On Healing Hands - A Comprehensive WHM Guide (V2)

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On Healing Hands - A Comprehensive WHM Guide (V2)
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 Asura.Eiryl
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By Asura.Eiryl 2019-05-17 21:56:24
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Bahamut.Shozokui said: »
Changes are trash. That is all. *** SE is proving again that it's completely out of touch for what needs to change in this game.

*** it, let's buff DRK COR for the 1000th time.
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 Asura.Meliorah
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By Asura.Meliorah 2019-05-17 22:04:37
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Idk I think DRK could use more physical damage limit+ for no *** reason. Might need to adjust those job gifts.
 Sylph.Brahmsz
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By Sylph.Brahmsz 2019-05-18 05:17:17
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Asura.Meliorah said: »
Idk I think DRK could use more physical damage limit+ for no *** reason. Might need to adjust those job gifts.
I know is a joke but I'd take another tier of Physical Damage Limit+ on DRK just for the lulz.

All that aside, been fairly busy so haven't been on to play WHM much lately. That said, rereading the developers' post and jumping through the extra hoop of being in Misery stance, both Esuna and Sacrifice are essentially useless. You basically HAVE to be a Yagrush WHM now...

Secondly, if the current augments on WHM Relic Legs and Feet are what the devs claim they are... has anyone tested if there is any significant difference with Holy and Banish damage?
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By Phoenix.Dynakros 2019-05-18 07:13:14
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Tested 5/5 Animus Solace merits in Brenner. The trait description would have you believe that full merits would grant +10% more cureskin, but that's not the case. I tested without any solace gear+ on, and with solace gear. Solace by itself is 25% cureskin, with cape+119 empy body it's 49%.

Without solace gear, unresisted Stone V did 883 damage.
Cure V myself for 1194, then Stone V hit for 535. 1194x.25 = 298 cureskin. If 5/5 solace merits gave +10% more cureskin, then Stone V would have hit for 466 damage.

With solace gear, unresisted Stone V did 734 damage.
Cure V myself for 1206, then Stone V hit for 144 damage.
1206x.49 = 590 cureskin. Again, if we are to believe 5/5 Animus Solace grants +10% more cureskin, then Stone V would have hit for 23 damage. Maybe these merits do something entirely different, or they're just broken. Who knows.
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By Ruaumoko 2019-05-18 07:34:54
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Probably broken honestly.
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By Lili 2019-05-18 08:32:01
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Phoenix.Dynakros said: »
Tested 5/5 Animus Solace merits in Brenner. The trait description would have you believe that full merits would grant +10% more cureskin, but that's not the case. I tested without any solace gear+ on, and with solace gear. Solace by itself is 25% cureskin, with cape+119 empy body it's 49%.

Without solace gear, unresisted Stone V did 883 damage.
Cure V myself for 1194, then Stone V hit for 535. 1194x.25 = 298 cureskin. If 5/5 solace merits gave +10% more cureskin, then Stone V would have hit for 466 damage.

With solace gear, unresisted Stone V did 734 damage.
Cure V myself for 1206, then Stone V hit for 144 damage.
1206x.49 = 590 cureskin. Again, if we are to believe 5/5 Animus Solace grants +10% more cureskin, then Stone V would have hit for 23 damage. Maybe these merits do something entirely different, or they're just broken. Who knows.

We do know. Attaxia tested it literally in the previous page. It's not broken, it's just a small bonus.

Reminder: Afflatus Solace initial 25% cureskin is capped to 300 HP. Cape and empy body add on top of this this cap.

Attaxia numbers show that 5/5 merits simply increases the cap of the initial 25% by 25 HP in total (most likely 5 HP per merit), bringing the cap from 300 HP at 0/5 to 325 at 5/5. You need to test again with cures that cure at least 1300 hp or more to see a big difference. Under 1200 hp you won't see any difference at all.

