Tips and tricks for efficient mining in Rune Factory 4

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Rune Factory 4 is a role-playing video game developed by Neverland Co. and published by Marvelous AQL. It was first released in Japan in 2012 for the Nintendo 3DS, and later released in other regions in 2013 and 2014. The game is part of the popular Rune Factory series, which combines elements of farming simulation and fantasy RPG gameplay. In Rune Factory 4, players take on the role of a protagonist who has lost their memory and finds themselves in the town of Selphia, a small community surrounded by beautiful landscapes and inhabited by interesting characters. The protagonist becomes the prince/princess of Selphia and is tasked with managing the town's affairs, including farming, fishing, and crafting.


Spelling Hint 1: Unlike lose, the word loose is pronounced the way it looks, with the s making a regular s sound.

Therefore, you d be looking at 2180 potency during Waxing Nocturne and a loss of 1170 potency during Waning Nocturne so 2180 potency total for 30 seconds instead of 3595 potency during the same 30 seconds without using Moon Flute, to say nothing of the abilities you learn from primals and reusing Off-guard. I m sure someone else can do the math for Ifrit-Egi and or Garuda-Egi, and if someone does, please don t forget about Rouse boosting the pet s damage by 40 for 20 seconds.

The spell loses potency

The protagonist becomes the prince/princess of Selphia and is tasked with managing the town's affairs, including farming, fishing, and crafting. One of the unique aspects of Rune Factory 4 is the ability to build relationships with the townspeople and even marry one of them. As players interact with the different characters, they can engage in conversations, complete quests, and give them gifts to increase their friendship points.

Thread: Blue Mage DPS Versus Other Casters

So, I thought I'd do some simple math trying to figure out if blue mage really is as weak as people are saying. I figured I'd look at simple, one-minute rotations to have some easier numbers to work with, so I'll list what I omit per job. Keep in mind that all comparisons are at level 50 to be fair.

Black Mage
Against one enemy, you're casting Blizzard III, Thunder III, Fire III, Fire five times, and you repeat this ad infinitum. I'm ignoring all traits and the Astral Fire buff here in terms of alterations to potency, as well as spell speed, and over one minute this comes out to about 5310 potency. I'm sure if we consider things like maximum MP, spell speed, and Astral Fire III, it'll be quite a bit higher, but this'll work as a baseline.

Summoner
Against one enemy, you're casting Miasma thrice, Bio II twice, using Shadow Flare once, and using Fester three times. The rest of the time, you're casting Ruin or Ruin II. Ignoring your primal-egi and traits entirely, this comes out to about 4510 potency. I'm sure someone else can do the math for Ifrit-Egi and/or Garuda-Egi, and if someone does, please don't forget about Rouse boosting the pet's damage by 40% for 20 seconds. With enough spell speed, you may be able to get an extra Ruin or two off as well, but your rotation's pretty simple: Aetherflow and Rouse, Miasma, Bio II (Aetherflow and Rouse can go here as well), Ruin II, Fester, Ruin, Ruin II, Fester, Ruin, Ruin II, Fester, Ruin a bunch more, Miasma as it's about to wear off, Ruin some more, Bio II as it's about to expire, Shadow Flare, and Ruin the rest of the time. We are ignoring traits again.

Red Mage
This can be tricky due to not knowing whether you're casting Jolt and something else from the hip or channelling Veraero and Verthunder alongside a countdown, so we'll assume the latter for ideal circumstances. Against one enemy and starting with 0/0 mana, and also assuming you always get Verfire Ready and/or Verstone Ready from each pair of spells you cast (remember, you do have Acceleration by level 50), that comes out to about 7910 potency overall. I am ignoring traits here, too. The rotation is simply Veraero/Verthunder, and then every subsequent pair of spells is going to be Verfire/Verstone and Veraero/Verthunder while building mana evenly, using Fleche on recast, and using Corps-a-corps, the enchanted combo, and Displacement once you're at something like 80/80 before continuing with basic spell pairs.

Blue Mage
And here we are! So for this job, I'd like to point out the building status resistance enemies have that makes them eventually immune to certain debuffs. For example, if you stun something for six seconds with Faze, and then cast something else that stuns, it'll only last three seconds at best, then one, and then the enemy will be immune to stun for a while. I'm going to assume (likely wrongly) that this building resistance resets one minute after gaining immunity. I am also going to assume that we are not casting Loom and can always get into position for the Dragon's Voice without clipping the GCD. Ignoring traits and assuming the blue mage has learned everything (and is not using suicide attacks), we're looking at a rotation that's a little like this.

