On Healing Hands - A Comprehensive WHM Guide (V2)

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On Healing Hands - A Comprehensive WHM Guide (V2)
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By RolandJ 2015-12-06 17:08:04  
Thanks again Conagh! I'd look into that right now but I just found out that I have much a bigger problem. My gs is loading a ghost file. I've deleted my whm.lua, as a test, and gs still loads it after //lua u gearswap > //lua l gearswap and after rebooting ffxi. Where this file is is located unbeknownst to me; I have been using 'C:\Program Files (x86)\Windower4\addons\GearSwap\data\Rolandj' as my directory and gs has been updating my lua properly until this evening afaik.
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By Cerberus.Conagh 2015-12-06 17:40:01  
RolandJ said: »
Thanks again Conagh! I'd look into that right now but I just found out that I have much bigger problems... my gs is having me cure in gear other than what I have defined... I'm curing in ebers head+1, fanatic's gloves, medium's sabots, prolix ring.... none of those are anywhere in my cure sets... To make matters worse, my new keybinds, penury and accession won't become functional. To test that further, I removed the esuna keybind, saved, and reloaded GS and the esuna keybind still exists.... What on earth is going on?!? lol ><
The Ebers Cap +1, fanatic's gloves, and medium's sabots were in my gs a week ago... I've since gotten more proper equipment and replaced them. Why are they still being equipped? I'm guessing that ffxi is handling an old version of my lua somehow, even though it no longer exists... none of the keybind changes I make update, afterall, even after restarting ffxi...
Anyways, I should stop the gs talk on this forum, it's probably not the proper place. I'll make a post of this in a more proper place and look for the answer there.

The only way possible is if you didn't overwrite the old Gearswap file.= and saved a new one in the wrong location.
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By RolandJ 2015-12-06 18:25:01  
Well, I considered that too, and the fact that that isn't true is why I am having a hard time finding a reasonable explanation. I've been saving them in 'C:\Program Files (x86)\Windower4\addons\GearSwap\data\Rolandj'. I've even opened up the whm.lua located there multiple times to make sure it contains the newest version and it does. Yesterday I added some shortcuts and they worked then and they work now, and so I know updating it was working yesterday. This only started happening this evening.


There must be something I am overlooking. I'll keep looking and thinking about it. Let me post this somewhere else on the forums. I'll post a link to it here once I do.
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By Asura.Krystela 2015-12-06 19:04:06  
RolandJ said: »
Well, I considered that too, and the fact that that isn't true is why I am having a hard time finding a reasonable explanation. I've been saving them in 'C:\Program Files (x86)\Windower4\addons\GearSwap\data\Rolandj'. I've even opened up the whm.lua located there multiple times to make sure it contains the newest version and it does. Yesterday I added some shortcuts and they worked then and they work now, and so I know updating it was working yesterday. This only started happening this evening.


There must be something I am overlooking. I'll keep looking and thinking about it. Let me post this somewhere else on the forums. I'll post a link to it here once I do.

I've had a similar problem before. I had a file in the GS folder and one in download, and for some reasons my changes were saving on the one in the download folder.
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By RolandJ 2015-12-06 19:12:23  
Rolandj said:
Rolandj said:
http://www.ffxiah.com/forum/topic/41580/gearswap-support-thread/87/#3010852

I've started a post in that thread to discuss this in. All signs and symptoms point to it being a ghost file. I'm going to have to cast cursna on my computer. (Oh no, but I still lack Gende. Galoshes.... ><)

Ok, lol, it was loading a 'whm.lua' file that I had in my 'GearSwap\libs' folder for some reason. A search of my entire hard drive for whm.lua is how I found this sneaky little stinker. GS, why did you have to prioritize loading that over loading the one that is in my char's folder?! lol

