Difference between revisions of "Heal"

From TitanRO Wiki
Jump to navigation Jump to search
Line 25: Line 25:


1. '''Base Heal'''
1. '''Base Heal'''
<tt>floor((Base Level + INT) / 8) * Base Heal
<tt>floor((Base Level + INT) / 8) * Base Heal


Line 30: Line 31:


2. '''Total Magic Attack Stats'''
2. '''Total Magic Attack Stats'''
<tt>TotalMATK = StatusMATK + (WeaponMATK * StatusMATK / 125)
<tt>TotalMATK = StatusMATK + (WeaponMATK * StatusMATK / 125)



Revision as of 11:32, 20 June 2018

28.png Heal
Heal Info.gif
Type: Supportive Skill
Levels: 10, selectable
SP Cost: 10 + (Skill Level x 3)
Cast Delay: 1 second
Target: Any; on enemies must hold Shift key
Range: 9 cells
Prerequisites
(Acolyte & Super Novice) None;
(Crusader) Faith Lv. 10, Demon Bane Lv. 5

Heal has been reverted to use the old formula, based on base level + INT, and not MATK. [1]

Description

Restores the target's HP. The amount of HP restores it based on the caster's base level, INT and the skill's level.

Heal used against Undead element targets counts as Offensive Healing, total damage dealt depends on the undead element level.


The amount of HP restored is determined by the following factors:

Heal = [(Base Heal + TotalMATK) * Healing Bonus]

1. Base Heal

floor((Base Level + INT) / 8) * Base Heal

Base Heal = 4 + 8 * Skill Level

2. Total Magic Attack Stats

TotalMATK = StatusMATK + (WeaponMATK * StatusMATK / 125)

StatusMATK = floor[floor[BaseLevel ÷ 4] + Int + floor[Int ÷ 2] + floor[Dex ÷ 5] + floor[Luk ÷ 3]]

WeaponMATK = BaseWeaponDamage + Variance[± 0.1 × WeaponLevel × (BaseWeaponDamage + (WeaponRefinement × 2.5))] + RefinementBonus + OverUpgradeBonus

3. Healing Bonuses

Gears/Items which add healing bonuses

Weapons

1625?.png Healing Staff - adds 1.5% Healing Bonus with every upgrade

References