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On Healing Hands - A Comprehensive WHM Guide (V2)
Cerberus.Lemuel
Server: Cerberus
Game: FFXI
Posts: 17
By Cerberus.Lemuel 2017-03-09 10:54:21
They don't. Gifts aren't even real cure potency. They add to the base HP cured, just like the Solace job point category. It's kind of like magic damage for cures, whereas real cure potency is like magic atk bonus.
So, no matter what you have a maxed JP/Merit/etc. WHM still needs a total 50% CP?
Also, I looked here: https://www.bg-wiki.com/bg/Cure_Formula but didn't see it mention a Healing Magic Skill cap. With that information you can continue increasing Cure past 500 HMS?
Server: Asura
Game: FFXI
Posts: 1,460
By Asura.Pergatory 2017-03-09 11:25:13
Yes, even with capped merit/JP you still need 50% potency to cap.
As for healing skill, that figures into "cure power" which does have a hard cap on single target cures (700). However, the amount of skill you need to cap depends on how much MND & VIT you have, but it's generally not hard to cap. It's possible that you need more than 500 skill to cap cure power, but probably not by a lot.
Again that's only for single target cures. Curagas are more complicated, and actually benefit more from MND than from healing skill.
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Ragnarok.Ghishlain
Server: Ragnarok
Game: FFXI
Posts: 1,081
By Ragnarok.Ghishlain 2017-03-09 17:42:21
Since I see this question a lot, here's some SS proof for your own reference too just to compliment the response from Pergatory.
===========
Healing Magic Skill = 445
MND = 103
VIT = 95
Total Power = 519
Expected Result = 303

Actual Result = 303
===========
Healing Magic Skill = 512
MND = 142
VIT = 118
Total Power = 612
Expected Result = 322
If HMS capped at 500, Total Power = 600
Expected Result = 320

Actual Result = 322
Therefore HMS doesn't cap at 500.
Leviathan.Nitenichi
Server: Leviathan
Game: FFXI
Posts: 383
By Leviathan.Nitenichi 2017-03-09 18:03:39
Ragnarok.Ghishlain said: »
Since I see this question a lot, here's some SS proof for your own reference too just to compliment the response from Pergatory.
===========
Healing Magic Skill = 445
MND = 103
VIT = 95
Total Power = 519
Expected Result = 303

Actual Result = 303
===========
Healing Magic Skill = 512
MND = 142
VIT = 118
Total Power = 612
Expected Result = 322
If HMS capped at 500, Total Power = 600
Expected Result = 320

