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The Summoner's Compilation of Bloodpact Info Everything you'll ever need to know about Bloodpacts.

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The Summoner's Compilation of Bloodpact Info
Last Updated: 3/29/10


Due to popular demand, here's a comprehensive thread concerning Bloodpacts, and more specifically, the individual aspect of each Bloodpact. Please feel free to comment, contribute, suggest, flame, whatever.

Types of Bloodpacts

• Physical Bloodpacts:
Normally used to deal non-elemental damage on a target. Many physical bloodpacts have skillchain properties that can be used in conjunction with weaponskills or other Bloodpacts. Physical bloodpacts are further divided into types that correspond with melee damage types.

Hand-to-Hand:
+12.5% damage to Skeletons
+25% damage to Corses & Magic Pots
Blunt:
+25% damage to Skeletons
+50% damage to Magic Pots
-50% damage to Ghosts
Slashing:
+12.5x damage to Hounds
-25% damage to Rocs, Ghosts, Slimes & Skeletons.
Piercing:
+25% damage to Birds, Rocs, Bees, Damselflies, Bat Triplets, Giant Bats & Mandragora
-25% damage to Ghosts, Corses & Slimes
-50% damage to Skeletons

For reference, an avatar's normal melee attacks are considered Hand-to-Hand physical attacks.

• Magical Bloodpacts:
Consumes avatar's TP to enhance the effect of the Bloodpact, and in the case of magical attack Bloodpacts, can be used as a Magicburst. Magical Bloodpacts also completely ignore shadow defenses (Blink and Utsusemi), even if they only affect single targets.

• Enhancing Bloodpacts:
Bloodpacts that provide benefical effects to the avatar and/or party members. Does not consume avatar TP, nor does avatar TP have any effect on the Bloodpact. The duration on many Enhancing Bloodpacts can be lengthened with the addition of summoning skill over the Summoner's current summoning skill cap for their level.

• Prime Bloodpacts:
These are Bloodpacts that are featured abilities of the avatars, but that Summoners do not normally have access to. You'll usually see these Bloodpacts used against you when fighting the Prime versions of avatars. As of the July 24th update, most of these Bloodpacts are now unlockable by Summoners through the use of merit points.

• Astral Flow Bloodpacts:
These Bloodpacts are only accessible when a Summoner has used their Two Hour Job Ability, Astral Flow. Using these Bloodpacts completely consumes the remainder of the Summoner's MP. A minimum of twice the Summoner's level in MP is required to execute these Bloodpacts.

• Rages and Wards
The Bloodpacts have been separated into Bloodpact: Rages and Bloodpact: Wards. This allows for a Summoner to have greater versatility with their Bloodpacts, as most damage Bloodpacts are considered Rages, and most defensive Bloodpacts are considered Wards, allowing for the use of both on separate recast timers. Both abilities have a recast timer of one minute. The Compilation has been updated to keep track of which category each Bloodpact falls under, in addition to their effects and properties.


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<b>Healing Ruby - <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 1, <b>MP:</b> 6<!--colorc--></span><!--/colorc-->
Restores target party member's HP.
<i>Healing Calculation</i>: (Avatar Level x 2) + 8 HP.

<b>Poison Nails - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Physical: Piercing) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 5, <b>MP:</b> 11<!--colorc--></span><!--/colorc-->
Deals damage and poisons target.

<b>Shining Ruby - <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Enhancing) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 24, <b>MP:</b> 44<!--colorc--></span><!--/colorc-->
Gives Carbuncle and party members within area of effect of "Shining Ruby", an effect similar to "Protect" and "Shell."
The "Shining Ruby" effect is considered its own status effect, and will stack with all levels of "Protect" and "Shell".
<i>Duration</i>: 3m00s.

<b>Glittering Ruby - <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Enhancing) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 44, <b>MP:</b> 62<!--colorc--></span><!--/colorc-->
Randomly enhances one attribute for Carbuncle and party members within area of effect.
<i>Duration</i>: 3m00s. The enhancement will slowly deteriorate over time.

<b>Meteorite - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 55, <b>MP:</b> 108<!--colorc--></span><!--/colorc-->
Deals light elemental damage.

<b>Healing Ruby II - <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 65, <b>MP:</b> 124<!--colorc--></span><!--/colorc-->
Restores HP for Carbuncle and party members within area of effect.
<i>Healing Calculation</i>: (Avatar Level x 4) + 28 HP.

<b>Searing Light - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 1<!--colorc--></span><!--/colorc-->
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Astral Flow Bloodpact<!--colorc--></span><!--/colorc-->
Delivers light elemental damage to enemies within area of effect.

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<b>Moonlit Charge - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Physical: Blunt) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 1, <b>MP:</b> 17<!--colorc--></span><!--/colorc-->
Deals damage and blinds target.

<b>Crescent Fang - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Physical: Piercing) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 10, <b>MP:</b> 19<!--colorc--></span><!--/colorc-->
Deals damage and paralyzes target.

<b>Lunar Cry - <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Unknown) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 21, <b>MP:</b> 41<!--colorc--></span><!--/colorc-->
Lowers target's Accuracy and Evasion. Amount of Accuracy and Evasion reduced is based on the current Moon Phase:

[colleft]<b>New Moon <-------</b>
-1 Accuracy
-31 Evasion[/colleft][colleft]<b>Quarter Moon -------></b>
-16 Accuracy
-16 Evasion[/colleft]<b>Full Moon</b>
-31 Accuracy
-1 Evasion

<b>Lunar Roar - <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 32, <b>MP:</b> 27<!--colorc--></span><!--/colorc-->
Removes two beneficial magic effects from enemies within area of effect.
The FFXI chatlog will not tell the Summoner which beneficial effects have been removed.

<b>Ecliptic Growl - <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Enhancing) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 43, <b>MP:</b> 46<!--colorc--></span><!--/colorc-->
Enhances all attributes of Fenrir and party members within area of effect. The amount by which each attribute is enhanced is based on the current Moon Phase.
<i>Duration</i>: 3m00s.

