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So where are we with Sub Jobs?Follow

#52 Jun 24 2011 at 6:46 AM Rating: Good
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My whm is only recently 90 (though I have a 90 whm friend who has had the job forever and I also have 90 sch) so remember that.

I find /rdm way more useful than /sch in abyssea (though your sub doesnt really matter in there). LA the only major benefits are b+ skills. You only get 5 strats every 10 mins and with divine benison and whm hat I dont see accession that necessary. Penury is nice but convert is better and its not like you get that many penuries or accesions. Sublimation and refresh are pretty close. Even though sub can keep you awake it can be dispelled /charged and I find poison pots more reliable if being slept is an issue. I find alot of use out of not having to addendum: black to dispel and sleep. Rdm will soon have sleep II subbed so thats pretty nice.

Outside abyssea I think it is more useful as well. Since the only major event is voidwatch you have no crazy atma refresh. These Nms (T3 and T4) hit hard even on our pld. Mp is an issue now. Covert is just that amazing. Either your using all your strats on penury and trying to save as much mp as /rdm or using accession (or a mix of both) and really falling behind. Covert is like having two mp pools to go through. My taru only has 100 more mp in healing set than hp and that with mp merits (about 1000 to 1,100) so I dont even have a real convert set and I'm fine. The only bonus /sch has here is slightly better barspells.

I also think LA does not break the 50% cap on casting where fc now does due to the update, but I have 0 data on this and just thought I would put it out there. I only think this way because I'm nearly positive it works this way on blm and my friend who switched from /sch to /rdm also noticed it.

Overall I think in abyssea you can sub w/e you want. Outside on voidwatch I personally think /rdm is better.

Edited, Jun 24th 2011 8:48am by Dantedmc
#53 Jun 24 2011 at 9:07 AM Rating: Decent
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The -enmity I couldn't care less about. The MND is pretty nice but not instrumental, the +MP is godly.


Refresh > max MP.

If you don't have MP problems either way, then it doesn't matter, but you admitted that you do, so...

Quote:
Disagree. MM sure, I don't think anyone will disagree with you on that. I just don't get Apoc for WHMs, sorry.


Apoc on WHM is awesome o_O

If there's anyone in the party that you want to have unlimited Reraise on, it's the WHM by far.

Quote:
I agree with you but I haven't yet found a situation for me personally where I actively find /RDM better. I just really haven't.


Personally, I love not needing another person to cast Dispel for me. Simple things like that.

Also, as stated, /RDM will last longer at sheer curespamming thanks to Convert.

Edited, Jun 24th 2011 11:09am by Fynlar
#54 Jun 24 2011 at 7:52 PM Rating: Default
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Fynlar wrote:
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The -enmity I couldn't care less about. The MND is pretty nice but not instrumental, the +MP is godly.


Refresh > max MP.

If you don't have MP problems either way, then it doesn't matter, but you admitted that you do, so...

Edited, Jun 24th 2011 11:09am by Fynlar


Go read my post on how we conduct business. MP isn't a problem on a long term, its the requirement for massive amounts in a few minutes. We're not doing +1 boss's or XP, we're killing big guys that do big damage to lots of people, thus necessitating one of two things. Either reduce the number of people near the boss and thus reduce our kill speed, or increase our MP availability.

The Refresh > Max MP is a ~VERY~ misleading statement. The argument was done years ago and the general agreement was that Refresh was more important then max MP over time, but that max MP was important in short duration fights. Your still thinking of a lone WHM cureing 3~5 people while they whack away at birds for 4 hours, or other such scenarios. This is different, this is three WHM's spamming Cure V as a ton of melee zerg an NM down. There isn't time for refresh to give you more MP, and you can rest between pops.

Alure is giving me 600MP. After MM the next refresh atma is only 5MP/tick, that's 120 ticks or six minutes. If I'm emptying my MP pool faster then six minutes, then a higher max MP will help me more then a higher refresh. This is without counting convert, which doubles that 600MP into 1200MP.
-=Edit=-

MP is calculated weird inside abyssea, need to do testing to figure out how allure is stacking with crour buffs. Is it a direct +30% ontop or is it factored seperately.

