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User:Positron/Sandbox
Resistance Rank
Resistance ranks are a tiered system representing the relative elemental resistances of a monster. Each monster has a resistance rank in each of the eight elements, which impacts elemental 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.
There are also enfeeble resistance ranks for each monster. These resistances consist of:
- Amnesia, Silence, Gravity, Stun, Light Sleep(such as Lullaby / Repose), Charm, Paralysis, Bind, Slow, Petrification, Terror, Poison, Dark Sleep(such as Sleepga) and Blindness.
- If the enfeeble is not one of the above, then it uses the Element of that enfeeble for the spell resistance. (i.e. Defense Down uses wind resistance).
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 effect many aspects of elemental effects used on them.
- Resistance ranks are a multiplier to the monsters base Magic Evasion stat.
- Resistance ranks are proportional to the magic evasion a monster has towards an element, so 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.
- This is likely set to a value that makes landing a debuff of the corresponding element exceptionally easy.
- 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, enfeebles, and debuffs from additional effects.
- At rank of 10% (T10) your hit rate is always 5% no matter your magic accuracy.
- At a rank of 5%(T11), all magic effects are forced to be resist level 4, regardless of any other factors.
- 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 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 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%.
Modifying Resistance Rank
There are several ways to lower resistance ranks. All methods that lower resistance ranks cannot bring it 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.
- 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.
Equipment Template
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Job Trait Information | |||
---|---|---|---|
Description | Quickens spellcasting for status ailment recovery magic. Grants a bonus to enmity reduction. | ||
Type | Level | ||
Tier | Level Obtained | Value | |
I | WHM50 | 10% Fast Cast and -5 Enmity | |
II | WHM60 | 20% Fast Cast and -10 Enmity | |
III | WHM70 | 30% Fast Cast and -15 Enmity | |
IV | WHM80 | 40% Fast Cast and -20 Enmity | |
V | WHM90 | 50% Fast Cast and -25 Enmity | |
+0.5 | +5% Fast Cast and -2 Enmity | ||
+1 | +10% Fast Cast and -5 Enmity |
Equipment Modifying Ability | |||
---|---|---|---|
Equipment | Lvl. | Slot | Modifier |
File:Orison Pantaloons +1 icon.png Orison Pantaloons +1 | Divine Benison +1 | ||
File:Orison Pantaloons +2 icon.png Orison Pantaloons +2 | Divine Benison +1 | ||
Ebers Pantaloons | Divine Benison +1 | ||
Ebers Pantaloons +1 Ebers Pantaloons +1 | Divine Benison +2 | ||
Yagrush (Level 80) | Divine Benison +1 | ||
Yagrush (Level 85) | Divine Benison +1.5 | ||
Yagrush (Level 90~119 III) Yagrush (Level 90~119 III) | Divine Benison +2 |
|Treasure=
- Ayapec's Coffer (G) containing one of:
- Upgrade Materials (1~3) (C)
- NQ Equipment (U)
- HQ Equipment (VR)
- Refractive Crystals (1~2 ) (R)
- REMA Upgrade Stones (30~40 ) (R)
- Various Synthesis Materials R
- Scrolls or Medicines (R)
- Gil (1000~4000 )
- G if the item or equipment that would have been obtained is
User:Positron/Sandbox/WARguide