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== Getting some of the harder spells ==
 
== Getting some of the harder spells ==
 
[http://russta.livejournal.com/89748.html Russta] just wrote up a nice guide to getting some of the harder spells.
 
[http://russta.livejournal.com/89748.html Russta] just wrote up a nice guide to getting some of the harder spells.
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== Misinformation ==
  +
Some of the spells in the list have incorrect recast times (and I'm sure the cast times are incorrect aswell). Could someone (other than myself) go through some of the spells and correct any misinformation that they find? Reason I ask someone else is that I am missing some spells so can't check all of them. Also how are you (Wiki) measuring cast time? Are you going by the time it takes to get from 0%-100% cast or from 0%-when spell is cast regardless of how far down the "cast" it is(e.g. some spells will go off at 60% not 100%).
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Anyone who helps to correct this information please remember to not have RDM as your subjob. I nearly put some misinformation myself because I forgot about [[Fast Cast]] (knocks about 5 seconds off of [[Diamondhide]] recast). Thank You.--[[User:Perim|Perim]] 18:45, 20 August 2006 (EDT)

Revision as of 22:45, 20 August 2006

Testing some Blue Magic in Brenner

I did a duo brenner with a pal (Level 59 THF) and myself on 53 Blue Mage to get some numbers on some of our more ambiguous abilities. Here is the data I collected. My blue magic skill at the time was 167:

Cold Wave: 12hp/tick (!), -27 AGI (!!!)
Sound Blast: -9 INT, diminishes over time
Venom Shell: 4hp/tick. What a useless poison for 86 MP!
Frightful Roar: This one surprised me and only did -10% DEF instead of -20%. Oh well, I guess they gimped it a bit on us. At least it stacks with Dia.
Awful Eye: -24 STR (A ridiculous amount! USE THIS IN PARTIES WITH PALADINS! You'd be granting your PLD an effective +24 VIT! Just remember that it's a gaze attack so you must face the enemy to use it.)
Wild Oats: -9 VIT, diminishes over time
Stinking Gas: Also -9 VIT, doesn't seem to diminish. The weird thing is, I used Wild Oats after Stinking Gas and his VIT went down to a total of -10. I don't know how to explain it, it does confirm that they stack, but that it is very ineffective. In other words, don't stack these, use Stinking Gas if you have the MP since it doesn't diminish.
Terror Touch: A nice -15% Attack, and it stacks with Bio. I didn't get to see if it stacks with Frightful Roar but I wouldn't be surprised.
Battle Dance: -9 DEX, diminishes over time.
Feather Storm: -1 HP/tick Poison; my skill didn't seem to improve that.
Queasyshroom: Same deal, -3HP/tick poison. Same as when I got it.

I will probably go back in when I have more abilities to do some more testing. If anyone wants to confirm any of this data on a higher or lower level Blue Mage in Brenner please feel free, I think one or two people finding the same results will be enough to edit the individual articles.--Marstead 09:19, 5 June 2006 (PDT)

Learning Blue Magic 51+

After level 51, it becomes impossible to learn Blue Magic spells at the 10 or even the 8 level mark. I have known many Blue Mage friends now who have tried in vain for hours to learn Magic Fruit at level 50 and 51 to no avail. The simplest explanation for this is that blue magic requires that you are within 30 skill levels of a spell to learn. That would mean that a hypothetical level 30 Blue Magic ability would have a value of the cap for Blue Magic at level 30 (93); according to this rule you would need to have at *least* 63 Blue Magic to learn the spell. Surprise, Blue Mages have 63 skill at level 20. This would also explain bizarre quirks where people with uncapped blue magic cannot learn their abilities at the specified level range, and also explains very well why early blue magic is difficult to learn, as you have no blue magic skill at all. It also explains the 51+ gap decreasing to 6 levels instead of 10. After 51 you gain +5 blue magic skill per level as opposed to +3 before, meaning that in six levels you gain +30 blue magic skill. Makes sense.--Marstead 07:55, 4 June 2006 (PDT)

Blue Magic Above Level

Could there possibly be a qualifier on "too far above your level?" I just learned Head Butt, a level 12 Blue Magic, from a Quadav at level 6. Now, I most certainly couldn't set it, but I learned it. Just wondering if anyone knew what was meant by "too far" above, or if this information is outright flawed.

