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New White Mage 80 Cap Stuff Short end of the stick, surprise surprise

#21
User is offline   rambus 

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View PostKaparu, on 21 June 2010 - 08:43 PM, said:

Not really, no. I didn't see this coming at all. I don't see why haste should be exempt, especially considering they tend to push WHM closer and closer to the frontline with every update, and forcing them to cast haste on 5-6 people doesn't help that.


I did not see it coming because it is not logical. what is AoE haste hurting? SCH can do it once a min, other jobs once every 2 mins.

if a sch disided to haste from the outside ,its jas would be wasted on that, meaning no stoneskin or high powered nukes.

then again SE made the /NIN stuff not subable vs nurfing them a bit and a full convert potency.

so ya SE is very illogical.

AoE haste does not harm anyone so why make it not work? makes no sence, SMN be upset they are nto the only ones? but ti can be subable later if things dont change? i do not understand.

this is why i never thought SE would lift caps they cant do anything right.
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#22
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SCH would be able to keep 3 full parties hasted alone by themselves or something, eh?
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#23
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don't see how that wouldn't be broken
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#24
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Cure VI is 227 mp w/o light arts. Why oh why is it so expensive lol
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#25
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Any word on Flash Nova? Wiki lists it as 300 and WHM caps at 281 at 80, assuming we won't get it this update (without merits/etc)

Edit: Just realized that if it is 300 then Paladin won't get it either this update... having doubts then about that number

This post has been edited by Meian: 26 June 2010 - 11:32 PM

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#26
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It's most likely 290, meaning WHM doesn't get it (naturally) this update. The video showed a Paladin using the weaponskill, and they get a Club skill of 294 at level 80, whereas we get 281 as was previously stated. /rage. Let's hope it's 280 or sooner.

This post has been edited by Terranova: 27 June 2010 - 01:53 AM

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#27
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You really want a weaponskill that has a Flash effect instead of whipping out Hexa Strike or Mystic Boon? It's not even a cool animation.
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#28
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View PostBanter, on 24 June 2010 - 01:18 AM, said:

don't see how that wouldn't be broken

why would you make a sch do that even if it could? it has better use for ja charges
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#29
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View Postrambus, on 27 June 2010 - 03:06 AM, said:

why would you make a sch do that even if it could? it has better use for ja charges

sorry, didn't realize saving other people MP didn't matter
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#30
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View Postpathwriter, on 27 June 2010 - 02:31 AM, said:

You really want a weaponskill that has a Flash effect instead of whipping out Hexa Strike or Mystic Boon? It's not even a cool animation.


What's wrong with curiousity?
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#31
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It killed the cat.
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#32
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Any word on how Cure VI functions such as Enmity compared to IV and V and the amount healed?
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#33
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anybody know what the cure vi animation is? i looked around the internet and such coming out with nothing. i'm sure hoping it's beasting, if anyone could take any screenshots or videos or seomething that would be awesome
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#34
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View PostShortey, on 04 July 2010 - 01:54 PM, said:

anybody know what the cure vi animation is? i looked around the internet and such coming out with nothing. i'm sure hoping it's beasting, if anyone could take any screenshots or videos or seomething that would be awesome


pretty
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#35
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View PostShortey, on 04 July 2010 - 01:54 PM, said:

anybody know what the cure vi animation is? i looked around the internet and such coming out with nothing. i'm sure hoping it's beasting, if anyone could take any screenshots or videos or seomething that would be awesome


It looks quite similar to healing breeze with the sound effect being similar to Holy II.
I only hope that Cure VI has some secret we don't know about, because as the MP used vs. HP cured ratio stands right now it's not even close to cure V while using the exact same gearset for both cures. (MND and Cure Potency)
In it's current state Cure V cures nearly 2 HP more per MP then Cure VI does (Tested out on Campaign and Besieged NPC's.)

This post has been edited by Shirai: 06 July 2010 - 05:41 AM

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#36
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View PostShirai, on 06 July 2010 - 05:29 AM, said:

It looks quite similar to healing breeze with the sound effect being similar to Holy II.
I only hope that Cure VI has some secret we don't know about, because as the MP used vs. HP cured ratio stands right now it's not even close to cure V while using the exact same gearset for both cures. (MND and Cure Potency)
In it's current state Cure V cures nearly 2 HP more per MP then Cure VI does (Tested out on Campaign and Besieged NPC's.)

I would not compare it to healing breeze.

and im sure cure VI was made for future use WHMs always got an cure upgrade sooner then needed


This post has been edited by rambus: 07 July 2010 - 02:45 AM

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#37
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Look again bum, that animation is quite comparable to healing breeze.

And I only see VI becoming more potent when there is a healing magic skill cap for V, which I believe has not been found.

This post has been edited by Shirai: 07 July 2010 - 03:11 AM

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#38
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Unless WHM mp explodes over next levels or there is some secret its really not worth it.
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#39
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View PostCahlum!, on 07 July 2010 - 03:36 AM, said:

Unless WHM mp explodes over next levels or there is some secret its really not worth it.


Even if 80 -> 99 adds another 1k MP to whm it's still not worth it if the HP/MP ratio doesn't come close to that of the other cures.
The only theory I have at this moment is that also Cure V has a hard cap when it comes to healing magic skill and will stop increasing in 'natural' potency when that cap is reached like all the previous cures,
eventually bringing Cure VI closer to the ratio of Cure V or even surpassing it.
For now though my last calculation using the same set for both Cure V and VI came out at ~5HP/MP on Cure VI vs. ~7HP/MP on Cure V.
(Don't have the exact numbers right now since I am at work, but that comes down to decimals.)

This post has been edited by Shirai: 07 July 2010 - 07:35 AM

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#40
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Cure VI is going to become a LOT more potent than it is now. Remember when you got Cure III for the first time? In your normal gear for the level, you could cure 150, 160 HP tops with it. Dozen or so levels later, you can cap it in the low to mid 200s with a Mind build. We don't have nearly as much Mind or Healing Magic Skill as we're going to have in the upcoming level cap updates, so we can't see its true potency. What's most likely going to happen is Cure V is going to top off with what we have now, and Cure VI will continue to grow. In fact, I wouldn't be surprised if its potency continues to grow past the next cap raise (80 > 90). So in short, it's going to get better, most assuredly, but for the current level cap, it's useless with Cure V around.
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