Edited, Jun 25th 2011 3:37am by saevellakshmi

Edited, Jun 25th 2011 3:59am by saevellakshmi
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#55 Jun 25 2011 at 4:53 AM Rating: Good
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saevellakshmi wrote:


Apoc is a no brainer when we step out of the world of theory and into what happens. Always on auto-reraise is a godsend for any healer, no more "it got dispelled" or having it drop in the middle of a dangerous fight. Most if not all of the dangerous NM's use dispellga and you will get him by it. Many NM's have various dispel moves, those can eat your RR.


This doesn't happen anymore... and hasn't for some time.


Quote:
As for the fights, maybe people are unfamiliar with how we deal with things. We're not a (MNK + WHM) group we're not a low-man group. We try to bring at least 18 people on each run, if we have more they form a side party or are used to swap out with others when they have to go. When we kill NM's we don't just do "one or two", we do 15~18 if not more and we try to do the fight as fast as possible. We have to get emp weapons for every single member of our shell along full +2 on their main / second jobs, that equals alot of fighting and we've been pretty successful.


If you're bringing 18 to everything then you have even less cause to need Apoc and MP in such a hurry. I run a large, successful linkshell and we have various people with empyreans/WoE weapons etc We've killed every mob in Abyssea (who hasn't) but I'm not trying to ePeen here I'm just saying in my experience /RDM doesn't come close to touching /SCH.

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This is slightly different from a MNK / NIN / THF / DNC slowly plinking something to death while a WHM stands back and keeps them alive for 20 min while the procers just sit back (to avoid TP spam). Yeah its different but this method turns out a ton of loot for everyone and it's been working so far (26 weapons gained so far).


That's not what I'm doing either. Our playstyles are vastly different that's all. I'd rather have the extra skill, the extra cure efficiency, the charges, the conserve mp - although MP refresh is never a problem in Abyssea. Ever. I've done everything from 2-3 man to full alliances and we've wiped out everything in Aby also. Never once wanted /RDM. /shrug. Being in a shell like that I'm sure you have comparable gear too.

I can see what you're saying maybe for some fights outside of Abyssea, but I doubt it'll make enough difference for me to ever bother with /RDM - at least not at 90. I'd rather have the better barspells, the faster casting, the occasional conserve MP proc, the strategems and the not having to make yourself a freaking target every 10mins. You can keep your /RDM inside Abyssea. When we hit t4 in Voidwatch (not our currently priority) I'll check it out.

Many of the WHMs who still post on this forum have a wide experience of Abyssea. You're not the only person out there poking the nastier NMs. I totally get you're a production line for Emp. Weapons etc and so are probably popping several at once or spamming the higher tier NMs over and over. I don't get that MP is ever a problem in Abyssea with Minnikin, when you have MP abyssites/atma/other refresh atma.

And a WHM using Apoc is really a waste of a slot. If a WHM hasn't learnt to keep RR up or isn't prepared to HP inside Abyssea by now then they're a lost cause. Getting up weak in some of the tougher fights is inefficient and pointless.

Edited, Jun 25th 2011 7:07am by eldelphia
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#56 Jun 25 2011 at 5:28 AM Rating: Good
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Oh and Fyn,

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Personally, I love not needing another person to cast Dispel for me. Simple things like that.


WHM/SCH gets Dispel. Oh and Aspir/Drain. Great for procing ;)
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#57 Jun 25 2011 at 7:45 AM Rating: Decent
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The Refresh > Max MP is a ~VERY~ misleading statement. The argument was done years ago and the general agreement was that Refresh was more important then max MP over time, but that max MP was important in short duration fights. Your still thinking of a lone WHM cureing 3~5 people while they whack away at birds for 4 hours, or other such scenarios. This is different, this is three WHM's spamming Cure V as a ton of melee zerg an NM down. There isn't time for refresh to give you more MP, and you can rest between pops.


