I'm fairly new to mage-type jobs beyond curing and buffs, and I haven't been able to find any data on removing or reducing the gradual resistance buildup to a certain spell (such as Gravity or Stun) on NMs. Simple observation from experience has shown that these resistances do go away at some indeterminate point, not to mention many lowman strategies in the event section require that resistance to never come in to effect on battles with an extended timeframe.
Basically I'm just curious about three possible rules:
1) Is there a manual way to reduce a built-up resistance to a particular spell? (example: I've been told casting a spell strong to the element will help to reduce this buildup, such as casting Bind or Blizzard to reduce Gravity resist)
2) Is there a threshold of time where not casting the spell at all for say... 60 seconds, 90 seconds, etc etc, resets the resistance completely? This has been observed while kiting an NM until melees are ready to engage, then when they need to break off we can begin casting again with no problems.
3) Another possibility similar to the 2nd case, does -each- casting of the spell have a decay that counts down even after the spell has stopped working, and if x amount of decays are active the next casting of that spell will fail. Something like this:
1st Cast at 0 seconds (decays for 120 seconds) Resistance+ active from 0:00 to 2:00
2nd Cast at 30 seconds (decays for 120 seconds) Resistance+ active from 0:30 to 2:30
3rd Cast at 60 seconds (decays for 120 seconds) Resistance+ active from 1:00 to 3:00
4th Cast at 90 seconds (decays for 120 seconds) Resistance+ active from 1:30 to 3:30
Say you could only have 4 Gravity spell resistances in effect at once (25% resistance rate each cast?) before it would be totally immune, and you cast a 5th Gravity between 90 and 120 seconds after the first spell was cast, it would fail. Waiting until after 120 seconds from the casting of the first spell would only have 3 Gravity resistances in effect, so the 5th spell would succeed (if each decay has, say, a 25% resistance rate, then it would still be a 75% resistance to the spell at this point)
Are any of these models correct? It's very frustrating trying to low-man stuff trying to get practice in when every time we do it a full-sized ls comes in, talks crap, and steals our mob when we make a mistake due to lack of knowledge, and I'd like to prevent that from happening again.
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