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    <title>JinkoのFF11日記 | Jinko&#39;s FFXI Diary</title>
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    <itunes:summary>Odinサーバーでマイペースに遊んでいます。ヴァナディール生活における色々なことを不定期に更新していきたいと思います。 / Playing at my own pace on Odin. I write up whatever comes out of life in Vana&#39;diel, whenever I get to it. English editions of some articles are being added.</itunes:summary>
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      <link>https://jinko0914.seesaa.net/article/521302994.html</link>
      <title>Why Does Silence Run Short? - The answer, from 15 measured fights</title>
      <pubDate>Sat, 08 Aug 2026 02:02:04 +0900</pubDate>
            <description>RED MAGE - ENFEEBLING DURATION - THE ANSWER🔇Why Does Silence Run Short?The answer, from 15 measured fightsI put the hypothesis from the last article to the test on 15 recorded fights.It has an answer now. Honestly, it surprised me.日本語日本語版の記..</description>
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RED MAGE - ENFEEBLING DURATION - THE ANSWER🔇Why Does Silence Run Short?The answer, from 15 measured fightsI put the hypothesis from the last article to the test on 15 recorded fights.It has an answer now. Honestly, it surprised me.日本語<a href="https://jinko0914.seesaa.net/article/521296327.html">日本語版の記事はこちら 〓</a>Published 2026/8/8In the previous article, <a href="https://jinko0914.seesaa.net/article/521249192.html">How Many Times Did You Cast That Silence?</a>, I put forward a hypothesis about why Silence keeps landing at an awkwardly short duration: that the resisted casts are being counted too.This time I tested it. I recorded 15 fights, read the log lines back frame by frame, and measured every duration to a tenth of a second. All three of the things I listed as unknown at the end of that article now have answers.〓 THE ANSWER - it is the resist count, and the loss decays with time1The duration drops once for every resist before it lands. Each one costs -3.2% (a x0.968 multiplier)2That loss is not permanent. Stop casting and it comes back at one resist per minute (the finding that surprised me most)The resist hack itself does nothing to the duration. "It gets shorter the more you cast it" turned out to mean: you are still casting it because it is still being resisted.How I measured it, and what was actually happening. All of it below, in order. Every fight I used is up on YouTube (unlisted) and linked from the relevant section.<a></a>〓 Contents<a href="#silence2-en-1">1. Recap - the three unknowns</a><a href="#silence2-en-2">2. How I measured it</a><a href="#silence2-en-3">3. Result 1 - every resist costs 3.2%</a><a href="#silence2-en-4">4. Result 2 - the loss decays, one resist per minute</a><a href="#silence2-en-5">5. Result 3 - landing it again costs nothing</a><a href="#silence2-en-6">6. One formula - all 15 fights within 0.3%</a><a href="#silence2-en-7">7. The three unknowns, answered</a><a href="#silence2-en-8">8. Checking it against the Japanese wiki</a><a href="#silence2-en-9">9. Summary</a>〓 1. Recap - the three unknownsSection 9 of the previous article listed three things I could not answer.UnknownThenNow1. How much it shrinks (multiplier or flat subtraction)UnknownSolved2. Whether resisted casts are countedHypothesisSolved3. What resets the counterUnknownSolvedAll three have answers now. The answer to the third one was nothing like any of the candidates I had in mind.〓 If you are coming to this from English sources only The behaviour this article is about - Silence losing duration when you keep casting it on the same monster - is documented on the Japanese wiki (<a href="https://wiki.ffo.jp/html/1723.html" target="_blank">wiki.ffo.jp</a>) and, as far as I can find, nowhere in English. BG Wiki's <a href="https://www.bg-wiki.com/ffxi/Silence" target="_blank">Silence</a> page lists a flat Duration: 120 seconds and says nothing about any decay. <a href="https://jinko0914.seesaa.net/article/521249192.html">Section 5 of the previous article</a> lays that groundwork out properly. The decay is not my claim - the numbers below are.〓 2. How I measured itWhat I did was simple: run the same fight over and over and measure nothing but the Silence duration. I was strict about precision, though.〓 2-1. Three rules for measuring1. Always cast Paralyze II in the same fight (the control)Silence and Paralyze II share the same 120-second base duration. Keeping Paralyze II up in the same fight cancels out gear, abilities and per-monster variation. And it did: Paralyze II landed at 353-354 seconds (without Saboteur) in every single fight. That stability is what proves the movement on the Silence side is real.2. Measure the gap between two log linesFrom "the monster is silenced" to "the monster is no longer silenced". I stepped through the recordings frame by frame, so every number is fixed to better than a tenth of a second.3. Count the resists from the log orderCast, effect, resist or land - I followed the sequence one entry at a time to fix how many resists happened before the spell went in.〓 2-2. The targetsTargetResistance to SilenceVyala (Geas Fete NM)Resistant. Will not land without two resist hacks firstLustful Lydia (Geas Fete NM)Not resistant. Lands on the first castEschan Tarichuk (a normal monster in Escha - Zi'Tah)Not resistant〓 2-3. The 15 fightsFifteen fights recorded over about a week, changing one condition at a time.Fight and conditionsResistsSilence measured① Saboteur, Chironic Hose1438.60s② Saboteur, no Chironic Hose2424.60s③ No Saboteur, Chironic Hose8136.10s (half)④ Stymie, 0 hacks0195.40s (half)⑤ No Saboteur, no Chironic Hose5298.20s⑥ No Saboteur, Chironic Hose7278.10s⑦ No Saboteur, Chironic Hose2339.75s⑧ Stymie, Saboteur, Chironic Hose, after hacks2464.40s⑨ No Saboteur, no Chironic Hose5299.60s⑩ No Saboteur, Chironic Hose5300.35s⑪ Normal monster, Stymie0395.60s⑫ 2-minute gap after the resists4331.65s⑬ 5-minute gap after the resists4353.25s⑭ 4-minute gap after the resists4353.45s⑮ Two landings in a row on Lydia0353.45s, twice〓 Note Because the measurement starts from a log line, every duration comes out about five seconds under the theoretical value. That is an artefact of the method and does not affect the mechanic. Throughout this article the undiminished duration is treated as about 353.6 seconds on a log basis (no Saboteur, full landing). Fight ③, incidentally, took a half resist because my magic accuracy was not high enough. Same target, same caster, and the spread runs from 438.6s at the longest to 136.1s at the shortest - a factor of 3.2. That is the thing this article explains.〓 Where the base numbers come from The Japanese wiki's <a href="https://wiki.ffo.jp/html/676.html" target="_blank">Enfeebling Magic entry</a> gives the duration formula: duration = {(base duration x Saboteur modifier) + merits + job points} x Composure set bonus x enfeebling magic duration gear x enfeebling magic effect duration gear (the last three stack multiplicatively). My setup: four pieces of the Lethargy set - Reforged Empyrean armor: head, body, hands, feet - for a +35% set bonus, enfeebling magic duration +25%, enfeebling magic effect duration +25% (the JSE neck), with merits (+30s) and job points (+20s) maxed. For Silence and Paralyze II (120s base) without Saboteur that gives (120+30+20) x 1.35 x 1.25 x 1.25 = about 358.6s. Measured from log lines it comes out about five seconds lower - the 353.6s used throughout this article. With Saboteur (+25% against NMs, boosted further by the Empyrean hands) the theoretical value is about 457s, or 452.3s on a log basis.〓 3. Result 1 - every resist costs 3.2%Start with the heart of the old hypothesis. Every time Silence was resisted, the duration of the cast that eventually landed came out shorter. The cost is multiplicative: x0.968 per resist, about -3.2%.〓 3-1. The clincher: two fights identical except for the resist countFights ⑦ and ⑩ match on everything - no Saboteur, Chironic Hose on, full landing. The only difference is how many resists happened before it went in. That alone moved the duration by 39.4 seconds.Same conditions, different resist count (353.6s = 100%)⑦ 2 resists339.75s⑩ 5 resists300.35sThree resists apart, 39.4 seconds (11.6%) shorter. x0.968 cubed is a 9.3% reduction - near enough the same thing.〓 3-2. Three fights at five resists landed on the same numberHere is the stronger piece of evidence. The three fights that landed after five resists (⑤, ⑨, ⑩) came out at 298.20 / 299.60 / 300.35 seconds - a spread of 0.7%. The only difference between them was Chironic Hose, which carries Immunobreak +1 - a single break knocks the resistance down two steps - so it only changes how quickly the resist count builds. The gear was effectively identical.Same resist count, same duration. There is no random element in how it shrinks. Exactly as the previous article guessed: "it does not look random, which means it should be measurable".〓 Footage (unlisted on YouTube)<a href="https://youtu.be/1cofdPtKpbc" target="_blank">〓 ⑦ no Saboteur, with Chironic Hose, with food</a><a href="https://youtu.be/zaYx9A4_hkg" target="_blank">〓 ⑩ no Saboteur, with Chironic Hose, with food (2)</a><a href="https://youtu.be/m0LIA03_Fvg" target="_blank">〓 ⑤ no Saboteur, without Chironic Hose</a><a href="https://youtu.be/1Xldjp6j7TY" target="_blank">〓 ⑨ no Saboteur, without Chironic Hose, with food</a>All four are Vyala fights. Resist counts are fixed from the log order.〓 4. Result 2 - the loss decays, one resist per minuteThis is the part that genuinely surprised me.〓 4-1. One fight refused to fitWhile I was building the formula, fight ⑦ sat +2.5% high no matter what I did. Two resists should have given 331 seconds; it measured 339.75. The other ten fights agreed to within 1.3%, and this one would not.Going back through ⑦'s log, one thing stood out. After the resists I had gone digging through menus looking for food, which left a 46-second gap before the spell landed. In every other fight I recast immediately after the resist.Which raises the question: does the loss from a resist fade with time?〓 4-2. Changing nothing but the wait settles itThat is a testable question. I deliberately took four resists, then varied only the wait before letting it land, three times. If the loss were permanent, all three would come out at 310 seconds.Four resists, then a different wait each time⑫ 2-minute gapdown to about 2 resists331.65s⑭ 4-minute gapgone entirely353.45s⑬ 5-minute gapgone entirely353.25sPermanent would mean 310.5s three times over. Half of it back in two minutes, all of it in four - clean, and proportional to time.The loss recovers at roughly one resist per minute, with no floor - it goes all the way back.⑦ waited 46 seconds (0.77 resists recovered), ⑫ 131 seconds (2.03), ⑭ 241 seconds (all four), ⑬ 311 seconds (the same). All four sit on the same one-per-minute line. ⑦'s +2.5% was not an outlier - it was the fight that told me this rule existed.〓 What it means in practice While you are casting back to back there is no time for any of it to recover, so the feeling that "it gets shorter the more you cast it" is correct as stated. But the loss is not something you permanently stamp onto the monster. Stop for a moment and it drains away at one resist per minute.〓 Footage (unlisted on YouTube)<a href="https://youtu.be/0BIAxDMkEhI" target="_blank">〓 ⑫ Silence after a 2-minute gap</a><a href="https://youtu.be/dhUeo5l2QzA" target="_blank">〓 ⑭ Silence after a 4-minute gap</a><a href="https://youtu.be/gseOi8piwL8" target="_blank">〓 ⑬ Silence after a 5-minute gap</a>All three are Vyala, no Saboteur, Chironic Hose on: four resists, wait, land.🔁 5. Result 3 - landing it again costs nothingOne more thing needed settling: does landing the spell repeatedly wear the duration down on its own? If the Japanese wiki line about the duration approaching zero from around the 30th cast is right, something must be accumulating on every landing.The test is simple. On Lustful Lydia, which has no resistance, I landed it in full, waited for it to wear off, and recast 6.7 seconds later for a second landing. Then compared the two.First and second landing in the same fight (⑮)1st landing353.45s2nd landinglanded 6.7s after it wore off353.45sIdentical to the hundredth of a second.Landing it again did not shorten it by any amount at all. If you wait for it to wear off before recasting, you get the full duration every time, no matter how many times you have done it. As a bonus: a dozen or more casts of other spells (Paralyze II and so on) were resisted during that fight and had zero effect on Silence. The resist count is tracked per spell.〓 Footage (unlisted on YouTube)<a href="https://youtu.be/Lck6YCVVOyM" target="_blank">〓 ⑮ Silence into Silence</a>🧮 6. One formula - all 15 fights within 0.3%Put all of that together and you get one formula. Half resists (half duration) are in there as the ordinary, already-known behaviour.Silence duration =undiminished duration (no Saboteur about 353.6s / with Saboteur about 452.3s)x 0.968 ^ effective resist count (-3.2% each)x 1.0 full / 0.5 half resist+ 42s if Stymie was usedeffective resist count = resists - minutes elapsed since the last resist (floor 0, because roughly one comes back per minute)This reproduces all 15 fights (16 landings), across wildly different conditions, to an average error of about 0.3% and a worst case of 1.3%. It stands on its own - you can predict the number without a Paralyze II control alongside it.FightFormulaMeasured①437.8s438.60s②423.8s424.60s③ (half)136.3s136.10s④ (half)197.9s195.40s⑤300.5s298.20s⑥281.6s278.10s⑦ (46s gap)339.8s339.75s⑧ (Stymie)463.4s464.40s⑨300.5s299.60s⑩300.5s300.35s⑪ (normal monster, Stymie)395.8s395.60s⑫ (2-minute gap)333.3s331.65s⑬ (5-minute gap)353.6s353.25s⑭ (4-minute gap)353.6s353.45s⑮ (both landings)353.6s353.45s〓 Where the resist hack fits The hack itself has no effect on the duration whatsoever. What it does is get the spell in sooner, on fewer resists, which is how it ends up shaping the number. "It gets shorter the more you cast it" simply means you are still casting because it is still being resisted.Worth spelling out for English readers: BG Wiki's <a href="https://www.bg-wiki.com/ffxi/Immunobreak" target="_blank">Immunobreak</a> page states that an Immunobreak lowers the resistance rank and does not affect duration. In the previous article I argued that this was a separate question from mine. These measurements say BG Wiki is right and the two systems really are separate: what costs duration is the resist, not the Immunobreak.