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On Healing Hands - A Comprehensive WHM Guide (V2)
By eliroo 2019-05-01 13:38:17
CP falls under content so easy the whms damage adds literally nothing, and in some cases would actively hinder CP gain.
Mystic Boon has no SC property and deals a respectable amount of damage if geared correctly. While each mob is a short fight, you are CPing for a long period of time. Even if the WHM shaves 1s off a mob that would add up to more and more precious time shaved off of your CPing adventures. The healing requirement is pretty low too and can be handled with Cureskins inbetween pulls or Regen4s.
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By Asura.Pergatory 2019-05-01 13:40:08
On the topic of Cureskin though. The BG wiki states it caps out at 300 HP. Is this still true? If so does it cap at 300 before gear bonus or after gear? Good question, it was definitely capped at 300 at one point. And you could cap cure potency before that, so it's definitely not 300 before cure potency. I believe for a long time, only Full Cure was exempt from that cap.
At some point that must've changed, because more recent testing has shown it goes well over 300. A while back I did my own testing and confirmed that my Cure4skin blocks slightly over 600 damage from 1000 needles (with my Cure4 being 1348). It didn't block quite as much as I expected, but it was close enough that the difference could've just been due to rounding or other math issues. I expected 660, and I think it was something like 632.
Edit: I think the prevailing theory is that the base 25% cureskin is subject to a 300 cap, and the solace gear bonuses lets you go beyond.
Bismarck.Nyaarun
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By Bismarck.Nyaarun 2019-05-01 13:42:10
CP falls under content so easy the whms damage adds literally nothing, and in some cases would actively hinder CP gain.
Mystic Boon has no SC property and deals a respectable amount of damage if geared correctly. While each mob is a short fight, you are CPing for a long period of time. Even if the WHM shaves 1s off a mob that would add up to more and more precious time shaved off of your CPing adventures. The healing requirement is pretty low too and can be handled with Cureskins inbetween pulls or Regen4s.
CP mobs are overkilled, youre not saving time. And if you are somehow saving time on a good party, youre killing too fast and are hurting CP gain because mobs arent respawning fast enough. Your added damage does nothing at best, hinders at worst.
By eliroo 2019-05-01 14:53:42
I think the prevailing theory is that the base 25% cureskin is subject to a 300 cap, and the solace gear bonuses lets you go beyond.
Ok yea that makes sense. I actually found this trying to look that up too: http://vanafratello.seesaa.net/article/459618093.html
Also it seems the Full Cure actually heals a set amount, I just thought it was a function of the targets HP. So a full cure set should have some amount of recast, as well as capped cure potency.
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By Asura.Pergatory 2019-05-01 15:10:29
And if you are somehow saving time on a good party, youre killing too fast and are hurting CP gain because mobs arent respawning fast enough. Are you honestly suggesting it's a given that killing CP mobs faster is a bad thing?
If not, what is the point of your post? Because it sure sounds to me like you're saying that a small bit of additional damage cannot possibly help a CP party.
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Bismarck.Nyaarun
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By Bismarck.Nyaarun 2019-05-01 15:33:40
And if you are somehow saving time on a good party, youre killing too fast and are hurting CP gain because mobs arent respawning fast enough. Are you honestly suggesting it's a given that killing CP mobs faster is a bad thing?
If not, what is the point of your post? Because it sure sounds to me like you're saying that a small bit of additional damage cannot possibly help a CP party.
It really cant.
In a situation where players are undergeared, youre looking at newer players in bayld or non +1 ambu gear. Youre likely curing them too much to melee.
In a good party with decent gear, the mobs are already being overkilled. The added damage likely isnt consistently saving time.
In an amazing party, youre not saving any time, as players physically need to hold back their ttk already, as mobs arent spawning as fast as youre killing.
Your only best bet in actually improving ttk is if you have a cor and they need to apply rolls, and the cor is also the majority damage output.
CP mobs are either a hurdle for newer players, or fodder for veterans with even ambu +2 gear.
