Here is some data collected on this dice. As a level 21-22 RDM in Qufim I got these bonuses with the different rolls (no WHM in the party):
- 3: +7 hMP (Lucky number)
- 7: +1 hMP (Un-lucky number)
- 8: +4 hMP
- 9: +4 hMP
- 10: +5 hMP
- 11: +9 hMP
Some one posted on this page that they got +4 hMP on the lucky roll. The COR in my pt was level 20-21 over the course of the party. So...perhaps the hMP bonus is a percentage of your normal hMP (without any rolls I got a beginning tick of 12 MP when I healed), or it changes as you level? Either way, I want to put this info somewhere in case someone can figure anything out! ^_^ --Rixie 11:03, 7 May 2006 (PDT)
From Russta's LJ:
Healer's Roll - Very, very nice roll that I tend to use more than Evoker's Roll. With a White Mage in the party, rolling XI is hMP+20 which, especially at level 20, is pretty amazing. I'd assume a lot of Corsair's will overlook this fine ability which is a shame if you have good mages that appreciate the value of hMP.
While he doesn't say what level he was when he got hMP+20, the discrepancy between several sets of numbers leads me to think that it scales by some factor. --Aurikasura 11:41, 11 May 2006 (PDT)
Aye, I agree. So it's not as simple as just a set number. {That's too bad.}, but also good as it probably increases as you go up in level. That or having a WHM in the pt gives a crazy boost to the effect, which I doubt. Guess we'll have to wait for more info. --Rixie 12:26, 11 May 2006 (PDT)
Looking at your numbers and the numbers on the page, it seems like WHM in pt is "+3" to the hMP value. --Aurikasura 12:55, 11 May 2006 (PDT)