A.M.A.N. Trove • Ambuscade • Dynamis Divergence • Geas Fete • High-Tier Battlefields • Master Trials • Monthly Campaigns • Odyssey • Omen • Skirmish • Sortie • Unity • Vagary | The Voracious Resurgence |
Prime Weapons • Ultimate Weapons • Ultimate Augments • Abjurations iL119 • JSE Necks • Divergence Augments • Escutcheons | |
Reforged Armor Artifact: +1 • iL109 • iL119/+2/+3 Relic: +1/+2 • iL109 • iL119/+2/+3 Empyrean: +1/+2 • iL109 • iL119/+2/+3 |
Guides • Crafting • Trusts • Apex Monsters |
Magic Critical Hit: Difference between revisions
From FFXI Wiki
Line 10: | Line 10: | ||
* The magic attack bonus associated with a magic critical hit can be increased with gear or buffs which specifically enhance "Magic Critical Hit Damage." |
* The magic attack bonus associated with a magic critical hit can be increased with gear or buffs which specifically enhance "Magic Critical Hit Damage." |
||
** The percentage value on this equipment is actually a straight addition to the associated magic attack bonus term. |
** The percentage value on this equipment is actually a straight addition to the associated magic attack bonus term. |
||
** Magic critical hit damage caps at +40 magic attack bonus. |
** Magic critical hit damage caps at +40 magic attack bonus (10 base, +30 from gear/buffs). |
||
'''Example:''' 5% Magic Critical Hit Rate and +15% Magic Critical Hit Damage in gear will result in a 25 [[MAB]] bonus 5% of the time. In terms of average damage over an extended period of time, this is equivalent to 1.25 [[MAB]] (5% * 25 [[MAB]]). |
'''Example:''' 5% Magic Critical Hit Rate and +15% Magic Critical Hit Damage in gear will result in a 25 [[MAB]] bonus 5% of the time. In terms of average damage over an extended period of time, this is equivalent to 1.25 [[MAB]] (5% * 25 [[MAB]]). |
Revision as of 15:35, 24 July 2012
A magic "Critical Hit" (similar to a melee Critical Hit) is a magic attack that yields bonus damage beyond the normal expected magic damage. Unlike a melee critical hit, the only way to have any magic critical hit rate at all is with equipment or buffs which explicitly have a statistic of "Magic Critical Hit Rate." Also unlike melee critical hits, there is no notification in the log which states when a magic critical hit occurs.
Magic Critical Hit Rate
- All jobs have a 0% base magic critical hit rate; there are no job traits or statistics which can enhance this rate.
- The only way to achieve a magic critical hit rate is through the use of gear or buffs which explicitly add magic critical hit rate.
- There is no known cap to magic critical hit rate (and there may not be one).
Magic Critical Hit Damage
- At its base level, a "magic critical hit" is equivalent to Magic Attack Bonus+10 in the magic damage calculation, and stacks additively with the magic attack bonus term in the equation.
- The magic attack bonus associated with a magic critical hit can be increased with gear or buffs which specifically enhance "Magic Critical Hit Damage."
- The percentage value on this equipment is actually a straight addition to the associated magic attack bonus term.
- Magic critical hit damage caps at +40 magic attack bonus (10 base, +30 from gear/buffs).
Example: 5% Magic Critical Hit Rate and +15% Magic Critical Hit Damage in gear will result in a 25 MAB bonus 5% of the time. In terms of average damage over an extended period of time, this is equivalent to 1.25 MAB (5% * 25 MAB).
Equipment and Other Bonuses
- Equipment and other bonuses that enhance magic critical hits fall into one of two categories: direct increases to magic critical hit rate or direct increases to the magic attack bonus increase associated with a magic critical hit ("magic critical hit damage").
- Atma
- Magic Critical Hit Damage: Atma of the Impregnable Tower (+30) and Atma of the Fetching Footpad (+30 )
- Magic Critical Hit Rate: Atma of the Azure Sky and Atma of the Smoldering Sky
- Reference the tables below for equipment which modify magic critical hits.
- Atma
|
|