0/5 merits Cure V for 1194, * 0.25 = 298 cureskin, less than the 300 cap, so bonus can't be seen.
0/5 merits Cure V for 1206, * 0.25 = 301.5 capped to 300, * 0.24 = 289.44, total of 589.44 floored to 589
5/5 merits Cure V for 1206, * 0.25 = 301.5 (below 325 cap), * 0.24 = 289.44, total of 590.94 floored to 590 <- this is the number you're seeing

The bonus is there, but by a combination of forgetting the 300 hp cap to the first bonus, and using a spell too close to the previous cap value, you got confusing numbers that by mere coincidence were identical to a 49% bonus with no cap (which is not the case). Test it again with a spell that cures at least 1300 hp (or more) and you'll see the difference much more clearly.

EDIT: granted, the ingame descriptions talks about "2% per merit level", which I can't find any way to match to the above numbers...
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By Phoenix.Dynakros 2019-05-18 09:05:07
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Lili said: »
Phoenix.Dynakros said: »
Tested 5/5 Animus Solace merits in Brenner. The trait description would have you believe that full merits would grant +10% more cureskin, but that's not the case. I tested without any solace gear+ on, and with solace gear. Solace by itself is 25% cureskin, with cape+119 empy body it's 49%.

Without solace gear, unresisted Stone V did 883 damage.
Cure V myself for 1194, then Stone V hit for 535. 1194x.25 = 298 cureskin. If 5/5 solace merits gave +10% more cureskin, then Stone V would have hit for 466 damage.

With solace gear, unresisted Stone V did 734 damage.
Cure V myself for 1206, then Stone V hit for 144 damage.
1206x.49 = 590 cureskin. Again, if we are to believe 5/5 Animus Solace grants +10% more cureskin, then Stone V would have hit for 23 damage. Maybe these merits do something entirely different, or they're just broken. Who knows.

We do know. Attaxia tested it literally in the previous page. It's not broken, it's just a small bonus.

Reminder: Afflatus Solace initial 25% cureskin is capped to 300 HP. Cape and empy body add on top of this this cap.

Attaxia numbers show that 5/5 merits simply increases the cap of the initial 25% by 25 HP in total (most likely 5 HP per merit), bringing the cap from 300 HP at 0/5 to 325 at 5/5. You need to test again with cures that cure at least 1300 hp or more to see a big difference. Under 1200 hp you won't see any difference at all.

0/5 merits Cure V for 1194, * 0.25 = 298 cureskin, less than the 300 cap, so bonus can't be seen.
0/5 merits Cure V for 1206, * 0.25 = 301.5 capped to 300, * 0.24 = 289.44, total of 589.44 floored to 589
5/5 merits Cure V for 1206, * 0.25 = 301.5 (below 325 cap), * 0.24 = 289.44, total of 590.94 floored to 590 <- this is the number you're seeing

The bonus is there, but by a combination of forgetting the 300 hp cap to the first bonus, and using a spell too close to the previous cap value, you got confusing numbers that by mere coincidence were identical to a 49% bonus with no cap (which is not the case). Test it again with a spell that cures at least 1300 hp (or more) and you'll see the difference much more clearly.

EDIT: granted, the ingame descriptions talks about "2% per merit level", which I can't find any way to match to the above numbers...

Ah ok, my apologies then, last time I checked this forum it hadn't been tested, and I couldn't find any info on it on bg wiki either so I figured I'd throw my two cents in. Thanks for the info. Glad to know the merits aren't entirely useless.
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By Ruaumoko 2019-05-18 19:58:29
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The Esuna HP Cure effect on the Su3~5 Clubs is also not working.

They seem to have broken a fair bit doing this.
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By DaneBlood 2019-05-18 22:18:20
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so in short: they remmoved the shell and protect bonus that was at least somethow usefull
and we got 25hp of cureskin uneder under big cures... ?

seems to me i would preferr the pre adjustments merrits with working gear bonus
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 Sylph.Brahmsz
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By Sylph.Brahmsz 2019-05-18 22:24:57
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Ruaumoko said: »
The Esuna HP Cure effect on the Su3~5 Clubs is also not working.

