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Talk:Party Healing

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Dose anyone know when this comes out? -- hawk400206

When Healing wand is out. --Kevin 21:20, 20 September 2008 (UTC)

I relized that i ment specifly like g3s4 g7s4 as in exactly when. -- hawk400206

My new human just learned Party Healing from healing a pet with a healing wand. Can anyone test the method of learning Party Healing?--Conor 21:48, 15 January 2010 (UTC)

Advance magic?

Is Party Healing considered the Advanced Magic of healing? I think it is, since you require a wand, uses a lot of MP, is more effective on a larger scale than the first skill.--Tricky B 05:46, 11 July 2009 (UTC)

Did you read the details? Here's your answer:

"Party Healing is not considered an Advanced Magic."

And no, I don't know why it's not considered one. =P --Aramet 06:12, 11 July 2009 (UTC)

The details is specifically why I asked the question. It may not be elemental, but it does share characteristics of the other advance magic. That's what threw me for a loop. If it's not Advance Magic, but not the first version of it, than what is it? Intermediate? O.o--Tricky B 07:27, 11 July 2009 (UTC)

...what actually makes it considered an 'advanced magic' anyways? --Kevin Talk«) 07:35, 11 July 2009 (UTC)
...You got a point... Is there a list of requirements posted in any book or something officially? I don't remember reading it in the Thunder book.--Tricky B 07:38, 11 July 2009 (UTC)
As far as I know, all the "Advanced" spells we have were referred to as "mid-level spells" by Nexon for a bit. Take that as you will.--Mystickskye 09:23, 11 July 2009 (UTC)

Reminds me of a converstaion I had with a guildmates that went something like this...

K: So we have Basic spells and we have Advanced spells...where are the intermediate spells? BB: In the same place as Rundal and Math Intermediate.

Heh. Hehehe.

BladeBlade 10:27, 11 July 2009 (UTC)

And to actually add something to the conversation, I have one word.

Alchemy? BladeBlade 10:28, 11 July 2009 (UTC)

Isn't Alchemy considered another skill branch? Or does that have a blue background and hide under Magic?--Tricky B 12:07, 11 July 2009 (UTC)
This is not advanced magic because it is very easy to obtain. It does not require books and pages and all you have to do is equip a healing wand. I do not know of any advanced magic that can be obtained that way.
Alchemy is special and does not even have a monochrome background.--恒升  评论  14:39, 11 July 2009 (UTC)

Chaincasting

Wiki currently states that Party Healing can be chaincasted with an upgraded Healing wand (yet there are no chaincasting upgrades for Healing Wands?) and a Spirit Healing Wand with what I assume is sufficient enough Social level. Can anyone confirm this? EnigmaticFractal 04:45, 11 August 2009 (UTC)

I think I was the one who originally put that Healing Wands can chaincast. I dislike that it's been edited to show the contrary, when you CAN IN FACT chain cast party heal with an ego healing wand! Here's your verification: http://i9.photobucket.com/albums/a56/damsel_not_in_distress/mabinogi_2009_09_11_001.jpg So whoever edited to say you CAN'T chaincast party heal with an ego healing wand, kindly change it back. Wolfy
Fail, not saying that I don't believe that, but who is going to base evidence on your image (how do I know you didn't cast it 5x)? At least make a video instead.--Hengsheng120(talkcontribs) 04:00, 12 September 2009 (UTC)
Casting it 5x would not make it appear there are 5 Party Heals stacked. >.> I've never heard of a number appearing with the skill icon to show how many times you have cast it. It shows how many you have loaded. But fine, if you're going to go with that argument, then I WILL make a video of Party Heals being stacked. http://www.youtube.com/watch?v=xnztXYRuXO8 Wolfy
That isn't chaincasting. You can do that normally. Chaincasting spells work like heal REGULAR heal.Novaix 08:19, 14 September 2009 (UTC)
Prior to chaincasting being added, you could only load 1 party heal. I remember finding that very annoying. I tried many times to cast it over and over, but you could only load one. Wolfy
Uh...what? I trained party heal to rank 6 from F last week using an untouched healing wand, I could stack it to 5 charges just fine.--Qaccy 16:41, 14 September 2009 (UTC)