<i>Fighter Stats</i> refers to STR, DEX and VIT. <i>Magey Stats</i> refers to AGI, INT, MND and CHR.
[colleft]<b>New Moon <-------</b>
Fighter Stats +1
Magey Stats +7[/colleft][colleft]<b>Quarter Moon -------></b>
Fighter Stats +4
Magey Stats +4[/colleft]<b>Full Moon</b>
Fighter Stats +7
Magey Stats +1

<b>Ecliptic Howl - <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Enhancing) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 54, <b>MP:</b> 57<!--colorc--></span><!--/colorc-->
Enhances accuracy and evasion of Fenrir and party members within area of effect. Amount of Accuracy and Evasion increased is based on the current Moon Phase.
<i>Duration</i>: 3m00s.

[colleft]<b>New Moon <-------</b>
Accuracy +1
Evasion +25[/colleft][colleft]<b>Quarter Moon -------></b>
Accuracy +13
Evasion +13[/colleft]<b>Full Moon</b>
Accuracy +25
Evasion +1

<b>Eclipse Bite - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Physical: Slashing) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 65, <b>MP:</b> 109<!--colorc--></span><!--/colorc-->
Delivers a threefold attack. Cannot skillchain.

<b>Howling Moon - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 1<!--colorc--></span><!--/colorc-->
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Astral Flow Bloodpact<!--colorc--></span><!--/colorc-->
Delivers darkness elemental damage and applies STR Down to enemies within area of effect.
The STR Down effect slowly deteriorates over time.

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<b>Punch - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Physical: Hand-to-Hand) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 1, <b>MP:</b> 9<!--colorc--></span><!--/colorc-->
Deals damage.

<b>Fire II - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 10, <b>MP:</b> 24<!--colorc--></span><!--/colorc-->
Deals fire elemental damage.

<b>Burning Strike - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Physical: Hand-to-Hand) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 23, <b>MP:</b> 48<!--colorc--></span><!--/colorc-->
Deals fire elemental damage.

<b>Double Punch - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Physical: Hand-to-Hand) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 30, <b>MP:</b> 56<!--colorc--></span><!--/colorc-->
Delivers a twofold attack.

<b>Crimson Howl - <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Enhancing) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 38, <b>MP:</b> 84<!--colorc--></span><!--/colorc-->
Gives Ifrit and party members within area of effect the effect of "Warcry".
Crimson Howl's "Warcry" effect adds approximately 9% Attack, and will overwrite the job ability "Warcry".
<i>Duration</i>: 0m30s.

<b>Fire IV - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 60, <b>MP:</b> 118<!--colorc--></span><!--/colorc-->
Deals fire elemental damage.

<b>Flaming Crush - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Physical: Hand-to-Hand) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 70, <b>MP:</b> 164<!--colorc--></span><!--/colorc-->
Delivers a threefold attack: Two physical hits, followed by a magical attack that deals fire elemental damage. TP is not consumed by the magical aspect of this Bloodpact, but the third and final hit will not generate TP. Cannot skillchain.

<b>Meteor Strike - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 75, <b>MP:</b> 182<!--colorc--></span><!--/colorc-->
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Prime Bloodpact<!--colorc--></span><!--/colorc-->
Deals fire elemental damage.
Additional merit upgrades increase Meteor Strike's TP bonus by 40 per upgrade.

<b>Inferno - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 1<!--colorc--></span><!--/colorc-->
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Astral Flow Bloodpact.<!--colorc--></span><!--/colorc-->
Delivers fire elemental damage to enemies within area of effect.

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<b>Axe Kick - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Physical: Hand-to-Hand) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 1, <b>MP:</b> 10<!--colorc--></span><!--/colorc-->
Deals damage.

<b>Blizzard II - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 10, <b>MP:</b> 24<!--colorc--></span><!--/colorc-->
Deals ice elemental damage.

<b>Frost Armor - <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Enhancing) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 28, <b>MP:</b> 68<!--colorc--></span><!--/colorc-->
Gives Shiva and party members within area of effect the effect of "Ice Spikes".
<i>Duration</i>: 1m30s.

<b>Sleepga - <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 39, <b>MP:</b> 68<!--colorc--></span><!--/colorc-->
Puts all enemies within area of effect to sleep. Considered an ice-elemental Bloodpact, Sleepga will magicburst on Induration, Distortion and Darkness skillchains.

<b>Double Slap - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Physical: Hand-to-Hand) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 50, <b>MP:</b> 82<!--colorc--></span><!--/colorc-->
Delivers a twofold attack.

<b>Blizzard IV - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 60, <b>MP:</b> 118<!--colorc--></span><!--/colorc-->
Deals ice elemental damage.

<b>Rush - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Physical: Hand-to-Hand) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 70, <b>MP:</b> 164<!--colorc--></span><!--/colorc-->
Delivers a fivefold attack. Cannot skillchain.

<b>Heavenly Strike - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 75, <b>MP:</b> 182<!--colorc--></span><!--/colorc-->
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Prime Bloodpact<!--colorc--></span><!--/colorc-->
Deals ice elemental damage.
Additional merit upgrades increase Heavenly Strike's TP bonus by 40 per upgrade.

<b>Diamond Dust - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 1<!--colorc--></span><!--/colorc-->
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Astral Flow Bloodpact<!--colorc--></span><!--/colorc-->
Delivers ice elemental damage to enemies within area of effect.

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<b>Claw - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Physical: Piercing) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 1, <b>MP:</b> 7<!--colorc--></span><!--/colorc-->
Deals damage.

<b>Aero II - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 10, <b>MP:</b> 24<!--colorc--></span><!--/colorc-->
Deals wind elemental damage.

<b>Whispering Wind - <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 36, <b>MP:</b> 92<!--colorc--></span><!--/colorc-->
Restores HP for Garuda and party members within area of effect.
<i>Healing Calculation</i>: (Avatar lvl X 2.5) + 16.

