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  1. #111
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    Aug 2011
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    Quote Originally Posted by Economizer View Post
    [*]Enhanced Cureskin
    Cureskin takes reduced damage as if the target had a ton of defense and magic defense.
    I'd love a buff like this for Cure VI. Things are presumably very bad already if somebody is opting to use the post-change Cure VI, so a strong defensive buff would be very helpful in that kind of situation.
    (3)

  2. #112
    Player Economizer's Avatar
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    Jun 2011
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    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Quote Originally Posted by Daniel_Hatcher View Post
    I like this one, the rest are either weird for a cure spell or OP, maybe even a -25% DT trait for the duration.
    I know the list was kinda weird in general because most of it was just brainstormed ideas without any real filter, although I'll contend that none of the concepts are overpowered (the bolded part) and the potentially imbalancing part would be how they are implemented.

    For example, the first one listed had a suggestion of how underneath it that was up to a 100% cureskin effect - Cure VI is so inefficient that such an effect would only make the spell's efficiency including cureskin to be close to matching Cure V's efficiency including cureskin - the question becomes if about 1000~1500 more health for a few seconds to absorb a big move is overpowered.

    -

    I didn't want to rank them by usefulness at all since I was just throwing them out but I too would personally favor a Cure VI specific buff to the cureskin that is ideally defensive in nature and wears off when the cureskin gets eaten - something strong enough to make Cure VI worthy of its tier and MP cost while not being something you'd want or need to spam constantly.
    (2)

  3. #113
    Player Aleste's Avatar
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    Mar 2011
    Location
    San d'Oria
    Posts
    151
    Character
    Aleste
    World
    Fenrir
    Main Class
    WHM Lv 99
    Quote Originally Posted by Economizer View Post
    We're not exactly asking for Cure VI to cure more, it just costs too much and this has been a problem since before the changes were even put up for testing.
    I think we need a DEV Beacon for this one.. it was bad before, and now it's even worse...


    Although, as far as the rest of it is concerned I think I'm content with Cure4 being more MP efficient than Cure 5 purely because of the enmity associated with it.
    (1)



  4. #114
    Player Economizer's Avatar
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    Jun 2011
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    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Quote Originally Posted by NOC_EU View Post
    • [dev1094] Cure Spell Adjustments
      At high skill levels, Cure spells now heal more HP than before, while low skill levels see minimal benefit. The degree to which Healing Magic skill affects HP healed varies by spell, with Cure I-IV seeing the most significant adjustments.
      • Cure I-IV: Amount of HP recovered may increase by as much as 1.4 times.
      • Cure V-VI: Minimal adjustments.
        *Curaga I-V and Cura I-III will remain unchanged.
    Okay so this update is now live (and hopefully we'll actually discuss what this means now that people have no choice but to test it for themselves).

    Once again I'll hold onto my thoughts since we only have a few regulars actually posting theirs here until we get more input on the matter, but I only have negative things to say about the way people treat support roles in general if we don't get an active discussion from more people then the handful that have been posting on the implications of this change now that it is actually going live.

    -

    Anyways, for those who are just showing up thinking "WTF my cures have changed" here is the new formula and the power numbers:




    Power numbers.
    (4)

  5. #115
    Player Babekeke's Avatar
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    Mar 2011
    Location
    Windurst
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    2,273
    Looks like this just puts even more weight into /SCH for jobs like SMN and BRD if they don't need to cast na spells or haste.
    Probably looking at ~200 power from /whm which gives a 400~ cure 4. /SCH should reach closer to 500 power giving a cure 3 for over 300.
    (1)

  6. #116
    Player Daniel_Hatcher's Avatar
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    Mar 2011
    Location
    San d'Oria
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    2,577
    Character
    Alvian
    World
    Phoenix
    Main Class
    MNK Lv 12
    Quote Originally Posted by Babekeke View Post
    Looks like this just puts even more weight into /SCH for jobs like SMN and BRD if they don't need to cast na spells or haste.
    Probably looking at ~200 power from /whm which gives a 400~ cure 4. /SCH should reach closer to 500 power giving a cure 3 for over 300.
    /SCH only has Cure III, Cure IV even subjob WHM or RDM still heals more.
    (0)

  7. #117
    Player Arcon's Avatar
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    Mar 2011
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    San d'Oria
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    2,753
    Character
    Arcon
    World
    Leviathan
    Main Class
    PLD Lv 99
    Quote Originally Posted by Daniel_Hatcher View Post
    /SCH only has Cure III, Cure IV even subjob WHM or RDM still heals more.
    But is a lot less MP efficient, for the few places where that still matters.
    (1)
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  8. #118
    Player Daniel_Hatcher's Avatar
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    Mar 2011
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    San d'Oria
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    Character
    Alvian
    World
    Phoenix
    Main Class
    MNK Lv 12
    Quote Originally Posted by Arcon View Post
    But is a lot less MP efficient, for the few places where that still matters.
    Perhaps, but if you're getting hit enough that you need to cure yourself Cure III wont save you.
    (0)

  9. #119
    Player Babekeke's Avatar
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    Mar 2011
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    Windurst
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    Quote Originally Posted by Daniel_Hatcher View Post
    Perhaps, but if you're getting hit enough that you need to cure yourself Cure III wont save you.
    SMN, BRD or BLM subbing SCH can all cap Cure potency, giving a 450 HP cure 3 for 42 MP. That's a decent chunk of HP for very little MP. Great for a little backup healing to take some stress off the WHM, and give you something to do between BPs or Songs. I don't imagine most BLMs ever going for this, but it's an option.
    (1)

  10. #120
    Player Economizer's Avatar
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    Jun 2011
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    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Quote Originally Posted by Babekeke View Post
    SMN, BRD or BLM subbing SCH
    I'd say you'd have to look at all the benefits. Cure IV is a large benefit even if your Cure III suffers as a result, so you'd really want to be sure you are getting enough healing out with just Cure III. You also have to look at other boosts you get, such as Haste, or Fast Cast.

    Bard would probably benefit more from having access to Haste and Fast Cast or Haste and Stona then it would from weather spells and arts. Other jobs have more situational decisions to make. Summoner for example will probably find situations where Cure III with Light Arts is more then enough when combined with weather spells to proc their gear, such as Sandstorm for boots for speed or weather spells for AF3+2 gloves to significantly reduce MP costs.

    Black Mage has a pretty hard choice between Red Mage and Scholar as well, since both have extreme MP efficiency (people really forget that SCH with Arts and strats can make you as much MP as a Convert can, and Sublimation is as useful as Refresh) which will make it depend more on the situation and what benefits from each job you end up using. Red Mage has some nice benefits with easier spell access (no Arts switching neccisary), some Magic Defense Bonus, Cure IV, and Haste (which ultimately makes it better for a self-sustained Stun recast), but Scholar has its own tools, such as Arts skill boosts, strats, and most of all, weather spells. Black Mage's subjob choices aren't as cut and dry as that of a White Mage's in this regard (where Red Mage is inferior and only even gets a consideration because of Refresh and Convert, which barely equate to Scholar's MP longevity to the point where if one was slightly nerfed in any way then Red Mage wouldn't even be an option due to significant MP inferiority - truly those who call for nerfs of /RDM in regards to White Mage are fools who don't understand the game).

    I think the change just makes /SCH more viable for situations when you need its weather spells but you might consider light healing important (and of course makes /SCH even better for skill deficient White Mages while still being the best sub for skill capped White Mages too).
    (0)

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