〓 7. The three unknowns, answeredThe unknownThe answer1. How much it shrinks (multiplier or flat)Multiplicative. x0.968 per resist (-3.2%). The same x0.968 reproduces every fight whether the base is about 452s (Saboteur) or 354s (without) - a flat subtraction cannot fit both2. Whether resisted casts are countedThey are. The hypothesis was essentially right - though what actually counts is the number of resists before it lands, not whether a hack went through3. What resets the counterTime. Roughly one resist drains away per minute, on its own. No need to wait for the fight to end: leave it for as many minutes as you have resists (four resists, about four minutes) and it is fully resetIt also explains the Arebati numbers from the previous article (457s theoretical against about 380s measured, a ratio of 0.83). Eight Silence casts in the opening, five to seven of them resisted, gives x0.968 to the fifth through seventh power - 0.85 to 0.80. That is exactly the awkward 0.83 band.〓 7-1. Two reader reports turned out to reproduce the formulaTwo people posted data in the comments of the previous article. Running the formula over their numbers, both of them land on the x0.968 ladder.M's report (Geas Fete NM, one hack): Paralyze II at 404s against Silence at 392s, a ratio of x0.970. The formula predicts 404 x 0.968 = 391.1s - 0.9 seconds out.The second report (posted without a name; Arebati, using a 7:14 full landing as the baseline): all six reported durations (6:47, 6:34-6:35 three times, 6:22 twice) match x0.968 squared, cubed and to the fourth power, within 0.3 to 1.3 seconds.A different player, different gear, a different environment, and the same 0.968 comes out. The first step of reproducibility had already happened in the comments section. Thank you both for the reports.〓 8. Checking it against the Japanese wikiThe Silence entry on the <a href="https://wiki.ffo.jp/html/1723.html" target="_blank">FF11 Yougo Jiten</a> (the Japanese wiki) puts it like this: "if you keep casting Silence on the same monster the duration gets shorter... from around the 30th cast the duration approaches zero, to the point where the lines for it landing and it wearing off appear at the same time." My translation. Against the measurements, it scores about half and half.The claimAgainst the measurements"It gets shorter the more you cast it"True. Keep casting into resists and it does exactly that"From the 30th cast it approaches zero"Cannot be squared with the measurements (below)There are two reasons the 30-cast claim does not hold.1. A landing resets the accumulation. Once it lands you cannot recast for the several minutes it is up, and the loss recovers heavily over that time (Result 2). One landing anywhere in those 30 casts puts you back near the start.2. Even all resists does not get you there. The most favourable reading - 29 resists in a row, landing on the 30th - leaves x0.968 to the 29th power, about 38% of the duration. That is a long way from "near zero, both log lines at once".That said, my measurements cover zero to eight resists. I cannot rule out the decay accelerating somewhere in the untested range beyond nine. Even so, given that a landing resets it, the measurements are enough to say that "from the 30th cast onwards it is near zero (every time)" cannot be right as written.〓 9. SummaryIt is the resist count - and the loss decays with time.〓 Resists before it lands - each one costs 3.2% (x0.968)〓 One resist recovers per minute - gone entirely after as many minutes as you had resists. Not permanent🔁 Landing it again costs nothing - wait for it to wear off and you get the full duration every time🧮 The formula reproduces all 15 fights within 0.3%What the previous article called a pile of unanswered questions has come this far, on the strength of two comment-section reports and 15 measured fights. My thanks again to the two people who sent data.This is still one player's environment and one measured range, of course. If you have data - "here is what I got" - it is as welcome now as it was then. Nine resists and above is territory nobody has measured yet.<a href="https://jinko0914.seesaa.net/article/521249192.html">〓 Read part one: How Many Times Did You Cast That Silence?</a>

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<div style="background: linear-gradient(135deg,#1a1330 0%,#2e2350 55%,#43356e 100%); border-radius: 14px; padding: 26px 20px 24px 20px; margin: 0 0 14px 0; box-shadow: 0 4px 14px rgba(0,0,0,0.28); text-align: center;"><div style="display: inline-block; background: rgba(255,255,255,0.13); color: #ffd54f; font-size: 12px; font-weight: bold; padding: 4px 14px; border-radius: 20px; letter-spacing: 1.5px; margin-bottom: 14px;">RED MAGE - ENFEEBLING DURATION - THE ANSWER</div><div style="font-size: 46px; line-height: 1; margin: 4px 0 10px 0;">🔇</div><div style="color: #ffffff; font-size: 25px; font-weight: bold; line-height: 1.35; text-shadow: 0 2px 6px rgba(0,0,0,0.45);">Why Does Silence Run Short?</div><div style="color: #b39ddb; font-size: 17px; font-weight: bold; line-height: 1.5; margin-top: 8px; text-shadow: 0 2px 6px rgba(0,0,0,0.45);">The answer, from 15 measured fights</div><div style="color: #d1c4e9; font-size: 13px; margin-top: 14px; line-height: 1.7;">I put the hypothesis from the last article to the test on 15 recorded fights.<br />It has an answer now. Honestly, it surprised me.</div></div><div style="border: 1px solid #b3d7ea; background: #eef6fb; border-radius: 10px; padding: 10px 14px; margin: 0 0 14px 0; line-height: 1.7; font-size: 14px;"><span style="display: inline-block; background: #1565c0; color: #ffffff; border-radius: 4px; padding: 2px 9px; font-weight: bold; font-size: 12px; margin-right: 8px;">日本語</span><a style="color: #1565c0; font-weight: bold; text-decoration: none;" href="https://jinko0914.seesaa.net/article/521296327.html">日本語版の記事はこちら 〓</a></div><div style="margin: 6px 0 10px 0;"><span style="display: inline-block; background: #ffebee; color: #c62828; border-radius: 4px; padding: 2px 10px; font-weight: bold; font-size: 13px; margin: 0 8px 4px 0;">Published 2026/8/8</span></div><div style="line-height: 1.75; margin: 10px 0;">In the previous article, <a href="https://jinko0914.seesaa.net/article/521249192.html">How Many Times Did You Cast That Silence?</a>, I put forward a hypothesis about why Silence keeps landing at an awkwardly short duration: <strong>that the resisted casts are being counted too</strong>.</div><div style="line-height: 1.75; margin: 10px 0;">This time I tested it. I recorded 15 fights, read the log lines back frame by frame, and measured every duration to a tenth of a second. All three of the things I listed as unknown at the end of that article <strong>now have answers</strong>.</div><div style="background: linear-gradient(135deg,#1b5e20,#2e7d32); border-radius: 14px; padding: 20px 18px; margin: 18px 0; box-shadow: 0 4px 12px rgba(0,0,0,0.22);"><div style="color: #ffd54f; font-size: 14px; font-weight: bold; letter-spacing: 1px; margin-bottom: 12px;">〓 THE ANSWER - it is the resist count, and the loss decays with time</div><div style="background: rgba(255,255,255,0.94); border-radius: 10px; padding: 14px 16px; line-height: 1.85; color: #212121;"><div style="margin: 4px 0;"><span style="display: inline-block; background: #c62828; color: #fff; border-radius: 50%; width: 24px; height: 24px; text-align: center; line-height: 24px; font-weight: bold; font-size: 13px; margin-right: 8px;">1</span><strong>The duration drops once for every resist before it lands.</strong> Each one costs <strong>-3.2%</strong> (a x0.968 multiplier)</div><div style="margin: 4px 0;"><span style="display: inline-block; background: #1565c0; color: #fff; border-radius: 50%; width: 24px; height: 24px; text-align: center; line-height: 24px; font-weight: bold; font-size: 13px; margin-right: 8px;">2</span><strong>That loss is not permanent.</strong> Stop casting and it comes back at <strong>one resist per minute</strong> (the finding that surprised me most)</div><div style="margin-top: 10px; padding-top: 10px; border-top: 1px dashed #bdbdbd; font-size: 14px; color: #455a64;">The resist hack itself does nothing to the duration. "It gets shorter the more you cast it" turned out to mean: you are still casting it because it is still being resisted.</div></div></div><div style="line-height: 1.75; margin: 10px 0;">How I measured it, and what was actually happening. All of it below, in order. Every fight I used is up on YouTube (unlisted) and linked from the relevant section.</div><a name="more"></a><div style="border: 1px solid #dce8c8; background: #f6fbef; border-radius: 10px; padding: 14px 16px; margin: 0 0 18px 0; line-height: 1.85;"><div style="font-weight: bold; color: #33691e; margin-bottom: 6px;">〓 Contents</div><div style="margin: 2px 0;"><a style="color: #33691e; text-decoration: none;" href="#silence2-en-1">1. Recap - the three unknowns</a></div><div style="margin: 2px 0;"><a style="color: #33691e; text-decoration: none;" href="#silence2-en-2">2. How I measured it</a></div><div style="margin: 2px 0;"><a style="color: #33691e; text-decoration: none;" href="#silence2-en-3">3. Result 1 - every resist costs 3.2%</a></div><div style="margin: 2px 0;"><a style="color: #33691e; text-decoration: none;" href="#silence2-en-4">4. Result 2 - the loss decays, one resist per minute</a></div><div style="margin: 2px 0;"><a style="color: #33691e; text-decoration: none;" href="#silence2-en-5">5. Result 3 - landing it again costs nothing</a></div><div style="margin: 2px 0;"><a style="color: #33691e; text-decoration: none;" href="#silence2-en-6">6. One formula - all 15 fights within 0.3%</a></div><div style="margin: 2px 0;"><a style="color: #33691e; text-decoration: none;" href="#silence2-en-7">7. The three unknowns, answered</a></div><div style="margin: 2px 0;"><a style="color: #33691e; text-decoration: none;" href="#silence2-en-8">8. Checking it against the Japanese wiki</a></div><div style="margin: 2px 0;"><a style="color: #33691e; text-decoration: none;" href="#silence2-en-9">9. Summary</a></div></div><h4 id="silence2-en-1" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 0.5px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">〓 1. Recap - the three unknowns</h4><div style="line-height: 1.75; margin: 10px 0;">Section 9 of the previous article listed three things I could not answer.</div><table style="width: 100%; border-collapse: collapse; margin: 12px 0; font-size: 14px;"><thead><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Unknown</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Then</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Now</th></tr></thead><tbody><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>1. How much it shrinks</strong> (multiplier or flat subtraction)</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Unknown</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>Solved</strong></td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><strong>2. Whether resisted casts are counted</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Hypothesis</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><strong>Solved</strong></td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>3. What resets the counter</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Unknown</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>Solved</strong></td></tr></tbody></table><div style="line-height: 1.75; margin: 10px 0;">All three have answers now. The answer to the third one was nothing like any of the candidates I had in mind.</div><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 12px 16px; margin: 12px 0; line-height: 1.7;"><span style="font-weight: bold; color: #1565c0;">〓 If you are coming to this from English sources only</span> The behaviour this article is about - <strong>Silence losing duration when you keep casting it on the same monster</strong> - is documented on the Japanese wiki (<a style="color: #1565c0; font-weight: bold;" href="https://wiki.ffo.jp/html/1723.html" target="_blank" rel="noopener">wiki.ffo.jp</a>) and, as far as I can find, nowhere in English. BG Wiki's <a style="color: #1565c0; font-weight: bold;" href="https://www.bg-wiki.com/ffxi/Silence" target="_blank" rel="noopener">Silence</a> page lists a flat Duration: 120 seconds and says nothing about any decay. <a style="color: #1565c0; font-weight: bold;" href="https://jinko0914.seesaa.net/article/521249192.html">Section 5 of the previous article</a> lays that groundwork out properly. <strong>The decay is not my claim - the numbers below are.</strong></div><h4 id="silence2-en-2" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 0.5px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">〓 2. How I measured it</h4><div style="line-height: 1.75; margin: 10px 0;">What I did was simple: <strong>run the same fight over and over and measure nothing but the Silence duration</strong>. I was strict about precision, though.</div><h5 id="silence2-en-2-1" style="background: #e8f5e9; color: #33691e; font-size: 17px; font-weight: bold; padding: 8px 14px; border-left: 6px solid #8bc34a; border-radius: 4px; margin: 24px 0 12px 0;">〓 2-1. Three rules for measuring</h5><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.75;"><div style="margin: 4px 0;"><strong>1. Always cast Paralyze II in the same fight (the control)</strong><br />Silence and Paralyze II share the same 120-second base duration. Keeping Paralyze II up in the same fight cancels out gear, abilities and per-monster variation. And it did: Paralyze II landed at 353-354 seconds (without Saboteur) in every single fight. <strong>That stability is what proves the movement on the Silence side is real.</strong></div><div style="margin: 10px 0 4px 0;"><strong>2. Measure the gap between two log lines</strong><br />From "the monster is silenced" to "the monster is no longer silenced". I stepped through the recordings frame by frame, so every number is fixed to <strong>better than a tenth of a second</strong>.</div><div style="margin: 10px 0 4px 0;"><strong>3. Count the resists from the log order</strong><br />Cast, effect, resist or land - I followed the sequence one entry at a time to fix how many resists happened before the spell went in.