Notes/Description
- While active, any successful melee attack made by the Dancer will inflict a Drain daze upon the target; any subsequent melee attack made by a member of the Dancer's party that deals at least 2 points of damage may restore a small number of hit points to that character. A hit for 1 damage or less will drain 0.
- Characters outside of the Dancer's party will not benefit from this effect, nor will non-party members of the Dancer's alliance. Likewise, Puppetmaster automatons, Dragoon wyverns, Beastmaster pets (Jugs or Natural), and NPC fellows will not benefit from a Drain Daze effect.
- Every successful melee attack made by a Dancer while Drain Samba is active will reset the monster's Drain Daze effect. Should the Dancer fail to land a normal melee attack before the timer expires, the monster's Drain Daze effect will wear off until it is reapplied.
- Drain amount varies between 1 and Drain cap, where Cap = floor(mDelay*3/100) where mDelay is modified delay after haste, slow, etc.
See discussion.
- The HP acquired from the mob does not do any additional damage, it simply restores HP to the player (similar to Blood Weapon).
- Cannot drain more than 1/2 damage dealt.
- Higher level monsters will drain for less.
- Like other Drain spells, Drain Samba is ineffective against Undead.
- If the additional effect on a weapon activates then no HP is returned, but Drain Daze is still inflicted.
- Red Mage Enspells I prevent Drain Samba from restoring HP; however, Drain Daze still affects mobs attacked after Drain Samba engaged.
- Performing a weapon skill neither inflicts a Drain Daze upon the target, nor does it restore hit points to the character from a Drain Daze effect already active upon the target.
- Blood Weapon will not over-write Drain Samba.
- The amount of HP drained per hit can be increased by adding +attack gear and abilities.
|
Macro Syntax
|