Why is anything living long enough in these "zergs" (in Abyssea, even?) to the point where MP can even remotely become an issue for *three* WHMs?

Sure, the frontline might be taking a lot of damage, but even with all the Cure guns blazing, MP can only be spent so quickly.

Quote:
This doesn't happen anymore... and hasn't for some time.


Even still,

1) Countless are the times that Reraise has dropped and I simply overlooked it; this is far more likely to happen to me nowadays due to the fact that I rarely stay in Abyssea for fewer than 8 hours at a time
2) It prevents the need to have to cast Reraise again (or risk getting subsequently killed again and then needing a Raise) after you get back up from a death, which is often invaluable because if it's just you that died, chances are you need to be throwing some Cures immediately after getting up, not wasting time with Reraise

Bottom line, WHM is one of the jobs on which auto RR makes sense to have.

Quote:
And a WHM using Apoc is really a waste of a slot. If a WHM hasn't learnt to keep RR up or isn't prepared to HP inside Abyssea by now then they're a lost cause. Getting up weak in some of the tougher fights is inefficient and pointless.


WHM is actually one of the jobs best capable of continuing to perform their duty even while weak, so I have no idea why on earth you would even suggest that. Especially considering the fact that many WHMs operate alone and having them HP is basically the equivalent of a wipe...

Quote:
WHM/SCH gets Dispel.


I thought I already covered this, but the fact it needs Dark Arts + Addendum: Black means it doesn't count.

Mob does Annoying Dispellable Thing
WHM does Dark Arts, Addendum: Black, Dispel
WHM does Light Arts
Mob does Annoying Dispellable Thing Again
WHM does @#%^ YOU


The only real thing a /SCH Dispel is good for is hitting a grellow. I'm talking about using Dispel to, y'know, actually dispel things.

Edited, Jun 25th 2011 9:52am by Fynlar
#58 Jun 25 2011 at 4:26 PM Rating: Default
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If you're bringing 18 to everything then you have even less cause to need Apoc and MP in such a hurry. I run a large, successful linkshell and we have various people with empyreans/WoE weapons etc We've killed every mob in Abyssea (who hasn't) but I'm not trying to ePeen here I'm just saying in my experience /RDM doesn't come close to touching /SCH.

Last post I swear.

You seem to be misunderstanding a few things. 18 people doesn't mean two on the NM and 16 sitting on the side, it means 5~7 on the NM when it comes that time (after yellow / blue procs). Most likely you glossed over my reference to Super Khimera, along with the Vytra II and various other super NM's. They all spam extremely high damage attacks, they ~will~ wipe you fast. We brute force our way through them to maximize time, most other shells either brew them or take them slowly. And the experience of every single WHM I know, /RDM beats /SCH for raw cure power. /SCH beats /RDM for utility. And /BLM beats both for convenience, and rapid movement. Have them all available and learn to use each style.

And Apoc is mandatory for everyone if available, no debating it. We don't stop raise people during a fight, and "RR wore / dispelled" is not an excuse. If a new member doesn't have Apoc, we will get them it within a week. You are seriously underestimating how powerful of a think it is.
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#59 Jun 26 2011 at 2:30 AM Rating: Decent
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Kind of surprised this debate is still raging, I guess it really is just /BLM vs. /SMN all over again, lol.

Fynlar wrote:
Quote:
This could be for a myriad of reasons other than the subs. For instance, based on how you were apparently "sitting" on your MP, I could say that she was having more MP problems than you because she was the one doing the majority of the work.

Anecdotes like this are kinda useless without more info.


I suppose this is a fair argument, but frankly, I took it for granted that it would be assumed that we were performing similar tasks. For the sake of clarification, I always divide parties up so that the greater workload falls to me; I'm the linkshell leader, so I feel it's my responsibility to make the members of the linkshell have to cope with as little crap as possible.