</div></div><h5 id="silence2-en-2-2" style="background: #e8f5e9; color: #33691e; font-size: 17px; font-weight: bold; padding: 8px 14px; border-left: 6px solid #8bc34a; border-radius: 4px; margin: 24px 0 12px 0;">〓 2-2. The targets</h5><table style="width: 100%; border-collapse: collapse; margin: 12px 0; font-size: 14px;"><thead><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Target</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Resistance to Silence</th></tr></thead><tbody><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>Vyala</strong> (Geas Fete NM)</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>Resistant.</strong> Will not land without two resist hacks first</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><strong>Lustful Lydia</strong> (Geas Fete NM)</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><strong>Not resistant.</strong> Lands on the first cast</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Eschan Tarichuk (a normal monster in Escha - Zi'Tah)</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Not resistant</td></tr></tbody></table><h5 id="silence2-en-2-3" style="background: #e8f5e9; color: #33691e; font-size: 17px; font-weight: bold; padding: 8px 14px; border-left: 6px solid #8bc34a; border-radius: 4px; margin: 24px 0 12px 0;">〓 2-3. The 15 fights</h5><div style="line-height: 1.75; margin: 10px 0;">Fifteen fights recorded over about a week, changing one condition at a time.</div><table style="width: 100%; border-collapse: collapse; margin: 12px 0; font-size: 14px;"><thead><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Fight and conditions</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Resists</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Silence measured</th></tr></thead><tbody><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">① Saboteur, Chironic Hose</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">1</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">438.60s</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">② Saboteur, no Chironic Hose</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">2</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">424.60s</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">③ No Saboteur, Chironic Hose</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">8</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>136.10s</strong> (half)</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">④ Stymie, 0 hacks</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">0</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><strong>195.40s</strong> (half)</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">⑤ No Saboteur, no Chironic Hose</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">5</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">298.20s</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">⑥ No Saboteur, Chironic Hose</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">7</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">278.10s</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">⑦ No Saboteur, Chironic Hose</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">2</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">339.75s</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">⑧ Stymie, Saboteur, Chironic Hose, after hacks</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">2</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">464.40s</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">⑨ No Saboteur, no Chironic Hose</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">5</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">299.60s</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">⑩ No Saboteur, Chironic Hose</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">5</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">300.35s</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">⑪ Normal monster, Stymie</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">0</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">395.60s</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">⑫ <strong>2-minute gap</strong> after the resists</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">4</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">331.65s</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">⑬ <strong>5-minute gap</strong> after the resists</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">4</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">353.25s</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">⑭ <strong>4-minute gap</strong> after the resists</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">4</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">353.45s</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">⑮ <strong>Two landings in a row</strong> on Lydia</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">0</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">353.45s, twice</td></tr></tbody></table><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 12px 16px; margin: 12px 0; line-height: 1.7;"><span style="font-weight: bold; color: #1565c0;">〓 Note</span> Because the measurement starts from a log line, every duration comes out about five seconds under the theoretical value. That is an artefact of the method and does not affect the mechanic. Throughout this article the <strong>undiminished duration is treated as about 353.6 seconds</strong> on a log basis (no Saboteur, full landing). Fight ③, incidentally, took a half resist because my magic accuracy was not high enough. Same target, same caster, and the spread runs from <strong>438.6s at the longest to 136.1s at the shortest - a factor of 3.2</strong>. That is the thing this article explains.</div><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 12px 16px; margin: 12px 0; line-height: 1.7;"><span style="font-weight: bold; color: #1565c0;">〓 Where the base numbers come from</span> The Japanese wiki's <a href="https://wiki.ffo.jp/html/676.html" target="_blank" rel="noopener">Enfeebling Magic entry</a> gives the duration formula: <strong>duration = {(base duration x Saboteur modifier) + merits + job points} x Composure set bonus x enfeebling magic duration gear x enfeebling magic effect duration gear</strong> (the last three stack multiplicatively). My setup: four pieces of the Lethargy set - Reforged Empyrean armor: head, body, hands, feet - for a <strong>+35% set bonus</strong>, enfeebling magic duration <strong>+25%</strong>, enfeebling magic effect duration <strong>+25%</strong> (the JSE neck), with merits (+30s) and job points (+20s) maxed. For Silence and Paralyze II (120s base) without Saboteur that gives <strong>(120+30+20) x 1.35 x 1.25 x 1.25 = about 358.6s</strong>. Measured from log lines it comes out about five seconds lower - the <strong>353.6s</strong> used throughout this article. With Saboteur (+25% against NMs, boosted further by the Empyrean hands) the theoretical value is about 457s, or <strong>452.3s</strong> on a log basis.</div><h4 id="silence2-en-3" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 0.5px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">〓 3. Result 1 - every resist costs 3.2%</h4><div style="line-height: 1.75; margin: 10px 0;">Start with the heart of the old hypothesis. <strong>Every time Silence was resisted, the duration of the cast that eventually landed came out shorter</strong>. The cost is multiplicative: x0.968 per resist, about -3.2%.</div><h5 id="silence2-en-3-1" style="background: #e8f5e9; color: #33691e; font-size: 17px; font-weight: bold; padding: 8px 14px; border-left: 6px solid #8bc34a; border-radius: 4px; margin: 24px 0 12px 0;">〓 3-1. The clincher: two fights identical except for the resist count</h5><div style="line-height: 1.75; margin: 10px 0;">Fights ⑦ and ⑩ match on everything - no Saboteur, Chironic Hose on, full landing. The only difference is how many resists happened before it went in. That alone moved the duration by 39.4 seconds.</div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fafafa;"><div style="font-weight: bold; color: #37474f; margin-bottom: 10px;">Same conditions, different resist count (353.6s = 100%)</div><div style="margin: 8px 0;"><div style="font-size: 13px; font-weight: bold; margin-bottom: 3px;">⑦ 2 resists</div><div style="background: #eceff1; border-radius: 6px; overflow: hidden;"><div style="background: #43a047; color: #ffffff; font-size: 13px; font-weight: bold; padding: 5px 10px; border-radius: 6px; width: 96%; white-space: nowrap;">339.75s</div></div></div><div style="margin: 8px 0;"><div style="font-size: 13px; font-weight: bold; margin-bottom: 3px;">⑩ 5 resists</div><div style="background: #eceff1; border-radius: 6px; overflow: hidden;"><div style="background: #ef6c00; color: #ffffff; font-size: 13px; font-weight: bold; padding: 5px 10px; border-radius: 6px; width: 85%; white-space: nowrap;">300.35s</div></div></div><div style="font-size: 12px; color: #607d8b; margin-top: 8px; line-height: 1.7;">Three resists apart, 39.4 seconds (11.6%) shorter. x0.968 cubed is a 9.3% reduction - near enough the same thing.</div></div><h5 id="silence2-en-3-2" style="background: #e8f5e9; color: #33691e; font-size: 17px; font-weight: bold; padding: 8px 14px; border-left: 6px solid #8bc34a; border-radius: 4px; margin: 24px 0 12px 0;">〓 3-2. Three fights at five resists landed on the same number</h5><div style="line-height: 1.75; margin: 10px 0;">Here is the stronger piece of evidence. The three fights that landed after five resists (⑤, ⑨, ⑩) came out at <strong>298.20 / 299.60 / 300.35 seconds</strong> - a spread of 0.7%. The only difference between them was Chironic Hose, which carries Immunobreak +1 - a single break knocks the resistance down two steps - so it only changes how quickly the resist count builds. The gear was effectively identical.</div><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 14px 16px; margin: 12px 0; line-height: 1.75;"><strong>Same resist count, same duration.</strong> There is no random element in how it shrinks. Exactly as the previous article guessed: "it does not look random, which means it should be measurable".</div><div style="background: #eceff1; border: 1px solid #cfd8dc; border-radius: 10px; padding: 10px 14px; margin: 12px 0; line-height: 1.7; font-size: 14px;"><div style="font-weight: bold; color: #37474f; margin-bottom: 4px;">〓 Footage (unlisted on YouTube)</div><div style="margin: 4px 0;"><a style="color: #1565c0; font-weight: bold; text-decoration: none;" href="https://youtu.be/1cofdPtKpbc" target="_blank" rel="noopener">〓 ⑦ no Saboteur, with Chironic Hose, with food</a></div><div style="margin: 4px 0;"><a style="color: #1565c0; font-weight: bold; text-decoration: none;" href="https://youtu.be/zaYx9A4_hkg" target="_blank" rel="noopener">〓 ⑩ no Saboteur, with Chironic Hose, with food (2)</a></div><div style="margin: 4px 0;"><a style="color: #1565c0; font-weight: bold; text-decoration: none;" href="https://youtu.be/m0LIA03_Fvg" target="_blank" rel="noopener">〓 ⑤ no Saboteur, without Chironic Hose</a></div><div style="margin: 4px 0;"><a style="color: #1565c0; font-weight: bold; text-decoration: none;" href="https://youtu.be/1Xldjp6j7TY" target="_blank" rel="noopener">〓 ⑨ no Saboteur, without Chironic Hose, with food</a></div><div style="font-size: 12px; color: #607d8b; margin-top: 6px;">All four are Vyala fights. Resist counts are fixed from the log order.</div></div><h4 id="silence2-en-4" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 0.5px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">〓 4. Result 2 - the loss decays, one resist per minute</h4><div style="line-height: 1.75; margin: 10px 0;">This is the part that genuinely surprised me.</div><h5 id="silence2-en-4-1" style="background: #e8f5e9; color: #33691e; font-size: 17px; font-weight: bold; padding: 8px 14px; border-left: 6px solid #8bc34a; border-radius: 4px; margin: 24px 0 12px 0;">〓 4-1. One fight refused to fit</h5><div style="line-height: 1.75; margin: 10px 0;">While I was building the formula, fight ⑦ sat +2.5% high no matter what I did. Two resists should have given 331 seconds; it measured 339.75. The other ten fights agreed to within 1.3%, and this one would not.</div><div style="line-height: 1.75; margin: 10px 0;">Going back through ⑦'s log, one thing stood out. <strong>After the resists I had gone digging through menus looking for food, which left a 46-second gap before the spell landed.</strong> In every other fight I recast immediately after the resist.</div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.75;">Which raises the question: <strong>does the loss from a resist fade with time?</strong></div><h5 id="silence2-en-4-2" style="background: #e8f5e9; color: #33691e; font-size: 17px; font-weight: bold; padding: 8px 14px; border-left: 6px solid #8bc34a; border-radius: 4px; margin: 24px 0 12px 0;">〓 4-2. Changing nothing but the wait settles it</h5><div style="line-height: 1.75; margin: 10px 0;">That is a testable question. <strong>I deliberately took four resists, then varied only the wait before letting it land, three times.</strong> If the loss were permanent, all three would come out at 310 seconds.</div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fafafa;"><div style="font-weight: bold; color: #37474f; margin-bottom: 10px;">Four resists, then a different wait each time</div><div style="margin: 8px 0;"><div style="font-size: 13px; font-weight: bold; margin-bottom: 3px;">⑫ 2-minute gap<span style="color: #78909c; font-size: 12px; margin-left: 8px;">down to about 2 resists</span></div><div style="background: #eceff1; border-radius: 6px; overflow: hidden;"><div style="background: #ef6c00; color: #ffffff; font-size: 13px; font-weight: bold; padding: 5px 10px; border-radius: 6px; width: 94%; white-space: nowrap;">331.65s</div></div></div><div style="margin: 8px 0;"><div style="font-size: 13px; font-weight: bold; margin-bottom: 3px;">⑭ 4-minute gap<span style="color: #78909c; font-size: 12px; margin-left: 8px;">gone entirely</span></div><div style="background: #eceff1; border-radius: 6px; overflow: hidden;"><div style="background: #43a047; color: #ffffff; font-size: 13px; font-weight: bold; padding: 5px 10px; border-radius: 6px; width: 100%; white-space: nowrap;">353.45s</div></div></div><div style="margin: 8px 0;"><div style="font-size: 13px; font-weight: bold; margin-bottom: 3px;">⑬ 5-minute gap<span style="color: #78909c; font-size: 12px; margin-left: 8px;">gone entirely</span></div><div style="background: #eceff1; border-radius: 6px; overflow: hidden;"><div style="background: #43a047; color: #ffffff; font-size: 13px; font-weight: bold; padding: 5px 10px; border-radius: 6px; width: 100%; white-space: nowrap;">353.25s</div></div></div><div style="font-size: 12px; color: #607d8b; margin-top: 8px; line-height: 1.7;">Permanent would mean 310.5s three times over. Half of it back in two minutes, all of it in four - clean, and proportional to time.