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  1. #1
    Player Motenten's Avatar
    Join Date
    Mar 2011
    Posts
    321
    Ok, I think I worked out why the max power cap is 1240. It's a set value derived from the power formula for a combination of mnd/vit/skill that was deemed well above what players would ever likely reach (at 75 cap).

    1240 power is reached with: 250 mnd, 250 vit, 400 skill. 400/5 skill = 80 + 250 mnd = 330 * 3 = 990 + 250 vit = 1240.


    My suggested change to the power formula was 3 * (mnd/2 + skill/2) + vit. With the above numbers, that would end up generating a total power of 400/2 skill = 200 + 250/2 mnd = 200 + 125 = 325 * 3 = 975 + 250 vit = 1225. Nearly the same total value. Adding 10 mnd or 10 skill would reach the 1240 power cap. So overall I think it's still good.


    Now, total amount cured while still using the current cap/interval config:

    Cure 1
    Current: 10 base, 10 interval, max 40
    Revise: 10 base, 15 interval, max 55

    Cure 2
    Current: 60 base, 15 interval, max 105
    Revise: 60 base, 25 interval, max 135

    Cure 3
    Current: 130 base, 30 interval, max 220
    Revise: 130 base, 45 interval, max 265

    Cure 4
    Current: 270 base, 60 interval, max 450
    Revise: 270 base, 90 interval, max 540

    Cure 5
    Current: 450 base, 120 interval, max 810
    Revise: same

    Cure 6
    Current: 660 base, ~300 interval, max 1140
    Revise: 660 base, 240 interval, max 1140 (changing this is optional)



    Suppose we keep the first tier scale the same, at 2 power per HP. How would we adjust the remaining parameters to keep everything tidy?

    Cure 1 offset: -10
    Total power for first tier: 25 - -10 = 35 * 2 = 70
    Additional power for second tier: 15 * 4 = 60
    Total power for second tier: 70 + 60 = 130
    Scale for third tier: (1240 - 130) / 15 = 74

    Cure 2 offset: 20
    Total power for first tier: 85 - 20 = 65 * 2 = 130
    Additional power for second tier: 25 * 4 = 100
    Total power for second tier: 130 + 100 = 230
    Scale for third tier: (1240 - 230) / 25 = 40.4

    Cure 3 offset: 70
    Total power for first tier: 175 - 70 = 105 * 2 = 210
    Additional power for second tier: 45 * 4 = 180
    Total power for second tier: 210 + 180 = 390
    Scale for third tier: (1240 - 390) / 45 = 170/9

    Cure 4 offset: 165
    Total power for first tier: 360 - 165 = 195 * 4/3 = 260
    Additional power for second tier: 90 * 3 = 270
    Total power for second tier: 260 + 270 = 530
    Scale for third tier: (1240 - 530) / 90 = 71/9

    Cure 5 offset: 330
    Total power for first tier: 570 - 330 = 240 * 4/3 = 320
    Additional power for second tier: 120 * 17/6 = 340
    Total power for second tier: 320 + 340 = 660
    Scale for third tier: (1240 - 660) / 120 = 29/6

    Cure 6 offset: 570
    Total power for first tier: 900 - 570 = 330 * 4/3 = 440
    Additional power for second tier: 240 * 10/3 = 800
    Total power for second tier: 440 + 800 = 1240
    Scale for third tier: 0



    Cure 1
    Current second tier cap of 100 power cures 30 HP. 100 power in the above scale would cure 32.5.

    Cure 2
    Current second tier cap of 170 power cures 90 HP. 170 power in the above scale would cure 95.

    Cure 3
    Current second tier cap of 300 power cures 190 HP. 300 power in the above scale would cure 197.5.

    Cure 4
    Current second tier cap of 460 power cures 390 HP. 460 power in the above scale would cure 426.67


    Total power to hit the second cap for Cure 5: 660 (generally pretty easy to hit by lvl 82)
    Amount cured for each cure tier with 660 power (original, revised):
    Code:
                Original      Revised      Improvement
    Cure 1            34           47              38%
    Cure 2            96          120              25%
    Cure 3           201          234              16%
    Cure 4           405          466              15%
    Cure 5           690          690              --
    Tentative power at lvl 99: 330 skill, 150 mnd, 80 vit == 800 power.
    Amount cured for each cure tier with 800 power (original, revised):
    Code:
                Original      Revised      Improvement
    Cure 1            36           49              36%
    Cure 2            98          124              27%
    Cure 3           205          241              18%
    Cure 4           417          496              19%
    Cure 5           739          739              --
    MP Efficiency at 800 power:
    Code:
                Original      Revised
    Cure 1          4.50         6.13   
    Cure 2          4.08         5.17
    Cure 3          4.46         5.24
    Cure 4          4.74         5.64
    Cure 5          5.47         5.47

    Subbing mage won't be as limited as my previous scaling. 150 skill + 150 mnd + 80 vit is 530 power, which hits the second cap for Cure 4, curing 450 rather than the ~500 for someone with (capped) native healing magic skill. However the entire setup is consistent with the current formulations, so should be more viable as a suggestion.
    (2)

  2. #2
    Player saevel's Avatar
    Join Date
    Apr 2011
    Posts
    2,350
    Blue Mage spells use the same formulas that White Mage spells do, with a bit added on or taken off. Changes to ours would probably changes theirs. Then mob power calculations come in - if mobs can heal more they would be more difficult, and so on. Or at least that's two reasons they might not want to change the formula.
    BLU magic cures are identical to WHM cures. SE was incredibly lazy with them.

    Magic Fruit is Cure V with -200 cure power
    Plenilune Embrace is Cure V with -90 cure power
    Wild Carrot is Cure III with a small reduction in cure power, don't know off the top of my head

    White Wind is the only one that doesn't use a previous cure formula. It's only effected by your maximum HP
    floor(MaxHP/7)*2
    So you'd want to cure in full +potency and +HP gear.
    (1)

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