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  1. #11
    Player
    Join Date
    Aug 2011
    Posts
    1,749
    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.
    (0)

  2. #12
    Player Economizer's Avatar
    Join Date
    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Quote Originally Posted by SpankWustler View Post
    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.
    (0)

  3. #13
    Player
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    Aug 2011
    Posts
    1,749
    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.
    (3)

  4. #14
    Player Leonlionheart's Avatar
    Join Date
    Mar 2011
    Location
    Jeuno
    Posts
    1,769
    Character
    Leonlionheart
    World
    Asura
    Main Class
    WAR Lv 95
    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).
    (0)

  5. #15
    Player
    Join Date
    Mar 2011
    Location
    うぃんだす
    Posts
    14
    Quote Originally Posted by Leonlionheart View Post
    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)
    (0)

  6. #16
    Player Leonlionheart's Avatar
    Join Date
    Mar 2011
    Location
    Jeuno
    Posts
    1,769
    Character
    Leonlionheart
    World
    Asura
    Main Class
    WAR Lv 95
    Quote Originally Posted by OuShiroHeart View Post
    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.
    (2)
    Last edited by Leonlionheart; 09-06-2011 at 07:11 PM.

  7. #17
    Player
    Join Date
    Mar 2011
    Location
    うぃんだす
    Posts
    14
    That sword you speak of is a Lv94 item
    (0)

  8. #18
    Player Wo1verine's Avatar
    Join Date
    Jul 2011
    Posts
    20
    Character
    Spiro
    World
    Odin
    Main Class
    COR Lv 90
    Quote Originally Posted by Economizer View Post
    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.
    (0)
    Last edited by Wo1verine; 09-07-2011 at 08:28 AM.

  9. #19
    Player Wo1verine's Avatar
    Join Date
    Jul 2011
    Posts
    20
    Character
    Spiro
    World
    Odin
    Main Class
    COR Lv 90
    Quote Originally Posted by SpankWustler View Post
    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!
    (0)

  10. #20
    Player Economizer's Avatar
    Join Date
    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Quote Originally Posted by Wo1verine View Post
    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.
    (0)

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