</div></div><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 14px 16px; margin: 12px 0; line-height: 1.75;"><div style="font-size: 16px; font-weight: bold; color: #33691e;">The loss recovers at roughly one resist per minute, with no floor - it goes all the way back.</div><div style="margin-top: 8px;">⑦ waited 46 seconds (0.77 resists recovered), ⑫ 131 seconds (2.03), ⑭ 241 seconds (all four), ⑬ 311 seconds (the same). All four sit on the same one-per-minute line. ⑦'s +2.5% was not an outlier - it was the fight that told me this rule existed.</div></div><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 12px 16px; margin: 12px 0; line-height: 1.7;"><span style="font-weight: bold; color: #1565c0;">〓 What it means in practice</span> While you are casting back to back there is no time for any of it to recover, so the feeling that "it gets shorter the more you cast it" is correct as stated. But the loss is not something you permanently stamp onto the monster. Stop for a moment and it drains away at one resist per minute.</div><div style="background: #eceff1; border: 1px solid #cfd8dc; border-radius: 10px; padding: 10px 14px; margin: 12px 0; line-height: 1.7; font-size: 14px;"><div style="font-weight: bold; color: #37474f; margin-bottom: 4px;">〓 Footage (unlisted on YouTube)</div><div style="margin: 4px 0;"><a style="color: #1565c0; font-weight: bold; text-decoration: none;" href="https://youtu.be/0BIAxDMkEhI" target="_blank" rel="noopener">〓 ⑫ Silence after a 2-minute gap</a></div><div style="margin: 4px 0;"><a style="color: #1565c0; font-weight: bold; text-decoration: none;" href="https://youtu.be/dhUeo5l2QzA" target="_blank" rel="noopener">〓 ⑭ Silence after a 4-minute gap</a></div><div style="margin: 4px 0;"><a style="color: #1565c0; font-weight: bold; text-decoration: none;" href="https://youtu.be/gseOi8piwL8" target="_blank" rel="noopener">〓 ⑬ Silence after a 5-minute gap</a></div><div style="font-size: 12px; color: #607d8b; margin-top: 6px;">All three are Vyala, no Saboteur, Chironic Hose on: four resists, wait, land.</div></div><h4 id="silence2-en-5" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 0.5px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">🔁 5. Result 3 - landing it again costs nothing</h4><div style="line-height: 1.75; margin: 10px 0;">One more thing needed settling: <strong>does landing the spell repeatedly wear the duration down on its own?</strong> If the Japanese wiki line about the duration approaching zero from around the 30th cast is right, something must be accumulating on every landing.</div><div style="line-height: 1.75; margin: 10px 0;">The test is simple. On Lustful Lydia, which has no resistance, I <strong>landed it in full, waited for it to wear off, and recast 6.7 seconds later for a second landing</strong>. Then compared the two.</div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fafafa;"><div style="font-weight: bold; color: #37474f; margin-bottom: 10px;">First and second landing in the same fight (⑮)</div><div style="margin: 8px 0;"><div style="font-size: 13px; font-weight: bold; margin-bottom: 3px;">1st landing</div><div style="background: #eceff1; border-radius: 6px; overflow: hidden;"><div style="background: #43a047; color: #ffffff; font-size: 13px; font-weight: bold; padding: 5px 10px; border-radius: 6px; width: 100%; white-space: nowrap;">353.45s</div></div></div><div style="margin: 8px 0;"><div style="font-size: 13px; font-weight: bold; margin-bottom: 3px;">2nd landing<span style="color: #78909c; font-size: 12px; margin-left: 8px;">landed 6.7s after it wore off</span></div><div style="background: #eceff1; border-radius: 6px; overflow: hidden;"><div style="background: #43a047; color: #ffffff; font-size: 13px; font-weight: bold; padding: 5px 10px; border-radius: 6px; width: 100%; white-space: nowrap;">353.45s</div></div></div><div style="font-size: 12px; color: #607d8b; margin-top: 8px; line-height: 1.7;">Identical to the hundredth of a second.</div></div><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 14px 16px; margin: 12px 0; line-height: 1.75;"><strong>Landing it again did not shorten it by any amount at all.</strong> If you wait for it to wear off before recasting, you get the full duration every time, no matter how many times you have done it. As a bonus: a dozen or more casts of other spells (Paralyze II and so on) were resisted during that fight and had zero effect on Silence. <strong>The resist count is tracked per spell.</strong></div><div style="background: #eceff1; border: 1px solid #cfd8dc; border-radius: 10px; padding: 10px 14px; margin: 12px 0; line-height: 1.7; font-size: 14px;"><div style="font-weight: bold; color: #37474f; margin-bottom: 4px;">〓 Footage (unlisted on YouTube)</div><div style="margin: 4px 0;"><a style="color: #1565c0; font-weight: bold; text-decoration: none;" href="https://youtu.be/Lck6YCVVOyM" target="_blank" rel="noopener">〓 ⑮ Silence into Silence</a></div></div><h4 id="silence2-en-6" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 0.5px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">🧮 6. One formula - all 15 fights within 0.3%</h4><div style="line-height: 1.75; margin: 10px 0;">Put all of that together and you get one formula. Half resists (half duration) are in there as the ordinary, already-known behaviour.</div><div style="background: #263238; color: #eceff1; border-radius: 10px; padding: 16px 18px; margin: 12px 0; font-size: 14px; line-height: 1.95; word-break: break-word;"><div style="color: #ffd54f; font-weight: bold; margin-bottom: 6px;">Silence duration =</div><div style="margin-left: 12px;">undiminished duration<span style="color: #90a4ae;"> (no Saboteur about 353.6s / with Saboteur about 452.3s)</span></div><div style="margin-left: 12px;">x <strong style="color: #ef9a9a;">0.968 ^ effective resist count</strong><span style="color: #90a4ae;"> (-3.2% each)</span></div><div style="margin-left: 12px;">x <strong style="color: #ef9a9a;">1.0 full / 0.5 half resist</strong></div><div style="margin-left: 12px;">+ <strong style="color: #81d4fa;">42s</strong> if Stymie was used</div><div style="margin-top: 10px; padding-top: 8px; border-top: 1px dashed #546e7a; color: #b0bec5; font-size: 13px;">effective resist count = resists - minutes elapsed since the last resist<span style="color: #78909c;"> (floor 0, because roughly one comes back per minute)</span></div></div><div style="line-height: 1.75; margin: 10px 0;">This reproduces all 15 fights (16 landings), across wildly different conditions, to an <strong>average error of about 0.3% and a worst case of 1.3%</strong>. It stands on its own - you can predict the number without a Paralyze II control alongside it.</div><table style="width: 100%; border-collapse: collapse; margin: 12px 0; font-size: 14px;"><thead><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Fight</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Formula</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Measured</th></tr></thead><tbody><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">①</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">437.8s</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">438.60s</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">②</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">423.8s</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">424.60s</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">③ (half)</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">136.3s</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">136.10s</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">④ (half)</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">197.9s</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">195.40s</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">⑤</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">300.5s</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">298.20s</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">⑥</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">281.6s</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">278.10s</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">⑦ (46s gap)</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">339.8s</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">339.75s</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">⑧ (Stymie)</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">463.4s</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">464.40s</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">⑨</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">300.5s</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">299.60s</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">⑩</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">300.5s</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">300.35s</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">⑪ (normal monster, Stymie)</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">395.8s</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">395.60s</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">⑫ (2-minute gap)</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">333.3s</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">331.65s</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">⑬ (5-minute gap)</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">353.6s</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">353.25s</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">⑭ (4-minute gap)</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">353.6s</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">353.45s</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">⑮ (both landings)</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">353.6s</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">353.45s</td></tr></tbody></table><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 12px 16px; margin: 12px 0; line-height: 1.7;"><span style="font-weight: bold; color: #1565c0;">〓 Where the resist hack fits</span> The hack itself has no effect on the duration whatsoever. What it does is <strong>get the spell in sooner, on fewer resists</strong>, which is how it ends up shaping the number. "It gets shorter the more you cast it" simply means you are still casting because it is still being resisted.<div style="margin-top: 8px;">Worth spelling out for English readers: BG Wiki's <a style="color: #1565c0; font-weight: bold;" href="https://www.bg-wiki.com/ffxi/Immunobreak" target="_blank" rel="noopener">Immunobreak</a> page states that an Immunobreak lowers the resistance rank and <strong>does not affect duration</strong>. In the previous article I argued that this was a separate question from mine. <strong>These measurements say BG Wiki is right and the two systems really are separate:</strong> what costs duration is the resist, not the Immunobreak.</div></div><h4 id="silence2-en-7" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 0.5px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">〓 7. The three unknowns, answered</h4><table style="width: 100%; border-collapse: collapse; margin: 12px 0; font-size: 14px;"><thead><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">The unknown</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">The answer</th></tr></thead><tbody><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>1. How much it shrinks</strong> (multiplier or flat)</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>Multiplicative. x0.968 per resist (-3.2%)</strong>. The same x0.968 reproduces every fight whether the base is about 452s (Saboteur) or 354s (without) - a flat subtraction cannot fit both</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><strong>2. Whether resisted casts are counted</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><strong>They are. The hypothesis was essentially right</strong> - though what actually counts is the number of resists before it lands, not whether a hack went through</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>3. What resets the counter</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>Time. Roughly one resist drains away per minute, on its own.</strong> No need to wait for the fight to end: leave it for as many minutes as you have resists (four resists, about four minutes) and it is fully reset</td></tr></tbody></table><div style="line-height: 1.75; margin: 10px 0;">It also explains the Arebati numbers from the previous article (457s theoretical against about 380s measured, a ratio of 0.83). Eight Silence casts in the opening, five to seven of them resisted, gives x0.968 to the fifth through seventh power - 0.85 to 0.80. That is exactly the awkward 0.83 band.</div><h5 id="silence2-en-7-1" style="background: #e8f5e9; color: #33691e; font-size: 17px; font-weight: bold; padding: 8px 14px; border-left: 6px solid #8bc34a; border-radius: 4px; margin: 24px 0 12px 0;">〓 7-1. Two reader reports turned out to reproduce the formula</h5><div style="line-height: 1.75; margin: 10px 0;">Two people posted data in the comments of the previous article. Running the formula over their numbers, <strong>both of them land on the x0.968 ladder</strong>.</div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.75;"><strong>M's report</strong> (Geas Fete NM, one hack): Paralyze II at 404s against Silence at 392s, a ratio of x0.970. The formula predicts 404 x 0.968 = 391.1s - <strong>0.9 seconds out</strong>.