jedibcg wrote: Your 'Base, low equipment party Healing math.' is still is figuring LoDS for both Cleric and Druid. Plus level bumps for Cleric, Druid, Bard. This does not seem like a fair comparison.
True, but if a party can swing 10 keys, they can get 5 extra URs - 3 Rings of Fateful Heroism and 2 Lenses of Divine sight. If we are talking a rare and under party, then the Keys aren't in the discussion.
jedibcg wrote: You cost analysis of The +5 Baton of Focus solely focuses on healing while the baton does more than that. It also pumps damage spells, which I admit on a 5th level Cleric is only 2 spells but that is still extra damage on both those spells. It also can but used as a melee weapon.
True, it can be used for the 2 damage spells and in melee. But if I want to heal AND fight, my optimal path is to get the Rare or Relic baton of healing, and then get the Keys. There is no upgrade path, even at UR level, that is more efficient to adding healing to the group.
Lets say I want to heal more given this build:
www.truedungeon.com/forum?view=topic&catid=563&id=248928&start=0
What should my path be? The option are:
+5 Baton. Cost ~1250 (- whatever I can sell my +3 baton for). Yields 22 healing over the course of a dungeon and if I'm not casting prayer or bless, I can attack with it at +2 over my relic baton.
Boots of the 4 winds. Cost ~1100. Yields 44 healing over the course of a dungeon and +5 damage per attack.
Gloves of Glory and +3 Ring of Focus. Cost ~800. Yields 22 healing over the course of a dungeon... and +3 damage to 2 combat spells I'm probably not going to cast.
10 keys. Cost ~1000. Yields 44 healing from me over the course of the dungeon. Since my party has a level 5 bard and usually a level 5 druid, tack in another 88 healing for 132 total extra healing per dungeon.
jedibcg wrote: If you are looking for cost of a rare vs ultra-rare for any token and you look at cost vs damage output, you will always fine that dollars per damage goes down as rarity goes up. I don't know what healing would be different.
Except in this case the UR keys are about as effective in $ per HP as rares... and they don't cause any opportunity cost to anyone's builds.
If I'm being realistic, the path that makes the most sense by far is to buy everyone keys, as I can spread key purchases out over 10 months instead of trying to do it in 1 big purchase. and it yields dramatically more healing than buying Bot4W, which is #2 on the list of effective purchases.