Difference between revisions of "Enspell"

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:* The damage can be reduced by [[Shell]] or by "Magic Damage Taken -%" modifiers, but it is not affected by [[Magic Attack Bonus]] or [[Magic Defense Bonus]].
 
:* The damage can be reduced by [[Shell]] or by "Magic Damage Taken -%" modifiers, but it is not affected by [[Magic Attack Bonus]] or [[Magic Defense Bonus]].
 
* 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 day and weather effects present.
 
* 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 day and weather effects present.
:*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).
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:*Standard Enspell damage can be built to a maximum of 21 points of damage per hit with sufficient Enhancing Magic skill.  In order to achieve a modified damage/hit figure higher than 21, 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).
:*Enspell II damage will start at the cap for Enspell I, and then build up by +1 each first hit until it hits the cap of twice that of Enspell I. (ie 40 damage)
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:*Enspell II damage will start at the cap for Enspell I, and then build up by +1 each first hit until it hits the cap of twice that of Enspell I. (ie 42 damage)
 
* Enspells tend to carry greater effects if used with quicker, low-delay weapons such as [[Hornetneedle]]. 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.
 
* Enspells tend to carry greater effects if used with quicker, low-delay weapons such as [[Hornetneedle]]. 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.
 
* 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]].
 
* 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]].

Revision as of 03:30, 25 October 2009

Description

Attack Up (Status Effect).png Enspell is a beneficial status effect that enchants the player weapon with magic. Benefitting characters gain an "Additional Effect". 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 (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.

Notes

  • 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 day and weather effects present.
  • Standard Enspell damage can be built to a maximum of 21 points of damage per hit with sufficient Enhancing Magic skill. In order to achieve a modified damage/hit figure higher than 21, 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).
  • Enspell II damage will start at the cap for Enspell I, and then build up by +1 each first hit until it hits the cap of twice that of Enspell I. (ie 42 damage)
  • Enspells tend to carry greater effects if used with quicker, low-delay weapons such as Hornetneedle. 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.
  • 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.
    • Enspell II-effects only occur on the very first hit in the attack round, regardless of dual wielding, multi-hit weapons or traits. If the first hit misses, not effect occurs on the second hit. Remaining hits can still receive additional effects like Drain Samba.
  • Enspell damage dealt, as with most other Additional Effects, does not affect the enmity of the player that inflicted it.
  • Enspell damage does not affect TP gained by the monster or player being hit.
  • Enspell damage, as well as any other Additional Effect that causes extra damage, is treated separately from the weapon damage for purposes of damage reduction, such as through Phalanx effects.

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.
  • Being KO'd.

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.


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 Lycopodium Earring Earring Sword enhancement spell damage +2
72 Hollow Earring Earring Sword enhancement spell damage +3

Enchanted Weapons

Level Name Type Enchantment
8 Prominence Axe (Great Axes) Enfire
13 Vulcan Claymore (Great Swords) Enfire
18 Vulcan Sword (Swords) Enfire
27 Prominence Sword (Great Swords) Enfire
34 Koen (Great Katana) Enfire
36 Sacred Sword (Swords) Enlight
38 Hallowed Sword (Swords) Enlight
38 Sacred Maul (Clubs) Enlight
40 Vulcan Degen (Swords) Enfire
43 Sacred Mace (Clubs) Enlight
45 Sacred Degen (Swords) Enlight
47 Vulcan Blade (Swords) Enfire
53 Sacred Lance (Polearms) Enlight
67 Sacred Wand (Clubs) Enlight
74 Lion Tamer (Axes) Enfire

Enchanted Armor

Level Name Type Enchantment
45 Thunder Mittens (Hands) Enthunder
46 Aero Mufflers (Hands) Enaero
47 Stone Bangles (Hands) Enstone
48 Blizzard Gloves (Hands) Enblizzard
48 Fire Bracers (Hands) Enfire
50 Water Mitts (Hands) Enwater

See Also

Red Mage: En-Spell Damage Calculations