Corsair - Quick Draw Testing (Bolster Effect?)

Archain

Kitteh Paws
This topic is one of the most interesting things I can currently find. This skill really spikes my curiosity. I want to see if I can assign a flat percentage of this using what Hirushi and Valin have posted so far. Any additional numbers that you can provide will help to prove or disprove how this works. I'm not afraid to be wrong, I'm just looking to find something that can be corrected. If it's effectiveness is proven, I can see a very powerful role in the endgame for the COR as the sledge hammer used to strengthen enfeebles on HNMs.

Using these values below (from my personal Ballista testing) I'll see if I can get somewhere in the ballpark. Shoot this down and plug in a better number if you can see it, that's why I posted this.




Code:
[B][COLOR="Red"]Ballista Testing values[/COLOR][/B] 
-------------------------------------------------------------------------------- 
[B]Defense Debuff Percentages[/B] 
05.0% = Dia 
10.0% = Dia II 
12.5% = Acid Bolt 
15.0% = Dia III (Byakko tested) 
20.0% = Spirit Surge + Jump 
 
[B]Attack Debuff Percentages [/B]
05.0% = Bio 
10.0% = Bio II 
12.5% = Demon Arrow 
15.0% = Bio III (Aura Pot tested) 
 
[B]Slow Debuff Percentages [/B]
18.0% = Hojo: Ni 
18.0% - +22.0% = Slow (Effect increases with MND) 
50.0% = Carnage Elegy 
--------------------------------------------------------------------------------






I have a feeling that these provide a bolster effect somewhere in the 50% - 60% range. I'll use +55% until I can get a few more numbers. I'll use the values recorded in this thread.


Defense Down Test, Dia II
Actual Values
257 DEF - Base Defense
230 DEF - Defense after Dia II (10% DEF Down)
217 DEF - Defense after Dia II + Quick Draw

Math Explanation
257 DEF * 0.10 (Dia II @ 10%) = 25.7 DEF Down
257 DEF - 25.7 DEF Down = 231.3 DEF

25.7 DEF Down * 0.55 (+55% Enfeeble Bolster?) = 14.135 DEF Down
231.3 DEF - 14.135 DEF Down = 217.165 DEF




Attack Down Test, Bio II
Actual Values
371 ATT - Base Attack
333 ATT - Attack after Bio II (10% ATT Down)
314 ATT - Attack after Bio II + Quick Draw

Math Explanation
371 ATT * 0.10 (Bio II @ 10%) = 37.1 ATT Down
371 ATT - 37.1 ATT Down = 333.9 ATT

37.1 ATT * 0.55 (+55% Enfeeble Bolster?) = 20.405 ATT Down
333.9 ATT - 20.405 ATT Down = 313.495 ATT




+Slow Test, /ma Slow
Actual Values
0:45 Utsusemi: Ni recast - Base recast
0:53 Utsusemi: Ni recast - Recast after Slow (+18%)
0:58 Utsusemi: Ni recast - Recast after Slow + QuickDraw

Math Explanation
45 Sec * 0.18 (Slow @ 18%) = 8.1 Sec Addition
45 Sec + 8.1 Sec Addition = 53.1 Sec

8.1 Sec * 0.55 (+55% Enfeeble Bolster?) = 4.455 Sec Addition
53.1 Sec + 4.455 Sec Addition = 57.555 Sec



That may look kinda close and I'm digging the numbers above, but here's where I get shaken =/.
Using the data from this thread I'm going to use the DEF values using the Dia 1 numbers.

Values from this screenshot were used below

Defense Down Test, Dia
Actual Values
128 DEF - Base Defense
121 DEF - Defense after Dia (5% Defense Down)
115 DEF - Defense after Dia + Quick Draw

Math Explanation
128 DEF * 0.05 (Dia @ 5%) = 6.4 DEF Down
128 DEF - 6.4 DEF Down = 121.6 DEF

6.4 DEF * 0.55 (+55% Enfeeble Bolster?) = 3.52 DEF Down
121.6 DEF - 3.52 DEF Down = 118.08 DEF

This one is weird in that it does seem to work if I say that Quick Draw did a +100% Enfeeble Bolster.

+100% Differemce?
128 DEF - 6.4 DEF Down (Dia @ 5%) = 121.6 DEF
121.6 DEF - 6.4 DEF Down (Quick Draw @ +100% Dia) = 115.2 DEF



Questions.

1. Carnage Elegy + Slow + Quick Draw = What recast time (am I looking at our way of pegging a 1:30)? The values I have below could be totally off, I just need someone to kick it's ass off with some numbers. Can someone verify these numbers to be true or false and give genuine ones?

+Slow
45 Sec * 0.18 (Slow @ 18%) = 8.1 Sec Addition
45 Sec + 8.1 Sec Addition = 53.1 Sec (0:53)
+Carnage Elegy
53.1 Sec * 0.50 (Carnage Elegy @ 50%) = 26.55 Sec Addition
53.1 Sec + 26.55 Sec Addition = 79.65 Sec (1:09)
+Quick Draw
26.55 Sec * 0.55 (+55% Enfeeble Bolster) = 14.6025 Sec Addition
79.65 Sec + 14.6025 Sec Addition = 94.2525 Sec (1:34, but pegged @ +100% Slow --> 1:30?)

2. Acid Bolt DEF Down, is it effected by a Quick Draw + Wind Card? (or might it be Light Based?)

Verify that the effect is bolstered with Wind Card.
Obtain values from it's DEF Down effect if the enfeeble is bolstered.
 
wow, what's the recast on this ability?

...

btw.. if you wanna ruin a mobs recast timer, fight them when they are weakened. du'h!
 
wow, what's the recast on this ability?

