Healing Magic Skill VS. Mind

RAD

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Healing Magic Skill:

What exactly does this do? Does a certain number of levels correspond to an increase in potency? Having a hard time deciding between what gear is best for curing in a couple slots. Are there any comparisons?


First off is the cheap and seemingly unused Healing torque with healing magic skill+7 VS. Promise badge = Mind+5.

And more importantly:

Mahatma (spell) Pants: Mind+7, Emnity-4 to Warlock's Tights: Healing MAgic Skill +10, Mind+3.

If I was to guess it would be that healing magic skill increases your chance to hit maximum cure and mind increases the actual cure amount?

Help me out :D
 
Healing magic helps you hit the cure caps faster, as does mind. After the cap, it takes a ton of either to see a very small increase in your cures. With cure 5, the effect is more noticable but still not really worth going for specifically; it's a nice bonus, but going foregoing other stats for just cure 5 is a waste. Unless you've already expended a good portion of your mp, none of those options is very good for whm, and even then it's only good for cure 5.

The formula I've heard is (healing magic skill/3) + (mnd*1.5) + some number = your cure 5 cures, but I don't think that's accurate; since gaining 7 mnd only increased my cure 5 by 7 points.
 
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Cures, unlike all other spells are constant. The only outside effect is Dark/Light weather or Darksday/Lightsday. If your gear doesn't change, the cure potency won't either. Basically each cure spell has a soft cap. Cure I for 30, Cure II for 90, Cure III for 180, and Cure IV for 360. After you reach those soft caps, it's possible to surpass them using +healing skill and MND although you will notice diminishing returns. The only exceptions to this are +Cure potency equipment (light staff, noble's, etc.) which will increase cure after all stats are calculated to the base cure. Most mages prefer to rely on +MP so we can just cast more cures versus trying to make a single cure spell more potent. I'd recomment just using the same armor you use for casting slow and paralyze which should mainly consist of +MND pieces.
 
What they said. For neck slot I'd stick with Holy Phial.

Legs, I'd go with the mahatma strictly for the -enm.
 
Best neck piece is the Rep. gold medal, Bastokan's get by far the most use out of it. Unfortuantely it doesn't work in ToAU areas.
 
If you're getting to that level, I'd say Cure potentcy would be something better to aim for.

Aristocrat's Coat +12% 68 Body Light Cloth WHM
Light Staff +10% 51 Weapon Staff All
Healing Staff +10% 55 Weapon Staff WHM
Noble's Tunic +10% 68 Body Light Cloth WHM
Apollo's Staff +10% 51 Weapon Staff All
Medicine Ring +10% 50 Finger Metallic WHM
Templar Mace +10% 71 Weapon Mace PLD/WHM
Asklepios +5% 62 Weapon Rod BLM/SMN/WHM
Hospitaler Earring +5% 54 Ear Metallic PLD
 
Bajaratt said:
Best neck piece is the Rep. gold medal, Bastokan's get by far the most use out of it. Unfortuantely it doesn't work in ToAU areas.
Ah gimme a break gimp, I'm still lv60.

Kotsu said:
If you're getting to that level, I'd say Cure potentcy would be something better to aim for.
Note:
RAD said:
Mahatma (spell) Pants: Mind+7, Emnity-4 to Warlock's Tights: Healing MAgic Skill +10, Mind+3.
RDM AF. He can't wear any +Cure Potency gear (aside from Light/Apollo's).
 
For cures on RDM, I go potency (lightstaff) > fastcast > -enmity > MP gear, and don't really bother with MND or healing skill. It's not worth trying to go over the 'cap' as other people have explained.

My healing's still uncapped on whm, and that's been 75 for like over two months now ._.;
 
Thanks for the replies. Guess I should have clarified... this is for RDM so that cure potency stuff won't work for me cept the staff (already using). I think I will switch to the errant/ M slops if nuthin else for the -emnity. The loss of the few extra mp from AF pants kinda sucks though. And yeah rep gold medal would be sweet but don't find myself outside of new areas too often these days. So it sounds like healing magic skill gear is just a waste though vs mind/other gear.
 
