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This page summarizes an analysis of the benefits of the Corsair abilities Healer's Roll and Evoker's Roll over time.

Details

KEY: 1st (best) 2nd 3rd 4th (worst) Lucky (1st/2nd) Unlucky (3rd/4th)
Die Roll Healer's Roll (+hMP) Evoker's Roll (Refresh)
No WHM MP/sec Total MP With WHM MP/sec Total MP No SMN MP/sec Total MP With SMN MP/sec Total MP
1 +2 0.200 60 +5 0.500 150 +1 0.333 100 +2 0.667 200
2 +3 0.300 90 +6 0.600 180 +1 0.333 100 +2 0.667 200
3 +10 1.000 300 +13 1.300 390 +1 0.333 100 +2 0.667 200
4 +4 0.400 120 +7 0.700 210 +1 0.333 100 +2 0.667 200
5 +4 0.400 120 +7 0.700 210 +3 1.000 300 +4 1.333 400
6 +5 0.500 150 +8 0.800 240 +2 0.667 200 +3 1.000 300
7 +1 0.100 30 +4 0.400 120 +2 0.667 200 +3 1.000 300
8 +6 0.600 180 +9 0.900 270 +2 0.667 200 +3 1.000 300
9 +7 0.700 210 +10 1.000 300 +1 0.333 100 +2 0.667 200
10 +7 0.700 210 +10 1.000 300 +3 1.000 300 +4 1.333 400
11 +12 1.200 360 +15 1.500 450 +4 1.333 400 +5 1.667 500
BUST -3 -0.300 -90 -3 -0.300 -90 -1 -0.333 -100 -1 -0.333 -100

Summary

  • If you have a WHM in your party, but no SMN, use Healer's Roll. If the result is 7 (unlucky), swap it for Evoker's Roll.
  • If you have a SMN in your party, but no WHM, use Evoker's Roll. Even if the result is a 9 (unlucky), it's probably better than what you'll get from Healer's Roll, so don't bother swapping.
  • If you have both a WHM and a SMN, start with Evoker's Roll. If the result is a 9 (unlucky), swap it for Healer's Roll.
  • If you have neither a WHM nor a SMN, start with Evoker's Roll. If the result is a 9 (unlucky), swap it for Healer's Roll.
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