Chaincasting isn't stacking...--Leyuu 10:45, 7 October 2009 (UTC)

Master Title

Anyone know if the wound recovery applies o regular healing as well?Novaix 05:57, 27 September 2009 (UTC)

it works. --Juff 02:11, 10 October 2009 (UTC)

Ranks 5-1

Anyone have any information about what the healing is like after the revision that KR had? Lhazzal 06:20, 27 September 2009 (UTC)

What's currently shown in the chart for ranks 5-1 is post-KR update. Everything before that is still consistent with NA, because...well, yeah. Prior to the update rank 1 was apparently 25 HP/heal at 20 MP/charge (although it was still capped even in the KR client until last week), so efficiency doesn't go up much but the amount healed per charge shot through the roof. As far as MP cost is concerned I could only dig up the rank 1 cost, but for the NA client it doesn't really matter much since we won't see ranks 5-1 for quite a while most likely. Qaccy 06:30, 27 September 2009 (UTC)
You guys don't know how to open .pack data and look at skill_leveldetail.xml?--Hengsheng120(talkcontribs) 06:43, 27 September 2009 (UTC)
I suggest that you make another whole chart for G11. because EVERYTHING changed--Hengsheng120(talkcontribs) 06:56, 27 September 2009 (UTC)

G11 Version

We now have the revised party healing, just thought I'd throw that out there in case no one noticed. Tellos 21:19, 11 August 2010 (UTC)

Can some one add some things you know about the G11 update in details like about the defence it adds and that it more or less becomes more usefull by keeping Party Healing charged and not use it since it add defence--Vats3 04:32, 12 August 2010 (UTC)

Its already been changed. This wiki is up to date within 24 hours typicaly. :P Tellos 04:34, 12 August 2010 (UTC)

Contents

Thread titleRepliesLast modified
Use Party Healing on 3 or more people in Critical condition.618:49, 2 November 2015
"Critical" Healing?617:40, 7 October 2013
Ice Mine Method100:15, 4 October 2012
Training221:50, 16 December 2011

Use Party Healing on 3 or more people in Critical condition.

After reading as much as I could from the Japan wiki and a bit of in-game testing, I think it's fair to say that "critical condition" refers to a '% loss of hp or more' than the amount of points your party healing can heal. That is, let's say the required loss amount is 10% of the heal. If your party healing heals for 100 hp, then your targets need to lose 10 hp or more. Now, I haven't done enough proper testing to know the exact % loss required, but I do know that you cannot consecutively party heal for the skill requirement. I do not believe that there is a mandatory rest period, as I have tested different periods of seconds between healing with mixed results. My guess is that there is an in-game counter which keeps track of hp loss that resets between heals (most likely healing from any source).

Vlykarye (talk)10:55, 27 October 2015

Critical condition/in distress has always been healing someone whose HP is lower than 20%. It's a widely known thing; even the regular Healing page mentions it.

Infodude575 (talk)20:39, 27 October 2015
Edited by another user.
Last edit: 18:25, 2 November 2015

That is false.

Under 20% yes, but not JUST under 20%. I widely know this because I spent 5 hours today testing it. Thank you though for your input.

Also, "in distress" is not the same requirement, so it may only require 20% for that line.

I now have video evidence that the requirement is not only 20% of hp, but also a net % hp loss between heals.
I have confirmed that the 20% does not apply to wounded hp.
I have confirmed that the 'healing counter' keeps track of net hp loss rather than total hp loss.
I am willing to post images/video proof of this if someone tells me how.

Vlykarye (talk)20:42, 27 October 2015

I'm actually a bit confused on your wording here. I mostly don't know what you mean by net hp loss as opposed to total hp loss. Can you give examples of what would count for fulfilling "in distress" but not for "critical condition?"

