Spell Interruption Rate

From FFXI Wiki
(Redirected from Spell Interruption)

Overview

Spells can be interrupted in a variety of ways:

  • Being hit for physical damage (does not apply to Songs)
  • Starting and completing the spell at different locations due to player movement or knockback.
  • Being Silenced, Stunned, Terrorized, Petrified, or Slept while the spell is cast, Intimidated at the end of the cast, or having Paralyze Proc on the spell.
    • Except for Stun, if the status is removed before the casting would normally complete, the spell will still go off normally.
  • Having less than sufficient MP to cast the spell at the end of casting.
    • This may happen due to improper gear swapping or being hit by Aspir for example.
  • Losing access to the spell while the spell is being cast (for example, Tabula Rasa wearing off while casting Kaustra or Embrava).

S.I.R.D. is an acronym often used to define this mechanic.

SIRD Equipment, Merits and Effects


The player's skill in the spell being cast has a significant influence on whether a spell is interrupted by physical damage; however, skill alone cannot guarantee that a spell will not be interrupted. Because magic skills cap at level 99 and are increased only by Master Levels, it is important to equip the highest Item Level possible. For example equipping a level 99 weapon with a visible Item Level and a combat skill statistic will further reduce the player's spell interruption rate proportionally to the item level and combat skill value. However, it is incredibly common to be interrupted by low level monsters hitting for very little damage regardless your skill level and item level.

Furthermore the gear statistic and Merit upgrade "Spell Interruption Rate -X%" refers specifically to being interrupted by taking physical damage. Attaining -102% or more Spell Interruption Rate will make you entirely immune to interruption from physical damage.

  • Due to how the values are truly represented in the code, you may be able to cap at 101% in some circumstances due to the value being in x/1024 and items misreporting their true value.
    • An item might say 5% SIRD but in truth could be 4.78% meaning you wouldn't be capped at 101% and would need more. Check each individual item page for exact calculations where possible.
    • Additional spell interruption rate down past the cap will have no benefit whatsoever.
    • While tanking if pulling a high number of mobs being even 1% under the cap means you will not be able to cast, the more mobs you add the more is required to be at cap.
    • Specifically for the merit upgrade each increase to this merit category will grant you a 2% spell interruption rate reduction, for a possible total of -10%. It costs 15 merits to fully upgrade (1>2>3>4>5).
  • Aquaveil, while in effect, completely prevents spells from being interrupted by physical damage.
    • At above 500 Enhancing Magic you will block 3 interruptions, additional gear with +Aquaveil will increase this further.
  • Choral Roll is a Corsair buff which reduces spell interruption rate by up to 75% while in effect.
  • The Shield Mastery trait completely prevents spell interruption on blocked hits.
  • Iron Will merits add a spell interruption reduction effect to the PLD ability Rampart.
    • 19% per merit up to 95% at 5/5.
  • Manafont completely prevents spells from being interrupted by damage while active.

References