Blastbomb

Blastbomb's stats are incorrect. It gives STR+1, not VIT+1 HP-5 MP+5. That looks like Queasyshroom's stats.


From what I've seen, many of the listed ability modifiers are incorrect, so I'm waiting until someone has the ability, and posts the stats they found. --Chrisjander 05:11, 24 April 2006 (PDT)

Learning Blue Magic

You can learn Blue Magic 6 levels in advance. Nifty food for thought!


You can actually learn magic that is upto 8 levels higher than your current level e.g. you can learn Blood Drain (level 20 spell) at level 12. I have yet to learn a spell that is higher than 8 levels above me so I can't say 8 is a definate level gap between you and the spell. --Perim 18:01, 25 April 2006 (PDT)


Actually, I've seen up to 10 levels in advance personally, but people are reporting up to 12 ~ not confirmed however.


The 'Aquired From' in each Blue Magic seems a little redundant, as you can, given you are high enough, you can learn any spell from any normal monster that uses it, as long as its not BCNM/instanced, and has not been Call for Help. There is no maximum level to learn anything, so a BLU75 could learn (as sad as it would be) Foot Kick from a level 1 rabbit. Hiachi 18:07, 27 April 2006 (PDT)


Has anyone confirmed this by actually learning a "spell" in this fashion? From a mob they wouldn't have gained XP from? I think it sounds like it could be correct (a friend actually presented this very idea to me just yesterday), but I'm curious if anyone has actually seen it. --Rixie--

I'm almost positive SE specifically said the mob had to give the BLU xp for you to be able to learn abilities from it. --Chrisjander 19:56, 27 April 2006 (PDT)


"You will not acquire blue magic if you are KO'd when a monster is defeated, or the defeated monster does not yield experience points." Some people are now thikning that SE is saying you can learn blue magic from a mob that can give xp to someone - as opposed to BCNM mobs, or dynamis mobs, that dont give xp no matter what level you are. If you know what I mean... --Rixie--


Right, it doesnt mean it has to give you exp as in your level comparison, it just means that it has to be a monster that can yield exp. - Hiachi 22:39, 27 April 2006 (PDT)


The wording seems pretty clear to me. If it doesn't give you xp, you don't get abilities. But I'm not going to argue over conjecture. I'll believe it when I see/hear about it. --Chrisjander 03:58, 28 April 2006 (PDT)


It has been confirmed that you can learn spells from too weak mobs. What SE means is that it has to be an "xp-able" mob. Mobs that have been called for help on, or mobs that are found in BCNMs, etc cannot be learned from because they don't give xp no matter what your level is. Think about this... if you couldn't learn from too weak mobs, then there would be a chance that you could actually miss spells and never ever learn them. This would be the only job in the game with a dilemma such as that.

 - You will not acquire blue magic if you are KO'd when a monster is defeated, or the defeated monster does not yield experience points.

Their statement doesn't actually say you need to earn xp from that mob. It says nothing about how strong the monster has to be in comparison to your level. I have seen low level BLUs in parties with high levels learning spells - no xp gain that way either but still possible to learn the spell. --Ganiman 04:29, 28 April 2006 (PDT)


That's even more reason to remove the 'Acquired From' lists of each spell, its pointless, as any exp-able monster with that ability can give the spell - Hiachi 23:14, 28 April 2006 (PDT)


I disagree. If someone were unfamiliar with the mobs of certain areas, they may not be familiar with where all xp-able mobs are of the type that they can acquire the spell from. For example, its all well and good to say an ability is gained from Golems, but if someone has never been to the Sancuary of Zi'tah, they wouldn't know that's one of the places they could find them. Someone new to the game, who got some job to 30 just so he could play Blue Mage, would probably be only familiar with 7 or 8 areas of the game (since we all know the 'you have to go here at XXX level' mentality). All this provides is a good list of all the possible places they can obtain the spell. Some people might want to be able to farm while acquiring spells, since it takes so long, so knowing all the mobs and areas would give them more selection of where to go. I know for now it might be a little redundant, with most of the Blue Mages being 75s who know where everything is, but in the long run its more useful to have the information there on the page. --Chrisjander 05:52, 29 April 2006 (PDT)