Don't listen to Baja, that formula is definitely right. It's (healing skill/3) + (MND*1.5) + 430. And then after that, take into account the Cure potency+% items. I've tested this hundreds of times, it always comes out pretty much exactly how I'd expect. Sometimes there's a 1-2 point difference, but that likely comes about due to differences in rounding decimals up or down.

But anyway, more on topic: Healing magic skill sucks. The only *real* use (since unless your skill is extremely low, you'll be hitting your cure caps anyway) besides Cure V is for resist rates when cure-nuking undead. And healing magic skill isn't even a good boost on Cure V; MND boosts it a LOT more. But since it seems you're leveling RDM, I doubt you care about Cure V. In your case, I'd say just go with Light Staff for cures, and then go MND all the way, and screw healing skill, since MND also helps with certain enfeebles (like Paralyze and Slow).
 
Bajaratt said:
Healing magic helps you hit the cure caps faster, as does mind. After the cap, it takes a ton of either to see a very small increase in your cures. With cure 5, the effect is more noticable but still not really worth going for specifically; it's a nice bonus, but going foregoing other stats for just cure 5 is a waste. Unless you've already expended a good portion of your mp, none of those options is very good for whm, and even then it's only good for cure 5.

The formula I've heard is (healing magic skill/3) + (mnd*1.5) + some number = your cure 5 cures, but I don't think that's accurate; since gaining 7 mnd only increased my cure 5 by 7 points.

Oddly enough Vit influences Cure V but I have no idea on how much, but it has been proven to influence it... though if I ever see a Whm in Soil Rings I will be upset.
 
Yeah, didn't take note of the RDM thing. I just went straight to some cure potency items is all. Tossed them out there. -.-;; Sorry bout that
 
Windy said:
Oddly enough Vit influences Cure V but I have no idea on how much, but it has been proven to influence it... though if I ever see a Whm in Soil Rings I will be upset.
Where was that proven? I had never heard about that before.
 
Windy said:
Oddly enough Vit influences Cure V but I have no idea on how much, but it has been proven to influence it... though if I ever see a Whm in Soil Rings I will be upset.
Um... no? The only reason I could see someone even thinking that VIT *might* effect anything for a WHM's spells is that the AF pants and AF2 hat give VIT. However, SE's reason for doing this is merely for when WHMs take hate. Seriously, show me actual data and numbers proving that VIT influences any WHM spells, and I will give you 1 million gil. :P
 
I'd heard the VIT thing too actually. Havent tested it since I dont have C5 yet, but it is on my to-do list.

I heard it on Alla so that negates a lot of the credibility already, but it was linked in a sticky on the whm boards and I'm pretty sure there was indeed data to prove it. There certainly was a bunch of discussion amongst the nerds about it. It was a horribly low boost, something like 1/4 of what the same +MND would do, but it existed nonetheless.

I'll see if I can pull up that link again.
 
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I go for +MP equipment on my WHM, and when that +MP is used, I switch to +mnd equipment. By doing this, my Cure V's cure for roughly 830 HP. Don't remember the exact number, but its around there.

Although for RDM, MNd doesn't matter for anything except for MND-based enfeebles though, as you'll hit the Cure IV cap rather fast.
 
Mnd is pretty useful on rdm for cures. mp gear casting cure4 + lightstaff is 360-370. Mnd gear + light staff is 436+ (highest was 489 /blm). My healing magic is only 210, but you can still see the difference. Being a elvaan rdm I have high mnd stat anyway and I use mnd gear 90% of the time in exp pts, unless im tossing a nuke.
 
DarkMagnus said:
Mnd is pretty useful on rdm for cures. mp gear casting cure4 + lightstaff is 360-370. Mnd gear + light staff is 436+ (highest was 489 /blm). My healing magic is only 210, but you can still see the difference. Being a elvaan rdm I have high mnd stat anyway and I use mnd gear 90% of the time in exp pts, unless im tossing a nuke.

At 75 RDM, how on earth does your Cure IV's not cap? o.O; I'm a 75 elvaan RDM too, and mine cap out without even concentrating on MND <.<;
 
he meant his healing skill i believe at 55 my cure 4s were capping because of my mind.

And Im elf as well
 
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