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Resist
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Current Theory
Magical effects have a certain number of "Resist" states (as shown above for damaging magic). For some spells (like Sleep) a resist will affect duration. For others (like Elemental Magic) it affects damage.
Magical effects do not always have a full range of resist states. Some (again, like Sleep) only have Resist Level 0 (60 second duration) and Resist Level 1 (30 second duration).
Thus, the odds that you will successfully land Sleep on a monster follows the Two-State relationship on the left below. This means that you have a 99.75% chance of initially landing Sleep on a monster with capped Magic Hit Rate, but still only a 95% chance of landing it for the full duration, as shown on the graph to the right.
All Enfeebling effects with fixed duration follow this Two-State relationship. Other magical effects such as enfeebling effects without set duration (like Bind) or spells that have neither damage nor enfeeble effect (like Dispel).
There is insufficient testing/information to prove if there are multiple resist states or the exact determination of durations. Spells with a damage and enfeeble component calculate resistance and states independently for damage and enfeeble duration.
Relationship between Magic Hit Rate (X) and Effect Land Rate (Y) |
Relationship between Magic Hit Rate (X) and Resist State Probability (Y) |
These relationships were discovered through testing, which indicated that Magical Resist state is determined by an iterative process. So when you cast a spell, you have a certain Magic Hit Rate against the monster. The game generates a random number between 0 and 100% and compares it to your Magic Hit Rate. If the game's random number is higher than your Magic Hit Rate, you move up one Resist State and the game generates another random number to compare. So if it is higher than you once, you gets a 1/2 resist. If it gets higher than you twice, you get a 1/4 resist. If it gets higher than you three times, you get a 1/8 resist. If the spell you cast only has two resist states and the game beats your magic accuracy twice, then you just get a "___ resists the effects of ____."
This results in the following distribution of Resist states for magical damage:
- 1/1 Magic Hit Rate
- 1/2 Magic Hit Rate×(1-Magic Hit Rate)
- 1/4 Magic Hit Rate×(1-Magic Hit Rate)^2
- 1/8 (1-Magic Hit Rate)^3
This results in the following distribution of Resist states for 2 state enfeebles:
- 1/1 Magic Hit Rate
- 1/2 Magic Hit Rate×(1-Magic Hit Rate)
- Full resist (1-Magic Hit Rate)^2
Roll Analogy: It's somewhat classic in FFXI probability to liken everything to a /random battle, so here goes!
Imagine that every time you cast a spell you're having a /random battle with the monster. Your "/random" is always equal to your magic hit rate × 1000, so a 95% magic hit rate would be a 950 roll. If the monster loses his first roll, your spell lands unresisted. If he wins his first roll, he gets to roll again. The number of times he wins determines the Resist Level as listed above. So two wins would be Resist Level 2, a 1/4 resist. Two wins against Sleep or Sleep II would be a full effect resist, because those spells only have a Resist Level 0 and 1.
Magic Evasion
Every player, monster, or pet has a magic evasion stat, which is compared to their foe's magic accuracy when a magic effect targets them, whether that be a magical attack, an enfeeble, or a debuff from an additional effect. Magic evasion is separated into nine types; a hidden base magic evasion stat, and eight elemental magic evasion stats that use base magic evasion as a baseline.
Base magic evasion depends on level, job traits (including Gifts), buffs, enfeebles, and magic evasion from gear. Magic effects without an element are compared to this stat to determine magic hit rate.
All players have G rank magic evasion.
Generally, monsters have C rank magic evasion. Some have a bonus, such as Elementals having +50 magic evasion(this +50 bonus is not multiplied by their evasion rank, discussed later).
Elemental Magic Evasion
Elemental magic evasion consists of the eight magic evasion stats used against magic effects that have an element. These are based off of base magic evasion, then modified by buffs, enfeebles, elemental resistance from gear (for players), and resistance rank (for monsters and summons; see below). Sometimes they are the same as base magic evasion, especially for players, but sometimes they are not. Each point of elemental resistance, as seen on the gear screen, corresponds to 1 point of magic evasion for that element.
In addition, modified elemental resistance from baseline also causes several effects for players, regardless of the magnitude of the change in resistance.
- Positive elemental resistance (as seen on the equipment screen) enables an additional resist state (level 3 for magical attacks, varies for enfeebles).
