Cure: Difference between revisions
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Restores target's HP. | Restores target's HP. also see [[Curaga]] | ||
== Cure == | == Cure == | ||
Type: [[Healing]] | {| width="100%" cellpadding="5 | ||
MP: 8/24/46/88 | |Type: [[Healing]] | ||
Cast: 2/2.25/2.5/2.5 seconds | |MP: 8/24/46/88 | ||
Recast: 8/5.5/5/8 Seconds | |Cast: 2/2.25/2.5/2.5 seconds | ||
Element: [[Light]] | |Recast: 8/5.5/5/8 Seconds | ||
Target: [[Single]] | |Element: [[Light]] | ||
|Target: [[Single]] | |||
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* (MND * 3) + VIT + (Healing Magic Skill * 0.6) = Power | * (MND * 3) + VIT + (Healing Magic Skill * 0.6) = Power | ||
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== Cure II == | == Cure II == | ||
Learnable by [[White Mage|WHM]] 11, [[Red Mage|RDM]] 14, [[Paladin|PLD]] 17 | 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 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 == | == Cure III == | ||
Learnable by [[White Mage|WHM]] 21, [[Red Mage|RDM]] 26, [[Paladin|PLD]] 30 | 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 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 == | == Cure IV == |
Revision as of 14:39, 8 February 2023
Restores target's HP. also see Curaga
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.