AHA! I caught gearswap doing it! I just deleted the whm.lua from the libs folder, put my updated WHM.lua -back- into my char's folder, having been in the recycle bin, and did //lua u gearswap > //lua l gearswap in order to reload the file. Well, it goes back to loading the outdated cureset again, wouldn't you know it? Guess what I found in my libs folder? Another whm.lua, having already deleted the one I found there earlier! Gearswap was messing with me.
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By Skjalfeirdotter 2015-12-11 12:35:13  
ItemSet 330326

The question is does Banish vs. undead effect stats cap at +50. :3
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By Asura.Krystela 2015-12-11 16:41:26  
Skjalfeirdotter said: »
ItemSet 330326

The question is does Banish vs. undead effect stats cap at +50. :3

That's a very good question.
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By Cerberus.Conagh 2015-12-13 10:40:16  
Asura.Krystela said: »
Skjalfeirdotter said: »
ItemSet 330326

The question is does Banish vs. undead effect stats cap at +50. :3

That's a very good question.

Banish III Reduces the targets resistance by 97% (62/64 stupid SE maths), which is 97% of their 50% so it works out as ~ 98.5% damage wil be dealt (1.5% DT effect active).

The testing with Finian Ring and Cleric's Gloves was only done with Banish and 2 before Banish 3 was obtained. It depends on how the damage reduction is calculated, whether it is just a resistance meaning that it can drop below 1 and become capped at 0.5 or whether it's a PDT Type effect as that would cap at 100%.

I may have missed the testing on this but I don't see it anywhere, it wouldn't be too difficult to test, just equip the ring + gloves and some magic accuracy stuff, frind monsters over in ~ Ceadevre Mire, kill 20 mobs for a baseline damage average (Don't use a Blunt Weapon as they take extra damage to blunt), then try Banish 3 Without the gear see the damage, then try it with the gear, if you see a % increase, the answers there. The sample would be Small but it's easy to check if the difference is there as it would be a substantial difference (Moving from half damage to near double, and then whether it moves at all more than 1.5% variance).

I don't believe anyone has time to test this mind.
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By Ragnarok.Nep 2015-12-13 17:01:19  
(Cross-posting from the Gearswap Support Thread)

I know this topic has been brought up numerous times before, but I'm going out of my mind trying to get an Aurorastorm set to work for my WHM and I'm starting to get desperate.

I have used Motenten's default Gearswap files since the beginning, the "libs" files are all unedited and the only thing I've done with Kinematics' WHM file is edit the gear sets. I've been trying to add a rule to swap to a certain midcast set when Aurorastorm is up following the many examples and variations I've seen in this thread and elsewhere, but none will work and I cast in my normal Cure set no matter what.

I even went so far as to delete all of Gearswap's files in the entire "addons" folder, redownloaded it through Windower, downloaded Kinematics' SCH file (a job I don't even play) from here which has a weather curing set by default that I presumed would work. I did absolutely nothing to the file, and then tried casting Cure again while on SCH. Still no change when Aurorastorm is up. I must be missing something fundamental and obvious, but I am clueless as to what that might be.

If anyone has any ideas on what I could try, I would be so grateful!
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By Asura.Krystela 2015-12-14 01:01:37  
Ragnarok.Nep said: »
(Cross-posting from the Gearswap Support Thread)

I know this topic has been brought up numerous times before, but I'm going out of my mind trying to get an Aurorastorm set to work for my WHM and I'm starting to get desperate.

I have used Motenten's default Gearswap files since the beginning, the "libs" files are all unedited and the only thing I've done with Kinematics' WHM file is edit the gear sets. I've been trying to add a rule to swap to a certain midcast set when Aurorastorm is up following the many examples and variations I've seen in this thread and elsewhere, but none will work and I cast in my normal Cure set no matter what.

I even went so far as to delete all of Gearswap's files in the entire "addons" folder, redownloaded it through Windower, downloaded Kinematics' SCH file (a job I don't even play) from here which has a weather curing set by default that I presumed would work. I did absolutely nothing to the file, and then tried casting Cure again while on SCH. Still no change when Aurorastorm is up. I must be missing something fundamental and obvious, but I am clueless as to what that might be.

