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Cure Formula
The amount of HP recovered by a Cure spell is calculated based on the caster's MND, VIT and Healing Magic skill before being modified by potency percentage, elemental day and weather bonuses. For simplicity, the formula can be broken down like so:
The Cure Formula was changed and this page has not been completely updated yet.
- Power = floor(MND÷2) + floor(VIT÷4) + Skill
- This is the component of the spell related to your stats
- Base = floor(Power÷Rate) + Const
- This is the base component of the cure spell without equipment or weather
- Final = floor(floor(Base × Equip) × Daywx)
- This is the actual amount of HP healed when the spell is cast
Where:
- MND is your total Mind including gear
- VIT is your total Vitality including gear
- Skill is your Healing Magic skill including gear
- Rate is a modifier specific to each Cure spell
- Const is a general constant applied to each Cure
- Equip is the cure potency bonus received from equipment
- Cure potency (casted) bonuses are additive and cap at 50% total.
- Cure potency received bonuses are additive and cap at 30% total.
- The casted and received bonuses are multiplied with each other to yield the final equipment multiplier (1.95 maximum)
- Daywx is the weather and elemental day bonus/penalty
- Note that day/weather bonuses are additive
- floor() rounds down the enclosed value
Caps, Rates and Constants
Each cure spell has two different "soft caps" at which the value of Rate and Const change. This has the effect of dramatically clamping down on the affect that adding additional MND or Healing Magic skill has on the spell. Note that on some cure spells, notably Cure V, this clamping is less pronounced. Additionally, every cure spell has a minimum cap that it will not go below regardless of the caster's stats.
Spell | Soft Cap | Rate | Const | Min Cap |
---|---|---|---|---|
Cure | 1 | -10 | 10 | |
20 | 2 | 5 | ||
30 | 57 | 29.125 | ||
Cure II | 1 | 20 | 60 | |
75 | 2 | 47.5 | ||
90 | 35.66 | 87.62 | ||
Cure III | 1 | 70 | 130 | |
160 | 2 | 115 | ||
190 | 15.66 | 180.43 | ||
Cure IV | 0.6666 | 165 | 270 | |
330 | 2 | 275 | ||
390 | 6.5 | 354.66 | ||
Cure V | 0.6666 | 330 | 450 | |
570 | 1 | 410 | ||
690 | 2.833 | 591.2 | ||
Cure VI | 1 | 570 | ||
960 or 965 | 2.667 to 2.766 | |||
Spell | Soft Cap | Rate | Const | Min Cap |
---|---|---|---|---|
Pollen | 1 | -6 | 14 | |
24 | 2 | 9 | ||
34 | 57 | 33.125 | ||
Healing Breeze | 0.6666 | -45 | 60 | |
120 | 2 | 65 | ||
180 | 6.5 | 144.66 | ||
Wild Carrot | 1 | 60 | 120 | |
150 | 2 | 105 | ||
180 | 15.66 | 170.43 | ||
Magic Fruit | 0.6666 | 130 | 250 | |
370 | 1 | 210 | ||
490 | 2.833 | 391.2 | ||
Exuviation | 1 | 40 | 60 | |
70 | 2 | 55 | ||
80 | 57 | 79.125 | ||
Plenilune Embrace | 0.6666 | 230 | 350 | |
470 | 1 | 310 | ||
590 | 2.833 | 491.2 |
- Note: the Curaga line of spells are not included in the above table because they are simply AoE versions of the listed cure spells (e.g. Curaga II has the exact same values as Cure III).
General Notes
- Based on the tables, Blue Magic healing spells turn out to be the most MP efficient spells in FFXI.
- Divine Seal doubles the final result.
- There are two soft caps for Cure V just like every other healing spell; they just aren't as strong.
- One MND is equivalent to three VIT or five Healing Magic Skill.
- As a consequence, additional Healing Magic skill only contributes to cures on values divisible by 5 (e.g. adding 1 skill to 199 is just as effective as adding 5 skill).