Bismarck.Snprphnx said:
»Chatoyant Staff has several bonuses. 10% Cure Effect, 15% Weather Affinity bonus, and 10% Iridescence bonus. Weather Affinity and Iridescence are separate bonuses, and active randomly when there is no weather active. However, if you have weather up, Korin Obi forces both of those to active, giving 25% bonus to curing.
That's not right.
Chatoyant, with regards to curing, has:
+5MND +5VIT
"Cure" Potency +10%
"Iridescence" (10% boost to weather, when procing with regular weather, eg: forced with obi, is a 20% boost to damage and cure potency.)
(Magic Affinity doesn't affect cure potency)
So in regards to cure formula:
BASE*(x+y+.1 | maximum x = 1.4)*(1.2)
(MND and VIT contribute to BASE... but are so minimal... I give no ***. Healing Magic skill is a 1:1 base power increase and should always be favored over MND... which is 2x better than VIT... which is terrible.)
Mind you, that's with Obi only. With Twilight cape, that becomes:
BASE*(x+y+.1 | maximum x = 1.4)*(1.25)
Which if we assume "Cure" potency II is just 2% (eg just earring), then with maximum cure potency, obi, cape, and Chatoyant:
BASE*1.52*1.25 or BASE*1.9
That's almost a 2x potency increase.
Ironically, Iridal staff is basically just as potent. 1 less MND and 1 less VIT mean that all you lose compared to Chatoyant is 3/4th of a single point of BASE power. Literally less than one healing magic skill... which will most likely get floored to 0 difference anyways.
Which all ultimately means:
Unless you can get more than 40% "Cure" potency II... (Full Kaykaus+1 only gives +16% "Cure" potency II with Glorious Earring. +18% with Glorious Earring and Queller Rod. And that means no 6%MP return from Ebers Pantaloons+1.) Chatoyant or Iridal staff will be BiS with Obi and Twilight cape.
At least on every day that isn't darksday....
At least for maximum cure power anyways.
Some questions then some points, I can't find on the wiki anywhere where it says much about cure potency 2, in fact in the cure formula page it's entirely not mentioned. Is cure potency 2 a multiplier to cure potency 1 or does it add to is. I.E.
if you have 30% cure potency 2 and 50% cure potency I, is that 1.3 * 1.5 = 1.95 or is that 1.3 + 1.5 = 1.8
It seems to me like all other "categories" of healing it's multiplied, it'd be weird but also make sense if it was added on. Lets assume tho it's the same as every other boost then the maximum attainable would be this:
700 cure power (meaning 700 derived from 1 skill = power, 2 mnd = 1 power and receivers 4 vit = 1 power, and you need to factor them all in b/c overloading on skill can make your sets less optimal and you get stats for free). This will make the "base" that all the potency/dw bonuses multiply off of so getting that capped a very good thing. Going over 700 cure power has been shown to do nothing.
Then we have: 1.5 cure potency cap, 1.3 cure potency 2 cap, 1.3 cure potency received cap, and 1.25 maximum dw bonus then the maxium would be:
1.5 * 1.3 * 1.3 * 1.25 = 3.16875
Plugging in what we know for say, cure 3:
With 700 Cure power cure 3 caps at 340 HP healed base.
340 * 3.16875 = 1,077.375 Hp healed
That'd be a big freakin Cure 3. I don't know how we knew the cap for cure potency 2 is 30% though b/c I don't know how anyone got to it. I also don't know if there's an overall hard cap on multipliers. I also don't know if Cure Potency 2 adds to cure potency or like all other terms multiplies with it but just in case here it is if cure potency 2 adds to it:
1.8 * 1.3 * 1.25 = 2.925
340 * 2.925 = 994.5 HP
Of course, most players won't be wearing cure received gear when they are being healed (unless they set it up to do that for self heals). But the Souveran set makes it likely for PLD and there is Soothing Current when gives all party members 15% cure received bonus, and also that sash from Escha Domain Invasion. Cure potency 2 is very hard to come by unless you can wear Kaykaus, but I have a feeling it's very worth it to get cure potency 2 and try to cap it, even if it is additive to cure potency I. I haven't played WHM for a while now but it's very easy to cap cure potency and cure power on my SMN with sch subjob and light arts. The challenges come in fitting max enmity, max gear haste for recast, and now maximizing aurorastorm and if you're a whm also getting cure potency 2 >.<
Still being able to heal your tank for 1k hp with a cure 3 is really nice. please let me know if you know any sources on if cure potency 2 is additive to or multiplies with cure potency 1 and if there is an overall limit to how much cure potency can be increased...
one interesting thing to note is that in above best case examples ebers pantaloons restore 6% of cure as mp, cure 3 costs 46 mp, and so for a 1k hp heal you'd be getting back 60 mp. That means curing ppl with cure 3 would actually give you a net gain of 14 mana :P