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Category:Enfeebling Magic: Difference between revisions
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((Base Duration × Saboteur) + RDM Enfeebling JPs + RDM Stymie JPs) × (Non Augmented Enfeebling Duration + Gear) x (Augmented Enfeebling Duration + Gear) x (Augments Composure Gear) |
((Base Duration × Saboteur) + RDM Enfeebling JPs + RDM Stymie JPs) × (Non Augmented Enfeebling Duration + Gear) x (Augmented Enfeebling Duration + Gear) x (Augments Composure Gear) |
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Revision as of 23:57, 3 October 2019
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).
Formula
Potency
((Base Potency × Saboteur) + (dStat Mod)) × (Enfeebling Magic Effect + Gear)
- All steps are floored first.
Duration besides
((Base Duration × Saboteur) + RDM Enfeebling JPs + RDM Stymie JPs) × (Non Augmented Enfeebling Duration + Gear) x (Augmented Enfeebling Duration + Gear) x (Augments Composure Gear)
Immunobreak
- For all monsters, if a monster is completely immune to an enfeebling magic spell (this includes Stun as well), a log message notification that states that the target "completely resists the spell" will be displayed.
- If a monster is not immune to the spell, but resists the spell, there is a chance that an Immunobreak may occur, and reduce the monster's resistance to the effect of that enfeebling magic spell (this chance increases with the player's Magic Accuracy).
- For monsters involved in all added/updated battles since 2012, enfeebling immunities have been adjusted so that monsters are at least partially susceptible, although still resistant in certain cases, to nearly all debuffs (including debuffs that were most frequently resisted prior to this change such as Gravity, Bind, Silence, Sleep, etc.).
- In prior content, complete immunities have been eliminated for most enfeebling magic spells on the following monsters with very few specific exceptions allowed for certain monster types:
- Voidwatch NMs
- Legion NMs
- Limbus expansion NMs (including Arch-Ultima and Arch-Omega)
- In prior content, complete immunities have been eliminated for most enfeebling magic spells on the following monsters with very few specific exceptions allowed for certain monster types:
- If an Immunobreak occurs, it will be clearly stated in the chat log after the spell is resisted.
- The chance of an Immunobreak occurring for a particular enfeebling effect increases each time the enfeebling effect is resisted.
- The reduction in resistance from Immunobreak is cumulative.
- Once a spell with that enfeebling effect is successfully landed, the resistance will be reset to its normal value.
- When utilizing Immunobreak repeatedly on one enemy, the Immunobreak chance will decrease as the effect is taken advantage of, and will eventually no longer occur.
- After 4 immunobreaks or 2 if wearing Chironic Hose (while enfeebling) then using Elemental Seal guarantees the spell will land.
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.
- Pieces of gear which have this bonus are:
- Wikyo Cloak (-7%)
- Estoqueur's Chappel +1 (-8%)
- Estoqueur's Chappel +2 (-12%)
- Lethargy Chappel (-14%)
- Lethargy Chappel +1 (-15%)
- Pieces of gear which have this bonus are:
- Enfeebling magic potency bonuses
- There are also pieces of gear which directly impact enfeebling magic potency. For enfeebling spells which have a variable potency value, these pieces of equipment will increase the potency directly by a certain percentage:
- Estoqueur's Sayon +2 (+10%)
- Lethargy Sayon (+12%)
- Lethargy Sayon +1 (+14%)
- Regal Gem (+10%)
- Sucellos's Cape (+10%)
- Uk'uxkaj Boots (+6%)
- Vitiation Boots +2 (+5%)
- Vitiation Boots +3 (+10%)
- Duelist's Torque (+5%)
- Duelist's Torque +1 (+7%)
- Duelist's Torque +2 (+10%)
- The RDM job ability Saboteur increases the potency of enfeebling spells which have a variable potency value by 100% (double) on regular mobs but on NMs it's only 25%. This bonus is enhanced to:
- 105% (30%) with Estoqueur's Gantherots +1
- 110% (35%) with Estoqueur's Gantherots +2
- 111% (36%) with Leth. Gantherots
- 112% (37%) with Leth. Gantherots +1
- There are also pieces of gear which directly impact enfeebling magic potency. For enfeebling spells which have a variable potency value, these pieces of equipment will increase the potency directly by a certain percentage:
- Enfeebling magic duration bonuses
- Individual enfeebling magic spells obtained from Red Mage job specific merits can be enhanced with increased duration by various components from the either the Duelist's Armor Set +2, Vitivation Armor Set, or Vitivation Armor Set +1
- The Red Mage job ability Saboteur doubles the duration of the next enfeebling magic spell cast.
- Red Mage Job Points are 1 second each adding a 20 second added duration with max job points into it that is then used to calculate with the following gear.
- Example: Sleep II with both pieces of gear listed and max Job Points will get you a 2m 23s sleep. (90s + 20s) x 1.3
- The following equipment:
- Regal Cuffs (+20%)
- Kishar Ring (+10%)
Pages in category "Enfeebling Magic"
The following 35 pages are in this category, out of 35 total.