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 |
Repair
From FFXI Wiki
|
Notes
- You must have an Automaton Oil, +1, +2, or +3 in order to use this ability, each use expends one oil.
- Duration and potency of the ability are based on which type of oil is used.
- A base amount of HP is restored and then a regen effect is granted.
- The regen effect from Repair wears off upon zoning and may be dispeled.
- Equipment that enhances repair potency actually enhances the regen effect and not the recovery amount.
Recovery Potency
- Automaton Oil 10% max HP
- Automaton Oil +1 20% max HP
- Automaton Oil +2 30% max HP
- Automaton Oil +3 40% max HP
Regen Potency
- Automaton Oil 10 HP/tic for 30 seconds (100 HP)
- Automaton Oil +1 20 HP/tic for 60 seconds (400 HP)
- Automaton Oil +2 30 HP/tic for 90 seconds (900 HP)
- Automaton Oil +3 40 HP/tic for 120 seconds (1,600 HP)
Repair Potency
- Multiply the regen effect by the potency % increase and then add it to the existing effect and calculate. For example, with +50% potency:
- Automaton Oil +3 60 HP/tic for 120 seconds (2,400 HP)
Equipment Modifying Ability... | |
Equipment Piece | Modifier |
Desultor Tassets | Regen potency +10% |
Foire Babouches | Removes one debuff from the Automaton |
Foire Babouches +1 | Removes two debuffs from the Automaton |
Guignol Earring | Regen potency +20% |
Nibiru Sainti | Regen potency +10% |
Pratik Earring | Regen potency +10% |
Puppetry Babouches | Removes one debuff from the Automaton |
Puppetry Babouches +1 | Removes one debuff from the Automaton |