<b>Hastega - <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Enhancing) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 48, <b>MP:</b> 112<!--colorc--></span><!--/colorc-->
Gives Garuda and party members within area of effect the effect of "Haste".
Hastega will overwrite the effect of the white magic spell Haste, as well as all forms of Slow that Haste may overwrite.
<i>Duration</i>: 1m30s. Gives +15% Haste effect (same Haste+% as the white magic spell Haste).

<b>Aerial Armor - <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Enhancing) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 25, <b>MP:</b> 92<!--colorc--></span><!--/colorc-->
Gives Garuda and party members within area of effect the effect of "Blink" (3 Shadows).
Aerial Armor will not overwrite the white magic "Blink". The "Blink" effect will not stack with "Copy Image".
<i>Duration</i>: 15m00s.

<b>Aero IV - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 60, <b>MP:</b> 118<!--colorc--></span><!--/colorc-->
Deals elemental damage.

<b>Predator Claws - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Physical: Slashing) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 70, <b>MP:</b> 164<!--colorc--></span><!--/colorc-->
Delivers a threefold attack. Cannot skillchain.

<b>Wind Blade - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 75, <b>MP:</b> 182<!--colorc--></span><!--/colorc-->
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Prime Bloodpact<!--colorc--></span><!--/colorc-->
Deals wind elemental damage.
Additional merit upgrades increase Wind Blade's TP bonus by 40 per upgrade.

<b>Aerial Blast - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 1<!--colorc--></span><!--/colorc-->
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Astral Flow Bloodpact<!--colorc--></span><!--/colorc-->
Delivers wind elemental damage to enemies within area of effect.

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<b>Rock Throw - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Physical: Blunt) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 1, <b>MP:</b> 10<!--colorc--></span><!--/colorc-->
Delievers a ranged attack and slows target.

<b>Stone II - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 10, <b>MP:</b> 24<!--colorc--></span><!--/colorc-->
Deals earth elemental damage.

<b>Rock Buster - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Physical: Blunt) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 21, <b>MP:</b> 39<!--colorc--></span><!--/colorc-->
Deals damage and binds target.

<b>Megalith Throw - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Physical: Blunt) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 35, <b>MP:</b> 62<!--colorc--></span><!--/colorc-->
Delivers a ranged attack and slows target.

<b>Earthen Ward - <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Enhancing) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 46, <b>MP:</b> 92<!--colorc--></span><!--/colorc-->
Gives Titan and party members within area of effect the effect of "Stoneskin".
Earthen Ward will not overwrite the white magic "Stoneskin", regardless of strength.
<i>Damage Absorption Calculation</i>: (Avatar Level x 2) + 50 HP.
<i>Duration</i>: 15m00s.

<b>Stone IV - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 60, <b>MP:</b> 118<!--colorc--></span><!--/colorc-->
Deals earth elemental damage.

<b>Mountain Buster - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Physical: Blunt) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 70, <b>MP:</b> 164<!--colorc--></span><!--/colorc-->
Deals damage and binds target. Cannot skillchain.

<b>Geocrush - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 75, <b>MP:</b> 182<!--colorc--></span><!--/colorc-->
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Prime Bloodpact<!--colorc--></span><!--/colorc-->
Deals earth elemental damage and stuns target.
Additional merit upgrades increase Geocrush's TP bonus by 40 per upgrade.

<b>Earthen Fury - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 1<!--colorc--></span><!--/colorc-->
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Astral Flow Bloodpact<!--colorc--></span><!--/colorc-->
Delivers earth elemental damage to enemies within area of effect.

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<b>Shock Strike - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Physical: Blunt) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 1, <b>MP:</b> 6<!--colorc--></span><!--/colorc-->
Deals damage and stuns target.

<b>Thunder II - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 10, <b>MP:</b> 24<!--colorc--></span><!--/colorc-->
Deals lightning elemental damage.

<b>Rolling Thunder - <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Enhancing) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 31, <b>MP:</b> 52<!--colorc--></span><!--/colorc-->
Gives Ramuh and party members within area of effect the effect of "Enthunder."
<i>Duration</i>: 1m00s.

<b>Thunderspark - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 19, <b>MP:</b> 38<!--colorc--></span><!--/colorc-->
Deals lightning elemental damage and paralyzes enemies within area of effect.

<b>Lightning Armor - <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Enhancing) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 42, <b>MP:</b> 91<!--colorc--></span><!--/colorc-->
Gives Ramuh and party members within area of effect the effect of "Shock Spikes."
<i>Duration</i>: 1m30s.

<b>Thunder IV - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 60, <b>MP:</b> 118<!--colorc--></span><!--/colorc-->
Deals lightning elemental damage.

<b>Chaotic Strike - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Physical: Blunt) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 70, <b>MP:</b> 164<!--colorc--></span><!--/colorc-->
Delivers a threefold attack and stuns target. Cannot skillchain.

<b>Thunderstorm - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 75, <b>MP:</b> 182<!--colorc--></span><!--/colorc-->
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Prime Bloodpact<!--colorc--></span><!--/colorc-->
Deals lightning elemental damage.
Additional merit upgrades increase Thunderstorm's TP bonus by 40 per upgrade.

<b>Judgment Bolt - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 1<!--colorc--></span><!--/colorc-->
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Astral Flow Bloodpact<!--colorc--></span><!--/colorc-->
Delivers lightning elemental damage to enemies within area of effect.

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<b>Barracuda Dive - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Physical: Slashing) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 1, <b>MP:</b> 8<!--colorc--></span><!--/colorc-->
Deals damage.

<b>Water II - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 10, <b>MP:</b> 24<!--colorc--></span><!--/colorc-->
Deals water elemental damage.

<b>Tail Whip - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Physical: Blunt) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 26, <b>MP:</b> 49<!--colorc--></span><!--/colorc-->
Deals damage and weighs target down.

<b>Spring Water - <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 47, <b>MP:</b> 99<!--colorc--></span><!--/colorc-->
Restores HP for Leviathan and party members within area of effect.
Will remove one status ailment (only certain ailments apply).
<i>Healing Calculation</i>: (Avatar Level x 3) + 47 HP.

