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  1. #1
    Player Aleste's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    151
    Character
    Aleste
    World
    Fenrir
    Main Class
    WHM Lv 99
    I suppose it all depends on how you specifically feel about the club/shield combo.

    Non-lightsday, the club/shield combo with perfect augments will pull 1.5 power higher than the perfect staff equivalent.
    Lightsday, the staff set pulls ahead of the club/shield combo by 1.5 power.

    This however doesn't change during lightsday (or weather) for optimal max cure... we'd prefer to use korin obi and twilight cape for the additional day/weather bonus;

    The staff set (collossus'/zenith) changes as such:
    back to twilight cape [-4% potency, -4skill, gain day/weather boost]
    waist to korin obi [-5 skill, gain day/weather boost]
    neck to Phalaina locket [-7 skill, +3mnd, +4% potency]
    >Net worth: -16 skill, +3MND, 1.5 day/weather boost.
    Set drops from ~103 power to ~88

    The tefnut/genbu set changes as such:
    back to twilight cape [-4% potency, -4skill, gain day/weather boost]
    waist to korin obi [-5 skill, gain day/weather boost]
    hands to augurs mitts [-10 skill +4% potency]
    >Net worth: -19 skill, 1.5 day/weather boost
    Set drops from ~105 power to ~86

    Seems that when the sets are modified to take korin obi/cape into account, it still sits ~2 power ahead.

    So under perfectly ideal situations, the club/shield combo will cure stronger by an exceptionally small amount on average (when you factor in 1/8 day chance and the scarcity of light weather).

    Sidenote: Personal mileage will vary.
    (0)
    Last edited by Aleste; 04-17-2012 at 06:22 AM.



  2. #2
    Player
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    126
    Yeah, it boils down to preference. Either option is going to work (although Tefnut build takes more effort to beat Arka IV build obviously). I occasionally overheal a target anyways and don't see the maximum amount my cures even do. Admitedly I'm more paranoid in VW when my DDs can be oneshotted and temps ensure MP is near infinite (as long as they're properly replenished, anyway). 1.5 skill bonus isn't something I'd factor as noticeable enough to completely justify the change (given the potential costs involved).

    Light weather isn't something I'd honestly factor either unless you're doing Nyzul on WHM or something since it's always active there, or once Limbus gets renewed and Temenos gets additions.

    /does listings for lightsday/light weather for personal reference:
    Staff +50% Potency, +88-16 Healing Magic Skill, +30+3 MND becomes:
    +50% potency, +72 skill, +33 MND.
    Tefnut/Genbu set: 50% potency, +83 skill, +43 MND -19 skill becomes:
    +50% potency, +64 skill, +43 MND.

    And then it's down to 8 skill vs. 10 MND again.

    tl;dr: We agree, but I do tend to ramble. lol I also can't justify carrying more gear for such a minimal impact. It's reasons like that that I'd also be carrying an Arka IV build around, and in my reasoning, guess it boils down to keeping it simple.
    (1)
    WAR, WHM, BLM, RDM, DRK, BRD, SMN, BLU, SCH, GEO, RUN 99

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