Category:Drain/Aspir Spell

From FFXI Wiki

Drain GUI.png 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 Dark Magic skill, equipment which directly modifies Element: Dark-elemental magic damage, and equipment which directly modifies the Drain and Aspir spells. INT plays a role in determining the accuracy (resist rate), but does not affect potency. Magic Attack Bonus has no effect on potency.



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 maximum potential potency is (Dark Magic Skill + 20)
    • At 300 dark magic skill or above, the maximum potential potency is (Dark Magic Skill)×5/8 + 132.5
    • The minimum potential potency of Drain is 50% of the maximum potential potency.
  • Drain II:
    • At 300 dark magic skill or below, the unresisted potency of Drain II falls between (Dark Magic Skill +20) and (Dark Magic Skill +85)

The actual value drained will randomly fall anywhere between the minimum and maximum when unresisted.

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, 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.

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/3 + 20)
    • At 300 dark magic skill or above, the maximum potential potency is (Dark Magic Skill)×0.4
  • Aspir II:
    • At 300 dark magic skill or below, the maximum potential potency is 1.5*(Dark Magic Skill/3 + 20)
    • At 300 dark magic skill or above, the maximum potential potency is (Dark Magic Skill)×0.6

The minimum potential potency of either 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 to 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.

Equipment

  • The potency of Drain and Aspir spells is NOT affected by Magic Attack Bonus; however, it is affected by any gear which increases the potency of Element: Dark-elemental magic (e.g. Xsaeta I, Pluto's Staff, Chatoyant Staff), as well as by the effects of Weather and/or Day.
  • The following equipment pieces specifically enhance both "Drain" and "Aspir" spells by increasing their maximum (and minimum) potencies by a certain percentage. For example, if a Drain spell has a potency range of 100 ~ 200, the range will shift to 105 ~ 210 with Excelsis Ring equipped.
  • Atma of Dunes enhances Drain and Aspir potency by 20%.


Modified by equipment
Equipment Enhancement
Set: Vampiric Mitts
Vampiric Boots
Potency +10%
Diabolos's Pole Element: Dark Weather: Potency +20% Verification Needed
Bounty Sickle Potency +15%
Anaimatos Scythe Potency +Question%
Dacnomania Potency +20%
Misanthropy Potency +20%
Arasy Scythe Potency +7%
Arasy Scythe +1 Potency +10%
Rubicundity Potency +20%
Appetence Crown Potency +10%
Striga Crown Potency +13%
Bagua Galero Potency +20%
Bagua Galero +1 Potency +25%
Lugra Cloak Potency +30%
Lugra Cloak +1 Potency +31%
Fallen's Finger Gauntlets Potency +10%
Fallen's Finger Gauntlets +1 Potency +12%
Merlinic Crackows Potency +7%
Fucho-no-Obi Potency +8%
Austerity Belt +1 Potency +5%
Hirudinea Earring Potency +3%
Evanescence Ring Potency +10%
Excelsis Ring Potency +5%



References

Pages in category "Drain/Aspir Spell"

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