The Art of Healing: Maximizing Your Single-Target Cures
FFXI forums are full of threads from DDs looking to maximize their damage. Mages like e-peen numbers, too! For a white mage, this is usually in the form of single-target cures.
For a thorough explanation of the single-target cure formula, consult BG Wiki. In general: the formula relies on Cure Potency, Healing Magic Skill, Mind, and Day of Week/Weather. We'll look at each in turn to see how they effect our cure numbers.
The formulas look like this:
Power = floor(MND÷2) + floor(VIT÷4) + Healing Magic Skill
Base = floor( (Power - Power Floor) ÷ Rate ) + HP Floor
Final = floor(floor(floor(Base × Cure Potency Equip) × Cure Received Equip) × Daywx)
Base Cure Amount
A level 99 hume WHM/SCH has the following base stats:
Healing Skill 424
MND 91
VIT 83
Let's calculate their Cure IV:
Power = floor(MND÷2) + floor(VIT÷4) + Healing Magic Skill
Power = floor(91÷2) + floor(83÷4) + 424
Power = 45 + 20 + 424
Power = 489
Base = floor( (Power - Power Floor) ÷ Rate ) + HP Floor
Base = floor((489 - 400) ÷ 2.5) + 520
Base = floor(89 ÷ 2.5) + 520
Base = 35 + 520
Base = 555
So, with no cure potency equipment, cure received equipment, or day of week/weather buffs, a naked 99 Hume WHM/SCH will do a Cure IV for 555.
Cure Potency
Now, let's add one piece of equipment: the Arka IV staff, which has cure potency 24%.
Final = floor(floor(floor(Base × Cure Potency Equip) × Cure Received Equip) × Daywx)
Ignoring Cure Received Equip & Day of week/weather:
Final = floor(Base × Cure Potency Equip)
Final = floor(555 x 124%)
Final = 688
From this, we can see that cure potency plays a significant part in upping your cure numbers. Currently, the max cure potency is 50%. You should gear yourself so that you are as close to 50% cure potency as possible.
Recall that under Afflatus Solace, single-target cures provide a Stoneskin effect. The Orison Bliaud +2 enhances this effect; therefore, your 50% cure potency should come from non-body pieces, so that you can continue to use your Bliaud.
Healing Magic Skill
Our next modifier is Healing Magic Skill. To see its effect, let's add in max Healing Magic Skill merits. Eight (8) merits provide 16 skill:
Base Healing Magic: 424
Merits: 16
Total Healing Magic Skill: 440
Calculating Cure IV again:
Power = floor(MND÷2) + floor(VIT÷4) + Healing Magic Skill
Power = floor(91÷2) + floor(83÷4) + 440
Power = 45 + 20 + 440
Power = 505
Base = floor( (Power - Power Floor) ÷ Rate ) + HP Floor
Base = floor((505 - 400) ÷ 2.5) + 520
Base = floor(105 ÷ 2.5) + 520
Base = 42 + 520
Base = 562
So, adding healing magic skill merits increased our Cure IV from 555 to 562, without accounting for gear.
Adding in the Arka IV:
Final = floor(Base × Cure Potency Equip)
Final = floor(562 x 124%)
Final = 696
Mind
Next, we'll look at MND. For the purposes of this exercise we'll use MND merits. Max MND merits add 12 MND. To compare how big an effect MND has on the formula vs. Cure Potency and Healing Magic Skill, we'll start by using our base stats.
Base MND 91
Merits: 12
Total MND: 103
Base Healing Skill 424
VIT 83
Power = floor(MND÷2) + floor(VIT÷4) + Healing Magic Skill
Power = floor (103 ÷2) + floor(83÷4) + 424
Power = 51 + 20 + 424
Power = 495
Base = floor( (Power - Power Floor) ÷ Rate ) + HP Floor
Base = floor((495 - 400) ÷ 2.5) + 520
Base = floor(95 ÷ 2.5) + 520
Base = 38 + 520
Base = 558
Adding 12 MND changed our base cure IV from 555 to 558 - a mere 3 HP. Therefore, while MND does help your cure amounts, it is not as significant as Cure Potency and Healing Magic Skill.
Day of Week/Weather Bonus
The final modifier to look at is the Day of the Week/Weather bonus. This modifier is much less significant for WHM than it is for SCH, as WHM cannot cast Aurorastorm on itself. However, the bonus can provide a nice boost should you be in a situation to take advantage of it.
For our example, let's look at our 99 Hume (excluding merits) who's naked except for a Korin Obi.
Base Cure IV = 555
Final = floor(floor(floor(Base × Cure Potency Equip) × Cure Received Equip) × Daywx)
Removing Cure Potency & Cure Received:
Final = floor(Base x Daywx)
Day = 0.1
Single Weather = 0.1
Double Weather = 0.25
Caps at 0.35
So, on lightsday or with single light weather:
Final = floor(555 x 0.1) = 610
On Lightsday with single light weather:
Final = floor(555 x 0.2) = 666
With double weather:
Final = floor(555 x 0.25) = 693
On Lightsday with double weather:
Final = floor(555 x 0.35) = 749
As you can see, you can get a significant boost to your cures with the use of a Korin Obi on lightsday/in light weather, so it's worth making a set for it. Note that the Twilight Cape enhances the bonus you receive, so if you have one, you should include that in the set.
Summary
Based on the math, you should gear with the following priority:
Cure Potency > Healing Magic Skill > Day/Weather > MND
Still to come: the best gear set for single-target cures.
