View Full Version : [dev1024]Test server numbers for CuragaV
Wo1verine
09-01-2011, 06:13 AM
Just doing some raw numbers outside of moghouse with no gear.
Race: Tarutaru Job: Whm95/Rdm47 MND(base)87 healing magic skill(base):396
no job abilities used
cast CuragaV on myself and healed 857hp for 380mp
cast CuragaIV on myself and healed 622hp for 260mp
job change: Rdm95/Whm47 MND (base) 86 healing magic skill:345
used job ability: Divine Seal
cast CureIV on myself healed 872hp
for these numbers I zoned to terrigan and used kuftal to zone agro to lose HP
no gear/ merits
job change: Sch95/Whm47 MND(base)83 healing magic skill:310
used job ability: Dark Arts, Add. Black, Divine Seal
cast CureIV on myself healed 786hp
used job ability: Light Arts, Add. White, Rapture, Divine Seal
cast CureIV on myself and maxed out HP with a 1063hp CureIV, need to find a galka to test on later.
job change: Drk95/Whm47 MND(base74) healing magic skill:144
used job ability: Divine Seal
cast CureIV on myself healed 756hp
After the DRK test numbers by a DD, I decided to not test the remaining jobs that can be considered "support" BRD SMN or ?
I am interested in what WHM's think of these numbers. I do not think its being an overpowered job, but by these numbers the gap is clearly widening. For any class other to come even close to matching these numbers, they must sub whm and use the 10minute whm job ability Divine Seal. Additionally, these spells are single target, whereas the new CuragaV and existing CuragaIV are clearly not.
WHM is great as the superpowered healer, however I wouldn't mind getting back to what used to be known as "support healing" For players that just like to change the flavor of their job on occasion, or people who just plain dont want to play on whm, this used to be an option. As higher level tanks/DD start to break the 2k HP mark, these smaller high enmity cures will just not be a viable option.
Also the fact that clearly any job can sub whm and pull off a decent CureIV, nearly equal to what a RDM and most likey SMN and BRD can do. SCH is able to get some higher numbers, but at the cost of using 2-3 seconds of delay to stack job abilities. Note also that at lvl99 all jobs using a subjob of Rdm48 or better will gain access to CureIV.
The last thing I want to see is an obsolete WHM, but when im curing multiple party/alliance members of various status effects while using haste/buffs and curing, I wouldn't mind having someone around with a decent cure to toss out on occasion to back me up.
Babekeke
09-01-2011, 02:29 PM
If you can't find a Galka to test rapture DS cure 4 on, go into aby, get no atmas and only the cruor HP buff and try it on yourself. Obviously you can't zone to lose your HP though so you'll have to let stuff whack you.
Currently BLU is the only other job coming close to WHM for curing, though 95% of all BLUs would probably rather not join a pt, than join to be a main heal. Their new white wind spell is going to be very good as a replacement for curaga 3~4
Malacite
09-03-2011, 07:43 AM
If you can't find a Galka to test rapture DS cure 4 on, go into aby, get no atmas and only the cruor HP buff and try it on yourself. Obviously you can't zone to lose your HP though so you'll have to let stuff whack you.
Currently BLU is the only other job coming close to WHM for curing, though 95% of all BLUs would probably rather not join a pt, than join to be a main heal. Their new white wind spell is going to be very good as a replacement for curaga 3~4
Uh, what game are you playing?
Last time I checked, BLU doesn't have access to Surya's Staff +2 or some of the other goodies SCH does when it comes to curing. Not to discourage BLU from healing, because they are quite potent at it (especially with /SCH as healing magic skill increases potency) but to say they're #2 is just outright wrong. Nevermind that BLU healing is sadly horrendously inefficient when it comes to HP:MP. Magic Fruit is nice, but doesn't pack enough of a punch at 90+ and Plenilune Embrace simply consumes far too much MP.
Unless SE were to change it so penury will affect these spells (since they heal, but that just wouldn't make any sense from the SCH's standpoint - they don't use blue magic) I can't possibly see BLU overtaking SCH, RDM or even SMN for main heal unless it's an emergency/constrained situation.
