It shouldn't be too bad to calculate, I've plenty of healing magic and MND gear to swap around to give a decent range of values...
Though, has SE ever released an in-game formula in the past?
It shouldn't be too bad to calculate, I've plenty of healing magic and MND gear to swap around to give a decent range of values...
Though, has SE ever released an in-game formula in the past?
Guess the new cure formula is up on the test server.
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.
I'm feeling mathy, but I can't get on the test server, keep getting a weird error. If anyone can supply more data, it would be great. The following would be interesting to know:
- WHM1 to determine a low cap, if one exists
- Test with different, mid-range (300~400) healing skills with same MND/VIT
- High skill test (400~500) with same MND/VIT as the previous test, to see if there's a different formula based on tiers
- Max skill test (500+), to see if there's a cutoff at some point
- Different MND or VIT (not both), to determine the effect each of them has, all performed with the same skill (Atma should be a good way to get lots of one specific attribute)
- Brew test, to see if there's any cap for MND or VIT
All of those should be performed using Cure IV (since I suspect other cures follow the same formula only with different base values and Cure IV is the highest, so rounding errors are lower), preferably without any Cure Potency gear. Abyssea - Empyreal Paradox would be a great place to do it, MM Atma for constant Refresh with HP cruor buff, which can be canceled to get into low HP. (Do you have access to all Abyssea abyssites on the test server?) Could also use cruor buffs to get MND and VIT increases seperately. Just have to pay attention that the Atma you equip don't have an additional effect that may interfere with the testing. Would be great if anyone could provide those numbers, even just partially.
All affirmations are true in some sense, false in some sense, meaningless in some sense, true and false in some sense, true and meaningless in some sense, false and meaningless in some sense, and true and false and meaningless in some sense.
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FFXI: Leviathan > Arcon
FFXIV: Selbina > Arcon Villiers
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.
Last edited by Aleste; 02-26-2012 at 07:21 AM.
I also did some calculations in this thread on FFXIAH to work out some of the scaling and inflection points. Probably do better with Aleste's data. Btw, what's the mnd and vit on those?
All affirmations are true in some sense, false in some sense, meaningless in some sense, true and false in some sense, true and meaningless in some sense, false and meaningless in some sense, and true and false and meaningless in some sense.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
FFXI: Leviathan > Arcon
FFXIV: Selbina > Arcon Villiers
Just eyeballin' but I would guess there's a change at ~310 and ~424 marks...
If possible, get one of 331 (preferred), 351, 371, 391 or 411 (I know this is possible since it's on the chart) skill, and test using Cure II: Try to get 1 point increments of mnd to see how rapidly mnd improves HP healed, and the same for vit (after resetting mnd). Even if you can't get exacts, try to get a few points' worth of additional HP cured.
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.)
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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.
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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.
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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.
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.
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