Furen's FFXI Cure Guide

Hello everyone, I spent lots of time over the last year or so to try and understand exactly how all the cures in the game work. It turned out more complex then I would have expected, but I think what I came up with covers all cure situations. If you're curious how/why I did this you can take a look at my cure testing adventures page.

Since the formula is pretty messy and lots of people hate math I decided to make a cure calculator. I had to learn Java Script to make this thing so hopefully there are no problems for anyone.


The Formula
Below is the formula in it's full form.


Mind   Your total mind
Vit Your total vitality
Skill Your total healing skill
Rate The rate modifier affects how fast this cure goes up as you increase your stats
Const General constant applied to the cure
Equip The cure potency bonus your character receives from equipment
Daywx The bonus/penalty you receive from day and weather
Power Component of the cure related to your stats
Base Cure without equipment or day/weather effects


Now the formula broken down into its components so that it is easier to understand.








The following table is a summary of the caps/rate/const values for all the cures.

White Magic Cures
Cure Cap Rate Constant
Cure 1   1 -10
20 2 5
30 57 29.125
 
Cure 2   1 20
75 2 47.5
90 35.6666 87.62
 
Cure 3   1 70
160 2 115
190 15.6666 180.43
 
Cure 4   0.6666 165
330 2 275
390 6.5 354.6666
 
Cure 5   0.6666 330
570 1 410
690 2.8333 591.2
                  
Blue Magic Cures
Cure Cap Rate Constant
Pollen   1 -6
24 2 9
34 57 33.125
 
Healing Breeze   0.6666 -45
120 2 65
180 6.5 144.6666
 
Wild Carrot   1 60
150 2 105
180 15.6666 170.43
 
Magic Fruit   0.6666 130
370 1 210
490 2.8333 391.2
 
Exuviation   1 40
70 2 55
80 57 79.125



The Caps
All the formulas have 2 soft caps and those numbers were shown above. One thing that wasn't mentioned was that cures also have a minimum possible value. Unlike the other caps, these are hard caps. The cure will not go below a minimum cap (except when you experience a negative daywx effect). I have tested many of them directly, but I just can't get my stats low enough to test some.

Cure Min Cap Min Seen
Cure 1 10 10
Cure 2 60 60
Cure 3 130 *137*
Cure 4 270 *316*
Cure 5 450 *589*
Pollen 14 14
Healing Breeze 60 60
Wild Carrot 120 120
Magic Fruit 250 250
Exuviation 60 *81*

How did I determine the min caps for cures I never could get low enough to see, well there are actually 2 ways. The first is the cap relation. If you look at cure 1 for example, the min is 10, first cap 20, second cap 30. It increases by the same amount from min -> first cap -> second cap. This pattern was observed on all cures that I directly measured a min on.

The second method is via the WHM vs. BLU cure relation.


Whitemage vs. Bluemage Cure Spell Relation
BLU mage cures are all derived directly from existing WHM cures (guess it was just easier for SE to do it this way). All of them are just a WHM cure + or - a value. This applies to the base cure, and not the final equip/daywx modified cure.

Cure Relation
Pollen (Cure 1) + 4
Healing Breeze (Cure 4) - 210
Wild Carrot (Cure 3) - 10
Magic Fruit (Cure 5) - 200
Exuviation (Cure 1) + 50

These relations are extremely helpful because it allowed me to test things on regular cures that I otherwise could not have. For the cures which I had most trouble testing (low stat cure 4 and 5) I was able to use healing breeze and magic fruit to determine the formulas.


Curaga's
I do not list the cap/rate/const information for curaga's because they are simply an AOE version of the standard cures. Curaga = AOE cure II, Curaga 2 = AOE Cure III etc.... I listed healing breeze because it is unique from the other BLU cures. One thing you should know is the breakeven point of when it is efficient to use these spells (ignoring the obvious issues of hate control).

Spell Breakeven Amount
Curaga 2.50
Curaga II 2.61
Curaga III 2.05
Curaga IV 1.93


So what does this mean. Basically to break even (mp efficiency wise) on curaga's you need to cure the equivalent # of full cures as the number in the table above. For example if your normal cure 2 was 100, you would need to cure at least 250 worth of hp using curaga to break even. Any more then that and you are being mp efficient, any less and you would have saved mp by doing individual cures (or regens ofcourse).


