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Thread: Cura Potency Discrepancy?     submit to reddit submit to twitter

  1. #1
    Burninate all the things.
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    Cura Potency Discrepancy?

    After getting the new spells, a few WHMs in my ls decided to all go out to Caedarva Mire near Hazhalm and mess around with Imps/Undead and the different spell's potency. One thing we noticed, after a while, was that after we cast Cura, each of us recovered very different amounts of HP.

    I'm not talking about different casts, or different people's Afflatus Misery potency. I mean, I take a 350 Aero III from an Imp. We sleep it. I cast Cura with the whole group sitting around half HP for testing. I recovered 177 HP (Hume Whm75/Sch37), another person recovered 166 HP (Elvaan Whm75/War37), and yet a third recovered 171 HP (Hume WHm75/Blm37).

    At first we assumed it was a Target VIT modifier, and started messing around with adding/subtracting VIT on one person or another to see if our results changed. They changed all right. Every single time we cast. On one cast, the person with 20 more VIT would be cured 10 more HP. The next cast, they'd be cured less than the others. It seemed really wonky.

    We were going to try and test out Max HP, or HP% as mods, but had to run to ls Jailers. Has anyone else noticed this at all? Is a modifier that large even plausible? Or could Cura actually have a range of possible HP #s cured for each Afflatus Misery Potency? Thoughts?

  2. #2
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    Cure 5 has a vit/2 modifier to it, so your result mak some sense(caster's VIT in this case, not the target).

    Try testing mind as well. Vit and Mnd are the only modifier for cure usually.

  3. #3
    Burninate all the things.
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    Aye, we did. I forgot to mention that. MND was the second thing we tried after VIT. Everything still seemed rather random.

    It is definitely a Target attribute mod, rather than a Caster's attribute. We didn't each cast Cura and get different results. 1 person cast Cura, and all of us in the party recovered different amounts of HP from that single cast. So the chat log looked like:

    Greatguardian casts Cura on Greatguardian.
    Greatguardian recovers 177 HP.
    WhiteMage2 recovers 166 HP.
    WhiteMage3 recovers 171 HP.

    All of us being well below full HP, and none healed to full by the spell (which would explain recovering less HP).

  4. #4
    Canada
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    Possibly % of missing hp?

  5. #5
    Hydra
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    If I recall correctly, the boost from Misery is wiped after a single cast of Cura, so your results may be skewed due to it.

  6. #6
    Lv.99 Mjollnir
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    Okay, so I tried this a little, and I'm getting weird results too.

    First off, casting it on myself with zero damage gave me:
    Naked Cure 1: 32
    Naked Cura: 32

    Full +potency Cure 1: 45
    Full +potency Cura: 45

    ...so there that is.

    EDIT: After seeing the pattern of HP shown below, I thought I should mention I was at ~70% hp for all four of the small cure tests above

    ----

    Brief Damage Test!

    1000 Needles -> 500 on me, 500 on PLD.

    Repose -> Sabotender

    Cura: (full potency gear, same set as zero-damage test above)
    219 -> Rya
    206 -> PLD

    (still asleep)

    Cura: (all same potency/mnd, but now damage reset from previous)
    53 -> Rya
    56 -> PLD

    Cura: (still same, still zero)
    52 -> Rya
    58 -> PLD

    Cura again:
    56 -> Rya
    58 -> PLD

    -----

    Another 1000 Needles -> 500 on me, 500 on PLD.

    Repose -> Sabotender

    Cura:
    213 -> Rya
    209 -> PLD

    Cura again:
    58 -> Rya
    47 -> PLD

    Cura:
    57 -> Rya
    53 -> PLD

    Cura again:
    57 -> Rya
    54 -> PLD

    ----

    This time, 1000 Needles -> 500 on me, 500 on PLD

    but no cure potency gear:

    Cura:
    154 -> Rya
    151 -> PLD

    Cura: (still no potency)
    41 -> Rya
    41 -> PLD

    Cura again:
    37 -> Rya
    36 -> PLD

    One more:
    34 -> Rya
    36 -> PLD

    ----

    Again, 1000 Needles (stoneskin up!) -> 165 on me, 500 on PLD.

    Cura: (back to full potency gear which gave 219 & 206 before)
    182 -> Rya
    176 -> PLD

    ----

    So...

    What it looks like to me is that your current HP does affect it! As I would get higher, the amounts kept going down (PLD took a few hits, so sometimes it would stay or go up very slightly, but usually the mob was slept)

    More later I hope!

  7. #7
    Sea Torques
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    Cura is affected by Afflatus: Misery. Afflatus: Misery only charges once based on the damage you take. Casting Cura resets the Afflatus Misery bonus.

    Here's what you just showed us.

