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Quick Draw
From FFXI Wiki
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Notes
Quick Draw Damage
Quick Draw damage is calculated similar to magic damage by multiplying the following factors in order and flooring after each step.
- Base Damage = [(Gun DMG + Bullet DMG) * 2] (Multiple gear listed below add 10 DMG to Base Damage.)
- resist
- Staff Bonus
- Day & Weather
- Player MAB / Target MDB
- Affinity
Most forms of Damage Taken -% are ignored by Quick Draw.
Basic Info
- Quick Draw is used by expending charges of the ability; charges regenerate one at a time based on the recast timer and up to two may be stored at once.
- Requires a gun, a bullet, and an elemental card. One card is consumed for each shot, but the bullet is not.
- In addition to the element-specific cards listed in the table below, players using Corsair as their main job may also use Trump Cards as a substitute for all element-specific cards.
Accuracy
- Quick Draw accuracy is modified by the user's AGI stat and Magic Accuracy.
- Marksmanship Skill does not affect Quick Draw accuracy.
- Quick Draw accuracy can be increased by 10 accuracy in 2 accuracy increments up to five times by investing in Quick Draw Accuracy, a group 1 Corsair job-specific merit.
Recast
- Quick Draw recast can be lowered from 00:01:00 to 00:00:50 in 2 second increments with five upgrades to the Corsair job-specific merit category Quick Draw Recast.
- Can be further lowered an additional 10 seconds with the 550 Job Point gift.
- Can be further lowered an additional 4-10 seconds using an augmented Crimson/Blood Mask and/or the ACP Body.
- Note: There is an overall cap of -25 seconds for a 35 second recast even though we can get hit -30 with everything.
Monster TP and Player TP
- Quick Draw damage feeds 0 TP to the target, but does generate TP for the user, equal to that of a single ranged attack.
- Store TP counts for Quick Draw.
Quick Draw Shots
Name | Effect | Correlated Debuffs |
---|---|---|
Light Shot | Consumes a Light Card to enhance light-based debuffs. Additional effect: Light-based Sleep (Status). | Dia, Dia II, Dia III |
Dark Shot | Consumes a Dark Card to enhance dark-based debuffs. Additional effect: Dark-based Dispel (Effect). | Bio, Bio II, Bio III, Kurayami: Ichi, Kurayami: Ni, Blind, Blind II, |
Fire Shot | Consumes a Fire Card to enhance fire-based debuffs. Deals fire-based magic damage. | Burn |
Water Shot | Consumes a Water Card to enhance water-based debuffs. Deals water-based magic damage. | Poison, Poison II, Drown |
Thunder Shot | Consumes a Thunder Card to enhance lightning-based debuffs. Deals lightning-based magic damage. | Shock |
Earth Shot | Consumes a Earth Card to enhance earth-based debuffs. Deals earth-based magic damage. | Slow, Hojo: Ichi, Hojo: Ni, Rasp |
Wind Shot | Consumes a Wind Card to enhance certain wind-based debuffs. Deals wind-based magic damage. | Choke |
Ice Shot | Consumes a Ice Card to enhance ice-based debuffs. Deals ice-based magic damage. | Frost, Paralyze, Paralyze II |
Debuff Spell | Enhancement | Quick Shot Type |
Bio | Attack Down Effect +2.73% (28/1024) and DoT + 3, caps after one shot. | Dark Shot |
Dia | Defense Down Effect +2.73% (28/1024) and DoT + 1, caps after one shot. | Light Shot |
Elemental Debuff | Enhanced DoT and Stat -4 for the 1st shot and -2 more for the 2nd shot for a capped total of -6. | Respective Element Shot |
Slow | Slow Effect +10% | Earth Shot |
- Quick Draw does not enhance Distract, Frazzle, Slow II, Gravity, Addle or Gravity II. Highly doubtful it works with Addle II since it doesn't even work with Addle.
Equipment modifications | |
Navarch's Bottes +1 | Increases any elemental damage of the same element as the shot used by 10% for 10 seconds following the shot. Note: Wears off after 1st boosted damage. |
Navarch's Bottes +2 | Increases any elemental damage of the same element as the shot used by 20% for 10 seconds following the shot. Note: Wears off after 1st boosted damage. |
Chasseur's Bottes | Increases any elemental damage of the same element as the shot used by 22% for 10 seconds following the shot. Note: Wears off after 1st boosted damage. |
Chasseur's Bottes +1 | Increases any elemental damage of the same element as the shot used by 25% for 10 seconds following the shot. Note: Wears off after 1st boosted damage. |
Navarch's Attire Set +2 Chasseur's Attire Set Chasseur's Attire Set +1 |
(Set Bonus) Occasionally triples Quick Draw damage (more frequently with more pieces equipped). Note: You can now mix pieces from 99, 109 and 119 to gain the set bonus. |
Crimson / Blood Mask | Reduces Quick Draw recast by 1~5 seconds. Note: Crimson Mask caps at 4! |
Mirke Wardecors Royal Redingote Nuevo Coselete |
Reduces Quick Draw recast by 5 seconds. |
Schutzen Mittens | Increases TP gained from Quick Draw by 25. Note: Not affected by Store TP! |
Acinaces Surcouf's Jambiya |
Occasionally does not expend a card upon using a Quick Draw shot |
Corsair's Tricorne / +1 Laksamana's Hat / +1/+2 Laksamana's Bottes / +1 / +2 |
Increases damage by 10 and magic accuracy by 10. |
Laksamana's Tricorne +3 Laksamana's Boots +3 |
Increases damage by 20 and magic accuracy by 20. |
Death Penalty (75) | Increases damage by 20% and magic accuracy +20. |
Death Penalty (80) | Increases damage by 30% and magic accuracy +30. |
Death Penalty (85) | Increases damage by 40% and magic accuracy +40. |
Death Penalty (90)/(95) | Increases damage by 50% and magic accuracy +50. |
Death Penalty (99)/(II) Death Penalty (119)/(II)/(III) |
Increases damage by 60% and magic accuracy +60. |