Abyssea Weakness Targeting
Contents |
Weakness Trigger Conditions
Upon claiming/popping any NM within Abyssea, 3 types of weaknesses (Red/Blue/Yellow - see below) will be set. They will shift to a new random weakness with each battle, including if the NM goes unclaimed and de-aggros.
When a monster's weakness is struck, a pair of exclamation marks(
) appears over its name. The effects of triggering a weakness can vary widely and are explained below. According to NPC dialog, exploiting the weakness once will grant larger treasure rewards, potentially even ones normally unavailable, but hitting the same weakness repeatedly can decrease the terror/silence/amnesia effect and remove the treasure bonus. However, exploiting each of the three types of weakness once incurs no penalties to drop rates and is theorized to boost all potential rewards.
Yellow and possibly Red weaknesses are related to the element of the previous/current/next day the NM is claimed/popped. More information is needed on the patterns Red weaknesses follow
. Regarding Blue weakness follows the current time of the day that the NM is claimed and the type of damage dealt by Physical WS (Piercing/Slashing/Blunt).
Weaknesses cannot be triggered if the weapon skill misses or if the spell is resisted ("resists the effect of the spell" or "fails to take effect"), but may still process if the weapon skill or spell hits for 0 damage, or even if it heals the enemy. Additionally weaknesses cannot be triggered while the enemy is preparing or using a TP move or casting a spell. Finally, weaknesses cannot be triggered while the enemy is already staggering (e.g., cannot trigger blue weakness while the enemy is under Red Stagger), or while the enemy is stunned. For this reason, it is generally recommended to Stun only TP moves and spells (during which enemies cannot be staggered anyway).
Certain enemies, such as those of the Iron Giant family, possess standard attacks that are considered TP moves, even if there is no indication of it in the chat log. Likewise, weaknesses cannot be triggered while these enemies are attacking. Finally, certain NMs face further restrictions as to when their weaknesses may be targeted; for example, enemies such as Chloris and Usurper cannot be staggered during the effect of their 2 Hour abilities.
Yellow weaknesses can be triggered even if the enemy absorbs the damage from the spell.
Do note that if the player who triggered the stagger (of any kind) is out of the party or zone by the time the monster is defeated, the stagger will not take effect. In addition, for red (atma/abyssite) staggers, the person who pulled/spawned the monster must also be in the party or alliance fighting the monster at the time of its death, or else the key item will not be distributed to the party/alliance.
In order to solve what the possible weakness triggers can be, data is being summarized in the forms below. Also, if you have some personal experience in achieving any particular weaknesss on any NM, please feel free to refer to Talk:Weakness Targeting regarding weakness triggers and add your data to that form.
Red
Weakness
- gained by using a specific elemental Weapon Skill on the enemy.
"*Player's attack staggers the fiend!
The fiend is frozen in its tracks."
- The table below represents the weapon skills which have been repeatedly verified as potential triggers. The exact weapon skill is random, but it will always be at least one of those listed below. At this time there are no indicators that spawn or claim time are linked to the trigger element.
| Red | ||
|---|---|---|
| Weapon Type | Weapon Skills | |
| Club | Seraph Strike | |
| Dagger | Cyclone | |
| Great Katana | Tachi: Jinpu | |
| Great Sword | Freezebite | |
| Katana | Blade: Ei | |
| Polearm | Raiden Thrust | |
| Scythe | Shadow of Death | |
| Staff | Sunburst | |
| Sword | Red Lotus Blade | |
| Red | ||
| Element | Weapon Skills | |
| Light | Tachi: Koki | |
| Darkness | Energy Drain | |
| Fire | Red Lotus Blade | |
| Ice | Freezebite | |
| Wind | Cyclone | |
| Thunder | Raiden Thrust | |
| Earth | Earth Crusher | |
| Water | None | |
- If the puller or spawner of the NM is not in the party at the time of the monster's death if red stagger was triggered, the atma/abyssite drops will not be distributed to the party/alliance fighting the NM.
Yellow
Weakness
- gained by casting a specific magic spell on the monster. The spell's element coincides with the element of the current day, the previous day, or the next day of the Vana'diel week. The "current day" is determined when the monster was made active (by aggro, claiming, or popping).
- Greatly enhances drop rate for synthesis items and EA (Empyrean Armor) items (allows for additional drops of seals/cards/stones/jewels).
- Also called "Grellow" due to the fact that the color is between yellow and green
- Inflicts Silence on the monster. The message displayed in the log will read:
"*Player's attack staggers the fiend!
The fiend is unable to cast magic."
- The table below lists verified and potential spells triggering
, with columns sorted by the Vana'diel day of the week.
Example: if you claim or pop an NM during Waterday, look at columns Earth, Water, and Wind (Before/Current/Next days) to determine which spells to try.
| Yellow | ||||||||
|---|---|---|---|---|---|---|---|---|
| Spell Types | Spells by element | |||||||
| Fire | Earth | Water | Wind | Ice | Lightning | Light | Dark | |
| Tier 3 | Fire III | Stone III | Water III | Aero III | Blizzard III | Thunder III | - | - |
| Tier 4 | Fire IV | Stone IV | Water IV | Aero IV | Blizzard IV | Thunder IV | - | - |
| Tier 3 -ga | Firaga III | Stonega III | Waterga III | Aeroga III | Blizzaga III | Thundaga III | - | - |
| Tier 1 Ancient Magics | Flare | Quake | Flood | Tornado | Freeze | Burst | - | - |
| Divine Magic | - | - | - | - | - | - | Banish II, Banish III, Banishga II, Holy, Flash | - |
| Dark Magic | - | - | - | - | - | - | - | Aspir, Drain, Bio II |
| Enfeebling Magics | - | - | - | - | - | - | - | Dispel |
| Blue Magic | Heat Breath | Magnetite Cloud | Maelstrom | Mysterious Light | Ice Break | Mind Blast | Radiant Breath | Eyes On Me |
| Ninjutsu | Katon: Ni | Doton: Ni | Suiton: Ni | Huton: Ni | Hyoton: Ni | Raiton: Ni | - | Kurayami: Ni |
| Songs | Ice Threnody | Lightning Threnody | Fire Threnody | Earth Threnody | Wind Threnody | Water Threnody | Dark Threnody | Light Threnody |
Blue
Weakness
- gained by using a specific physical Weapon Skill on the enemy. The required Weapon Skill will be one of a set of 45 Weapon Skills of the Slashing, Piercing, or Blunt varieties (15 each). Which type of Weapon Skill is required is based on what game time it is when the NM is claimed.