If anyone has any ideas on what I could try, I would be so grateful!

Add this as an extra rules for your cures in midcast and make sure to name the set the same as your weather set is named.
Code
	            elseif spell.element == world.weather_element or spell.element == world.day_element then
                    equip(sets.midcast.Cure.Weather)


My whole cure section looks like this:
Code
    -- Healing Magic --
	    if spell.skill == 'Healing Magic' then
            if string.find(spell.english,'Cure') then
		        equip(sets.midcast.Cure)
		        if player.mpp <51 then
                    equip(sets.midcast.Cure.Conserve)
			    elseif Enmity == 'ON' then	
                    equip(sets.midcast.Cure.Enmity)			
                elseif buffactive['Weakness'] then
                    equip(sets.midcast.Cure.Weak)			
	            elseif spell.element == world.weather_element or spell.element == world.day_element then
                    equip(sets.midcast.Cure.Weather)		
		        elseif buffactive['Reive Mark'] then
                    equip(sets.midcast.Cure.Reive)
		        elseif Melee == 'ON' then	
			        equip(sets.midcast.Cure.Engaged)
				end	


Sometimes where you place it, plays a big role.
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By Asura.Krystela 2015-12-14 01:03:12  
Cerberus.Conagh said: »
Asura.Krystela said: »
Skjalfeirdotter said: »
ItemSet 330326

The question is does Banish vs. undead effect stats cap at +50. :3

That's a very good question.

Banish III Reduces the targets resistance by 97% (62/64 stupid SE maths), which is 97% of their 50% so it works out as ~ 98.5% damage wil be dealt (1.5% DT effect active).

The testing with Finian Ring and Cleric's Gloves was only done with Banish and 2 before Banish 3 was obtained. It depends on how the damage reduction is calculated, whether it is just a resistance meaning that it can drop below 1 and become capped at 0.5 or whether it's a PDT Type effect as that would cap at 100%.

I may have missed the testing on this but I don't see it anywhere, it wouldn't be too difficult to test, just equip the ring + gloves and some magic accuracy stuff, frind monsters over in ~ Ceadevre Mire, kill 20 mobs for a baseline damage average (Don't use a Blunt Weapon as they take extra damage to blunt), then try Banish 3 Without the gear see the damage, then try it with the gear, if you see a % increase, the answers there. The sample would be Small but it's easy to check if the difference is there as it would be a substantial difference (Moving from half damage to near double, and then whether it moves at all more than 1.5% variance).

I don't believe anyone has time to test this mind.

I could try when I have some free time. I don't have the ring and the back unfortunately, but I could at least see if itcaps at 50.
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By Ragnarok.Nep 2015-12-14 11:21:15  
Asura.Krystela said: »
Add this as an extra rules for your cures in midcast and make sure to name the set the same as your weather set is named.
Code
	            elseif spell.element == world.weather_element or spell.element == world.day_element then
                    equip(sets.midcast.Cure.Weather)
That was it, that was what I was missing! Now the other part of my code works perfectly. Thank you so, so much!
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By Asura.Krystela 2015-12-14 11:52:40  
Ragnarok.Nep said: »
Asura.Krystela said: »
Add this as an extra rules for your cures in midcast and make sure to name the set the same as your weather set is named.
Code
	            elseif spell.element == world.weather_element or spell.element == world.day_element then
                    equip(sets.midcast.Cure.Weather)
That was it, that was what I was missing! Now the other part of my code works perfectly. Thank you so, so much!
You are very welcomed :D
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By Cerberus.Conagh 2015-12-14 12:22:40  
Asura.Krystela said: »
Ragnarok.Nep said: »
Asura.Krystela said: »
Add this as an extra rules for your cures in midcast and make sure to name the set the same as your weather set is named.
Code
	            elseif spell.element == world.weather_element or spell.element == world.day_element then
                    equip(sets.midcast.Cure.Weather)
That was it, that was what I was missing! Now the other part of my code works perfectly. Thank you so, so much!
You are very welcomed :D

Krystela beating me to coding answers. Damn you!

