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Category:Enfeebling Magic: Difference between revisions
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* "Immunobreak"+1 (from equipment such as [[Chironic Hose]]) increases the number of Resist Ranks shredded by one. |
* "Immunobreak"+1 (from equipment such as [[Chironic Hose]]) increases the number of Resist Ranks shredded by one. |
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* If the monster is completely immune to the effect, the log will mention that the target "completely resists the spell". In this case, neither Immunobreak nor [[Stymie]] will be effective. |
* If the monster is completely immune to the effect, the log will mention that the target "completely resists the spell". In this case, neither Immunobreak nor [[Stymie]] will be effective. |
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* Not all enfeebling spells are eligible for Immunobreak. Eligible effects are Slow, Paralyze, Silence |
* Not all enfeebling spells are eligible for Immunobreak. Eligible effects are Slow, Paralyze, Silence, Blind, Gravity, Bind, Poison, Break, and Sleep. |
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Most enemies added to the game since 2012 (when the Immunobreak mechanic was introduced) do not possess complete immunities to enfeebling effects, and Immunobreak can often be used to land effects to which many earlier NMs had complete immunity, such as Sleep and Silence. Additionally, many NMs in prior content had complete immunities eliminated, with a few exceptions: |
Most enemies added to the game since 2012 (when the Immunobreak mechanic was introduced) do not possess complete immunities to enfeebling effects, and Immunobreak can often be used to land effects to which many earlier NMs had complete immunity, such as Sleep and Silence. Additionally, many NMs in prior content had complete immunities eliminated, with a few exceptions: |
Revision as of 07:35, 27 January 2024
Overview
Enfeebling Magic is a general category of spells which apply negative status effects ("debuffs") to one or more enemy targets. The majority of enfeebling spells, including many higher tier exclusive spells, and the highest enfeebling magic skill are available to RDM, with small subsets of those spells available to GEO, SCH, WHM, DRK, and BLM (AoE versions of black magic enfeebles are available exclusively to BLM). Since most enfeebling spells are learned at relatively low levels, RDM sub can offer a wide variety of enfeebling spells to any job capable of landing them successfully.
Enfeebling Magic skill determines the accuracy and spell interruption rate of Enfeebling Magic spells. Aside from Dia Spells, all enfeebling spells either resist completely or "stick" on the target. For spells which land successfully, the duration of the debuffing effect is highly dependent on the accuracy of the spell relative to the target's resistance (and/or magic evasion).
For enfeebling spells with variable potency, the potency is calculated from a formula which is based on the caster's and target's MND (Blind, Slow, Paralyze, Addle, Frazzle, Distract).
Formulas
Potency
Duration
((Base Duration × Saboteur) + (6s × RDM Group 2 Merit Point Level) + (3s × RDM Relic Head Group 2 Merit Point Level Augment) + RDM Enfeebling Job Points + RDM Stymie Job Points + Gear that list Seconds) × (Augments Composure Bonus) × (Duration listed on Gear) × (Duration Augments on Gear)
Immunobreak
When a monster resists an Enfeebling spell, an Immunobreak may occur, which will be indicated in the log by the text "Immunobreak!". This will reduce the monster's resistance to the same effect from any source by one Resist Rank. The chance of an Immunobreak occurring increases with the player's Magic Accuracy, Immunobreak chance Merits, and Saboteur, as well as each time an Immunobreak is unsuccessful. Once the effect is landed from any source, the effect of Immunobreak will reset, and it will be more difficult to subsequently reapply.
- Regardless of the enemy's initial Resist Rank, after shredding four ranks, casting the same spell with Elemental Seal guarantees the effect will land.
- "Immunobreak"+1 (from equipment such as Chironic Hose) increases the number of Resist Ranks shredded by one.
- If the monster is completely immune to the effect, the log will mention that the target "completely resists the spell". In this case, neither Immunobreak nor Stymie will be effective.
- Not all enfeebling spells are eligible for Immunobreak. Eligible effects are Slow, Paralyze, Silence, Blind, Gravity, Bind, Poison, Break, and Sleep.
