MND? Explain please.

amount of HP healed by cure's

chance (or duration) of your enfeebles that stick (that are WHM enfeebles)

damage of spells



Im not sure about that second thing, its one or the other
 
Effects cure potency and divine magic damage (not sure about flash). After awhile; however, Cure potency reaches a cap which will only be surpassed by large amounts of MND at which point it's not really extremely beneficial to do. At low levels though, it's a great substitute on WHM if you cannot get MP in that slot. At higher levels, just get mass amounts of MP. For RDM, mind effects the potency of WHM based enfeebles (anything a WHM can use from main job, Para and Slow). Others can give better idea for RDM though, I don't know the exact extent.
 
For white based enfeebles when you use an enfeeble on a mob its a check between your mnd and the targets mnd

Having a larger mnd over the opponent increases the potency of the enfeeble consequently the opponent having a larger mnd than yours helps them resist the enfeeble.

it also helps resist mnd based debuffs that stick on you as well

and helps with making a stronger stoneskin
 
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i wonder why mnd affects chi blast for mnk.
 
Accuracy, duration, potency of whm enfeebling spells (such as para, silence, slow)
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suprassing the soft cap on cure, mainly Cure V. Formula being:
(Healing magic skill / 3) + (MND * 1.5) + 430

This in turn, would enhance the damage done from a cure spell offensivly vs a undead monster i would imagine.
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Enhancing the dmg of chi blast. The generally accepted damage formula for Chi Blast is as follows: MND * (#Boost * RandomNumber + 1) = DMG where:

MND is the player's MND stat
#Boost is the number of times the player has boosted
RandomNumber is a game determined number between 0.25 to 0.60 (without Temple Gloves) or 0.75 to 1.10 (with Temple Gloves).
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Raising the damage absorbed by Stoneskin.

X = ([Enhancing Magic Skill] / 3) + MND
F is the the amount of damage reduced.
F = X (if X < 80)
F = X * 2 - 60 (if 80 <= X <= 130)
F = X * 3 - 190 (if X > 130)
Caps at 350 damage.
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Your base magical resistance to offensive white magic spells.
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The dependant Stat in offensive damaging white magic spells.
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Enhances the additional effect done by the crossbow bolt, Holy Bolt.
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Ninja'd all this info from wiki :ph34r: HIYA!
 
When playing as a whm or any other job. What does MND effect?

it effects how HIGH you can get when you SMOKE POT,


Since you felt the need not to add it YOU SMOKE POT!!!


MND= +healing
+Charm?????

idk, just important for WHM's
 
Effects cure potency and divine magic damage (not sure about flash). After awhile; however, Cure potency reaches a cap which will only be surpassed by large amounts of MND at which point it's not really extremely beneficial to do. At low levels though, it's a great substitute on WHM if you cannot get MP in that slot. At higher levels, just get mass amounts of MP. For RDM, mind effects the potency of WHM based enfeebles (anything a WHM can use from main job, Para and Slow). Others can give better idea for RDM though, I don't know the exact extent.
High ammounts of MP is useless when you're sitting at, say, 800/1200 MP.

MND is usefull when it comes to Cure V. You should stack up on MND for your Cure V, in order to make it usefull. the more MND you have, the stronger it will become, and the more MP you save when casting it.
 
i wonder why mnd affects chi blast for mnk.
Because chi blast is holy damage, and holy damage is figured with your MND minus the mob's MND. Shock on the mob will have the same effect.

Banishes, Holy, Holy Bolts, Crystal Rain (maybe the other Aura Statue AoE's too), and some of (Proto) Ultima's TP moves are Holy damage.
 
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High ammounts of MP is useless when you're sitting at, say, 800/1200 MP.

MND is usefull when it comes to Cure V. You should stack up on MND for your Cure V, in order to make it usefull. the more MND you have, the stronger it will become, and the more MP you save when casting it.

Don't get me wrong, you're right, sitting at anything less than full MP, you will "waste" the full potency if you don't use lots of +MND gear. However, I've added extra MND before and it's not worthwhile to me. Perhaps on your RDM, it is, but on WHM it's barely noticeable except for on Cure IV to a certain extent and Cure V which I rarely use either. It's not worth the gil to buy +MND equip just for that nor the inventory space.
 
i played whm till 46, and was rarely at max MP so.. like all mages job, +MP is usefull but only for a few seconds at starts of fights. I'd go max Mp at start then slowly switch to mnd as Mp diminishes.
 
You're better off going for both with WHM. Max MP when MP regeneration permits, and MND when it starts to dwindle (or just for Cure V and Debuffs if you like). The thing with Max MP gear is that it is virtually useless you're sitting above that +MP threshould. Why choose one, when you can have both?

Edit: What mdkuser said!
 
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Adding 3MND to every single extra HP cured becomes vastly overated. I have +MND from full blessed (minus the Body since +10% cure potency > +7MND), AF+1 hands, and cap, yet the increase I get on normal Cure III's is minimal at 75. Cure IV I can see a slightly larger improvement, but still not enough to make it worthwhile. Cure V is the only time extra MND will shine and it's not worth the extra purchase unless you plan on enfeebling often, it's full time use gear or have other uses (RDM, MNK, etc.). The extra money wasted can be put to far better uses like getting +MP gear or hMP gear. Really, if you are hardpressed to get the most out a cure because without it, survival is minimal, there is something wrong. There are very few situations where it would be necessary to do so if any at all.

Re: Curing undead.
Don't bother. Although I don't know if MND effects the damage dealt by curing undead, I wouldn't waste the MP. You'll get far more damage out of divine or elemental magic.
 
It's a modifier on a few staff and club ws's, and apparently guillotine I read. Maybe some other WS's
 
It's a modifier on a few staff and club ws's, and apparently guillotine I read. Maybe some other WS's

With the exception of Shining/Seraph Strike, and Sunburst/Starburst(Which is MND *or* INT, not both,) STR is always the better stat to pile up. But those skills are elemental, and STR has no bearring on elemental skills(unless it's a secondary mod.)
 
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