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  1. #11
    Player
    RoseM's Avatar
    Join Date
    Jul 2014
    Posts
    51
    Character
    Rose Mary
    World
    Gilgamesh
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by firstsin View Post
    Like dark prange said a WHM can not and should not rely on crit. It is nice when a cure 2 crits and heals the tank for 5k but as most skilled healers will tell you. You cure based on how much damage you expect the party member to take, not cure for 2k and hope for 4k.
    SCH prioritise Crit simply because their spells take advantage of crits. Adlo/Succor will place a shield that is twice as strong as the amount cured and the higher crit increases the likely hood of this happening.
    I play a little whm myself sometime, I think crit CureII are really strong, and can be as helpful as crit Adlo in times. Yes I'm aware that 90% of the whms dont like crit, but frankly I dont trust 95% of the whms in this game, and I trust myself and our static whm.
    Also by the way, double-shielding effect only applies to Adlo, not to Succor. Maybe it's better to learn your stuff better before u come here and teach other people?
    (0)

  2. #12
    Player
    Lyrica_Ashtine's Avatar
    Join Date
    Dec 2013
    Posts
    1,132
    Character
    Sadako Yamamura
    World
    Phoenix
    Main Class
    Marauder Lv 1
    And here we go again:

    Piety
    The main benefit about piety is that it removes the MP issues you have and/or ease up MP management over time. Having more piety means you'll have a bigger MP pool. This leads to more starting MP as well as more natural MP regeneration over time. However, having too much piety may or may not be useless. After all: unspend MP is useless MP. Banking MP is fine, however. Just don't bank so much that you end an encounter with 3000 MP or more. This simply means you have too much piety for said encounter. You could consider throwing out some DoTs here and there, if the momentum allows it. Up to you, however.

    Determination
    24-25 determination equals +10 HP recovery on a 400 potency spell. It also slightly increases the damage you deal with offensive spells/abilities such as Stone, Aero and Fluid Aura. It's generally considered the bread&butter stat in combination with piety. There's no real down side on this.

    Critical hit rate
    Critical Hit Rate is either a hit or miss. A critical hit rate has the potential to increase the healing done by 50% if it occurs. If this happens, nice. But not something to rely on. It also ups the damage dealt by a little bit. Roughly 14 crit from your gear equals +1% crit chance.

    Spell speed
    This is simply garbage and here's a list why:
    1) When pre-casting, having spell speed won't matter. Whether you pre-cast with 2,00 casting time or 1,80 casting time, it doesn't matter. It's called pre-casting for a reason.
    2) Even when you're late with pre-casting, a 0,02 to 0,05s casting time won't make a difference. For whoever wants to prove it's uses by giving examples: It simply means you failed in the first place and having a bit of spell speed just happened to patch up for your mistake in a really, really rare occasion.
    3) It takes somewhere between 20 and 22 spells before you benefit from a single spell worth of time. A white mage rarely chains that many spells in succession or is rarely needed.
    4) It contributes nothing concerning MP spend vs HPS (hp recovery per second) requirement. Each encounter has a certain amount of HPS. Let's say you cast 100 cures in one encounter to meet the requirement and having spell speed allows you to cast 110 cures for the same encounter. This means 10 cures worth of pure overheal or 10 cures worth of idle time.
    5) Idle time was mentioned in 4), any form of idle time destroys the whole purpose to have spell speed in the first place.
    6) White Mages will always have some idle time here and there. It's to either conserve MP, simply because there's nothing to heal at that moment or it's a phase transition where nothing can be done.
    7) Unlike determination and crit, it contributes nothing on a single healing spell. Although crit may or may not be complete overheal. Spike hits - or more commonly known as tank killers - are very frequent in endgame content. Odds are that crit contributes more than spell speed.
    (1)
    Last edited by Lyrica_Ashtine; 01-20-2015 at 03:38 AM.

  3. #13
    Player
    Vid's Avatar
    Join Date
    Jun 2013
    Location
    Limsa Lominsa
    Posts
    235
    Character
    Iggi Wunohwun
    World
    Sargatanas
    Main Class
    Machinist Lv 90
    People seemed to have liked the math before, so let's run through a few things. We'll start out with 2 simple builds focused on end-game gear. We won't use the relic weapons as currently you can't upgrade your relic weapon to 135. So we'll be using the Dreadwyrm Cane with a base of 82 Magic Damage. Race wise I will be using a Lalafell - Dunesfolk (myself) for the stats. Your Mind/Piety may be slightly higher or lower then what you see, but it should only be off by a small margin.

    The two builds in question will be as follows:

    Determination - Going strictly for every piece of gear that adds determination with the exception of NOT using the ilvl 120 and ilvl 130 ring together (because MND is the primary stat we want, with determination being 2nd of course). So both ilvl 130 rings will be used.

    Piety - All gear that has piety on it, again with the exception of the rings. 1 Pie = 8 mana (roughly rounded)

    Please note this also assumes the best food used possible, as will be shown in each link at the very bottom.

    Determination Build

    http://ffxiv.ariyala.com/P8BL

    Mind - 664
    Det - 333
    Pie - 413
    Mana - 4850+
    SSpeed - 506
    Crit - 428 (11.39%)

    Cure 1 - 1540 (Average Heal)


    Piety Build

    http://ffxiv.ariyala.com/P8BO

    Mind - 664
    Det - 243
    Pie - 530
    Mana - 5790+
    SSpeed - 450
    Crit - 459 (13.56%)

    Cure 1 - 1500 (Average Heal)


    Conclusion
    If you want to sacrifice a little over 900 mana, you can pump out an extra 40 HP (on average) with Cure 1. This is using the best food for both, which happens to be the same exact food, and a 4 star synth (doubtful most people are willing to spend the money to have this made). I'm not saying one build is better then the other, all I'm doing is providing the raw data. Each person will have to decide for themselves if they want more mana, or bigger heals (or a hybrid of both).
    (1)
    Last edited by Vid; 01-20-2015 at 08:04 AM.
    It's not that I forget, it's just that I don't care.

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