Either way, having 20% Cure Potency will save you oodles of MP if you use higher level Cures.
Yup. And 150% of 600 is a hell of a lot more than 150% of 100.Rones said:It could be +150%, it doesn't matter. You are multipling all cures by the same percentage.
Again, what matters is the hp/mp ratio (hp cured per mp spent). I just don't get why people don't understand percents. The extra hp from +cure potency is irrelevent to the hp/mp ratio. Look at my previous post and you will see that the ratio remains unchanged because all cures are getting multiplied by the same percent. I don't think I can make this any easier.Rappa said:You're saving mp because your cures are recovering more of the target's hp. So when you use Cure IV and get that extra 36 hp each time, that's 36 more hp the target has that you don't have to cure. So say you've tossed out 3 Cure IVs in the given fight, you've gotten an extra 108 hp from those, which is the same as a Cure II so you've effectively saved 27 mp.
I included that mp difference in the numbers. That was the entire point of all my posts. The improved mp efficieny of higher lvl cures comes from that (and the extra rest time).Ayrie said:There is however a small discrepency in the casting costs of the spells. Cure 3 is 2x as effective as cure 2, but costs a hair under 2x the cost... and cure 4 has twice the potency of 3, but again costs less than double. While this may be just minimal, if you want to get down to mp mongering it does provide a slight advantage to MP used vs HP cured.
Ayrie said:But Haste cycle, debuffing, healing, status, enhancing... it all drains a whm real fast... especially when you heap it all on them. Xp drops like a rock, people get irritable cause you're always waiting on mp...
TheGreatJonas said:i am the best fucking RNG out there. though i am sure some people might dissagree and call my a noob....
True Strike ^^quitita said:I think Magno would give you a run for your money. I guess this is a matter of opinion but as far as ive seen magno > all.
peace.