<b>Slowga - <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 33, <b>MP:</b> 48<!--colorc--></span><!--/colorc-->
Slows enemies within area of effect. Considered a water-elemental Bloodpact, Slowga will magicburst on Reverberation, Distortion and Darkness skillchains.

<b>Water IV - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 60, <b>MP:</b> 118<!--colorc--></span><!--/colorc-->
Deals water elemental damage.

<b>Spinning Dive - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Physical: Slashing) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 70, <b>MP:</b> 164<!--colorc--></span><!--/colorc-->
Deals damage. Cannot skillchain.

<b>Grand Fall - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 75, <b>MP:</b> 182<!--colorc--></span><!--/colorc-->
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Prime Bloodpact<!--colorc--></span><!--/colorc-->
Deals water elemental damage.
Additional merit upgrades increase Grand Fall's TP bonus by 40 per upgrade.

<b>Tidal Wave - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 1<!--colorc--></span><!--/colorc-->
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Astral Flow Bloodpact<!--colorc--></span><!--/colorc-->
Delivers water elemental damage to enemies within area of effect.

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<b>Camisado - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Physical: Blunt) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 1, <b>MP:</b> 20<!--colorc--></span><!--/colorc-->
Deals damage.

<b>Somnolence - <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 20, <b>MP:</b> 30<!--colorc--></span><!--/colorc-->
Deals darkness elemental damage and weighs target down.

<b>Nightmare - <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 29, <b>MP:</b> 42<!--colorc--></span><!--/colorc-->
Puts all enemies within the area of effect to sleep and inflicts a "Bio" effect. While Nightmare is in effect, the target will continue to take any DoT damage without waking up.
The "Sleep" and "Bio" effects of Nightmare can be overwritten by Sleepga II.

<b>Ultimate Terror - <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 37, <b>MP:</b> 27<!--colorc--></span><!--/colorc-->
Drains attributes of enemies within area of effect, and applies them to Diabolos.
Attributes drained by Diabolos slowly deteriorate over time.
<i>Duration</i>: Needs confirmation.

<b>Noctoshield - <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Enhancing) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 49, <b>MP:</b> 92<!--colorc--></span><!--/colorc-->
Gives Diabolos and party members within area of effect the effect of "Phalanx."
<i>Damage Absorption Calculation</i>: Needs confirmation.
<i>Duration</i>: 3m00s.

<b>Dream Shroud - <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Enhancing) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 56, <b>MP:</b> 121<!--colorc--></span><!--/colorc-->
Enhances magic attack and magic defense of Diabolos and party members within area of effect.
Enhancements are based upon the current hour of the Vana'diel day, adding more MAB and MDB towards midnight, and less towards midday.
<i>Duration</i>: 3m00s.

<b>Nether Blast - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 65, <b>MP:</b> 109<!--colorc--></span><!--/colorc-->
Delivers a ranged attack that deals darkness elemental damage. Diabolos' TP does not effect damage.
Deals a fixed amount of damage, but can be effected by day/weather effects, as well as changing Diabolos' magical attack rating.

<b>Cacodemonia - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Unknown)
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Prime Bloodpact<!--colorc--></span><!--/colorc-->
Curses enemies within area of effect. Need confirmation on whether or not this Bloodpact deals damage.
This is the only Prime Bloodpact that cannot currently be unlocked through the use of merit points.

<b>Ruinous Omen - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 1<!--colorc--></span><!--/colorc-->
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Astral Flow Bloodpact<!--colorc--></span><!--/colorc-->
Reduces the HP of enemies within area of effect by a random percentage.
Unknown at this time how the random percentage is determined due to lack of testing.

Alexander
Perfect Defense - <!--coloro:#FF0000--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 1<!--colorc--></span><!--/colorc-->
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Astral Flow Bloodpact<!--colorc--></span><!--/colorc-->
Gives party members within area of effect the status effect "Perfect Defense", an effect which reduces damage sustained by party members and prevents status ailments.
Damage reduction and resistance rate will vary with the summoner’s remaining MP.
Unknown at this time if Alexander is affected, or the extent at which Perfect Defense provides protection.

Odin
Zantetsuken - Rage (Unknown) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 1<!--colorc--></span><!--/colorc-->
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Astral Flow Bloodpact<!--colorc--></span><!--/colorc-->
Inflicts KO to enemies within area of effect. When used against NMs, will instead deal damage.
Amount of damage dealt and accuracy will vary with the summoner’s remaining MP.
An increasing number of monsters within Zantetsuken's area of effect will reduce accuracy.




Rules of Bloodpacts

• Summoning skill now effects Bloodpacts, when the Summoner's skill level is higher than the cap for their level. This means that Summoners will only see an improvement to their Bloodpacts through the use of equipment or merits, and not their natural skill. A Summoner who's skill exceeds the current cap for their level will experience gains in the accuracy of both their physical and magical attack Bloodpacts, by a commonly-accepted value of +1 accuracy per point of extra summoning skill. Summoning skill will also effect the casting speed of Spirits, and lower your interruption rate while casting a summoning spell.

• Summoning skill will never allow an Enhancing Bloodpact to exceed a three-minute duration effect. This includes Enhancing Bloodpacts that already have natural three-minute duration effects. Summoning skill will not enhance the effects themselves. Obvious exceptions to this rule are Aerial Armor and Earthen Ward, which both have natural 15-minute durations. As of the 4/9/09 Update, enhancing Bloodpacts now have the same effect radius as most area of effect buffs.

• The Summoner's stats and attributes do not effect Bloodpacts. As much as everyone loves a great conspiracy theory, no amount of pumping STR will get your avatars to hit harder. The only known ways to enhance your avatars' abilities are through the use of equipment and merits, or certain enhancing effects applied to the Summoner, such as Beast's Roll. Note: There is a slight exception to this rule. The Debilitation effect from the Pathos of Alzadaal will also effect a Summoner's avatar, and will be unlocked according to the cells that the Summoner uses. For example, if the Summoner unlocks their STR stat, their avatar's STR will also be unlocked. While in this way, the stats of Summoner and avatar are connected, they still remain separate entities.

