Talk:Quick Draw
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Magic Accuracy Effect on QD Accuracy
I just now cleaned up the page significantly. I mentioned that there is anecdotal evidence supporting the concept that MACC increases QD accuracy. Let it be known that this is still conjecture and that nothing is proven.
But, the side of the argument saying that it does help is basing it on experiences fighting Sky Gods and other HNMs. They are saying that Warlock's Roll makes a dramatic difference on not being resisted against these targets. No screenshots, documentation, or any other empirical evidence has been produced. Having said that, there is reason to say that it does.
- 1. The ability description describes it as "magical energy."
- 2. QD Acc. is inhibited by magical evasion/resistance.
- 3. QD damage is affected by magic attack bonus.
Thanks. -Ghlin 01:23, 31 July 2009 (UTC)
- This no longer seems like anecdotal evidence. There are pieces of gear made available for Corsair that add to Magic Accuracy as SE's way of dropping us a hint. The two pieces are Rover's Gloves and Veuglaire. In addition, extensive testing has been done by various individual Corsairs in sky ls with Warlock's Roll as stated above. At this point there would have to be irrefutable evidence that Magic Accuracy has no effect to make a good argument for removing the statement.
--FantajiFan 02:45, November 14, 2009 (UTC)
Quick'able Spells
I just thought it might benefit upcoming Corsairs (and myself) to create a full list of Quick-Draw'able spells, by element. I find myself routinely looking up spells again, whenever my static BLU hits a new level. Does Poison draw? Does Rasp? Etc.
To begin my list (which I may move to the Article page):
I plan to, over the next days(weeks), move things from the bottom list to the top. If anyone else wants to contribute, their word's as good as mine. Feel free. :)
CONFIRMED BY ME
Fire:
Burn (INT- only)
Ice Threnody (Resistance)
Ice:
Paralyze (Paralyze Potency)
Frost (AGI- only)
Wind Threnody (Resistance)
Wind:
Choke (VIT- only)
Frightful Roar (Def-)
Earth Threnody (Resistance)
Earth:
Slow (Slow Potency)
Rasp (DEX- only)
Lightning Threnody (Resistance)
Lightning:
Shock (MND- only)
Water Threnody (Resistance)
Water:
Drown (STR- only)
Fire Threnody (Resistance)
Light:
Dia (Dot and Def-)
Dark Threnody (Resistance)
Dark:
Bio (Dot and Atk-)
Blind (Blind Potency)
Light Threnody (Resistance)
POSSIBLE STUFF, TO BE TESTED
Fire:
Sound Blast (INT-)
Ice:
Cold Wave (AGI-)
Frost Breath (Paralyze Potency)
Wind:
Chaotic Eye (Duration)
Silence (Duration)
Mysterious Light (Movement-)
Gravity (Movement-)
Stinking Gas (VIT-)
Earth:
Sandspin (Acc-)
Magnetite Cloud (Movement-)
Filamented Hold (Slow Potency)
Bad Breath (whoa.. man) [or it could be multiple things to Quick]
Lightning:
Water:
Awful Eye (STR-)
Maelstrom (STR-)
Light:
Requiem (dot)
Radiant Breath (Slow + Silence)
Flash (Potency, Duration?)
Actinic Burst (Potency, Duration?)
Dark:
Jettatura (Fear Duration)
Unknown Elements:
ninjutsu, Infrasonics (Eva-), Sandspray, Enervation, Lowing (what would it do?)
The resistance reducing effects of Ninjutsu are actually removed by Quick Draw.
This may be a glitch at the moment, or it may be intentional.
Sleep cannot be Quick Draw'd, as the damage inflicted will wake a monster.
Likewise, Quick Drawing a Bind effect does not seem to augment it, except to sometimes break the Bind.
Dark and Light Card don't do dmg, so can be use to boost Sleep --Yemaya 21:29, 23 April 2007 (EDT)
Ninjutsu elements are exactly the same as their regular magic counterparts, the blind effect is dark, the paralyze effect is ice, slow:earth, etc. I'd imagine the elemental spells wouldn't be augmented, since the debuff effect leaves once an elemental effect is cast on it, so the shot damage would be resisted less, but the debuff would go away. Lemme see if I can get the names right:
Kurayami - Blind - Dark
Hojo - Slow - Earth
Dokumori - Poison - Water
Jubaku - Paralyze - Ice
Those should be the only ones effected, and of course both the Ichi and Ni versions for those that apply. --Chrisjander 16:42, 29 June 2006 (PDT)
Wind Shot doesn't seem to do anything for gravity as far as movement speed is concerned.
