Since those arguing for Cure V are doing a poor job of it, I thought I'd play devil's advocate and weigh in with a counter to Hyrist.
Comparitive healing performance.
One point that must be addressed is the apparent full maintainability of the MP cost of these cures compared to whm's potential. Whm can spam Cure V all day and barely notice. Rdm and sch have better MP recovery options than whm, so they 'should' be able to perform at the same level, at least with respect to this one spell.
First, we must consider MP expenditure rate. For these purposes, we will assume that the mage is casting nothing but Cure V.
Amount cured per spell:
Note: Found an error in the wiki. The scale values given for Cure V after the soft cap are half what they should be; between soft cap and hard cap, scale should be 2 instead of 1; after hard cap, scale should be 17/3 instead of 17/6. This somewhat impacts the comparitive scale I used in my earlier posts, and I may need to revisit them.
Assumed Cure Potency of 50% for each; gear for rdm and sch only guesstimated.
Whm:
- Assumed capped healing magic of 396 + 25 gear
- 87 mnd (estimate) +54 gear
- 80 vit (estimate)
- Power: 755
- Cured: 1086
Rdm:
- Light Arts healing magic of 376
- 83 mnd (estimate) +54 gear?
- 77 vit (estimate)
- Power: 752
- Cured: 1084
Sch:
- Light Arts healing magic of 376
- 81 mnd (estimate) +49 gear?
- 77 vit (estimate)
- Power: 731
- Guaranteed light weather: +10%
- Cured: 1181
Cost per spell:
Whm:
- 135 base
- Assumed /sch for Light Arts: -13
- Conserve MP: -8.5
- AF3+2 pants: -54
- Total: 59.5
Rdm:
- 135 base
- Assumed /sch for Light Arts: -13
- Conserve MP: -8.5
- Total: 113.5
Sch:
- 135 base
- Assumed Light Arts: -13
- Conserve MP: -8.5
- Total: 113.5
MP Recovery rates:
Whm:
- /sch Sublimation ~~3 MP/tick equivalent
- Refresh gear of 5/tick (excluding Moonshade Earring and refresh hairpin as being on the greater rarity side)
- Total: 8/tick
Rdm:
- Refresh II - 7 MP/tick
- Refresh gear of 5/tick
- Total: 12/tick
Sch:
- Sublimation ~~ 7 MP/tick equivalent (8 at 95? need to check)
- Refresh gear of 4/tick
- Total: 11/tick
Time required to recover MP spent:
Whm:
- 59.5 / 8 = 7.4 ticks
Rdm:
- 113.5 / 12 = 9.5 ticks
Sch:
- 113.5 / 11 = 10.3 ticks
Recast for Cure V with a bit of haste is about 2.5 ticks.
Net MP cost if recasting every 4 ticks:
Whm:
- 3.4 * 8 = 27.2 MP
Rdm:
- 5.5 * 12 = 66 MP
Sch:
- 6.3 * 11 = 69.3 MP
Time it would take to run out of MP:
Whm:
- ~1000 MP / 27.2 = 37.8 4-tick blocks = 441 seconds (7 min, 21 seconds)
Rdm:
- ~1800 MP / 66 = 27.3 4-tick blocks = 327 seconds (5 min, 27 seconds)
Sch (assumed /rdm):
- ~1800 MP / 69.3 = 26.0 4-tick blocks = 312 seconds (5 min, 12 seconds)
Though sch can extend that a bit with more strategems than the others have available, and shouldn't need to cast quite as often due to higher cure potential.
If the rdm is subbing /whm for curagas or /blm for stun, its values would be revised to:
Cost per spell:
Rdm/whm:
- 135 base
- Total: 135
Rdm/blm:
- 135 base
- Conserve MP: -9.5
- Total: 125.5
Time required to recover MP spent:
Rdm/whm:
- 135 / 12 = 11.25 ticks
Rdm/blm:
- 125.5 / 12 = 10.5 ticks
Net MP cost if recasting every 4 ticks:
Rdm/whm:
- 7.25 * 12 = 87 MP
Rdm/whm:
- 6.5 * 12 = 78 MP
Time it would take to run out of MP:
Rdm/whm:
- ~1800 MP / 87 = 20.7 4-tick blocks = 248 seconds (4 min, 8 seconds)
Rdm/blm:
- ~1800 MP / 78 = 23.1 4-tick blocks = 277 seconds (4 min, 37 seconds)
Overall, you're looking at 4-5 minutes of near-constant Cure V spam before rdm or sch would exhaust themselves and whm's longevity would give it the lead.
