Category:Healing Magic: Difference between revisions
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[[Category:Magic]] | [[Category:Magic]] | ||
__NOTOC__ | |||
'''WARNING! This page may list some weapons and/or armour which have not yet been implemented. If you wish to add pages in, please do not add any items beyond Horizon's current era cut-off date.''' | '''WARNING! This page may list some weapons and/or armour which have not yet been implemented. If you wish to add pages in, please do not add any items beyond Horizon's current era cut-off date.''' | ||
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*These spells help players regain [[Hit Points]], remove negative [[Status Effect]]s, deal damage to undead, or recover from [[K.O.]]. | *These spells help players regain [[Hit Points]], remove negative [[Status Effect]]s, deal damage to undead, or recover from [[K.O.]]. | ||
*Healing Magic skill also helps defend against spell interruptions for any spell within its category. | *Healing Magic skill also helps defend against spell interruptions for any spell within its category. | ||
* | *All healing magic spells are [[Light]] based. | ||
== Cure == | |||
On HorizonXI, 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 "power". Viewing the below script, you can see what "power" requirements healing spells need to improve potency. | |||
https://github.com/AirSkyBoat/AirSkyBoat/blob/staging/scripts/globals/spells/healing_spell.lua | |||
The "power" formula is believed to be as follows: | |||
(MND * 3) + VIT + (Healing Magic Skill * 0.6) = Power | |||
{| class="ffxi-table wide-table" | |||
! Cure Level | |||
! MP Cost | |||
! Casting Time | |||
! Recast Time | |||
|- | |||
| [[Cure|Cure I]] | |||
| 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 === | |||
Cure will only heal for a minimum of '''20''' HP until a player reaches a power of ''100''. of which it will heal for '''30''' before cure modifications. | |||
=== Cure II === | |||
Learnable by [[White Mage|WHM]] 11, [[Red Mage|RDM]] 14, [[Paladin|PLD]] 17. | |||
Cure II will only heal for a minimum of '''75''' HP until a player reaches a power of ''170''. of which it will heal for '''90''' before cure modifications. | |||
=== Cure III === | |||
Learnable by [[White Mage|WHM]] 21, [[Red Mage|RDM]] 26, [[Paladin|PLD]] 30. | |||
Cure III will only heal for a minimum of '''160 '''HP until a player reaches a power of ''300''. of which it will heal for '''190''' before cure modifications. | |||
=== Cure IV === | |||
Learnable by [[White Mage]] 41,[[Red Mage]] Lv. 48, [[Paladin]] Lv. 55<!--, [[Scholar]] Lv. 55, Magic Skill 147 [[Automaton]]--> | |||
Cure IV will only heal for a minimum of '''330''' HP until a player reaches a power of ''460'', of which it will heal for '''390''' before cure modifications. | |||
=== Cure V === | |||
Learnable by [[White Mage]] 61 | |||
Cure V will only heal for a minimum of '''570 '''HP until a player reaches a power of ''560'', of which it will heal for '''690''' before cure modifications. | |||
=== Example of the math === | |||
*cure IV | |||
{ { power = 220, maxCap = 330, rate = 0.6666, constant = 165, minCap = 270 }, { <b>power = 460</b>, maxCap = 390, rate = 2, constant = 275, minCap = 270 }, { power = 999, maxCap = 390, rate = 6.5, constant = 354.6666, minCap = 270 } } | |||
after this, then bonuses such as day, weather, staff, potency are figured in. | |||
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|align="center"|105 | |align="center"|105 | ||
|align="center"|220 | |align="center"|220 | ||
|- | |-<!-- | ||
|[[Scholar]]* '''OOE''' | |[[Scholar]]* '''OOE''' | ||
|align="center"|{{sort|09|D(B+)*}} | |align="center"|{{sort|09|D(B+)*}} | ||
|align="center"|4(5)* | |align="center"|4(5)* | ||
|align="center"|101(109)* | |align="center"|101(109)* | ||
|align="center"|210(256)* | |align="center"|210(256)*--> | ||
|} | |} | ||
*''Scholar's Healing Magic skill increases to B+ rating under [[Light Arts]].'' | <!--*''Scholar's Healing Magic skill increases to B+ rating under [[Light Arts]].''--> | ||
See: [[:category:Combat Skills|Combat Skills]] for more Skill information. | See: [[:category:Combat Skills|Combat Skills]] for more Skill information. | ||
==Equipment that Enhances this Skill== | ==Equipment that Enhances this Skill== | ||
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|} | |} | ||
|} | |} | ||
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{{HealingNavbox}} | {{HealingNavbox}} | ||
[[Category:Magic]] | |||
[[Category:Healing Magic]] | |||
[[Category:White Magic]] |
Latest revision as of 21:42, 5 October 2024
WARNING! This page may list some weapons and/or armour which have not yet been implemented. If you wish to add pages in, please do not add any items beyond Horizon's current era cut-off date.
- 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 HorizonXI, 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 "power". Viewing the below script, you can see what "power" requirements healing spells need to improve potency.
https://github.com/AirSkyBoat/AirSkyBoat/blob/staging/scripts/globals/spells/healing_spell.lua
The "power" formula is believed to be as follows: (MND * 3) + VIT + (Healing Magic Skill * 0.6) = Power
Cure Level | MP Cost | Casting Time | Recast Time |
---|---|---|---|
Cure I | 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
Cure will only heal for a minimum of 20 HP until a player reaches a power of 100. of which it will heal for 30 before cure modifications.
Cure II
Learnable by WHM 11, RDM 14, PLD 17.
Cure II will only heal for a minimum of 75 HP until a player reaches a power of 170. of which it will heal for 90 before cure modifications.
Cure III
Learnable by WHM 21, RDM 26, PLD 30.
Cure III will only heal for a minimum of 160 HP until a player reaches a power of 300. of which it will heal for 190 before cure modifications.
Cure IV
Learnable by White Mage 41,Red Mage Lv. 48, Paladin Lv. 55
Cure IV will only heal for a minimum of 330 HP until a player reaches a power of 460, of which it will heal for 390 before cure modifications.
Cure V
Learnable by White Mage 61
Cure V will only heal for a minimum of 570 HP until a player reaches a power of 560, of which it will heal for 690 before cure modifications.
Example of the 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 } } after this, then bonuses such as day, weather, staff, potency are figured in.
Job | Skill Ranking | 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 |
See: Combat Skills for more Skill information.
Equipment that Enhances this Skill
By Amount Added
By Equipment Slot
Magic of Vana'diel: Healing Magic | |
---|---|
HP Recovery | |
Revival | |
Status Recovery |
Magic of Vana'diel | |
---|---|
Magic Skills |