You might see luck in the newer player party if you take the role of a gimped paladin and tank/dd in a mixed DT set. You might take less damage than others if you can hold hate and thus not need as much cure spamming.
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By Asura.Pergatory 2019-05-01 18:12:25
I'm not sure what else to tell you, besides assuring you that it is very possible for a party that isn't taking massive amounts of damage to have headroom for faster kill speed.
As a WHM, I generally found myself pulling rather than meleeing when I was bored, but nonetheless there's almost always potential for speeding things up with more damage as well. The only exception is if the camp is super crowded.
In fact, the only explanation I can find for your viewpoint is that you've only ever done one kind of CP party: heavy DDs making singular massive skillchains for massive damage. There are a large variety of party types that cover a whole spectrum besides the 3 tiers you listed.
When I was CPing RUN, I had quite a few such parties doing Blizzard/Aspir magic bursts on Apex Crabs & Bats. RUN's options for making darkness aren't very good, so I was usually just opening the SC with a crap WS (Ground Strike or Requiescat), some DD was closing it, and the mages would burst the mob down. If the healer would melee, it wouldn't reduce the number of nukes needed to kill every single time, sure, but it would some of the time. And that means it sped things up. That's just one example that comes to mind. (And I got TP so fast there was no reason to avoid wearing some PDT gear, by the time the other DD closed the skillchain I always had TP again for the next one. So healing requirements in those parties usually consisted of just casting Regen.)
Any increase is still an increase. If you were saying it comes at a cost, that would be one thing, but saying it simply doesn't help is outright wrong in most cases.
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Bahamut.Agerine
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By Bahamut.Agerine 2019-05-01 18:18:08
Lol, this is still going on.
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By Asura.Pergatory 2019-05-01 18:34:52
I think everyone but me has lost patience with Nyaarun at this point. I'm not far from it myself. The argument has devolved to "more damage doesn't help." Seriously. That's what he's arguing. I don't know why I bother. In fact, I won't, we're done here.
Bismarck.Nyaarun
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By Bismarck.Nyaarun 2019-05-01 20:10:56
I'm not sure what else to tell you, besides assuring you that it is very possible for a party that isn't taking massive amounts of damage to have headroom for faster kill speed.
As a WHM, I generally found myself pulling rather than meleeing when I was bored, but nonetheless there's almost always potential for speeding things up with more damage as well. The only exception is if the camp is super crowded.
In fact, the only explanation I can find for your viewpoint is that you've only ever done one kind of CP party: heavy DDs making singular massive skillchains for massive damage. There are a large variety of party types that cover a whole spectrum besides the 3 tiers you listed.
When I was CPing RUN, I had quite a few such parties doing Blizzard/Aspir magic bursts on Apex Crabs & Bats. RUN's options for making darkness aren't very good, so I was usually just opening the SC with a crap WS (Ground Strike or Requiescat), some DD was closing it, and the mages would burst the mob down. If the healer would melee, it wouldn't reduce the number of nukes needed to kill every single time, sure, but it would some of the time. And that means it sped things up. That's just one example that comes to mind. (And I got TP so fast there was no reason to avoid wearing some PDT gear, by the time the other DD closed the skillchain I always had TP again for the next one. So healing requirements in those parties usually consisted of just casting Regen.)
Any increase is still an increase. If you were saying it comes at a cost, that would be one thing, but saying it simply doesn't help is outright wrong in most cases.
In a nuke party the mobs going to either die in the volly, or require another SC, depending on the blm setup. If theres really that little HP left, anyone can just toss a WS, doesnt need to be the whm. The overall ttk isnt being improved in that situation either, just the whm doing something to not be bored to death. At best you could argue youre saving seconds every hour, which at that point is literally nothing.
Replying on a phone is a pain in the ***....
