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  1. #1
    Player Economizer's Avatar
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    Jun 2011
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    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Quote Originally Posted by Gildrein View Post
    • Cure spells will be adjusted so that Healing Magic skill will play a greater role in determining their potency.
      At high skill levels, Cure spells will heal more HP than before, while low skill levels will see minimal benefit. The degree to which Healing Magic skill affects HP healed will vary by spell, with Cure I-IV seeing the most significant adjustments.
      • Cure I-IV: Amount of HP recovered may increase by as much as 1.4 times
      • Cure V-VI: Minimal adjustments.
        *Curaga I-V and Cura I-III will remain unchanged.
    -----
    If you wish to discuss or submit feedback on this topic, please use the [dev1094] tag.
    Guess the new cure formula is up on the test server.

    Quote Originally Posted by Daniel_Hatcher View Post
    On a quick test.

    Cure I
    naked: 56
    /sch: 58
    13%: 63
    33%: 77

    Cure II
    naked: 131
    /sch: 133
    13%: 148
    33%: 176

    Cure III
    naked: 286
    /sch: 293
    13%: 323
    33%: 389
    Quote Originally Posted by Daniel_Hatcher View Post
    Messing about with Cure IV on the test server I got these numbers:

    Naked (RDM capped skill): 532
    Naked (Light Arts): 547
    13% Potency (87+26 MND / 80+2 VIT): 630
    33% Potency (87+26 MND / 80+2 VIT): 742
    33% Potency (Primeval Brew): 851

    Didn't have the body (still after it), torque or earring to test at 50%.
    Okay for the numbers he gave this is what he should have got if he wasn't on the test server:

    Primeval Brew:
    Cure I - 40
    Cure II - 105
    Cure III - 220
    Cure IV - 450
    Red Mage (368 Healing Magic, 113 MND, 82 VIT)
    Cure I - 34
    Cure II - 96
    Cure III - 200
    Cure IV - 403
    Red Mage + Light Arts (404 Healing Magic, 113 MND, 82 VIT)
    Cure I - 34
    Cure II - 96
    Cure III - 201
    Cure IV - 405


    They basically fall into what SE said would happen, but I'm not really feeling mathy at this exact moment and I'm not sure what we can glean from this yet. Additionally these numbers could be subject to change on top of that so it is hard to say if we should be poking at this too hard.

    Still, anyone else on the test server feel like doing some tests?

    Some requests to give direction to anyone who does, however any testing at all would be nice. Don't forget to list Healing Magic, MND, VIT, and cure potency amounts if you do post numbers.

    If I remember correctly you can set your skill level correct? This would be key to the following testing suggestions:

    All tests should be performed without any cure potency gear since the effects of such gear is easy to calculate. All tests should be performed on White Mage so that stats are identical and numbers for Cure I-VI can be viewed.

    White Mage, 424 Healing Magic, Primeval Brew.
    White Mage, 424 Healing Magic. (A+)
    White Mage, 334 Healing Magic. (D)
    White Mage, 404 Healing Magic. (B+, Light Arts)
    White Mage, 370 Healing Magic. (Any job /SCH using Light Arts; Cure I-III)
    White Mage, 373 Healing Magic. (C)
    White Mage, 378 Healing Magic. (C+)
    White Mage, 150 Healing Magic. (/WHM)
    White Mage, 500 Healing Magic. (See Below.)
    White Mage, 400 Healing Magic.
    White Mage, 300 Healing Magic.
    White Mage, 200 Healing Magic.
    White Mage, 100 Healing Magic.
    White Mage, 000 Healing Magic.

    For anyone that wants to test higher numbers here is a list of stuff that gives only Healing Magic that a normal White Mage might have or have easy access to on the test server:
    +16 Healing Magic - Merits
    +20 Healing Magic - Orison Bliaud +2
    +18 Healing Magic - Cleric's Pantaloons +2
    +15 Healing Magic - Beneficus
    +7 (10) Healing Magic - Colossus's Torque
    +15 Healing Magic - Healer's Mitts

    With these you could test White Mage, 500 Healing Magic.

    I don't expect anyone to test all of these but anything anyone decides to test would be great.
    (1)

  2. #2
    Player Aleste's Avatar
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    Mar 2011
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    San d'Oria
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    151
    Character
    Aleste
    World
    Fenrir
    Main Class
    WHM Lv 99
    Quote Originally Posted by Economizer View Post
    I don't expect anyone to test all of these but anything anyone decides to test would be great.
    https://docs.google.com/spreadsheet/...3ctMWEzemcxeWc

    Legend:
    BLUE - Cure 1
    RED - Cure 2
    ORANGE - Cure 3
    GREEN - Cure 4

    Duplicated the second sheet and added graph, however I'm unable to test <300 healing magic skill without varying MND and VIT excessively.
    (0)
    Last edited by Aleste; 02-26-2012 at 07:21 AM.



