Heal Mind (Ability)

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Ability - Heal Mind

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Description

/healMind: This command heals mind pool damage at the cost of wounds to the medic.

Command: /healMind
CommandQueue Entry: healmind (DFAC57EE)

Related Tags

0% This document has not been started.

Ability This document relates to Player Abilities.

Combat Medic This document is related to the Combat Medic Profession.

Ability Breakdown & Details

This ability allows the combat medic to heal the mind pool of other players and pets at the cost of mind wounds to themself. This ability is not usable by the combat medic on themself however.

Ability Flow

<graphviz> digraph G {

       rankdir = LR;
       node [shape=record, width=.2, height=.2];
       node [width=1];
       node1 [color="#929292", label = "Step 01", style="bold", fontname="arial", 

fontcolor="#929292", URL="Test101"];

       node2 [color="orange", label = "Step 02", style="bold", fontname="arial", 

fontcolor="#458CAF", URL="Test102"];

       node3 [color="orange", label = "Step 03", style="bold", fontname="arial", 

fontcolor="#458CAF", URL="Test101"];

       node1 -> node2:w [color="#929292"];
       node2:w -> node3:e [color="#515FCA", constraint=false];

} </graphviz>

System Messages

SUI Prompt

Combat Chat Spam

Fly Text

Formula(s)




Total Mind Healed




This formula is derived from examining two reports of heal rates: This is just an estimate as an actual formula has not been discovered. I estimate the base amount to be 400 points. This brings the formula to be able to heal up to 1200 mind. Heals of 1000 or more were reported so this is probably close to the rate. The remaining issue is that there seemed to be a random factor involved where the amount healed was a random amount set between the floor (base) amount the ceiling. We probably can introduce it like that in which the amount healed is a random amount between 400-1200 and that the mind heal formula below only increases the total potential for the amount healed. Alternatively we could just leave it as a set amount healed to increase the usefulness of the skill as it already has a significant drawback to using it (the mind wounds incurred) so therefore there doesnt appear to be any danger of overuse due to spam (unless many jedi with mind wound healing ability and squad leaders using boost morale are present I suppose)

mind heal =  base heal amount x   (  1 + ( (100 + CM_Effectiveness_Mod ) / 100 ) )



Mind Wounds Incurred

Heal mind has a base wound amount of 40. Battle fatigue on the combat medic will increase the number of wounds incurred for each heal.


base wounds * ((100 + BF) / 100)

You will incur:

000 BF: 40 mind wounds
100 BF: 80 mind wounds
200 BF: 120 mind wounds
300 BF: 160 mind wounds


Source References

Source Source in Context
Source 1 [Source 1]
Source 2 [Source 2]
Source 3 [Source 3]

Ability HAM Costs

Modifier Value
Health Cost 0
Action Cost 0
Mind Cost 140
Force Cost 0

Ability Multipliers

Modifier Value
Health cost 0
Action cost 0
Mind cost 0
Force cost 0
Damage 0
Delay Time 0