Admittedly, I have not had a chance to play around with White Wind yet but that's an AoE and we're talking about single-target here.
Speaking of which, why is a thread about Curaga V discussing Cure IV so much?
Economizer
09-04-2011, 08:25 AM
Malacite, Blue Mage (among other jobs) is getting more gear that gives cure potency in the next update (as the current test server data shows, 4% on a back piece, and 10% from a sword, which can in turn be used with a Genbu's Shield. With /SCH for B+ healing magic, a Blue Mage can hit very nice, and more importantly very MP efficient numbers. Most of Blue Mage's cure spells, including Plenilune Embrace, Wild Carrot, and Magic Fruit, not only pack a decent punch, but can get better efficiency numbers then Cure V does.
Blue Mage can definitely make it as a healer, but very few Blue Mages gear for this, and more importantly, cast/recast times, shallow MP pool, and focus on other roles means that a curing Blue Mage is unlikely to see.
Speaking of which, why is a thread about Curaga V discussing Cure IV so much?
Because instead of having a real White Mage thread, we get QQ about other jobs not being better healers then White Mage. Maybe the next time I see a Curaga V thread we'll actually get an analysis of the MP cost vs. how much is cured. Curaga spells are one of the biggest but least used tools for a White Mage, and Curaga V could be the Cure V (good) of Curaga spells, or it could be the Cure VI (bad). But we won't know if we get more "X job gets screwed again" threads masquerading as legitimate White Mage discussion.
SpankWustler
09-04-2011, 05:15 PM
This is a very appropriate thread for Curaga V. Both are equally pointless.
Economizer
09-04-2011, 05:19 PM
This is a very appropriate thread for Curaga V. Both are equally pointless.
Care to explain? I don't understand what you exactly mean by this statement.
SpankWustler
09-04-2011, 08:06 PM
Yeah, I was being a bit too facetious. Sorry.
Given the naked guy's number, I can tell that Curaga V uses the formula for Cure VI. So, it's basically another Curaga IV with 100-200 more HP cured at a significantly higher MP cost. Not to mention how rare situations are when back-to-back Curaga IV's would be needed.
Yeah, it'll be possible to find uses for it if we try (the upcoming Voidwatch Cactuar sends his regards and his regards are pointy), but it's more like an inevitable progression of numbers in a chat-log than a spell that's needed or particularly useful.
Edit: Not that inevitable progressions are bad by any means, it's just that they don't mean that much to support jobs compared to jobs that kill things.
Malacite
09-04-2011, 11:13 PM
Again, it's not about BLU's potency - they have very potent healing spells.
It's about BLU's MP efficiency.
4% on a back piece? 15% with a sword & a lucky genbu's shield augment? That still doesn't compare to a Surya's +2, which is much easier to obtain (22%). BLU can't wear Augur's Gloves fyi, so that really nullifies the backpiece argument as well. Can't wear Fylgia Torque either. Though I gotta admit looking at the list I'm rather surprised that DRG of all jobs can wear Roundel Earring but SCH & BLU can't oO;
Plus there's Rapture, SCH's naturally larger MP pool etc etc.... I'm not here to bash BLU, I'm just saying don't go making false claims about BLU being the #2 healer - that's just an absolute falsehood.
Economizer
09-05-2011, 04:19 AM
Again, it's not about BLU's potency - they have very potent healing spells.
It's about BLU's MP efficiency.
Seriously? Stop trying to redefine this. A Blue Mage with what little cure potency they can get has more efficient cures then even a White Mage. You don't need a Surya's Staff, because as a Blue Mage, your cures are efficient.
I did not say potent, and my word for efficient is not your word for potent. Blue Mage spells are efficient, PER MP POINT SPENT.
Given the naked guy's number, I can tell that Curaga V uses the formula for Cure VI. So, it's basically another Curaga IV with 100-200 more HP cured at a significantly higher MP cost. Not to mention how rare situations are when back-to-back Curaga IV's would be needed.
