Difference between revisions of "Enspell"

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The additional effect deals added elemental magic damage for each regular hit. Although Enspells usually cause a relatively small amount of damage per hit, the overhead damage they add to each strike can significantly alter the weapon's overall DPS, or damage per second.
 
The additional effect deals added elemental magic damage for each regular hit. Although Enspells usually cause a relatively small amount of damage per hit, the overhead damage they add to each strike can significantly alter the weapon's overall DPS, or damage per second.
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"Enspell" is an unofficial classification created by FFXI players, named after the family of spells learned by [[Red Mage]] which are used to bestow Enspell effects.  The names of the actual spells all begin with an En- prefix, followed by the name of one of the 6 standard families of [[Elemental Magic]] attacks, such as [[Aero]], to produce [[Enaero]].  The En- prefix is used to signify that the spell is '''en'''chanting your weapon with elemental damage.
  
 
== Notes ==
 
== Notes ==

Revision as of 22:01, 9 January 2008

Description

Attack Up (Status Effect).png Enspell is a beneficial status effect that enchants the player's melee weapon(s) with pure elemental energy until it wears off or is removed. Benefitting characters gain "Additional Effect: (Element) damage" which triggers on every standard melee attack. The element of the damage depends on the spell or ability that granted the effect.

The additional effect deals added elemental magic damage for each regular hit. Although Enspells usually cause a relatively small amount of damage per hit, the overhead damage they add to each strike can significantly alter the weapon's overall DPS, or damage per second.

"Enspell" is an unofficial classification created by FFXI players, named after the family of spells learned by Red Mage which are used to bestow Enspell effects. The names of the actual spells all begin with an En- prefix, followed by the name of one of the 6 standard families of Elemental Magic attacks, such as Aero, to produce Enaero. The En- prefix is used to signify that the spell is enchanting your weapon with elemental damage.

Notes

  • Enspell damage is considered magic damage. As such, it ignores physical defense, but can be resisted.
  • The amount of base damage an Enspell deals per hit primarily depends on the Enhancing Magic of the caster. As with other sources of elemental damage, Enspell damage might also be modified by the in-game day and weather effects present when the spell was cast.
  • Standard Enspell damage can be built to a maximum of 20 points of damage per hit with sufficient Enhancing Magic skill. In order to achieve a modified damage/hit figure higher than 20, it is necessary to utilize day/weather effects, attack an enemy that takes increased damage to magic (such as a Qutrub or Sewer Syrup), or utilize certain pieces of equipment (see below).
  • The damage inflicted per hit is not affected by weapon delay, like it is with abilities like Drain Samba. As a result, Enspells tend to carry greater effects if used with quicker, low-delay weapons such as Hornetneedle, or weapons that are capable of hitting more than once per round such as Joyeuse. This is due to the weapons being able to dish out a greater amount of hits within the duration of the Enspell compared to slower weapons that hit less often. Accumulating Haste via equipment and/or magical effects is another way to quicken attacks and thus bring up overall Enspell damage.
  • Because only one Additional Effect can take effect for any given melee hit, having an Enspell active will override and prevent any other potential Additional Effect(s) from occurring on these hits. Enspells will always take precedence, whether the alternative Additional Effect comes as a modifier on a weapon such as the Hellfire Sword, or as an after-effect from another ability, such as Drain Samba.
  • The damage, as well as any other Additional Effects that take effect on standard hits, does not take effect on Weapon Skills. (The weapon skill itself might still have its own innate additional effect along with whatever damage it inflicts though, such as the stun effect of Flat Blade, and these effects will still function normally even with an Enspell active.)
  • Enspell damage dealt, as with most other Additional Effects, does not affect the enmity of the player that inflicted it. In other words, Enspells are considered to provide almost entirely hate-free damage, similar to Damage Over Time attacks like Poison, which only accrue trace levels of enmity upon initially being casted yet accrue no enmity while the effects dish out the majority of their damage.
  • Enspell damage does not affect TP gain. If your physical hit deals 0 damage it will not produce any TP for either the attacker or defender, regardless of the additional damage dealt by the Enspell effect.
  • Enspell damage, as well as any other Additional Effect that causes extra damage, is treated as a separate "hit". If you have a Phalanx effect active and are struck by an attacker with an Enspell active, Phalanx will calculate its damage reduction twice, once for the physical damage and once for the Enspell damage. The potency of Phalanx's damage reduction is sufficient enough to severely reduce or even negate the damage of most standard Enspell effects.
  • Unlike Elemental Magic attacks which vary in base damage and MP cost within the same tier of spells (Water having a higher base damage and MP cost than Stone, for instance), the Enspells learned and used by a Red Mage are all on more equal footing, carrying identical base damages and MP costs. The primary difference between the spells is the accuracy based on element. For instance, using Enwater against an aquatic enemy, or any such enemy resistant to water, would likely cause Enspell damage to be reduced due to resistance. On the other hand, Enthunder on the same aquatic enemy, or any such enemy susceptible to lightning, will be more likely to hit for its full damage.

How to remove the effect

  • This effect can be dispelled.
  • This effect is removed upon zoning to another area.
  • This effect can be removed manually.
  • Casting a spell which gives a different Enspell effect will replace this effect with the new one.

How the effect is inflicted/gained

Spells

Job Ability

Equipment that Enhances this Effect

  • Note: Although the following equipment refers to Enspell effects as "Sword enhancement spells", it is not necessary to use a Sword type weapon in order to receive the benefits of the Fencer's Ring and Hollow Earring.
  • Note2: When using Dual Wield along with either the Buzzard Tuck or Enhancing Sword, only the hits inflicted by these two swords will receive their own benefits to Enspell damage. The other melee weapon used will not receive the Buzzard Tuck's or Enhancing Sword's Enspell damage boosts upon its own hits (although it will still receive boosts from the Fencer's Ring and Hollow Earring, if used). This game mechanic behaves similarly to weapons that boost Critical Hit Rate, which also only boost their own crit rate, not the crit rates of any other weapon(s) the player may be using at the same time.
Level Name Type Enhancement(s)
40 Buzzard Tuck Sword Sword enhancement spell damage +2
Sword enhancement spell duration +5
50 Fencer's Ring Ring Sword enhancement spell damage +5
68 Enhancing Sword Sword Sword enhancement spell damage +5
72 Hollow Earring Earring Sword enhancement spell damage +3

Enchanted Weapons

Information Needed

See Also

Red Mage: En-Spell Damage Calculations