Have you considered adding your gearswap files to the same Hub I did (But under your own name) and linking it so people can use it for reference? Seeing as I believe yours is based loosely off of Motes lua's it would be more benficial to those users rather than having to post in the gearswap support thread when your set has most of the answers (I should know after the amount of testing we did back with some of the code!).

Asura.Krystela said: »
I could try when I have some free time. I don't have the ring and the back unfortunately, but I could at least see if it caps at 50.

Have fun with that.
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By Asura.Krystela 2015-12-14 12:42:22  
Cerberus.Conagh said: »

Krystela beating me to coding answers. Damn you!

Have you considered adding your gearswap files to the same Hub I did (But under your own name) and linking it so people can use it for reference? Seeing as I believe yours is based loosely off of Motes lua's it would be more benficial to those users rather than having to post in the gearswap support thread when your set has most of the answers (I should know after the amount of testing we did back with some of the code!).

I wanted to, but you didn't gave me access to that node and neither the first one. Figured you wanted those intact.

Cerberus.Conagh said: »
Asura.Krystela said: »
I could try when I have some free time. I don't have the ring and the back unfortunately, but I could at least see if it caps at 50.

Have fun with that.
Believe it or not, that sounds more fun than my Yagrush trials at this moment xD
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By Cerberus.Conagh 2015-12-14 14:15:16  
Asura.Krystela said: »
Cerberus.Conagh said: »

Krystela beating me to coding answers. Damn you!

Have you considered adding your gearswap files to the same Hub I did (But under your own name) and linking it so people can use it for reference? Seeing as I believe yours is based loosely off of Motes lua's it would be more benficial to those users rather than having to post in the gearswap support thread when your set has most of the answers (I should know after the amount of testing we did back with some of the code!).

I wanted to, but you didn't gave me access to that node and neither the first one. Figured you wanted those intact.

Cerberus.Conagh said: »
Asura.Krystela said: »
I could try when I have some free time. I don't have the ring and the back unfortunately, but I could at least see if it caps at 50.

Have fun with that.
Believe it or not, that sounds more fun than my Yagrush trials at this moment xD

It's not a Node, soo....
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By Asura.Krystela 2015-12-14 16:36:20  
LOL
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By Odin.Lygre 2015-12-15 21:19:22  
Editing to this in Mote-Mappings.lua worked for me.
Code
storms = S{"Aurorastorm", "Aurorastorm II", "Voidstorm", "Voidstorm II", "Firestorm", "Firestorm II", "Sandstorm", "Sandstorm II", "Rainstorm", "Rainstorm II", 
		"Windstorm", "Windstorm II", "Hailstorm", "Hailstorm II", "Thunderstorm", "Thunderstorm II"}
elements.storm_of = {['Light']="Aurorastorm","Aurorastorm II", ['Dark']="Voidstorm","Voidstorm II", ['Fire']="Firestorm","Firestorm II", ['Earth']="Sandstorm","Sandstorm II",
        ['Water']="Rainstorm","Rainstorm II", ['Wind']="Windstorm","Windstorm II", ['Ice']="Hailstorm","Hailstorm II", ['Lightning']="Thunderstorm","Thunderstorm II"}
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By Asura.Krystela 2015-12-18 22:59:57  
So I got full cure last night and I was a bit disappointed by the few test we did.

1. It uses all your mp and cure the person based on mp consumed.

2. It's a 3 min recast so it can't be spammed but it's affected by haste, fastcast and quickcast gears.

3. The stoneskin effect is the same as you get with a normal cure, except that it's based on the amount you healed, not what it should of healed like it does with normal cures.(To be further tested) Note: You need to have solace on for the SS effect.

