Healing Magic Skill VS. Mind

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http://ffxi.allakhazam.com/db/jobs.html?fjob=1;mid=1126107523202546291

i did some head gear switching whilst healing the other day. the gears were zenith crown and cleric's cap. +4 MND and +5 VIT respectively.

i cure 777 with zenith averagely

and i cure 783 with clerics... hmmm....

75whm/37blm. Cure V for 813.

22% cure potency (Light staff + Aristocrats)

MND -> 73+32 = 105
VIT -> 58+1 = 59

Healing Skill -> 276.

--
I checked your formula against what I cure for. According to it, I should be getting 829 ;; (828.99)

Looks like VIT makes a decent impact too. Crappy mithra VIT and all.

The formula that he's talking about is the same one Kyrial & Baja posted.

Data!
For these tests I took my sub off.
I did not equip +cure potency.
Only few pieces of equip had other stats that I am not listing (if you need to know them please ask).
I will list my mnd, vit, healing magic skill and amount cured.
(I am a level 75 elvaan whm casting on a 75 taru rdm on lightningsday)

Code:
...............| .vit. | .mnd. | healing skill | CureV 
base...........| ..59. | ..68. | .....274..... | 622
 
Basic: 
 
+skill.........| ..59. | ..68. | ...274+37.... | 634 
+mnd...........| ..59. | 68+36 | .....274..... | 674 
+vit...........| 59+12 | ..68. | .....274..... | 628



Trying to find relationships between the individual stats and CureV potency (also for checking accuracy):

Code:
...............| .vit. | .mnd. | healing skill | CureV  
+skill+vit.....| .59+9 | ..68. | ...274+37.... | 639  
+vit+skill.....| 59+12 | ..68. | ...274+22.... | 636  
+vit+mnd.......| 59+12 | 68+19 | .....274..... | 657 
 
-vit+mnd.......| 59-12 | 68+17 | .....274..... | 642 
-vit+mnd+skill.| 59-12 | 68+17 | ...274+22.... | 649 
+skill.........| ..59. | ..68. | ...274+22.... | 630 
 
-vit+mnd.......| 59-12 | 68+47 | .....274..... | 687 
+mnd+skill.....| ..59. | 68+27 | ...274+37.... | 675



Now if we look at this it seems like:
+2Vit = +1hp
+2Mnd = +3hp
+5skill = +2hp

So the formula I come up with is:
((vit/2)+1) + (mnd/2)x3 + ((skill+/5)+random#)x2 + 380 = CureV
random# = -1 or 0 or +1 (so it basically randoms from -1 to +1)

Notes:
Anything behind the decimal is droped in between steps.
Skill is always rounded down to the closest multiple of 5.
Apparently there are is a random factor which will effect 2hp plus or minus.
(I added this to skill, since it takes effect in steps of 2hp aswell, and try to think of it as 'resists'.)

I couldn't figure out any other relationships between the stats and doubt there are any.
 
Last edited:
See? I DO know what I am talking about on the rare occasion. Damn you Cmdr for beating me to it :P
 
I am known for my quick in&outs.

that sucked
 
Uzor said:
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 <.<;

My healing skill is not capped, so I get higher cures with lower skill with higher mnd stat. Even main curing, my healing magic goes up maybe 1-2 lvls in a 3-4 hr pt.
 
As rdm you simply don't bother with "What makes cures better". As rdm you already pile on MND for enfeebles, By time you use Cure 4 alot, its near caped anyway.

Cure 5 is only reason to get +healing magic
 
Healing magic will cure on its own. I'd say focus on MND, -enmity, and MP gear for cures.
 
DarkMagnus said:
I wouldnt say not to bother since rdms can do many roles in the pt. equip swap.

Yeah it was more of an equip swap question. I already have max mind equip macroed for enfeebling magic. So Mahatmah Slops ftw is what it sounds like. And eat a taco for the extra VIT boost? I kid I kid...
 
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