Recast on Quick Draw is 3 mins. Each time Quick Draw is used, it consumes an elemental card (kinda like Ninja tools).
 
Last edited:
Corsair job merits better have Quick Draw recast down... that and Random Deal.... ^^

-benny
 
Quick Draw = 25 Distance unit multidirectional instant claim.

This kinda reminds me of shadowbind's speed and you can use it running.
 
Archain said:
Quick Draw = 25 Distance unit multidirectional instant claim.

This kinda reminds me of shadowbind's speed and you can use it running.

Whoa..... thats not too shabby.
 
I'm starting to wonder if this ability misses at all. I was able to join the alliance on the last sea pop run and was able to tag Aw'Ghrahs in Ru'Hmet with Quick Draw as a level 45 COR.

Has anyone seen this miss?
 
It looks as if Quick Draw doesn't add a percentage to the enfeeble, but actually knocks it up a spelltier (kinda like how DRG 2AF Helm moves Healing Breath III to IV power).



The recast on Quick Draw was changed a while back to 1 minute and is able to be /recast merited to 50 secs a shot.

Dia II w/ Light Shot = Dia III power (and unable to be overwritten by Bio II)

Dia III w/ Light Shot = Dia IV power (and unable to be overwritten by Bio III)


Quick Draw Information = http://wiki.ffxiclopedia.org/Quick_Draw

Quick Draw Discussion = http://wiki.ffxiclopedia.org/Talk:Quick_Draw



Quick Draw doesn't enhance ninjitsu elemental debuffs, but instead uses the debuff in the same manner a BLM spell does and uses it in it's damage calculation, burning it.


I'm attempting to set up a strong Quick Draw build at 75 and have held off on prepping for it until I'm there. I was going to merit something with Phantom Roll until I figured out that I only really liked playing COR in events. My new plan is going to be...

5x Quick Draw Accuracy
5x Quick Draw Recast

3x Fold
3x Snake Eyes

This should support the use of Quick Draw and increase my average buff strength for events. I have not merited marksmanship and I don't plan on doing it. If I do decide to do merit parties, I'll stick with Sushi and Pahluwan concentrating more on pulling, sleeping, and getting buffs on instead of DD.



I'll set up something later for QD nuking, but for now I'm thinking about something along these lines.

Subjob = /BLU w/ Magic ATT trait setup, /BLM, or /RDM

Gun = Corsair's Gun (41 DMG)
Ammo = Corsair's Bullet (57 DMG)
Staff = Staff appropriate to QD Shot, HQ if possible
Belt = Obi appropriate to QD Shot/DoW or +AGI
Earrings = Moldavite and Drone
Neck = Uggalepih Pendant
Body = Denali Jacket (+10 AGI)
Legs = War Brais +1 (+5 AGI)
Head = Corsair's Tricorne
 
when you say it doesn't enhance ninjitsu, then what is the point of doing ice or earth shot after paralyze or slow spells

never thought about /BLU wonder if how that effiects our healing and MP pool compared /whm

I plan on throwing atleaset one merit into Loaded Deck. Its aways nice to be able reset Convert/Elemental Seal/Divine seal with more reliability
 
Apollyonzorz said:
when you say it doesn't enhance ninjitsu, then what is the point of doing ice or earth shot after paralyze or slow spells
AFAIK, there is no point in using Earth or Ice shot after Jubaku or Hojo. I think it's because QD works by elevating the "tier" of most spells, like Dia I to Dia II. Since the different tiers of Ninjitsu don't affect potency, there would be no effect (aside from maybe duration?) of using QD on Ninjitsu.
 
When I was talking about ninjitsu, I was specifically referring to the elemental ninjitsu spells that have the aftereffect of lowering resistances.

When you fire an Ice Shot into Huton, the Ice Shot's success in landing was based on the Huton effect so it doesn't enhance it. It's like casting a spell into it.

It'd be like casting an Aero IV or Tornado into Kirin with Doton on him, except that a completed Tornado lowers an enemy's resistance to Ice as an aftereffect almost like a huge cog in the elemental wheel.
 
When you say Dia III moves to Dia IV tier, does this mean it grants 20% DEF down and stronger DoT?
 
AFAIK, there is no point in using Earth or Ice shot after Jubaku or Hojo. I think it's because QD works by elevating the "tier" of most spells, like Dia I to Dia II. Since the different tiers of Ninjitsu don't affect potency, there would be no effect (aside from maybe duration?) of using QD on Ninjitsu.

I want to try a test using the overwrite check done with Dia and Bio.

Does Slow II currently overwrite Hojo: Ni?

Will QD'd Hojo: Ni prevent a Slow II overwrite?
 
When you say Dia III moves to Dia IV tier, does this mean it grants 20% DEF down and stronger DoT?

Yes.

It will also work with Acid Bolts (Wind Shot) to increase the DEF Down as well. Weapons inflicting the condition will get the condition boosted as it sits right now. I have no idea what a 12.5% reduction in DEF that an Acid Bolt inflicts will get QD bolstered to though.

If you're interested in some number recording, I'm sure I can find someone to Bio II or Bio III and see what happens.
 
If you want a BLU to whore out in Ballista to test the effects of Quick Draw on BLU debuff spells, don't hesitate to give me a shout.
 
Arch, can you please do me a favor and make sure that Light and Dark Shot still enhance their corresponding debuffs, for each of the "landing" possibilities for both? :D

ie. These Shots can either:
Sleep/Dispel.
Miss (resist).
Have no effect (another higher tier sleep already active/no buffs to Dispel).
 
i think light and dark shot's got reduced to only sleeping and dispelling i don't believe they still carry thier original debuff enhancement.

WHere did you find that wind shot helps with acid bolts. I thought it was mainly for increasing duration of gravity and silence.
 
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