4. It cost 1 mp but use all you have.

5.It doesn't remove weakness, I know this sounds stupid but we had to try it xD

6. It doesn't work with accession or penury.

7. It removes all status ailment, thought I didn't try with doom but I assume it does.


Conclusion:
It's useless.

Lol, it's a last resort cure if you have no mp left and someone is dying, it's not worth using outside of that because you will be out of MP.
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By Bismarck.Ihina 2015-12-18 23:04:38  
#3 is incorrect.

Stoneskin is at least 1211 when I tested it, and it blocked that much every time.
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By Asura.Krystela 2015-12-18 23:55:15  
Bismarck.Ihina said: »
#3 is incorrect.

Stoneskin is at least 1211 when I tested it, and it blocked that much every time.

I guess I could be wrong, but it barely lasted 2 crab hit. Thought I dont see my friend screen, so I cannot say how much he usually get hit for.

Oh wait, did you cast it with Empy body on, also how much did you heal with the spell? I completely forgot to do that.

I will put it as need to be further tested.
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By Asura.Krystela 2015-12-19 00:41:44  
Testing in the post below in response of Ihina
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By Bismarck.Ihina 2015-12-19 02:46:47  
You're running on unverified assumptions.

Anyways, fighting cactuar
With rancor neck/avalon shield on for 1000 * 1.1 * 1.1, 1000 needles will do 1211 damage.

Beat on it for awhile, bring it under 25% and do full cure from full mp, cures for 0 since I had shadows up, hope it does 1000 needles. Repeat a few times.
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By Asura.Krystela 2015-12-19 03:43:01  
So I am completely lost with how this Full Cure Stoneskin works, maybe someone can help out.

We we're both naked and I had max MP at 1406 and 1525 with Ebers body +1.

Here's the testing we did:

Stoneskin based Testing

First set of testing (He was on Geo):
Just Solace:
My friend max HP:1583
Full Cure healed: 1533 (He had 50 HP after R1)
The dmg my friend took w/o SS: between 768 and 824
The dmg after SS wore off: 558 so approximatively 210~266 absorbed

If we do 25% based on his max HP it should of been 396
If we do 25% based on HP healed it should of been 383

With body:
Max HP: 1583
Healed: 1533
The dmg he took: Between 768 and 824
The dmg after SS wore off:272 so approximatively 496~552

If we do 39% of max hp it should of been 617
if we do 39% of max hp healed it should of been 597

Second set of Testing (He's on Monk):

Solace
Max HP:2427
HP healed: 1879 (Wanted to test with less HP healed)
DMG taken: between 518-779
DMG he took after SS wore: 452 so approximatively 66~327

25% of max HP should of been: 606
25% of hp healed should of been: 469

With body

Max HP: 2427
HP Healed: 2355
DMG taken: Between 518-779
DMG after SS wore: He took 0 than 208 so aprox 828~1350

39% of max HP: 946
39% of hp healed: 918

Third round of testing (still on monk):

Only did this solace:
Max HP: 2427
HP healed: 0
DMG Taken: 518-779
DMG after SS ***: 280 so aprox 238~499 absorbed

25% of max hp should be 606

Conclusion: I'm confused ;_; The body makes a huge difference for sure. It almost seems like it has a rule on it's own. We can confirm that it gives an SS effect even when there is no HP healed.

MP Testing:
All with solace:

1 mp recovered 380 HP
18 mp recovered 456 HP
400ish mp recovered 1257 HP
1126 mp recovered 3755 hp (My friend used a brew)


I am too tired to do the maths right now, but this is all the information I could get. I will be back in 2 days, so don't panic if I don't respond ._.

PS: I will test if it's affected by cure potency in a few days.
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By Asura.Krystela 2015-12-19 04:06:13  
Bismarck.Ihina said: »
You're running on unverified assumptions.

