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  1. #1
    Player Economizer's Avatar
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    Jun 2011
    Posts
    1,397
    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)

  2. #2
    Player Aleste's Avatar
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    Mar 2011
    Location
    San d'Oria
    Posts
    151
    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)



  3. #3
    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
    - 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)

  4. #4
    Player Arcon's Avatar
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    Mar 2011
    Location
    San d'Oria
    Posts
    2,753
    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)
    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
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