Okay so as the testing gets more and more wrapped up I feel the time for analyzing the implications of the change that is being tested gets closer and closer.
Skill: 430 MND: 122 VIT: 86
AF3+2 pants and 50% cure potency
- Cure: 22.5HP/MP
- Cure II: 16.87HP/MP
- Cure III: 22.65HP/MP
- Cure IV: 22.26HP/MP
- Cure V: 15.95HP/MP
- Cure VI: 9.75HP/MP
Note that none of these are factoring in cureskin effects.
Personally, despite the nerfed Cure V/VI values I'm currently not really too upset about how much HP they heal but rather how inefficient they are now. Cutting the MP cost of both spells would be an easy way to make up for their loss of power, especially if magic users will be able to cast large Cure III/IV spells now (one of us will get to this at some point, I'm sure).
If Cure V's MP cost was dropped to 112 MP (a mere 23 MP difference) it would remain competitive with the other cure spells before it. The same would be true of Cure VI if it was dropped to about 142 MP. However it is possible that it is SE's intention that Cure VI remains slightly MP inefficient as an emergency cure. And this would be understandable if it was special in some way aside from the enhanced enmity properties but this is currently not the case. Perhaps the cureskin effect on Cure VI could be enhanced in some way such as providing a -50% damage taken buff while it is still on (effectively doubling the maximum 400 point stoneskin effect for players who have not capped damage reduction to a maximum 800 point version) or greatly increasing the defense of the player who has the cureskin effect until it wears off.
These are major changes as it is so I really hope people understand the implications of what is happening here. Everyone needs Healing Magic support at one point or another and I don't know very many players who solely rely on Blue Magic, pets, and potions to cure them so the effects these numbers will have on the game are simply huge.

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