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  1. #1
    Player
    jovination's Avatar
    Join Date
    Aug 2011
    Location
    limsa lomisa
    Posts
    16
    Character
    Virsta Hikouwe
    World
    Cactuar
    Main Class
    White Mage Lv 70
    Quote Originally Posted by Metsonm View Post
    Just to clarify what we mean by regen being more efficient:

    Cure is 400 potency at a cost of 442MP. 1 gcd. So that's 0.948 potency per mp
    Regen, all in, is 1050 potency at a cost of 619MP on 1gcd. Overall 1.696 potency per mp.

    That's not far off twice as efficient.

    For regen to match the efficieny of Cure it would have to be reapplied after 4 ticks rather than the full 7.
    Factors are involved, how efficiently can you maintain that potency?

    My math had to get cut out due to 1000 character limits (though its simple to do yourself with a striking dummy to emulate combat mana regen). My main point is that when I play "optimally" (Regen > Cure) I have mana issues, when I use Regen more or less as a quick cast-and-forget and just focus on using Cure, I don't (even with moderate DPS). Updates to WHM seem to reward that style. Also the whole mp regen point is just because I see that being the primary point of avoiding Cure / Cure II.
    (1)

  2. #2
    Player
    Cynfael's Avatar
    Join Date
    Jun 2014
    Posts
    2,164
    Character
    Sacrilege Moonshadow
    World
    Hyperion
    Main Class
    Black Mage Lv 80
    Quote Originally Posted by jovination View Post
    Factors are involved, how efficiently can you maintain that potency?

    My math had to get cut out due to 1000 character limits (though its simple to do yourself with a striking dummy to emulate combat mana regen). My main point is that when I play "optimally" (Regen > Cure) I have mana issues, when I use Regen more or less as a quick cast-and-forget and just focus on using Cure, I don't (even with moderate DPS). Updates to WHM seem to reward that style. Also the whole mp regen point is just because I see that being the primary point of avoiding Cure / Cure II.
    I would suggest that it varies somewhat by situation. Suitable application of Regen is undeniably more efficient than Cure casting, but we also have times when a Regen will cause prolonged overheal or otherwise be undesirable. We also can't forget to mention abilities like Asylum and Tetra used in lieu of a Cure to enhance MP efficiency and cut GCDs.

    It's easy to construe from the conversations around here that everyone hates Cure spells and that no self-respecting WHM ever uses them, but of course that would be an exaggeration. It's just that the frequency of Cure/Cure II casting suddenly became an important point of discussion when Lilies and Confession stacks were announced to be tied to these two spells alone. Lilies not seeming to give a great benefit also compounds the issue.
    (4)

  3. #3
    Player
    Metsonm's Avatar
    Join Date
    Nov 2016
    Posts
    289
    Character
    Met Rhukon
    World
    Shiva
    Main Class
    White Mage Lv 80
    Quote Originally Posted by jovination View Post
    Factors are involved, how efficiently can you maintain that potency?
    Pretty easily? I just don't refresh it until after 12 seconds have passed, ideally not until it's about to fall off or has fallen off. You have to actually try and lower the potency of regen.

    Quote Originally Posted by jovination View Post
    My math had to get cut out due to 1000 character limits (though its simple to do yourself with a striking dummy to emulate combat mana regen). My main point is that when I play "optimally" (Regen > Cure) I have mana issues, when I use Regen more or less as a quick cast-and-forget and just focus on using Cure, I don't (even with moderate DPS). Updates to WHM seem to reward that style. Also the whole mp regen point is just because I see that being the primary point of avoiding Cure / Cure II.
    The idea of the regen use over Cure to save MP despite costing more is that it heals for almost twice as much p/MP. Even looking at raw potencies that's 2.6x stronger. So you're casting Cure twice to get the same benefit as Regen, resulting in not only more MP spent to heal the tank for the same (being generous, it's actually half a Cure cast less) amount as regen, but also more GCDs spent on healing for the same amount.

    Unless the target needs that health NOW OMG HE'S GONNA DIE then regen is stronger, cheaper and frees up another GCD that can be spent on something else.

    Though I'm very interested to see your maths because I'm curious how you came to these conclusions. You can make a post and edit it afterwards to work around the 1000 character limit.
    (4)

  4. #4
    Player
    Mahkii's Avatar
    Join Date
    Feb 2015
    Posts
    70
    Character
    Elyenorae Rush
    World
    Goblin
    Main Class
    Archer Lv 1
    Quote Originally Posted by Metsonm View Post
    The idea of the regen use over Cure to save MP despite costing more is that it heals for almost twice as much p/MP. Even looking at raw potencies that's 2.6x stronger. So you're casting Cure twice to get the same benefit as Regen, resulting in not only more MP spent to heal the tank for the same (being generous, it's actually half a Cure cast less) amount as regen, but also more GCDs spent on healing for the same amount.

    Unless the target needs that health NOW OMG HE'S GONNA DIE then regen is stronger, cheaper and frees up another GCD that can be spent on something else.

    Though I'm very interested to see your maths because I'm curious how you came to these conclusions. You can make a post and edit it afterwards to work around the 1000 character limit.
    I use regen so that I can keep casting Stone 3. Every time I have to use a Cure 1 or 2 means I lost a Stone 3.
    (6)