QUOTE(BlueWaterSplash @ Dec 28 2018, 16:53)

I don't like the idea to use Full Cure first, I think it costs too much MP and is best for emergencies. Also if you let your HP threshold drop too low you are more likely to Spark and waste SP.
QUOTE(Greshnik @ Dec 28 2018, 18:02)

hmm...
I'll try swapping Full-Cure and Cure...
I used Cure first because I thought it easier for my mana management...
hope get better result this time...
@yami_zetsu...
gimme the money plz... (IMG:[
invalid]
style_emoticons/default/tongue.gif)
Edit:

roughly the same...
less cure needed, but more mana pot consumed...
well, I feel safer with this one, so maybe I'll keep it like this... (IMG:[
invalid]
style_emoticons/default/smile.gif)
using cure first on higher threshold is actually more MP heavy than using FC first on lower threshold.
This one is PF grindfest using FC-Cure-Potion with the hoverplay interrupt at 35% HP (my usual setup )

This one using Cure-FC-Potion with the hoverplay interrupt at 50% HP (I just tried this setup for this)

why 50%? I guess with my 126% HP bonus, 44% (100/226) is roughly the amount of health cure will fill if following 100% base HP heal amount, so I just set it on 50% to avoid overflow (in retrospect I should have put it a bit more lower after considering regen's recovery).
My Cure cost 115MP Full Cure Cost 335 MP
Full Cure first : 233 FC + 18 C = 78,055 + 2,070 = 80,125
Cure First : 541 C + 33 FC = 181,235 + 3,795 = 185,030
disregard the spirit potion usage, that's me forgot to re-slot spirit ability after trying something.
Cure first is more economical than full cure is only when you put them on roughly same threshold, AND that your defense is high enough to make sure your HP won't repeatedly dropped to the said threshold shortly after curing (as your HP won't be maxed like when using FC).
this is FC first on 25% HP threshold interrupt

and this is Cure first also on 25%

now it's 70,505 against 38,020 mana spent for cure.
as you could see, since I use same equip and playstyle on both run (only switching between cure/full cure first), we could assume that I drop below cure threshold in roughly same amount.
take the 206 FC on the FC first run as the number of times my HP drop below the threshold, using FC first only 13 times that my HP drop below threshold again in span of 10 turns after the Full cure (hence using cure).
on the other hand, after the same assumed 206, there's 78 times my HP drop below the threshold again before regen could put me on a "safe HP area", plus another 16 times it drop below threshold in mere 1 turn after curing (hence using full cure), this number will grow bigger and bigger the lower your defense.
more mana heavy? yeah, but 33 draught and 2 mana potion difference over 1000 round? that run itself bring 250 mana draughts and 90 mana potions, nothing to fuss about..
while it's true that dropping the threshold lower would also increasing the chance of spark triggered (hence more spirit potion/elixir used) it also decrease the amount of cure needed, it's a balancing work that differ person to person.
and as I said before, as long as you don't ended up like chugging every spirit regenerative item on cooldown, don't be afraid of getting sparked, it's there for you to use, if you aim to never sparked at all, there's no point using the said skill.
disclaimer : of course if your defense is high enough to the point that you only have to heal once in a blue moon, then using cure first would be more efficient regardless the threshold, I just did 2 run of 100 round PF IW and only had to heal 5 times, using either full cure or cure first...
This post has been edited by Fudo Masamune: Dec 29 2018, 23:13