- The additional resist state is not guaranteed, and sufficient magic evasion to fully resist an attack is still required.
- Negative elemental resistance (as seen on the equipment screen) prevents full resists to that element regardless of magic accuracy and magic evasion (barring Resist Status job traits and equipment bonuses).
Resistance Ranks
Resistance ranks are a tiered system representing the relative elemental and negative status resistances of a monster. Each monster has a resistance rank in each of the eight elements and several negative status effects which impacts spells and effects used on them. Each family of monster (including sub-families, such as mosquitoes within the bee family) have their own fixed set of resistance ranks. Notorious monsters can also have their own specific set of resistance ranks, independent of their base family's ranks.
A higher resistance rank is represented by a lower percentage. The following chart shows the different possible ranks, which are represented as percentages due to their relationship with skillchain damage:
Resistance Ranks (Low resistance) 150% 130% 115% 100% 85% 70% 60% 50% 40% 30% 25% 20% 15% 10% 5% (High resistance) MEVA Multiplier: 0.95 0.96019 0.98 1 1.023 1.049 1.0905 1.126 1.2075 1.3475 1.70065 2.141 2.65 5 (???) 10 (???)
- Resistance ranks determine skillchain element and damage.
- Skillchains that consist of multiple elements automatically hit the element that corresponds to the monster's lowest resistance rank. For example, if Distortion (ice/water) is used on a standard Tiger (100% ice, 130% water), it will deal water-element damage, and will be affected by modifiers that affect water damage, such as weather. In the case of a tie, the element is chosen in the following priority order:
→
→
→
→
→
→
→
- Skillchains that consist of multiple elements automatically hit the element that corresponds to the monster's lowest resistance rank. For example, if Distortion (ice/water) is used on a standard Tiger (100% ice, 130% water), it will deal water-element damage, and will be affected by modifiers that affect water damage, such as weather. In the case of a tie, the element is chosen in the following priority order:
- Skillchain damage is multiplied by a monster's resistance rank after all other factors. For example, with no other modifiers, a closing Weaponskill that deals 1000 damage and results in Compression will deal 500 damage to a monster with a Darkness rank of 100%, 250 damage to a monster with a Darkness rank of 50%, and 750 damage to a monster with a Darkness rank of 150%.
- Resistance ranks modify the damage bonus that Magic Bursts give, by amounts given in the following table:
Resistance Rank: 150% 130% 115% 100% 85% 70% 60% 50% 40% 30% 25% 20% 15% 10% 5% Magic Burst Damage Bonus: +150% +115% +85% +60% +50% +40% +15% +5% +0% +0% +0% +0% +0% +0% +0%
- This is additive with the normal damage bonus that magic bursts give: +35% with +10% for each additional skillchain step. For example, on an enemy with a resistance rank of 115% (after modifying resistance rank with the active skillchain), the magic burst would give a damage increase of 35% + 85% = 120%.
Elemental Resistance Ranks
Elemental resistance ranks affect many aspects of elemental magic used on them.
- These ranks are a multiplier to the monsters base Magic Evasion stat.
- Elemental resistance ranks are proportional to the magic evasion a monster has towards an element. For a given monster, a higher resistance rank means they have a higher base magic evasion stat towards that element. For example, Leeches' least resistant element is normally light, corresponding to a rank of 150%, while their most resistant element is water, corresponding to a rank of 50%. If a monster's resistance rank is temporarily decreased, their magic evasion to that element is also lowered.
- This does not mean that monsters with a higher resistance rank automatically have more magic evasion for that element than monsters with a lower rank. Level, job traits, buffs, and debuffs all affect how much magic evasion a monster has.
- Some monsters can change their resistance ranks mid-battle.
- Monsters that absorb an element, either normally or due to a trigger, always have their absorbing element as the least resistant/highest resistance value rank (150%).
- This is likely set to a value that makes landing a debuff of the corresponding element exceptionally easy.
- Elemental resistance ranks force certain behaviors on magic hit rate for spells and effects of that element when they are high enough. This includes offensive spells like Thunder and Impact.
- At ranks 50% and higher, all spells are guaranteed a forced 1/2 resist with 1/4, 1/8 and 1/16 resist states also possible at these ranks.
- At rank 10% your hit rate is floored to 5% no matter your magic accuracy.