If it isn't possible to make the spell free like Curaga IV using the AF3+2 pants, then the spell is useless.
Did you hear me SE? This spell is very situational as is, it better not be another 100 MP for an extra 200 HP cured, that is useless.
I don't want another spell that is only used by other jobs to complain that they don't have Cure V when it isn't even a good spell.
Leonlionheart
09-05-2011, 05:31 AM
If I remember correctly,
Curaga V has the enmity properties of Cure V.
Edit: @ the BLU not being able to cure argument:
New +10% Cure Potency Sword says hi.
Here we go:
BLU/SCH: Healing Magic 312@90
10% Weapon
3% Hat
5% Legs
5% Hand/Feet
MND: 75, no +MND in gear accounted for
Magic Fruit: 72 MP, Heals for 510 (HP:MP Ratio: 7.08)
Plenilune Embrace: 106 MP, Heals for 645 (HP:MP Ratio: 6.08)
RDM? Let's give it what it can get.
305 skill (iirc)
10% Weapon
3% Hat
4% Hands
5% Legs
3% Feet (A Feet perfect aug)
3% Neck
5% Earring
MND: 90 for fun.
VIT: 75?
Cure IV: 88 MP, 525 HP healed (HP:MP: 5.96)
With about ~10mil more in gear depending on how lucky you are with augments, RDM can cure 15 more HP.
SpankWustler
09-05-2011, 06:09 PM
New +10% Cure Potency Sword says hi.
Here we go:
BLU/SCH: Healing Magic 312@90
10% Weapon
3% Hat
5% Legs
5% Hand/Feet
MND: 75, no +MND in gear accounted for
Magic Fruit: 72 MP, Heals for 510 (HP:MP Ratio: 7.08)
Plenilune Embrace: 106 MP, Heals for 645 (HP:MP Ratio: 6.08)
RDM? Let's give it what it can get.
305 skill (iirc)
10% Weapon
3% Hat
4% Hands
5% Legs
3% Feet (A Feet perfect aug)
3% Neck
5% Earring
MND: 90 for fun.
VIT: 75?
Cure IV: 88 MP, 525 HP healed (HP:MP: 5.96)
With about ~10mil more in gear depending on how lucky you are with augments, RDM can cure 15 more HP.
To be fair, these exact numbers involve the Blue Mage in question making two augmented items that are only good for casting healing spells on Blue Mage or other light-melee-set jobs. This doesn't detract from your point at all, though, since the change in the numbers is minimal.
It's almost as if SE had a good idea for once and took Blue Mage's lack of cure potency/native Healing Magic Skill into account when designing the MP cost for the job's spells. Blue Mage isn't a sufficient support job due to other deficiencies, but it can pump out HP using Magic Fruit and Peeonallofthem Embrace from here to Voidwatch.
Economizer
09-05-2011, 06:26 PM
Blue Mage isn't a sufficient support job due to other deficiencies, but it can pump out HP using Magic Fruit and Peeonallofthem Embrace from here to Voidwatch.
Yeah, I'm not trying to be mean to the person saying Blue Mage isn't the number two healer, just trying to be clear that it is the most MP efficient one. Although I'm sure someone could find a way to use Blue Mage spells to pump out big cures eventually... it just won't be very popular.
SpankWustler
09-05-2011, 07:09 PM
If two people really, really hated themselves and moderately hated each other they could probably split healing duties into major HP restoration and "everything else" and cobble a Blue Mage and a Red Mage into one functional White Mage. With some coordination, this miserable and thankless task should be possible.
It would be like the Fly, except with less body horror and more existential horror.
Leonlionheart
09-06-2011, 02:37 AM
RDM doesn't get anything in those slots either for cure potency, so I added them into it's Cure setup also.
I think it's interesting to note that when you calculate MND gear into it, Magic Fruit comes out on top by about 80 HP.
In said set I'm using optimal MND gear on both RDM and BLU off the top of my head.
