Okay lots of you knew I was doing this and many of you helped me get it all done so here it finally is. Over a year ago I read
this post on the WHM forums section. This got me into cure testing and I worked on figuring it all out off and on for the next year.
There's lots of info so this post only contains a few select items from my
cure guide. If you don't mind information overload and want to know where I came up with all this stuff (plus other stuff) go take a look (hopefully my ISP doesn't die on me). It is a long read though so if you don't care about the details you can just take a look at my
cure calculator instead.
Cure Formula
http://members.shaw.ca/pizza_steve/cure/Cure_Final.png
Things to know about cures
- One Mind is as effective as 3 Vitality
- One Mind is about effective as 5 Healing Skill
- Healing Skill only affects a cure every 5 Healing Skill. This means that adding 1 healing skill when you have 199 would be as effective as adding 9 Healing Skill when you have 195
- Equipment bonuses and Day/Weather bonuses are multiplied to your base cure in that order. This is important because if you switched the order it could affect the final result very slightly
- Cure V has a soft cap (it actually has 2) just like all other cures. Cure V's soft cap is just not as strong as the other cures (I hear WHM's say Cure 5 has no cap way too often please stop)
- All of the Blue Mage cures are based off the WHM cure formulas
- Blue Mage cures are very efficient
Anyways hope you find this somewhat useful and/or interesting.