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  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Absurdity View Post
    I would replace already existing Sage oGCDs with those multi-hit abilities, so the normal single-hit version would still be noticeable as your passive healing (like Eos) since all of your big Kardia heals are still restricted by cooldowns.

    I think the plan isn't really to just staple high potency Kardia healing on top of the already strong oGCD heals that Sage has, but replace the fire and forget abilities with something that interacts with your core job mechanic.
    I mean, feel free to bind/siphon additional healing potency-per-minute specifically to attacks as you wish, but that seems a separate issue.

    Which seems like the better fit for what should heal more on Sage: Greater total damage in the given spell, or solely the numbers of hits it has? Effects being arbitrary, should the big lazer animation Pnuema heal for less than a bunch of wispy little muted shots via, say, Smínos Melissón ("swarm of bees")?

    Is there something you specifically want from a dichotomy where some skills may deal more damage (via fewer hits) but others heal for more (via a lower total damage but more hits)? EDIT: And does that seem like a healing/damage priority lever that you want to create specifically in that way?
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    Last edited by Shurrikhan; 08-25-2023 at 04:26 PM.

  2. #2
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,043
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Shurrikhan View Post
    I mean, feel free to bind/siphon additional healing potency-per-minute specifically to attacks as you wish, but that seems a separate issue.

    Which seems like the better fit for what should heal more on Sage: Greater total damage in the given spell, or solely the numbers of hits it has? Effects being arbitrary, should the big lazer animation Pnuema heal for less than a bunch of wispy little muted shots via, say, Smínos Melissón ("swarm of bees")?
    What if we changed the big laser to a barrage of (maybe medium-sized) lasers, doing 4 hits and 4 instances of Kardia healing? Granted it would heal more than the laser currently does and have some awkward damage potencies, but that can always be adjusted. Nobody said that the spell needs to look whispy and little just because it's multi-hit.


    Quote Originally Posted by Shurrikhan View Post
    Is there something you specifically want from a dichotomy where some skills may deal more damage (via fewer hits) but others heal for more (via a lower total damage but more hits)? EDIT: And does that seem like a healing/damage priority lever that you want to create specifically in that way?
    What I want from this Dichotomy is simply more spells and abilities that interact with Kardia and funnel more of our current healing through that mechanic, be that through increased healing from proccing multiple instances or changing the function of what it does.
    Spreading it to the party, increasing it's healing potency or maybe even converting the Kardia healing into a barrier are what comes to mind right away, and you could then choose on which of your skills you want to use those modifiers on.
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