Category:Enspell: Difference between revisions

From FFXI Wiki
Line 112: Line 112:
In addition to their damaging effect, tier II enspells also temporarily reduce enemy resistance to the element they are strong to (for example, [[Enblizzard II]] strikes reduce enemy fire resistance).
In addition to their damaging effect, tier II enspells also temporarily reduce enemy resistance to the element they are strong to (for example, [[Enblizzard II]] strikes reduce enemy fire resistance).


Note: While tier I enspells apply to every hit, tier II enspells only apply to the first attack of an attack round (they do not apply to multi-attacks or offhand weapons), and so tier I enspells situationally be more useful.
Note: While tier I enspells apply to every hit, tier II enspells only apply to the first attack of an attack round (they do not apply to multi-attacks or offhand weapons), and so tier I enspells may situationally be more useful.


== Endark / Enlight ==
== Endark / Enlight ==

Revision as of 20:14, 20 April 2012

A series of spells unique to the Red Mage class. Despite the official name, these spells grant an additional effect to melee strikes of any type of weapon based off of one of the six standard elements in Final Fantasy XI. Two additional spells (one for Light and one for Dark) have been added recently for the Paladin and Dark Knight job classes respectively. These last two spells behave differently than the Red Mage ones, and will be addressed separately.

Spell Level cost Element
Enthunder 16 12 Lightning-WHM-Icon.gif
Enstone 18 12 Earth-WHM-Icon.gif
Enaero 20 12 Wind-WHM-Icon.gif
Enblizzard 22 12 Ice-WHM-Icon.gif
Enfire 24 12 Fire-WHM-Icon.gif
Enwater 27 12 Water-WHM-Icon.gif
Enthunder II 50 24 Lightning-WHM-Icon.gif
Enstone II 52 24 Earth-WHM-Icon.gif
Enaero II 54 24 Wind-WHM-Icon.gif
Enblizzard II 56 24 Ice-WHM-Icon.gif
Enfire II 58 24 Fire-WHM-Icon.gif
Enwater II 60 24 Water-WHM-Icon.gif
Enlight (PLD) 85 24 Light-WHM-Icon.gif
Endark (DRK) 85 24 Dark-WHM-Icon.gif


Calculating En-spell damage (RDM)

En-spell damage is based solely off of the caster's Enhancing Magic Skill.

Enhancing Skill Formula
< 150 Floor(√Enhancing) - 1
> 150 Floor(Enhancing Skill / 20) + 5

As with other magical damage, bonuses for matching weather effect and elemental day can randomly be added per strike. A damage penalty may also affect spell damage for each instance of weather/elemental day strong against the en-spell element.

Damage from en-spells is hate-free and does not give additional TP to its target. A commonly used strategy for Red Mages when soloing monsters with dangerous TP moves is to use en-spells with a low-damage and low-delay weapon such as Ceremonial Dagger to try to reduce the amount of TP given to the mob to help lower the possibility of fatal incidents.

Tier II En-spells

Tier II en-spells follow the same formula as the Tier I to calculate their initial base damage. Every subsequent hit past the first after casting the spell raises the additional effect damage by 1 point until reaching the cap, which is double the base initial damage. For example, with 280 Enhancing skill initial damage will be 19 and damage will rise by 1 point until a cap of 38 is reached. Damage will remain capped until the spell effect either wears off or is recast.

Unlike Tier 1 en-spells, base damage is not calculated only at the point of casting, but rather is re-calculated on every individual swing. That is, if you are wearing 300 skill your base initial damage will be 20 with a cap of 40, but if you swap down to 260-279 skill your next swing will be calculated with your initial base damage as 18, with a cap of 36. The current damage will still be based on the number of hits since the spell was cast. For example, if you begin with 300 skill again and land 3 hits, your base damage on the 4th hit will be 23. However, if you swap down to 260-279 skill before the 4th swing, the additional damage on the 4th swing will be 21.

If you swap to a higher level of skill after reaching the cap at your current skill level, the damage will again raise by 1/hit until the new cap is reached. However, if you swap back down to a lower skill level after reaching the new cap, then swap back up to higher skill during the same duration of the skill, you will still not need to swing back up to the higher cap again.

In addition to their damaging effect, tier II enspells also temporarily reduce enemy resistance to the element they are strong to (for example, Enblizzard II strikes reduce enemy fire resistance).

Note: While tier I enspells apply to every hit, tier II enspells only apply to the first attack of an attack round (they do not apply to multi-attacks or offhand weapons), and so tier I enspells may situationally be more useful.

Endark / Enlight

Endark and Enlight are different from all the other Enspells. Unlike other Enspells, Endark/light have a set initial potency that decays over time until they wear off. Their starting potency (and indirectly duration) are based on Dark Magic Skill and Divine Magic Skill, respectively. As an additional bonus, as long as they are active these spells also give an Attack (Endark) or Accuracy (Enlight) bonus equal to their current potency, respectively. So an Endark spell that is about to do 35 points of darkness damage would also give +35 Attack.

The starting potency for these spells follows this equation, substituting whichever skill is appropriate:

Starting Potency = 12 + floor( Magic Skill ÷ 20 )×3 - floor( Magic Skill ÷ 40 )

Subsequently, the total damage they deal (assuming no resists) follows this equation:

Total Damage = (Starting Potency2 + Starting Potency)÷2

So an Enlight cast with 400 Divine Magic Skill would do 62 damage initially and 1953 damage ultimately (not considering the accuracy bonus).

Equipment

Note that although the equipment refers to "sword enhancement spell" it is applicable for Enspells on any type of weapon.

Modified by Following Equipment
 Buzzard Tuck:  Sword enhancement spell damage +2 Sword enhancement spell duration +5
 Enhancing Sword:  Sword enhancement spell damage +5
 Chimeric Fleuret:  Sword enhancement spell damage +5
 Fencer's Ring:  Latent effect: Sword enhancement spell damage +5

Latent effect active when the player's HP is under 75% and has less than 100% TP.

 Hollow Earring:  Sword enhancement spell damage +3
 Lycopodium Earring:  Magic Accuracy +1 Sword enhancement spell damage +2

Related Links

Red Mage 101 En-spell formula information.

Pages in category "Enspell"

The following 16 pages are in this category, out of 16 total.