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Category:Enfeebling Magic
Overview
Enfeebling Magic is a general category of spells which apply negative status effects ("debuffs") to one or more enemy targets. The majority of enfeebling spells, including many higher tier exclusive spells, and the highest enfeebling magic skill are available to RDM, with small subsets of those spells available to GEO, SCH, WHM, DRK, and BLM. Since most enfeebling spells are learned at relatively low levels, RDM sub can offer a wide variety of enfeebling spells to any job capable of landing them successfully.
Enfeebling Magic skill determines the accuracy and spell interruption rate of Enfeebling Magic spells. Aside from Dia Spells and Inundation, all enfeebling spells either resist completely or "stick" on the target. For spells which land successfully, the duration of the debuffing effect is highly dependent on the accuracy of the spell relative to the target's resistance (and/or magic evasion).
For enfeebling spells with variable potency, the potency is calculated from a formula which varies by spell (Blind, Slow, Paralyze, Addle, Frazzle, Distract, Poison).
Formulas
Potency
Duration
((Base Duration × Saboteur) + (6s × RDM Group 2 Merit Point Level) + (3s × RDM Relic Head Group 2 Merit Point Level Augment) + RDM Enfeebling Job Points + RDM Stymie Job Points) × (Augments Composure Bonus) × (Duration listed on Gear) × (Duration Augments on Gear)
Dia Duration
((Base Duration + RDM Enfeebling Job Points + (6s × RDM Group 2 Merit Point Level) + (3s × RDM Relic Head Group 2 Merit Point Level Augment)) × Saboteur × (Augments Composure Bonus) × (Duration listed on Gear) × (Duration Augments on Gear)) + (RDM Stymie Job Points × (Duration listed on Gear) × (Duration Augments on Gear))
Immunobreak
The Immunobreak system is a mechanic that was introduced in the July 24, 2012 (JST) Version Update which allows the player to lower a monster's magic evasion to certain negative status effects through the successive casting of Enfeebling Magic. When a monster resists an Enfeebling Magic spell, there is a chance an Immunobreak may occur. This is indicated by a message that appears in the chat log. The following is an example:
Player casts Sleep on the Huge Hornet. |
---|
→The Huge Hornet resists the spell. |
→Immunobreak! |
Mechanics
An Immunobreak occurs when certain Enfeebling Magic spells are resisted which results in the monster's resistance rank to the negative status effect that triggered it to lower by one rank. This reduction results in the lowering of the monster's magic evasion to subsequent casts of the same negative status effect. Any Immunobreaks triggered afterwards by the same Enfeebling Magic will stack in a cumulative fashion and further lower the monster's negative status resistance rank. This rank will stay at its modified level until the corresponding negative status effect successfully lands.
- Only spells classified as Enfeebling Magic can trigger an Immunobreak.
- The lowering of a monster's resistance rank does not occur with all Enfeebling Magic. Only the following spells are capable of triggering an Immunobreak: Bind, Blind, Blind II, Break, Breakga, Gravity, Gravity II, Paralyze, Paralyze II, Poison, Poison II, Poisonga, Sleep, Sleep II, Sleepga, Sleepga II, Slow and Slow II.
- This mechanic is beneficial not only to the Enfeebling Magic used to lower the monster's negative status resistance rank, but also to any source capable of applying the same effect such as Blue Magic or certain avatar Blood Pacts despite those spells or abilities not being able to trigger an Immunobreak themselves.
- Example: A player casts Sleep on a monster. The spell is resisted, but an Immunobreak occurs. Not only will the monster's magic evasion be reduced for subsequent casts of Sleep, but spells such as Dream Flower can take advantage of this reduction as well.
- A monster's resistance rank is reset to its original value when a corresponding negative status effect is successfully inflicted upon it. The more times a monster's resistance rank is reset, the more difficult it will progressively become to trigger subsequent Immunobreaks.
- Note that it is the monster's resistance to Immunobreak itself that increases and not its resistance to the negative status effect.
- There is a limit to the number of times a monster's resistance rank can be modified and then reset as a cycle. The number of Immunobreak cycles possible depends on the monster's starting negative status resistance rank. Once this limit is reached, it will no longer be possible to trigger an Immunobreak on the monster for that particular negative status effect.