<br /><strong>The second report</strong> (posted without a name; Arebati, using a 7:14 full landing as the baseline): all six reported durations (6:47, 6:34-6:35 three times, 6:22 twice) match <strong>x0.968 squared, cubed and to the fourth power, within 0.3 to 1.3 seconds</strong>.</div><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 14px 16px; margin: 12px 0; line-height: 1.75;">A different player, different gear, a different environment, and the same 0.968 comes out. <strong>The first step of reproducibility had already happened in the comments section.</strong> Thank you both for the reports.</div><h4 id="silence2-en-8" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 0.5px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">〓 8. Checking it against the Japanese wiki</h4><div style="line-height: 1.75; margin: 10px 0;">The Silence entry on the <a href="https://wiki.ffo.jp/html/1723.html" target="_blank" rel="noopener">FF11 Yougo Jiten</a> (the Japanese wiki) puts it like this: "if you keep casting Silence on the same monster the duration gets shorter... from around the 30th cast the duration approaches zero, to the point where the lines for it landing and it wearing off appear at the same time." My translation. Against the measurements, it scores about half and half.</div><table style="width: 100%; border-collapse: collapse; margin: 12px 0; font-size: 14px;"><thead><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">The claim</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Against the measurements</th></tr></thead><tbody><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">"It gets shorter the more you cast it"</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>True.</strong> Keep casting into resists and it does exactly that</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">"From the 30th cast it approaches zero"</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><strong>Cannot be squared with the measurements</strong> (below)</td></tr></tbody></table><div style="line-height: 1.75; margin: 10px 0;">There are two reasons the 30-cast claim does not hold.</div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.75;"><strong>1. A landing resets the accumulation.</strong> Once it lands you cannot recast for the several minutes it is up, and the loss recovers heavily over that time (Result 2). One landing anywhere in those 30 casts puts you back near the start.<br /><br /><strong>2. Even all resists does not get you there.</strong> The most favourable reading - 29 resists in a row, landing on the 30th - leaves x0.968 to the 29th power, <strong>about 38% of the duration</strong>. That is a long way from "near zero, both log lines at once".</div><div style="line-height: 1.75; margin: 10px 0;">That said, my measurements cover zero to eight resists. I cannot rule out the decay accelerating somewhere in the untested range beyond nine. Even so, given that a landing resets it, the measurements are enough to say that "from the 30th cast <strong>onwards</strong> it is near zero (every time)" cannot be right as written.</div><h4 id="silence2-en-9" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 0.5px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">〓 9. Summary</h4><div style="background: #f6fbef; border: 2px solid #aed581; border-radius: 12px; padding: 16px 18px; margin: 12px 0; line-height: 1.85;"><div style="font-size: 16px; font-weight: bold; color: #33691e; margin-bottom: 8px;">It is the resist count - and the loss decays with time.</div><div style="margin: 3px 0;">〓 <strong>Resists before it lands</strong> - each one costs 3.2% (x0.968)</div><div style="margin: 3px 0;">〓 <strong>One resist recovers per minute</strong> - gone entirely after as many minutes as you had resists. Not permanent</div><div style="margin: 3px 0;">🔁 <strong>Landing it again costs nothing</strong> - wait for it to wear off and you get the full duration every time</div><div style="margin: 3px 0;">🧮 The formula reproduces <strong>all 15 fights within 0.3%</strong></div></div><div style="line-height: 1.75; margin: 10px 0;">What the previous article called a pile of unanswered questions has come this far, on the strength of two comment-section reports and 15 measured fights. My thanks again to the two people who sent data.</div><div style="line-height: 1.75; margin: 10px 0;">This is still one player's environment and one measured range, of course. If you have data - "here is what I got" - it is as welcome now as it was then. <strong>Nine resists and above is territory nobody has measured yet.</strong></div><div style="margin: 20px 0 0 0;"><a style="display: block; background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; text-align: center; font-weight: bold; font-size: 16px; padding: 14px 18px; border-radius: 10px; text-decoration: none; box-shadow: 0 2px 6px rgba(0,0,0,0.2);" href="https://jinko0914.seesaa.net/article/521249192.html">〓 Read part one: How Many Times Did You Cast That Silence?</a></div><div class="blogmura-link"><a href="https://blogmura.com/ranking/in?p_cid=11212488" target="_blank"><img src="https://b.blogmura.com/88_31.gif" width="88" height="31" border="0" alt="ブログランキング・にほんブログ村へ" />にほんブログ村</a>
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            <category>赤魔道士 (Red Mage)</category>
      <author>Jinko</author>
      <guid isPermaLink="false">blog:https://blog.seesaa.jp,jinko0914/521302994</guid>
                </item>
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      <link>https://jinko0914.seesaa.net/article/521296327.html</link>
      <title>サイレスはなぜ短くなるのか　〜実測15本による答え合わせ〜</title>
      <pubDate>Fri, 07 Aug 2026 01:40:47 +0900</pubDate>
            <description>赤魔道士 ─ 弱体魔法の効果時間・検証編🔇サイレスはなぜ短くなるのか実測15本による答え合わせ前回の記事で立てた仮説を、動画15本で検証しました。答えが出ました。正直、驚きました。ENRead this article in English 〓2026/8/7 公開前回の記事「そのサイレス、何回撃ちましたか？」で、サイレスの効果時間が理論値より中途半端に短くなる謎について、仮説を立てました。「レジストされた詠唱も、回数として数えられているのではないか」という仮説です。今回、そ..</description>
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赤魔道士 ─ 弱体魔法の効果時間・検証編🔇サイレスはなぜ短くなるのか実測15本による答え合わせ前回の記事で立てた仮説を、動画15本で検証しました。答えが出ました。正直、驚きました。EN<a href="https://jinko0914.seesaa.net/article/521302994.html">Read this article in English 〓</a>2026/8/7 公開前回の記事「<a href="https://jinko0914.seesaa.net/article/521239314.html">そのサイレス、何回撃ちましたか？</a>」で、サイレスの効果時間が理論値より中途半端に短くなる謎について、仮説を立てました。「レジストされた詠唱も、回数として数えられているのではないか」という仮説です。今回、その答え合わせをしました。戦闘動画を15本撮り、ログをコマ送りで読み取って、効果時間を0.1秒単位で測りました。結果、前回の記事で「まだ分かっていない」と書いた3つの問いに、すべて答えが出ました。〓 結論 ── 短くなる正体はレジスト回数。そして目減りは時間で戻る1着弾までにレジストされた回数だけ短くなる。1回につき −3.2%（×0.968の乗算）2この目減りは永続ではない。撃つのをやめると1分に1回分ずつ戻っていく（今回の検証で一番驚いた発見です）レジストハックそのものは効果時間に影響しません。「掛け続けると短くなる」の正体は、掛け続けている＝レジストされ続けているから、でした。どうやって測ったのか。何が起きていたのか。以下、順番にお見せします。検証に使った動画はすべてYouTube（限定公開）に上げてあり、各節にリンクを付けています。<a></a>〓 目次<a href="#silence2-1">1. 前回のおさらい ── 3つの謎</a><a href="#silence2-2">2. 検証の方法 ── どうやって測ったのか</a><a href="#silence2-3">3. 結果① レジストされた回数だけ短くなる</a><a href="#silence2-4">4. 結果② 目減りは時間で戻る ── 1分に1回分</a><a href="#silence2-5">5. 結果③ 命中を重ねても短くならない</a><a href="#silence2-6">6. すべてをまとめた式 ── 15本を誤差0.3%で再現</a><a href="#silence2-7">7. 3つの謎の答え合わせ</a><a href="#silence2-8">8. FF11用語辞典の記述との突き合わせ</a><a href="#silence2-9">9. まとめ</a>〓 1. 前回のおさらい ── 3つの謎前回の記事の§9で、「まだ分かっていない3つのこと」を挙げました。謎前回の時点今回① 短縮の量（倍率か固定減算か）不明解明② レジストされた詠唱も数えるのか仮説解明③ 回数のリセット条件不明解明全部に答えが出ました。特に③の答えは、想像していたどの候補とも違いました。〓 2. 検証の方法 ── どうやって測ったのかやったことは単純です。同じ条件で戦闘を繰り返し、サイレスの効果時間だけを測り続けました。ただし精度には徹底的にこだわりました。〓 2-1. 測り方の3点セット1. パライズIIを同じ戦闘で必ず併用する（対照実験）サイレスとパライズIIは基本効果時間が同じ120秒の弱体です。同じ戦闘でパライズIIも掛けておけば、装備・アビリティ・敵の個体差が全部打ち消せます。実際、パライズIIは全戦闘で353〜354秒（サボトゥールなし時）にぴたりと揃い続けました。この安定が、サイレス側の変動が本物である証拠になります。2. 効果時間はログの2行の間隔で測る「→敵は、静寂の状態になった！」から「敵は、静寂状態から回復した。」まで。録画した動画をコマ送りで読み取り、0.1秒未満の精度で確定しています。3. レジスト回数はログの並びで数える詠唱→発動→レジスト（または着弾）の並びを1件ずつ追いかけて、着弾までに何回レジストされたかを確定します。〓 2-2. 検証に使った敵敵サイレスへの耐性Vyala（ギアスフェットNM）耐性あり。レジストハック2回分を入れないと命中しないLustful Lydia（ギアスフェットNM）耐性なし。1発で命中するEschan Tarichuk（エスカ・ジ・タの雑魚）耐性なし〓 2-3. 実測15本の一覧約1週間で15本の戦闘を録画しました。条件を1つずつ変えながらの実測です。動画と条件レジストサイレス実測① サボあり・カイロンあり1回438.60秒② サボあり・カイロンなし2回424.60秒③ サボなし・カイロンあり8回136.10秒（ハーフ）④ スタイミー・ハック00回195.40秒（ハーフ）⑤ サボなし・カイロンなし5回298.20秒⑥ サボなし・カイロンあり7回278.10秒⑦ サボなし・カイロンあり2回339.75秒⑧ スタイミー・サボあり・カイロンあり・ハック済2回464.40秒⑨ サボなし・カイロンなし5回299.60秒⑩ サボなし・カイロンあり5回300.35秒⑪ 雑魚・スタイミー0回395.60秒⑫ レジスト後に2分あけ4回331.65秒⑬ レジスト後に5分あけ4回353.25秒⑭ レジスト後に4分あけ4回353.45秒⑮ Lydiaに連続2回命中0回353.45秒 × 2回〓 補足 効果時間はログ行を起点に測っているため、理論値より一律5秒ほど短く出ます（測り方の問題で、仕組みの話には影響しません）。本記事では「素の効果時間」をログ基準の約353.6秒（サボトゥールなし・フル命中時）として扱います。なお動画③は、魔法命中不足でハーフレジストをくらってしまいました。同じ敵・同じ術者でも、最長438.6秒 vs 最短136.1秒＝3.2倍の差が出ています。これが今回解明した現象です。〓 素の効果時間の内訳 <a href="https://wiki.ffo.jp/html/676.html" target="_blank">FF11用語辞典の弱体魔法の項</a>に効果時間の計算式があります。効果時間 ＝ {(基礎効果時間 × サボトゥール補正) ＋ メリポ ＋ ジョブポ} × コンポージャー性能アップ × 弱体魔法の効果時間 × 弱体魔法効果時間。筆者の装備はエンピリアン装束4部位（頭・胴・手・足）＝コンポージャー性能アップ+35%、弱体魔法の効果時間+25%、弱体魔法効果時間+25%。メリポ（+30秒）とジョブポ（+20秒）は振り切りです。サイレス・パライズII（基礎120秒）のサボトゥールなしは(120+30+20)×1.35×1.25×1.25＝約358.6秒。ログ基準では5秒ほど短く出るため、本記事の素の効果時間は約353.6秒になります。サボトゥールあり（対NMは+25%。エンピリアン両手装備でさらに強化）では理論約457秒＝ログ基準の約452.3秒です。〓 3. 結果① レジストされた回数だけ短くなる（1回 −3.2%）まず、前回の仮説の本丸です。サイレスがレジストされるたびに、最終的に着弾したときの効果時間が短くなっていました。削れ方は1回につき×0.968（約−3.2%）の乗算です。〓 3-1. 決定打は「同条件でレジスト回数だけ違う2本」⑦と⑩は、サボトゥールなし・カイロンホーズあり・フル命中と、条件が完全に同じです。違うのは着弾までのレジスト回数だけ。それで効果時間が39.4秒も違いました。同条件・レジスト回数だけ違う（素の353.6秒を100%とした長さ）⑦ レジスト2回339.75秒⑩ レジスト5回300.35秒3回ぶんの差で 39.4秒（11.6%）短い。0.968の3乗＝約9.3%減とほぼ一致します。〓 3-2. レジスト5回の3本が、同じ長さに揃ったさらに強い証拠がこれです。レジスト5回で着弾した3本（⑤⑨⑩）は、効果時間が298.20／299.60／300.35秒と、ばらつき0.7%に収まりました。3本の条件の違いはカイロンホーズの有無だけです。カイロンホーズは「レジストハック+1」（ハック1回の発生で2回分になる）でレジスト回数の積み上げ方が変わるだけなので、装備は実質同一です。レジスト回数が同じなら、同じ長さになる。削れ方にランダム要素はありません。前回の記事で「ランダムではなさそう＝測れば分かるはず」と書いたとおりでした。〓 検証動画（限定公開）<a href="https://youtu.be/1cofdPtKpbc" target="_blank">〓 ⑦ サボなし　カイロンホーズあり　食事あり</a><a href="https://youtu.be/zaYx9A4_hkg" target="_blank">〓 ⑩ サボなし　カイロンホーズあり　食事あり2</a><a href="https://youtu.be/m0LIA03_Fvg" target="_blank">〓 ⑤ サボなし　カイロンホーズなし</a><a href="https://youtu.be/1Xldjp6j7TY" target="_blank">〓 ⑨ サボなし　カイロンホーズなし　食事あり</a>いずれもVyala戦。レジスト回数はログの並びで確定しています。〓 4. 結果② 目減りは時間で戻る ── 1分に1回分（新発見）ここからが、今回いちばん驚いた話です。〓 4-1. 1本だけ説明のつかない動画があった式を組み上げていく途中、⑦だけがどうしても+2.5%浮いていました。レジスト2回なら331秒のはずが、実測339.75秒。他の10本は誤差1.3%以内で揃うのに、この1本だけが外れる。⑦のログを見返して、1つだけ他と違う点に気づきました。レジストされたあと、食事を探してメニューを開いていたせいで、着弾まで46秒の空白があったのです。他の本は全部、レジスト直後に掛け直して着弾させていました。もしかして──レジストで積んだ目減りは、時間が経つと薄れるのではないか？〓 4-2. 「待ち時間だけを変える」実験で決着この仮説は実験で白黒つけられます。わざとレジストを4回させてから、着弾までの待ち時間だけを変えて3本測りました。もし目減りが永続なら、3本とも310秒になるはずです。レジスト4回のあと、待ち時間だけを変えた3本⑫ 2分あけ約2回分に減っていた331.65秒⑭ 4分あけ完全に消えていた353.45秒⑬ 5分あけ完全に消えていた353.25秒永続なら3本とも310.5秒のはず。2分で半分、4分でゼロ＝きれいに時間比例で回復しています。目減りは「約1分でレジスト1回分」のペースで回復し、下限なしで最後まで消える。⑦の46秒（0.77回分回復）、⑫の131秒（2.03回分回復）、⑭の241秒（4回分完全回復）、⑬の311秒（同）──4本すべてが「1分に1回分」の直線に乗ります。⑦の+2.5%は外れ値ではなく、この仕様を最初に教えてくれた1本でした。〓 実戦での意味 連続で撃っている間は回復する暇がないので、「掛け続けると短くなる」体感はそのまま正しいです。ただしその目減りは敵に永続で刻まれるものではなく、手を止めれば1分に1回分ずつ消えていきます。〓 検証動画（限定公開）<a href="https://youtu.be/0BIAxDMkEhI" target="_blank">〓 ⑫ サイレス2分あけ</a><a href="https://youtu.be/dhUeo5l2QzA" target="_blank">〓 ⑭ サイレス4分あけ</a><a href="https://youtu.be/gseOi8piwL8" target="_blank">〓 ⑬ サイレス5分あけ</a>⑫⑬⑭とも Vyala戦・サボなし・カイロンあり。レジスト4回→待ち→着弾の構成です。🔁 5. 結果③ 命中を重ねても短くならない最後にもう1つ、白黒つけておきたいことがありました。「命中そのものを重ねると短くなっていくのか？」です。FF11用語辞典の「30回目以降は効果時間が0に近くなる」という記述が本当なら、命中のたびに何かが積み上がっているはずです。検証はシンプルです。耐性のないLustful Lydiaにフルで命中→切れるのを待つ→切れた6.7秒後に掛け直して2回目を命中させました。1回目と2回目の長さを比べます。同じ戦闘での1回目と2回目（⑮）1回目の命中353.45秒2回目の命中切れの6.7秒後に着弾353.45秒0.01秒単位まで完全に同一でした。命中を重ねても、効果時間は1ミリも短くなりませんでした。「切れてから掛け直す」使い方なら、何回目でも素の長さです。ついでに、この戦闘中に他の魔法（パライズII等）が十数回レジストされていましたが、サイレスには影響ゼロでした。レジストのカウントは魔法ごとに別々です。〓 検証動画（限定公開）<a href="https://youtu.be/Lck6YCVVOyM" target="_blank">〓 ⑮ サイレス〓サイレス</a>🧮 6. すべてをまとめた式 ── 15本を誤差0.3%で再現以上の結果を1本の式にまとめると、こうなります。ハーフレジスト（効果時間半分）は従来どおりの仕様として式に含めています。サイレスの効果時間 ＝素の効果時間（サボなし 約353.6秒 ／ サボあり 約452.3秒）× 0.968 ^ 実効レジスト回数（1回 −3.2%）× フル 1.0 ／ ハーフ 0.5＋ スタイミー使用時 +42秒実効レジスト回数 ＝ レジスト回数 − 最終レジストからの経過時間（分）（下限0。約1分で1回分回復するため）この式で、条件がバラバラの15本（着弾16回）すべてを平均誤差約0.3%・最大1.3%で再現できました。パライズIIとの対照が無くても秒数を言い当てられる、自立した式になっています。動画式の予測実測①437.8秒438.60秒②423.8秒424.60秒③（ハーフ）136.3秒136.10秒④（ハーフ）197.9秒195.40秒⑤300.5秒298.20秒⑥281.6秒278.10秒⑦（46秒あけ）339.8秒339.75秒⑧（スタイミー）463.4秒464.40秒⑨300.5秒299.60秒⑩300.5秒300.35秒⑪（雑魚・スタイミー）395.8秒395.60秒⑫（2分あけ）333.3秒331.65秒⑬（5分あけ）353.6秒353.25秒⑭（4分あけ）353.6秒353.45秒⑮（連続2回とも）353.6秒353.45秒〓 レジストハックの位置づけ ハックそのものは効果時間に一切影響しません。ただしハックが早く出れば少ないレジストで着弾できるので、結果として長さを左右します。「掛け続けると短くなる」の正体は、掛け続けている＝レジストされ続けているから、です。〓 7. 3つの謎の答え合わせ前回の謎答え① 短縮の量（倍率か固定減算か）乗算。1回×0.968（−3.2%）。サボあり（土台約452秒）でもなし（約354秒）でも同じ×0.968で全15本が再現できる＝引き算ではなく割合② レジストされた詠唱も数えるのか数える。仮説はほぼ正解。ただし正確には「ハックが出たか」ではなく「着弾までにレジストされた回数」が効く③ 回数のリセット条件時間。約1分に1回分ずつ勝手に消える。戦闘終了を待つまでもなく、レジスト回数ぶんの分数（4回なら約4分）を放置すれば完全リセット前回の記事のArebati戦の観測（理論457秒→実測約380秒＝×0.83）も、この式で説明がつきます。開幕にサイレスを8回撃ってレジスト5〜7回、というのは0.968の5〜7乗＝0.85〜0.80。まさにあの「中途半端な0.83倍」の帯です。〓 7-1. 読者の報告が、式の再現になっていました前回の記事のコメント欄に、お二人からデータの報告をいただきました。実は今回の式を当てはめると、お二人の数字がどちらも×0.968の梯子にぴたりと乗ります。Mさんの報告（ギアスフェットNM・ハック1回）: パライズII 404秒に対してサイレス392秒 ＝ ×0.970。式の予測404×0.968＝391.1秒と差0.9秒。名前未入力さんの報告（Arebati・フルヒット7:14基準）: 報告6本の効果時間（6:47／6:34〜35×3／6:22×2）が、それぞれ×0.968の2乗・3乗・4乗と0.3〜1.3秒差で一致。別のプレイヤー・別の装備・別の環境で同じ0.968が出ている＝再現性の第一歩が、すでにコメント欄で取れていました。ご報告ありがとうございました。〓 8. FF11用語辞典の記述との突き合わせ<a href="https://wiki.ffo.jp/html/1723.html" target="_blank">FF11用語辞典のサイレスの項</a>には、こう書かれています。「同一の敵にサイレスを掛け続けると、効果時間が短くなる…30回目以降は、効果時間が0に近くなり、命中と切れるログが同時に出るような状態となるだろう」。今回の実測と突き合わせると、評価は半々です。記述実測との照合「掛け続けると短くなる」本当でした。レジストされ続けながら掛け続ければ、そのとおり短くなります「30回目以降はほぼ0になる」実測とは相容れません（下記）「30回でほぼ0」が成立しない理由は2つあります。1. 命中を挟むと、積み上げがリセットされる。命中すると効果が続く数分間は掛け直せず、その間に目減りは時間回復で大きく戻ります（結果②）。30回の途中に命中が1回でも混ざれば、そこで振り出しに近い状態です。2. 全部レジストでも届かない。最も有利な「29連続レジスト→30回目に命中」でも、0.968の29乗＝約38%残ります。「ほぼ0・命中と切れが同時」には程遠い数字です。ただし筆者の実測はレジスト0〜8回の範囲です。9回以上の未測定領域で減衰が加速する可能性までは否定できません。それでも、命中を挟んだ瞬間にリセットされる以上、「30回目以降は（毎回）ほぼ0」という書き方が成立しないことは、実測から言い切れます。〓 9. まとめ短くなる正体はレジスト回数。そして目減りは時間で戻る。〓 着弾までのレジスト回数 ── 1回につき−3.2%（×0.968）〓 目減りは1分に1回分回復 ── 回数ぶんの時間で完全に消える。永続ではない🔁 命中を重ねても短くならない ── 切れてから掛け直せば何回でも素の長さ🧮 この式で実測15本すべてを誤差0.3%で再現前回「まだ分からないことだらけ」と書いた話は、コメント欄の報告と15本の実測で、ここまで来ました。データを寄せてくださったお二人に、あらためてお礼申し上げます。もちろん、これは筆者の環境・実測範囲での結論です。「うちではこうだった」というデータがあれば、今回も大歓迎です。特にレジスト9回以上の帯はまだ誰も測っていない領域です。<a href="https://jinko0914.seesaa.net/article/521239314.html">〓 前回の記事「そのサイレス、何回撃ちましたか？」はこちら</a>

