Announcement

Collapse
No announcement yet.

MND & INT Stat Questions...

Collapse
This topic is closed.
X
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • MND & INT Stat Questions...

    I have a question about MND and INT stats, as you could probably tell from the subject title. I know MND is supposed to raise the amount of healing a WhM does and INT raises the amount of damage a BlM does, but how exactly does that work? When a high-lvl WhM casts CURE, it heals for 30hp and that's capped. It doesn't go higher .. same for CURE II - that heals for 90 and no more. If I had something that gives +10MND, what exactly does that do? It doesn't surpass the spell lvl limit - I'm so confused.

    If MND is at 0 or at +10, CURE still cures for 30hp tops. I'm just using CURE as an example, but the same for other spells as well - they "cap" at certain lvls for their spell type. Does anybody have any ideas as to the use of MND and INT?

    Whoo - that was a rough explanation.

  • #2
    I believe healing is based on your Healing Skill level rather than MND. MND is more like resistance against magics like sleep spell or silence. INT is for nuking power I guess, for the blackmages.

    Whm need +MND equipment mainly to resist sleep/silence, things like that which could get a whole pt killed :sweat:

    As you go higher in levels, you will see Cure start to heal for 31, Cure II goin up to a 100 hp heal, Cure II goin to 200 and so on. I think this is mainly to do with Healing Skill rather than MND.
    ~~ Rank 8 ~~

    Genkai 5 ~ Completed
    Tu'Lia ~ Opened
    http://ffxi.allakhazam.com/profile.xml?26282

    Comment


    • #3
      Well, when you first get cure, cure II, etc. you're healing will not be capped already, so more mnd will make you heal for more. Like Cure II is level 11, if you have a really high mnd you might heal for high 70s-low 80s, right at level 11. On the other hand, if you had low mnd, you will most probably only heal for 60s at level 11.

      Comment


      • #4
        Ahh yes .. I completely forgot to mention the magic SKILLS. As they go up, the spell damage/healing power goes up as well. IE - somebody with a healing skill of 10 will get 20hp out of Cure instead of somebody with a 50 healing skill lvl - they'll get the full 30. But even at healing skill level 101, Cure *still* goes up to 30. I've never seen anybody (or heard stories of) Cure going for higher than 30 - as you said 31.

        As far as the other magic skills go, and what you reploied with, Gbz, wouldn't resistance spells fall under Enhancing .. the higher that magic lvl is the more the spell resists or protects against. But if we're going on THAT theory, that leaves MND/INT as unexplained.

        This is where all the confusion comes in. Levels get capped at certain places and spells only take on a certain amount of resistance in relation to the magic skill level.

        This is where I go ... :confused: :confused: :confused:

        Comment


        • #5
          A reply to Ashlock - cause I don't see an edit button anywhere. :0(

          I'm not talking about when you first get a spell - I'm talking about overall and in general. When you first get a spell, you're magic skill lvl most likely isn't capped for that spell. Examplr - When you're lvl 11 and get Cure II, you won't be healing for 90hp each time until your Healing skill lvl is higher - which, when capped, is around lvl 18 I believe. As a test, I had a WhM friend - who's lvl 12, use Cure II with +4 MND equipment and then took it off - he had the same healing power with and without the MND eqipped .. so as far as that's concerned, MND doesn't affect healing capabilities - the healing magic skill does. I see it as a relation - the higher the magic skill, the more healing/protection you get from the casting spell ... to a certain point. Again, I've only seen Cure go up to 30hp at any given time (though Gbz said he's seen heal for 31) ..

          Like I said previously, I'm a 32 WhM ... My healing skill is 101 and I have (available to me) +9 MND. Whether the MND equipment is on or not, I still do 30hp for Cure. I just want to see ... well .. nw I have two questions .. how does Cure heal for 31 as Gbz said and what are the *exact* effects of MND/INT. I mean, we all know AGI helps speed the time between weapon usage, EVA helps avoiding things ... and so on ... but there hasn't ever really been a concise MND/INT debate that I've found online regarding *this* game.

          Comment


          • #6
            Ok, first of all, neither AGI nor any other stat will help speed up the time between weapon usage. Only haste and items with +haste on them will (and mnk ability martial arts, but only with hand to hand). Second, I've heard conflicting ideas about MND and INT, but I always thought MND didn't help resist status ailments, INT did, but MND can help you resist taking magic dmg. Also, I don't think your enfeeble skill would have anything to do with resisting status ailments. It's like the NPCs say, don't confuse having higher elemental resists on equipment with you having more power to your elemental spells. It should go the other way also, just because you have more elemental or enfeeble power/skill doesn't mean you'll be able to resist it better.

            Healing is based on healing skill first and foremost, but MND will help raise it before you reach the cap, like Ashlok said. When I sub RDM for levels 6-12ish, my healing skill is capped at each level, but my cures will heal for a few extra points when I'm wearing +MND gear (since I'm not healing for the full 30hp yet). At those low levels, it seems to work out to about 1 extra hp per +1 MND I'm wearing. I imagine INT works about the same way with magic dmg.