- Greatly enhances drop rate for equipment and weapon(s).
- Inflicts Amnesia on the mob. The message displayed in the log will read:
"*Player's attack staggers the fiend!
The fiend is unable to use special attacks."
- The table below lists all reported Physical Weapon Skills triggering
, depending on the Vana'diel time of claim/force pop:
| 6:00-14:00 - Piercing | |||||
|---|---|---|---|---|---|
| Weapon Type | Weapon Skills | ||||
| Archery | Sidewinder | Blast Arrow | Arching Arrow | Empyreal Arrow | - |
| Marksmanship | Slug Shot | Blast Shot | Heavy Shot | Detonator | - |
| Dagger | Shadowstitch | Dancing Edge | Shark Bite | Evisceration | - |
| Polearm | Skewer | Wheeling Thrust | Impulse Drive | - | - |
| 14:00-22:00 - Slashing | |||||
| Weapon Type | Weapon Skills | ||||
| Sword | Vorpal Blade | Swift Blade | Savage Blade | - | - |
| Katana | Blade: Ten | Blade: Ku | - | - | - |
| Axe | Mistral Axe | Decimation | - | - | - |
| Scythe | Cross Reaper | Spiral Hell | - | - | - |
| Great Axe | Full Break | Steel Cyclone | - | - | - |
| Great Katana | Tachi: Gekko | Tachi: Kasha | - | - | - |
| Great Sword | Spinning Slash | Ground Strike | - | - | - |
| 22:00-6:00 - Blunt | |||||
| Weapon Type | Weapon Skills | ||||
| Club | Skullbreaker | True Strike | Judgment | Hexa Strike | Black Halo |
| Hand-to-Hand | Raging Fists | Spinning Attack | Howling Fist | Dragon Kick | Asuran Fists |
| Staff | Heavy Swing | Shell Crusher | Full Swing | Spirit Taker | Retribution |
Abyssea NM Weaknesses
See the discussion page for more information about specific mobs and potential triggers.
Weakness Targeting in Dynamis
(This is also on Category:Dynamis)
Triggering weaknesses increases treasure spoils and has other effects on the monsters. A prerequisite for triggering a weakness seems to be you must have acquired some or all of the time extensions in the area. Blue, yellow and red !! become possible depending on how many time extensions you have obtained in the area. Each appear to correspond to its usual Weakness Targeting effect but simply makes more items drop in general, rather than dropping specific groups of items.
The method of triggering weakness varies by the enemy's job:
| Enemy's Job | Method of Triggering |
|---|---|
| RNG THF MNK BST NIN | Job Abilities |
| PLD WAR SAM DRG DRK | Weapon Skills |
| WHM BLM SMN BRD RDM | Magic |
A wide range of efffects appear to be able to trigger these weaknessees- but known triggers will be listed below. Spellcasting and 2-hour animations do not seem to prevent proc from taking effect.
Job Abilities
Most job abilities which target an enemy can trigger, except non-blood pact pet commands and possibly Ventriloquy. This list may not be complete.
| Job | Triggers |
|---|---|
| Warrior | Provoke, Tomahawk |
| Dancer | Steps, Animated Flourish, Desperate Flourish, Violent Flourish |
| Dragoon | Spirit Jump, Soul Jump, Angon |
| Scholar | Libra |
| Thief | Steal, Mug |
| Samurai | Hamanoha, Blade Bash |
| Corsair | Any Quick Draw attack |
| Summoner | Any physical Blood Pact: Rage attack |
| Beastmaster | Any offensive Ready move |
| Black Mage | Enmity Douse |
Magic
Most enemy-targetable magic from a given school can trigger !!, Cures and Odin may be an exception but needs verification. Magical Blood Pact: Rage attacks also work.
Weapon Skills
Most weapon skills from any given weapon can trigger !!, but this needs verification.
These are some that seem to proc most but this still needs verification.
Dagger: Rudra's Storm, Evisceration, Shark Bite, Mordant Rime, Mandalic Stab, Mercy Stroke, Cyclone, Energy Drain, Aeolian Edge, Dancing Edge
Katana: Blade: Jin, Blade: Rin, Blade: Hi, Blade: Chi, Blade: Ei, Blade: Ku
Hand-to-Hand: Combo, Victory Smite, Ascetic's Fury, Tornado Kick, Asuran Fists
Sword: Sanguine Blade, Red Lotus Blade, Death Blossom, Chant du Cygne, Fast Blade, Circle Blade, Vorpal Blade, Savage Blade, Expacion
Polearm: Skewer, Drakesbane, Wheeling Thrust, Camlann's Torment
Great Sword: Scourge, Ground Strike
Scythe: Shadow of Death, Catastrophe
Great Axe: Shield Break, Iron Tempest, Raging Rush, Ukko's Fury
Axe: Spinning Axe
Marksmanship: Numbing Shot
Great Katana: Tachi: Fudo, Tachi: Gekko, Tachi: Kasha