As is usually my position on something like this, I thik the information is useful, and doesn't harm anything. I see no problem with it being on the page (someone like me would definitely find it useful if I were leveling BLU). The only problems I could forsee is that the list could get a bit long on some pages. But I still think it is a good thing to have there. --Rixie 09:03, 29 April 2006 (PDT)


It could get very long, because, for example, the list of Golems that you can obtain a Golem spell from would include every Golem in the game that can yield exp, if you really want to make the list complete - Hiachi 15:27, 29 April 2006 (PDT)


See Foot Kick as an example. There is no doubt that the information is useful. The problem is that a Wiki is not a database and therefore lists like these are harder than they would otherwise be. Wiki, IMO, is great at getting information out fast, being accurate and for guides. That being said, if we can get the mob information in it cannot hurt. If someone is level 30 and needs Foot Kick and wants to gain xp at the same time, this list is the only place on the wiki that has it in one spot. Only other way to get it is to go to the category:rabbits page and click on every mob listed until you see something at the right level. --Gahoo 16:46, 29 April 2006 (PDT)


Honestly, I can't see any real argument for removing the Acquired From lists from the pages. As far as data resources such as the Wiki are concerned, redundancy is a good thing as it allows any desired information to be more easily accessed. Personally, I've used some of the lists myself to plan leveling areas. With the list at the bottom of the page it is relatively simple to choose a few spells and see if one area has more than one to find. --Syeria 23:54, 29 April 2006 (PDT) --- Well i have been trying a few things with Blue mage. I have found that not only can you learn abilities while you are fighting a mob that is too weak, but i had a higher lv helpin, she was at the time level 47 she killed the mob and i learned Metallic Body after the crab had used it.

Another section??

What do you all think of this section? Should it be added to this page?

Using Blue Magic

There are certain things to note about Blue Magic Spells that are the same or differ slightly from other types of magic.
  1. You can be interrupted while casting Blue Magic (unlike Bard Songs)
  2. Blue Magic Spells that have an elemental component can be used to your advantage if you know a mobs weakness (Just like Elemental Magic)
  3. Unlike all other types of Magic, Blue Magic Spells are stronger against certain types of mobs, and weaker against others, depending on the Ecosystem the spell came from; For example: Sprout Smack is acquired from Saplings (From the Plantoid ecosystem). Since it is a plantoid ability, it will be stronger against Beast type mobs (see Beast Strength Chart) and weaker against Vermin type mobs.
  4. Magical type Blue Magic Spells will do more damage against mobs that are weak to Magic (I.E. Elementals, Jellies, etc), and less damage against those strong against Magic.
  5. Physical type Blue Magic Spells can do more damage against mobs that are weak to a specific type of physical damage (blunt, piercing, slashing), and less damage against Mobs that are strong against physical attacks (Elementals, Jellies, etc.)

--Chrisjander 10:32, 30 April 2006 (PDT)


I think that is good info to have somewhere at least. This page seems as good as any as far as i'm concerned. --Rixie 11:05, 30 April 2006 (PDT)


2 New Sections??

I think I have 2 things that need to be added to this page:

One is "Job Traits" gained by combining spells in your BLU magic set:

FYI: It does not matter where you put the spells in the set..as long as they are in the set somewhere

Lv. 4: Beast Killer (Sprout Smack + Wild Oats)
Lv.16: Auto-Regeneration (Healing Breeze + Sheep Song)
Lv.20: Lizard Killer (Claw Cyclone + Foot Kick)
Lv.24: Clear Mind (Poison Breath + Soporific)
Lv.32: Magic Attack Bonus (Cursed Sphere + Sound Blast)
Lv.34: Undead Killer (Bludgeon + Smite of Rage)
Lv.38: Attack Bonus (Battle Dance + Uppercut)
Lv.38: Rapid Shot (Feather Storm + Jet Stream)
Lv.40: Defense Bonus (Grand Slam + Terror Touch)
Lv.40: Max MP Up (Metallic Body + Mysterious Light)
Lv.42: Clear Mind (Poison Breath + Venom Shell / Soporific + Venom Shell)
Lv.46: Clear Mind (Awful Eye + Poison Breath)
Lv.46: Clear Mind II (Awful Eye + Poison Breath + Soporific + Venom Shell)
Lv.60: Attack Bonus (Death Scissors + Uppercut)


AND

"Job Abilities" learned and at what level they are learned:

- 2-hour ability: Azure Lore (Level 1)
  Enhances the effect of blue magic spells.
- Chain Affinity (Level 40)
  Makes it possible for your next "physical" blue magic spell to be used in a skillchain. Effect varies with TP.
- Burst Affinity (Level 40)
  Makes it possible for your next "magical" blue magic spell to be used in a Magic Burst.