They seem to have broken a fair bit doing this.
Good gravy, they're going for gold for wrekt spaghetti code this time.
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By DaneBlood 2019-05-19 13:02:41
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Lili said: »
EDIT: granted, the ingame descriptions talks about "2% per merit level", which I can't find any way to match to the above numbers...

This is just utter specualtion

but lets say the 2% is of the base cureksin cap of 300 that meants etach 2% should be a 6pts increase per merrits
with pro and shell the fist merrit did not give a bonus they just gave access.
lets say that Se.W Screwed this up and the first merrit stil does not give the bonus but just "Access" so we would only have 4 merrits of bonus
4x6 = 24HP more in the cure spin. thats just a slight roundoff away from the 25 reported in testing.

just a thought
 Asura.Chiaia
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By Asura.Chiaia 2019-05-19 14:08:45
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Phoenix.Dynakros said: »
Lili said: »
Phoenix.Dynakros said: »
Tested 5/5 Animus Solace merits in Brenner. The trait description would have you believe that full merits would grant +10% more cureskin, but that's not the case. I tested without any solace gear+ on, and with solace gear. Solace by itself is 25% cureskin, with cape+119 empy body it's 49%.

Without solace gear, unresisted Stone V did 883 damage.
Cure V myself for 1194, then Stone V hit for 535. 1194x.25 = 298 cureskin. If 5/5 solace merits gave +10% more cureskin, then Stone V would have hit for 466 damage.

With solace gear, unresisted Stone V did 734 damage.
Cure V myself for 1206, then Stone V hit for 144 damage.
1206x.49 = 590 cureskin. Again, if we are to believe 5/5 Animus Solace grants +10% more cureskin, then Stone V would have hit for 23 damage. Maybe these merits do something entirely different, or they're just broken. Who knows.

We do know. Attaxia tested it literally in the previous page. It's not broken, it's just a small bonus.

Reminder: Afflatus Solace initial 25% cureskin is capped to 300 HP. Cape and empy body add on top of this this cap.

Attaxia numbers show that 5/5 merits simply increases the cap of the initial 25% by 25 HP in total (most likely 5 HP per merit), bringing the cap from 300 HP at 0/5 to 325 at 5/5. You need to test again with cures that cure at least 1300 hp or more to see a big difference. Under 1200 hp you won't see any difference at all.

0/5 merits Cure V for 1194, * 0.25 = 298 cureskin, less than the 300 cap, so bonus can't be seen.
0/5 merits Cure V for 1206, * 0.25 = 301.5 capped to 300, * 0.24 = 289.44, total of 589.44 floored to 589
5/5 merits Cure V for 1206, * 0.25 = 301.5 (below 325 cap), * 0.24 = 289.44, total of 590.94 floored to 590 <- this is the number you're seeing

The bonus is there, but by a combination of forgetting the 300 hp cap to the first bonus, and using a spell too close to the previous cap value, you got confusing numbers that by mere coincidence were identical to a 49% bonus with no cap (which is not the case). Test it again with a spell that cures at least 1300 hp (or more) and you'll see the difference much more clearly.

EDIT: granted, the ingame descriptions talks about "2% per merit level", which I can't find any way to match to the above numbers...

Ah ok, my apologies then, last time I checked this forum it hadn't been tested, and I couldn't find any info on it on bg wiki either so I figured I'd throw my two cents in. Thanks for the info. Glad to know the merits aren't entirely useless.

The Japanese text for the merit Category says it raises the upper limit by +5. Fits in perfect with your +25 HP. Just another bad translation by SE once again.

能力値1で被ダメージ吸収量上限を+5します。
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 Bahamut.Inspectorgadget
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By Bahamut.Inspectorgadget 2019-05-21 05:00:36
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I'm assuming the Afflatus Solace augment on the Piety Duckbills works like every other Relic piece where they only need to be equipped while the JA is being used and the effect is the same no matter if you're wearing the NQ or the +3.

