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.
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.
Last edited by Leonlionheart; 09-05-2011 at 05:45 AM.
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.
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.
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.
Last edited by Leonlionheart; 09-06-2011 at 07:11 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.
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.
|
|
© SQUARE ENIX FINAL FANTASY, SQUARE ENIX, and the SQUARE ENIX logo are registered trademarks of Square Enix Holdings Co., Ltd. Vana'diel , Tetra Master, PLAYONLINE, the PLAYONLINE logo, Rise of the Zilart, Chains of Promathia, Treasures of Aht Urhgan, and Wings of the Goddess are registered trademarks of Square Enix Co., Ltd. The rating icon is a registered trademark of the Entertainment Software Association. All other trademarks are the property of their respective owners. Online play requires internet connection. |