Curaga
Restores target's HP. also see Cure
Curaga
Type: Healing | MP: 60/120/180/260 | Cast: 4.5/4.75/5/5.25 seconds | Recast: 10/10.25/10.5/10.75 Seconds | Element: Light | Target: Single |
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
Curaga
Learnable by WHM 16 As per the above link, Curaga will only heal for a maximum of 75 HP until a player reaches a power of 170. Then max will be 90.
Curag II
Learnable by WHM 31 Curaga II 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.
Curaga III
Learnable by WHM 51 Curaga III 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.
Cure IV
White Mage 71 Curaga IV will only heal for a maximum 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.