• The Bloodpact command is a job ability of the Summoner, and a Weaponskill of the avatar. What does this mean? Basically, certain status effects that prevent the use of JAs, like paralysis, can prevent a Summoner from executing a Bloodpact, but a paralyzed avatar will still execute a Bloodpact when successfully ordered by its Summoner. Moreover, Magical Bloodpacts will also be unaffected by silence. However, status effects that prevent the use of JAs and WS, like amnesia, will not allow the Summoner to command Bloodpacts and will not allow the avatar to execute them. As of the 4/9/09 Update, the Summoner will no longer be able to command an avatar to execute a Bloodpact if either the Summoner or their summoned avatar are under the status of Amnesia.

• Most Bloodpacts are much like weaponskills in that the avatar needs to be within a very short range of the target. Bloodpacts that "fire" when the selected target is not in range causes the Bloodpact to have no effect, and the Summoner's MP to be wasted. Avatars will also not naturally move on their own when a Bloodpact is executed. However, the ability of the avatar to move while "charging" a Bloodpact can be manipulated through the use of the Assault and Retreat commands, or by commanding an avatar to use a Bloodpact on a mob while the avatar is following a moving summoner (known as a drive-by bloodpact for all you GTA fans out there).

• Availability of Bloodpacts is based upon the level of the Summoner, not the level of their avatar. First, yes it is possible for a Summoner to have a summoned avatar for a different level than theirs. An avatar's level, it's stats, and its effectiveness with Bloodpacts, is determined at the point of summoning. This is most easily tested using a level capped area, such as one of the Crag Promyvions. A level 75 summoner can walk in, get capped at level 30, summon an avatar, walk out and lose the level cap, and the avatar will continue to have the HP and strength of a level 30 avatar, along with reduced perpetuation costs, but the Summoner will still have access to the all of their Bloodpacts.

• Executing an offensive Bloodpact command adds enmity to the Summoner. There is a small amount of hate gain when you tell your avatar to use a Bloodpact on a mob. Mobs that are not selected as the central target of an area of effect Bloodpact but are hit by the effect will retaliate against the offending avatar, not the Summoner who initiated the Bloodpact, in most cases.

• Magical Bloodpacts do not follow the Elemental Tiering system found in Black Magic. In short, Titan's Stone II Bloodpact is just as strong as Ramuh's Thunder II, and vice versa, the only difference between them is the type of elemental damage they inflict on your enemy.

• Magical Bloodpacts are effected by the current Vana'diel day. This is seen most commonly in association with Astral Flow Bloodpacts, when using an avatar matching the current day will consistantly deal more damage.

• All Bloodpacts, when successfully executed, do not cause mobs to gain TP. This applies to physical Bloodpacts, magical Bloodpacts, and multihit Bloodpacts. However, avatars will still generate mob TP through auto-attacking.

• The TP Bonus on upgraded Prime Bloodpacts is additive. For each upgrade a Summoner puts into an unlocked Prime Bloodpact, the damage rating on the Bloodpact will act as if the avatar has 40 more TP when executing it, providing a small damage increase. However, the TP Bonus on Magical Bloodpacts caps out at 300 total TP, regardless of the avatar's current TP. This means that an upgraded Prime Bloodpact will not do more damage at 300 TP than an unlocked, but not upgraded, Prime Bloodpact at 300 TP.

• MP is no longer consumed and a recast no longer triggered when a Bloodpact is executed, but the avatar is out of range of its target. This was patched in the 4/9/09 version update.

• There is a cap on reducing the Bloodpact timer through gear. The cap is -15, equivalent to the 25% Haste gear cap. Equipping Bloodpact timer gear that exceeds -15 will result in the timer being reset to 45 seconds when a Bloodpact is activated.

Things to consider adding to this thread:
• Currently taking other suggestions.

This post has been edited by Jeryhn: 29 March 2010 - 07:05 PM

0

#2
User is offline   yoshikii 

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good job!
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#3
User is offline   spira 

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nice.. how come never saw this here b4 tho..
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#4
User is offline   RustyShep 

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i'll second yoshikii ... good job. and the list of things to add, all good stuff. keep it up!
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#5
User is offline   Jupitercrash 

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Good Job Jeryhn. http://www.creativeuncut.com/ffxi_magic_smn.html Has some math on how much cure BPs will do and Eathenward will take.

And I found this if you want to add, but I've always enjoyed being ignorant to moonphase because I think it's really annoying how many"ifs" there are about smn.

