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  1. #1
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    Quick Draw

    Ok, I've read many different things about this JA, but I want to know if anyone knows better (aka: from testing) what exactly enhances it and how it works. Here are my questions:

    Does anyone knows for sure whether you have to use it *before* or *after* a Debuff is landed in order to increase its effectiveness?
    Does Magic Attack really increase its power?
    What about Magic Accuracy? From what I read (+the stuff from the upcoming update...) it seems that the hit chance (hit chance as in, full damage chance)is calculated by Ranged Accuracy, but I want to know if Magic Accuracy has any influence over it.
    Do Elemental Staves have any influence over its potency (dmg or accuracy)? If so, is it safe to assume HQ Staves provide even more of a boost? Would it be worth getting them just for this?

    Thanks in advance

  2. #2
    Chram
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    I would put this in the advanced part, COR is a new job...and Im pretty sure alot of it is still open up for debate.

    Either that or do a Search for Quick Draw.

  3. #3
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    I've searched for info on other topics, specially that one about "COR Endgame Usage". But it only answered the first question, and still not very precise (just people arguing with no proof or testing).
    If the mods can/want, feel free to move the topic to the Advanced forum.

  4. #4
    Bagel
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    Re: Quick Draw

    Quote Originally Posted by Dark Vincent
    Ok, I've read many different things about this JA, but I want to know if anyone knows better (aka: from testing) what exactly enhances it and how it works. Here are my questions:

    Does anyone knows for sure whether you have to use it *before* or *after* a Debuff is landed in order to increase its effectiveness?
    Does Magic Attack really increase its power?
    What about Magic Accuracy? From what I read (+the stuff from the upcoming update...) it seems that the hit chance is calculated by Ranged Accuracy, but I want to know if Magic Accuracy has any influence over it.
    Do Elemental Staves have any influence over its potency (dmg or accuracy)? If so, is it safe to assume HQ Staves provide even more of a boost? Would it be worth getting them just for this?

    Thanks in advance
    All those questions have well and truely been tested and the results are available on all the FFXI fansite cor threads, but for the sake of the thread:

    You need to use Quick Draw after the debuff, and the enhancement lasts until the debuff wears off (or is over-ridden).

    Magic attack affects the damage, not the debuff effect. The maximum theoretical damage from a quick draw in ideal situations is just under 500 damage.

    Quick Draw currently has 100% accuracy - it cant miss. The damage can be resisted, though. Think of it like Bio or Dia - it never misses, it does different amounts of initial damage, but the residual effect is consistent. It would be a reasonable assumption that magic accuracy would increase the chance of landing for full damage as MAB increase the damage, but that is speculation.

    Staves give a 10% damage increase in an identical manner to spells - 15% for HQ.

    The current damage formula for quick draw is:

    (Gun Damage+Bullet Damage)*2 *MAB *Staff *Day/Weather bonus

    Elemental Obi's garuntee full day/weather bonus takes effect.

    Quote Originally Posted by http://killingifrit.com/forums.php?m=posts&q=139787
    Corsair Gun +1 (D:42)
    Corsair Bullets (D:57)
    Double Weather (20%, DWB +0.2)
    Day (10%, DWB +0.1)
    Elemental Obi (Garuntees DWB +0.3)
    Moldy (MAB Mod +0.05)
    Novio (MAB Mod +0.07)
    Ugg pendant+less than 50% mp (MAB Mod +0.08 )
    Wizard roll of 11 with a blm in the party (MAB Mod +0.16)
    Nation control+circlet (MAB Mod +0.05)
    BLM sub (MAB Mod +0.28 )
    HQ staff (Staff mod 1.15)

    Base damage of (42+57)x2
    MAB modifier of 1.68 (.28+.05+.05+.07+.08+.16)
    Day+Weather modifier of 1.3
    Staff modifier of 1.15

    Assuming quick draw follows the same order of multiplication as black mage spells(and from my own usage I believe this to be true),
    (Base damage)x(MAB Mod)x(Staff mod)x(Day weather mod)
    the maximum theoretical damage is
    198x1.68x1.15x1.3=497 damage.
    Damage is modified by magic damage reduction (MDB, Shell, Magic damage down, etc)

    Quote Originally Posted by http://www.theorderls.com/phpBB2/viewtopic.php?t=10414
    stuff I will edit in later, theorderls.com is down at the moment.

  5. #5
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    Thanks a lot, Delekii. I guess the fact I dont read KI explains why I couldnt find some of the answers X) Sorry about that.
    And about accuracy, yeh I didnt mean "hit chance" as in "it can miss", I meant damage resist (thus why I edited the first post to avoid confusion).
    That damage, every minute (after the next update), seems like QD is a very consistent JA to use on HNM. Not earth shattering, but a decent "extra" I guess.

  6. #6
    Hydra
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    Wouldn't give up my slug shot TP for a stave switch though...maybe it's just me ><;

  7. #7
    Drunken Red Mage
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    Quote Originally Posted by Silmarwen
    Wouldn't give up my slug shot TP for a stave switch though...maybe it's just me ><;
    Yeah, the overall paltry boost in damage on QD really doesn't seem worth dumping all your TP, I agree totally.

  8. #8
    IN CANADA!
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    Re: Quick Draw

    Quote Originally Posted by http://www.theorderls.com/phpBB2/viewtopic.php?t=10414
    stuff I will edit in later, theorderls.com is down at the moment.
    This works: http://www.bluegartr.com/forum/viewtopic.php?t=10414

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