Just had a friend test it, it did not return any MP. Healing Breeze (didn't have Wild Carrot, but was enough for testing purposes) for 194 with +1 pants should have returned at least 5 MP, however it still consumed 55 MP.
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A White Mage casting Refresh gains as much MP as a RDM. A BLM casting Haste grants the same attack speed bonus as RDM. A WHM using convert is as potent as a RDM using convert. Healing specialist job gets high level enfeebles like Addle but enfeebling specialist doesn't get healing spell since level 48 :/Quote:
A White Mage casting Fire does not do as much damage as a Black Mage doing so, a Paladin casting Utsusemi does not get as many shadows as a Ninja, a Red Mage using Curing Waltz does not heal as much as a Dancer, and a Scholar using a summon does not get as strong a pet as a Summoner.
Let's at least pretend like we're keeping this on topic.
Hopefully I'll get some time set aside to test the new formulas on cure 1-4, but till then let's see some discussion on cure V sets.
I've been aiming for this sort of setup:
Arka IV / Verse Strap +1 / Empty / Mana Ampulla
AF3 Cap / Ajari Necklace / Roundel / Celestial Earring
AF3 Body / Augur's Gloves / Aquasoul Ring / Aquasoul Ring
AF3 Cape / Cascade Belt / AF3 Legs / Zenith Pumps (4%P w/ 6skill)
Totals:
50% cure potency
-7 ENM
+60 MND
+31 skill
Could switch:
Ajari with Fylgja+1 -6MND +3%P -2ENM
AF3 with Tempered cape +1%P +2ENM +4Skill
Zenith with Marduk +10MND -4%P -4ENM -6Skill
Would gain 4 MND, -4ENM and loose 2 skill... comes at the cost of doing salvage though...
Testing it atm;
Watersday, in Nyzul Isle (perma single light weather)
99WHM/COR
Surya+3 / AF3+2 head / Facio Bliaud (12%) / Serpentes Set / Twilight Cape / Korin Obi
424 Skill, 118 MND, 86 VIT, 50% potency, obi/cape
No roll 1229
Healers roll 5 1290
Healers roll 10 1314
Bust! 1179
Edit: Beaten in math speed~
Healer's Roll should be giving you the bonus from being a White Mage, and then because you are subbing Corsair the roll values should be halved in effectiveness.
No Roll falls in exactly with your gear setup against the calculator.
Healer's Roll 5 gives a 5% (6%+4% /2) multiplicative boost.
Healer's Roll 10 gives roughly (1 point off, however the value difference above that is small enough that hitting it with the floor might be causing this), a 7% (10%+4% /2) multiplicative boost.
Bust gives a -4% potency multiplicative "boost".
Based on all that I think it is safe to say that the new Healer's Roll changes (and by extension cure potency received) is multiplicative, not additive with day/weather bonuses as well. This was the expected result as well.
Again, thanks for testing.
Predicted Cure V amount: 713Quote:
424 Skill, 118 MND, 86 VIT
713 * 1.5 = 1069Quote:
50% potency
1069 * 1.15 weather bonus = 1229Quote:
obi/cape
MatchQuote:
No roll 1229
Roll 5 = +5%Quote:
Healers roll 5 1290
1229 * 1.05 = 1290
Match
Bust = -4%Quote:
Bust! 1179
1229 * 0.96 = 1179
Match
Roll 10 = +10%Quote:
Healers roll 10 1314
1229 * 1.10 = 1351
Not a Match
Can't be +7% (1229 * 1.07 = 1315)
Can't be a different base (1314 / 1.1 = 1195, which can't be reached by any combo I can think of)
So something's not right with that result. Capped HP, maybe?
Popped Giants drink to help with the testing and repeated each result multiple times (mostly due to a mob beating on me while I had to wait on healer's roll wearing off to re-roll) to ensure accuracy.
Here's waiting on the cure formula adjustments...
Its great you tested this before those went in... I'm not looking forward to the work involved with getting the math for the new healing values, plus Steve's Calculator will finally be completely out of date (he doesn't play anymore).
I'm not so secretly hoping SE will just give us the new values, but I'm not holding my breath. Luckily for us though, this time we have the test server where you can just plug in values for how much skill you have.