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<div style="background: linear-gradient(135deg,#1a1330 0%,#2e2350 55%,#43356e 100%); border-radius: 14px; padding: 26px 20px 24px 20px; margin: 0 0 16px 0; box-shadow: 0 4px 14px rgba(0,0,0,0.28); text-align: center;"><div style="display: inline-block; background: rgba(255,255,255,0.13); color: #ffd54f; font-size: 12px; font-weight: bold; padding: 4px 14px; border-radius: 20px; letter-spacing: 1.5px; margin-bottom: 14px;">赤魔道士 ─ 弱体魔法の効果時間・検証編</div><div style="font-size: 46px; line-height: 1; margin: 4px 0 10px 0;">🔇</div><div style="color: #ffffff; font-size: 25px; font-weight: bold; line-height: 1.45; text-shadow: 0 2px 6px rgba(0,0,0,0.45);">サイレスはなぜ短くなるのか</div><div style="color: #b39ddb; font-size: 17px; font-weight: bold; line-height: 1.6; margin-top: 6px; text-shadow: 0 2px 6px rgba(0,0,0,0.45);">実測15本による答え合わせ</div><div style="color: #d1c4e9; font-size: 13px; margin-top: 14px; line-height: 1.75;">前回の記事で立てた仮説を、動画15本で検証しました。<br />答えが出ました。正直、驚きました。</div></div><div style="border: 1px solid #b3d7ea; background: #eef6fb; border-radius: 10px; padding: 10px 14px; margin: 0 0 14px 0; line-height: 1.7; font-size: 14px;"><span style="display: inline-block; background: #1565c0; color: #ffffff; border-radius: 4px; padding: 2px 9px; font-weight: bold; font-size: 12px; margin-right: 8px;">EN</span><a href="https://jinko0914.seesaa.net/article/521302994.html" style="color: #1565c0; font-weight: bold; text-decoration: none;">Read this article in English 〓</a></div><div style="margin: 0 0 14px 0;"><span style="display: inline-block; background: #ffebee; color: #c62828; border-radius: 4px; padding: 2px 10px; font-weight: bold; font-size: 13px; margin-right: 8px;">2026/8/7 公開</span></div><div style="line-height: 1.95; margin: 10px 0;">前回の記事「<a href="https://jinko0914.seesaa.net/article/521239314.html">そのサイレス、何回撃ちましたか？</a>」で、サイレスの効果時間が理論値より中途半端に短くなる謎について、仮説を立てました。「<strong>レジストされた詠唱も、回数として数えられているのではないか</strong>」という仮説です。</div><div style="line-height: 1.95; margin: 10px 0;">今回、その答え合わせをしました。戦闘動画を15本撮り、ログをコマ送りで読み取って、効果時間を0.1秒単位で測りました。結果、前回の記事で「まだ分かっていない」と書いた3つの問いに、<strong>すべて答えが出ました</strong>。</div><div style="background: linear-gradient(135deg,#1b5e20,#2e7d32); border-radius: 14px; padding: 20px 18px; margin: 18px 0; box-shadow: 0 4px 12px rgba(0,0,0,0.22);"><div style="color: #ffd54f; font-size: 14px; font-weight: bold; letter-spacing: 1px; margin-bottom: 12px;">〓 結論 ── 短くなる正体はレジスト回数。そして目減りは時間で戻る</div><div style="background: rgba(255,255,255,0.94); border-radius: 10px; padding: 14px 16px; line-height: 2.0; color: #212121;"><div style="margin: 4px 0;"><span style="display: inline-block; background: #c62828; color: #fff; border-radius: 50%; width: 24px; height: 24px; text-align: center; line-height: 24px; font-weight: bold; font-size: 13px; margin-right: 8px;">1</span><strong>着弾までにレジストされた回数だけ短くなる。</strong>1回につき <strong>−3.2%</strong>（×0.968の乗算）</div><div style="margin: 4px 0;"><span style="display: inline-block; background: #1565c0; color: #fff; border-radius: 50%; width: 24px; height: 24px; text-align: center; line-height: 24px; font-weight: bold; font-size: 13px; margin-right: 8px;">2</span><strong>この目減りは永続ではない。</strong>撃つのをやめると<strong>1分に1回分</strong>ずつ戻っていく（今回の検証で一番驚いた発見です）</div><div style="margin-top: 10px; padding-top: 10px; border-top: 1px dashed #bdbdbd; font-size: 14px; color: #455a64;">レジストハックそのものは効果時間に影響しません。「掛け続けると短くなる」の正体は、掛け続けている＝レジストされ続けているから、でした。</div></div></div><div style="line-height: 1.95; margin: 10px 0;">どうやって測ったのか。何が起きていたのか。以下、順番にお見せします。検証に使った動画はすべてYouTube（限定公開）に上げてあり、各節にリンクを付けています。</div><a name="more"></a><div style="border: 1px solid #dce8c8; background: #f6fbef; border-radius: 10px; padding: 14px 16px; margin: 0 0 18px 0; line-height: 2.0;"><div style="font-weight: bold; color: #33691e; margin-bottom: 6px;">〓 目次</div><div style="margin: 2px 0;"><a style="color: #33691e; text-decoration: none;" href="#silence2-1">1. 前回のおさらい ── 3つの謎</a></div><div style="margin: 2px 0;"><a style="color: #33691e; text-decoration: none;" href="#silence2-2">2. 検証の方法 ── どうやって測ったのか</a></div><div style="margin: 2px 0;"><a style="color: #33691e; text-decoration: none;" href="#silence2-3">3. 結果① レジストされた回数だけ短くなる</a></div><div style="margin: 2px 0;"><a style="color: #33691e; text-decoration: none;" href="#silence2-4">4. 結果② 目減りは時間で戻る ── 1分に1回分</a></div><div style="margin: 2px 0;"><a style="color: #33691e; text-decoration: none;" href="#silence2-5">5. 結果③ 命中を重ねても短くならない</a></div><div style="margin: 2px 0;"><a style="color: #33691e; text-decoration: none;" href="#silence2-6">6. すべてをまとめた式 ── 15本を誤差0.3%で再現</a></div><div style="margin: 2px 0;"><a style="color: #33691e; text-decoration: none;" href="#silence2-7">7. 3つの謎の答え合わせ</a></div><div style="margin: 2px 0;"><a style="color: #33691e; text-decoration: none;" href="#silence2-8">8. FF11用語辞典の記述との突き合わせ</a></div><div style="margin: 2px 0;"><a style="color: #33691e; text-decoration: none;" href="#silence2-9">9. まとめ</a></div></div><h4 id="silence2-1" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 1px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">〓 1. 前回のおさらい ── 3つの謎</h4><div style="line-height: 1.95; margin: 10px 0;">前回の記事の§9で、「まだ分かっていない3つのこと」を挙げました。</div><table style="width: 100%; border-collapse: collapse; margin: 12px 0; font-size: 14px;"><thead><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">謎</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">前回の時点</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">今回</th></tr></thead><tbody><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>① 短縮の量</strong>（倍率か固定減算か）</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">不明</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>解明</strong></td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><strong>② レジストされた詠唱も数えるのか</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">仮説</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><strong>解明</strong></td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>③ 回数のリセット条件</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">不明</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>解明</strong></td></tr></tbody></table><div style="line-height: 1.95; margin: 10px 0;">全部に答えが出ました。特に③の答えは、想像していたどの候補とも違いました。</div><h4 id="silence2-2" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 1px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">〓 2. 検証の方法 ── どうやって測ったのか</h4><div style="line-height: 1.95; margin: 10px 0;">やったことは単純です。<strong>同じ条件で戦闘を繰り返し、サイレスの効果時間だけを測り続けました</strong>。ただし精度には徹底的にこだわりました。</div><h5 id="silence2-2-1" style="background: #e8f5e9; color: #33691e; font-size: 17px; font-weight: bold; padding: 8px 14px; border-left: 6px solid #8bc34a; border-radius: 4px; margin: 24px 0 12px 0;">〓 2-1. 測り方の3点セット</h5><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.95;"><div style="margin: 4px 0;"><strong>1. パライズIIを同じ戦闘で必ず併用する（対照実験）</strong><br />サイレスとパライズIIは基本効果時間が同じ120秒の弱体です。同じ戦闘でパライズIIも掛けておけば、装備・アビリティ・敵の個体差が全部打ち消せます。実際、パライズIIは全戦闘で353〜354秒（サボトゥールなし時）にぴたりと揃い続けました。<strong>この安定が、サイレス側の変動が本物である証拠になります</strong>。</div><div style="margin: 10px 0 4px 0;"><strong>2. 効果時間はログの2行の間隔で測る</strong><br />「→敵は、静寂の状態になった！」から「敵は、静寂状態から回復した。」まで。録画した動画をコマ送りで読み取り、<strong>0.1秒未満の精度</strong>で確定しています。</div><div style="margin: 10px 0 4px 0;"><strong>3. レジスト回数はログの並びで数える</strong><br />詠唱→発動→レジスト（または着弾）の並びを1件ずつ追いかけて、着弾までに何回レジストされたかを確定します。</div></div><h5 id="silence2-2-2" style="background: #e8f5e9; color: #33691e; font-size: 17px; font-weight: bold; padding: 8px 14px; border-left: 6px solid #8bc34a; border-radius: 4px; margin: 24px 0 12px 0;">〓 2-2. 検証に使った敵</h5><table style="width: 100%; border-collapse: collapse; margin: 12px 0; font-size: 14px;"><thead><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">敵</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">サイレスへの耐性</th></tr></thead><tbody><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>Vyala</strong>（ギアスフェットNM）</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>耐性あり</strong>。レジストハック2回分を入れないと命中しない</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><strong>Lustful Lydia</strong>（ギアスフェットNM）</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><strong>耐性なし</strong>。1発で命中する</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Eschan Tarichuk（エスカ・ジ・タの雑魚）</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">耐性なし</td></tr></tbody></table><h5 id="silence2-2-3" style="background: #e8f5e9; color: #33691e; font-size: 17px; font-weight: bold; padding: 8px 14px; border-left: 6px solid #8bc34a; border-radius: 4px; margin: 24px 0 12px 0;">〓 2-3. 実測15本の一覧</h5><div style="line-height: 1.95; margin: 10px 0;">約1週間で15本の戦闘を録画しました。条件を1つずつ変えながらの実測です。</div><table style="width: 100%; border-collapse: collapse; margin: 12px 0; font-size: 14px;"><thead><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">動画と条件</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">レジスト</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">サイレス実測</th></tr></thead><tbody><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">① サボあり・カイロンあり</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">1回</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">438.60秒</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">② サボあり・カイロンなし</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">2回</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">424.60秒</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">③ サボなし・カイロンあり</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">8回</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>136.10秒</strong>（ハーフ）</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">④ スタイミー・ハック0</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">0回</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><strong>195.40秒</strong>（ハーフ）</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">⑤ サボなし・カイロンなし</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">5回</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">298.20秒</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">⑥ サボなし・カイロンあり</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">7回</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">278.10秒</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">⑦ サボなし・カイロンあり</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">2回</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">339.75秒</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">⑧ スタイミー・サボあり・カイロンあり・ハック済</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">2回</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">464.40秒</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">⑨ サボなし・カイロンなし</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">5回</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">299.60秒</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">⑩ サボなし・カイロンあり</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">5回</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">300.35秒</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">⑪ 雑魚・スタイミー</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">0回</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">395.60秒</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">⑫ レジスト後に<strong>2分あけ</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">4回</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">331.65秒</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">⑬ レジスト後に<strong>5分あけ</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">4回</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">353.25秒</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">⑭ レジスト後に<strong>4分あけ</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">4回</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">353.45秒</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">⑮ Lydiaに<strong>連続2回</strong>命中</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">0回</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">353.45秒 × 2回</td></tr></tbody></table><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 12px 16px; margin: 12px 0; line-height: 1.9;"><span style="font-weight: bold; color: #1565c0;">〓 補足</span> 効果時間はログ行を起点に測っているため、理論値より一律5秒ほど短く出ます（測り方の問題で、仕組みの話には影響しません）。本記事では「素の効果時間」をログ基準の<strong>約353.6秒</strong>（サボトゥールなし・フル命中時）として扱います。なお動画③は、魔法命中不足でハーフレジストをくらってしまいました。同じ敵・同じ術者でも、<strong>最長438.6秒 vs 最短136.1秒＝3.2倍</strong>の差が出ています。これが今回解明した現象です。</div><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 12px 16px; margin: 12px 0; line-height: 1.9;"><span style="font-weight: bold; color: #1565c0;">〓 素の効果時間の内訳</span> <a href="https://wiki.ffo.jp/html/676.html" target="_blank" rel="noopener">FF11用語辞典の弱体魔法の項</a>に効果時間の計算式があります。<strong>効果時間 ＝ {(基礎効果時間 × サボトゥール補正) ＋ メリポ ＋ ジョブポ} × コンポージャー性能アップ × 弱体魔法の効果時間 × 弱体魔法効果時間</strong>。筆者の装備はエンピリアン装束4部位（頭・胴・手・足）＝コンポージャー性能アップ+35%、弱体魔法の効果時間+25%、弱体魔法効果時間+25%。メリポ（+30秒）とジョブポ（+20秒）は振り切りです。サイレス・パライズII（基礎120秒）のサボトゥールなしは<strong>(120+30+20)×1.35×1.25×1.25＝約358.6秒</strong>。ログ基準では5秒ほど短く出るため、本記事の素の効果時間は<strong>約353.6秒</strong>になります。サボトゥールあり（対NMは+25%。エンピリアン両手装備でさらに強化）では理論約457秒＝ログ基準の<strong>約452.3秒</strong>です。</div><h4 id="silence2-3" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 1px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">〓 3. 結果① レジストされた回数だけ短くなる（1回 −3.2%）</h4><div style="line-height: 1.95; margin: 10px 0;">まず、前回の仮説の本丸です。<strong>サイレスがレジストされるたびに、最終的に着弾したときの効果時間が短くなっていました</strong>。削れ方は1回につき×0.968（約−3.2%）の乗算です。</div><h5 id="silence2-3-1" style="background: #e8f5e9; color: #33691e; font-size: 17px; font-weight: bold; padding: 8px 14px; border-left: 6px solid #8bc34a; border-radius: 4px; margin: 24px 0 12px 0;">〓 3-1. 決定打は「同条件でレジスト回数だけ違う2本」</h5><div style="line-height: 1.95; margin: 10px 0;">⑦と⑩は、サボトゥールなし・カイロンホーズあり・フル命中と、条件が完全に同じです。違うのは着弾までのレジスト回数だけ。それで効果時間が39.4秒も違いました。</div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fafafa;"><div style="font-weight: bold; color: #37474f; margin-bottom: 10px;">同条件・レジスト回数だけ違う（素の353.6秒を100%とした長さ）</div><div style="margin: 8px 0;"><div style="font-size: 13px; font-weight: bold; margin-bottom: 3px;">⑦ レジスト2回</div><div style="background: #eceff1; border-radius: 6px; overflow: hidden;"><div style="background: #43a047; color: #ffffff; font-size: 13px; font-weight: bold; padding: 5px 10px; border-radius: 6px; width: 96%; white-space: nowrap;">339.75秒</div></div></div><div style="margin: 8px 0;"><div style="font-size: 13px; font-weight: bold; margin-bottom: 3px;">⑩ レジスト5回</div><div style="background: #eceff1; border-radius: 6px; overflow: hidden;"><div style="background: #ef6c00; color: #ffffff; font-size: 13px; font-weight: bold; padding: 5px 10px; border-radius: 6px; width: 85%; white-space: nowrap;">300.35秒</div></div></div><div style="font-size: 12px; color: #607d8b; margin-top: 8px; line-height: 1.7;">3回ぶんの差で 39.4秒（11.6%）短い。