The end effect will depend on what part of the equation they intend to mess with.
Currently, Power rating is: 3 * (mnd + healskill/5) + vit
While it would be nice at the low end for bump up the effect of healing skill or mnd on the final cure, it will have minimal, if any, effect at the high end. Why is that? Well, that has to do with the scaling.
Tier 1: from minimum cured to the soft cap. This scales at a rate of 2 power per HP for Cures 1/2/3, and 4 power per 3 HP for Cures 4/5 (don't know data for 6). The spells reach their soft cap at the following power ratings:
Cure 1: 60
Cure 2: 110
Cure 3: 180
Cure 4: 220
Cure 5: 320
Tier 2: from soft cap to hard cap. This scales at a rate of 4 power per HP for Cures 1/2/3/4, and 2 power per HP for Cure 5. Hard cap is reached at the following power ratings:
Cure 1: 100
Cure 2: 170
Cure 3: 300
Cure 4: 460
Cure 5: 560
The room for growth is more limited on the lower tier cures, and Cure 5 scales faster than any of the others. How much power is 560 (hard cap for Cure 5)? Well, someone with a cure set with 80 vit and 100 mnd would reach it with 300 Healing Magic skill. In other words, a fairly low bar. You can pretty much sneeze and hit the hard cap for the lower tier cures.
Tier 3: above the hard cap. There is no final cap, but it doesn't matter because the scaling becomes outrageous at this point. Below is the additional amount of power needed to cure 1 extra point of HP for each cure:
Cure 1: 114
Cure 2: 71.33
Cure 3: 31.33
Cure 4: 13
Cure 5: 5.667
So, suppose we take a rdm with capped Healing Magic at level 95 (C-, 340 skill), and change the rate at which healing skill affects cures. Instead of skill/5, make it skill/4. How much extra power is that? 51 extra power. How much additional curing is that? About 4 HP for Cure 4.
Suppose we drop the scale on healing magic all the way down to 1. Full effect. How much extra power, and how much extra healing? 816 extra power. 63 more HP cured per Cure 4. So you could go from a 406 to a 469 (before cure potency) Cure 4. Not that impressive for such a massive increase in power.
However, per Camate:
Increasing the influence of healing skill and MND increases power, yes, but you have to increase it ludicrous amounts for it to be worth anything at all. The second half, however, implies something more likely to affect the scaling factor.So one possibility we’re considering is increasing the influence of the healing skill and MND, as well as increasing the HP recovery amount more than it is currently.
If they dropped the extreme scaling factors after the hard cap, it's conceivable to get something useful out of it. However to make any recommendations here, we'd need a target amount cured to aim for.
What's top end power? For a whm with capped healing skill (396) and around 90 mnd and 45 in gear, plus 80 vit, it'd come out to 722. For a rdm with capped healing skill (340), 87+45 mnd (lazy, not working out another gear set) and 77 vit, that's 677. Not too far behind, only about 45 points of power.
Current Cure 4 with 677 power is 406 HP, and Cure 3 is 202. Those two spells have to cover what rdm and sch heals for. Cure 5 heals for 710 at that power level.
Cure 5+4 = 1116 HP. Setting an arbitrary goal: Target 2/3 of that value in two cures, so Cure 4+3 should cure for 744. Given that Cure 4 is just about 2x Cure 3, that means Cure 3 should cure for 248 and Cure 4 should cure for 496.
If we change healing magic to scale at /3 instead of /5 (and don't make any change to MND or VIT), that gives us 1 point of power for every point of healing skill, and gains 136 power total. Given the amount healed at the hard cap of 390, we want to add 106 HP cured with the excess (677-460)=217 power, which basically means scaling at power/2 after the hard cap.
A quick check shows base healing with a post-hard cap scale of 2 to be 498 HP cured with 677 power. Post-hard cap for Cure 3 would need to drop from 31.33 to 6.33 to cure 249 at 677 power. Could also shuffle things around in terms of the gain in the tier 2 scaling, rather than letting the scale factor go from 2 to 4 and then back to 2, but that's for the devs to fiddle with.
So the question is, given that rdm and sch aren't getting Cure 5, is a 25% boost in the effective potency of the other cures sufficient to do the job? Rdm would get ~750 Cure 4's with 50% potency; sch could get maybe 850 with weather+gear, and push that up towards ~1350 with strategems.
To me it seems a reasonable target in amount cured for rdm and sch. Honestly, seems bordering overpowered for sch in terms of MP efficiency, but they'll have to deal with the hate from it as well. ... Actually, with strategem use (so ~1350 cured for 80 MP), it would put sch at just a bit above the MP efficiency of a whm/sch's Cure 5 after factoring in AF3+2 pants, so perhaps not quite so overpowered after all.
Anyway, that would be my proffered suggestion for the curing aspect of the potential changes.

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