The first desire I had for SGE, that everything else stemmed from, was 'I think it'd be cool if SGE were able to heal allies by dealing damage, like Disc Priest in WOW. But, Disc Priest has a big barrier to entry, where if you mess up your 'ramp', your setup phase, it doesn't have great ways to recover and get back into the flow. So, the challenge to myself is, 'can I make that style of gameplay for SGE while still making it super-easy to recover if you misplay?'' It might be obvious (or not, I'm not sure) but, if I could get one, and only one, of these designs into the game, I'd very likely choose this SGE, just because of how 'different' a healing style it'd provide. Though the DMC-esque style-switching SCH is a pretty tough contender too
The potency of Zoe-Pneuma (900 total) is the baseline healing potency of the new Soma action. I figured that'd cover the lost healing output from losing the current Zoe effect. Being an OGCD means that Soma would also be pretty reactive for 'panic button' situations (compared to needing to doubleweave Swiftcast/Zoe into Pneuma currently). Personally I find that Zoe being used on Eukrasian Prognosis iis much more of a 'planned' thing, and ideally with this, you'd be 'planning' in the form of applying Kardia-based shielding (with the new Zoe). I see what you mean about the lost barrier potency (base E.Prog being 360p, Zoe-boosted being 540p), but it might just be a case of us seeing it differently because neither of us can playtest it to see if that missing 180p of barrier actually affects things. Philosophia also would be a pretty good 'panic button' I think, as it'd instantly give you 4 stacks of everything, including Toxikon (so you could immediately start blasting out the Kardia procs to set up).
Hmm, though this does get me thinking: What if E.Prognosis and E.Diagnosis were able to consume stacks to apply those Kardia Augment effects? If they had bonus effects that said things like 'Consumes a stack of Zoe, if available, to increase Barrier % conversion rate by X' and 'Consumes a stack of Soteria, if available, to increase Healing Potency by Y', then the 'panic button' could be E.Prognosis itself? Since you can get one weave in between each E.Prognosis cast (between the E.Prognosis and the next Eukrasia cast), you'd be able to get a Zoe in there. Then, with the barrier being (presumably) so much stronger, that'd buy time to skip shielding the second hit to use the Phlegmatic proc you'd be getting, recouping some of the damage, and even helping to heal/barrier somewhat. For example:
Your augments are Soteria, Zoe, Toxikon, Krasis, Pankardia, in that order on the gauge.
Say you start at 4 of every Augment. You hit the boss with whatever attack, let's say a Dosis, it hits you and breaks the shields that were applied. You're now at 3/3/4/3/3.
You weave Pepsis to heal, then E.Prognosis, taking you to 2/2/4/3/3. The boss hits you, breaks the shield, and gives you a Phlegmatic charge.
You spend Phlegmatic, taking you to 1/1/4/3/2. This also heals the party, and sets up a barrier to protect you again. Boss hits you, breaking the shield.
You press Soteria and Zoe as a doubleweave after the Phlegma from last time. You're now back up at 4/4/4/3/2. You then press E.Prog, boss hits you.
You press Pepsis after the hit, and are at 3/3/4/3/2. You then spend Phlegmatic again. You're now at 2/2/4/3/1.
This all repeats for as long as is required, until the boss stops hitting you (or you run out of MP). In this example, you'd have spent a total of 5000MP on all of this, which sounds like a lot, but that's because we're used to spending 400MP each time we want to hit the boss with Dosis.
We'd also be able to use Dosis as a metric for how much of a boost that Soteria and Zoe would provide to E.Prognosis. If Dosis is 310p in this design, and Soteria boosts Kardia's healing by '50% of the damage dealt by the attack', that's 155p. For Zoe, it's '25% of the healing dealt'. Presumably we'd be using Soteria to boost the Shield potency, so we'd use the 200p of Kardia healing, plus that 155p from Soteria, and take 25% of that, which is 88.75 (let's call it 90p with rounding). So, we can use that 155p and 90p boost to guide how much of a boost that E.Prognosis should receive. Bearing in mind that any boost to the base healing of E.Prog also increases the Barrier effect it provides already, I'd put forth the quick maths of 'Soteria boosts the base heal by 100p (and therefore even alone it'd increase the barrier by 120p)' and 'Zoe boosts the barrier conversion percentage from 120% to 140%', (doesn't sound like much but it'd be an increase of 60p). I think these would both be fair, as together, both boosts would be multiplicative and create a total boost that takes the barrier strength from 360p, all the way up to 560p, 20p more than the current Zoe effect grants (but this version would let you make use of those boosts, 4 times in a row, if you wanted)
The mention of Neuralgia and Myasthenia reminds me of a recent funny thing. I checked the 'ideal rotation' a couple of times recently (to make sure that 'press E.Prog for barriers, then recoup damage using E.Phlegma (thereby enabling skipping pressing E.Dosis at all for the DOT)') was not accidentally 'optimal'. What I found was that (assuming 3 Toxikon windows per 2min), not only was the intended optimal rotation optimal, the goofy 'press 5 Barriers in 2min, recoup with a total of 8 E.Phlegmas' rotation was only 600p per 2min behind! And, 'Maintain DOT via E.Dosis as normal, refund the 5 Barrier casts using regular Phlegma' was also 600p per 2min behind the optimal rotation. So that was cool to see. But for N&M specifically, because of both using them via their charges, and within the Toxikon window, they actually surpass Dosis as the 'most casted action per 2min loop'. The 'filler' would be dethroned
The gauge example doesn't show it (it's a static image) but I'd imagine that the goop in each of the beakers/vials would be bubbling and animated to some extent. So, if Toxikon were below the gauge, the goop would fall out! Jokes aside, I get where you're coming from, but at the same time, I think it does make a bit of sense to be at the top too, because the way you're consuming the Toxikon charges is the same way as the other four (by attacking the enemy). Maybe the container would need to be a different shape, or size, to indicate that it is a bit different from the other four?
Also, if the gameplay of this SGE is to 'mix' these effects to make something greater than the sum of their parts, to assist you in healing the party... have I accidentally made Chemist?