Furthermore, her struggles with MP occasionally led me to cure her party as backup. Even managing that, I still rarely had any issues.

Perg, I'll admit that Aspirga is gimmicky, but when it came to Dynamis pre-patch, I used it -frequently-. It certainly is suicidal, but our Black Mages are really excellent at timing sleeps, so I was rarely concerned about it. Personally, I preferred the mobs coming after me for the Aspirga than worrying over the slight risk that they might interrupt a Sleepga casting Black Mage and cause something silly to happen.

Virtually all of this is strictly anecdotal at this point, since Dynamis has changed so dramatically, but whatever.

Dantedmc wrote:
Quote:
Covert is just that amazing. Either your using all your strats on penury and trying to save as much mp as /rdm or using accession (or a mix of both) and really falling behind.

I'm a little confused by the "trying to save as much mp as /rdm" portion of this. If /RDM saves MP by Converting, I suppose I understand what you're trying to say, but it's not exactly accurate. /RDM doesn't save MP, it restores it through active use of Refresh and Convert. However, /SCH passively *saves* MP via Light Arts. Certainly you can accentuate your efficiency with Penury, but with the exception of Cure VI and Curaga IV, it's rarely necessary, particularly for any White Mage with Orison Pantaloons +2.

I'll cede that this is a personal preference thing for the most part, I just really can't understand why anyone would hold the preference of /RDM. It just seems like a lot more work for less benefit. I will add one more small caveat to my argument: Phalanx. I've used /RDM for this a couple of times while soloing to cap Shield, and a couple other small things. Dispel has actually lost some ground as an argument for /RDM to me. I've won several fights where Dispel was a tremendous benefit by living in Dark Arts.

Sure, someone is going to say "well, there goes all of your MP efficiency that /SCH offers. Heck, you're actually WASTING MP by doing that." And they would be right, unarguably. But I have absolutely no interest in leaving a zone just to change my subjob, fight a single monster a couple times, then leave again to change it back. You can't get away with it all the time, but in a pinch, it works.

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#60 Jun 26 2011 at 3:21 AM Rating: Good
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Quote:
Sure, someone is going to say "well, there goes all of your MP efficiency that /SCH offers. Heck, you're actually WASTING MP by doing that." And they would be right, unarguably. But I have absolutely no interest in leaving a zone just to change my subjob, fight a single monster a couple times, then leave again to change it back. You can't get away with it all the time, but in a pinch, it works.


I'd rather just bring the correct subjob for the situation in the first place.

The two subs aren't SO different nowadays in MP efficiency that you should have to feel like you need to be /SCH whenever Dispel is not necessary. As you said, the difference is a lot like how /BLM and /SMN are (or were, in the past)
#61 Jun 28 2011 at 3:37 PM Rating: Excellent
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Basic, 'on paper' efficiency values that I threw together.

Assumes:
MM atma (10/tick refresh)
That /rdm maintains Refresh 100% of the time, for an average +2.2 MP/tick
That one refresh tick (either 10 or 12.2 MP) occurs per cast (ie: avg of 3 seconds per spell cast, even though the spell itself won't take that long)
Close to max cure potency, either through gear or including Rescuer atma
AF3+2 legs
That all cures are hitting for near max potential (Cure4 & Curaga3 for 600, Cure5 and Curaga4 for 1100, Cure6 for 1500)
That MP pool is 2000 MP (may require Allure atma for non-Taru races)
That /sch gets two Penury uses and a 275 MP Sublimation when burning through their pool
That /rdm uses 100% of its pool before Convert. In practice it will lose about 5%-10% of that.

Cga3/3 is Curaga 3 hitting 3 people; Cga3/4 is Curaga 3 hitting 4 people. Same for Cga4/3 and Cga4/4 for Curaga 4.