Most enemies added to the game since 2012 (when the Immunobreak mechanic was introduced) do not possess complete immunities to enfeebling effects, and Immunobreak can often be used to land effects to which many earlier NMs had complete immunity, such as Sleep and Silence. Additionally, many NMs in prior content had complete immunities eliminated, with a few exceptions:
- Voidwatch NMs
- Legion NMs
- Limbus (level 99) NMs including Arch-Ultima and Arch-Omega
Enfeebling Magic Skill Caps
Job | Grade | Level 49 | Level 99 |
---|---|---|---|
BLM | C+ | 139 | 378 |
DRK | C | 139 | 373 |
GEO | C+ | 139 | 378 |
RDM | A+ | 150 | 424 |
SCH | D/B+ | 133/144* | 334/404* |
WHM | C | 139 | 373 |
*B+ skill rating for SCH is with Light Arts or Dark Arts active.
Enfeebling Magic Spells
Spell | Element | BLM | DRK | GEO | RDM | SCH | WHM |
---|---|---|---|---|---|---|---|
Addle | -- | -- | -- | 83 | -- | 93 | |
Addle II | -- | -- | -- | 99 (JP) | -- | -- | |
Bind | 7 | 20 | -- | 11 | -- | -- | |
Blind | 4 | -- | -- | 8 | -- | -- | |
Blind II | -- | -- | -- | 75 | -- | -- | |
Break | 85 | 95 | -- | 87 | 90 | -- | |
Breakga | 95 | -- | -- | -- | -- | -- | |
Dia | -- | -- | -- | 1 | -- | 3 | |
Dia II | -- | -- | -- | 31 | -- | 36 | |
Dia III | -- | -- | -- | 75 | -- | -- | |
Diaga | -- | -- | -- | 15 | -- | 18 | |
Dispel | -- | -- | -- | 32 | 32 | -- | |
Distract | -- | -- | -- | 35 | -- | -- | |
Distract II | -- | -- | -- | 85 | -- | -- | |
Distract III | -- | -- | -- | 99 (JP) | -- | -- | |
Frazzle | -- | -- | -- | 42 | -- | -- | |
Frazzle II | -- | -- | -- | 92 | -- | -- | |
Frazzle III | -- | -- | -- | 99 (JP) | -- | -- | |
Gravity | -- | -- | -- | 21 | -- | -- | |
Gravity II | -- | -- | -- | 98 | -- | -- | |
Paralyze | -- | -- | -- | 4 | -- | 6 | |
Paralyze II | -- | -- | -- | 75 | -- | -- | |
Poison | 3 | 6 | -- | 5 | -- | -- | |
Poison II | 43 | 46 | -- | 46 | -- | -- | |
Poisonga | 24 | 26 | -- | -- | -- | -- | |
Sleep | 20 | 30 | 35 | 25 | 30 | -- | |
Sleep II | 41 | 56 | 70 | 46 | 65 | -- | |
Sleepga | 31 | -- | -- | -- | -- | -- | |
Sleepga II | 56 | -- | -- | -- | -- | -- | |
Silence | -- | -- | -- | 18 | -- | 15 | |
Slow | -- | -- | -- | 13 | -- | 13 | |
Slow II | -- | -- | -- | 75 | -- | -- |
- Spell is accessible to SCH under the effects of Addendum: Black.
Equipment Bonuses
- Enfeebling magic bonuses on equipment fall into one of four categories:
- Enfeebling magic skill bonuses: Directly adds to the player's enfeebling magic skill (see table below)
- Enfeebling magic casting time reduction: Reduces casting time of all spells classified as enfeebling magic by the percentage listed, stacks with other forms of casting time reduction such as Light Arts, Dark Arts, and Fast Cast. (see table below)
- Enfeebling magic effect bonuses: Increases the potency of enfeebling magic (see table below)
- Enfeebling magic duration bonuses: Increases the base duration of enfeebling magic (see table below)
- Saboteur bonuses: Increases the effect of the job ability Saboteur. (see table below)
Enfeebling Magic Casting Time Reduction
- Casting time reduction functions similarly to Fast Cast. Casting time reduction is additive with all forms of Fast Cast, including Light Arts and Dark Arts.
- Does not break the 80% cast reduction cap.
Gear with Enfeebling Magic Cast time reduction | ||||
---|---|---|---|---|
Item | Level | Slot | Jobs | Cast time reduction |
Wikyo Cloak | 99 | Body | WHM BLM RDM BRD SMN PUP SCH GEO | -7% |
Estoqueur's Chappel +1 | 85 | Head | RDM | -8% |
Estoqueur's Chappel +2 | 85 | Head | RDM | -12% |
Lethargy Chappel | 99 | Head | RDM | -14% |
Lethargy Chappel +1 | 99 | Head | RDM | -15% |
Lethargy Chappel +2 | 99 | Head | RDM | -16% |
Lethargy Chappel +3 | 99 | Head | RDM | -17% |
Enfeebling Magic Effect Bonus
- Enfeebling Magic effect increases the potency of enfeebling magic, rounded down.
