Cure: Difference between revisions

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(HorizonXI's Cure Potency/Caps)
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The "power" formula is believed to be as follows:
The "power" formula is believed to be as follows:


(MND * 3) + VIT + (Healing Magic Skill 0.6) = Power
(MND * 3) + VIT + (Healing Magic Skill * 0.6) = Power


As per the above link, Cure will only heal for a maximum of 20 HP until a player reaches a power of 100.
As per the above link, Cure will only heal for a maximum of 20 HP until a player reaches a power of 100.

Revision as of 23:44, 24 December 2022

Restores target's HP.

  • Modified by Casters Healing skill > casters MND > Casters VIT,
    • One Healing Magic Skill is equivalent to two MND or four VIT. 1:2:4 ratio if unmodified from retail.

Learnable by WHM 1, RDM 3, PLD 5, SCH 5

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

As per the above link, Cure will only heal for a maximum of 20 HP until a player reaches a power of 100.

If a player has 22 MND, 19 VIT, and 36 healing skill, their total power would be 106.6 and would thus break the 100 power threshold needed for Cure's potency to jump from 20 to 30.




Type: Healing

MP: 8

Cast: 2 seconds

Recast: 8 Seconds

Element: Light

Target: Single