Wow, that’s crazy. Definitely gonna get at least Circle 2 Cleric then! 
Feels like an OP skill, but considering it’s for the cleric class. I think it’s really cool 
I wonder if it exceeds the max level of skills.For monks, lvl 10 sunray hands+ lvl 10 divine might= lvl 20 sunray hands… now that would be OP.
Funny how I didn’t actually think about this when I made my Divine Might Monk build. I hope it does. lol
I dont think it’s gonna pass beyond the max level of the skill, wich is usually 15. Why? Well, because if it does then what is stopping you from having two clerics casting divine might over and over again until they use a sunray hands with a lvl over 9000?
DM doesn’t stack
. From some 2nd CBT vids it seemed you could get pass level 15 though. However who knows if it’s gonna be changed in the upcoming 3rd CBT 
My question is how much of an impact is +1 stat in the game, because wiki site list some skills with an increase of float values.
This will determine which skills I can keep lower and use DM to beef it when I do need it defensively, but mainly focus on using it offensively. I am mainly aiming to use DM for paladin’s Smite skill (Lv 5+10), monks’ Sunrays Hands skill (Lv 5+10), and either Monk’s 1 Inch Punch (Lv 1+10) or God Finger Flicking (Lv 1+10) as filler.
If I were to go the Priest route instead, it will determine the investment for Aspersion and Blessing Lv.
Since I will be going for STR Monk, I would also like to know, how does Cleric Healing skill works. Does it heal a fix amount which is amplify by stats, or does the skills level affect how much it heals or create healing plates. I don’t care about it’s damage amount with heal, since I plan to use DM in combination with paladin and monk skills for dps. This will change my build. This will determine if I will have my Heal stay lower Lv, or higher Lv.
I do question if using Priest Sacrament and Blessing attack buff would be the better route for monk too.
There are a few things that effect your abilities. you have stats which can determine its effectiveness like INT = Heal but there are also skill points obviously like 0 to 15 in some cases, there are also “Attributes” which inturn can be determined by your job’s “Circle”.
From what I think I’ve managed to find out, If you have lvl5 Heal for eg, but you are still Circle3 Cleric, then you have access to the Circle unlocked “Attributes” which are responsible for the majority of Heal’s maximum potential.
Assuming you have DM 10 you can then boost Heal to lvl15 and because you have the circle3 Heal attributes, you then have a maximum potential Heal on your hands, assuming you have the stats to back it up ^_~
But say you are a circle2 Cleric, you don’t have access to the circle3 Heal Attribute and so boosting the raw skill lvl of the skill will have a relatively minimum effect. (seeing as the circle unlocked Heal attributes seem to be the biggest factor in determining heal potential besides stats) Because you are only rocking a circle2 heal attribute. =P
Make sense? XD
There is a vid somewhere where you see the differenc between a max lvl Heal cast with and without max lvl DM, the increase is only around 1/5 more healing from (an assumed) approx. +60%? extra lvls via DM.
Long story short, It seems as though DM will have a minimal benefit on some skills, not all but some, namely the skills effected strongly by specific attributes so research your attributes. I’m not sure there are Monk attribute details out yet though >_<
(Not confirmed. Don’t quote meh~)
Even though I plan on going the Monk path, Sadhu looks so interesting to be because the concept reminds me of Xian Xia XD
Does divine might work on another cleric to boost another clerics divine might?
Fortunately it does not.
Damn lol. They made sure you can’t break the game
Well there’s no official explanation about which skills are compatible with DM, but I bet the devs have already consider plenty broken combos lol
Sorry for necro but is this patched? I currently have 4 levels in it but it only increase my other skills 1 level instead of 4. Is this bug or intended/changed mechanic?
It has been patched since start of iCBT2. Right now it is a party buff that gives +1 to skill levels for x skill usages where x is Divine might’s level. Its old mechanic was way too OP.
Thanks. So at this point there is no need to spend more than 1 point in that. Or none at all. Pretty harsh nerf though
But now it’s a party buff, so still a great skill worth maxing, unless you are playing solo. Even for solo it’s worth it for 2 more heal tiles, etc.
I went ahead and tested it today, and 1 skill Divine Might does NOT buff is…Divine Might. Just thought I’d throw that out there because I was thinking about casting it twice in a row to get 1 extra skill use out of it. O well!! 
I dont understand why spend more than one point in it.
I havve heal lvl 7. When I used it, it went to lvl 8, even though divine might is lvl 4.
Now, if I use it again after it’s CD but before the buff expires, it doesnt add an extra level.
I plan on putting 5 levels into it, because that will buff the next 5 skills you use by 1 level. Since this is a party buff, I’m sure everyone you play with could appreciate the those extra levels on multiple casts. This is also especially useful to cast right before everyone in your party applies their buff skills, particularly if 1 person has more than 1 buff they can cast
