I'm not actually advocating that Goblin Punch be like any of these examples but was trying to make a point that there are other versions of the spells and ways to work them into 14.
The HP one would have to work off a potency range with the higher range being when you're at lower HP. Could be something you used on cooldown or something you planned ahead to use like after taking a large hit. A possible issue would be people intentionally getting their HP low or having healers leave them low in order to get the most out of it.
The rng one would be fine as long as most of the blue spells were not like it. Just one would be okay imo.
Were you one of the people saying that the spells have to be how they were in past FF game or were you willing to have spells that felt the same?
If it were up to me, I'd go with what this person has for the spell if they make blu able to be a tank someday.
https://www.reddit.com/r/ffxiv/comme...concept_pitch/
If blu remains a caster dps or can be melee, then I'd give it like 100 potency with chance to hit for 300 and then it's also earth damage for spell weaving/combo purposes like I described here.
http://forum.square-enix.com/ffxiv/t...l-Blu-Concepts
Anyway, we don't know for sure if Goblin Punch is even in the game and how it will work if it is.