Gear with Enfeebling Magic Effect+ | ||||
---|---|---|---|---|
Item | Level | Slot | Jobs | Effect bonus |
Estoqueur's Sayon +2 | 89 | Body | RDM | 10% |
Lethargy Sayon | 99 | Body | RDM | 12% |
Lethargy Sayon +1 | 99 | Body | RDM | 14% |
Lethargy Sayon +2 | 99 | Body | RDM | 16% |
Lethargy Sayon +3 | 99 | Body | RDM | 18% |
Regal Gem | 99 | Ammo | RDM | 10% |
Sucellos's Cape | 99 | Back | RDM | 10% |
Vitiation Boots +2 | 99 | Feet | RDM | 5% |
Vitiation Boots +3 | 99 | Feet | RDM | 10% |
Duelist's Torque | 99 | Neck | RDM | 5% |
Duelist's Torque +1 | 99 | Neck | RDM | 7% |
Duelist's Torque +2 | 99 | Neck | RDM | 10% |
Enfeebling Magic Duration Bonus
- The Red Mage Job Point category "Enfeebling Magic Duration" adds 1 second per job point to the base duration, up to 20 seconds.
- The Red Mage job ability Saboteur increases the duration of enfeebling magic by 100% for normal monsters and 25% for NMs.
- The Red Mage job ability Composure with the Empyrean armor sets will increase the duration of enfeebling magic by:
- 2 pieces - +10%
- 3 pieces - +20%
- 4 pieces - +35%
- 5 pieces - +50%
Gear with Enfeebling Magic Duration+ | |||||
---|---|---|---|---|---|
Item | Level | Slot | Jobs | Duration Bonus | |
Regal Cuffs | 99 | Hands | WHM BLM RDM SMN BLU SCH GEO | 20% | |
Kishar Ring | 99 | Ring | WHM BLM RDM PLD DRK BRD NIN SMN BLU COR SCH GEO RUN | 10% | |
Snotra Earring | 99 | Ear | RDM | 10% | |
Obstinate Sash | 99 | Waist | WHM RDM BRD SCH | 5% | |
Duelist's Chapeau +2 | 90 | Head | RDM | +3~15 seconds | |
Vitiation Chapeau | 99 | Head | RDM | +3~15 seconds | |
Vitiation Chapeau +1 | 99 | Head | RDM | +3~15 seconds | |
Vitiation Chapeau +2 | 99 | Head | RDM | +3~15 seconds | |
Vitiation Chapeau +3 | 99 | Head | RDM | +3~15 seconds | |
Duelist's Torque | 99 | Neck | RDM | 15% | |
Duelist's Torque +1 | 99 | Neck | RDM | 20% | |
Duelist's Torque +2 | 99 | Neck | RDM | 25% |
Saboteur Enhancing Gear
- The RDM job ability Saboteur increases the potency and duration of enfeebling spells by 100% on regular mobs and 25% for Notorious Monsters.
- Saboteur enhancing gear adds potency as it normally would for either type of mob.
- Saboteur effect is multiplicative with other enfeebling magic bonuses.
Saboteur enhancing gear | ||||||
---|---|---|---|---|---|---|
Item | Level | Slot | Jobs | Saboteur Effect | Total (Normal) | Total (NM) |
Estoqueur's Gantherots +1 | 87 | Hands | RDM | 5% | 105% | 30% |
Estoqueur's Gantherots +2 | 87 | Hands | RDM | 10% | 110% | 35% |
Lethargy Gantherots | 99 | Hands | RDM | 11% | 111% | 36% |
Lethargy Gantherots +1 | 99 | Hands | RDM | 12% | 112% | 37% |
Lethargy Gantherots +2 | 99 | Hands | RDM | 13% | 113% | 38% |
Lethargy Gantherots +3 | 99 | Hands | RDM | 14% | 114% | 39% |
Skill Bonuses on Gear
Pages in category "Enfeebling Magic"
The following 35 pages are in this category, out of 35 total.