Magic Fruit's MND mod is just way higher and has no cap like Cure V (iirc).
OuShiroHeart
09-06-2011, 11:00 AM
If I remember correctly,
Curaga V has the enmity properties of Cure V.
Edit: @ the BLU not being able to cure argument:
New +10% Cure Potency Sword says hi.
Here we go:
BLU/SCH: Healing Magic 312@90
10% Weapon
3% Hat
5% Legs
5% Hand/Feet
MND: 75, no +MND in gear accounted for
Magic Fruit: 72 MP, Heals for 510 (HP:MP Ratio: 7.08)
Plenilune Embrace: 106 MP, Heals for 645 (HP:MP Ratio: 6.08)
RDM? Let's give it what it can get.
305 skill (iirc)
10% Weapon
3% Hat
4% Hands
5% Legs
3% Feet (A Feet perfect aug)
3% Neck
5% Earring
MND: 90 for fun.
VIT: 75?
Cure IV: 88 MP, 525 HP healed (HP:MP: 5.96)
With about ~10mil more in gear depending on how lucky you are with augments, RDM can cure 15 more HP.
RDM has 22% for weapon, but if counting new armor then:
23% Weapon
3% Head
15% Body
5% Hands/Feet
4% Back
Only item bought being cape, since rest Ex Rare.
This would give the RDM/SCH(Lv95) with just this armor:
Healing Magic 376
MND 102
VIT 78
Cure IV: 80MP, 603HP healed (HP:MP 7.54)
Leonlionheart
09-06-2011, 07:01 PM
RDM has 22% for weapon, but if counting new armor then:
23% Weapon
3% Head
15% Body
5% Hands/Feet
4% Back
Only item bought being cape, since rest Ex Rare.
This would give the RDM/SCH(Lv95) with just this armor:
Healing Magic 376
MND 102
VIT 78
Cure IV: 80MP, 603HP healed (HP:MP 7.54)
Sigh, ok you're going to do this.
10% Sword/5% Genbu's Shield/X/Aqua Sachet
Anwig Salade(6MND 3% Cure potency)/Promise Badge/Neptune's Pearl/Neptune's Pearl
Mahatma Houppelande/Serpentes/Aquasoul/Aquasoul
Sunbeam/Cascade/Desultor Tassets/Serpentes
28% Cure Potency
316 Healing Magic
79+85=164 MND(Including Blue Magic Spell stats (+26), not including atmas)
73-8=65 VIT
Magic Fruit: 72MP, 669 HP healed (HP:MP 9.29)
There. Also note that 79 MND and 73 VIT are 90 stats, not 95.
Edit: It should be noted that the previous example was for level cap 90 and included no level 95 gear.
OuShiroHeart
09-06-2011, 10:10 PM
That sword you speak of is a Lv94 item
Wo1verine
09-07-2011, 08:23 AM
Did you hear me SE? This spell is very situational as is, it better not be another 100 MP for an extra 200 HP cured, that is useless.
I don't want another spell that is only used by other jobs to complain that they don't have Cure V when it isn't even a good spell.
Well I believe that once gear and other bonuses are applied the actual amount cured will scale up, with ratio of the 2 cures by a naked whm being the base of this calculation, not the actual amount cured.
If the enmity properties are scaled the same as CureIV vs. CureV then I do see this spell being a nice useful addition.
Also.
Thanks to everyone for all the great info on BluMage! I think that fills in the "?" spot in my OP that i wasn't sure what job I was suppose to be thinking of. The reason i guess is I just dont see alot of blumages tossing around cures, especially cross alliance its not always an option. With the gear added, which I do not have for testing server, I wonder how good a White Wind a blu/whm or blu/sch could pull off? Although considering the last blu I played with would rather set spells to gain a low lvl Dual Wield JA and whack stuff than play support, I wonder if this support trend will actually catch on for blu with the new White Wind, or will it remain an afterthought.