Equipment and Day/Weather Effects
Weapon Cure Potency
Item Final
Light/Appolo's Staff 10%
Healing/Dryad Staff 10%
Templar Mace 10%
Asklepios 5%
Dia Wand 1%
 
 
Armor Cure Potency
Item Final
Noble's Tunic 10%
Aristocrat's Coat 12%
Hospitaler Earring 5%
Medicine Ring* 10%
Healing Feather** 15%
Volunteer's Khud*** 5%
Lambda Sash*** 3%
Day Effects
Day Bonus
None 0%
Lights Day 10%
Darks Day -10%
 
 
 
 
Weather Effects
Weather Bonus
None 0%
Light Weather 10%
Light Weather x 2 25%
Dark Weather -10%
Dark Weather x 2 -25%
 
 

For use in the cure formula bonuses are added together then converted to a fraction + 1. For example Light Weather x 2 (25%) + Darksday (-10%) = 15% (1.15) for your Daywx variable. The maximum possible bonuses are 1.60 (Equip) and 1.35 (Daywx). Unfortunately because double light weather does not occur in besiged so you can not have these at the same time. Max combination at this time is (1.52 and 1.35) or roughly a combined bonus of about 2.052 on your base cure. One important note, day and weather affects either trigger in full or not at all. For example, if it is double light weather you will get either a 25% bonus or none at all (never anything inbetween). Day and weather are treated separately from each other so you can have the day effect triggering while the weather effect does not.

*    Yellow HP and TP < 100
**   Enchantment, you lose bonus if you unequip feather (lasts 3 minutes)
*** Besiged only



Graphs
A couple graphs here showing how cures compare to each other as you increase your cure power value. There are more graphs on the graphs page.


First graph is just a fairly standard WHM cure that has 20% cure bonus from equipment. Please note that although I display Exuviation and Magic Fruit it is not possible to cure these spells with 20% cure potency equipment. A nice reference chart to see the cures versus each other, but it is much more interesting to look at relative cure efficiencies.


I also plotted basic regen's on here (no merits or Briualt included). One thing you can see is how efficient BLU cures are and of course how efficient regen's are even without merits/Briualt.


Even Only Oddity
Every time I thought I had a formula that worked I found something wasn't quite right. In most cures, as you increase your cure power by 1 it follows a nice pattern. For example 0,1,0,1,0,1,0,1 would indicate a cure that is increase at a rate of 0.5 for every cure power. Eventually I noticed some cases where the pattern was quite strange. I instead got a pattern of 0,1,0,2,0,1,0,2. The numbers were only increasing when an even value of cure power was reached. I didn't notice this early on in cure testing because many cures have rates which already only increase on even numbers. To represent this behavior the cure power is divided by 2 and rounded down again.


Max possible Cure
What would a cure page be without a little high power curing fun. Before I get into any of this let me start off by saying the following is not practical in any way. To achieve this cure everything has to be setup perfectly to maximize one single Cure. Anyways time for more number crunching.

Item Notes Mind Vit Skill
Base Stats Elvaan 75WHM/37NIN 72 68 276
Weapon Templar Mace 5    
Weapon #2 Asklepios      
Ammo Healing Feather      
Head Maat's Cap 7 7  
Neck Ajari Bead Necklace 6    
Earring Communion Earring 2    
Earring #2 Communion Earring 2    
Body Aristrocrat's Coat      
Hands Healer's Mitts +1 7   15
Ring Tamas Ring 5    
Ring #2 Medicine Ring 5    
         
      
Item Notes Mind Vit Skill
Back Aslan Cape 5    
Waist Deductive Brocade Obi 10    
Legs Blessed Trousers +1 7    
Feet Marduk Crakows 10    
Food Goblin Mushpot 10    
Merits Mind Merits x 5 5    
Merits Healing Skill Merits x 8     16
BRD Buff 2hr Lower Tier Etudes 22 22  
BRD Buff 2hr Higher Tier Etudes 34 34  
SMN Buff Glittering Ruby (Mind and Vit) 12 12  
SMN Buff Ecliptic Howl 8    
Mind Potion 50% of Base Mind 38    
  Total 265 144 307

Assuming that you can somehow put all of this together you would have a cure power of 1122. Your equip bonus would be 1.57 and daywx would be 1.35. Cure I-V would be 79, 217, 457, 931 and 1671 (without divine seal). Although this is technically the max (from what I can tell) it is not likely to ever happen for many reasons.

On top of all that you have to drag SMN's, BRD's and someone with a lot of HP to temnos just so you can do a big cure.
Well I decided to give it my best try. Unfortunately I got a dud Mind potion (10% I think). I didn't have some of the especially rare pieces of gear. I did not receive either the Fenrir buff or higher tier VIT etude. All of that and some slight diminishing buffs resulted in this cure V.



I can do better but I don't want to drag people to Temnos again (anyone out there bored, would love to see a 1600+).


What Does this All Mean


Thank you
I didn't do all of this alone, I needed to use people in my testing. In some cases (because I don't have a BLU past 37) I had to ask people to test for me while I instructed them on what to equip and test. I'd like to take a chance to thank everyone for their help (I apologize to anyone I forget to list).

Last few notes
Not sure if anyone will actually read through all this, but if you did I hope you find it useful and maybe somewhat interesting. I did my best to ensure that all the formulas and values I came up with are accurate. I have checked and double checked vs my cure testing spreadsheet so hopefully there were no transfer errors. If you have any questions, comments or corrections you can email me at furen33ihs@gmail.com (remove the ihs). I also read message boards a bit so if you post there maybe I or someone else can answer your question.