ケアル回復量の調整/New Cure Potency

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ケアル回復量の調整/New Cure Potency
 Quetzalcoatl.Kimora
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By Quetzalcoatl.Kimora 2012-02-24 09:20:08
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新たなケアル回復量は:
ケアル① 40⇒65
ケアル②105⇒145
ケアル③210⇒340
ケアル④450⇒640
ケアル⑤810⇒780
ケアル⑥1140⇒1010
上記は回復量+0%アーマーと天神地祇の薬
New Cure values
Cure① 40⇒65
Cure②105⇒145
Cure③210⇒340
Cure④450⇒640
Cure⑤810⇒780
Cure⑥1140⇒1010
All naked with god drink
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By 2012-02-24 09:23:02
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 Valefor.Houppelande
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By Valefor.Houppelande 2012-02-24 09:25:22
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私は亀が好き
 
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By 2012-02-24 09:29:22
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 Bahamut.Bojack
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By Bahamut.Bojack 2012-02-24 09:30:07
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Lol wow, 5 and 6 lowered?
 Quetzalcoatl.Kimora
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By Quetzalcoatl.Kimora 2012-02-24 09:38:14
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Yes, but this adjustment does not affect Curaga line, so they will not be weakened
 Cerberus.Cahlum
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By Cerberus.Cahlum 2012-02-24 09:53:58
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Why seriously why?
 Ragnarok.Zohnax
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By Ragnarok.Zohnax 2012-02-24 09:58:59
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I guess WHM is the new WAR/MNK. Nerf ALL the things!
 Ragnarok.Nausi
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By Ragnarok.Nausi 2012-02-24 10:00:56
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BALANCE!!!!
 Asura.Lolserj
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By Asura.Lolserj 2012-02-24 10:02:39
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Ragnarok.Zohnax said: »
I guess WHM is the new WAR/MNK. Nerf ALL the things!

probably shouldnt be subbing mnk >:
 Asura.Domz
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By Asura.Domz 2012-02-24 10:04:54
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well this puts a downer on my day =/
 Bismarck.Zuidar
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By Bismarck.Zuidar 2012-02-24 10:06:39
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Tanaka: "as we implement changes to Healing Skill Potency, we believe that the spells Cure 5 & 6 would have a possibliity of gaining the skill potency bonus despite our word that it would have little to no effect of bonus. As a Result, we've decided to make last minute adjustments and weaken Cure 5 and 6 to counter the bonus and make it worse. I HAVE SPOKEN IN THE NAME OF BALANCE"
 Fenrir.Camaroz
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By Fenrir.Camaroz 2012-02-24 10:07:50
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are you really gonna be using cure 5 and 6 enough to care? i just dont see what the big deal is
 Asura.Pergatory
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By Asura.Pergatory 2012-02-24 10:23:51
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Cure V is my single most frequently cast spell on WHM...

If they lower the potency of it that's just stupid. It was already barely more MP efficient than other cures. Now it'll actually be worse.

Going from the numbers posted above, here are the changes in efficiency:

Cure1 = 5.000 -> 8.125
Cure2 = 4.375 -> 6.042
Cure3 = 4.565 -> 7.391
Cure4 = 5.114 -> 7.273
Cure5 = 6.000 -> 5.778
Cure6 = 5.022 -> 4.449

It used to be a more logical progression, now they are all over the board and the big ones are hugely inefficient. Freakin stupid.
 Fenrir.Camaroz
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By Fenrir.Camaroz 2012-02-24 10:27:02
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cure 4 will bridge the gap lol
 Cerberus.Kvazz
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By Cerberus.Kvazz 2012-02-24 10:32:32
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Cure5 barely got gimped, cure6 is barely ever used
Overall I'd say this is pretty good.
Also maybe it'll stop RDMs from bitching about not having cure5
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 Quetzalcoatl.Vileplume
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By Quetzalcoatl.Vileplume 2012-02-24 10:38:36
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So a Scholar can Rapture Cure IV for ultra sexiness. I like it.
 Cerberus.Kvazz
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By Cerberus.Kvazz 2012-02-24 10:43:46
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Asura.Pergatory said: »
Cure V is my single most frequently cast spell on WHM...

If they lower the potency of it that's just stupid. It was already barely more MP efficient than other cures. Now it'll actually be worse.

Going from the numbers posted above, here are the changes in efficiency:

Cure1 = 5.000 -> 8.125
Cure2 = 4.375 -> 6.042
Cure3 = 4.565 -> 7.391
Cure4 = 5.114 -> 7.273
Cure5 = 6.000 -> 5.778
Cure6 = 5.022 -> 4.449

It used to be a more logical progression, now they are all over the board and the big ones are hugely inefficient. Freakin stupid.

Cure5 is basicly still a "0 hate spell" compared to 4 tho, which basicly is the most important part of the spell.
 
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By 2012-02-24 10:44:05
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 Fenrir.Motenten
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By Fenrir.Motenten 2012-02-24 12:01:47
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Since that was with a brew, that means those are the capped potency values. We don't yet know the scaling rate, so we can't comment on how quickly they reach those caps, though. If it works similarly to how the currently formulas are set up, this can have a significant effect on 'typical' potency values across the different spells.

