Category:Drain/Aspir Spell

From FFXI Wiki

Scholars, Black Mages, Geomancers, and Dark Knights have access to unique spells which can steal a monster's HP or MP to restore their own.

  • Drain Spells: Steal a monster's HP to restore the caster's HP.
  • Aspir Spells: Steal a monster's MP to restore the caster's MP.

The potency of drain and aspir spells is affected only by:

The potency is not affected by:

The formula for the potency is the following: Amount Drained = Potency × Drain/Aspir Potency+ × Dark Elemental Magic Affinity × Weather/Day Bonuses × Nether Void Bonus

Drain spells

These spells steal a target's HP, inflicting damage to the target and restoring HP to the caster. The potency of these spells depend on the caster's Dark Magic skill.

  • Drain:
    • At 300 dark magic skill or below, the base potency is Dark Magic Skill + 20
    • At 300 dark magic skill or above, the base potency is Dark Magic Skill × 5/8 + 132.5
    • The potency varies randomly between 50% and 100% of the base potency.
  • Drain II:
    • The base potency is Dark Magic Skill + 165
      • This equation may differ at low Dark Magic Skill.
    • The potency varies randomly between 66.6% and 100% of the base potency.
  • Drain III:
    • The base potency is Dark Magic Skill × 3/2 + 105
      • This equation may differ at low Dark Magic Skill.
    • The potency varies randomly between 75% and 100% of the base potency.

Drain can inflict damage to its full potential regardless of the caster's current HP; however, the value displayed in the battle log will be equal only to the amount of HP restored to the caster (e.g. the battle log will report a 0 value for Drain when the caster's HP is full; however, it will still do damage to the target).

Drain II & III, unique to Dark Knight, has an additional function in that it will temporarily increase the caster's maximum HP beyond their normal maximum HP when the amount of HP drained is more than the necessary amount to fill their HP bar. This HP Boost effect lasts for 3min and can be extended with Ratri Sollerets/+1

Aspir spells

These spells steal a target's MP, reducing the MP of the target and restoring MP to the caster. The potency of these spells depend on the caster's Dark Magic skill.

  • Aspir:
    • At 300 dark magic skill or below, the maximum potential potency is Dark Magic Skill × 1/3 + 20
    • At 300 dark magic skill or above, the maximum potential potency is Dark Magic Skill × 2/5
  • Aspir II:
    • At 300 dark magic skill or below, the maximum potential potency is Dark Magic Skill × 1/2 + 30
    • At 300 dark magic skill or above, the maximum potential potency is Dark Magic Skill × 3/5
  • Aspir III:
    • At 300 dark magic skill or below, the maximum potential potency is Dark Magic Skill × 2/3 + 40Verification Needed
    • At 300 dark magic skill or above, the maximum potential potency is Dark Magic Skill × 4/5Verification Needed

The minimum potential potency of any Aspir spell is 50% of the maximum potential potency, and the actual value drained will randomly fall anywhere between the minimum and maximum when unresisted.

Aspir can reduce the target's MP by its full potential regardless of the caster's current MP; however, the value displayed in the battle log will be equal only to the amount of MP restored to the caster (e.g. the battle log will report a 0 value for Aspir when the caster's MP is full when the spell lands; however, it will still reduce the target's MP).

If the target has no MP, either because its MP has been fully depleted or because it normally has no MP pool, Aspir's effect will steal 0 MP.

Merit Point Augment

Job Trait Information
Description Increase the amount of MP absorbed by Aspir.
Type Merit
Job Black Mage
Merit Points
Group 2 Ranks Available 5
Effect of each Rank Increases the amount of MP absorbed by Aspir by 4% per merit level.



"Drain" and "Aspir" Potency Gear

"Drain" and "Aspir" Potency Gear
Equipment Lvl. Slot Jobs "Drain" Potency "Aspir" Potency
Father Time 99 Main DRK 25%
Bhima 99 Main GEO 20% 20%
Rubicundity 99 Main WHM BLM RDM SMN SCH GEO 20% 20%
Apocalypse (Level 119 III) 99 Main DRK 10%
Bagua Galero +4 99 Head GEO 35% 35%
Bagua Galero +3 99 Head GEO 35% 35%
Bagua Galero +2 99 Head GEO 30% 30%
Bagua Galero +1 99 Head GEO 25% 25%
Bagua Galero 99 Head GEO 20% 20%
Striga Crown 97 Head BLM DRK SCH GEO 10% 10%
Erra Pendant 99 Neck WHM BLM RDM PLD DRK SMN BLU SCH GEO RUN 5% 5%
Hirudinea Earring 75 Ear BLM DRK SCH GEO 3% 3%
Fallen's Finger Gauntlets +4 99 Hands DRK 16% 16%
Fallen's Finger Gauntlets +3 99 Hands DRK 16% 16%
Fallen's Finger Gauntlets +2 99 Hands DRK 14% 14%
Fallen's Finger Gauntlets +1 99 Hands DRK 12% 12%
Fallen's Finger Gauntlets 99 Hands DRK 10% 10%
Evanescence Ring 99 Ring All Jobs 10% 10%
Excelsis Ring 80 Ring All Jobs 5% 5%
Fucho-no-Obi 99 Waist MNK WHM BLM RDM PLD BRD RNG SMN BLU PUP SCH GEO RUN 8% 8%
Spaekona's Tonban +4 99 Legs BLM 20% 20%
Spaekona's Tonban +3 99 Legs BLM 20% 20%
Pedagogy Pants +4 99 Legs SCH 15% 15%
Pedagogy Pants +3 99 Legs SCH 15% 15%
Pedagogy Pants +2 99 Legs SCH 10% 10%
Spaekona's Tonban +2 99 Legs BLM 10% 10%
Agwu's Pigaches 99 Feet BLM SCH GEO RUN 20% + 15% 20% + 15%
Merlinic Crackows 99 Feet BLM RDM SMN SCH GEO 7% + 1~11% 7% + 1~11%
Chironic Attire Set 99 WHM RDM BRD SCH 1~11% 1~11%
Merlinic Attire Set 99 BLM RDM SMN SCH GEO 1~11% 1~11%

References

Pages in category "Drain/Aspir Spell"

The following 6 pages are in this category, out of 6 total.