Notes/Description
- Mijin Gakure is a Ninja's Two Hour Ability.
- Inflicts instantaneous damage to a single enemy, similar in nature to Eagle Eye Shot. The damage dealt by this ability is non-elemental magic-based, and therefore cannot miss, but is subject to resistance instead. Damage is based on the user's current HP. In general, the higher the user's HP, the more damage that is dealt.
- Damage based on user's current HP, not total HP.
- Damage from Mijin Gakure is reduced by -Magic Damage Taken gear, Shell, and the Paladin Job Ability Fealty, but not by Magic Defense Bonus.
- Despite the explosion animation that Mijin Gakure creates, the damage is NOT fire-based. Increasing fire resistance is not shown to have any effect against this ability.
- Any player that uses this ability will immediately be K.O.'d; however no Experience Points will be lost. The player is K.O.'d before damage to the target is calculated; therefore, if Mijin Gakure manages to defeat the target, the user will still not receive any EXP, as it is impossible to receive EXP while K.O.'d.
- Commonly used to easily return to one's Home Point without EXP penalty.
- Correct use in party situations is debatable. Greater HP will result in a more damaging attack, however you will be unable to participate in the fight after use. In general, this ability is not used in party situations unless the Ninja's K.O. is imminent anyway, or unless the attack will inflict enough damage to defeat the target.
- If a player has aggro’d an enemy but taken no direct action against it, using Mijin Gakure will effectively remove the aggro from said player. This is a very effective method of avoiding fights that are too hard for your party to handle. However using Mijin Gakure in this way, in an area populated by aggressive enemies is an unwise idea.
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Macro Syntax
- /ja "Mijin Gakure" <t>
- Since Mijin Gakure is a two hour special, and especially so because it K.O.'s you upon use, some people prefer not to make a macro for it to prevent unintentional activation.
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