Dia spells are a form of enfeebling magic that reduces the target's defense and gives a weak slip effect. These are typically one of the few, if not only, forms of enfeebling magic used when melee-burning monsters due to their substantial offensive bonuses. Dia spells are also used in Voidwatch, where they are potential weakness triggers. Keep in mind that the weakness will only trigger if Dia's DoT effect lands, which means that no higher tier Bio or Dia spell can already be on the monster (see below). Dia spells cannot be resisted unless a monster is completely immune to magic.
Spell
|
Defense Reduction
|
DoT
|
Total Damage
|
Dia
|
-10.16%
|
1/tick
|
20
|
Diaga
|
-10.16%
|
1/tick
|
20
|
Dia II
|
-15.23%
|
2/tick
|
80
|
Dia III
|
-20.31%
|
3/tick
|
165
|
|
- Dia III duration is variable. The calculation done here assumes merit rank.
Dia vs. Bio
Dia spells are overwritten by Bio Spells of the same tier/merit level, as is shown from left to right in the below table. Diaga is treated as "the same" as Dia.
Enhancing Dia
After any form of Dia has been applied to the enemy, Corsairs can use the Quick Draw job ability Light Shot to enhance the Defense Down Effect by an additional +2.73% (28/1024) and Damage Over Time +1 (Caps after one shot)
There exists another two ways to "Enhance Dia effect." One of them is untested, but the one that has been tested seems to refer to increasing Dia's modest DoT, as if the "Dia effect" refers to the Dia DoT status and not the defense reduction.
Pages in category "Dia Spell"
The following 4 pages are in this category, out of 4 total.