Cure II

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Revision as of 09:45, 29 December 2022 by Teloc1 (Fandom) (talk | contribs) (Created page with "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.((This does not seem to match the formula as seen below. )) Learnable by WHM 11, RDM 14, PLD 17 On HorizonXI, healing spells reach certain potency caps (such as 75 HP restored for Cure II) and will only surpass those caps once a player's comb...")
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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.((This does not seem to match the formula as seen below. ))

Learnable by WHM 11, RDM 14, PLD 17

On HorizonXI, healing spells reach certain potency caps (such as 75 HP restored for Cure II) 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 II will only heal for a maximum of 75 HP until a player reaches a power of 170.