Assuming capped healing magic at each level, and level/2 mnd in gear, level information:
[Cure # @level learned, hard cap @level capped]
Whm:
Cure 1 @1, hard cap @13
Cure 2 @11, hard cap @24
Cure 3 @20, hard cap @46
Cure 4 @41, hard cap @69
Cure 5 @61, hard cap @82
Rdm:
Cure 1 @3, hard cap @14
Cure 2 @17, hard cap @25
Cure 3 @26, hard cap @46
Cure 4 @48, hard cap @72
Whm reaches hard cap for a given spell slightly after they get the next tier of spell.
Rdm reaches hard cap slightly later than whm. Rdm tends to hit hard cap for one tier just a couple levels before they get the next spell.
Total gain in HP cured for each spell, from the level learned until lvl 95:
Whm:
Cure 1: 30
Cure 2: 32
Cure 3: 54
Cure 4: 62
Cure 5: 92
Rdm:
Cure 1: 24
Cure 2: 19
Cure 3: 40
Cure 4: 50
What percentage of the total amount gained per spell is acquired by level 49:
Whm:
Cure 1: 87%
Cure 2: 84%
Cure 3: 85%
Cure 4: 19%
Cure 5: --
Rdm:
Cure 1: 88%
Cure 2: 79%
Cure 3: 75%
Cure 4: 0%
So the majority of the potency of cures 1-3 are gained by the subjob cap of 49. The exception being Cure IV since it's learned so close to that level, and which gains only about 50 points of HP healed (~12.5% of its full potency) from the soft cap up to the lvl 95 cap.
Cure amounts for a lvl ~99 character with lvl 49 whm or rdm subjob:
Cure 1: 33
Cure 2: 94
Cure 3: 196
Cure 4: 393
Percentage relative to max cure capacity of rdm or whm at 99 (projected assuming same skill gain rates for 96-99 as for 91-95):
Cure 1: 94%
Cure 2: 97%
Cure 3: 98%
Cure 4: 97%
Therefore someone subbing rdm or whm would get about 97% of the base cured HP as either of the main jobs. Since Power is weighted far more heavily towards Mnd than towards healing skill, the lack of healing skill of a lvl 99 character has almost no detrimental effect. The scaling effect on power past the hard cap further limits any differences in total HP cured.
On the other hand, you still want to ramp up power towards the hard cap quickly enough that the spells are generally useful for lower-level characters.
Since you gain 1-2 points of mnd per level (rough guess, on average, including gear), and (at lower levels) 3 points of skill, stat gain is worth about twice as much as skill gain. To weight that more towards skill than stat...
Reference: Current Power = 3 * (Mnd + HealSkill/5) + Vit
Ok, Power v2 = 3 * (Mnd/2 + HealSkill/2) + Vit
Amount cured by a lvl 49 character (Power v1):
Cure 1: 31
Cure 2: 92
Cure 3: 190
Cure 4: 353 (rdm) / 356 (whm)
Amount cured by a lvl 49 character (Power v2):
Cure 1: 32
Cure 2: 92
Cure 3: 191
Cure 4: 360 (rdm) / 365 (whm)
Amount cured by a lvl 99/49 character (Power v2):
Cure 1: 33
Cure 2: 94
Cure 3: 194
Cure 4: 389 (/rdm) / 391 (/whm)
Amount cured by a lvl 99 rdm:
Cure 1: 36
Cure 2: 99
Cure 3: 206
Cure 4: 417
Amount cured by a lvl 99 whm:
Cure 1: 36
Cure 2: 100
Cure 3: 208
Cure 4: 423
Cure 5: 742
Gives native heal skill characters a bit more of an edge than subjobbing characters, without really penalizing subjobbers. Not enough total gain, though.
Currently, Cures 1/2/3 go from /2 on scale 1 (pre soft-cap) to /4 on scale 2 (pre hard-cap). Cure 5 goes from /(4/3) on scale 1 to /2 on scale 2. Cure 4 uses the 4/3 rate on scale 1 (same as Cure 5), but changes to /4 on scale 2 (same as Cure 3). The relative difference in rate change for Cure 4 and Cure 5 is also different both from each other and from the three lower cures.
Would consider matching them up:
Code:
Scale 1 Scale 2
Cure 1: 2 4
Cure 2: 2 4
Cure 3: 2 4
Cure 4: 4/3 8/3
Cure 5: 4/3 8/3
That increases Cure 4's gain rate after the soft cap, but decreases Cure 5's gain rate.
Rdm Cure 4 @49: 375 (up from 353)
Rdm Cure 4 @99: 447 (up from 406 with v1 Power, 417 with v2 Power)
Whm Cure 5 @99: 712 (down from 742 with v2 Power, identical to 712 with v1 Power)
Given the lower soft-cap scale, the previously suggested reduction in the hard-cap scale to 2 isn't needed. The subjobber is just barely hitting the hard cap power level, so any changes for the post-hard-cap scale will pretty much exclusively apply to main skill healers.
Am considering another doubling of the scale at tier 3 for Cure 4. So
Scale 1 = 4/3
Scale 2 = 8/3
Scale 3 = 16/3 (previously 13, or 39/3)
That would give rdm 486 Cure 4's at level 99 (compared to 418 for a 99/49). Whm would get 501.
Of course that gives Cure 4 a slightly better tier 3 scaling than Cure 5. Adjusting Cure 5 to match changes lvl 99 cure from 712 to 722. Seems fine to just let them stay in sync.
Overall increase for rdm is going from 406 to 486, a 20% increase, while streamlining the scaling factors. Healing skill becomes a more dominant factor in the final equation, giving those with native healing skill a decided edge over those who are just using the subjob skill.
What about Cure 3, since a second cure is needed to alternate with Cure 4? Well, speculatively, first going to try adjusting the hard cap scaling factor to match the increase used for Cure 4/5. Since scale 2 is /4, going to /8 for scale 3.
Power v2, default scaling:
99 rdm: 206
99/49 rdm: 194
99 whm: 208
99/49 whm: 195
Power v2, /8 scaling:
99 rdm: 254
99/49 rdm: 209
99 whm: 264
99/49 whm: 211
The target I'd suggested before (~250 cure 3, 500 cure 4) is approximately made with that scale adjustment.
To go along with this, I'd suggest /16 for Cure 2, and /32 for Cure 1. That gives cures at 130 and 54, respectively, for 99 rdm, while keeping subjob cures at just a bit higher than previous.
Final suggested scaling:
Code:
Scale 1 Scale 2 Scale 3
Cure 1: 2 4 32
Cure 2: 2 4 16
Cure 3: 2 4 8
Cure 4: 4/3 8/3 16/3
Cure 5: 4/3 8/3 16/3
Using a Power calculation of:
Power v2 = 3 * (Mnd/2 + HealSkill/2) + Vit
And not changing the current cutoffs for soft and hard caps on power per spell, or the initial base offset for the spell.
Scale 1 = before soft cap
Scale 2 = after soft cap, before hard cap
Scale 3 = after hard cap
Healing skill has significantly greater value, Cure 3+4 is sufficient to match Cure 5. Sch's totals will be closer to the whm values here while in Light Arts, and overall can be expected to be bounded by the rdm and whm values given.
To supplement this, sch gets the regen adjustments (I'll make another post on suggested adjustments for the scaling of that), and rdm has an entire thread of suggestions on improvements that could be made to its enfeebling abilities.