WHM Healing Speed And Potency |
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WHM Healing Speed and Potency
well, if we set the whm's VIT at 60, you would need 320 MND to hit 1215 for Cure V.
Yea I dunno how I would ever save up 6 mil for the Roundel I need to figure out a way to hit 49-50% cure potency with the body+2 I do hold on to my Ajari and Sunbeam for my MND based non-cure spells I miss the 12 sex MND from them but my overall first priority has been to hit the 50%. I can soon replace my ASA pants with with the +2 pants so that will be nice on the MP return lately I've just been pre-casting in them because the 5% potency is better than 2% MP return for the options I have/had.
I too like you fight the idea of not using cure potency on the body because it's so different than what us WHMs have been doing for so long but realistically it is a better choice imo. try 146 vit, hume gets 76 base whm/sch90+70 from cruor/dom+bastion bonuses.
with 146 VIT you would need 292 MND to hit 1215
On a side note, I'm hoping SE will adjust all of SCH's "storm" spells line to below lvl 49 so at lvl 99 WHMs will be able to use Aurorastorm and fulltime Korin Obi + Twilight Cape.
Aside from marking the death of RDM as SJ, that would simply be awesome! I never liked /sch ._. I'm not sure what it is about it...
<.> i was a /smn before sch came out, took awhile to change to /sch and rejoiced when /rdm was useful. Haha! Funny thing is, my SCH is not even unlocked!!!
My favorite sub as WHM 75 was SMN, I was all like "Yeah, Auto-Refresh, check that tick right there... 1MP/tick... Yeahhh!!!" Now I'm really enjoying RDM sub, mostly for the FC and the additional Phalanx and Refresh (which I forget to pop half the times I'm on WHM anyways XD) I'm pretty sure for most occasions RDM is officially the best sub you could want on WHM, but should SE allow us to use Aurorastorm I'd definitely have to unlock SCH.. As you can see, it caps at 1215 no matter what (ignore first cure);
with af3+2 body (ring wasnt working but can math it out and still get the cap 1215); very cool :) What was your healing magic skill at?
366 with Aristo Tunic and 386 with empyrean
Very nice, and useful to know.
That means we can now establish a limit to the ammount of MND/Healing SKill WHM should ideally aim at in order to max Cure V out. Were you able to try out Cure VI also, by chance? hmmmm, with it at 366 the minimum MND and VIT could be is 256, and I say both of those because I would think a formula would cut it off evenly for all attributes.
As for 386.. would need 253 of each. I have no clue what this formula is for the maximum cap unfortunately .-. Could very well be that it cuts off at 1215 and has no formula, i have no clue. I know that stuff like lightsday, korin obi and twilight cape can make it go higher. Also, Elysien / Kimora thanks for providing a picture of the cap with a brew, that is excellent information. 1710 for Cure VI, with both body.
Without drink, I have Mnd 296 Vit 139 and Healing magic 266 for 1215. I have normally Mnd 140 and Vit 79. Because I am missing 4th stat bonus keyitem, I get only +60 from Bastion/Dominion area. I use the atma from Carabosse and the corse of attowa, as well as Add-MND. Now that is interesting.
Cure V cap is 1215 Cure VI cap is 1710... They don't match up mathematically, I'm not sure why they cap there. If you cure for 1215 you should be curing for 1786 with Cure VI, so it just doesn't make any sense! Maybe they picked a random number <.< Or maybe the true cap goes beyond 999?
*Useful Edit* Hmmm.. Odin.Sheelay said: Or maybe the true cap goes beyond 999? *Useful Edit* Hmmm.. With the Cure V formula, it would take 1179 MND to hit the cap of 1215 (thats with 0 Healing Magic Skill, 0 VIT which is impossible, and 0% Cure Potency). lolVIT with 1998 VIT would only make it to 943. 999 Healing Magic Skill would make it 969. 999 Healing Magic Skill with 1998 MND... 1998 VIT, 50% Cure Potency, Divine Seal, Light Weather X2 and Lights Day: Cure VI would be 19698 >.> lol None of these numbers contribute to why they cap where they cap >.> i'm just bored. I was looking at Cure calculator website, and noticed it says Cure V limits are 570 and 690. Third cap being also 120points higher than last makes 810. 810*1.5=1215. Perhaps this is why?
Okay, I found the page you were looking at. That would explain why Cure V caps where it does.
I guess we can assume the cap for Cure VI would be exactly 1140. 1140 * 1.5 = 1710 you guys are insane, /SCH is so clutch / wonderful / nice / amazing / awesome
Gilgamesh.Tweeek said: you guys are insane, /SCH is so clutch / wonderful / nice / amazing / awesome How so? Shiva.Nikolce said: Gilgamesh.Tweeek said: you guys are insane, /SCH is so clutch / wonderful / nice / amazing / awesome How so? Breaks fastcast cap if you need it, MORE MP THAN JESUS.... Celerity, Accession.... best thing if you don't need stun. >_>? the only reason I would want to use /RDM would be if I was power leveling a party outside Abyssea for convert and refresh. I haven't PL'd in a while cause WHM is my main not my mule but I could see it being useful. At the same time Accession + Pro / Shell on their party would be cool with /SCH.
Also I can understand if someone has a diff sub for some triggers not saying that it doesn't have it's place also as Niniann mentioned if you are lowman or without a BLM and need stun then obviously /BLM. I personally think /RDM is great for a nuking roll where as /SCH is great for a support roll. I used to be RDM main on my old server and I loved playing RDM I just don't think it offers enough for me as a sub. Maybe outside Abyssea when convert and refresh will help if I needed it if Sublimination isn't going to cut it. Just Light Arts alone is going to impact how much mp is saved over the course of a decent fight. RDM sub rules all :O
Cerberus.Wolfshadow
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Siren.Kalilla said: RDM sub rules all :O Based on what logic? /SCH offers greater flexibility and a significantly larger MP pool than /RDM, not to mention offering that MP pool on demand rather than once every 10 minutes. The sole advantage of /RDM is not needing to swap arts for ***like Dispel and Sleep.
Phalanx is really saving you? I don't die often but when I do Phalanx would not be the thing to save me. I would think Phalanx would be the last thing /RDM offers that would compel someone to use it as a sub.
Also if you really need to help proc then you might as well come /WAR and you can cover many more. To pick a sub like RDM when SCH is available for what 1 weapon skill? Just seems ridiculous to me, obviously everyone is going to play how they want but /SCH feels like it was molded and crafted specifically for WHM so much so it's odd to see so many differences of opinions. |
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