Heal
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, then further enhanced by the caster's matk stats and any healing bonuses from items or gears.
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 = [(Skill Base Heal + TotalMATK) * %Healing Bonus]
1. Skill Base Heal
Skill Base Heal = ((Base Level + INT) / 8) * Base Heal
Base Heal = 4 + 8 * Heal Skill Level
2. Total Magic Attack Stats
TotalMATK = StatusMATK + (WeaponMATK * StatusMATK / 125)
StatusMATK = [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