0.968の3乗＝約9.3%減とほぼ一致します。</div></div><h5 id="silence2-3-2" style="background: #e8f5e9; color: #33691e; font-size: 17px; font-weight: bold; padding: 8px 14px; border-left: 6px solid #8bc34a; border-radius: 4px; margin: 24px 0 12px 0;">〓 3-2. レジスト5回の3本が、同じ長さに揃った</h5><div style="line-height: 1.95; margin: 10px 0;">さらに強い証拠がこれです。レジスト5回で着弾した3本（⑤⑨⑩）は、効果時間が<strong>298.20／299.60／300.35秒</strong>と、ばらつき0.7%に収まりました。3本の条件の違いはカイロンホーズの有無だけです。カイロンホーズは「レジストハック+1」（ハック1回の発生で2回分になる）でレジスト回数の積み上げ方が変わるだけなので、装備は実質同一です。</div><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 14px 16px; margin: 12px 0; line-height: 1.95;"><strong>レジスト回数が同じなら、同じ長さになる。</strong>削れ方にランダム要素はありません。前回の記事で「ランダムではなさそう＝測れば分かるはず」と書いたとおりでした。</div><div style="background: #eceff1; border: 1px solid #cfd8dc; border-radius: 10px; padding: 10px 14px; margin: 12px 0; line-height: 1.7; font-size: 14px;"><div style="font-weight: bold; color: #37474f; margin-bottom: 4px;">〓 検証動画（限定公開）</div><div style="margin: 4px 0;"><a style="color: #1565c0; font-weight: bold; text-decoration: none;" href="https://youtu.be/1cofdPtKpbc" target="_blank" rel="noopener">〓 ⑦ サボなし　カイロンホーズあり　食事あり</a></div><div style="margin: 4px 0;"><a style="color: #1565c0; font-weight: bold; text-decoration: none;" href="https://youtu.be/zaYx9A4_hkg" target="_blank" rel="noopener">〓 ⑩ サボなし　カイロンホーズあり　食事あり2</a></div><div style="margin: 4px 0;"><a style="color: #1565c0; font-weight: bold; text-decoration: none;" href="https://youtu.be/m0LIA03_Fvg" target="_blank" rel="noopener">〓 ⑤ サボなし　カイロンホーズなし</a></div><div style="margin: 4px 0;"><a style="color: #1565c0; font-weight: bold; text-decoration: none;" href="https://youtu.be/1Xldjp6j7TY" target="_blank" rel="noopener">〓 ⑨ サボなし　カイロンホーズなし　食事あり</a></div><div style="font-size: 12px; color: #607d8b; margin-top: 6px;">いずれもVyala戦。レジスト回数はログの並びで確定しています。</div></div><h4 id="silence2-4" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 1px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">〓 4. 結果② 目減りは時間で戻る ── 1分に1回分（新発見）</h4><div style="line-height: 1.95; margin: 10px 0;">ここからが、今回いちばん驚いた話です。</div><h5 id="silence2-4-1" style="background: #e8f5e9; color: #33691e; font-size: 17px; font-weight: bold; padding: 8px 14px; border-left: 6px solid #8bc34a; border-radius: 4px; margin: 24px 0 12px 0;">〓 4-1. 1本だけ説明のつかない動画があった</h5><div style="line-height: 1.95; margin: 10px 0;">式を組み上げていく途中、⑦だけがどうしても+2.5%浮いていました。レジスト2回なら331秒のはずが、実測339.75秒。他の10本は誤差1.3%以内で揃うのに、この1本だけが外れる。</div><div style="line-height: 1.95; margin: 10px 0;">⑦のログを見返して、1つだけ他と違う点に気づきました。<strong>レジストされたあと、食事を探してメニューを開いていたせいで、着弾まで46秒の空白があった</strong>のです。他の本は全部、レジスト直後に掛け直して着弾させていました。</div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.95;">もしかして──<strong>レジストで積んだ目減りは、時間が経つと薄れるのではないか？</strong></div><h5 id="silence2-4-2" style="background: #e8f5e9; color: #33691e; font-size: 17px; font-weight: bold; padding: 8px 14px; border-left: 6px solid #8bc34a; border-radius: 4px; margin: 24px 0 12px 0;">〓 4-2. 「待ち時間だけを変える」実験で決着</h5><div style="line-height: 1.95; margin: 10px 0;">この仮説は実験で白黒つけられます。<strong>わざとレジストを4回させてから、着弾までの待ち時間だけを変えて3本測りました</strong>。もし目減りが永続なら、3本とも310秒になるはずです。</div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fafafa;"><div style="font-weight: bold; color: #37474f; margin-bottom: 10px;">レジスト4回のあと、待ち時間だけを変えた3本</div><div style="margin: 8px 0;"><div style="font-size: 13px; font-weight: bold; margin-bottom: 3px;">⑫ 2分あけ<span style="color: #78909c; font-size: 12px; margin-left: 8px;">約2回分に減っていた</span></div><div style="background: #eceff1; border-radius: 6px; overflow: hidden;"><div style="background: #ef6c00; color: #ffffff; font-size: 13px; font-weight: bold; padding: 5px 10px; border-radius: 6px; width: 94%; white-space: nowrap;">331.65秒</div></div></div><div style="margin: 8px 0;"><div style="font-size: 13px; font-weight: bold; margin-bottom: 3px;">⑭ 4分あけ<span style="color: #78909c; font-size: 12px; margin-left: 8px;">完全に消えていた</span></div><div style="background: #eceff1; border-radius: 6px; overflow: hidden;"><div style="background: #43a047; color: #ffffff; font-size: 13px; font-weight: bold; padding: 5px 10px; border-radius: 6px; width: 100%; white-space: nowrap;">353.45秒</div></div></div><div style="margin: 8px 0;"><div style="font-size: 13px; font-weight: bold; margin-bottom: 3px;">⑬ 5分あけ<span style="color: #78909c; font-size: 12px; margin-left: 8px;">完全に消えていた</span></div><div style="background: #eceff1; border-radius: 6px; overflow: hidden;"><div style="background: #43a047; color: #ffffff; font-size: 13px; font-weight: bold; padding: 5px 10px; border-radius: 6px; width: 100%; white-space: nowrap;">353.25秒</div></div></div><div style="font-size: 12px; color: #607d8b; margin-top: 8px; line-height: 1.7;">永続なら3本とも310.5秒のはず。2分で半分、4分でゼロ＝きれいに時間比例で回復しています。</div></div><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 14px 16px; margin: 12px 0; line-height: 1.95;"><div style="font-size: 16px; font-weight: bold; color: #33691e;">目減りは「約1分でレジスト1回分」のペースで回復し、下限なしで最後まで消える。</div><div style="margin-top: 8px;">⑦の46秒（0.77回分回復）、⑫の131秒（2.03回分回復）、⑭の241秒（4回分完全回復）、⑬の311秒（同）──4本すべてが「1分に1回分」の直線に乗ります。⑦の+2.5%は外れ値ではなく、この仕様を最初に教えてくれた1本でした。</div></div><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 12px 16px; margin: 12px 0; line-height: 1.9;"><span style="font-weight: bold; color: #1565c0;">〓 実戦での意味</span> 連続で撃っている間は回復する暇がないので、「掛け続けると短くなる」体感はそのまま正しいです。ただしその目減りは敵に永続で刻まれるものではなく、手を止めれば1分に1回分ずつ消えていきます。</div><div style="background: #eceff1; border: 1px solid #cfd8dc; border-radius: 10px; padding: 10px 14px; margin: 12px 0; line-height: 1.7; font-size: 14px;"><div style="font-weight: bold; color: #37474f; margin-bottom: 4px;">〓 検証動画（限定公開）</div><div style="margin: 4px 0;"><a style="color: #1565c0; font-weight: bold; text-decoration: none;" href="https://youtu.be/0BIAxDMkEhI" target="_blank" rel="noopener">〓 ⑫ サイレス2分あけ</a></div><div style="margin: 4px 0;"><a style="color: #1565c0; font-weight: bold; text-decoration: none;" href="https://youtu.be/dhUeo5l2QzA" target="_blank" rel="noopener">〓 ⑭ サイレス4分あけ</a></div><div style="margin: 4px 0;"><a style="color: #1565c0; font-weight: bold; text-decoration: none;" href="https://youtu.be/gseOi8piwL8" target="_blank" rel="noopener">〓 ⑬ サイレス5分あけ</a></div><div style="font-size: 12px; color: #607d8b; margin-top: 6px;">⑫⑬⑭とも Vyala戦・サボなし・カイロンあり。レジスト4回→待ち→着弾の構成です。</div></div><h4 id="silence2-5" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 1px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">🔁 5. 結果③ 命中を重ねても短くならない</h4><div style="line-height: 1.95; margin: 10px 0;">最後にもう1つ、白黒つけておきたいことがありました。「<strong>命中そのものを重ねると短くなっていくのか？</strong>」です。FF11用語辞典の「30回目以降は効果時間が0に近くなる」という記述が本当なら、命中のたびに何かが積み上がっているはずです。</div><div style="line-height: 1.95; margin: 10px 0;">検証はシンプルです。耐性のないLustful Lydiaに<strong>フルで命中→切れるのを待つ→切れた6.7秒後に掛け直して2回目を命中</strong>させました。1回目と2回目の長さを比べます。</div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fafafa;"><div style="font-weight: bold; color: #37474f; margin-bottom: 10px;">同じ戦闘での1回目と2回目（⑮）</div><div style="margin: 8px 0;"><div style="font-size: 13px; font-weight: bold; margin-bottom: 3px;">1回目の命中</div><div style="background: #eceff1; border-radius: 6px; overflow: hidden;"><div style="background: #43a047; color: #ffffff; font-size: 13px; font-weight: bold; padding: 5px 10px; border-radius: 6px; width: 100%; white-space: nowrap;">353.45秒</div></div></div><div style="margin: 8px 0;"><div style="font-size: 13px; font-weight: bold; margin-bottom: 3px;">2回目の命中<span style="color: #78909c; font-size: 12px; margin-left: 8px;">切れの6.7秒後に着弾</span></div><div style="background: #eceff1; border-radius: 6px; overflow: hidden;"><div style="background: #43a047; color: #ffffff; font-size: 13px; font-weight: bold; padding: 5px 10px; border-radius: 6px; width: 100%; white-space: nowrap;">353.45秒</div></div></div><div style="font-size: 12px; color: #607d8b; margin-top: 8px; line-height: 1.7;">0.01秒単位まで完全に同一でした。</div></div><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 14px 16px; margin: 12px 0; line-height: 1.95;"><strong>命中を重ねても、効果時間は1ミリも短くなりませんでした。</strong>「切れてから掛け直す」使い方なら、何回目でも素の長さです。ついでに、この戦闘中に他の魔法（パライズII等）が十数回レジストされていましたが、サイレスには影響ゼロでした。<strong>レジストのカウントは魔法ごとに別々</strong>です。</div><div style="background: #eceff1; border: 1px solid #cfd8dc; border-radius: 10px; padding: 10px 14px; margin: 12px 0; line-height: 1.7; font-size: 14px;"><div style="font-weight: bold; color: #37474f; margin-bottom: 4px;">〓 検証動画（限定公開）</div><div style="margin: 4px 0;"><a style="color: #1565c0; font-weight: bold; text-decoration: none;" href="https://youtu.be/Lck6YCVVOyM" target="_blank" rel="noopener">〓 ⑮ サイレス〓サイレス</a></div></div><h4 id="silence2-6" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 1px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">🧮 6. すべてをまとめた式 ── 15本を誤差0.3%で再現</h4><div style="line-height: 1.95; margin: 10px 0;">以上の結果を1本の式にまとめると、こうなります。ハーフレジスト（効果時間半分）は従来どおりの仕様として式に含めています。</div><div style="background: #263238; color: #eceff1; border-radius: 10px; padding: 16px 18px; margin: 12px 0; font-size: 14px; line-height: 2.1; word-break: break-word;"><div style="color: #ffd54f; font-weight: bold; margin-bottom: 6px;">サイレスの効果時間 ＝</div><div style="margin-left: 12px;">素の効果時間<span style="color: #90a4ae;">（サボなし 約353.6秒 ／ サボあり 約452.3秒）</span></div><div style="margin-left: 12px;">× <strong style="color: #ef9a9a;">0.968 ^ 実効レジスト回数</strong><span style="color: #90a4ae;">（1回 −3.2%）</span></div><div style="margin-left: 12px;">× <strong style="color: #ef9a9a;">フル 1.0 ／ ハーフ 0.5</strong></div><div style="margin-left: 12px;">＋ スタイミー使用時 <strong style="color: #81d4fa;">+42秒</strong></div><div style="margin-top: 10px; padding-top: 8px; border-top: 1px dashed #546e7a; color: #b0bec5; font-size: 13px;">実効レジスト回数 ＝ レジスト回数 − 最終レジストからの経過時間（分）<span style="color: #78909c;">（下限0。約1分で1回分回復するため）</span></div></div><div style="line-height: 1.95; margin: 10px 0;">この式で、条件がバラバラの15本（着弾16回）すべてを<strong>平均誤差約0.3%・最大1.3%</strong>で再現できました。パライズIIとの対照が無くても秒数を言い当てられる、自立した式になっています。</div><table style="width: 100%; border-collapse: collapse; margin: 12px 0; font-size: 14px;"><thead><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">動画</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">式の予測</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">実測</th></tr></thead><tbody><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">①</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">437.8秒</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">438.60秒</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">②</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">423.8秒</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">424.60秒</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">③（ハーフ）</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">136.3秒</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">136.10秒</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">④（ハーフ）</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">197.9秒</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">195.40秒</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">⑤</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">300.5秒</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">298.20秒</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">⑥</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">281.6秒</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">278.10秒</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">⑦（46秒あけ）</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">339.8秒</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">339.75秒</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">⑧（スタイミー）</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">463.4秒</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">464.40秒</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">⑨</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">300.5秒</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">299.60秒</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">⑩</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">300.5秒</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">300.35秒</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">⑪（雑魚・スタイミー）</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">395.8秒</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">395.60秒</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">⑫（2分あけ）</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">333.3秒</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">331.65秒</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">⑬（5分あけ）</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">353.6秒</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">353.25秒</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">⑭（4分あけ）</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">353.6秒</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">353.45秒</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">⑮（連続2回とも）</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">353.6秒</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">353.45秒</td></tr></tbody></table><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 12px 16px; margin: 12px 0; line-height: 1.9;"><span style="font-weight: bold; color: #1565c0;">〓 レジストハックの位置づけ</span> ハックそのものは効果時間に一切影響しません。ただし<strong>ハックが早く出れば少ないレジストで着弾できる</strong>ので、結果として長さを左右します。「掛け続けると短くなる」の正体は、掛け続けている＝レジストされ続けているから、です。</div><h4 id="silence2-7" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 1px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">〓 7. 3つの謎の答え合わせ</h4><table style="width: 100%; border-collapse: collapse; margin: 12px 0; font-size: 14px;"><thead><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">前回の謎</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">答え</th></tr></thead><tbody><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>① 短縮の量</strong>（倍率か固定減算か）</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>乗算。1回×0.968（−3.2%）</strong>。サボあり（土台約452秒）でもなし（約354秒）でも<strong>同じ×0.968</strong>で全15本が再現できる＝引き算ではなく割合</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><strong>② レジストされた詠唱も数えるのか</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><strong>数える。仮説はほぼ正解</strong>。ただし正確には「ハックが出たか」ではなく「着弾までにレジストされた回数」が効く</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>③ 回数のリセット条件</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>時間。約1分に1回分ずつ勝手に消える</strong>。