Moon Phase.............Lunar Cry..........Ecliptic Growl...Ecliptic Howl
``````````````````````````````````````````````````````````````````````````
New Moon................Acc-1 Eva-31.....STR+1 INT+7...Acc+1 Eva+25
Waxing Crescent......Acc-6 Eva-26.....STR+2 INT+6...Acc+5 Eva+21
Waxing Crescent......Acc-11 Eva-21...STR+3 INT+5...Acc+9 Eva+17
First Quarter Moon...Acc-16 Eva-16...STR+4 INT+4...Acc+13 Eva+13
Waxing Gibbous.......Acc-21 Eva-11...STR+5 INT+3...Acc+17 Eva+9
Waxing Gibbous.......Acc-26 Eva-6.....STR+6 INT+2...Acc+21 Eva+5
Full Moon..................Acc-31 Eva-1.....STR+7 INT+1...Acc+25 Eva+1
Waning Gibbous.......Acc-26 Eva-6.....STR+6 INT+2...Acc+21 Eva+5
Waning Gibbous.......Acc-21 Eva-11...STR+5 INT+3...Acc+17 Eva+9
Last Quarter Moon...Acc-16 Eva-16...STR+4 INT+4...Acc+13 Eva+13
Waning Crescent......Acc-11 Eva-21...STR+3 INT+5...Acc+9 Eva+17
Waning Crescent......Acc-6 Eva-26.....STR+2 INT+6...Acc+5 Eva+21

Note: STR+4 would mean that STR, VIT, and DEX all go up by 4 each. INT+4 means that AGI, INT, MND, and CHR all go up by 4 each.
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#6
User is offline   Kuropiko 

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As an idea for the "Rules of Blood Pact"... Something a lot of Summoners seem to not know but pretty simple. Just use Assault after you use a non-ranged Blood Pact, that'll make your avatar follow the target even if it moves during the cast time. This is really useful when you're not using Nether Blast on kited mobs, like pre-Diabolos Kirins.
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#7
User is offline   Shiroken 

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According to カー君といっしょ, a fairly trusty source of Summoner Info, the effect of Diabolos's Dream Shroud varies with the hour.
Ive tested this a bit with neither Blast since its pretty consistant damage wise and i have noticed the difrences not sure if these are exactly right

http://carkun.squares.net/ff11/lecture/magic/index.html


        Dream Shroud
  (Both Magic Attack Up and Magic Defense)
0/0:00 +13           12/12:00 +1
1/1:00 +12            13/13:00 +2
2/2:00 +11            14/14:00 +3
3/3:00 +10            15/15:00 +4
4/4:00 +9             16/16:00 +5
5/5:00 +8             17/17:00 +6
6/6:00 +7             18/18:00 +7
7/7:00 +6             19/19:00 +8
8/8:00 +5             20/20:00 +9
9/9:00 +4             21/21:00 +10
10/10:00 +3            22/22:00 +11
11/11:00 +2            23/23:00 +12


You could also including how you can use Thunderspark to clear trains with the despawn trick also.
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#8
User is offline   Gobble 

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Rather then make a new topic I figured I'd ask this here.

I've been trying to gather information about this for awhile. Anyways, Drachen Roll increases pet magic attack and pet magic accuracy. Oddly it is the DRG roll. Now, the wyvern magic damage is generally really low (10-200). With such a low damage marigin with the effects of the roll to be worth it for DRG you'd need something like a 100%, now that can't be the case as a quick little glance through here showed me that my favorite SMN blood pact (Netherblast) is a magical based attack, and that kind of increase would over power SMNs with a COR.

What you are looking at is a very potent Diabolos buff since most other avatars magic blood pacts include the tier II and tier IV spells. I've never partied with a SMN that has used any of those, so I'm assuming they are terrible waste of a blood pact. Again, an assumption. But I do know that Netherblast is magic based and widely used on HNMs, Gods, Wyrms, basically anything strong.

Anyways, I was hoping a kind SMN could do some tests with a COR and DRG (Rolls are boosted if the respective job is present) for the effects of Drachen Roll. Using Netherblast because of it's consistant damage to hopefully come up with some solid numbers as to the effects of it. Also some tests on some Astral Flows would be nice too.
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#9
User is offline   Jeryhn 

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Hey everyone. Thanks for the support. Let's clamour about in hopes we finally get an extensive Bloodpact thread stickied as a point of reference for all summoners.

I've updated the OP a bit with the following:

☼ Added duration tags for the enhancing bloodpacts. I'll do some testing to provide accurate duration times tonight.
☼ Added healing and damage absorption caclulations for certain Bloodpacts. Calculations for Whispering Wind and Noctoshield need to be confirmed.
☼ Added some more accurate info for many Bloodpacts.
☼ Added some more Rules of Bloodpacts: Summoning skill, Level of summoner vs. avatar, Bloodpact Range, Enmity factors, and updated the older Rules.

Jupitercrash: Thanks for the numbers on Fenrir's Bloodpacts. I'll add these to the thread when I can devise a way to make it "look pretty".

Kuropiko: Thanks for the idea on the Bloodpact Rule. I've posted it, and expanded upon it a bit.

Shiroken: Thanks for the numbers on Dream Shroud, but I'm hesitant to post at this moment for two reasons: First, like the numbers on fenrir's Bloodpacts, I want to make it "look pretty". Secondly, there has been quite a bit of testing on the Magic Attack Bonus aspect on Dream Shroud but not enough on the defensive factor. I'll be attempting my own tests for this soon, along with with some others I have in mind, like the use of an avatar's magical bloodpacts when their target has shadows up.

Gobble: I'm afraid we still don't know much about Corsair rolls and accurate numbers at this time. In my own personal experience, Beast Roll worked wonders for improving my damage on CoP wyrms, like Tiamat, and had quite a noticeable difference between a lower roll, a higher roll, a lucky number and no roll at all. Once of our summoners hit a Predator Claws for over 1100 damage on Tiamat on the lucky number with no Beastmaster in the party.

We haven't yet had the opportunities to test Drachen Roll or Puppet Roll and their effects on avatars, as Nether Blast is typically only useful for mitigating the Regen factor on CoP wyrms (due to their automatic 50% reduction to magic damage), and physical Bloodpacts are typically used for mobs that don't have high evasion (again, like CoP wyrms). I can see Drachen Roll totally owning for Nether Blast spam on Kirin or Fafnir though.

I believe someone has started a thread on the Corsair forums about all this, so you might try there to get the accurate numbers you're looking for.
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#10
User is offline   Pergatory 

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Jeryhn :
Executing an offensive Bloodpact command adds enmity to the Summoner. There is a small amount of hate gain when you tell your avatar to use a Bloodpact on a mob. Exclusions to this rule: Bloodpacts where an NPC mob is not the actual target of the Bloodpact, healing and enhancing bloodpacts for example.