Blargel (talk)16:33, 30 October 2015
Edited by 2 users.
Last edit: 18:26, 2 November 2015

Oh right, let me clear up the concept with an example:
Player has 100 hp (100 starting hp).
Player loses 50 hp from attack 1 (50 remaining hp).
Player drinks 30hp pot (80 remaining hp).
Player loses 50 hp from attack 2 (30 remaining hp).

Total hp loss = 50 hp loss from attack 1 + 50 hp loss from attack 2 = 100 total hp loss.
Net hp loss = 100 starting hp - 30 remaining hp = 70 net hp loss.

I am following standard definitions of mathematical (and I suppose accounting) terminology that can be found here:
Total vs Net

As for the difference between "in distress" and "critical condition," I cannot say, as I have not actually tested the "in distress" requirement myself. I have only rigorously tested the "critical condition" requirements, and from what I've read on the wiki, I can say that the in-game requirements for "critical condition" is different than what the wiki states as the requirements for "in distress."

Hmm, there isn't a good wiki page for the definition of "net," so I can see where it could be confusing. I was unable to find a website that defines "net value," so I'll simply have to explain it better myself. Following this link, Displacement, will take you to a page showing the difference between "distance" and "displacement." These words are great for describing motion, but we need words to describe a similar concept between the loss and gain of other values. In this context, pretend "total" means "distance" and "net" means "displacement." That is the best explanation between total value and net value.

Vlykarye (talk)17:22, 30 October 2015

I see what you mean now. I would find it very strange that the game would keep track of total hp loss so there's really nothing surprising about that particular finding. I now have a few more questions to clarify what you mean.

 
 
I have confirmed that the 20% does not apply to wounded hp.
 

 

This statement is a bit ambiguous. If for example a player has 20% wounds, making his effective hp 80% of his max, would he need to be at 20% of his effective hp (16% of max) or would 20% of max hp still give training? I think I remember when training that it would be the latter, but I can't quite trust my memory since I trained healing so long ago.

 
 
I now have video evidence that the requirement is not only 20% of hp, but also a net % hp loss between heals.
 

 

If you are unable to upload the video to YouTube, at least describe what happened that made you think this. At the moment, I find this hard to believe from my own experiences.

Blargel (talk)01:06, 1 November 2015

I believe the 20% applies to total hp because each party member was at 25% or less effective hp during skill training.

Here are some screenshots side by side of before and after party heal.
The first heal, we were all very deadly, so the requirements were fulfilled, and I received full EXP.
Heal #1

The second heal, our effective hp was nearly 100%, so only exp for using party heal was gained.
Heal #2

The third heal was nearly identical to the second, to show that it was not random.
Heal #3

The fourth heal, I waited for everyone to enter deadly again, and I received full EXP for the heal.
Heal #4
Note: Simply "being deadly" is not a requirement. The hp loss counter does not stop at deadly, it continues to count (we just can't see the 'current hp' without mods).

This alone is proof that there is some kind of hp loss counter in-game.

Vlykarye (talk)02:40, 1 November 2015

I think the problem is that you need people that have hp to even heal. If you're wounded so that your maximum effective hp is 5, you must have less than 5 hp so that some bit of healing is registered for the training. Otherwise the game probably thinks that since you healed 0 hp for that person, there's no reason to give you training.

Blargel (talk)18:14, 1 November 2015
Edited by another user.
Last edit: 18:27, 2 November 2015

Incorrect. I tested this vigorously. Wound doesn't matter. If you have ever used mods, you would know that effective HP does not stop at 0. Neither does total wound. It continues below 0, and with 100% wound or MORE, you can steal get exp from party healing.

The wound rate was there so that effective HP would ALWAYS be under 20%. I kept it about 0% so I could show how the requirements work in screenshots.

Vlykarye (talk)18:27, 1 November 2015

That's not what I was saying. I was saying that if you try to heal someone who cannot be healed any further due to wounds, you will not receive training, even if they are under 20%. The fact that wounds and hp can go below 0 is a well-known fact but irrelevant to the point I was trying to make.

