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Cure Formula
The amount of HP recovered by Cure and Blue Magic healing spells are calculated based on the caster's MND, VIT and Healing Magic skill before being modified by potency percentage, elemental day and weather bonuses. Single Target Cure Spells recently had their formula re-vamped, though AoE versions and Blue Magic versions were left unchanged. For simplicity, the purpose of the terms will be explained and then the specific formulas will be given in each section:
- Power is the component of the spell related to your stats
- Base is the base component of the cure spell without equipment or weather
- Final = floor(floor(floor((Base + JP + Raetic) × Cure Potency Equip) × Cure Received Equip) × Daywx)
- This is the actual amount of HP healed when the spell is cast, and it is the same for both categories of healing spells.
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
- JP is the somewhat poorly named Cure Potency from Job Points and Gifts (such as Afflatus Solace Effect for WHM)
- From a Mastered WHM using Afflatus Solace, this number is 63.
- From a Mastered WHM not using Afflatus Solace, this number is 23.
- Raetic is the "Cure" +50 stat on the Raetic Rod +1
- Equip is the Cure Potency bonus received from equipment
- Cure potency (casted) bonuses cap at 50% total.
- Cure potency II (casted) bonuses are additive with regular Cure potency and cap at 30% total.
- Cure potency received bonuses cap at 30% total.
- The casted and received bonuses are multiplied with each other to yield the final equipment multiplier (2.34x maximum)
- Cure potency (casted) bonuses cap at 50% total.
- Daywx is the weather and elemental day bonus/penalty
- Note that day/weather bonuses are additive
- Day = 0.1; Single Weather = 0.1; Double Weather = 0.25; This terms is capped at 0.35 and cannot be enhanced beyond that with equipment.
- floor() rounds down the enclosed value
Single Target Cure Spells
Each cure spell has "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 "Power" (MND, VIT, 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.
- Power = floor(MND÷2) + floor(VIT÷4) + Healing Magic Skill
- Base = floor( (Power - Power Floor) ÷ Rate ) + HP Floor
Spell | Power Floor | Rate | HP Floor |
---|---|---|---|
Cure | 0 | 4 | 10 |
20 | 1.33 | 15 | |
40 | 8.5 | 30 | |
125 | 15 | 40 | |
200 | 20 | 45 | |
600 | Hard Cap: | 65 | |
Cure II | 40 | 1 | 60 |
70 | 5.5 | 90 | |
125 | 7.5 | 100 | |
200 | 10 | 110 | |
400 | 20 | 130 | |
700 | Hard Cap: | 145 | |
Cure III | 70 | 2.2 | 130 |
125 | 1.15 | 155 | |
200 | 2.5 | 220 | |
300 | 5 | 260 | |
700 | Hard Cap: | 340 | |
Cure IV | 70 | 1 | 270 |
200 | 2 | 400 | |
300 | 1.43 | 450 | |
400 | 2.5 | 520 | |
700 | Hard Cap: | 640 | |
Cure V | 80 | 0.7 | 450 |
150 | 1.25 | 550 | |
190 | 1.84 | 582 | |
260 | 2 | 620 | |
300 | 2.5 | 640 | |
500 | 3.33 | 720 | |
700 | Hard Cap: | 780 | |
Cure VI | 90 | 1.5 | 600 |
210 | 0.9 | 680 | |
300 | 1.43 | 780 | |
400 | 2.5 | 850 | |
500 | 1.67 | 890 | |
700 | Hard Cap: | 1010 |
General Notes
- Divine Seal doubles the final result.
- Rapture increases the final result by 50% (55% with Savant's Bonnet +1, 60% with Savant's Bonnet +2).
- One Healing Magic Skill is equivalent to two MND or four VIT.
- As a consequence of flooring, additional VIT only contributes to cures on values divisible by 4 (e.g. adding 1 VIT to 83 is just as effective as adding 4 VIT) and MND on values divisible by 2.
Multiple Target Cure Spells and Blue Magic
Each of these spells also has two different "soft caps" at which the value of Rate and Const change. This has the effect of dramatically clamping down on the effect 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 |
---|---|---|---|---|
Curaga | 1 | 20 | 60 | |
75 | 2 | 47.5 | ||
90 | 35.66 | 87.62 | ||
Curaga II | 1 | 70 | 130 | |
160 | 2 | 115 | ||
190 | 15.66 | 180.43 | ||
Curaga III | 0.6666 | 165 | 270 | |
330 | 2 | 275 | ||
390 | 6.5 | 354.66 | ||
Curaga IV | 0.6666 | 330 | 450 | |
570 | 1 | 410 | ||
690 | 2.833 | 591.2 | ||
Curaga V | 1 | 570 | <835 | |
780 | 1.278 | 655 |
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 | |
320 | 1 | 210 | ||
560 | 2.833 | 391.2 | ||
Exuviation | 1 | 40 | 60 | |
70 | 2 | 55 | ||
80 | 57 | 79.125 | ||
Plenilune Embrace | 0.6666 | 230 | 350 | |
320 | 1 | 310 | ||
560 | 2.833 | 491.2 |
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.
- One MND is equivalent to three VIT or five Healing Magic Skill for these spells.
- 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).