Total HP curable with 2000MP Pool 
Sub     Cure4   Cure5   Cure6   Cga3/3  Cga3/4   Cga4/3   Cga4/4 
Base    25000   31429   21127   45000    96000    77647   293333 
Blm     28571   36066   23622   52941   126316    98507   733333 
Rdm     52402   64897   42918   92545   200837   159420   633094 
Sch     39600   52171   33693   82094   262400   177893     #INF


Cure 4: /rdm wins by 32%.
Cure 5: /rdm wins by 24%.
Cure 6: /rdm wins by 27%.

Curaga 3/3: /rdm wins by 13%.
Curaga 3/4: /sch wins by 31%.
Curaga 4/3: /sch wins by 12%.
Curaga 4/4: /sch wins by undefined amount (you actually gain back more MP than you spent, so you can do an infinite number of casts at this level).


So for single-target casting, /rdm wins. For multi-target casting, /sch wins. Given the scenario described in earlier posts, with large numbers of DDs on the mob, I would think that the whms would want to focus more on curagas than single-target cures, making /sch a better choice.

/sch gains a small advantage from other things being cast that don't gain the benefit of the AF3+2 pants (eg: Haste costing 36 MP instead of 40), plus the fact that it doesn't need to spend time casting Refresh. Curaga 3/3 probably ends up being about a tie between /sch and /rdm once other factors are accounted for, but /rdm should still have a 15%-20% edge with spamming Cure 5/6.

/sch has its greatest edge when using curagas on 4+ people. The flat cost reductions available to /sch, combined with AF3+2 legs, makes it so that there's almost no cost (or even an MP gain) in casting them, and they're the best spells to use for things like Gates of Hades, Acheron Flame, etc.

I've actually found that, aside from other conveniences (eg: Esuna), it's easiest for me to stand right in with the melee and spam Curaga 4 on mobs like Orthrus. Adding an extra person who took damage (me) to the cured list gives me that much more MP back, while at the same time I'll likely take less damage than anyone else anyway. If I expected to use Convert this would be a Bad Idea.

And of course if you're not actually using enough MP to require convert (such as by taking advantage of curaga efficiencies), /rdm loses its greatest advantage. For example, if you need to cure 100,000 total MP, it can't be done with one MP pool using single-target spells even for /rdm, but is easily manageable using most curagas for any sub.

If you needed to cure 60k HP, you'd want /rdm with Cure 5 since /sch couldn't manage that in one MP pool. However /rdm can't handle 70k on one pool; at that point you either need curagas or a second whm. A second whm means you're only curing 35k, using less than 10% of the Converted MP pool and swinging the advantage way back towards /sch. Curagas mean you're not needing the Converted MP pool at all, and /sch is more efficient for that.

Realistically, of course, you're going to have a mix of the two. With 3-4 Cure 5's per Curaga, advantage swings back towards /rdm. And the advantage of one or the other will swing back and forth based on exactly how much actually needs to be cured.


Edited, Jun 28th 2011 4:42pm by Kinematics
#62 Jun 29 2011 at 11:36 AM Rating: Excellent
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Nice analysis Kinematics! I'd be curious to see how those curves change as you add and remove more sources of refresh. For example in addition to 10 from Minikin, most WHMs these days have at least 2-3 from equipment, often closer to 5-7.

In all honesty, it's been my experience that /RDM works a lot better on paper than in practice, and /SCH is the other way around. I think it's mainly because /SCH is reactive, just like WHM, whereas /RDM is proactive.

Convert, for example. I've never liked it as much as most people. It's an incredible source of MP but it does have its downsides which are all-too-often completely overlooked. For example, the lower your MP gets the more dangerous the situation can become. When I get down to around 300 MP, even with Convert up, I start getting nervous. If things turn ugly quickly, you don't always have time to Convert in the middle of a Curefest. Further, what if someone pulls hate and moves the mob around and you take some damage? You have to heal that damage up before using Convert. Little scenarios like this make me tend to use Convert when I'm closer to the 20% MP mark rather than nearly empty, because hovering in the sub-300MP range makes me very nervous. This eats very deeply into /RDM's capacity because /RDM has no efficiency benefits and relies solely on MP recovery.
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#63 Jun 29 2011 at 3:55 PM Rating: Good
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Kinematics, thanks for doing that but you've left out Conserve MP also. Not going to make a HUGE difference but its there.
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#64 Jul 02 2011 at 10:24 PM Rating: Excellent
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Ah, forgot to note it in my assumption list (since it's not really an assumption, it's just part of the calculations), but Conserve MP is accounted for (for both /sch and /blm in the main chart).