Shiroken pointed out something at the end of his post that I think should be added here, which is the method people use to despawn links. Whether or not you go so far as to mention the tactic for using this trick to despawn monsters is up to you but I think it should at least be noted that AOE only gives the Summoner hate on the targetted mob, even if the avatar gains hate on a number of mobs. I found this knowledge extremely useful in planning my Astral Flow in BCNM's. For example on the Mithra Trackers BCNM in CoP, I devised a sweet strategy:

Party stands far back, by the canyon out of sight from the Mithran. PLD & SMN move up near the Mithran, SMN summons avatar and gets ready to 2-hour. PLD runs in and Provokes Shikaree Z, then runs into the middle of the group to group them all together (there's 3 Mithran and 2 pets, for those not familiar with this fight). SMN follows immediately behind and uses Astral Flow, targetting Shikaree Z. If you do it fast enough, PLD won't even need Invincible because after the Astral Flow, hate will be on the avatar. Then PLD & SMN run back to the party which is waiting by canyon. Avatar dies, and the 5 mobs come for the PLD, not the SMN! SMN is free to resummon and do second Astral Flow without getting attacked by one of the ones that the PLD doesn't have hate on. Works beautifully, and the same knowledge can be used to Astral Flow in areas with mobs around, such as the Boyahda Tree camps where people are generally afraid to AOE. Thanks to this little trick, you can AOE your heart out no matter what kind of mobs are around.

Also below is a little test for a layout for Lunar Cry description. It will probably turn out ugly but if you like it, feel free to stick it in the main post up top and copy the format for the other similar ones like Ecliptic Howl, Dream Shroud, etc. (Click "Quote" on my post in order to copy the whole thing with formatting included)

Lunar Cry (Magical)
Lowers target's Accuracy and Evasion by a total of 32, based on moon phase as follows:
[colleft]New Moon <-------
-1 Accuracy
-31 Evasion[/colleft][colright]Full Moon
-31 Accuracy
-1 Evasion[/colright]Quarter Moon ------->
-16 Accuracy
-16 Evasion

Or...

[colleft]New Moon <----------------->
-1 Accuracy
-31 Evasion[/colleft]Full Moon
-31 Accuracy
-1 Evasion
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#11
User is offline   Jeryhn 

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I think this is the format you're working towards:

Lunar Cry (Magical)
Lowers target's Accuracy and Evasion by a total of 32, based on moon phase as follows:
[colleft]New Moon <-------
-1 Accuracy
-31 Evasion[/colleft][colleft]Quarter Moon ------->
-16 Accuracy
-16 Evasion[/colleft]Full Moon
-31 Accuracy
-1 Evasion



[b]Lunar Cry[/b] (Magical)

Lowers target's Accuracy and Evasion by a total of 32, based on moon phase as follows:

[colleft]New Moon <-------

-1 Accuracy

-31 Evasion[/colleft][colleft]Quarter Moon ------->

-16 Accuracy

-16 Evasion[/colleft]Full Moon

-31 Accuracy

-1 Evasion


Good idea. I'll try implementing it.
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#12
User is offline   Shiroken 

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Im pretty sure about the Bloodpacts ive treid them and their roughly that. Magic Defence bonus is alot harder to test then attack bonus sadly.the best way to test it is prob to use ballista with 2 SMNs and go from their with the damage. If the MAB and MDB are the same on the right hour then:
if SMN A did Dream Shroud the same time SMN B did. The magic ATTK and Defence bonus should cancel eachother out getting the same damaage you would normaly correct? this is if SMN didnt de summon diabolos. If they are the same then we have no need to even test out the MDB becuase MAB is much easier to test.

Used lucky Diabolo's Neitherblast is consistant so you can get an aproxement on the %. Ive used the despawn trick for everything from Links in a pt. to soloing CN escort. Basicaly for CN escort you get Ramuh out. seek him on a mob have him retreat then gather all the mobs up and just thunderspark > realese then you only got one mob to deal with. works pretty well. This can also be used from anything from promys to exp pts,
Sorry for the wall of txt lol

Carbuncle:
LVL MP
1 Healing Ruby 5 Small heal to target (8 HP + Level x 2)
5 Poison Nails 11 Single melee attack and poisons target
24 Shining Ruby 44 Party melee and spell resistance buff 10%
44 Glittering Ruby 62 Random party stat buff
55 Meteorite 108 Light based nuke to target
65 Healing Ruby II 166 Party heal (28 HP + Level x 4)
Ifrit:
level Ability MP Cost Description
1 Punch 9 Single melee attack
10 Fire II 24 Fire II magic
23 Burning Strike 48 Fire based melee attack
30 Double Punch 56 Melee attack x 2
38 Crimson Roar 84 30 second party attack power +15%
60 Fire IV 118 Fire IV magic
70 Flaming Crush 164 Powerful, fire based melee attack x 3

Shiva
Level Ability MP Cost Description
1 Axe Kick 10 Single melee attack
10 Blizzard II 24 Blizzard II magic
28 Frost Armor 68 Gives party Ice Spikes buff
40 Sleepga 54 AoE Sleep
50 Double Slap 96 Melee attack x 2
60 Blizzard IV 118 Blizzard IV magic
70 Rush 164 Powerful melee attack x 5

Titan
Level Ability MP Cost Description
1 Rock Throw 10 Ranged damage and slows target
10 Stone II 24 Stone II magic
21 Rock Buster 39 Damages and binds target
35 Megalith Throw 62 Damages and slows target
46 Earthen Ward 92 Gives party Stoneskin effect
60 Stone IV 118 Stone IV magic
70 Mountain Buster 164 Powerful melee attack; binds target

Garuda
Level Ability MP Cost Description
1 Claw 7 Single melee attack
10 Aero II 24 Aero II magic
25 Aerial Armor 92 Gives party Blink effect
36 Whispering Wind 119 Party heal
48 Hastega 112 Party haste
60 Aero IV 118 Aero IV magic
70 Predator Claws 164 Powerful melee attack x 3



Fenrir
level Ability MP Cost Description
5 Moonlit Charge 17 Single melee attack and blinds target
10 Crescent Fang 19 Single melee attack and paralyzes target
24 Lunar Cry 41 Gives target accuracy and evasion down
32 Lunar Roar 27 AoE dispel of 2 target's buffs
43 Ecliptic Growl 46 Party all-stats + for 3 minutes
54 Ecliptic Howl 57 Party accuracy and evasion + for 3 minutes
65 Eclipse Bite 109 Melee attack x 3

Ramuh
Level Ability MP Cost Description
1 Shock Strike 6 Stuns target with lightning
10 Thunder II 24 Thunder II magic
19 Thunderspark 38 AoE paralysis and damage
31 Rolling Thunder 52 Gives party Enthunder effect
42 Lightning Armor 91 Gives party Shock Spikes effect
60 Thunder IV 118 Thunder IV magic
70 Chaotic Strike 164

Leviathan
Level Ability MP Cost Description
1 Barracuda Dive 8 Single melee attack
10 Water II 24 Water II magic
26 Tail Whip 49 Single melee attack and gives target gravity
33 Slowga 48 AoE Slow
47 Spring Water 99 Party cure (47 HP + Level. x 3) and cures status ailments
60 Water IV 118 Water IV magic