However, in addition to straight mp efficiency, you need to also look at effective mp efficiency. That is, include the effect of Light Arts and Orison+2 pants.
Code
        Old Cost   New Cost   Old MP Eff   New MP Eff   Old LA Eff   New LA Eff   Old LA+O Eff   New LA+O Eff
Cure 1        6          5         5.00          8.13         5.00         8.13           6.67          13.00
Cure 2       17         15         4.38          6.04         4.77         6.59           6.18           9.67
Cure 3       32         25         4.57          7.39         5.00         8.10           6.56          13.60
Cure 4       58         48         5.11          7.33         5.63         8.06           7.76          13.44
Cure 5       82         83         6.00          5.78         6.64         6.39           9.88           9.40
Cure 6      148        155         5.02          4.45         5.56         4.93           7.70           6.52


Note: Old Cost/New Cost columns are with Light Arts and Orison +2 pants figured in. Costs used for other efficiency columns not shown.

In raw efficiency, Cure V used to be the best (6.00), but now falls behind all lower-tier cures by a fairly noticeable amount. Still, that's only a slightly loss compared to before, and it gives the spells that can actually accumulate hate some sort of upside.

Factoring in Light Arts shows basically the same effect, since it's just a fixed reduction in base spell cost.

Once you look at the effect of Orison pants, however, the relative shifts are significantly more pronounced, both on the upswing of the lower tier cures and the downswing of Cure VI. Most lower-tier cures become fully twice as efficient as Cure VI, and Cures III and IV are 40%-45% more efficient that Cure V.

Of course if you look at the current relative values, Cure V is 25% more efficient that Cure IV, and 50% more so than Cures I-III.

For whm, I'd really only have complaint with Cure VI. It's already a bit of a joke to use, being horribly inefficient, and they managed to make it a good bit worse. For the other spells, I'd say a choice between MP efficiency and enmity generation/time efficiency is a fair trade-off. It's no longer a waste of MP to cure in smaller amounts, either.

For sch and rdm/sch vs whm, it would be comparing the "New LA Eff" column with the LA+O Eff columns. The spells available to them are now in the ~8 hp-per-mp range instead of the ~5 range, which is a tremendous step up. It also puts them pretty close to the current whm's LA+O efficiencies, which gets ~8 for Cure IV and 10 for Cure V.

Sch's no longer need strategems just to be in the same general vicinity, efficiency-wise. Without strategems they'd be a bit weaker than current whms, but with strategems they'd be substantially better than even the new whm values.

I'd say the only thing they really screwed up was the Cure VI cure amount. It's gone from "not generally worth it" to "desperation move only". I suppose they may be trying to push from the Cure V/Cure VI alternation to a Cure V/Cure IV alternation, which gives a decent amount cured with good efficiency, but starts hitting whm harder on the enmity side.
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 Asura.Pergatory
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By Asura.Pergatory 2012-02-24 17:00:59
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I dunno, I've grown to really like the current approach which is a trade-off between efficiency & safety margin. You can drop a small cure now safely, or risk waiting to drop a bigger cure to save more MP. No matter what kind of content you're doing, it's a risk assessment. I love that.

Becoming a trade-off between efficiency versus enmity generation/time efficiency makes it all seem pointless. Enmity generation is a non-issue in modern endgame, leaving it down to whether you'd rather cast two Cure IIIs or one Cure IV, with no significant trade-off being had either way. Waiting to cast Cure IV won't save you any real MP, it just means you can cast one spell instead of two. However, if you would've been standing around anyway, it doesn't matter.
 Quetzalcoatl.Kimora
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By Quetzalcoatl.Kimora 2012-02-24 18:49:59
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Here are various Healing magic changes and their effects on cure potency. 全てはVIT83、MND92で詠唱しました。All done with VIT83 and MND92
ケアル/Cure+0%
回復魔法スキル/Healing Magic 0
ケアル/Cure④⇒① 270 130 86 34
回復魔法スキル/Healing Magic 54
ケアル/Cure④⇒① 324 152 99 39
回復魔法スキル/Healing Magic 83
ケアル/Cure④⇒① 350 174 102 41
回復魔法スキル/Healing Magic 151(サポ白ぐらい/~SJ WHM)
ケアル/Cure④⇒① 408 226 111 45
回復魔法スキル/Healing Magic 334(学/SCH Lv99)
ケアル/Cure④⇒① 520 280 130 55
回復魔法スキル/Healing Magic 368(赤/RDM Lv99)
ケアル/Cure④⇒① 533 286 131 56
回復魔法スキル/Healing Magic 404(学/SCH Lv99 白グリモア時のみ/Grimoire)
ケアル/Cure④⇒① 548 294 133 58
回復魔法スキル/Healing Magic 424(白/WHM Lv99)
ケアル/Cure④⇒① 556 298 134 59
回復魔法スキル/Healing Magic 464
ケアル/Cure④⇒① 572 306 135 61
回復魔法スキル/Healing Magic 489
ケアル/Cure④⇒① 582 311 137 62
回復魔法スキル/Healing Magic 504
ケアル/Cure④⇒① 588 314 138 63
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 Fenrir.Motenten
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By Fenrir.Motenten 2012-02-25 14:23:45
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Critical values that I can determine:

How much HP is cured at various inflection points/caps:
Code
        Cure1   Cure2   Cure3   Cure4
Min     10      60      130     270
Cap 1                   150     325
Cap 2   40      130     250     480
Cap 3   65      145     340     640


Cap 1 for Cure 4 is a bit uncertain.

How much skill is needed to increase amount cured by 1 point:
Code
Skill/HP
Tier 1                  2.5     1
Tier 2  10      10      1.33    1.1667
Tier 3  20      20      5       2.5


Tier 2 for Cure 4 is a bit fuzzy, and tier 1 can't be completely verified.

Since it's possible for 1 point of skill to be worth one point cured, power units must be calculated to include Skill * 1 as a value; previously it was Skill / 5.

Need more data on mnd and vit variants to get a power formula.