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Quick Draw

From FFXIclopedia, the free Final Fantasy XI encyclopedia

(Redirected from Earth Shot)


Contents

Job Ability

  • Shoot a bullet charged with the magical energy of an elemental card. Special items required.
  • Obtained: Corsair Level 40
  • Recharge Time: 1:00
  • Charges: 2
  • Duration: Instant

Notes/Description

  • To use Quick Draw, the Corsair must have a gun equipped, a bullet equipped, and he must have the appropriate card in his inventory. I.e., Light Shot requires a Light Card.
    • Quick Draw uses-up 1 Card, but it does not use-up a bullet.
    • All Cards can be acquired in Nashmau for 48 gil from Jajaroon.
    • Cards can be stored in a Card Case like Ninja Tool Bags or Ammo Quivers. See Nokkhi Jinjahl's page for details.
  • Quick Draw can be used from a max distance of 18.1'.
    • Quick Draw can be used even when not facing the target.
  • Quick Draw gives the target 0 TP.
  • Quick Draw deals elemental damage based on the Shot used. Note that Light and Dark Shot do not deal damage.
    • Damage formula: 2*(Gun base DMG + bullet base DMG)*(1+(MAB/100))*(staff bonus)*(Day/Weather Bonus).
  • Quick Draw accuracy is based on AGI.
    • Elemental Staves affect Quick Draw accuracy.
    • The accuracy of the Shot is affected by the element resistance of the target based on the element of the Shot. E.g., Light Shot accuracy is inhibited by Light resistance.
    • There is anecdotal evidence claiming that Magic Accuracy affects Quick Draw accuracy. See talk page.
  • Quick Draw augments Negative Status Effects already active on the target based on the element of the debuff and the element of the Shot. See below for information.
    • Bard debuffs are unaffected by Quick Draw.
  • Light and Dark Shot do not deal damage. Instead they do Sleep and Dispel respectively.
    • Light Shot inflicts Sleep on the target.
      • Light Shot Sleep lasts approximately 1 minute.
      • Light Shot Sleep is blocked and overwritten by Sleep II.
    • Dark Shot dispels 1 buff from the target.
    • Light and Dark Shot produce very little Enmity compared to spells that do the same effect.

Quick Draw Effects

Using the correct Shot some time after a debuff resolves unresisted will increase the potency of the debuff. E.g, using Earth Shot after the spell Slow (an Earth-based spell) resolves will make the attack speed reduction even greater. Also, Quick Draw's additional effect occurs even if Quick Draw is resisted. See below for a list of the effects.

(Note that some of these amounts are conjecture. See talk page.)

  • Light Shot: Dia defense down +5% and DoT increase.
  • Dark Shot: Bio attack down +5% and DoT increase; Blind +10%.
  • Earth Shot: Slow +10%.
  • Wind Shot: Acid Bolt defense down +5%, unknown affect on Gravity.
  • Ice Shot: Paralyze +10%, unknown affect on Bind.
  • Thunder Shot: Unknown effect on Stun.
  • Water Shot: Poison DoT increase.

Special Note about Dia/Bio: The behavior of Dia and Bio use to be a classic argument. We know now, though, that Bio overwrites Dia. Bio III > Dia III > Bio II > Dia II > Bio > Dia. However, Quick Draw puts a new element in the mix. Quick Draw moves the Dia or Bio up a tier. E.g., Light Shot'd Dia II is not overwritten by Bio II.

Macro Syntax

  • /ja "Dark Shot" <t>
  • /ja "Earth Shot" <t>
  • /ja "Ice Shot" <t>
  • /ja "Water Shot" <t>
  • /ja "Wind Shot" <t>
  • /ja "Fire Shot" <t>
  • /ja "Thunder Shot" <t>
  • /ja "Light Shot" <t>
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