And I don't include gear refresh in the calculations since I assume that gear gets swapped out during casting. At best you get the AF3 body for a couple MP per cast, but I don't think it'll affect things much.



Edited, Jul 2nd 2011 11:32pm by Kinematics
#65 Jul 05 2011 at 10:29 AM Rating: Excellent
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This is another example of why /SCH works better in practice than on paper. Your test assumes zero time between casts during which refresh equipment is equipped, which prevents the /SCH from regaining any MP aside from Sublimation. In fact looking at your test, I'm not even sure if you included Sublimation. So the /SCH may not be recovering MP at all in that test.

In practice, /SCHs still regain MP from other sources like equipment, atmas, other party members, etc. Now yes, both jobs can regain that same MP from external sources, so you initially wouldn't think that should skew the test but it does. /SCH can take that same MP regained, and they can do more with it because of their MP savings. I save about 30% of my MP on average on /SCH, which means if /RDM and /SCH both gain 10 MP during a tick, then the /SCH can spend 10 MP and save 3, then spend 3 and save 1. So that 10 MP/tick is really more like 14 MP/tick for /SCH.

It's really hard to account for a lot of stuff that happens during a battle, and /SCH is very well-suited to help you out in those situations whereas /RDM is more of a "status quo" subjob. It just keeps the MP flowing at one rate regardless of what's going on in the battle. That's how /SCH loses pretty much every comparison on paper. Penury is another example, how do you account for it? You have to factor in too many unpredictable elements to really say "X+Y+Z = /SCH", whereas /RDM goes on paper very nicely to show how much MP it saves.
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#66 Jul 05 2011 at 5:32 PM Rating: Excellent
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Quote:
Your test assumes zero time between casts during which refresh equipment is equipped, which prevents the /SCH from regaining any MP aside from Sublimation.


Well, sort of. It's more that I don't include any sort of MP recovery outside of the time spent casting, as the same gear should be available for each. That assumption was made before I factored in Refresh, though, so ends up being wrong. The amount of time spent -not- casting will favor /rdm. (caveat: see Sublimation, below)

Quote:
In fact looking at your test, I'm not even sure if you included Sublimation.


Sublimation is included. It's noted in the assumptions list.

This scenario is primarily to maximize the amount of curing that can be done in a very short period of time. /sch gets one (charged) Sublimation and two Penury charges; /rdm gets one Convert and the average gain of Refresh. 2 Penury basically give you one free spell cast, so it's accounted for by saying you get 1 more cast of the spell than your MP would normally account for, even though that's a bit of a cheat of a shortcut and somewhat wrong.

Doing a quick check, non-stop casting Cure V for the amount cured, assuming a fairly decent amount of Fast Cast, means it should take about 6 minutes to run through the MP pool. So in theory you could use 2 Penury at the start, and have time for 3 more charges to build up and get used (5 total instead of 2). With Curaga 4/4 it would take 5 minutes to run through the MP pool, giving a total potential of 4 charges.

Should probably change it so that /sch gets 4 charges for the calculations, and /rdm gets an extra 2.2 MP per tick (the differential gained from refresh ticks happening between casts). /rdm probably gains more out of that change than /sch.

It's also possible that one could use a stored Sublimation charge early in the casting, start it going again, and have it filled up by the time you were just running out of MP. It would take 5-6 minutes, including the 30 second wait on the JA, so it's possible you wouldn't get quite the full amount, but even if you use the charge before it's full you should be able to manage another 200-250 MP.