- At a rank of 5%, all magic effects are forced to be resist level 4, regardless of any other factors.
Modifying Elemental Resistance Ranks
There are several ways to lower elemental resistance ranks. All methods that lower resistance ranks cannot bring them lower than 150%.
- Skillchains temporarily lower the target's resistance ranks for each of the skillchain's elements by one stage for the duration of the magic burst window.
- This resets after the window ends or another skillchain is executed, replacing the effect with the elements of the new skillchain.
- Rayke temporarily lowers the resistance rank for each corresponding rune expended.
- Enemy resistance ranks will fall 1 tier per rune harbored while Rayke is in effect.
- This means Rayke may be used not only to increase skillchain damage of the corresponding element(s) and potentially boost magic burst damage, but to remove guaranteed 1/2 resists from any enemy if it can lower their resistance rank to below 50%.
- Enemy resistance ranks will fall 1 tier per rune harbored while Rayke is in effect.
- It is not possible to lower a target's elemental resistance from the highest rank of 5% via Rayke or skillchains.
- Subtle Sorcery allows the user to ignore the extra resist state from the target having a 50% or higher resistance rank when using Elemental Magic.
- It does not change the actual resistance rank.
Negative Status Resistance Ranks
Monsters use separate negative status resistance ranks for the hit rate calculations and resist states of certain effects inflicted upon them.
- The following status effects rely on these ranks: Amnesia, Bind, Blindness, Charm, Dark based sleep (such as Sleepga), player cast Elegy, Gravity, Light based sleep (such as Repose), Paralysis, Petrification, Poison, Silence, Slow, Stun and Terror.
- These negative status resistance ranks operate independently from elemental resistance ranks and have their own characteristics.
- Example: When the spell Paralyze is cast on a monster, this spell does not refer to the target's Ice elemental resistance rank for hit rate calculations despite Paralyze being an Ice-based spell. There is a separate Paralysis resistance rank that is used instead (this only applies to player to monster interactions).
- While it is common for the negative status ranks of normal monsters to match the element of the spell being cast, there are many instances where this is not the case. This is especially true for countless Notorious Monsters.
- Example: When the spell Paralyze is cast on a monster, this spell does not refer to the target's Ice elemental resistance rank for hit rate calculations despite Paralyze being an Ice-based spell. There is a separate Paralysis resistance rank that is used instead (this only applies to player to monster interactions).
- Monster negative status ranks use the same magic accuracy table as elemental ranks for hit rate calculations.
- For example, a monster with a matching Ice elemental rank and paralysis rank of 60% will require the same amount of magic accuracy to reach the 95% hit rate cap for both ranks.
- At rank 5%, negative status ranks are guaranteed a full resist like elemental ranks.
- Any Enfeebling Magic that lands in conjunction with the job ability Stymie at this rank can bypass this forced resist state, but will only last for half duration.
- At rank 10%, this is where elemental and negative status ranks begin to diverge in behavior. Negative status ranks, like elemental resistance ranks, are capped at a 5% hit rate. However, negative status ranks do not have a guaranteed 1/2 resist at ranks 50% and higher.
- This means that it is still possible to land a full duration spell at ranks 10% and below.
Modifying Negative Status Resistance Ranks
- Negative status resistance ranks can only be lowered by correlating spells that are capable of triggering an Immunobreak.
- Negative status ranks cannot be lowered by the job ability Rayke.
- Performing a Skillchain will not lower a monster's negative status rank. However, performing a Magic Burst with spells that rely on negative status ranks will still grant a Magic Accuracy bonus of +50.
- Spells that lower elemental resistance such as Threnody do not affect the magic accuracy of spells that rely on negative status ranks.
Within the chart below is a comparison of how elemental resistance ranks compare to negative status ranks. Immunobreak's interaction with negative status ranks is shown as well.
Elemental vs. Negative Status Resistance Ranks & Immunobreak Interaction | ||||
---|---|---|---|---|
Rank | Elemental Resistance Rank |
Negative Status Rank |
Immunobreak Effect | |
↑High Resistance ↓Low Resistance |
5% | Guaranteed Full Resist | Immunobreak Starting Ranks | |
10% | Hit Rate Capped at 5% | |||
15% | Guaranteed 1/2 Resist |
Normal Resist State Calculations | ||
20% | ||||
25% | ||||
30% | ||||
40% | ||||
50% | Immunobreak Limit | |||
60% | Normal Resist State Calculations |
X | ||
70% | ||||
85% | ||||
100% | ||||
115% | ||||
130% | ||||
150% |
Status Effect Resistance
- Resist [Trait] works on a 1:1 basis against normal mobs and on a 2:1 basis against notorious monsters.
