Cure[]
When using Cure III, this provides a better result than my ice staff, due to this having +1 MND. However, if cure III is given a -10% (due to it being light element) effect, shouldn't the end result be worse off? Or is cure the exception to this? Also, just curious, why does light staff give +10% charm rate, yet this gives -15%? --Beaster 23:43, 13 June 2008 (UTC)
Not affecting Cures?[]
So I've tried this out with my BLU a few times. With Dark Staff equipped, Wild Carrot, Pollen, and Magic Fruit all cure exactly one more point than without it. (I think this is because of the +1 MND.) I have drawn the conclusion that the 10% penalty to Light Element spells does not affect restorative Blue Magic. I will have a friend test whether or not this affects Cure potency as well. The staff does, however, affect MP Drainkiss. <Ariant>
It will only affect cures if used as a nuking spell against undead. Then the penalty to m.accuracy and m.attack will apply. When used to Cure another player, it ignores both m.acc and m.atk and just uses Cure Potency (an effect on the Light Staff specifically, and a couple of other things) and is unaffected by the negatives. --◄Chrisjander► t/ c 17:19, 26 May 2009 (UTC)
Magic Accuracy[]
It is +20 for NQs and +30 for HQs, which translates directly to +20% land rate and +30% land rate respectively if your land rate is already over 50% (+10% and +15% land rate if you're under 50%). Stop changing this back to assumptions made back before people even tested magic accuracy.
http://robonosto.blogspot.com/2008/12/on-magic-resist-rates.html
--Bsphil 22:00, January 24, 2010 (UTC)