Category:Rune

From FFXI Wiki
Rune Elements
Name Resistance Add. effect
Lux Element: Dark Element: Light
Tenebrae Element: Light Element: Dark
Unda Element: Fire Element: Water
Ignis Element: Ice Element: Fire
Gelus Element: Wind Element: Ice
Flabra Element: Earth Element: Wind
Tellus Element: Thunder Element: Earth
Sulpor Element: Water Element: Thunder
Elemental Rune abilities are used by Rune Fencer to grant Elemental Resistance to one element and elemental Additional Effect Damage on melee strikes of the ascendant or opposed element, and to accumulate stored Rune charges. The number of charges that can be stored varies with level:
Maximum Runes
Level Number
1 1
35 2
65 3

Elemental Resistance

Elemental resistance granted depends on the currently active types and quantity of runes, which are considered independently. The element of resistance provided depends on which rune were used and the amount follows this formula:

Elemental Resistance for one Rune = Floor((49 × Level ÷ 99) + 5.5) + (2~10 Merit Points) + (1~20 Job Points)

Additional effect damage

Additional effect damage is based on your main hand weapon's unmodified DPS and is not effected by haste, dual wield or martial arts. For dual wielding and hand-to-hand DPS is spread across two hits evenly as if you had no multi-attack. DPS is calculated as follows:

One weapon or two handed weapon:

DPS = (Weapon DMG × 60) ÷ Weapon Delay

Dual Wielding:

DPS = ((Mainhand Weapon DMG × 60) ÷ Mainhand Weapon Delay)/2

Hand-to-hand weapons:

DPS = ((H2H Weapon DMG + 3) × 60) ÷ (H2H Weapon Delay+ 240)
* Note: H2H has 480 base delay with 0 Martial Arts. As DPS is divided evenly across both hits, the DPS calculation requires 240 delay as the base before adding the H2H weapon's delay (if any).

DPS appears to be truncated to the second decimal place (binary specifics unknown). The .DATs have DPS values encoded in them that only have 2 digits of precision.

The upper limit for DPS for the following damage calculation appears to be 21.


The damage for Rune Enhancement enspell damage is directly effected by the number of duplicate runes you have active:

One rune:

Damage range = floor(DPS × 0.97) through floor(DPS × 1.30)

Two runes:

Damage range = floor(DPS × 1.40) through floor(DPS × 1.70)

Three runes:

Damage range = floor(DPS × 1.90) through floor(DPS × 2.20)

Miscellaneous facts:

  • Day/Weather does effect damage.
  • MAB does not effect damage.
  • Elemental Affinity does effect damage.
  • RUN main job or sub job does not change damage other than maximum rune count.
  • The element used is either the rune you have the most copies of, or if using unique runes, the newest rune used.

Spending and Using Rune Charges

Rune Charges can be expended through Effusion type abilities. The type and number of rune charges expended determine the following factors:

  • Lunge/Swipe - Damage and element of damage.
  • Gambit - Magic damage increase and element of damage increase.
  • Rayke - Element(s) and potency of resistance rank reduction

Additionally, several other Rune Fencer JAs depend on which Rune Charges you have active at the time. The particular rune charges active determine the following factors:

  • Vallation/Valiance - Magic damage reduction and element of damage reduction.
  • Pflug - Resistance enhancement amount and element of resistance enhancement.
  • Liement - Amount and element of damage absorbed.
  • Battuta - Element and potency of "Counter"(spikes) damage.
  • Vivacious Pulse - Stat mod and potency for HP(or MP) recovered.

References

Pages in category "Rune"

The following 8 pages are in this category, out of 8 total.