But does anyone have the info on how or how much it boosts it?
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By Asura.Sechs 2019-05-21 05:16:18
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SE generally uses "Enhances ..." and "Augments ..." to differentiate between that sort of stuff, but they've been somewhat inconsistant so until tested it's hard to say :x
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By Asura.Meliorah 2019-05-21 06:49:08
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can someone edit bg wiki and say it enhances holy damage so we can stop having this same question thrown at us?

Quote:
Afflatus Solace Effect
Increases the magic attack of Holy spells.

corrected the translation error.

Sauce
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By DaneBlood 2019-05-21 07:07:59
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Asura.Chiaia said: »
Phoenix.Dynakros said: »
Lili said: »
Phoenix.Dynakros said: »
Tested 5/5 Animus Solace merits in Brenner. The trait description would have you believe that full merits would grant +10% more cureskin, but that's not the case. I tested without any solace gear+ on, and with solace gear. Solace by itself is 25% cureskin, with cape+119 empy body it's 49%.

Without solace gear, unresisted Stone V did 883 damage.
Cure V myself for 1194, then Stone V hit for 535. 1194x.25 = 298 cureskin. If 5/5 solace merits gave +10% more cureskin, then Stone V would have hit for 466 damage.

With solace gear, unresisted Stone V did 734 damage.
Cure V myself for 1206, then Stone V hit for 144 damage.
1206x.49 = 590 cureskin. Again, if we are to believe 5/5 Animus Solace grants +10% more cureskin, then Stone V would have hit for 23 damage. Maybe these merits do something entirely different, or they're just broken. Who knows.

We do know. Attaxia tested it literally in the previous page. It's not broken, it's just a small bonus.

Reminder: Afflatus Solace initial 25% cureskin is capped to 300 HP. Cape and empy body add on top of this this cap.

Attaxia numbers show that 5/5 merits simply increases the cap of the initial 25% by 25 HP in total (most likely 5 HP per merit), bringing the cap from 300 HP at 0/5 to 325 at 5/5. You need to test again with cures that cure at least 1300 hp or more to see a big difference. Under 1200 hp you won't see any difference at all.

0/5 merits Cure V for 1194, * 0.25 = 298 cureskin, less than the 300 cap, so bonus can't be seen.
0/5 merits Cure V for 1206, * 0.25 = 301.5 capped to 300, * 0.24 = 289.44, total of 589.44 floored to 589
5/5 merits Cure V for 1206, * 0.25 = 301.5 (below 325 cap), * 0.24 = 289.44, total of 590.94 floored to 590 <- this is the number you're seeing

The bonus is there, but by a combination of forgetting the 300 hp cap to the first bonus, and using a spell too close to the previous cap value, you got confusing numbers that by mere coincidence were identical to a 49% bonus with no cap (which is not the case). Test it again with a spell that cures at least 1300 hp (or more) and you'll see the difference much more clearly.

EDIT: granted, the ingame descriptions talks about "2% per merit level", which I can't find any way to match to the above numbers...

Ah ok, my apologies then, last time I checked this forum it hadn't been tested, and I couldn't find any info on it on bg wiki either so I figured I'd throw my two cents in. Thanks for the info. Glad to know the merits aren't entirely useless.

The Japanese text for the merit Category says it raises the upper limit by +5. Fits in perfect with your +25 HP. Just another bad translation by SE once again.

能力値1で被ダメージ吸収量上限を+5します。



OK theory Number2
The guy that is typing is had a seizure and accidental hit shift?
5 + shift = %
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By Bismarck.Rwolf 2019-05-21 14:20:10
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I suggested in the Dev thread a compromise.

TL;DR: Make Sacrifice and Esuna have the new effects or old effects based on stance. Solace = Old Versions. Misery = New Versions.

Everyone gets what they want. Support it please if you agree.
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By Asura.Eiryl 2019-05-24 01:00:30
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Yoji_Fujito;616409 said:
Protectra/Protect Effect Values Lower than Intended
We discovered an error in the game data and will fix it so that equals the maximum value from before the change. We apologize for any inconvenience that this issue has caused.
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By Asura.Saevel 2019-05-24 03:17:40
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Bismarck.Rwolf said: »
I suggested in the Dev thread a compromise.