That obviously favors /sch a bit more, but is a lot more difficult to properly factor in with the 'on paper' comparison.
#67 Jul 06 2011 at 9:46 AM Rating: Excellent
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Oh oops, I missed the part where you mentioned Sublimation, my bad. However, I do think you missed something in my post as well regarding this:
Kinematics wrote:
Well, sort of. It's more that I don't include any sort of MP recovery outside of the time spent casting, as the same gear should be available for each.

Pergatory wrote:
Now yes, both jobs can regain that same MP from external sources, so you initially wouldn't think that should skew the test but it does. /SCH can take that same MP regained, and they can do more with it because of their MP savings. I save about 30% of my MP on average on /SCH, which means if /RDM and /SCH both gain 10 MP during a tick, then the /SCH can spend 10 MP and save 3, then spend 3 and save 1. So that 10 MP/tick is really more like 14 MP/tick for /SCH.

/SCH actually gains more from equipment refresh than /RDM. That's why you can't ignore those things just because both subs get them; how much benefit they give each sub varies.
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#68 Jul 06 2011 at 11:08 AM Rating: Excellent
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Redid the comparison in a little more complete manner. Figured a fight lasting up to 10 minutes, with 9 minutes allowed for curing (other time spent on Haste/Refresh/JAs/whatever), curing as fast as recast would allow.

Changes for /sch: Bumped Sublimation up to 2 uses for this time period since it could fully recharge within the limit, and 6 Penury uses (though that's somewhat overstated in several cases, but difficult to calculate since it creates circular references).

Changes for /rdm: MP gained from Convert dropped from 2000 (100% usage) to 1750 (convert at 250 MP left, or 87.5% usage).

Changes for refresh: total refresh assumed to be 13/tick during non-casting periods (+2 body and serpentes set; excluded other refresh pieces), and 10/tick during casting (+2.2 for /rdm). Total amount of MP gained from refresh added to the MP pool rather than subtracted from MP cost.


Total HP Cured 
        Cure4   Cure5   Cure6   Cga3/3  Cga3/4  Cga4/3  Cga4/4 
Base    45000   60500   43500   88200   177600  151800  488400 
Blm     49200   67100   48000   100800  218400  188100  875600 
Rdm     66600   89100   64500   129600  261600  227700  717200 
Sch     64200   90200   64500   140400  355200  280500  #Inf 
 
Time til out of MP 
        Cure4   Cure5   Cure6   Cga3/3  Cga3/4  Cga4/3  Cga4/4 
Base    600     550     435     539     814     506     1221 
Blm     459     427     336     431     700     438     1532 
Rdm     555     506     403     495     749     474     1120 
Sch     513     492     387     514     976     561     #Inf



For single-target curing, /rdm seems to last about a minute longer than /sch, and cures between 5% and 15% more HP (lead dropped considerably compared to previous comparison). Curagas are still the domain of /sch.

Same, except removing MM atma refresh and Cruor MP buff (ie: take the comparison outside Abyssea):

Total HP Cured 
        Cure4   Cure5   Cure6   Cga3/3  Cga3/4  Cga4/3  Cga4/4 
Base    16200   22000   16500   32400   64800   56100   180400 
Blm     17400   24200   18000   36000   79200   66000   316800 
Rdm     30600   40700   30000   59400   120000  105600  334400 
Sch     25200   34100   24000   52200   129600  95700   #Inf 
 
Time til out of MP 
        Cure4   Cure5   Cure6   Cga3/3  Cga3/4  Cga4/3  Cga4/4 
Base    216     200     165     198     297     187     451 
Blm     162     154     126     154     254     154     554 
Rdm     255     231     187     226     343     220     522 
Sch     201     186     144     191     356     191     #Inf



/rdm has a substantially greater lead, and generally outdoes /sch even on curagas.

Edit: updated charts with fixed Penury (6 uses for inside Abyssea, 3 uses outside Abyssea).



