Difference between revisions of "Heal"
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1. '''Base Heal''' | 1. '''Base Heal''' | ||
<tt>floor((Base Level + INT) / 8) * Base Heal | <tt>floor((Base Level + INT) / 8) * Base Heal | ||
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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
Heal | |
---|---|
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
Healing Staff - adds 1.5% Healing Bonus with every upgrade