- One Immunobreak cycle consists of any number of Immunobreaks triggered, the successful landing of the status effect and subsequent reset of the monster's resistance rank to its original value.
- Any corresponding negative status effects that land at the monster's starting resistance rank without any Immunobreaks will not count towards the maximum number of Immunobreak cycles allowed.
Maximum Number of Immunobreak Cycles Possible By Starting Rank | |
---|---|
5% | 6 |
10% | 8 |
15% | 10 |
20% | 12 |
25% | 14 |
30% | 16 |
- Immunobreaks can only be triggered when the starting negative status resistance rank of a monster is rank 30% or higher.
- If a monster's starting rank is 40% or lower it will not be possible to elicit an Immunobreak.
- During an Immunobreak cycle, negative status resistance ranks may be reduced at most to a rank of 50%.
- If a monster is completely immune to a negative status effect, it will not be possible to trigger an Immunobreak and the chat log will display a "completely resists" message. The following is an example:
Player casts Sleep on the Huge Hornet. |
---|
→The Huge Hornet completely resists the spell. |
- Starting with the implementation of the Immunobreak mechanic in 2012, many monsters released prior had their resistances changed in the following months to reduce the amount of foes that have complete immunities. That being said, there are still many monsters that have been introduced since then that possess immunities to certain status effects throughout various content.
Enhancing Immunobreak
The chance for an Immunobreak to occur varies from monster to monster, and can even vary between the different Immunobreakable negative status effects of a single monster. It is possible to increase the chances of one occurring in the following ways:
- Enfeebling Magic skill: The higher your Enfeebling Magic skill is, the higher your chances of triggering an Immunobreak are.
- Resisted Spells: The more times a spell is resisted, the higher the probability of an triggering an Immunobreak.
- Saboteur: this job ability increases the chance of an Immunobreak occurring for Enfeebling Magic spells cast while under its effect.
- Immunobreak Chance Merit Point category: Each merit placed into this Group 2 category will increase your Immunobreak rate by 3% up to a total of 15%.
- Immunobreak Chance equipment augment: The Red Mage relic boots starting with the Duelist's Boots +2 up to the fully upgraded Vitiation Boots +3 are augmented with an additional 1% chance to trigger an Immunobreak per 1 point invested in the Red Mage Group 2 "Immunobreak Chance" merit point category, up to a maximum increase of 5%.
Currently, there is only one piece of armor in the game with the "Immunobreak +1" stat: Chironic Hose
- This stat allows the player to reduce a monster's resistance rank by two ranks per Immunobreak instead of the usual one while equipped.
The chart below shows Immunobreak's relationship with negative status ranks.
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% |
Enfeebling Magic Skill Caps
Job | Grade | Level 49 | Level 99 |
---|---|---|---|
BLM | C+ | 139 | 378 |
DRK | C | 139 | 373 |
GEO | C+ | 139 | 378 |
RDM | A+ | 150 | 424 |
SCH | D/B+ | 133/144* | 334/404* |
WHM | C | 139 | 373 |
*B+ skill rating for SCH is with Light Arts or Dark Arts active.
