Page 4 of 15 FirstFirst ... 2 3 4 5 6 14 ... LastLast
Results 31 to 40 of 145
  1. #31
    Player Economizer's Avatar
    Join Date
    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Quote Originally Posted by Aleste View Post
    I'll have to have a look around for some potency received gear but I imagine it'd be difficult what with the recent change to the gear..
    I was going to write out a suggested testing method on the test server, but I forgot whether the new changes to Corsair and healing have taken place yet and I didn't want to look it up at the moment I wrote the last comment.

    Testing method: Go White Mage, equip cure potency gear to cap cure potency, a Twilight Cape, a Korin Obi, and sub Corsair. Go somewhere with Light Weather such as Nyzul Isle. Use Healer's Role (be aware it will only have half potency, refer to this page for numbers). Post results with what roles results, weather and your MND/VIT and cure potency values.

    I have no clue if the changes for Healer's Role have been implemented on the test server however.
    (1)

  2. #32
    Player Aleste's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    151
    Character
    Aleste
    World
    Fenrir
    Main Class
    WHM Lv 99
    Havn't tested the above, but it looks like we've got our healing magic adjustments today.

    http://forum.square-enix.com/ffxi/th...476#post273476

    Google translate is a little sketchy... can we have a translated version community reps?

    Cure adjust the amount of recovery
    is to receive healing magic skill is greater than the impact of the recovery amount of Cure. Increase the amount of recovery higher than traditional skills, skills for low reverse recovery amounts to virtually eliminate the impact.
    This effect has been set as a difference in the growth range depending on the type of Cure, we have focused on the following adjustments, particularly Cure IV.
    (For adjustment of the scope of this magic system recovery Kearuga / Kearura, and dancer for waltz is not eligible.)
    Cure I ~ IV: The amount recovered up to approximately 1.4 times the conventional
    Cure V ~ VI: almost no effect
    When this adjustment has been mention last Sun review of up amount healed Cure Released Date / amount healed Cure or ex two, and aims to increase the number of opportunities回Reru Standing healer in job-based mage than White Mage .
    Underlined: 'almost' meaning better or worse I wonder?
    (1)
    Last edited by Aleste; 02-03-2012 at 10:52 PM.



  3. #33
    Player Daniel_Hatcher's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    2,577
    Character
    Alvian
    World
    Phoenix
    Main Class
    MNK Lv 12
    Quote Originally Posted by Aleste View Post
    Havn't tested the above, but it looks like we've got our healing magic adjustments today.

    http://forum.square-enix.com/ffxi/th...476#post273476

    Google translate is a little sketchy... can we have a translated version community reps?



    Underlined: 'almost' meaning better or worse I wonder?
    Will be better but probably only by a couple of points.
    (0)

  4. #34
    Player Economizer's Avatar
    Join Date
    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    I'm a bit afraid to see this Google Translate in this thread as the community reps have taken a liking to having certain threads locked and if they post in a different one in the last day or two (I suppose it is understandable). I'd really hope this thread doesn't get locked if they do happen to post in a different thread for whatever reason, although I might be a bit biased, having started this thread.

    Still, considering the generally more calm attitude in this thread compared to other parts of the forum, I think I'll be safe to speculate a bit on this right now. Given the lack of details (on top of this being a machine translation) I'm going to stick my speculation on the 1.4x number. Assuming they mean that Cure I-IV are getting a boost to this magnitude, that would mean that Cure I-IV would be more MP efficient then Cure V for the first time in ever.

    While I understand not boosting it by the same amount since multiplicative boosts to cures with larger cure amount impact the game more, I would really hope that Cure V remains the most MP efficient cure (well, actually, I'd hope Cure VI becomes MP efficient, but somehow I doubt this will happen) even if it is by a slim margin. Assuming the 1.4x number with Cure IV at 50%/424/160/80 we'd be seeing potency numbers go from 7.10 (10.96/14.80)-> 9.94 (19.44/26.24). For reference, compare this to Cure V's 8.15 (13.76/18.57), or Cure VI's pitiful 6.44 (9.50/12.10).

