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  1. #11
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,885
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Naizakane View Post
    Bloodwhetting is better in ST than Nascent was imo, as you won't always be able to bank resources: For example, you've spent all those resources in a burst window and you've got a tankbuster coming up. With Nascent, you'd be healing for a very small amount, as all you'd really have is 1 FC if we're being generous and then whatever your next 2 combo GCDs are, and one of them would either be Heavy Swing or Maim and not give you much HP back. With Bloodwhetting in that same scenario, the Heavy Swing/Maim would drop a 400 potency heal on you, which is definitely going to be more than old Nascent would have given you. Either way, you still have Equilibrium or Thrill + Equlibrium for ST healing, so it's not like the difference matters much.
    I'm looking at the differences in design, not duration. There's no reason to think that Bloodwhetting could not have been given an 8s duration in Endwalker if it had been, as ShB Nascent before it, a 50% damage-as-healing effect.

    :: Correction from before: I'd meant to write "ceiling", not "floor" for what decreased for ST. The ST floor went up, greatly decreasing the penalty for mismanaging Bloodwhetting windows. The ST ceiling decreased. Both the AoE floor and ceiling increased.

    The floor is higher (again, my bad on the typo), but the ceiling is lower, especially in the current contexts of modern IR. Again, Fell Cleave does a relative 950, for ~19% more healing per GCD than the flat value. Inner Chaos does 1340. Primal Rush does 1444. At two Bloodwhetting casts per minute, you essentially need never drop below an average of 1000 potency per GCD for the length of Bloodwhetting, meaning you'd get at least 20% more healing from a percent-of-damage design than the flat heal per weaponskill hit.

    Imo, that leaves the new design, the flat heal per weaponskill hit, overtuned in AoE (and relatively undertuned, compared to said AoE capacity, in ST). I'd much prefer the healing scale as damage does--i.e., not be linearly increased by target count. Such is more intuitive, even if it does remove some super niche cases (my healer is dead in a dungeon and I mismanaged CDs) to make two-target AoEs preferable to ST damage.
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    Last edited by Shurrikhan; 12-25-2021 at 03:27 AM.