Wo1verine
09-07-2011, 08:30 AM
If two people really, really hated themselves and moderately hated each other they could probably split healing duties into major HP restoration and "everything else" and cobble a Blue Mage and a Red Mage into one functional White Mage. With some coordination, this miserable and thankless task should be possible.
It would be like the Fly, except with less body horror and more existential horror.
this.
Oh the horror!
Economizer
09-07-2011, 12:05 PM
Well I believe that once gear and other bonuses are applied the actual amount cured will scale up, with ratio of the 2 cures by a naked whm being the base of this calculation, not the actual amount cured.
I seriously have not had the time to sign up and get on the test server. What is the MP cost of the spell currently? That would clear things up for me greatly.
Leonlionheart
09-07-2011, 04:14 PM
That sword you speak of is a Lv94 item
I wasn't using it before. As you can see I used a augmented genbu's shield with it in the latest one, but not the one before.
Before it was just a light/apollo's staff.
Vortex
09-07-2011, 08:05 PM
I seriously have not had the time to sign up and get on the test server. What is the MP cost of the spell currently? That would clear things up for me greatly.
Curaga VI? it was about 360 MP or around there last i checked, pretty expensive. i don;t see it used unless obvious emergency situations or and without penury. people /rdm should basicaly never use it. if they aren't already out of mp.
Economizer
09-07-2011, 08:22 PM
Curaga VI? it was about 360 MP or around there last i checked, pretty expensive. i don;t see it used unless obvious emergency situations or and without penury. people /rdm should basicaly never use it. if they aren't already out of mp.
It really depends. Based on the numbers:
Just doing some raw numbers outside of moghouse with no gear.
Race: Tarutaru Job: Whm95/Rdm47 MND(base)87 healing magic skill(base):396
no job abilities used
cast CuragaV on myself and healed 857hp
cast CuragaIV on myself and healed 622hp
Curaga IV costs 260, if Curaga V costs 360 (100 more) it would cost 324 or so when under Light Arts. Combined with the AF3+2 pants, and 857 HP healed, this would mean an MP return of 42 per person with Curaga V, or 257 with six people. With 50% potency gear, this would be 1285 HP healed, which would be an MP return of 64 per person healed, or 385 MP returned with six people healed. Assuming all these numbers check out, this means that Curaga V would fit the "free cure" that Curaga spells get with AF3+2 pants, although, given the higher tier, it would be harder to get the cure to be free without /SCH (but what good WHM isn't /SCH without a very good reason?).
I hope this spell heals a bit more if you have decent amounts of Mind gear, but I'll have to wait and see. Still, based on the number you gave me of 360 MP (I think back when it was still only in the dats, the numbers we got were 450, which was unreasonable unless it healed much, much more), it still fits the basic expected confines of a Curaga spell, which is a good sign for now. It will be harder to use correctly, but lower enmity generation may make it more useful then Curaga spells have been in the past.
Wo1verine
09-08-2011, 05:50 AM
Slight oversight on leaving out the base mp cost thanks for bringing that up.
Curaga V = 380 base mp cost
Likely this is the final aoe cure whm will receive, I am thinking its uses at lvl99 will be nice considering big aoes that higher tier NM's do, also the HP bar maximum will continue to rise but these cures will not get very much stronger considering we are maxing out cure potency etc. already. As far as I know, it is still speculation whether or not hard caps will be lifted at some point.
Malacite
09-08-2011, 07:45 AM
Sigh, ok you're going to do this.
10% Sword/5% Genbu's Shield/X/Aqua Sachet
Anwig Salade(6MND 3% Cure potency)/Promise Badge/Neptune's Pearl/Neptune's Pearl
Mahatma Houppelande/Serpentes/Aquasoul/Aquasoul
Sunbeam/Cascade/Desultor Tassets/Serpentes
28% Cure Potency
316 Healing Magic
79+85=164 MND(Including Blue Magic Spell stats (+26), not including atmas)
73-8=65 VIT
Magic Fruit: 72MP, 669 HP healed (HP:MP 9.29)
There. Also note that 79 MND and 73 VIT are 90 stats, not 95.
