Quick Draw

From FFXI Wiki
Job Ability Information
Job Corsair
Type Level  
Level Obtained 40 Item Required Elemental Card icon.png Elemental Card
Description Shoot a bullet charged with the magical energy of an elemental card.
Range 22'
Recast 00:01:00
Cumulative Enmity - D - Volatile Enmity - D -
Command /ja "<element> Shot" <t> 
Merit Points
Group 1 Ranks Available 5
Effect of each Rank Reduces recast time by 00:00:02 per each merit point. 
Group 1 Ranks Available 5
Effect of each Rank Increases Magic Accuracy by 2 per each merit point. 
Job Points
Category Quick Draw Effect Ranks Available 20
Effect of each Rank Increases magic damage by 2.
Quick Draw.jpg

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.

  1. Base Damage = [(Gun DMG + Bullet DMG) * 2] (Multiple gear listed below add 10 DMG to Base Damage.)
  2. resist
  3. Staff Bonus
  4. Day & Weather
  5. Player MAB / Target MDB
  6. Affinity

Most forms of Damage Taken -% are ignored by Quick Draw.


The general Quick Draw damage formula is:

 damage = int{ [ (Gun_DMG + Bullet_DMG)*2 + QuickDraw_Damage_Stat] * (1 + DeathPenaltyBonus) + Magic_Damage_Stat } * Magic_Damage_Multipliers

where QuickDraw_Damage_Stat is a damage statistic unique to Quick Draw, which can be obtained from

  1. "Quick Draw Effect" Job Points category (up to +40)
  2. "Quick Draw+" equipment, such as Laksa. Tricorne +3 (+20) and Laksa. Bottes +3 (+20), but excluding Chass. Bottes +3


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 Thunder Card icon.png 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 Card icon.png 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.
  • Charge system recast: Equipment that reduces the recast time, in order to take effect, must be worn when each charge starts its recast timer.

Monster TP and Player TP

  • Quick Draw generates TP for the user equal to that of a standard ranged attack.
  • Quick Draw feeds 0 TP to the target.

Enfeebling Effect Bonus

  • Quick Draw boosts the effect of certain Enfeebling Magic effects that are present on the target at the time of the shot.
    • See the table below for details.
    • The Enfeebling bonus will take effect even if the shot fails.

Elemental Damage Bonus

  • If used with Navarch's Bottes +1 or any higher upgrade level of the Empyrean footgear equipped, the next magic damage of the same element used against the target within 10 seconds will be increased by an amount depending on the footgear's upgrade level.
    • Using the same Quick Draw again will both consume and reapply the bonus.
    • The damage bonus will not be applied if the shot fails to take effect.

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 Verification Needed
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
Blind -10 Accuracy, caps after one shot. Dark Shot

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.
Chasseur's Bottes +2 Increases any elemental damage of the same element as the shot used by 28% for 10 seconds following the shot. Note: Wears off after 1st boosted damage.
Chasseur's Bottes +3 Increases any elemental damage of the same element as the shot used by 31% 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
Chasseur's Attire Set +2
Chasseur's Attire Set +3
(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 AugRank.png Reduces Quick Draw recast by 1~5 seconds. Note: Crimson Mask caps at 4!
Mirke Wardecors
Royal Redingote
Nuevo Coselete
AugRank.png 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 Tricorne / +1/+2
Laksamana's Bottes / +1 / +2
Increases damage by 10.
Laksamana's Tricorne +3
Laksamana's Bottes +3
Increases damage 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.

 


References