Opener: Bristle, Off-guard, Fire Angon/Sharpened Knife (consider range, I'm assuming Fire Angon here), Peculiar Light, Bristle, Eruption/Feather Rain, Song of Torment, Shock Strike (Mountain Buster is physical, so we're not using it due to it not being compatible with Peculiar Light), Glass Dance (total of 2700 potency if we floor decimals)

If the enemy is vulnerable to everything and is a level that's a multiple of 5 (assuming everything lands): Reasonably you're only doing your combination of the Ram's Voice and the Dragon's Voice three times, and you'll need Swiftcast for it due to the running. You're also only reasonably doing your Level 5 Petrify into Drill Cannons combo three times simply because you won't have time for Drill Cannons to hit the fourth time for the bonus potency, and this is the weaker of the two combos. Don't bother with a stun and Sharpened Knife for damage, as that's actually 10 potency weaker than casting something like Flame Thrower twice or the Aqua Breath into High Voltage combo, but do exploit someone else stunning (this is too situational to include in my calculations here however). There's going to be another Bristle into Song of Torment in the middle as well, so you're probably looking at about seven casts of 130-potency spells if you can exploit everything and all the spells land. Use Fire Angon (only from range because Knife is stronger), Bristle, or Sharpened Knife (if you're close) to keep the GCD going while you use abilities learned from primals. Assuming only Sharpened Knife is used for its 1-second cast time to make room for abilities from primals and Off-guard, we're looking at about 4140 potency overall before we consider Off-guard (6120 potency with Off-guard).

If the enemy is not vulnerable to your eclectic debuffs: Basically spam 130-potency spells, casting Sharpened Knife or Fire Angon when you're about to use an ability learned from a primal, Off-guard, or Peculiar Light. Make sure you Bristle and Song of Torment so the latter lands as it expires, which should give you room to use Eruption or Feather Rain again on recast as well. Here we're looking at about 4485 potency considering Off-guard.

That means our totals as a blue mage are 8820 potency against enemies vulnerable to our debuffs or 7185 potency if they're not.

It's important to note that Veil of the Whorl potentially will do more damage than Glass Dance if you are going to take hits. It would take at least six hits for it to reach 300 overall potency.

I also feel Moon Flute is only useful if you're tanking because Waning Nocturne is pretty insane to deal with, so I left it out of these rotations because they're meant for damage, and losing six casts' worth of time doesn't help DPS, even considering Waxing Nocturne. I'll do the math here as well, however.

If we cast Moon Flute in our opener between Off-guard and Fire Angon/Sharpened Knife, the total potency there increases to 4050 potency (a difference of 1350 potency), but we'll lose six casts' worth of time to the Waning Nocturne debuff. You'll probably want to cast Diamondback just as Waxing Nocturne ends if you can. If we're only considering the 130-potency spells, that's 1170 potency lost due to Waning Nocturne, so you can definitely say it's worth it, as that's a gain of 180 potency. The trick with it, then, is timing. If we exclude Peculiar Light from our math, your regular spells would be 292 potency each, and Bristle into Song of Torment would be 1012 potency. Therefore, you'd be looking at 2180 potency during Waxing Nocturne and a loss of 1170 potency during Waning Nocturne (so 2180 potency total for 30 seconds) instead of 3595 potency during the same 30 seconds without using Moon Flute, to say nothing of the abilities you learn from primals and reusing Off-guard.

So Moon Flute's only worth something in the opener and shortly before the end of the fight or the boss leaving the arena.

All in all, though, I don't think blue mage is lacking in the damage department compared to what other caster jobs can do at level 50.

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Rune factorh 4

Building relationships with the townspeople is not only important for the game's narrative but also for unlocking new features and content. The game also features a combat system that allows players to explore dungeons, battle monsters, and collect various items and resources. Players can fight using a variety of weapons, spells, and special abilities, and can even recruit monsters to fight alongside them. The combat adds an additional layer of gameplay and provides opportunities for players to level up their characters and gain new abilities. Rune Factory 4 received positive reviews from critics and was praised for its charming characters, engaging gameplay, and rich content. The game offers a mix of different gameplay elements, allowing players to enjoy farming, socializing, and battling monsters all in one package. With its vibrant graphics, addictive gameplay, and immersive world, Rune Factory 4 continues to be enjoyed by both fans of the series and newcomers alike..

Reviews for "Understanding the rune abilities in Rune Factory 4"

1. Jane - 2 stars: I was really disappointed with Rune Factory 4. The graphics were subpar and the gameplay was repetitive. The story was lackluster and failed to captivate my interest. The characters felt one-dimensional and I couldn't connect with any of them. Overall, I found the game to be highly overrated and not worth the hype.
2. Mike - 1 star: I found Rune Factory 4 to be incredibly boring. The farming mechanics were tedious and the combat system felt clunky. The game lacked depth and failed to offer any real challenge. I also felt that the dialogue was poorly written and uninteresting. I regret spending money on this game and would not recommend it to others.
3. Sarah - 2 stars: Rune Factory 4 did not meet my expectations. The controls were frustrating and difficult to master. The quests were repetitive and lacked creativity. The game also felt unbalanced, with certain aspects being too easy while others were unnecessarily difficult. I also found the character customization options to be limited and unimpressive. Overall, I found the game to be underwhelming and not worth the time or money.
4. Dave - 3 stars: While I didn't hate Rune Factory 4, I can't say I enjoyed it either. The game felt derivative and lacking in originality. The graphics were outdated and the soundtrack was forgettable. The gameplay felt repetitive and I quickly lost interest. I wouldn't necessarily discourage others from trying it, but I wouldn't actively recommend it either.

Rune Factory 4: A farming and adventure paradise

Delving into the storyline of Rune Factory 4