Quote Originally Posted by Leonlionheart View Post
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.