- In other words, each point of a status resist via either a trait or gear is a direct 1% chance towards a special "Resist!" for that status effect against a normal monster and who's efficacy is halved against any and all notorious monsters.
- Resist [Trait] gained from food does not seem to follow this rule and is not reduced against notorious monsters. Confirmation is needed.
- The cap for "Resist!" is 90%.
- +90 stacked Resist [Trait] for normal mobs and +180 for notorious monsters.
- "Resist All" covers a rather large number of status effects (some of which can only be obtained via gear). See below for resist [trait]s / status effects covered (and not covered) by "Resist All":
- Addle (via Resist Slow)
- Amnesia1
- Bane / Curse Lv. 2 - via Resist Curse
- Bind
- Blind
- Charm (no native Job Trait)2
- Curse (no native Job Trait)3
- Disease (via Resist Virus)
- Elegy (via Resist Slow)5
- Gravity
- Mute - via Resist Silence
- Paralyze
- Petrify
- Plague - via Resist Virus
- Poison
- Silence
- Sleep
- Slow
- Stun (no native Job Trait)
- Zombie aka "ST20" (via Resist Curse)6
- Heraldic Imp's "Abrasive Tantara"
- Dynamis San d'Oria NM "Charm" and Inimical Corse's "Danse Macabre"
- Inimical Corse's "Envoutement" and Apex Bhoot's "Curse"
- Enigmatic Vampyr's "Eternal Damnation"
- Bard monsters in Ra'Kaznar Inner Court
- Apex Umbril's "Necrotic Brume"
- Does not work
- Bio
- Death
- Dia
- Doom** - "Mortal Ray" from some types of Taurus including Aestutaur in Abyssea - Vunkerl.
- Elemental debuffs
- Flash
- Lullaby
- Nightmare - (HTMB Diabolos' Nightmare on Normal) (Resist Sleep does not seem to help either. However, Monberaux's Mix: Insomniant DOES block this. Chat log simply says he's "afflicted with Bio.")
- Requiem
- Terror
- Unknown/Untested
- Nocturne - via Resist Slow / Addle?
- Repose - assumed not since Resist Sleep doesn't work
Status Effect Resistance via Bard Songs and Barspell Resist
- Bard songs such as Operetta, Pastoral, Aubade, Gavotte, Capriccio, Fantasia, and Round all provide "Resist!" traits.
- They likely only provide the same effect as wearing a corresponding piece of resist equipment.
- This is a separate check from magic evasion in resist calculations, and can thus be situationally advantageous.
References
- Magic hit rate testing, ダチなし, Japanese Blog
- Magic Hit Rate (CDF and lodeguy, Blogger)
- Monster elemental resistance rank database. 英雄なき時代の英雄, atwiki.jp
- Elemental resist testing (Tarowyn, Dasva and Bartlett)
- Most Recent and relevant status effect testing
- Martel's testing of resistances tiers and magic evasion interactions
- Player elemental resistance testing.些事東風, Japanese Blog
- Negative status resistance ranks are separate from elemental resistance ranks: Dev Post, Official Forum
- Various testing regarding negative status ranks using trusts,前門の現実、後門の三角頭, Japanese Blog
- Terror relies on Break's resistance rank. Dekar, FFXIAH.com
- Rayke has no effect on negative status ranks. Argisto, FFXIAH.com
- Skillchains have no effect on negative status ranks, estimated magic burst magic accuracy bonus. Argisto, FFXIAH.com
- Threnody has no effect on negative status ranks. Argisto, FFXIAH.com
- Negative status rank hit rate at the highest ranks. Argisto, FFXIAH.com
- Verification of player cast Elegy relying on negative status ranks, Joachim cast Elegy relies on earth elemental resistance rank. Argisto, FFXIAH.com
- Rayke and skillchains have no effect at elemental resistance rank 5%. Argisto, FFXIAH.com