Wind Shot does enhance the DEF down effect of weapons that have that as the added effect, like acid bolts. --Klades 10:11, 10 July 2006 (PDT)
Does anyone have tests or information on how AF Head effects Quick Draw? --Deacon 12:43. 10 April 2007 (MST)
There's a Quick Draw testing report which says Quick Draw:
1. Does not affect Elegy (and possibly other Songs).
2. Removes -ton Ninjutsu's elemental resistance down effect.
3. Improves stat down effects of BLM elemental enfeebs, but not the DoT from them.
4. Move Dia/Bio in place into a "higher tier" (e.g. QD'ed Dia I cannot be overwritten by Bio I.)
If any or all of those are (still) true, it may be important to note so in the actual article. --Itazura 16:29, 12 April 2007 (EDT)
I believe the reason that Elegy isn't affected is that it's always a stable 50% slow. Soul Voice and Horn +1 don't increase the slow effect at all, but simply the duration. The threnodies could possibly have the same effect as the Ninjutsu--erased with Quick Draw. However, I still think Requiem is definitely worth considering for testing.
--Demitel
If Wind Shot enhances Defense Down effects from weapons, would it work with the same effect from an Angon? Or would it not, since the source isn't magical? --Asphodel
Along with this, would Wind/Fire/Ice/Earth Shots enhance the Defense/Attack/Evasion/Accuracy down effects from Full Break? --Redler
- I think you mean Water, not Fire. Malumultimus 01:02, 4 May 2008 (UTC)
I noticed that the maximum range to do the Quick Draw was 18.1 (with and without AF Head) --Xman 10:22, 1 November 2008 (UTC)
If 5Matt = 11 DMG then each 1 Matt = 2.2 DMG. gona check wizard roll #10 "super charged" it should give me 22 DMG. Xman 15:32, 10 November 2008 (UTC)
5MATT does not = +11 dmg. It all depends on your gun/ammo total damage. QD DMG Formula:
2*(Gun base DMG + bullet base DMG)*(1+(MAB/100))*(staff bonus)*(Day/Weather Bonus) --Mytoy
NQ vs HQ Elem. Staffs ?
Does HQ increase DMG more than NQ while using Element Staff ?
How much for DMG for NQ and HQ ? --Xman 10:22, 1 November 2008 (UTC)
I testes the Earth Staff and Terra's Staff I found NQ Increase 10% DMG and HQ 15% Xman 15:27, 10 November 2008 (UTC)
Magic Burst?
Newbie COR question here, but, can you use Quick Draw to Magic Burst? Since it's considered magic damage, somewhat alike to ninjutsu, it would imply that it could be used to Magic Burst, but I've seen no information either way even mentioned in any guide I've read. Not having COR at 40 yet myself, I haven't had the chance to test it. Anyone mind clearing up the confusion, and possibly adding the info to the main page? --Aexicas 17:17, 31 December 2008 (UTC)
Quick Draw does not MB. :( I've tried lots of times since I hit 40 (now LV75) and its never MB'd. --AledaciaTalk 01:46, 19 March 2009 (UTC)
Staves
Do staves have an effect on accuracy/potency? --Nineball 14:47, 14 March 2009 (UTC)
Staves increase both. Light Shot/Dark Shot land much more with Light/Dark (or HQ) staves, DMG is increased by staves as well, because they increase Magic Attack Bonus. LV51+ you should be using AGI+ equipment, Elemental Staves (NQ or HQ, HQ more DMG/ACC), and Moldavite Earring (Moldy on all but Light/Dark). Later on, Elemental Obis, Uggalepih Pendant, Denali Kecks/Nimue's Tights and Novio Earring(if you can get it) become further MAB equipment. :D --AledaciaTalk 01:45, 19 March 2009 (UTC)
If it stands to reason that Apollo's Staff increases Quick Draw accuracy then wouldn't it be due to the Magic Accuracy bonus provided by the staff? If so, wouldn't this be concrete evidence that Magic Accuracy affects Quick Draw? As a Corsair myself I ALWAYS equip Apollo's Staff and Light Grip before light shot.