Enfeebling Magic Spells
Spell | Element | BLM | DRK | GEO | RDM | SCH | WHM |
---|---|---|---|---|---|---|---|
Addle | -- | -- | -- | 83 | -- | 93 | |
Addle II | -- | -- | -- | 99 (JP) | -- | -- | |
Bind | 7 | 20 | -- | 11 | -- | -- | |
Blind | 4 | -- | -- | 8 | -- | -- | |
Blind II | -- | -- | -- | 75 | -- | -- | |
Break | 85 | 95 | -- | 87 | 90 | -- | |
Breakga | 95 | -- | -- | -- | -- | -- | |
Dia | -- | -- | -- | 1 | -- | 3 | |
Dia II | -- | -- | -- | 31 | -- | 36 | |
Dia III | -- | -- | -- | 75 | -- | -- | |
Diaga | -- | -- | -- | 15 | -- | 18 | |
Dispel | -- | -- | -- | 32 | 32 | -- | |
Distract | -- | -- | -- | 35 | -- | -- | |
Distract II | -- | -- | -- | 85 | -- | -- | |
Distract III | -- | -- | -- | 99 (JP) | -- | -- | |
Frazzle | -- | -- | -- | 42 | -- | -- | |
Frazzle II | -- | -- | -- | 92 | -- | -- | |
Frazzle III | -- | -- | -- | 99 (JP) | -- | -- | |
Gravity | -- | -- | -- | 21 | -- | -- | |
Gravity II | -- | -- | -- | 98 | -- | -- | |
Paralyze | -- | -- | -- | 4 | -- | 6 | |
Paralyze II | -- | -- | -- | 75 | -- | -- | |
Poison | 3 | 6 | -- | 5 | -- | -- | |
Poison II | 43 | 46 | -- | 46 | -- | -- | |
Poisonga | 24 | 26 | -- | -- | -- | -- | |
Sleep | 20 | 30 | 35 | 25 | 30 | -- | |
Sleep II | 41 | 56 | 70 | 46 | 65 | -- | |
Sleepga | 31 | -- | -- | -- | -- | -- | |
Sleepga II | 56 | -- | -- | -- | -- | -- | |
Silence | -- | -- | -- | 18 | -- | 15 | |
Slow | -- | -- | -- | 13 | -- | 13 | |
Slow II | -- | -- | -- | 75 | -- | -- |
- Spell is accessible to SCH under the effects of Addendum: Black.
Equipment Bonuses
- Enfeebling magic bonuses on equipment fall into one of four categories:
- Enfeebling magic skill bonuses: Directly adds to the player's enfeebling magic skill (see table below)
- Enfeebling magic casting time reduction: Reduces casting time of all spells classified as enfeebling magic by the percentage listed, stacks with other forms of casting time reduction such as Light Arts, Dark Arts, and Fast Cast. (see table below)
- Enfeebling magic effect bonuses: Increases the potency of enfeebling magic (see table below)
- Enfeebling magic duration bonuses: Increases the base duration of enfeebling magic (see table below)
- Saboteur bonuses: Increases the effect of the job ability Saboteur. (see table below)
Enfeebling Magic Casting Time Reduction
- Casting time reduction functions similarly to Fast Cast. Casting time reduction is additive with all forms of Fast Cast, including Light Arts and Dark Arts.
- Does not break the 80% cast reduction cap.
Gear with Enfeebling Magic Cast time reduction | ||||
---|---|---|---|---|
Item | Level | Slot | Jobs | Cast time reduction |
Wikyo Cloak | 99 | Body | WHM BLM RDM BRD SMN PUP SCH GEO | -7% |
Estoqueur's Chappel +1 | 85 | Head | RDM | -8% |
Estoqueur's Chappel +2 | 85 | Head | RDM | -12% |
Lethargy Chappel | 99 | Head | RDM | -14% |
Lethargy Chappel +1 | 99 | Head | RDM | -15% |
Lethargy Chappel +2 | 99 | Head | RDM | -16% |
Lethargy Chappel +3 | 99 | Head | RDM | -17% |
Enfeebling Magic Effect Bonus
- Enfeebling Magic effect increases the potency of enfeebling magic, rounded down.
Gear with Enfeebling Magic Effect+ | ||||
---|---|---|---|---|
Item | Level | Slot | Jobs | Effect bonus |
Estoqueur's Sayon +2 | 89 | Body | RDM | 10% |
Lethargy Sayon | 99 | Body | RDM | 12% |
Lethargy Sayon +1 | 99 | Body | RDM | 14% |
Lethargy Sayon +2 | 99 | Body | RDM | 16% |
Lethargy Sayon +3 | 99 | Body | RDM | 18% |
Regal Gem | 99 | Ammo | RDM | 10% |
Sucellos's Cape | 99 | Back | RDM | 10% |
Uk'uxkaj Boots | 99 | Feet | WHM/BLM/RDM/BRD/SMN/SCH/GEO | 6% |
Vitiation Boots +2 | 99 | Feet | RDM | 5% |
Vitiation Boots +3 | 99 | Feet | RDM | 10% |
Duelist's Torque | 99 | Neck | RDM | 5% |
Duelist's Torque +1 | 99 | Neck | RDM | 7% |
Duelist's Torque +2 | 99 | Neck | RDM | 10% |
Enfeebling Magic Duration Bonus
- The Red Mage Job Point category "Enfeebling Magic Duration" adds 1 second per job point to the base duration, up to 20 seconds.
