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  1. #41
    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
    Another weird question... do the WHM AF3 pants grant an MP return with Blue Mage cures?
    Just had a friend test it, it did not return any MP. Healing Breeze (didn't have Wild Carrot, but was enough for testing purposes) for 194 with +1 pants should have returned at least 5 MP, however it still consumed 55 MP.
    (3)
    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

  2. #42
    Player Economizer's Avatar
    Join Date
    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Quote Originally Posted by Arcon View Post
    Just had a friend test it, it did not return any MP.
    Disappointing, but even if it did and Blue Mage spells get affected by the cure changes it still won't change subjob selection, so no big loss. I suppose this is just another statistic to add to a wiki now though.
    (1)

  3. #43
    Player
    Join Date
    Mar 2011
    Posts
    1,401
    A White Mage casting Fire does not do as much damage as a Black Mage doing so, a Paladin casting Utsusemi does not get as many shadows as a Ninja, a Red Mage using Curing Waltz does not heal as much as a Dancer, and a Scholar using a summon does not get as strong a pet as a Summoner.
    A White Mage casting Refresh gains as much MP as a RDM. A BLM casting Haste grants the same attack speed bonus as RDM. A WHM using convert is as potent as a RDM using convert. Healing specialist job gets high level enfeebles like Addle but enfeebling specialist doesn't get healing spell since level 48 :/
    (3)

  4. #44
    Player Aleste's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    151
    Character
    Aleste
    World
    Fenrir
    Main Class
    WHM Lv 99
    Let's at least pretend like we're keeping this on topic.

    Hopefully I'll get some time set aside to test the new formulas on cure 1-4, but till then let's see some discussion on cure V sets.

    I've been aiming for this sort of setup:

    Arka IV / Verse Strap +1 / Empty / Mana Ampulla
    AF3 Cap / Ajari Necklace / Roundel / Celestial Earring
    AF3 Body / Augur's Gloves / Aquasoul Ring / Aquasoul Ring
    AF3 Cape / Cascade Belt / AF3 Legs / Zenith Pumps (4%P w/ 6skill)

    Totals:
    50% cure potency
    -7 ENM
    +60 MND
    +31 skill

    Could switch:

    Ajari with Fylgja+1 -6MND +3%P -2ENM
    AF3 with Tempered cape +1%P +2ENM +4Skill
    Zenith with Marduk +10MND -4%P -4ENM -6Skill

    Would gain 4 MND, -4ENM and loose 2 skill... comes at the cost of doing salvage though...
    (1)



  5. #45
    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
    Let's at least pretend like we're keeping this on topic.
    Yes, if you are complaining or talking about something that isn't healing, please go away. We don't care here. There are other threads for that.
    (1)

  6. #46
    Player Aleste's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    151
    Character
    Aleste
    World
    Fenrir
    Main Class
    WHM Lv 99
    Quote Originally Posted by Economizer View Post
    Healers roll adjustments in relation to weather testing method.
    Testing it atm;

    Watersday, in Nyzul Isle (perma single light weather)
    99WHM/COR
    Surya+3 / AF3+2 head / Facio Bliaud (12%) / Serpentes Set / Twilight Cape / Korin Obi
    424 Skill, 118 MND, 86 VIT, 50% potency, obi/cape

    No roll 1229
    Healers roll 5 1290
    Healers roll 10 1314
    Bust! 1179

    Quote Originally Posted by Gildren View Post
    Healer's Roll
    Increases the amount of MP recovered while healing -> Enhances potency of "Cure" effect received
    Roll Effect Value
    1 +3%
    2 +4%
    3 +12%
    4 +5%
    5 +6%
    6 +7%
    7 +1%
    8 +8%
    9 +9%
    10 +10%
    11 +16%
    Bust -4%
    Bonus +4%

    Edit: Beaten in math speed~
    (1)
    Last edited by Aleste; 02-08-2012 at 01:06 AM. Reason: Math Time!



  7. #47
    Player Economizer's Avatar
    Join Date
    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Healer's Roll should be giving you the bonus from being a White Mage, and then because you are subbing Corsair the roll values should be halved in effectiveness.

    Quote Originally Posted by Aleste View Post
    No roll 1229
    Healers roll 5 1290
    Healers roll 10 1314
    Bust! 1179
    No Roll falls in exactly with your gear setup against the calculator.

    Healer's Roll 5 gives a 5% (6%+4% /2) multiplicative boost.

    Healer's Roll 10 gives roughly (1 point off, however the value difference above that is small enough that hitting it with the floor might be causing this), a 7% (10%+4% /2) multiplicative boost.

    Bust gives a -4% potency multiplicative "boost".

    Based on all that I think it is safe to say that the new Healer's Roll changes (and by extension cure potency received) is multiplicative, not additive with day/weather bonuses as well. This was the expected result as well.

    Again, thanks for testing.
    (1)
    Last edited by Economizer; 02-08-2012 at 01:08 AM. Reason: Can't spell roll right the first time, formatting... reformatting.

  8. #48
    Player Motenten's Avatar
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    Mar 2011
    Posts
    321
    424 Skill, 118 MND, 86 VIT
    Predicted Cure V amount: 713

    50% potency
    713 * 1.5 = 1069

    obi/cape
    1069 * 1.15 weather bonus = 1229

    No roll 1229
    Match

    Healers roll 5 1290
    Roll 5 = +5%

    1229 * 1.05 = 1290
    Match

    Bust! 1179
    Bust = -4%

    1229 * 0.96 = 1179
    Match

    Healers roll 10 1314
    Roll 10 = +10%

    1229 * 1.10 = 1351
    Not a Match

    Can't be +7% (1229 * 1.07 = 1315)
    Can't be a different base (1314 / 1.1 = 1195, which can't be reached by any combo I can think of)

    So something's not right with that result. Capped HP, maybe?
    (0)

  9. #49
    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
    Popped Giants drink to help with the testing and repeated each result multiple times (mostly due to a mob beating on me while I had to wait on healer's roll wearing off to re-roll) to ensure accuracy.

    Here's waiting on the cure formula adjustments...
    (1)



  10. #50
    Player Economizer's Avatar
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    Jun 2011
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    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Quote Originally Posted by Aleste View Post
    Here's waiting on the cure formula adjustments...
    Its great you tested this before those went in... I'm not looking forward to the work involved with getting the math for the new healing values, plus Steve's Calculator will finally be completely out of date (he doesn't play anymore).

    I'm not so secretly hoping SE will just give us the new values, but I'm not holding my breath. Luckily for us though, this time we have the test server where you can just plug in values for how much skill you have.
    (1)

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