  3. #3
    Player Economizer's Avatar
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    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Quote Originally Posted by Aleste View Post
    Duplicated the second sheet and added graph, however I'm unable to test <300 healing magic skill without varying MND and VIT excessively.
    I wasn't sure because I'm not actually on the test server but I'm guessing that this means you can't just change Healing Magic to whatever value you want on the test server? (Anyone care to answer this for me, I feel dumb not knowing for sure.)

    -

    Anyways I've also been interested in Cure V/VI changes although they'd be more slight. This has been particularly important due to the numbers in that FFXIAH thread where Cure V/VI have their cure amounts cut during a brew.

    I'm obviously not a math major so I won't claim to have the best testing methods, but I have a few more questions that popped up before I've looked at your data. First order of business is whether or not Healing Magic skill affects the numbers you get with a brew. This is something I should have wrote earlier and I feel stupid for not thinking of it as a possibility earlier.

    I also have a few theories (not backed by any evidence yet, I haven't more then skimmed over more testing numbers yet). One of them is that perhaps the cure formula didn't change but instead having a high Healing Magic skill acts as a multiplier. One way to test this would be to take a set number of skill, take it again with capped cure potency, then test again at a high number of skill with and without cure potency and see if the numbers match up as expected.

    -

    Okay I've been pouring over the numbers I have been given for inspiration. I don't really have any at this time so I'll post a (probably useless) chart instead.

    (2)

  4. #4
    Player Aleste's Avatar
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    Mar 2011
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    Character
    Aleste
    World
    Fenrir
    Main Class
    WHM Lv 99
    Quote Originally Posted by Economizer View Post
    I wasn't sure because I'm not actually on the test server but I'm guessing that this means you can't just change Healing Magic to whatever value you want on the test server?
    Unfortunately not, the =TEST= Moogle GM will:

    "Read instructions"
    "Change parameters"
    - Edit main job level (also assigns all skills to cap)
    - Reset ability timers
    - Obtain max merit points
    - Receive all spells/rolls/attachments
    - Unlock all jobs and support jobs
    "Teleport to key locations"
    - Towns
    - Outposts
    - Staging Points
    "Warp to Home Point"
    "Recieve items"
    - Weapons (Fake empies and some of the newer JSE weapons)
    - Armor (+3 stat earrings and RR hairpin)
    - Expendable items (pet broths, angon, nin toolbags)
    - Medicine or Food (self explanatory)
    - Instant magic scrolls (warp, retrace)
    - Storage Slips (allows you to edit the gear on storage slips)
    "Obtain 100,000,000 gil" Congratulations, you are now a gillionaire!

    Oh, and you've access to your full inventory that was loaded onto the test server, every single trial item and every item on a storage slip.

    Quote Originally Posted by Motenten View Post
    If possible, get one of 331 (preferred), 351, 371, 391 or 411
    I'll see what I can do~



    What I've been doing was setting my main job as WHM (or SCH or RDM) and using the merit attributes to balance out my stats. Then I would lift all the gear off storage slips that varies healing magic skill for those jobs which don't change stats (EG: sch af legs, sch relic feet nq/1/2) and proceed to test as many values as I could. I'd then add on a few healing magic merits and retest.
    (3)



  5. #5
    Player Economizer's Avatar
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    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Quote Originally Posted by Aleste View Post
    - Edit main job level (also assigns all skills to cap)
    I wonder how SE expects us to test this. Not easily apparently. I can think of a few ways to get the desired skill levels but they're time consuming and won't get a good effort/reward ratio for information unfortunately (well, unless that bug where setting a job to lower levels also lowers skills on other jobs is still around).

    Since I have doubts that SE is going to allow us to edit skill levels for this I'll have to give up on it for now.

    If you feel up to it can you test two things? I'm not sure they're worth testing but I might as well ask in case you think they are.
    • Does Healing Magic Skill effect numbers under a brew?
      Naked, capped Healing Magic, 99 WHM, Primeval Brew for Cure I-VI.
      A higher amount of Healing Magic (as high as possible using whatever non-potency gear you have and merits), 99 WHM, Primeval Brew for Cure I-VI.
    • Is the new effect of Healing Magic Skill just multiplied on top of cures?
      Cure IV on Scholar without Light Arts, with and without the cure potency staff.
      Cure IV on White Mage, with and without the cure potency staff.

    Honestly I'm thinking Motenten probably has a better lead onto this then I do but I'm not going to give up on trying to figure this out in a creative manner yet.
    (2)

  6. #6
    Player Arcon's Avatar
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    Mar 2011
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    San d'Oria
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    Character
    Arcon
    World
    Leviathan
    Main Class
    PLD Lv 99
    Quote Originally Posted by Economizer View Post
    I wonder how SE expects us to test this. Not easily apparently.
    Not at all, would be my guess. Or did you forget about how secretive they are with absolutely everything? When they say "test server" they just mean we should look for bugs, nothing else.
    (1)
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    FFXI: Leviathan > Arcon
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