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Quick Draw

From FFXIclopedia, the free Final Fantasy XI encyclopedia

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Job Ability

  • Shoot a bullet charged with the magical energy of an elemental card. Special items required.
  • Obtained: Corsair Level 40
  • Charges: 2
  • Recast Time: 1 minute for each charge (Can be brought down to 50 seconds with merits)
  • Duration: Instant

Items that Enhance this effect

More Information

  • The corsair must equip a gun and ammunition, and be in possession of the appropriate elemental card, in order to use this ability (e.g. Fire Shot requires a Fire Card). One card is consumed with each use of the ability. Does not consume bullets. Quick Draw is as fast as Provoke.
  • The effects of Enfeebling Magic that match the element of the card may be enhanced.
  • Enfeebling effects to be enhanced must be applied to the mob before Quick Draw is used. E.G. Slow >> Earth Shot.
  • Quick Draw does not enhance Bard enfeebling songs.
  • Quick Draw accuracy is affected by +Agility
  • Quick Draw Damage is affected by +Magic Attack Bonus items.
  • Quick Draw damage is directly proportionate to gun + Ammo DMG. Ex: Quick Draw used with a Peacemaker will do considerably less damage than a Quick Draw used with a Martial Gun. Corsair's Gun is currently the best Quick Draw gun, due to the DMG41.
    • Damage formula: 2*(Gun base DMG + bullet base DMG) + enhancements(AF, MAB+)
  • Quick Draw is multidirectional, meaning it can be shot even if not facing current monster.
  • Quick Draw ignores shadows. (Tested in Conflict (PvP).)
  • Quick Draw gives 0 TP. (Tested in Conflict (PvP).)
  • Charges may be reset by the ability Random Deal, or by the Corsair 2 HR ability Wild Card
  • All Quick Draw Damage can be enhanced by the correct Elemental Staff. e.g Light Staff will enhance Light Shots sleep effect, and Earth Shot + Earth Staff will enhance Damage and increase the % of Slow (only AFTER Slow has been successful stuck on a mob.)
  • Quick Draw damage can be increased by matching the card element to the day of the week
  • After a spell is cast Slow or Paralyze you have a certain window in which allows you to enhance the effect of this spell with the matching shot (Earth Shot with Slow, Ice Shot with Paralyze). IF Slow if cast and then right after Paralyze if cast, you cannot enhance the Slow effect only the Paralyze effect.
Fire Shot
Shoot a bullet charged with the magical energy of a Fire Card. Special items required. Deals damage.
Ice Shot
Shoot a bullet charged with the magical energy of an Ice Card. Special items required. Deals damage. Paralyze effect +10%/Ice Shot
Wind Shot
Shoot a bullet charged with the magical energy of a Wind Card. Special items required. Deals damage.
Earth Shot
Shoot a bullet charged with the magical energy of an Earth Card. Special items required. Deals damage. Slow effect +10%/Earth Shot.
Thunder Shot
Shoot a bullet charged with the magical energy of a Thunder Card. Special items required. Deals damage.
Water Shot
Shoot a bullet charged with the magical energy of a Water Card. Special items required. Deals damage.
Light Shot
Shoot a bullet charged with the magical energy of a Light Card. Special items required. Dia defense down +5%. Additional effect: Sleep (Status Effect)
Dark Shot
Shoot a bullet charged with the magical energy of a Dark Card. Special items required. Bio attack down +5%. Additional effect: Dispel.
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