Edited, Jul 7th 2011 6:37pm by Kinematics
#69 Jul 06 2011 at 12:15 PM Rating: Good
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Hmm, some results this time were entirely expected and some were a bit of a surprise to me. Overall though, I think this is a better comparison and more in line with my personal experience.

Outside Abyssea is definitely where /RDM shines, in terms of pure longevity. Inside Abyssea, it's a toss-up and I think that's why /SCH is such a no-brainer because it provides so much more utility. Outside Abyssea, as much as I praise /SCH, I will admit to using /RDM almost as much.

It's funny because when I heard /RDM was getting Convert, I thought it was all over for /SCH. Now I've swung to the opposite side, generally favoring /SCH still.
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#70 Jul 07 2011 at 4:39 PM Rating: Good
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Quote:
Curaga 4/4: /sch wins by undefined amount (you actually gain back more MP than you spent, so you can do an infinite number of casts at this level).


You cannot gain mp back via the whm pants. It can only at best break even. Any overspill is lost and you simply break even.
#71 Jul 07 2011 at 5:20 PM Rating: Excellent
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Annalise wrote:
Quote:
Curaga 4/4: /sch wins by undefined amount (you actually gain back more MP than you spent, so you can do an infinite number of casts at this level).


You cannot gain mp back via the whm pants. It can only at best break even. Any overspill is lost and you simply break even.


Thanks for the correction. Still get infinite casts, though.
#72 Jul 07 2011 at 5:32 PM Rating: Excellent
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Woops. Making a correction to apply the max value of the AF3+2 pants, I found a cell reference error. Seems Penury wasn't being counted in most of the columns. I'll correct the charts in the above post.

The corrections put /sch right on par with /rdm inside Abyssea for single-target cures for amount cured, and within about 15 seconds for endurance (time until MP runs out). /sch retains the substantial lead over /rdm for curagas.

Outside Abyssea, /rdm is reduced to about a 20% lead for single-target cures (and 25% lead on endurance), and is about on par using curagas.
#73 Jul 07 2011 at 7:40 PM Rating: Good
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Kinematics wrote:
Annalise wrote:
Quote:
Curaga 4/4: /sch wins by undefined amount (you actually gain back more MP than you spent, so you can do an infinite number of casts at this level).


You cannot gain mp back via the whm pants. It can only at best break even. Any overspill is lost and you simply break even.


Thanks for the correction. Still get infinite casts, though.


Oh, yeah it goes indefinitely. It's great. I just personally had thought it would do that until I tested. Penury Curaga IV would be huge. I just want people to know it's not truly recovering mp; rather it reduces the cost, to a minimum of 0.
#74 Jul 08 2011 at 3:11 AM Rating: Good
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I think the thing I like most about /SCH is the flexibility. We get a free bump to our skills meaning our enfeebling jumps to really decent levels and our barspells get that little bit stronger. I can cut down damage taken with AoE stoneskin or cut the casting time on a long spell by 50%. If we're all dead in a heap celerity gets more people more raises more quickly. I don't have to make myself vulnerable by converting. I do appreciate that xp loss isn't the issue anymore but weakened timers are still a pain. I appreciate (having RDM too) that I can in many situations convert safely and be out of range but that also puts me out of range of my tanks. For some fights that's just not a good idea.

I do feel WHMs should have /RDM available to them over /BLM or Altana forbid, /SMN. If a WHM has /RDM I'm not going to /rage but which subjob you find the most useful will depend more on how you play, your gear and your party and alliance setups. I do make a lot of use of curagas and barspells. I do use sublimation appropriately and my charges. I do enfeeble.

Looking forward, the next update we get sleep II from /RDM and Klimaform from /SCH. Klima has limited uses for a non-SCH but sleep II is always going to be handy. Problem is, I always repose things...

Am I wrong in thinking we have everything interesting we're going to get from these subjobs ever, at this point?

Edited, Jul 8th 2011 5:11am by eldelphia
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