70 Spinning Dive 164 Single, powerful melee attack
I gota head out out now. Sorry I didnt get a chance to put up Diabolos but ill get that when I get home ^^
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#13
User is offline   Pergatory 

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Jeryhn :
I think this is the format you're working towards:


Yah perfect, nice one, that's exactly what I was trying to do.

P.S. Why did this get unstickied ; ; It's good information about something very few people understand. I'm sick of watching SMN's do Dream Shroud in the middle of the day in Dynamis, or Ecliptic Growl on their BLM's on Full Moon.

P.P.S. Hastega Lasts 1m00s, gives 10% haste.
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#14
User is offline   Jeryhn 

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More updates:

☼ Physical Bloodpacts that cannot skillchain now have notation.

☼ Added actual numbers for Lunar Cry, Ecliptic Growl and Ecliptic Howl. Thanks to Purgatory for the editing idea.

☼ Lunar Roar was updated to reflect that the chatlog will not show which effects it removes.

☼ Added duration and amount of Haste+% to Hastega. Thanks again to Purgatory.

☼ Updated the Bloodpact Enmity Rule to also mention the enmity effects area of effect Bloodpacts have on mobs who are not the central target of the Bloodpact.

☼ Need testing on Cacodemonia. Need to find out whether or not the Bloodpact deals damage, as well as the percentage reduction on HP and MP due to its Curse effect. Cacodemonia is only used by Diabolos in the Waking Dreams BC.

☼ Concerning Dream Shroud: I will post the numbers provided shortly as the generally accepted effects of the Bloodpact, but leave in a note that the Magic Defense Bonus effect still needs more accurate testing. This is just my way of playing devil's advocate... Seeing how Fenrir's enhancing Bloodpacts increase and decrease in different stats with the changing of the moon phase, it's entirely possible the Dream Shroud enhancement can increase stats in the same kinds of variations using the time of the Vana'diel day as its determining factor.
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#15
User is offline   Serious Frolicking 

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Nice money shot on the Titan pic. But then, how does one have a Titan picture without featuring the loincloth?
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#16
User is offline   Rivian 

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so is dream shroud's effect static after the bp is used, or does it continue to fluctuate as time passes while the effects are on?
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#17
User is offline   Jeryhn 

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Hey everyone. Sorry for the delay, but the Compilation has finally been updated.

☼ The new unlockable Bloodpacts through the use of Merit Points have now been accounted for. Information about upgrading each Bloodpact past unlocking it has been added to each Bloodpact in question.

☼ A new "Bloodpact Rule" has been added, concerning the TP Bonuses of Prime Bloodpacts.

☼ Other misc. changes. Currently working on replacing the pictures of the Avatars.

That's all for now. Enjoy.
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#18
User is offline   Tinks 

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(Jeryhn)
Executing an offensive Bloodpact command adds enmity to the Summoner. There is a small amount of hate gain when you tell your avatar to use a Bloodpact on a mob. Exclusions to this rule: Bloodpacts where an NPC mob is not the actual target of the Bloodpact, healing and enhancing bloodpacts for example.


The only part of this I really saw as flawed was this paragraph. As I'm sure you've solo'd quite a bit, you HAVE to know that even healing bloodpacts add to your enmity if you're already on the hate list in any way. Healing Ruby at the wrong time will land you hate until your avatar regains it. Although I dont think any hate is added if you do not do something else to get on the mobs hate list. (For instance doing nothing but buffing. no curing, no damage of any kind. just casting, buffing, releasing etc.)

Maybe reword it?
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#19
User is offline   Jeryhn 

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Tinks :
(Jeryhn)
Executing an offensive Bloodpact command adds enmity to the Summoner. There is a small amount of hate gain when you tell your avatar to use a Bloodpact on a mob. Exclusions to this rule: Bloodpacts where an NPC mob is not the actual target of the Bloodpact, healing and enhancing bloodpacts for example.


The only part of this I really saw as flawed was this paragraph. As I'm sure you've solo'd quite a bit, you HAVE to know that even healing bloodpacts add to your enmity if you're already on the hate list in any way. Healing Ruby at the wrong time will land you hate until your avatar regains it. Although I dont think any hate is added if you do not do something else to get on the mobs hate list. (For instance doing nothing but buffing. no curing, no damage of any kind. just casting, buffing, releasing etc.)

Maybe reword it?


I have never personally drawn any hategain using an Enhancing Bloodpact, including either Healing Ruby, whether soloing or in party play, in over two and a half years playing as a Summoner. If there's some kind of overwhelming reports about people drawing hate for specifically using Healing Rubies, I'll consider rewording the Rule.

As a side note, Carbuncle, Garuda and Leviathan do not seem to gain hate despite the amount of total HP they heal to themselves, the summoner and any party members.
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#20
User is offline   Shefki 

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Jeryhn :
I have never personally drawn any hategain using an Enhancing Bloodpact, including either Healing Ruby, whether soloing or in party play, in over two and a half years playing as a Summoner. If there's some kind of overwhelming reports about people drawing hate for specifically using Healing Rubies, I'll consider rewording the Rule.

As a side note, Carbuncle, Garuda and Leviathan do not seem to gain hate despite the amount of total HP they heal to themselves, the summoner and any party members.


All BP use generates some degree of hate. It's just usually so small as to be difficult to see. Offensive BP use does definately generate more hate than Enhancing or Healing BPs. I have gotten hate from using Healing Ruby II when trying to keep Carbuncle alive longer when doing crowd control.

Pretty easy way to test this is Assault a mob and after the first hit that claims it Retreat Carbuncle. Let Carby and the mob catch up with you. Carbuncle should still have hate. Let the mob almost beat Carby to death and then hit Healing Ruby II. You should pull hate.
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