Bahamut.Agerine
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By Bahamut.Agerine 2019-05-01 20:16:28
I think everyone but me has lost patience with Nyaarun at this point. I'm not far from it myself. The argument has devolved to "more damage doesn't help." Seriously. That's what he's arguing. I don't know why I bother. In fact, I won't, we're done here.
Wanna go make a DD whm CP party and get more CP/Hr than him?
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By Leviathan.Comeatmebro 2019-05-01 20:34:18
I think everyone but me has lost patience with Nyaarun at this point. I'm not far from it myself. The argument has devolved to "more damage doesn't help." Seriously. That's what he's arguing. I don't know why I bother. In fact, I won't, we're done here.
Honestly, he's done this sort of ***in every thread he posts in since he surfaced a week or so ago. He has his ideas, he can't rationally defend them, and he's completely impervious to logic that doesn't agree with his predetermined opinion.
He's right once in a while, but broken clock analogy and such. Total waste of forum space.
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Game: FFXI
By Sylph.Brahmsz 2019-05-05 10:03:42
So... Matsui said:
Quote: The other major adjustment is to Esuna, which we’ve elected to give a revamp to bring it closer to the way that Esuna functions in other FINAL FANTASY titles. This adjustment also affects alter egos. It's been a few years so I don't remember how Esuna works in other FF titles, but I had a thought this morning that it would be nice if they simple made Esuna ( in Aflatus Misery stance) cure a status regardless of whether the WHM is affected by the status or not. This would give a slightly better reason to actually use Misery over Solace.
I realize they won't do that because it makes too much sense but whatever.
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By Leviathan.Comeatmebro 2019-05-05 11:30:44
I figured it'd be basically sacrifice without the downside.
Asura.Eiryl
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By Asura.Eiryl 2019-05-05 13:30:16
That's likely what it will be. Maybe up the recast time though to compensate for how much it will get used.
It kinda negates yagrush. Paralyga? Esuna. Slowga? Esuna. Blindga? Esuna.
By fonewear 2019-05-05 13:35:50
White mage / ninja is the greatest damage dealer of all time.
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By DaneBlood 2019-05-05 14:55:36
White mage / ninja is the greatest damage dealer of all time.
Best ever i just did a comparison in dyna D
PT1 6x war
P2 6x sam
P3 6x mnk
All fulle Rema R15
Then i compared by againt setup with a WHM in each party
Way much damage was tossed out during the run.
SCIENCE
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Asura.Eiryl
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Game: FFXI
By Asura.Eiryl 2019-05-10 00:37:52
By Asura.Eiryl 2019-04-19 03:28:40
What could they possibly adjust for white mage
.... hold on to your *** for these banish adjustments! Quote: Animus Solace Effect
Increases the magic attack of Holy spells.
Animus Misery Effect
Increases the magic attack of Banish spells.
Quetzalcoatl.Commencal
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By Quetzalcoatl.Commencal 2019-05-10 00:41:56
So... Matsui said:
Quote: The other major adjustment is to Esuna, which we’ve elected to give a revamp to bring it closer to the way that Esuna functions in other FINAL FANTASY titles. This adjustment also affects alter egos. It's been a few years so I don't remember how Esuna works in other FF titles, but I had a thought this morning that it would be nice if they simple made Esuna ( in Aflatus Misery stance) cure a status regardless of whether the WHM is affected by the status or not. This would give a slightly better reason to actually use Misery over Solace.
I realize they won't do that because it makes too much sense but whatever.
Quote: The effects of the white magic spell Esuna have been changed.
Esuna now affects a single target.
Esuna now removes all of the following status ailments, and does not require the caster to be affected by them.
Poison / Paralysis / Blind / Silence / Curse/ Disease / Plague / Petrification
While under the effects of Afflatus Misery, Esuna will also remove all status ailments removable with Erase, as well as Amnesia.
The recast time has been increased from 30 seconds to 120 seconds.
The MP cost has been increased from 24 to 178.
