Category talk:Imps
From FFXIclopedia, the free Final Fantasy XI encyclopedia
these things see through sneak and invis --Ganiman 22:35, 19 April 2006 (PDT)
For when the enemy named "Imp" is added
Contents |
Historical Background
In Medieval European folklore, an imp was a small, demonic creature which was more mischievous than dangerous. They were considered the weakest of all demons. They were described as dark, shape-shifting creatures which hide in the shadows. They usually cause objects such as articles of clothing (e.g. socks), items like utensils, keys, etc to be moved around or go missing, as well as for toes to be stubbed. It was thought magicians kept Imps in small bottles or in rings, and would release them to perform services for them, similar to a Familiar.
Breaking the Horn.
In the Info it is stated that breaking horn by performing a Weapon Skill from behind will result in the use of Frenetic Rip . When a Tantra is used , the imp blows the horn it carries . Do Physical Blood Pacts count as a Weapon Skill or cause Horn breakage , and does breaking the horn disable the imps use of Tantra Abilies?
Sound Aggro
Imps have a very small sound aggro circle around them, but it is there.
Piercing Weakness
The Imp page says 'Weaknesses: Piercing' yet also says they do not take increased damage from piercing attacks. In addition, the Damage Types page also lists Imps with a 1.25 damage modifier from piercing attacks. A friend of mine and I agree after fighting Imps on jobs with piercing weapons (polearm, dagger) we don't notice an increase in damage at all. Does anyone know if they really have a piercing weakness? --Raithen 19:05, 30 April 2007 (MST)
They are not weak to piercing, I have tested with Martial Lance, and Bourdonasse (blunt polearm), and both hit for the same damage against imps. Please go test it yourself before you go around reverting correct information to misinformation. --Skyw4rp 11:16, 4 May 2007 (CDT)
They are absolutely weak to piercing. Didn't see that blurb that they were not weak to piercing on this page or I would have removed it. Sorry for the confusion. As I stated on the damage types page, I scored a 155 critical hit with Joyeuse. Maximum neutral damage is (35 + floor(35/9) + 8) * 3 = 138. I haven't tested slashing or blunt so I can't say anything in that regard, your anecdote indicates that they are probably weak to blunt too though. --Releena 22:35, 7 May 2007 (CDT)
Just went out again with Warp Cudgel(D15, blunt), Dissector(D36, slashing), and Blau Dolch(D33, piercing). Max crits were 72(expected), 144(expected), 140(obvious bonus as a D35 weapon caps at 138, and this is D33). --Releena 23:41, 7 May 2007 (CDT)
I think its more like a 1.1 multiplier not a 1.25. Sidewinder and Slug Shots often yielded dead imps, but Imps also were one-shotted by darkness and light skillchains. Ayrlie 06:09, 12 October 2007 (UTC)
Sleeping
I saw in the Corsair job quest that the imps in Caederva Mire sleep from 4:00 to 20:00 is that the same for all Imps? --Dekarguy 16:31, 17 December 2007 (UTC)
Imp Horns
I am pretty sure they only ever drop Imp Horn when their horns are at some point broken in battle, when they are able to use Frenetic Rip. Anyone else noticed this? -- Orubicon 19:17, 12 October 2008 (UTC)
Yeah, I noticed too.
Movement Speed
I think it would be worth mentioning that these have at least 30% movement speed as one was able to run me down with a short lead while wearing NIN AF at nite if anyone knows the exact numbers I'd like them on the page to warn othersLuceo 21:02, 7 December 2008 (UTC)
Resist Silence
Imps must have some sort of that trait, Silence is hard to land compared to Paralyze or other non Dark-based enfeeblings.

