Category:Healing Magic: Difference between revisions
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The "power" formula is believed to be as follows: | The "power" formula is believed to be as follows: | ||
(MND | <div class="center">Power = (⌊Healing Magic Skill ⁄ 5⌋ + MND) × 3 + VIT</div> | ||
{| class="ffxi-table wide-table" | {| class="ffxi-table wide-table" | ||
Latest revision as of 05:53, 7 October 2025
- Spells that use the Healing Magic skill all help players recover from battle.
- These spells help players regain Hit Points, remove negative Status Effects, deal damage to undead, or recover from K.O..
- Healing Magic skill also helps defend against spell interruptions for any spell within its category.
- All healing magic spells are Light based.
Cure
On Horizon, healing spells reach certain potency caps (such as 20 HP restored for Cure) and will only surpass those caps once a player's combined MND, VIT, and Healing Magic Skill reach a pre-determined threshold. You can see the requirements healing spells need to improve their potency using the following script:
https://github.com/AirSkyBoat/AirSkyBoat/blob/staging/scripts/globals/spells/healing_spell.lua
The "power" formula is believed to be as follows:
| Cure Level | MP Cost | Casting Time | Recast Time |
|---|---|---|---|
| Cure | 8 MP | 2 seconds | 8 seconds |
| Cure II | 24 MP | 2.25 seconds | 5.5 seconds |
| Cure III | 46 MP | 2.5 seconds | 5 seconds |
| Cure IV | 88 MP | 2.5 seconds | 8 seconds |
| Cure V | 135 MP | 2.5 seconds | 10 seconds |
Cure
WHM Lv.1 / RDM Lv.3 / PLD Lv.5
Cure will only heal for a maximum of 20 HP until a player reaches a power of 100, after which it will heal for 30 before Cure modifications.
Cure II
WHM Lv.11 / RDM Lv.14 / PLD Lv.17
Cure II will only heal for a maximum of 75 HP until a player reaches a power of 170, after which it will heal for 90 before Cure modifications.
Cure III
WHM Lv.21 / RDM Lv.26 / PLD Lv.30
Cure III will only heal for a maximum of 160 HP until a player reaches a power of 300, after which it will heal for 190 before Cure modifications.
Cure IV
WHM Lv.41 / RDM Lv.48 / PLD Lv.55 / SCH Lv.55 / Magic Skill 147 Automaton
Cure IV will only heal for a maximum of 330 HP until a player reaches a power of 460, after which it will heal for 390 before Cure modifications.
Cure V
WHM 61
Cure V will only heal for a maximum of 570 HP until a player reaches a power of 560, after which it will heal for 690 before Cure modifications.
Example Math
- Cure IV
{ { power = 220, maxCap = 330, rate = 0.6666, constant = 165, minCap = 270 }, { power = 460, maxCap = 390, rate = 2, constant = 275, minCap = 270 }, { power = 999, maxCap = 390, rate = 6.5, constant = 354.6666, minCap = 270 } } Bonuses such as time of day, weather, equipment, and Cure potency are calculated after this formula.
Job Ratings
| Job | Rank | Cap at Level 1 | Cap at Level 37 | Cap at Level 75 |
|---|---|---|---|---|
| White Mage | A+ | 6 | 114 | 276 |
| Paladin | C | 5 | 105 | 225 |
| Red Mage | C− | 5 | 105 | 220 |
*Scholar's Healing Magic skill increases to B+ rating under Light Arts.
Equipment that Enhances this Skill
By Amount Added
| Name | Skill Increase |
|---|---|
| Cleric's Pantaloons | +15 |
| Cleric's Pantaloons +1 | +15 |
| Healer's Mitts | +15 |
| Healer's Mitts +1 | +15 |
| Scholar's Pants | +15 |
| Scholar's Pants +1 | +15 |
| Duelist's Tabard +1 | +12 |
| Duelist's Tabard | +10 |
| Narval | +10 |
| Prelatic Pole | +10 |
| Valor Coronet | +10 |
| Valor Coronet +1 | +10 |
| Warlock's Tights | +10 |
| Warlock's Tights +1 | +10 |
| Argute Loafers +1 | +9 |
| Argute Loafers | +7 |
| Healing Mace | +7 |
| Healing Torque | +7 |
| Patrician's Cuffs | +6 |
| Rune Rod | +6 |
| Altruistic Cape | +5 |
| Druid's Slops | +5 |
| Marduk's Shalwar | +5 |
| Nashira Manteel | +5 |
| Healing Earring | +3 |
| Phi Necklace | +3 |
By Equipment Slot
| Magic of Vana'diel: Healing Magic | |
|---|---|
| HP Recovery |
|
| Revival | |
| Status Recovery | |
| Magic of Vana'diel | |
|---|---|
| Magic Skills | |