Actual Result = 322
Therefore HMS doesn't cap at 500.
I remember this and hiya Ghish
Ragnarok.Ghishlain
Server: Ragnarok
Game: FFXI
Posts: 1,081
By Ragnarok.Ghishlain 2017-03-10 10:12:25
Leviathan.Nitenichi said: »I remember this and hiya Ghish
Hoi/ o7 I think this is the first time I've provided screenshot input to the 500 HMS question though it isn't the first time I've spoken to it.
I actually feel a bit bad since my it wasn't too much longer after I wrote the guide I buggered off but I take solace in the fact that at least a lot of my information is still relevant to this day. If anything because of the way healing is structured in this game the item sets are not as important as the thought process necessary to be a good healer. Not to say the item sets aren't important because certain pieces break healer's wide open (ie Empyrean Body and Pants) but a good healer is a mix of good reactions, gear, and game knowledge.
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Asura.Zihi
Server: Asura
Game: FFXI
Posts: 58
By Asura.Zihi 2017-03-16 22:47:33
Gada enh. Mag. Duration cap? Is it +6 like the website show? Or it can go higer? I hear some ppl say they have saw 7,8,9 etc... but didnt provide evidence or a screenshot...
Odin.Taffy
Server: Odin
Game: FFXI
Posts: 79
By Odin.Taffy 2017-03-17 09:09:57
Gada enh. Mag. Duration cap? Is it +6 like the website show? Or it can go higer? I hear some ppl say they have saw 7,8,9 etc... but didnt provide evidence or a screenshot...
I believe it is +6 or +7 with Fern like fast cast and others alike, but I have only seen +6 myself
Server: Asura
Game: FFXI
Posts: 1,460
By Asura.Pergatory 2017-03-17 10:03:55
+6 is the cap on Gada with ferns, probably +5 for the other two stones.
Grioavolr goes up to +10, but Gada does not.
Server: Asura
Game: FFXI
Posts: 50
By Asura.Kogasho 2017-04-01 10:00:09
Anyone have any up to date Melee Acc Sets and WS sets?
Leviathan.Stamos
Server: Leviathan
Game: FFXI
Posts: 1,242
By Leviathan.Stamos 2017-04-01 10:03:27
Your options are fairly limited when it comes to WS Koga.
Quetzalcoatl.Evildgnker
Server: Quetzalcoatl
Game: FFXI
Posts: 43
By Quetzalcoatl.Evildgnker 2017-04-01 15:01:15
is there a possible way to stop blinking when switching from staff to club weapon as an example ? my idle whm gear uses club and shield but healing is a staff and even with lockstyle on , blinks like a mother fker.
Server: Odin
Game: FFXI
Posts: 177
By Odin.Speedyjim 2017-04-01 15:05:36
Dressup addon should alleviate the issue. Can set it to have yourself never blink.
Quetzalcoatl.Evildgnker
Server: Quetzalcoatl
Game: FFXI
Posts: 43
By Quetzalcoatl.Evildgnker 2017-04-01 19:20:48
thank you very much :D fixed / i owe you my first born speedyjim .
Quetzalcoatl.Khajit
Server: Quetzalcoatl
Game: FFXI
Posts: 448
By Quetzalcoatl.Khajit 2017-04-01 21:59:59
+6 is the cap on Gada with ferns, probably +5 for the other two stones.
Grioavolr goes up to +10, but Gada does not. Ferns do not increase the cap on weapons.
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Server: Odin
Game: FFXI
Posts: 118
By Odin.Warusha 2017-05-06 02:08:22
I think your capped HQ cure sets on the front page just swapped out kaykaus +1 for +3 hands, despite the cure potency loss. Same with curaga sets. I was just following your guide and realized my cures were off.
Server: Asura
Game: FFXI
Posts: 1,460
By Asura.Pergatory 2017-05-10 13:41:06
The cure sets on this guide have always been pretty suspect. I'd suggest using them more as examples than actual builds.
Server: Asura
Game: FFXI
Posts: 616
By Asura.Avallon 2017-05-10 13:47:32
Krys isn't playing the game at the moment so it's possible certain aspects of the guide aren't up-to-date.
That being said, compared to other job guides I think most of us would agree she has done an amazing job maintaining the information for as long as she did up to this point.
Server: Sylph
Game: FFXI
Posts: 51
By Sylph.Parshias 2017-05-10 14:20:44
I don't use any of the cure sets in the guide, but just eyeballing it looks like you should still be hitting the 50% cure potency with the right augment paths. You have 34% potency with no augments, then Queller Rod can be augmented with 15% and Kaykaus boots with 6%. Over the cap. The second set swaps the 11% from Kaykaus pants for 10% from shield/earring. Still over cap.
Asura.Finbar
Server: Asura
Game: FFXI
Posts: 86
By Asura.Finbar 2017-05-10 15:16:02
It specifies that path D for Queller, for the healing magic skill, which is +10%. The Kaykaus are path B for the -enmity. With Sors shield (which some sets show, but not others) and 6% augment on Gende (in the obtainable set), that would bring it to 49%. Make that a 7% augment on Gende and that would be 50%.
Piecemeal different sets together and you get an idea of a good set. The weather sets are about where they should be though. And I agree that this guide has been kept up amazingly well, all things considered.
Server: Odin
Game: FFXI
Posts: 118
By Odin.Warusha 2017-05-10 15:18:37
I'm not talking about the obtainable set. I'm talking about the max cure potency set with no weather up. I don't know how to link the sets in reference to here.
Server: Sylph
Game: FFXI
Posts: 51
By Sylph.Parshias 2017-05-10 15:21:15
The only thing I'd change in the weather sets is drop the Twilight Cape for Alaunus's Cape. +10 Afflatus Solace > 5% Weather Bonus.
Server: Asura
Game: FFXI
Posts: 334
By Asura.Krystela 2017-05-10 15:39:32
Im sorry, I haven't played for quite a long time, but I used those exact sets and they pretty much capped potency or had 49%.
I don't think I will be updating it any longuer. Hit up conagh for node access if you think you can keep it up.
Take care WHM community and thanks for letting me be a part of it all. Yall are awesome.
Love, Krys.
Server: Odin
Game: FFXI
Posts: 118
By Odin.Warusha 2017-05-10 15:47:38
The only thing I'd change in the weather sets is drop the Twilight Cape for Alaunus's Cape. +10 Afflatus Solace > 5% Weather Bonus. No cureskin bonus on curagas, but otherwise, yes.
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Server: Odin
Game: FFXI
Posts: 4,013
By Odin.Godofgods 2017-07-06 20:09:41
for the skirmish Telchine pieces, the enhancing magic duration augment; is enhancing magic duration +10 = 10%
Server: Asura
Game: FFXI
Posts: 1,460
By Asura.Pergatory 2017-07-07 10:36:59
Yes
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Sylph.Ice
Server: Sylph
Game: FFXI
Posts: 307
By Sylph.Ice 2017-08-12 18:58:09
Hi - back in Abyssea days there was some way to automate a WHM (almost like Gambits in FFXII). Can someone PM me what I need to be looking for to do this? Might be a Windower related thing. No offense to hard working WHMs but I need this for something. Peace.
No.
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Server: Sylph
Game: FFXI
Posts: 51
By Sylph.Parshias 2017-08-13 11:23:38
Step 1: GIT GUD
Step 2: There is no step 2
Node 207
Disregardhope is now also contributing to the sets on this guide.
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