At what point would Convert equalize the picture? In the above where you're exhausting yourself in about 5 minutes, that means each MP pool only lasted about 2.5 minutes, and you burned out your reserve long before it could be replenished.
Let's say fully merited rdm Convert. You need one MP pool to last 8 min 20 sec so that you can Convert back to a full pool. So, taking half the MP used (900) and making it last 500 seconds means a net loss of no more than 1.8 MP/second, or 5.4 MP/tick. Given 12 MP/tick refresh, that means you can use 17.4 MP per tick.
Number of ticks a Cure V would need to be spread across to make it cost 17.4 MP per tick:
rdm/sch: 6.5
rdm/whm: 7.8
rdm/blm: 7.2
So something like 20-23 seconds between Cure V casts in order to last a Convert cycle.
For sch, it has to last 600 seconds, meaning 1.5 MP/second or 4.5 MP/tick. With 11/tick refresh, that's 15.5 MP/tick usable. Shortest interval for Cure V in order to last a Convert cycle: 22 seconds.
Rate at which a whm could use Cure V without exhausting themselves: one Cure V every 22 seconds.
So for perpetual longevity when treated in isolation, all three jobs have about the same restriction on casting rates, in the 20-22 second region, though rdm/sch seems to have a bit of an edge.
Suppose you add a brd to the mix, and get Ballad II & III with +2 Ballad from AF3 and instrument, totalling 9 MP/tick. How does that affect each of the above?
Whm: 10.5 seconds per Cure V for perpetual MP
Rdm/sch: 13 seconds per Cure V for perpetual MP
Rdm/whm: 15.3 seconds per Cure V for perpetual MP
Rdm/blm: 14.3 seconds per Cure V for perpetual MP
Sch: 13.9 seconds per Cure V for perpetual MP
And now whm is back to having a significant edge over the others in the rate at which it can spam spells, being able to cast about 25%-30% more often. Because of whm's lower spell costs and lower starting refresh, additional refresh is significantly more useful for them.
Other features that whm brings to the table that the others do not: Cure VI (a huge waste of MP, but can be useful in emergencies), Curagas (situationally useful), cureskin (useful in some circumstances, but doesn't work with curagas), better barspells, and situationally useful -na advantages (Esuna and Sacrifice).
Rdm brings the potential for Stun if subbing /blm, and both rdm and sch have the option of switching over to nuking.
Basically, pretty much all of whm's advantages would be 'situational', though those situations are likely to be prominant in any difficult fights (AOE damage, magical damage, fights lasting long enough that rationing Convert matters (more than 15 minutes), rapid curebombing with Cure V + Cure VI). At the same time, rdm's nuking potential drops considerably for those same fights. Sch can do reasonably well nuking, but has to choose between the two styles and generally stick with just one at a time.
One could then argue that there is a reasonable balance among the three jobs most commonly regarded as 'healers' if you allowed all three to have Cure V. In difficult fights whm still has a clear edge, and in less difficult fights all three can perform adequately while rdm and sch have the option to bring their other advantages to the fore.
The primary downside is that whm is now suffering a (perceived) deficit in overall capability due to its lack on the damage front compared to rdm and sch. That deficit can be turned around and shown to be an advantage for rdm, which means that any further grants to rdm (either in the melee or enfeebling departments) are likely to be pulled back or severely curtailed, lest players begin the "nerf rdm" chant.
At the same time, while greater curing power may mean more incentive to force players into that role, it also means less time actually spent curing since you can get done with one spell what used to take two. Less time curing means more time that can be used on other actions, and so increases its usefulness as a whole.

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