FFXIclopedia
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4. [[Divine Magic]] Spell: See corresponding elemental or enfeebling spell according to spell. (ex: Flash = Enfeebling, Banish = Elemental)
 
4. [[Divine Magic]] Spell: See corresponding elemental or enfeebling spell according to spell. (ex: Flash = Enfeebling, Banish = Elemental)
   
5. [[Healing Magic]] Spells: Increases damage (only on [[undead]].
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5. [[Healing Magic]] Spells: Increases damage (only on [[undead]]).
   
 
6. [[:Category:Enfeebling Songs|Enfeebling Songs]]: Lowers chance of resist. Effect is strengthened. Duration is extended.
 
6. [[:Category:Enfeebling Songs|Enfeebling Songs]]: Lowers chance of resist. Effect is strengthened. Duration is extended.

Revision as of 04:36, 29 June 2005

Abbreviation: MB

In battle, Mage spells, Ninjitsu, Blood Pacts, and Songs can be used at the end of a skillchain to add additional damage or stregthen a status effect on the enemy. This action is called a Magic Burst. In order to create a Magic Burst, the element of the spell must match the element of the skillchain. The spell must finish casting within 5 seconds of the Skill Chain animation to produce a Magic Burst.

Mages can magic burst in between two skillchains or at the end of a skillchain (which must involve two or more Weapon Skills). To Magic Burst(MB) in between skillchains the spell must be completed after the first skillchain has been made, and before the next weapon skill is activated.

More than one magic burst can happen at the same time (i.e. two different people can cast two different spells, as long the spell is the correct elemental type). They will not interfere with each other. Mages can also magic burst a skillchain that they helped create. Dark Knights and Paladins can do this as well.

From a recent update, Summoners now have the ability to have their Avatar's Blood Pacts act as a Magic Burst. Like above, the Blood Pact must be executed after the Skillchain animation and within 5 seconds afterwards. Each Blood Pact has an element associated with it, and that element must match the skillchain element to Magic Burst.

Effects of a magic burst

1. Elemental Magic Spell: Lowers chance of 50% or 80% resist. Damage is multiplied by 4/3

    Elementalburst

2. Enfeebling Magic Spell: Lowers chance of resist. Effect is strengthened. Duration is extended.

    Enfeebleburst

3. Dark Magic Spell: See corresponding elemental or enfeebling spell according to spell. (ex: Bio = Enfeebling, Aspir = Elemental)

4. Divine Magic Spell: See corresponding elemental or enfeebling spell according to spell. (ex: Flash = Enfeebling, Banish = Elemental)

5. Healing Magic Spells: Increases damage (only on undead).

6. Enfeebling Songs: Lowers chance of resist. Effect is strengthened. Duration is extended.

7. Ninjutsu: Increases damage. Strengthens effect.

8. Blood Pacts: Increases damage. Strengthens effect.

Type of spell to burst

Lv. 1 skillchains

Liquefaction - burst Fire based spells.

Induration - burst Ice based spells.

Detonation - burst Wind based spells.

Scission - burst Earth based spells.

Impaction - burst Lightning based spells.

Reverbration - burst Water based spells.

Transfixion - burst Light based spells.

Compression - burst Dark based spells.

Lv. 2 skillchains

Fusion - burst Fire and Light based spells.

Fragmentation- burst Lightning and Wind based spells.

Distortion - burst Water and Ice based spells.

Gravitation - burst Earth and Dark based spells.

Lv. 3 skillchains

Light - burst Fire, Light, Lightning, and Wind based spells.

Dark - burst Water, Ice, Earth, and Dark based spells.