FFXI forums are full of threads from DDs looking to maximize their damage. Mages like e-peen numbers, too! For a white mage, this is usually in the form of single-target cures.
For a thorough explanation of the single-target cure formula, consult BG Wiki. In general: the formula relies on Cure Potency, Healing Magic Skill, Mind, and Day of Week/Weather. We'll look at each in turn to see how they effect our cure numbers.
The formulas look like this:
Power = floor(MND÷2) + floor(VIT÷4) + Healing Magic Skill
Base = floor( (Power - Power Floor) ÷ Rate ) + HP Floor
Final = floor(floor(floor(Base × Cure Potency Equip) × Cure Received Equip) × Daywx)
Base Cure Amount
A level 99 hume WHM/SCH has the following base stats:
Healing Skill 424
MND 91
VIT 83
Let's calculate their Cure IV:
Power = floor(MND÷2) + floor(VIT÷4) + Healing Magic Skill
Power = floor(91÷2) + floor(83÷4) + 424
Power = 45 + 20 + 424
Power = 489
Base = floor( (Power - Power Floor) ÷ Rate ) + HP Floor
Base = floor((489 - 400) ÷ 2.5) + 520
Base = floor(89 ÷ 2.5) + 520
Base = 35 + 520
Base = 555
So, with no cure potency equipment, cure received equipment, or day of week/weather buffs, a naked 99 Hume WHM/SCH will do a Cure IV for 555.
Cure Potency
Now, let's add one piece of equipment: the Arka IV staff, which has cure potency 24%.
Final = floor(floor(floor(Base × Cure Potency Equip) × Cure Received Equip) × Daywx)
Ignoring Cure Received Equip & Day of week/weather:
Final = floor(Base × Cure Potency Equip)
Final = floor(555 x 124%)
Final = 688
From this, we can see that cure potency plays a significant part in upping your cure numbers. Currently, the max cure potency is 50%. You should gear yourself so that you are as close to 50% cure potency as possible.
Recall that under Afflatus Solace, single-target cures provide a Stoneskin effect. The Orison Bliaud +2 enhances this effect; therefore, your 50% cure potency should come from non-body pieces, so that you can continue to use your Bliaud.
Healing Magic Skill
Our next modifier is Healing Magic Skill. To see its effect, let's add in max Healing Magic Skill merits. Eight (8) merits provide 16 skill:
Base Healing Magic: 424
Merits: 16
Total Healing Magic Skill: 440
Calculating Cure IV again:
Power = floor(MND÷2) + floor(VIT÷4) + Healing Magic Skill
Power = floor(91÷2) + floor(83÷4) + 440
Power = 45 + 20 + 440
Power = 505
Base = floor( (Power - Power Floor) ÷ Rate ) + HP Floor
Base = floor((505 - 400) ÷ 2.5) + 520
Base = floor(105 ÷ 2.5) + 520
Base = 42 + 520
Base = 562
So, adding healing magic skill merits increased our Cure IV from 555 to 562, without accounting for gear.
Adding in the Arka IV:
Final = floor(Base × Cure Potency Equip)
Final = floor(562 x 124%)
Final = 696
Mind
Next, we'll look at MND. For the purposes of this exercise we'll use MND merits. Max MND merits add 12 MND. To compare how big an effect MND has on the formula vs. Cure Potency and Healing Magic Skill, we'll start by using our base stats.
Base MND 91
Merits: 12
Total MND: 103
Base Healing Skill 424
VIT 83
Power = floor(MND÷2) + floor(VIT÷4) + Healing Magic Skill
Power = floor (103 ÷2) + floor(83÷4) + 424
Power = 51 + 20 + 424
Power = 495
Base = floor( (Power - Power Floor) ÷ Rate ) + HP Floor
Base = floor((495 - 400) ÷ 2.5) + 520
Base = floor(95 ÷ 2.5) + 520
Base = 38 + 520
Base = 558
Adding 12 MND changed our base cure IV from 555 to 558 - a mere 3 HP. Therefore, while MND does help your cure amounts, it is not as significant as Cure Potency and Healing Magic Skill.
Day of Week/Weather Bonus
The final modifier to look at is the Day of the Week/Weather bonus. This modifier is much less significant for WHM than it is for SCH, as WHM cannot cast Aurorastorm on itself. However, the bonus can provide a nice boost should you be in a situation to take advantage of it.
For our example, let's look at our 99 Hume (excluding merits) who's naked except for a Korin Obi.
Base Cure IV = 555
Final = floor(floor(floor(Base × Cure Potency Equip) × Cure Received Equip) × Daywx)
Removing Cure Potency & Cure Received:
Final = floor(Base x Daywx)
Day = 0.1
Single Weather = 0.1
Double Weather = 0.25
Caps at 0.35
So, on lightsday or with single light weather:
Final = floor(555 x 0.1) = 610
On Lightsday with single light weather:
Final = floor(555 x 0.2) = 666
With double weather:
Final = floor(555 x 0.25) = 693
On Lightsday with double weather:
Final = floor(555 x 0.35) = 749
As you can see, you can get a significant boost to your cures with the use of a Korin Obi on lightsday/in light weather, so it's worth making a set for it. Note that the Twilight Cape enhances the bonus you receive, so if you have one, you should include that in the set.
Summary
Based on the math, you should gear with the following priority:
Cure Potency > Healing Magic Skill > Day/Weather > MND
Still to come: the best gear set for single-target cures.