Edit: It should be noted that the previous example was for level cap 90 and included no level 95 gear.
What's the exact impact of MND on Cure IV? Just curious as the RDM in question has 49/50% CP while the BLU only has 28%. That's a fairly large gap, even with blue magic's tendency to have higher caps than actual Cure spells (Wild Carrot for example is basically an uncapped Cure III isn't it?)
There's a fairly large MND gap there, but I was under the impression that MND didn't have a super-huge impact on cures (it used to way back in 2003 before SE nerfed it). The healing skill from Light Arts also contributes to this, but I maintain that a SCH/RDM will have far better MP endurance - particularly with Accession + Stoneskin/Phalanx.
Now granted that combo isn't quite as potent inside abyssea, but we're more or less done with Abby as far as future content goes. So SCH's 8/tic sublimation, extra stratagems, reduced spell cost etc etc. should keep it in the #2 slot. It's between BLU & RDM then I suppose for the #3 slot, as SMN seems to be losing out in the healing department more & more despite Carbuncle's new BP.
Vortex
09-08-2011, 11:51 AM
Slight oversight on leaving out the base mp cost thanks for bringing that up.
Curaga V = 380 base mp cost
Likely this is the final aoe cure whm will receive, I am thinking its uses at lvl99 will be nice considering big aoes that higher tier NM's do, also the HP bar maximum will continue to rise but these cures will not get very much stronger considering we are maxing out cure potency etc. already. As far as I know, it is still speculation whether or not hard caps will be lifted at some point.
Even outside abyssea curaga IV would be enough, V is simply aoe cure 6 which is already a no no outside. only jobs that will have enough Hp to warrent using it is Galka MNKs, i don't see this useful at all outsides. so unless more abyssea content comes, this will likly not see much use, especialy for that hefty MP cost
Economizer
09-08-2011, 01:00 PM
this will likly not see much use, especialy for that hefty MP cost
If you actually come into a situation where people are missing huge amounts of HP, even if it doesn't make it free, the AF3 pants definitely encourage using it... however situational it is (good luck getting three to five people to be missing huge chunks of health and having them stand still long enough to get the Curaga off). The main thing that will encourage the usage of this spell is probably going to be the enmity change, assuming you can get away with casting Curaga V like it is Cure V.
The main problem we have is that there aren't a lot of people who can test this spell on the test server, especially since there aren't a lot of situations it can be used. For SE, my feedback would be to make sure the spell hardly gives any enmity at all - since I can't exactly test it at this time.
Wo1verine
09-09-2011, 06:04 AM
Yeah in line with how caster jobs tend to work, this will simply be the spell you cast now instead of curagaIV. Just like you use curV, curVI, instead of cureIV for various reasons, in the event of needing to cure 4-6 pt members of a massive aoe quickly (incase a 2nd massive aoe follows) whms will now cast curagaV instead of curagaIV. After conserveMP, gear, sj abilities etc. the extra 120mp should not be an issue. Especially because, like its been said, the use of this spell will be generally rare.
Economizer
09-09-2011, 07:29 AM
Just like you use curV, curVI, instead of cureIV for various reasons
Actually, casting Cure VI is a bad idea most of the time. Until SE either knocks 100MP off the cost or actually makes it more potent (it caps out with less potency then Cure V if you pop a brew to test it), it is going to stay this way. Cure IV is essential for any White Mage who isn't trained in the ways of dumping all their MP because they only curebot people in Abyssea.
Leonlionheart
09-12-2011, 01:59 PM
What's the exact impact of MND on Cure IV? Just curious as the RDM in question has 49/50% CP while the BLU only has 28%. That's a fairly large gap, even with blue magic's tendency to have higher caps than actual Cure spells (Wild Carrot for example is basically an uncapped Cure III isn't it?)
There's a fairly large MND gap there, but I was under the impression that MND didn't have a super-huge impact on cures (it used to way back in 2003 before SE nerfed it). The healing skill from Light Arts also contributes to this, but I maintain that a SCH/RDM will have far better MP endurance - particularly with Accession + Stoneskin/Phalanx.
