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)
* 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(MND2) + floor(VIT4) + Healing Magic Skill
:Base = floor( (Power - Power Floor) Rate ) + HP Floor
Spell 	Power Floor	Rate 	HP Floor
Cure 	0 	4 	10
Cure 	20 	1.33 	15
Cure 	40 	8.5 	30
Cure 	125 	15 	40
Cure 	200 	20 	45
Cure 	600 	Hard Cap:	65
Cure II 	40 	1 	60
Cure II 	70 	5.5 	90
Cure II 	125 	7.5 	100
Cure II 	200 	10 	110
Cure II 	400 	20 	130
Cure II 	700 	Hard Cap:	145
Cure III	70 	2.2 	130
Cure III	125 	1.15 	155
Cure III	200 	2.5 	220
Cure III	300 	5 	260
Cure III	700 	Hard Cap:	340
Cure IV 	70 	1 	270
Cure IV 	200 	2 	400
Cure IV 	300 	1.43 	450
Cure IV 	400 	2.5 	520
Cure IV 	700 	Hard Cap:	640
Cure V 	80 	0.7 	450
Cure V 	150 	1.25 	550
Cure V 	190 	1.84 	582
Cure V 	260 	2 	620
Cure V 	300 	2.5 	640
Cure V 	500 	3.33 	720
Cure V 	700 	Hard Cap:	780
Cure VI 	90 	1.5 	600
Cure VI 	210 	0.9 	680
Cure VI 	300 	1.43 	780
Cure VI 	400 	2.5 	850
Cure VI 	500 	1.67 	890
Cure VI 	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.
:Power = 3MND + VIT + 3floor( Healing Magic Skill5 )
:Base = (floor( Power2)Rate) + Const
Spell 	Soft Cap	Rate 	Const 	Min Cap
Curaga 	  	1 	20 	60
Curaga 	75 	2 	47.5 	60
Curaga 	90 	35.66 	87.62 	60
Curaga II 	  	1 	70 	130
Curaga II 	160 	2 	115 	130
Curaga II 	190 	15.66 	180.43	130
Curaga III	  	0.6666	165 	270
Curaga III	330 	2 	275 	270
Curaga III	390 	6.5 	354.66	270
Curaga IV 	  	0.6666	330 	450
Curaga IV 	570 	1 	410 	450
Curaga IV 	690 	2.833 	591.2 	450
Curaga V 	  	1 	570 	<835
Curaga V 	780 	1.278 	655 	<835
Curaga V 	 	 	 	<835
Spell 	Soft Cap	Rate 	Const 	Min Cap
Pollen 	  	1 	-6 	14
Pollen 	24 	2 	9 	14
Pollen 	34 	57 	33.125	14
Healing Breeze 	  	0.6666	-45 	60
Healing Breeze 	120 	2 	65 	60
Healing Breeze 	180 	6.5 	144.66	60
Wild Carrot 	  	1 	60 	120
Wild Carrot 	150 	2 	105 	120
Wild Carrot 	180 	15.66 	170.43	120
Magic Fruit 	  	0.6666	130 	250
Magic Fruit 	320 	1 	210 	250
Magic Fruit 	560 	2.833 	391.2 	250
Exuviation 	  	1 	40 	60
Exuviation 	70 	2 	55 	60
Exuviation 	80 	57 	79.125	60
Plenilune Embrace	  	0.6666	230 	350
Plenilune Embrace	320 	1 	310 	350
Plenilune Embrace	560 	2.833 	491.2 	350
== 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).
== Further Information ==
*Copious amounts of Cure Information (Furen, Blog).
*Cure VI Formula (Nyaanyaa, BG)
*Plenilune Embrace information (Foldypaws, BG)
* Cure 1~6 testing (Motenten, Aleste, and Economizer, OF) - Recommended reading
* Curaga V testing (FF11 BOX)
Category:Game Mechanics