QUOTE(smilejb @ Oct 5 2011, 21:09)

Thanks for the info. Checked out the site and it doesn't say anything about curative magic (other than how to gain proficiency) or wearing multiple armor types. I'm pretty sure that because of the extra for having all the same armor, you don't get a bonus in gains.
edit, though thanks to that I probably wont put stock in cloth armor for being a melee fighter anymore. and light armor is looking way better.
As they have stated above me, you only get the bonuses from armor proficiency if you wear that specific type of armor and nothing else (I think you can wear "nothing else" though, as in not having anything equipped in a certain slot, for whatever reason you'd want to do that).
And light armor is way better for a melee fighter, since cloth armor gives bonuses to mage stats and to magical proficiencies, and it's greatest asset may be low compromise (burden makes you act a little slower for every point over 20, and interference decreases your magical proficiencies for every point over 25).
Light armor, especially kevlar, gives good physical mitigation without all too much burden or interference.
Shade armor gives much lower mitigation but gives attack damage and accuracy and has higher evasion and resist chance, they also tend to have very low burden.
Heavy armor gives more mitigations of course, but due to how the system works, I donn't think it really makes up for it, in a full set of heavy plate of protection I still get "only" 56.5% mitigation (although I could admittedly get it a little higher by getting a little better gear, haven't put all too much resources into it, but satisified myself with decent gear) while my kevlar suit has 46.4% mitigation, with a little higher evasion and much higher resist chance (9% -> 14.3% and 7.1% -> 28.1% respectively). And with much less compromise.
Shield armor, giving block, might be good, if you are going 1-H, which doesn't seem all that powerful right now compared to 2-H though, and requires you to really get your block chance up there in order to have a decent chance, with my own set I can only get 47.9% block and 12.8% parry, and that is with a good shield and 3 pieces of shield armor with a 6%+ block bonus. Admittedly, my proficiency in 1-H is pretty poor, but still, it's very very hard to get it above 60%.
And the heavy compromise will mean that you'll act slower.
As for the magic proficiencies, the offensive ones, elemental, divine and forbidden, increases your damage with spells related to them.
Deprecating increases duration for debuffs, supportive increases duration for your buffs and curative increases the amount healed for cure and the amount and the duration for regen.
The formulas for deprecating and supportive duration bonuses are known, as well as the damage for the poison spell, which is also affected by deprecating proficiency, but not the formulas for the offensive or curative proficiencies.
Poison damage is based on the monsters base health as well, and it isn't impossible that heals have some kind of connection to your own base health as well, although as I said, I have never found any formulas for it, so it's just wild speculation.
Edit: A quick check seems to indicate that the regen spells got a duration formula that works the same was as the supportive spells. No clue about the formula for amount healed though, and regen II heals more per turn than Regen I.
edit2: Appears that someone found the cure formula.
QUOTE((Cheater) Tiap @ Oct 6 2011, 01:46)

If anyone cares, the exact formula appears to be (base HP/2)*(1+curative prof/200)*(1+holy EDB/100).
That seems to be for Cure I and base HP is apparently a factor. And heal is holy "damage", being affected by holy damage bonuses.
It's likely that Regen is also affected by base HP then.
This post has been edited by Randommember: Oct 6 2011, 12:30