EDIT: After rereading a bit of this, I realized that we may be arguing over completely different points. The point I'm arguing against right now is "the requirement is not only 20% of hp, but also a net % hp loss between heals". I agree that wounding does not affect what counts as 20%.

Blargel (talk)16:40, 2 November 2015

Ah ok. I see. Well. I have proven for myself that my statements hold true, so if anyone would like to disprove me, I ask for video or pictures showing that I am incorrect. This, of course, is impossible. So, I would like to go ahead and add my tip to the wiki. However, I feel if I do so, someone will simply delete my addition because they "think" I'm incorrect without proof to back their statement up. So, if anyone else would like to test these theories, I would appreciate the support.

Vlykarye (talk)17:22, 2 November 2015

I feel like your theory is too complicated, but if you have a simple easy-to-understand way to word what you want to say on the main page, you may as well add it. If someone removes it without explanation, you can always ask them for counter-evidence on their user talk page.

Blargel (talk)18:23, 2 November 2015

I'll try to find easier to understand wording.

Vlykarye (talk)18:28, 2 November 2015

I finally realized I did not read the first post carefully enough. I now fully understand the test you were conducting and the kind of extra information you are trying to add. I'm still not sure how to word it in a way that is easily understood for the general wiki reader though. I will think about it as well.

Blargel (talk)18:46, 2 November 2015

I think it will be good enough to mention in the Training section a line from Healing.
"The skill must recover HP to receive skill training (full HP as well as wounding does not count)."
The requirement is almost the same, so I shall reword it a bit. This should be enough for any confused players who might be trying to train party heal.

Vlykarye (talk)18:49, 2 November 2015
 
 
 
 
 
 
 
 
 
 
 
 
 
 

"Critical" Healing?

on occasion, I would see numbers that are much larger than the average range. Would be like getting a "critical" in healing? Doesn't apply to just party healing, but regular healing as well.

まそっぷ ! (talk)01:06, 7 October 2013

I guess so. Almost seems like a +50% increase to me. How do your numbers look?

Meru (talk)04:45, 7 October 2013
 

well r2 party heal jumps to around 200 or so.

まそっぷ ! (talk)11:55, 7 October 2013
 

With my rank 4 healing and 161 magic attack I heal 31-37 normal heals and 48-55 crit heals. For healing this doesn't seem to be in line with: "On top of the base recovery rate, Healing also restores 1 additional HP per 10 Magic Attack." As for party heal I don't really use that lol. But maybe the additional HP per 5 or 10 magic attack would be slapped on for the crit heal? Seems to fit a tiny bit atleast...

Meru (talk)13:50, 7 October 2013
 

I wonder if its based on your Critical Hit rank...

Infodude575 (talk)14:33, 7 October 2013
 

Who knows, but I doubt it. If my 161 magic attack boosts my range min +4 and max +6, then my crit heals give min +21 and max +24... Well now I don't remember where I was going with that, but there's some numbers. R1 crit of course. Give us some more numbers infodude. Maybe healing rank could affect it.

Meru (talk)17:36, 7 October 2013
 

rF Heal r2 Party...you tell me.

まそっぷ ! (talk)17:40, 7 October 2013
 

Ice Mine Method

Would it really send everyone into deadly? Because that seems very, very absurd and completely broken.

Infodude575 (talk)15:09, 3 October 2012

Unless you have some pretty weak players, I doubt it.

Zugon (Talk | contribs)00:15, 4 October 2012
 

I'm on rF and I'm trying to rank Party Healing. I'm stuck at the "recieve treatment". I got my friend to heal me when I was hurt and I didn't get training for that. I then got into deadly and got my pet to heal me, but I only got 1 training instead of two (I have Mage Destiny). After that I haven't been getting "recieve treatment" is there a glitch or did I really misunderstood the training method?

LexieAries21:33, 16 December 2011

To do the receive treatment requirement, you need to use Party Heal on yourself when you are hurt. That will complete that requirement.

Kiyoura21:45, 16 December 2011
 

I tried that, but I only got healing for healing three or more people.

LexieAries21:50, 16 December 2011