now? Just suddenly start doing 0 spikes damage?

Anyway, I've played around with maximizing spikes damage, and in some of those experiments I was doing 1k+ dmg per spike on a large group of mobs. I killed a pull of apex mobs with just spikes(took freaking forever though. Not worth.) <,<; The cap is gone, and doesn't exist in some new form. Reprisal spikes just aren't powerful enough to need some sort of limitation that way.

The real issue with how the feet really work is that it gives them every MP convert related problem that Ochain has. Blocked hits often hitting for 0. Having to choose between reducing mob TP gain via 0 dmg hits, and getting MP. And the feet don't work on non-phyiscal or unblockable damage sources. So magic/breath attacks, ranged attacks, and the occasional 1k needles type attack.

The only other reason I can think of to try to take more damage, would be using converts dmg to TP gear for Aminon. But that has nothing to do with the AF feet, since they won't convert MP on magical hits. -_-; And you'd probably just use Arke feet anyway for a little bit more converts dmg to TP.
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