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Category:Cure Spell: Difference between revisions
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"Cure" spells are single target spells which will heal the target by a certain amount. A cure spell can be cast on any target whether in the user's party or not. [[Afflatus Solace]] will uniquely modify "Cure" spells (not Curaga or Cura spells) to give a short duration [[Stoneskin]] effect (see Enhancing Cure below). |
"Cure" spells are single target spells which will heal the target by a certain amount. A cure spell can be cast on any target whether in the user's party or not. [[Afflatus Solace]] will uniquely modify "Cure" spells (not Curaga or Cura spells) to give a short duration [[Stoneskin]] effect (see Enhancing Cure below). |
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Although they are less MP efficient than the lower tiers, [[Cure V]] and [[Cure VI]] |
Although they are less MP efficient than the lower tiers, [[Cure V]] and [[Cure VI]] generate vastly lower enmity for the amount healed compared to [[Cure IV]] and below as their enmity generation is a flat low amount independent of the HP healed. |
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Cure spells can also be used offensively to deal damage with reduced effectiveness against any monsters of the [[:Category:Undead|Undead]] type. When used in this way, they defy normal potency equations, are unaffected by normal "Cure Potency" equipment, and are affected by [[Magic Attack Bonus]]. They act as if they were nukes with a typical M and D, as shown on their pages. |
Cure spells can also be used offensively to deal damage with reduced effectiveness against any monsters of the [[:Category:Undead|Undead]] type. When used in this way, they defy normal potency equations, are unaffected by normal "Cure Potency" equipment, and are affected by [[Magic Attack Bonus]]. They act as if they were nukes with a typical M and D, as shown on their pages. |
Revision as of 00:24, 29 May 2013
Cure spells are the fundamental subset of Healing Magic spells. All cure spells are natively learned by White Mage and lower tier single target cure spells (Cure through Cure IV) are learned by Red Mage, Scholar, and Paladin.
The base recovery of cure spells depends on the caster's stats (MND, VIT, and Healing Magic skill) and is determined by the Cure Formula. Cure potency gear (see below) will further increase the HP recovery by the percentage listed on the gear, and cure spells can also be affected positively and negatively by light and dark weather and day bonuses, respectively. There are three types of cure spells: Cure, Curaga, and Cura.
The enmity associated with cure spells is determined by a formula directly proportional to the amount healed (- C -). Cure V and Cure VI are the only exceptions, with a flat enmity generation independent of the healed HP. The enmity associated with casting cure spells is partially reduced for some jobs by the job trait Tranquil Heart.
"Cure" Spells
"Cure" spells are single target spells which will heal the target by a certain amount. A cure spell can be cast on any target whether in the user's party or not. Afflatus Solace will uniquely modify "Cure" spells (not Curaga or Cura spells) to give a short duration Stoneskin effect (see Enhancing Cure below).
Although they are less MP efficient than the lower tiers, Cure V and Cure VI generate vastly lower enmity for the amount healed compared to Cure IV and below as their enmity generation is a flat low amount independent of the HP healed.
Cure spells can also be used offensively to deal damage with reduced effectiveness against any monsters of the Undead type. When used in this way, they defy normal potency equations, are unaffected by normal "Cure Potency" equipment, and are affected by Magic Attack Bonus. They act as if they were nukes with a typical M and D, as shown on their pages.
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"Curaga" Spells
"Curaga" spells are AoE cure spells which will heal all party members in the area of effect by the same amount. Curaga spells can be cast only on party members. The potency of Curaga spells is comparable to that of Cure spells of the next tier (e.g. the potency of Curaga II is similar to Cure III cast on each member of the party) and is MP cost-effective when curing three or more party members.
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"Cura" Spells
"Cura" spells are AoE cure spells which will heal all party members in the area of effect, but can only be self-cast (not on other party members). The potency of "Cura" spells is further enhanced depending on the amount of the most recent damage taken with Afflatus Misery active. With sufficient damage taken on Afflatus Misery, Cura spells are the most MP efficient cure spells by far.
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Enhancing Cure
Once the base cure spell power has been determined from the caster's stats, cure spells can be enhanced in several ways:
- Potency
- Increasing casting potency: Any equipment that has "cure potency" as a stat will directly increase the power of all cure spells cast by the percentage listed. This effect caps at 50%.
- Increasing received potency: Any equipment that has "increases potency of cure effect received" or the effect of Healer's Roll will directly increase the power of cure spells received by the percentage listed. This effect caps at 30%.
- The casted and received potency caps are separate and multiply with each other for a maximum possible potency multiplier of 1.95 (1.5 x 1.3).
- Casting time
- Cure casting time can be reduced by any equipment that has "cure spellcasting time -X%" (see Healing Magic) as a stat. This effect stacks with other associated forms of casting time reduction, including Light Arts, Fast Cast, and "Healing Magic casting time -X%."
- For White Mages, cure spellcasting time can additionally be reduced by up to 20% in 4% increments with upgrades in the tier 1 merit.
- MP return
- Two unique pieces of gear exist for white mage only that can vastly reduce the net MP cost of cure spells by returning MP proportional to the actual HP healed (curing at full HP will not return any MP):
- Orison Pantaloons +1 return 2% of the HP healed by cure spells as MP.
- Orison Pantaloons +2 return 5% of the HP healed by cure spells as MP.
- In some cases (e.g. for Curaga spells which cure the majority of the party for the full amount), this can reduce the effective MP cost to zero.
- Although the net MP cost will be reduced, the player must have enough MP remaining to cover the full MP cost to cast the spell.
- Two unique pieces of gear exist for white mage only that can vastly reduce the net MP cost of cure spells by returning MP proportional to the actual HP healed (curing at full HP will not return any MP):
- Afflatus Effects
- Single target "Cure" spells can be enhanced with a Stoneskin effect by Afflatus Solace.
- Afflatus Solace adds a short duration Stoneskin effect to the target equal to 25% of the curing potential (even if the cure hits a target with full HP, the Stoneskin power will be 25% of what the cure would have healed for).
- This bonus is enhanced to 30% and 35% respectively by Orison Bliaud +1 and Orison Bliaud +2.
- "Cura" spell potency can be enhanced by Afflatus Misery.
- Cura, Cura II, and Cura III, can be boosted to approximately the potencies of Curaga II, III, and IV, respectively, after sufficient damage is taken.
- Single target "Cure" spells can be enhanced with a Stoneskin effect by Afflatus Solace.
Cure Potency
Received Cure Potency
Item | Level | Slot | Jobs | Received Cure Potency |
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Adamas | 99 | Shield | PLD | 15% |
Corybant Pearl | 96 | Earrings | All jobs | Legion: 10% |
Sanus Ensis | 99 | Weapons | WAR RDM PLD DRK BLU COR RUN | 10% |
Oneiros Earring | 88 | Earrings | WAR THF PLD DRK BRD RNG SAM NIN DRG COR PUP | 5% |
Phalaina Locket | 99 | Neck | All jobs | 4% |
Asklepian Ring | 96 | Rings | All jobs | 3% |
Shedir Manteel | 99 | Body | WHM BLM RDM BRD SMN BLU SCH GEO | 3% |