Anyways, fighting cactuar
With rancor neck/avalon shield on for 1000 * 1.1 * 1.1, 1000 needles will do 1211 damage.

Beat on it for awhile, bring it under 25% and do full cure from full mp, cures for 0 since I had shadows up, hope it does 1000 needles. Repeat a few times.

I don't understand why your full cure stoneskin absorbs 1211 damage when it cures for 0 when mine only absorbs 238~400 in the same situation. Are you using cure potency gears or Buffs? Because I did my tests naked.

I don't mind being proven wrong but there is obviously something we're missing here.
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By Bismarck.Ihina 2015-12-19 13:18:50  
Asura.Krystela said: »
Bismarck.Ihina said: »
You're running on unverified assumptions.

Anyways, fighting cactuar
With rancor neck/avalon shield on for 1000 * 1.1 * 1.1, 1000 needles will do 1211 damage.

Beat on it for awhile, bring it under 25% and do full cure from full mp, cures for 0 since I had shadows up, hope it does 1000 needles. Repeat a few times.

I don't understand why your full cure stoneskin absorbs 1211 damage when it cures for 0 when mine only absorbs 238~400 in the same situation. Are you using cure potency gears or Buffs? Because I did my tests naked.

I don't mind being proven wrong but there is obviously something we're missing here.

I was in my full cure set, yes, with aurorastorm up.

If anyone's wondering, full cure set + aurorastorm + full mp will cure at least 8155. Also popped a brew.

My full cure @ 1mp/full cure set/storm did 841, if you want to compare.

The incorrect assumption was that full cure was actually full cure. It's just an incredibly strong cure, along the lines of cure10 or something, that's also affected by mp.
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By Cerberus.Conagh 2015-12-19 15:16:56  
Bismarck.Ihina said: »
Asura.Krystela said: »
Bismarck.Ihina said: »
You're running on unverified assumptions.

Anyways, fighting cactuar
With rancor neck/avalon shield on for 1000 * 1.1 * 1.1, 1000 needles will do 1211 damage.

Beat on it for awhile, bring it under 25% and do full cure from full mp, cures for 0 since I had shadows up, hope it does 1000 needles. Repeat a few times.

I don't understand why your full cure stoneskin absorbs 1211 damage when it cures for 0 when mine only absorbs 238~400 in the same situation. Are you using cure potency gears or Buffs? Because I did my tests naked.

I don't mind being proven wrong but there is obviously something we're missing here.

I was in my full cure set, yes, with aurorastorm up.

If anyone's wondering, full cure set + aurorastorm + full mp will cure at least 8155. Also popped a brew.

My full cure @ 1mp/full cure set/storm did 841, if you want to compare.

The incorrect assumption was that full cure was actually full cure. It's just an incredibly strong cure, along the lines of cure10 or something, that's also affected by mp.

So to clarify you use a Primordial Brew in Abyssea, to boost your MP to Stupid Levels, and your HP, and base stats (Assuming it works on the same cure formula) and then it absorbed 1211 damage after curing your for about 8k?

The fact that She's trying this without the use of a brew to massively boost her stats is naturally going to skewer the results. Not to mention your own.

Knowing however that it isn't actually a "Full Cure" is something to go off of though.

So based on the numbers you used ~ as a guideline.

8155 and 1211 damage reduction, this is a 14% stoneskin effect, I guess the only thing to test is whether the stoneskin effect is applied based on HP restored, Potential HP restored, MP used.

And whether it has a Cap (That would be rather difficult).

To do so you would need to test Cures with and without the body, go into abyssea equip no atma's or buffs, and have a DPS get full HP atma's so you have a fair whack to play with.

