Quote Originally Posted by ty_taurus View Post
FFXIV would probably prefer something more with a defined max output where the effect stops after a certain amount of potency is reached. The game isn't balanced with heal potency values being converted to damage, having something like the genshin example where the total damage caps a certain potency would be the easiest way to balance that. Imagine Zoe Pneuma with that effect... With the Genshin example, though, it's more of an aura effect. In game it's a bubble that appears over your shoulder, follows you, and pops around you.

But you could ultimately hybridize the concepts to some level.
To add something to this last statement...

I did mention something tangential to this concept actually with some of my WHM headspace ideas. Fleeting Familiar in FFVII Remake is an ability for Aerith that summons a butterfly that circles around her and automatically pelts enemies with chip damage. It's not very great in that game, but one idea I had of adopting that concept was essentially give you stacks that cause this aura effect to hit the nearest enemy to you for small pieces of damage, and once all the stacks are consumed, you nourish the blood lily.

Stacks would be triggered from any spell, whether those be DPS spells or healing spells, and the blood lily nourishment at the end gives it some interconnectivity within your own kit. In a similar vein, you could steal that structure and use it for something more focused on healing. Or you could even make a job that revolves around it. Healing fills your gauge, and when it's full, gives you a few different, more powerful offensive spells to pay for with that overhealing generation, though that could get quite finnicky to balance correctly.