Cure Potency: Difference between revisions

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(Created page with "{{construction|}} =Note= *'''''Editors please review and remove OOE content and update tables for to horizonxi tables''''' *'''''The basics should be correct, however the items have not been reviewed at all outside removing anything above 75.''''' *'''''This needs major reviewing for HorizonXI Do not take anything on this page at this time as fact on the HorizonXI server, Items and calculations are very likely wrong. Consider this a base placeholder.''''' Category:Te...")
 
(→‎Equipment that Enhances Cure Potency: blocking out OOE items, need to update this page a lot to current tables ect.)
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Revision as of 10:36, 16 October 2024


Construction.gif NOTICE: This article is currently undergoing construction by a single editor or group of editors.

Note

  • Editors please review and remove OOE content and update tables for to horizonxi tables
  • The basics should be correct, however the items have not been reviewed at all outside removing anything above 75.
  • This needs major reviewing for HorizonXI Do not take anything on this page at this time as fact on the HorizonXI server, Items and calculations are very likely wrong. Consider this a base placeholder.

An Explanation

Cure Potency refers to the effectiveness of healing spells, such as Cure and Curaga, and even spells like Healing Breeze wielded by a Blue Mage despite not bearing "Cure" in their names. Anything that increases Cure Potency directly affects the amount of HP healed by these spells. It should be noted that Cure Potency does not increase the healing effects of Job Abilities, such as Chakra or Curing Waltz.

An example: A White Mage casts Cure II which normally heals their target for 90 HP. If they equip something that gives them Cure Potency +10%, their Cure II will heal their target for 99 HP.

Cure Potency ignores the "soft caps" of healing spells. Equipment that enhances Cure Potency is usually much more effective for healing purposes, as opposed to equipment that enhances Healing Skill or Mind which are greatly limited by soft caps.

Cure Potency only applies when Cure is used to heal a target. It has no effect on the damage done by Cure when used to attack Undead enemies.

Equipment bonus to cure potency caps at +50%.

You can achieve even higher cure potency on lightsday and/or during light weather - particularly zones like Nyzul Isle and Temenos as these have permanent light weather - by using a Korin Obi.

Equipment that Enhances Cure Potency

Level Type Name Potency %
40 Club Dia Wand Cure Potency +01%
50 Ring Medicine Ring Latent Effect: Cure Potency +10%
51 Staff Apollo's Staff Cure Potency +10%
51 Staff Light Staff Cure Potency +10%
52 Leg Puppetry Churidars Automaton: Cure Potency +05%
54 Ear Hospitaler Earring Cure Potency +05%
55 Staff Dryad Staff Cure Potency +10%
55 Staff Healing Staff Cure Potency +10%
61 Throwing Healing Feather Enchantment: Cure Potency +15%
62 Club Asklepios Cure Potency +05%
68 Body Aristocrat's Coat Cure Potency +12%
68 Body Noble's Tunic Cure Potency +10%
70 Head Volunteer's Khud Besieged: Cure Potency +05%
71 Club Templar Mace Cure Potency +10%

Job Abilities that Enhance Cure Potency

Level Job Ability Potency %
15 White Mage Divine Seal Doubles Cure Potency for a single cast

(+100% plus any amount of Cure Potency equipment already being used)

55 Scholar Rapture Increases next White Magic spell potency (including Cure) by +50%.

Equipment that can be Augmented with Cure Potency

Level Type Name Potency % Job
75 Head Champion's Galea Cure Potency +3% WAR/PLD/DRK/SAM/DRG
75 Head Anwig Salade Cure Potency +3% MNK/THF/BST/RNG/NIN/BLU/COR/PUP/DNC
75 Head Selenian Cap Cure Potency +3% WHM/BLM/RDM/BRD/SMN/SCH
75 Legs Blitzer Poleyn Cure Potency +5% WAR/PLD/DRK/SAM/DRG
75 Legs Desultor Tassets Cure Potency +5% MNK/THF/BST/RNG/NIN/BLU/COR/PUP/DNC
75 Legs Tatsumaki Sitagoromo Cure Potency +5% WHM/BLM/RDM/BRD/SMN/SCH
75 Club Dweomer Maul Cure Potency +2-6% WHM
75 Staff Teiwaz Cure Potency +15% WHM/BLM/RDM/BRD/SMN/SCH