SCH Guide – Extra/Advanced Reading
Note: This MP amounts in this section are level 70 values. The theory still applies at lower levels, but the values will be different.
MP management is essential to good healer play. You can’t heal or deal damage if you’re out of MP. To understand how to effectively manage MP we first need to understand how MP calculations in FFXIV work.
You may have noticed that spells always increase in increments of 120 or 240. This is because the base MP pool we have at level 70 is 12,000 (same as the caster DPS jobs). Every spell, damaging or healing, has an MP value of 1 to 100, which gets multiplied by 120 to determine the total MP cost at level 70. Physick, for example, has an MP value of 5, resulting in a level 70 MP cost of 120 * 5 = 600 MP.
The formula for this equation is:
MP Cost = INT((BaseCostFactor * BaseMpFactor)/100)
For Physick, the base cost of 5 gets multiplied by the base MP pool of 12,000, giving us 60,000, which we divide by 100 to get to our final MP cost for Physick, which is 600.
MP restoring abilities such as Lucid Dreaming and Energy Drain are based off your Base MP, using the following formula:
MP Restored = Refresh Potency * Base MP / 1000
Our Base MP in Stormblood is 12,000, so one point of refresh potency is equal to 12 MP. This means that Lucid Dreaming will refresh 960 MP per tick (12*80) and Energy Drain has a refresh potency of 100 (1200/12).
A Chain Bane is generally only done on two and sometimes three targets because of the DoT drop off on multiple targets. Essentially what you are doing is the following. An add spawns and you press Bane to spread your DoTs. This means your DoTs get copied to the next target. If your Bane procs then your new target will have a fresh set of DoTs on them again. From here on there’s a simple priority system to see if it’s worth it to bane back on the original target with your DoTs. I am going to exclude the 15% chance of resetting your DoT’s again because this rarely occurs.
To see if Chain Baneing is worth it, we’ll have to look at 3 skills. Broil 2, Energy Drain and Ruin 2. The reason for this is that Bane costs 1 Aetherflow stack which you could have used on Energy Drain to deal damage and recover some lost MP. It also cuts into your GCD due to the fact that you will do less Bio 2 casts thanks to Chain Baneing. Which forces you to either use Ruin 2 over Broil 2, or to cut your losses and Clip your GCD.
The first thing that needs to be done is calculating the difference in DoT ticks. Let’s say that we bane with 12 seconds left on both DoT’s. This means Miasma has already ticked for 12 seconds which is 4 ticks and leads to 140 potency (35 * 4) and Bio 2 has already ticked for 18 seconds which is 6 ticks and leads to 210 potency (35 * 6) Adding these values brings us to a grand total of 350 potency if we decide to Chain bane back from the target to the boss. Note that this is a baseline number and does not include any buffs such as Trick Attack or Chain Strategem. You will gain more potency if your original DoT’s were under these effects.
Assuming we use Ruin 2 to weave in an oGCD and sacrifice one energy drain we’ll lose 130 potency from using Ruin 2 over Broil 2 and 150 potency and 1200 MP for not using energy drain. We however spare 360 MP by using Ruin 2 over broil This brings us to a net potency gain of 70 (350 – 130 – 150) with an MP cost of 960(1200-240) Since Ruin 2 also allows us to use another oGCD skill, we could fill that in with a Rouse or different skill.
Assuming we use Miasma 2 to weave in an oGCD and sacrifice one energy drain we’ll lose 30 potency at the minimum and gain 170 potency at the maximum from using Miasma 2 over Broil 2 and lose 150 potency and 1200 MP for not using energy drain. We however also lose 960 MP by using Miasma 2 over Broil 2 This brings us to a net potency gain of anywhere between 370 (350 + 170 – 150) to (350 – 30 – 150) 170 with an MP cost of 2160 (1200 + 960) Since Miasma 2 also allows us to use another oGCD skill, we could fill that in with a Rouse or different skill.
Assuming we use Broil 2 instead of Ruin 2, we’ll clip our GCD by about 1/3rd of the timer. This means we’ll have to subtract 33% from Broil 2’s potency which is 76. Along with sacrificing Energy Drain we’ll lose a total of 226 potency and 1200 MP but do not get the ability to double weave oGCDs. This brings us to a total potency gain of 124 (350-150-76) at the cost of 1200 MP.
This also assumes that the DoT’s that we Chain Bane back onto the boss have not dropped off initially. This won’t be the case since we Chain Bane’d at 12 seconds remaining and Bane has a cooldown of 10 seconds.
To clear up any confusion, this is how Bane works.
Below is a graph that shows the effective DPS increase from Chain Strategem at different levels of critical hit. The Dragoon crit buff, Battle Litany, is also included for comparison.
Blue Line: The blue line represents the base bonus damage you receive from crit. At 3000 crit (Which we won’t be able to attain until way later) this translates to roughly a 18% DPS increase (1.18 eDMG) compared to somebody who doesn’t crit at all.
Red Line: The red line represents Battle Litany or Chain Strategem paired with the base crit. As you can see the curve is slightly steeper than the blue line due to taking the base crit into account and then adding the 15% from litany/strategem on top. At 3000 crit, Battle Litany/Strategem is roughly a 10% DPS increase. (1.28 eDMG – 1.18 eDMG)
Yellow Line: This is what happens when you combine both Battle Litany and Chain Strategem. This line is the steepest because it takes in the base crit chance, the 15% from Strategem and the 15% from litany. Combining both buffs puts you roughly at a 20% DPS increase. (1.38 eDMG – 1.18 eDMG)
Chain Strategem is best used when lined up with Battle Litany and Trick Attack. Communicate with your Ninja and Dragoon to coordinate and optimize the usefulness of these skills. Below is a chart of how Strategem, Litany and Trick Attack will line up if all skills are used on cooldown.
DoTs and DoT Clipping
Below is a simple visual explanation of how Miasma works.
In this situation, when I apply Miasma the first DoT tick will happen at 23 seconds left on the DoT, the next one at 20 and so on. however, if we look further into the graph you’ll see that after we hit two seconds, the next tick will be at -1. What this means is that the last tick this Miasma does is at 2 seconds, and the next tick will be one second after Miasma falls off. As losing DoT uptime is bad, we can choose to Clip the DoT.
Clipping essentially means overwriting your DoT with a new one while it’s still up. In this scenario it would be safe to Clip the DoT while it has 2 seconds remaining, or let it fall off and reapply the DoT before the next tick happens, which occurs at -1. This means the sweetspot for applying Miasma would be between 2 and -1. Assuming we apply our new Miasma at 1, the next Miasma will tick as following.
Since we applied Miasma at 1 on our last DoT cycle, and the next tick was happening at -1 this means we’ll have to wait two seconds for the next DoT tick to appear. Starting at 22, then 19 and ticking up all the way until 1. At 1 the last tick happens, and the next tick afterwards will be -2. If you would want to not lose a DoT tick in this situation you would need to reapply your Miasma between 1 and -2. You could choose to either let your DoT fall off for a second and then reapply it, or to reapply it as the timer hits 0. Since both of these situations fall between the 1 and – 2 timer as seen above, you will not lose a DoT tick in either situation.
Judging DoT ticks however is fairly hard, and to be honest I generally do not bother with it. If you want a safe bet that you’re not dropping DoT’s though, you can use the following ruleset. Try to refresh as close as possible to 0. For example, if you refreshed at 2 seconds left on the last Miasma, you would’ve lost a tick. However if you refreshed at -1, you would have kept all DoT ticks. As a general rule though, i recommend that you do not let your DoT’s fall off and instead try to keep them rolling.