These Job Abilities come straight from Playonline.

--IgotGAME 10:30, 01 May 2006(EST)

I'd disagree to adding those sections. This page is for a description of Blue Magic, not Blue Mage. All the information you suggest is already mentioned on the page for Blue Mage. --Chrisjander 07:33, 1 May 2006 (PDT)


I just learned Sheep Song (L16) at Level 7, so the limit is at least +9. --Valyana 14:10, 4 May 2006 (PDT)


Though we probably already know its 10 levels or lower below the cap, it'll be good for everyone to just try to learn the highest spells we can, so that we will find out if it goes beyond 10 - Hiachi 16:07, 4 May 2006 (PDT)


I'm currently 0/13 on learning Blood Drain (L20) at level 10; all but the first two were with capped skill, one of them with Azure Lore on. I'm ready to say that +9 is the maximum gap for learning a spell. --Valyana 10:32, 5 May 2006 (PDT)


I wouldn't be so hastey. It took me more than 13 mobs to get Pollen at level 3. Nine levels higher is just a good guideline for now, and if someone else gets one at 10 levels lower, than we'll update. --Chrisjander 10:35, 5 May 2006 (PDT)


Yea we really can only be certain of the minimum level difference that one can learn at, not the maximum, as it only takes, for example, one person to learn a spell 15 levels above them to prove that is the range, but no number of failures will prove that it spells that high can't be learnt. Its just gonna have to be a slow process. - Hiachi 11:37, 5 May 2006 (PDT)


Hmm, yes, I got up to 9 fails as BLU11 before I finally learned it. Maybe New Moon is a bad time for learning spells? --Valyana 12:24, 5 May 2006 (PDT)


I have learned a spell that is 9 levels above me. When I was 17, I learned Screwdriver off pugs in the dunes. Screwdriver is level 26. Not sure if there are any reports of a wider spread than that. --Ganiman 15:06, 5 May 2006 (PDT)

Damage Types

Has anyone tested whether the damage type of physical Blue Magic depends on the spell or the currently equipped weapon? For instance, is Bludgeon blunt damage even whith a sword equipped?


Physical spells depend on the Damage of the weapon you are holding to a certain degree, yes. I've spend alot of time trying to get my spells, and the best way to gather mob TP has been for me to unequip my sword and wail at the mob with my 0 Hand-to-Hand skill for 1 or 2 damage, just enough for TP. At that point it seems most of the damage from any physical spell I do is based mostly on my STR.

The physical spells do not all do the same type of damage, as per your equipped weapon. Sprout Smack does blunt damage when you're weilding a sword (I've beat the tar out of Bones this way), so I'd imagine its the same for the rest of the physical spells. This has been my experience so far, but I still have a ways to go. --Chrisjander 23:26, 7 May 2006 (PDT)

Spell Effect

Spell effect - The TP information included in "physical" blue magic spells is applicable when using the job ability "Chain Affinity."

Has this been confirmed exactly... I tend to do more damage and am more accurate when my TP is as 300%. I think the TP is required to help the spell even if you are not Chain Affinitying it. Chain Affinity is also affect by TP but mainly used to creat Skillchains.

Getting some of the harder spells

Russta just wrote up a nice guide to getting some of the harder spells.

Misinformation

Some of the spells in the list have incorrect recast times (and I'm sure the cast times are incorrect aswell). Could someone (other than myself) go through some of the spells and correct any misinformation that they find? Reason I ask someone else is that I am missing some spells so can't check all of them. Also how are you (Wiki) measuring cast time? Are you going by the time it takes to get from 0%-100% cast or from 0%-when spell is cast regardless of how far down the "cast" it is(e.g. some spells will go off at 60% not 100%).

Anyone who helps to correct this information please remember to not have RDM as your subjob. I nearly put some misinformation myself because I forgot about Fast Cast (knocks about 5 seconds off of Diamondhide recast). Thank You.--Perim 18:45, 20 August 2006 (EDT)