Now granted that combo isn't quite as potent inside abyssea, but we're more or less done with Abby as far as future content goes. So SCH's 8/tic sublimation, extra stratagems, reduced spell cost etc etc. should keep it in the #2 slot. It's between BLU & RDM then I suppose for the #3 slot, as SMN seems to be losing out in the healing department more & more despite Carbuncle's new BP.
idk! i just use the calculator so these numbers are approximate not exact
SpankWustler
09-12-2011, 07:54 PM
What's the exact impact of MND on Cure IV? Just curious as the RDM in question has 49/50% CP while the BLU only has 28%. That's a fairly large gap, even with blue magic's tendency to have higher caps than actual Cure spells (Wild Carrot for example is basically an uncapped Cure III isn't it?)
I'll just throw out rough numbers instead of digging up formulas because I don't want to butcher the math somehow, but I think I can explain it okay.
One point of MND adds about .5 HP cured to Cure IV before potency is figured in. That's far from exact, since the amount changes in accordance with soft caps and stuff, and generally it adds less than that if you have a ton of MND. That should give you some idea how small the effect is, though.
Magic Fruit and Peeonallofthem Embrace are more in line with the formula for Cure V, except starting with much lower base values and lower MP costs. So the effects of MND and even Healing Magic skill (stuff players can actually control) are very pronounced on these spells, compared to most cure spells which start with "large" base values and "large" MP costs.
Long story short, Blue Mage skips Cure IV and goes straight to weird Cure V's and that's why Blue Magic cures work the way they do.
Motenten
09-14-2011, 12:57 AM
Threw the numbers into my cure efficiency spreadsheet that I'd put together a while back. It's primary purpose was to try to compare efficiency across subjobs (and thus accounts for Light Arts, Penury, Conserve MP, Convert, etc, over a 10 minute period of time), but can also get a good measure across spells.
Assuming a full potency cure from Curaga V heals 1500 HP (the same amount I gave Cure VI), and you manage to get the full cure amount on 3 targets, it's about 70% as efficient as Cure VI on /rdm, and the same efficiency as Cure VI on /sch, which is slightly weaker than the comparable Curaga IV on 3 people compared to Cure V.
When comparing to the other curagas targetting 3 people: Compared to Curaga IV, Curaga V is about 60% as efficient on /rdm and 75% as efficient on /sch; it's roughly the same compared to Curaga III, though /rdm's Curaga III is slightly more efficient, relatively speaking.
When comparing to the other curagas targetting 4 people: Curaga V as /rdm is 75% as efficient as Curaga III, and 50% as efficient as Curaga IV. Curaga V gets a huge efficiency gain as /sch, though, and is actually twice as efficient as Curaga III. It will still never compare with Curaga IV's free MP costs when cast on 4 people as /sch, though.
Overall, if you're not /sch it's a huge waste of MP no matter how many people you target. If you *are* /sch, then curing 3 people for full HP (or more people for comparable total HP cured) isn't terrible, but not up to the level you'd expect from a curaga. If you can cure 4 people for the full amount then it's a decently efficient spell.
saevel
09-23-2011, 01:27 AM
How fast does it cast? Could this be considered a miniature 2HR? For those times when you absolutely must cure everyone around you for 1300+ HP? Not MP efficient but when you need it you'll want it type thing.
Economizer
09-23-2011, 02:00 PM
Not MP efficient but when you need it you'll want it type thing.
Actually, with Curaga IV at least, you could get a free cure if you hit enough people while wearing AF3 pants. Pop a strat for speed casting or wear a ton of cure cast time gear and it will cast incredibly fast too. Curaga spells for White Mage are underused considering how nice they can be.
Benediction pretty much sucks because it is only 1-3 seconds faster for the area cure, and maybe 3-6 second faster for an area cure and area debuff removal... and it doesn't even have a 100% removal rate on Doom, nor can it remove Bard debuffs, nor a slew of other things.