    01. WHM takes damage. Cura potency goes up.
    02. WHM casts Cura. Cura potency is reset to normal.
    03. WHM casts Cura. (No Afflatus: Misery bonus is active.)
    04. WHM casts Cura. (No Afflatus: Misery bonus is active.)
    05. WHM casts Cura. (No Afflatus: Misery bonus is active.)

    Second Set
    06. WHM takes damage. Cura potency goes up.
    07. WHM casts Cura. Cura potency is reset to normal.
    08. WHM casts Cura. (No Afflatus: Misery bonus is active.)
    09. WHM casts Cura. (No Afflatus: Misery bonus is active.)
    10. WHM casts Cura. (No Afflatus: Misery bonus is active.)

    It looks like it's working fine to me.

  8. #8
    Lv.99 Mjollnir
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    If the amount only changes based on WHM taking damage, why did my amounts change without me taking damage?

    41, 37, 34...

    53, 52, 56...

    If I have no +potency on, and don't take damage in between, shouldn't I get like:

    50, 50, 50... or,

    35, 35, 35...

    etc?

    Seriously, what am I missing here? If I messed up somehow ... can you please be more specific?

    Edit: to clarify, I took 500 which showed up on the big Cura...after that I did not get hit between the smaller Curas.

  9. #9
    Burninate all the things.
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    No, I don't think you messed up. These are the same kind of results we've been getting all night. Sorry for the delay, ended up falling asleep.

    The weird numbers have nothing to do with afflatus Misery potency. It's not the fact that Cura's potency changes, it's the fact that for each cast a different number of HP is restored to each party member.

    When a WHM casts Curaga, with neutral day/weather, every party member regains X HP. Say, 100. When a WHM casts Cura, High/Low/Neutral Misery Potency, it doesn't seem to matter, every party member regains very different amounts of HP.

    Rya has the right idea. I'm going to see if I can get some ls mates to help continue testing, and see if we can work out the mod for it. First thing we're gonna test is %HP/total. I know the numbers don't seem all that different, but to change 1 HP at a 33-HP Cure is a 3% change to the potency... on the Target's side. That's unheard of.

  10. #10
    Melee Summoner
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    Has anyone tested out the enmity on that spell? Like how much enmity does it pull compared to like curaga1 2 or 3 and cure 3 or 4 or 5 or whatnot. Is it a viable replacement in situations is what I'm trying to get at if it does give a good amount of hp back and not pull as much hate.

  11. #11
    Sea Torques
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    Probably based on total max HP or current HP

    EDIT: After seeing the pattern of HP shown below, I thought I should mention I was at ~70% hp for all four of the small cure tests above
    Run test on yourself at lower % HP. Then test on someone with different max HP and try curing them at lower current HP percentages. That will prove or debunk that theory.

  12. #12
    The Patron Saint of Evasion
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    From my testing there appears to be a cap around 180ish no matter how much damage you take.

    It seems to be very easy to hit this cap. I think any damage over 125 will reach this cap.



    Large damage 400+, still doing 180 misery bonus cura.

    Medium damage from full live down ~120 damage from a single melee hit, doing around 180 cura.

    Multiple successive AoE hits from pots in sky with that grav move for 200 putting me at about 300 live, under 50%, still 180ish.



    I think somewhere between 1 damage and 125 damage there is a cap on the potentcy increase to Cura.


    Someone needs to go test this with very small amounts of damage and see if Cura has any mid-misery potency cures between the 30/60 and the 180ish.


    I don't think cure potency gear is relevant for this testing. And I don't think it's affected by your current HP.


    I'm 99.9% sure that I was being cured by other healers, then doing Cura, and still curing for the same amount.

    Dualboxed whm as bard, if anyone's curious why I'm not absolutely certain.

  13. #13
    They're coming to take me away. Ha Ha!
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    Someone go eat a Throat Stab and see if that cap stays the same.

  14. #14
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    With divine seal, it would be a 360 heal aoe for 30 mp. I supose it's not too bad for emergency when you're out of mp.


    I remember using Divine Seal on Cure I and II before to keep a tank alive. 360 heal aoe would be an improvement.

  15. #15
    Failed Sex Ed
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    I got nothing more healed than is being stated here from using it after 1k needles.

  16. #16
    Sea Torques
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    Tests above can concludes some Cura characteristics
    - There definitely is a soft cap for Cura.
    - Breaking this soft cap depends on each person stats or magic skills.
    - There is a certain point of damage that make you reach soft cap. This could be a percentage of max HP or a static value of damage taken.

    Yet, there is no specific number could be confirmed at this point. To test this, we need a WHM with flexible SS, HP Max gear and keep trying Cura after taking diffrent damage. Get more samples from different damage taken then we can conclude.

    Each of you can help by posting test result in a format like this (in 0 +potency gear)
    Max HP
    Current HP before take damage
    Damage Taken
    Stats while casting Cura (MND VIT CHR etc)
    Healing Magic Skill while casting Cura
    Amount of HP healed by Cura

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