Cure: Difference between revisions
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(HorizonXI's Cure Potency/Caps) Tag: visualeditor |
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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 | ||
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. | |||
Revision as of 18:29, 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