Cactuars while "fine" isn't the best method although it allows you to use abyssea. Typically people used Ballista as a testing ground as a BLU can use 1000 Needles at will without additional damage from auto attacks etc but finding a cap would be difficult outside abyssea.
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By Asura.Loire 2015-12-19 15:49:31  
Asura.Krystela said: »
7. It removes all status ailment, thought I didn't try with doom.
Memory serves me right it does not take off amnesia.
 Sylph.Gobbo
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By Sylph.Gobbo 2015-12-19 16:17:37  
Asura.Loire said: »
Asura.Krystela said: »
7. It removes all status ailment, thought I didn't try with doom.
Memory serves me right it does not take off amnesia.

Just gonna go ahead and post this:

Quote:
When you have more than 30 MP that can be consumed, Full Cure will remove the following status ailments. (It removes the same status ailments that Benediction does.)


Sleep*/Poison*/Paralyze*/Blind*/Silence*/Petrify*/Disease*/Curse*/Bind*/Gravity*/Slow*/ Addle/Intimidate/Kaustra/Mute*/Plague*/Bane*/Burn/Frost/Frost /Rasp/Shock/Drown/Dia/Bio/Flash/STR Down/DEX Down/VIT Down/AGI Down/INT Down/MND Down/CHR Down/HP Max Down/MP Max Down/ TP Max Down/Inhibit TP/Critical Hit Evasion Down/Accuracy Down/Attack Down/Evasion Down/Defense Down/Magic Accuracy Down/Magic Attack Down/Magic Evasion Down/Magic Defense Down/Helix/Gambit/Inundation/Quickstep/Box Step/Stutter Step/Feather Step

*There are cases where status ailments from certain enemies cannot be cured.

http://forum.square-enix.com/ffxi/threads/48362-Full-Cure?p=559556#post559556
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 Bismarck.Ihina
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By Bismarck.Ihina 2015-12-19 17:17:01  
Cerberus.Conagh said: »
Bismarck.Ihina said: »
Asura.Krystela said: »
Bismarck.Ihina said: »
You're running on unverified assumptions.

Anyways, fighting cactuar
With rancor neck/avalon shield on for 1000 * 1.1 * 1.1, 1000 needles will do 1211 damage.

Beat on it for awhile, bring it under 25% and do full cure from full mp, cures for 0 since I had shadows up, hope it does 1000 needles. Repeat a few times.

I don't understand why your full cure stoneskin absorbs 1211 damage when it cures for 0 when mine only absorbs 238~400 in the same situation. Are you using cure potency gears or Buffs? Because I did my tests naked.

I don't mind being proven wrong but there is obviously something we're missing here.

I was in my full cure set, yes, with aurorastorm up.

If anyone's wondering, full cure set + aurorastorm + full mp will cure at least 8155. Also popped a brew.

My full cure @ 1mp/full cure set/storm did 841, if you want to compare.

The incorrect assumption was that full cure was actually full cure. It's just an incredibly strong cure, along the lines of cure10 or something, that's also affected by mp.

So to clarify you use a Primordial Brew in Abyssea, to boost your MP to Stupid Levels, and your HP, and base stats (Assuming it works on the same cure formula) and then it absorbed 1211 damage after curing your for about 8k?

The fact that She's trying this without the use of a brew to massively boost her stats is naturally going to skewer the results. Not to mention your own.

Knowing however that it isn't actually a "Full Cure" is something to go off of though.

So based on the numbers you used ~ as a guideline.

8155 and 1211 damage reduction, this is a 14% stoneskin effect, I guess the only thing to test is whether the stoneskin effect is applied based on HP restored, Potential HP restored, MP used.

And whether it has a Cap (That would be rather difficult).

To do so you would need to test Cures with and without the body, go into abyssea equip no atma's or buffs, and have a DPS get full HP atma's so you have a fair whack to play with.

Cactuars while "fine" isn't the best method although it allows you to use abyssea. Typically people used Ballista as a testing ground as a BLU can use 1000 Needles at will without additional damage from auto attacks etc but finding a cap would be difficult outside abyssea.

No wrong incorrect and please stop trying
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