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Category:Absorb Spell
Dark Knights have access to a variety of job-specific Absorb spells that allow them to steal certain enemy attributes for their own benefit. They break into three types:
- Absorb-STAT
- Absorb-TP
- Absorb-Attri
Absorb-STAT spells
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These spells directly take a target`s base stat, inflicting a penalty on the target and giving a bonus to the caster. These spells are somewhat unique in that they depend on the main job level of a player (regardless of the job) even when Dark Knight is set as sub job. The formula is as follows:
- Base Absorbed = Floor(3 + (Job Level÷5))
This can be further enhanced with equipment and Nether Void. Equipment bonuses other than Liberator add together and are multiplied in a single step, which is then multiplied by Liberator bonus, which is then floored and multiplied again by the Nether Void bonus.
- Total Absorbed = floor( floor( Base Absorbed×Σ(Equipment Bonuses)×Liberator Bonus )×Nether Void )
It is worth noting that the potency of these spells is not enhanced by Dark Magic Skill. Their accuracy is enhanced by it, and Resisted Absorb spells will be given half duration or have no effect (two-state spells). As of the March 2015 Version Update, the effects of Absorb spells no longer decay over their duration.
- Absorb Duration = DRK Main: (180 + floor((Dark Magic Skill - 490.5)/10)*2)(1 + Dark Magic Duration %)(1 + "Absorb" effect duration %) -- Tested up to 630, no cap found so far.
Misc Absorb buff/debuff mechanics
- The absorb debuff effect overwrites based on highest potency, with equal or lesser potency having no effect.
- This failure prevents the player buff from refreshing duration.
- If Impact's stat down is more potent than the Absorb debuff then Impact will overwrite and prevent Absorb-stats, and vice versa.
- Casting on a new/non-absorb debuffed target will let you refresh the buff duration before it wears.
- The buff is a separate effect from Gain or Boost spell types, and can coexist with them.
- The buff can overwrite some types of stat down.
Equipment
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Absorb-TP
Unlike the above Absorb spells, this one is more reminiscent of Drain/Aspir Spells in that its actions are immediate. The enemy loses TP, and you gain TP. After several nerfs, it seems this spell now caps at stealing 30~40% of the monster's TP. It is unknown exactly what Bale Gauntlets +1/2 do to Absorb-TP, but it is generally agreed they increase the TP it can steal and are worth using. It is unknown whether this spell is dependent on Dark Magic Skill.
Equipment Modifying Ability | |||
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Equipment | Lvl. | Slot | Modifier |
Bale Gauntlets +1 | 87 | Hands | Absorb TP Potency +5% |
Bale Gauntlets +2 | 87 | Hands | Absorb TP Potency +10% |
Heathen's Gauntlets | 99 | Hands | Absorb TP Potency +15% |
Heathen's Gauntlets +1 | 99 | Hands | Absorb TP Potency +20% |
Heathen's Gauntlets +2 | 99 | Hands | Absorb TP Potency +25% |
Heathen's Gauntlets +3 | 99 | Hands | Absorb TP Potency +30% |
Absorb-Attri
This spell functions like Aura Steal or Voracious Trunk. It takes an enhancement from the target (sometimes a buff that you can't normally dispel) and transfers it to the caster. When stacked with Nether Void it is capable of taking two enhancements instead of one.
References
Pages in category "Absorb Spell"
The following 10 pages are in this category, out of 10 total.