    Perhaps the argument was that increasing the cure amounts on these spells would be too game breaking - which I can see the argument for, regardless of if I agree or not. However, I think at very least giving a lowered MP cost for these spells (In Cure V's case, lowered when Healing Magic Skill is higher, in Cure VI's case, that and lowered in general) to bring them in line with at least the HP/MP ratios of the speculative Cure IV amounts (assuming the speculation is correct) would be nice way to keep the current efficiency superiority of Cure V. I don't think we'd die without such an adjustment on Cure V/VI (I know I certainly haven't suffered all that much from just about never using Cure VI, but I suppose that's because it sucks) but it would be the right thing to do, should my speculation about what these possible changes happens to be correct.

    Still, this is just some speculation on a machine translation. Guess we'll have to wait and see what gets posted.
    (1)

  5. #35
    Player Motenten's Avatar
    Join Date
    Mar 2011
    Posts
    321
    Unfortunately, the posted notes are only so much fluff. We know that they changed -something-, partly with respect to how skill impacts the amount healed, but we don't know the exact mechanics. Testing will be needed before we can render any real judgement.
    (3)

  6. #36
    Player Mageoholic's Avatar
    Join Date
    Jul 2011
    Location
    Myself
    Posts
    239
    Id wager you will see cure 4 approach the same numbers as cure V with the limiting factor being it can't be spammed. A great option for all healing jobs. As it give WHM another big heal to help with the lack luster C6, and actually gives RDM and SCH a big heal. (granted it can't be spammed but C3 will be the new C4).

    More or less along the lines suggested in this thread. http://forum.square-enix.com/ffxi/th...l=1#post209217 (yes it was by me so what.)

    Id wager the formula didn't change much, probably just reduced the reduction value of healing magic over a certain point. Or hopefully that is how they did it. Will still be nice to have a /mage be able to support heal as they currently can, and not ruin them completely. If they didn't lock in current values they are asking for trouble at lower levels.
    (1)
    There is no min only max. Or something like that.

  7. #37
    Player Daniel_Hatcher's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    2,577
    Character
    Alvian
    World
    Phoenix
    Main Class
    MNK Lv 12
    Actual translation.

    Cure Potency
    Cure potency will be affected more significantly by healing magic skill. If a player has high healing magic skill, cure potency will be greatly increased, but low healing magic skill will have almost no effect on cure potency. The effect of skill level on cure potency will vary based on the type of cure, but cures lower than Cure V will be affected the most. Note that Curaga, Cura and Waltzes will not be affected.
    Cure I-IV: Up to 1.4 times the normal cure potency
    Cure V-VI: Almost no change
    With this adjustment combined with the increase of cure potency mentioned earlier, we would like to increase opportunities for mages jobs other than white mage to serve as healers.
    (1)

  8. #38
    Player Economizer's Avatar
    Join Date
    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Quote Originally Posted by Daniel_Hatcher View Post
    Actual translation.
    Posting it again from the source proper for linky goodness:

    Quote Originally Posted by Bayohne View Post
    • Cure Potency
      Cure potency will be affected more significantly by healing magic skill. If a player has high healing magic skill, cure potency will be greatly increased, but low healing magic skill will have almost no effect on cure potency. The effect of skill level on cure potency will vary based on the type of cure, but cures lower than Cure V will be affected the most. Note that Curaga, Cura and Waltzes will not be affected.
      • Cure I-IV: Up to 1.4 times the normal cure potency
      • Cure V-VI: Almost no change
      With this adjustment combined with the increase of cure potency mentioned earlier, we would like to increase opportunities for mages jobs other than white mage to serve as healers.
    Its pretty much as I thought so my speculation post stands. We could use more information however, this is no better then the machine translation. Still, given the data so far, this sounds beyond our conservative suggestions in most ways and I hope and imagine that when we get more data it will require no more then minor tweaks to perfect. Not everything can be peachy when it comes to designing and administering a game, but the pieces seem to be falling into place for the 99 cap.
    (2)

  9. #39
    Player Economizer's Avatar
    Join Date
    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Another weird question... do the WHM AF3 pants grant an MP return with Blue Mage cures?
    (0)

  10. #40
    Player
    Join Date
    Mar 2011
    Posts
    25
    Quote Originally Posted by Economizer View Post
    Another weird question... do the WHM AF3 pants grant an MP return with Blue Mage cures?
    If blue mage cures are effected by the stat "Cure potency" and "Cure Recast time-" Then I say yes. Never tested though.
    (0)

Page 4 of 15 FirstFirst ... 2 3 4 5 6 14 ... LastLast

Tags for this Thread