Category:Healing Magic: Difference between revisions
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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 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 === | ||
[[White Mage]] 61 | [[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. | 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. |
Revision as of 19:46, 13 February 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 | 46m MP | 2.5 seconds | 5 seconds |
Cure IV | 88m 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
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
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 |