Cure: Difference between revisions

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Restores target's HP.  
Restores target's HP.  


* Modified by Casters Healing skill > casters MND > Casters VIT,
== Cure ==
** One Healing Magic Skill is equivalent to two MND or four VIT. 1:2:4 ratio if unmodified from retail.  
Type: [[Healing]]
MP: 8/24/46/88
Cast: 2/2.25/2.5/2.5 seconds
Recast: 8/5.5/5/8 Seconds
Element: [[Light]]
Target: [[Single]]
 
* (MND * 3) + VIT + (Healing Magic Skill * 0.6) = Power
**  1 MND is worth 3 vit and worth 1.8 skill, making mind the most valuable


Learnable by [[White Mage|WHM]] 1, [[Red Mage|RDM]] 3, [[Paladin|PLD]] 5, [[Sch|SCH]] 5
Learnable by [[White Mage|WHM]] 1, [[Red Mage|RDM]] 3, [[Paladin|PLD]] 5, [[Sch|SCH]] 5
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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.


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.
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.


== Cure II ==
Learnable by [[White Mage|WHM]] 11, [[Red Mage|RDM]] 14, [[Paladin|PLD]] 17
Cure II will only heal for a maximum 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 maximum of 160 HP until a player reaches a power of 300. of which it will heal for 190 before cure modifications.


== Cure IV ==
[[White Mage]] 41,[[Red Mage]] Lv. 48, [[Paladin]] Lv. 55, [[Scholar]] 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, of which it will heal for 390 before cure modifications.


 
== Example of the math ==
 
*cure IV
Type: [[Healing]]
{ { 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.
MP: 8
 
Cast: 2 seconds
 
Recast: 8 Seconds
 
Element: [[Light]]
 
Target: [[Single]]

Revision as of 14:33, 8 February 2023

Restores target's HP.

Cure

Type: Healing MP: 8/24/46/88 Cast: 2/2.25/2.5/2.5 seconds Recast: 8/5.5/5/8 Seconds Element: Light Target: Single

  • (MND * 3) + VIT + (Healing Magic Skill * 0.6) = Power
    • 1 MND is worth 3 vit and worth 1.8 skill, making mind the most valuable

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.

Cure II

Learnable by WHM 11, RDM 14, PLD 17 Cure II will only heal for a maximum 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 maximum of 160 HP until a player reaches a power of 300. of which it will heal for 190 before cure modifications.

Cure IV

White Mage 41,Red Mage Lv. 48, Paladin Lv. 55, Scholar 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, of which it will heal for 390 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.