- The Red Mage job ability Saboteur increases the duration of enfeebling magic by 100% for normal monsters and 25% for NMs.
- The Red Mage job ability Composure with the Empyrean armor sets will increase the duration of enfeebling magic by:
- 2 pieces - +10%
- 3 pieces - +20%
- 4 pieces - +35%
- 5 pieces - +50%
Gear with Enfeebling Magic Duration+ | |||||
---|---|---|---|---|---|
Item | Level | Slot | Jobs | Duration Bonus | |
Regal Cuffs | 99 | Hands | WHM BLM RDM SMN BLU SCH GEO | 20% | |
Kishar Ring | 99 | Ring | WHM BLM RDM PLD DRK BRD NIN SMN BLU COR SCH GEO RUN | 10% | |
Snotra Earring | 99 | Ear | RDM | 10% | |
Obstinate Sash | 99 | Waist | WHM RDM BRD SCH | 5% | |
Duelist's Chapeau +2 | 90 | Head | RDM | +3~15 seconds | |
Vitiation Chapeau | 99 | Head | RDM | +3~15 seconds | |
Vitiation Chapeau +1 | 99 | Head | RDM | +3~15 seconds | |
Vitiation Chapeau +2 | 99 | Head | RDM | +3~15 seconds | |
Vitiation Chapeau +3 | 99 | Head | RDM | +3~15 seconds | |
Duelist's Torque | 99 | Neck | RDM | 15% | |
Duelist's Torque +1 | 99 | Neck | RDM | 20% | |
Duelist's Torque +2 | 99 | Neck | RDM | 25% |
Saboteur Enhancing Gear
- The RDM job ability Saboteur increases the potency and duration of enfeebling spells by 100% on regular mobs and 25% for Notorious Monsters.
- Saboteur enhancing gear adds potency as it normally would for either type of mob.
- Saboteur effect is multiplicative with other enfeebling magic bonuses.
Saboteur enhancing gear | ||||||
---|---|---|---|---|---|---|
Item | Level | Slot | Jobs | Saboteur Effect | Total (Normal) | Total (NM) |
Estoqueur's Gantherots +1 | 87 | Hands | RDM | 5% | 105% | 30% |
Estoqueur's Gantherots +2 | 87 | Hands | RDM | 10% | 110% | 35% |
Lethargy Gantherots | 99 | Hands | RDM | 11% | 111% | 36% |
Lethargy Gantherots +1 | 99 | Hands | RDM | 12% | 112% | 37% |
Lethargy Gantherots +2 | 99 | Hands | RDM | 13% | 113% | 38% |
Lethargy Gantherots +3 | 99 | Hands | RDM | 14% | 114% | 39% |
Skill Bonuses on Gear
References
- The Immunobreak mechanic is implemented with a basic explaination, July 24, 2012 (JST) Version Update, Official Forum
- Monster Immunity resistance change: Dev Post, Official Forum
- Immunobreak chance depends on Enfeebling magic skill and number of resists: Dev Post, Official Forum
- Only Enfeebling magic can Immunobreak: Dev Post, Official Forum
- Immunobreak chance and Enfeebling magic skill/magic accuracy relation. 些事東風, Japanese Blog
- Immunobreak chance testing. 些事東風, Japanese Blog
- Findings of various spells other than Enfeebling magic affected by Immunobreak over multiple posts. Reain, Dekar, Argisto, FFXIAH.com
- Investigation into the maximum number of Immunobreaks possible per negative status rank/Immunobreak Hypothesis. 些事東風, Japanese Blog
- Verification of the maximum number of Immunobreaks possible before successfully landing a spell per negative status rank. Argisto, FFXIAH.com
- Verification that Chironic Hose does not break the rank reduction cap for Immunobreak/Findings of the maximum number of Immunobreak cycles possible by starting negative status rank. Argisto, FFXIAH.com
- Verification that Immunobreak can only occur at rank 30% and above. Argisto, FFXIAH.com
Pages in category "Enfeebling Magic"
The following 35 pages are in this category, out of 35 total.