            Also, your cures will have a slight chance of healing for more HP on a Lightsday, just as elemental spells have a chance of doing more dmg on their day (e.g. Fire can do more dmg on a Firesday).

            So to sum up, this is what I've always thought:
            AGI-improves evasion and ranged accuracy
            DEX-improves melee accuracy and critical hit rate
            MND-improves healing magic and resistance to magic dmg
            INT-improves magic dmg and resistance to status ailments
            "The river is moving, the blackbird must be flying" -Stevens

            Comment


            • #7
              You can also increase your resistance to specific status ailments by raising elements. There is an NPC in Windy Ports (The place w/ all the mages 'practicing' magic) that tied certain elements to certain status ailments... So in essence raising your resistance to an element would also raise your resistance to that specific status ailment. So with that in mind I don't really know how much int & mnd really factor into that aspect. However in RPG's it is typical that Int usually fuels offensive spells, and mnd usually reduces the effectiveness of them.
              NM Record:
              Leaping lizzy 0/3
              Spook 1/3
              Crypt Ghost 1/3
              Juu Duzu The Whirlwind 2/2
              Vuu Puqu The Beguiler 2/2
              Stinging Sophie 0/3
              Tumbling Truffle 0/1
              Jaggedy Eared Jack 0/1
              Thousandarms Deshglesh 2/2
              Orcish Wallbreacher 0/1
              Orcish Barricader 0/1
              Hundredscar Hajwaj 1/1
              Doppelganger Dio 1/1
              Doppelganger Gog 1/1
              Bomb King 1/1
              Ash Dragon - Got a screenshot before I died if that counts ^^

              Comment


              • #8
                hrm

                Well, I've played WHM to 30 and BLM to 19. Mind is basically useless from what I can tell, for WHM, because you always use your low level cures and they will be capped always. Sure it is good for magic resists, but I don't think that helps vs abilities, just spells. And almost only beastmen have spells. I'd rather have + elemental resistance from ribbons and stuff like that. As for int for BLM. Int is very good for BLM because you almost always use your high level attack magic, so the chances of the spell you're casting being capped is less likely. I also think higher int will help with your resistance rolls vs mobs so your spells with do more damage consistently (even if already capped). I basically hate WHM now, not because of the fact that mind sucks so much. But because I'm level 30 and I'm still casting cure I more than any other spell. That's my FIRST spell for crying out loud. =[ Sure, some bad WHM's might only cure II all the time, but that's not what you're supposed to do. ;<

                Comment


                • #9
                  Originally posted by Autumn
                  Ahh yes .. I completely forgot to mention the magic SKILLS. As they go up, the spell damage/healing power goes up as well. IE - somebody with a healing skill of 10 will get 20hp out of Cure instead of somebody with a 50 healing skill lvl - they'll get the full 30. But even at healing skill level 101, Cure *still* goes up to 30. I've never seen anybody (or heard stories of) Cure going for higher than 30 - as you said 31.
                  My Cure I heals for 32 constantly now, my Cure II for 92. Cure III however is still at 190 (Cure IV 355, but gee, not like I'm putting that to use yet).

                  As Elvaan, I have amazingly high MND and I keep my healing magic capped, if possible.

                  Paladins get a high MND because it also increases resistance against magic, hence Gbz is right. You won't notice it that much, though, except you'll notice that low level magic attacks are unlikely to hurt you at higher levels and rasp/etc will more likely be resisted.
                  BRD75/WHM75/BLM75/RDM75/SMN70/NIN67/MNK33/WAR33/THF15/etc
                  Race: Elvaan. I just like to play with race changer. :3
                  Zilart, CoP completed
                  Vrtra downed.

                  San d'Oria Rank 10 & Windurst Rank 10
                  FFXI journal

                  Comment


                  • #10
                    The way I look at it is that the cap's that are on the cure spells are soft caps. Essientiallyt if your mnd is above 50 or your healing skill is above 110, you can break the caps. But you'll only get a pitance beyond that. Like my Cure regularly does 31, except Darkday, and on lightday once I got 99 for Cure II

                    Comment


                    • #11
                      Cure 1 has a softcap at 30hp healed
                      Cure 2 has a softcap at 90hp healed
                      Cure 3 has a softcap at 190hp healed

                      The real amount of hp is based on your healing skill and you total mind. While a healer with high mind will cap his cure spells faster then the one with lower mind. Even when their healing skill is the same.


                      Second:
                      Healing is also based on day. You will heal lesser on dark or earth days (i forgot) and more at light days. So a Cure 3 for 211 on light days is not uncommon. Like a Cure 2 for 78 on dark days.

                      Comment


                      • #12
                        Hmm .. this is getting interesting. I like where it's going. I never noticed the "-day" effects of a spell. I'll definately keep an eye on that. Also intersting to see that, from another person POV, MND helps greater at lower lvls (when concerning spell soft caps). I like that term by the way, "softcap" ... it's the cap but can be stretched when certain circumstances are "aligned".

                        I'd like to see some more discussion on this from both sides of the water - this is good reading so far.

                        Comment

                        Working...
                        X