eq:Mod2's
Mod 2's -- sometimes called time mods -- include a few different things such as: shielding, spell-shielding, avoidance, dot-shielding, stun resist, combat effects, accuracy, and strikethrough. Each mod provides a different effect, and has a different cap.
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Defensive Mods
- Shielding caps at 35%, and reduces melee hits. It is not a straight % off damage: insert explanation here.
- Spell-shielding caps at 35%, and reduces direct spell damage by the % SS that you have.
- Dot-shielding caps at 35%, and reduces damage over time spell damage by the % Dot-shielding that you have.
- Stun-shield caps at 35%, and will give you a chance to completely resist stuns equivalent to the % stun-shield that you have.
- Avoidance caps at 100, and gives you an increased chance to avoid melee attacks. Insert detailed explanation here.
Offensive Mods
- Strikethrough caps at 35% and adds a flat % chance for you to successfully connect an attack when any defensive check (parry, block, riposte, dodge) is successfully made on your swing.
- Accuracy caps at 150, and gives you an increase chance to successfully hit with both melee and ranged.
- Combat effects increases your Proc rate, and caps at 100. Twenty CE is approximately equivalent to 1 rank of the aa WA.
SOF Mods
- +Spell adds damage to all DD's, and is currently not capped. It does not effect DOTs, this is intentional.
- Clairvoyance gives you one mana per clairvoyance back on every cast, and is currently not capped.
- DS Mitigation is capped, but the cap is currently unknown. One point of damage shield mitigation = you take one less damage from any damage shield.
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