TL;DR: Make Sacrifice and Esuna have the new effects or old effects based on stance. Solace = Old Versions. Misery = New Versions.

Everyone gets what they want. Support it please if you agree.

No you support complete reversion

Quote:
I feel the changes should be reverted.

You then go on to explain why they should be reverted and only at the very end do you ask for a compromise. There are several other jobs that desperately need their merit spells removed and turned into regular spells, the outcome of this WHM alteration will determine if that happens or not.
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By Nariont 2019-05-24 05:34:26
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Seems like thats happening regardless looking at the replies, the alterations to the spells wont effect merits, thats a seperate thing linked more to pro/shell
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By Asura.Sechs 2019-05-24 05:51:24
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Anybody tested Shellra V/Shell V after the patch?
Does Shell really have the additional -5/256 MDT previously granted by the Relic Legs (with 5/5 Shellra V merits)?

Sounds strange to me that they forgot to add the 5/5 augment from Feet to Protect, but they remembered to add the 5/5 augment from Legs to Shell...
 Asura.Eiryl
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By Asura.Eiryl 2019-06-07 02:20:30
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Akihiko_Matsui;616911 said:
Greetings, everyone. Matsui here.

Thank you for all your feedback on the white mage job. It took us a little while to read through all the posts from each region, particularly because we wanted to hear your experiences after you tried them the recent changes for yourselves.

We have reviewed each and every message you have given us and feel we have a good grasp on what the pain points for white mage players are. The development team is going to discuss what our next steps should be.

It may take a little while before we have any more news, but I wanted to inform you that your voices have been heard and share with you what the current status is.

Thank you again for all your opinions!
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By Cerberus.Dekar 2019-06-08 03:39:10
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Is there any type of automatic cure calculator out there? I really want to know what my absolute healing potential is with Misery/Cura.
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By Shiva.Samanosuke 2019-06-17 12:48:58
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Anyone got a good Mystic Boon gearset?
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By Nariont 2019-06-17 12:54:57
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https://www.ffxiah.com/forum/topic/44724/on-healing-hands-a-comprehensive-whm-guide-v2/73/#3428364
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 Cerberus.Dekar
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By Cerberus.Dekar 2019-06-17 19:25:27
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Is there any way to move the status bar that shows players buffs/debuffs? I'm hoping to have it closer to their HP bars. Also, is there anything that I can do to show multiple people's debuffs at once?
 Asura.Eiryl
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By Asura.Eiryl 2019-06-17 19:26:21
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partybuffs puts the icons literally right next to hp bars, what status bar are you talking about? the in game ones?

https://github.com/KenshiDRK/Addons/tree/master/PartyBuffs
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By Cerberus.Dekar 2019-06-17 19:34:09
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Asura.Eiryl said: »
partybuffs puts the icons literally right next to hp bars, what status bar are you talking about? the in game ones?

https://github.com/KenshiDRK/Addons/tree/master/PartyBuffs

Apologies, I'm having trouble verbalizing what I'm trying to say. I've been on a train most of the day and I'm finally getting home to rest now.

I'm looking to see which buffs/debuffs my party members have one them. I use the option that SE gave us a few years ago but the icons are far away from the HP bars.
 Asura.Eiryl
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By Asura.Eiryl 2019-06-17 19:36:30
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Can't move the ones in the game, but if you use lua the partybuffs lua is exactly what you want. You don't even have to target a party member, they are up all the time.
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By Korgull 2019-06-18 00:25:42
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.
Asura.Eiryl said: »
Can't move the ones in the game, but if you use lua the partybuffs lua is exactly what you want. You don't even have to target a party member, they are up all the time.

This, partybuffs was the single QoL addon that made my whm life possible. If you want to change the icon size, you can use //pb size 20 or //pb size 10
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