Revisiting Rituals: How to Strengthen Spells That Have Lost Potency

By admin

The spell loses potency over time: a phenomenon that has puzzled many practitioners of magic throughout history. Whether it be a simple charm or a complex enchantment, spells have been known to gradually lose their effectiveness as time goes on. This decline in potency has been a subject of much speculation and debate among wizards and witches alike. One theory suggests that spells are inherently linked to the energy of the caster. As time passes, the energy that was initially invested in the spell dissipates, leading to a decrease in its power. This could explain why some spells are only effective for a limited duration, requiring periodic recasting to maintain their desired effects.


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

This could explain why some spells are only effective for a limited duration, requiring periodic recasting to maintain their desired effects. Another explanation revolves around the concept of entropy, which dictates that all systems tend to move towards a state of disorder over time. In the context of spells, this could mean that the very fabric of magic itself unravels slowly, causing spells to lose their potency as they are exposed to the passage of time.

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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The spell loses potency

Furthermore, it is believed that external factors such as environmental conditions and the intentions of the caster can also influence the longevity of a spell. Spells cast in chaotic or volatile environments may be more susceptible to losing their potency quickly, while those cast with strong and focused intentions may have a longer lifespan. The loss of potency in spells raises many practical concerns for magic practitioners. It necessitates regular assessment and reevaluation of spells and enchantments to ensure their continued effectiveness. It also implies that spells may need to be periodically reinforced or refreshed to maintain their intended outcomes. In conclusion, the phenomenon of spells losing potency over time remains a complex and enigmatic aspect of magic. While various theories offer explanations, the exact mechanisms behind this decline in power remain elusive. For now, magic practitioners continue to navigate the challenges posed by the transient nature of spells, relying on their knowledge and expertise to maintain the desired effects of their enchantments..

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