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By Shiva.Samanosuke 2019-05-10 01:49:10
Tested Esuna with Yag(75) doesnt work
Asura.Sechs
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By Asura.Sechs 2019-05-10 02:03:59
Was about to ask if Esuna works with Yagrush, would be broken lol.
Wonder if they're gonna change it in the future or if it's meant to be.
Think it's meant, it's kinda strange to have an exception to Yagrush though.
I assume it doesn't work with Divine Veil (JA) either, right?
They also increased the potency of Pro/Shell but I assume that only applies to tier 1 to 4, and for the 5 we're getting the 5/5 + piety bonus?
So ~220 def for Pro5 and ~29% MDT for She5, plus the bonus from stuff like Sheltered ring/earring, which is small anyway.
Phoenix.Gennss
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By Phoenix.Gennss 2019-05-10 02:09:03
Tested Esuna with Yag(75) doesnt work
Not with Accession either. Didn't seem to work with divine seal to generate the veil effect. Very strict.
Asura.Sechs
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By Asura.Sechs 2019-05-10 02:13:27
Also it's kinda a kick in the nuts for people who bought (are there any?) an Asclepius specifically to buff their Esuna.
Asclepius' new augment to Esuna, while certainly nice, sounds pretty irrelevant compared to what it did before (which was a pretty big boost for Esuna itself)
Phoenix.Gennss
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By Phoenix.Gennss 2019-05-10 02:17:02
Also it's kinda a kick in the nuts for people who bought (are there any?) an Asclepius specifically to buff their Esuna.
Asclepius' new augment to Esuna, while certainly nice, sounds pretty irrelevant compared to what it did before (which was a pretty big boost for Esuna itself)
Agreed. But the change does seem to make Yagrush more impactful, since Esuna is no longer AOE
Asura.Eiryl
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By Asura.Eiryl 2019-05-10 02:18:33
It would've completely broken whm if it was aoe
Asura.Sechs
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By Asura.Sechs 2019-05-10 02:19:46
Yagrush doesn't work on Esuna, atm.
It's been said a few posts above.
While it feels very strange to finally have an exception to Divine Veil / Yagrush, at the same time I kinda have to agree Esuna would be a tad broken if Yagrush worked on it...
Or would it? I dunno maybe I'm exxagerating actually. Would love to hear more insight on this from experienced and unbiased WHMs.
Phoenix.Gennss
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By Phoenix.Gennss 2019-05-10 02:24:43
Yagrush doesn't work on Esuna, atm.
It's been said a few posts above.
While it feels very strange to finally have an exception to Divine Veil / Yagrush, at the same time I kinda have to agree Esuna would be a tad broken if Yagrush worked on it...
Or would it? I dunno maybe I'm exxagerating actually. Would love to hear more insight on this from experienced and unbiased WHMs.
OH sorry, it's late here. What i'm trying to say is Yagrush erase / na spells will be more relevant since you can't Misery Esuna solutions anymore.
I'm curious to see experience whm opinions, and some event impacts.
By cuddlyhamster 2019-05-10 02:25:35
Wonder if there is a priority list for which debuffs get removed by esuna. would kinda suck to remove everything but amnesia
Sylph.Reain
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By Sylph.Reain 2019-05-10 03:36:53
Solace Sacrifice seems to be unable to transfer erasable debuffs now. Solace sacrifice doesn't transfer 7 debuffs anymore, just 1.
It seems like they moved Solace's sacrifice bonus to Misery Esuna basically and made it remove stuff instead of transfer.
The help text says Solace gives the resistance effect to sacrifice but the update notes say misery does. Misery is correct.
Protectra V seems to do 205 def instead of 220. (assuming BG wiki was accurate).
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By Asura.Aeonova 2019-05-10 03:47:20
I just always expected an emergency maintenance to "fix" what they already "fixed" because they couldn't be bothered to properly test multiple situations. I bet many of the situations tested, just listed in the last few posts under this thread, are things that the skeleton crew forgot even existed.
Node 207
Disregardhope is now also contributing to the sets on this guide.
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