戦闘終了を待つまでもなく、レジスト回数ぶんの分数（4回なら約4分）を放置すれば完全リセット</td></tr></tbody></table><div style="line-height: 1.95; margin: 10px 0;">前回の記事のArebati戦の観測（理論457秒→実測約380秒＝×0.83）も、この式で説明がつきます。開幕にサイレスを8回撃ってレジスト5〜7回、というのは0.968の5〜7乗＝0.85〜0.80。まさにあの「中途半端な0.83倍」の帯です。</div><h5 id="silence2-7-1" style="background: #e8f5e9; color: #33691e; font-size: 17px; font-weight: bold; padding: 8px 14px; border-left: 6px solid #8bc34a; border-radius: 4px; margin: 24px 0 12px 0;">〓 7-1. 読者の報告が、式の再現になっていました</h5><div style="line-height: 1.95; margin: 10px 0;">前回の記事のコメント欄に、お二人からデータの報告をいただきました。実は今回の式を当てはめると、<strong>お二人の数字がどちらも×0.968の梯子にぴたりと乗ります</strong>。</div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.95;"><strong>Mさんの報告</strong>（ギアスフェットNM・ハック1回）: パライズII 404秒に対してサイレス392秒 ＝ ×0.970。式の予測404×0.968＝391.1秒と<strong>差0.9秒</strong>。<br /><strong>名前未入力さんの報告</strong>（Arebati・フルヒット7:14基準）: 報告6本の効果時間（6:47／6:34〜35×3／6:22×2）が、それぞれ<strong>×0.968の2乗・3乗・4乗と0.3〜1.3秒差</strong>で一致。</div><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 14px 16px; margin: 12px 0; line-height: 1.95;">別のプレイヤー・別の装備・別の環境で同じ0.968が出ている＝<strong>再現性の第一歩が、すでにコメント欄で取れていました</strong>。ご報告ありがとうございました。</div><h4 id="silence2-8" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 1px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">〓 8. FF11用語辞典の記述との突き合わせ</h4><div style="line-height: 1.95; margin: 10px 0;"><a href="https://wiki.ffo.jp/html/1723.html" target="_blank" rel="noopener">FF11用語辞典のサイレスの項</a>には、こう書かれています。「同一の敵にサイレスを掛け続けると、効果時間が短くなる…30回目以降は、効果時間が0に近くなり、命中と切れるログが同時に出るような状態となるだろう」。今回の実測と突き合わせると、評価は半々です。</div><table style="width: 100%; border-collapse: collapse; margin: 12px 0; font-size: 14px;"><thead><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">記述</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">実測との照合</th></tr></thead><tbody><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">「掛け続けると短くなる」</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>本当でした</strong>。レジストされ続けながら掛け続ければ、そのとおり短くなります</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">「30回目以降はほぼ0になる」</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><strong>実測とは相容れません</strong>（下記）</td></tr></tbody></table><div style="line-height: 1.95; margin: 10px 0;">「30回でほぼ0」が成立しない理由は2つあります。</div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.95;"><strong>1. 命中を挟むと、積み上げがリセットされる。</strong>命中すると効果が続く数分間は掛け直せず、その間に目減りは時間回復で大きく戻ります（結果②）。30回の途中に命中が1回でも混ざれば、そこで振り出しに近い状態です。<br /><br /><strong>2. 全部レジストでも届かない。</strong>最も有利な「29連続レジスト→30回目に命中」でも、0.968の29乗＝<strong>約38%残ります</strong>。「ほぼ0・命中と切れが同時」には程遠い数字です。</div><div style="line-height: 1.95; margin: 10px 0;">ただし筆者の実測はレジスト0〜8回の範囲です。9回以上の未測定領域で減衰が加速する可能性までは否定できません。それでも、命中を挟んだ瞬間にリセットされる以上、「30回目<strong>以降は</strong>（毎回）ほぼ0」という書き方が成立しないことは、実測から言い切れます。</div><h4 id="silence2-9" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 1px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">〓 9. まとめ</h4><div style="background: #f6fbef; border: 2px solid #aed581; border-radius: 12px; padding: 16px 18px; margin: 12px 0; line-height: 2.0;"><div style="font-size: 16px; font-weight: bold; color: #33691e; margin-bottom: 8px;">短くなる正体はレジスト回数。そして目減りは時間で戻る。</div><div style="margin: 3px 0;">〓 <strong>着弾までのレジスト回数</strong> ── 1回につき−3.2%（×0.968）</div><div style="margin: 3px 0;">〓 <strong>目減りは1分に1回分回復</strong> ── 回数ぶんの時間で完全に消える。永続ではない</div><div style="margin: 3px 0;">🔁 <strong>命中を重ねても短くならない</strong> ── 切れてから掛け直せば何回でも素の長さ</div><div style="margin: 3px 0;">🧮 この式で<strong>実測15本すべてを誤差0.3%</strong>で再現</div></div><div style="line-height: 1.95; margin: 10px 0;">前回「まだ分からないことだらけ」と書いた話は、コメント欄の報告と15本の実測で、ここまで来ました。データを寄せてくださったお二人に、あらためてお礼申し上げます。</div><div style="line-height: 1.95; margin: 10px 0;">もちろん、これは筆者の環境・実測範囲での結論です。「うちではこうだった」というデータがあれば、今回も大歓迎です。特に<strong>レジスト9回以上の帯</strong>はまだ誰も測っていない領域です。</div><div style="margin: 20px 0 0 0;"><a style="display: block; background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; text-align: center; font-weight: bold; font-size: 16px; padding: 14px 18px; border-radius: 10px; text-decoration: none; box-shadow: 0 2px 6px rgba(0,0,0,0.2);" href="https://jinko0914.seesaa.net/article/521239314.html">〓 前回の記事「そのサイレス、何回撃ちましたか？」はこちら</a></div><div class="blogmura-link"><a href="https://blogmura.com/ranking/in?p_cid=11212488" target="_blank"><img src="https://b.blogmura.com/88_31.gif" width="88" height="31" border="0" alt="ブログランキング・にほんブログ村へ" />にほんブログ村</a>
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            <category>赤魔道士 (Red Mage)</category>
      <author>Jinko</author>
      <guid isPermaLink="false">blog:https://blog.seesaa.jp,jinko0914/521296327</guid>
                </item>
        <item>
      <link>https://jinko0914.seesaa.net/article/521249192.html</link>
      <title>How Many Times Did You Cast That Silence? - Enfeebling duration on Sheol Gaol NMs</title>
      <pubDate>Fri, 31 Jul 2026 13:55:23 +0900</pubDate>
            <description>RED MAGE - ENFEEBLING DURATION🔇How Many Times Did You Cast That Silence?The mystery of a duration shorter than the numbers sayParalyze II lands exactly as predicted. Only Silence comes up short,and not by any amount a resist can produce.ANS..</description>
            <itunes:summary><![CDATA[
RED MAGE - ENFEEBLING DURATION🔇How Many Times Did You Cast That Silence?The mystery of a duration shorter than the numbers sayParalyze II lands exactly as predicted. Only Silence comes up short,and not by any amount a resist can produce.ANSWEREDThe hypothesis in this article has since been tested against 15 measured fights. <a href="https://jinko0914.seesaa.net/article/521302994.html">Read the follow-up 〓</a>日本語<a href="https://jinko0914.seesaa.net/article/521239314.html">日本語版の記事はこちら 〓</a>Originally published 2026/7/30 (JP)〓️ Before you start: the second half is a hypothesisThe explanation I reach later in this article is a hypothesis built from my own measurements. It is not confirmed behaviour. Please read the measured numbers in the first half and the reasoning in the second half as two different things.While grinding <a href="https://jinko0914.seesaa.net/article/521235862.html">Arebati V25</a> in Sheol Gaol, one thing never sat right with me.Silence runs shorter than its theoretical duration.And not in a clean, readable way like "it got halved". It comes up awkwardly short. Every time I tried to explain it with resists, the numbers refused to line up.I went a long time without an answer. I think I finally have one that holds together, but it is still a hypothesis. What I want to put on the table in this article is two problems.1The unknown multiplierSilence has a documented behaviour where the duration shrinks if you keep casting it on the same monster. But no source anywhere states how much it shrinks.2Does a resist hack count as a "hit"?On Arebati, the very first cast that lands is already short. It has never gone in even once, and the duration already looks like the tail end of a long series. The hypothesis: the resisted casts are being counted too.〓️ The second one really is only a hypothesisI have observed it in exactly one environment: mine. That is not enough to call it fact.Is it reproducible? Does the same thing happen on your setup? The more player reports come in, the more solid this gets. If you are willing, I would love for you to measure it too.〓 What the rest of this article covers1. A one-minute gap2. The duration table3. A control: Mboze4. Resists cannot explain it5. A Silence-specific rule6. Short from cast one7. Hypothesis: hacks count?8. What to do in practice9. The unknown multiplier10. Measure it with me<a></a>〓 1. Paralyze II and Silence fall off a full minute apartMy <a href="https://jinko0914.seesaa.net/article/521235862.html">Arebati V25 write-up</a> puts it like this.SpellDuration Paralyze II7:37Lands in fullSilenceabout 6:20Cut short somehowThese two spells should have exactly the same duration. Both have a base duration of 120 seconds. Same Red Mage, same gear, cast within seconds of each other in the same fight.And yet they drift about a minute apart and fall off at different times.That gap hit me directly in practice. You cannot put Saboteur on both when you refresh them, so I had no choice but to build the fight plan around which one gets it.〓 2. Building a baseline first - the duration tableBefore chasing the mystery I built a reference table. The target is an NM. "4 pieces / 5 pieces" is how many pieces of the Lethargy set I was wearing (Red Mage's reforged Empyrean armor, which carries Enfeebling Magic effect duration). "Saboteur" means the cast had Saboteur on it.〓 2-1. Silence / Paralyze II (120s base)Gear setupDls. Torque +1Dls. Torque +2Saboteur, 4 pieces7:197:37Saboteur, 5 pieces8:088:28No Saboteur, 4 pieces5:445:59No Saboteur, 5 pieces6:226:38〓 About the neck Dls. Torque is how the client truncates Duelist's Torque, the Red Mage JSE neck. The +1 augments to Enf. Mag. eff. dur. +20% and the +2 to +25% - that difference is the entire gap between the two columns above.The "Paralyze II, 7:37" from my Arebati article lands exactly on "Dls. Torque +2, 4 pieces, with Saboteur".So the table is right, and Paralyze II behaves exactly as predicted. Nothing is wrong so far.〓 2-2. Other enfeebles (Dls. Torque +2)Spell (base duration)Saboteur, 4 pcsSaboteur, 5 pcsBreak, Bind, Gravity (30s)3:133:35Sleep, Sleepga (60s)4:415:13Sleep II, Sleepga II (90s)6:096:50Paralyze II, Silence (120s)7:378:28Slow II, Addle II (180s)10:3311:44Distract III, Frazzle III (300s)16:2518:15Spell (base duration)No Saboteur, 4 pcsNo Saboteur, 5 pcsBreak, Bind, Gravity (30s)2:493:08Sleep, Sleepga (60s)3:524:18Sleep II, Sleepga II (90s)4:555:28Paralyze II, Silence (120s)5:596:38Slow II, Addle II (180s)8:058:59Distract III, Frazzle III (300s)12:1813:40〓 Note Bind rolls a base of 0-60s and Gravity / Gravity II roll 30-120s, so treat those two rows as a rough guide rather than a fixed value.🧪 3. A control - on Mboze the numbers came out exactly rightI checked the table against my own footage: an Mboze run where I played Red Mage. Here, Silence landed on the very first cast - which means not a single resist hack went in beforehand.796 left - Minelba casts Silence on Mboze. ← landed on the first cast790 left - Minelba's Silence takes effect.338.5 left - Mboze is no longer silenced. ← the moment it fell offTranslated from the Japanese client, so the wording is not verbatim English client text. "left" is the Sheol Gaol clock counting down. Seconds Measured451.57m 31.5sTheoretical4577m 37sDifference5.5= a match〓 Note A drift of a few seconds caused by when the log lines are emitted shows up in other players' published measurements too.When Silence goes in on a single cast, it lasts exactly as long as the table says.That became my baseline.🤔 4. On Arebati it is short - and resists cannot explain itSame Red Mage, same gear, same spell. On Arebati it comes out at about 6m 20s (380 seconds). Against a theoretical 457 seconds, that is a ratio of 0.83.When a resist cuts a duration, it cuts it in steps: 1/2, 1/4 (there is no 1/4 resist on enfeebling magic - I am only listing it to show what "stepped" means).If it were...DurationIn realityA half resist228s (3m 48s)Not what happenedLanding in full457s (7m 37s)Not that eitherMeasuredabout 380s (6m 20s)No step matches〓️ Half resists do happen - separatelyAs noted in the update log of my Arebati article (2025/6/9), if the opening Silence happens to land after zero or one resist hack, it very often comes back as a half resist.So there are two layers: too few hacks = half resist; enough hacks = it lands, but at 0.83x. Neither of them is a resist step.〓 5. There is a Silence-specific rule - documented only in JapaneseThe Japanese-language FFXI wiki (<a href="https://wiki.ffo.jp/html/1723.html">wiki.ffo.jp</a>) has this under its Silence entry.There is a rarely-noticed behaviour: if you keep casting Silence on the same monster, the duration gets shorter. From around the 30th cast the duration approaches zero, to the point where the "it lands" and "it wears off" lines appear at the same time.My translation of the FF11 Yougo Jiten (FF11用語辞典) entry for Silence.〓️ If you only read English sources, this will be new to youBG Wiki's <a href="https://www.bg-wiki.com/ffxi/Silence">Silence</a> page lists a flat Duration: 120 seconds and says nothing about any decay. I could not find this behaviour documented in English anywhere.So please take this section as established, not as my claim: the Japanese wiki has described this for years. The hypothesis I build later starts from here - it does not start from scratch.So it is known behaviour. "The more you cast it, the more it erodes" - which is exactly why the result is not a clean 1/2 or 1/4 but an awkward number. That fits the character of 0.83.〓 NM-only? It is not stated outright. A separate entry on the same wiki, <a href="https://wiki.ffo.jp/html/676.html">Enfeebling Magic</a>, says "on some NMs, repeatedly landing the same enfeeble reduces its duration". In practice, assuming it applies to NMs in general is enough. I do not know what happens on normal monsters, but Silence duration only ever matters in NM fights, so it is not worth worrying about.〓 6. Except the first landed cast is already shortThis is where it stops adding up.If the rule is "it shrinks as you keep casting", then the first one should be full length, and the shrinking should start from the second or third.〓 But on Arebati the first cast that lands is already about 6m 20sIt has never gone in even once, and the duration already looks like the tail end of a long series. This is the part I could not explain for a very long time.〓 7. Hypothesis - resist hacks are being counted as castsWhat finally occurred to me was how Silence has to be applied on Arebati. It does not go in cleanly. My article says as much.Landing Silence requires two or more resist hacks plus Chironic Hose.A resist hack means deliberately casting a spell you expect to be resisted: each resisted cast knocks the target's resistance down a step and makes the next one more likely to stick. (The underlying mechanic is called <a href="https://www.bg-wiki.com/ffxi/Immunobreak">Immunobreak</a> in English sources.) So you cast it over and over until it goes in.By the time the first Silence lands, you have already thrown several Silences at the target.What if those resist-hack casts are being counted as "casts" by the duration rule?That single idea explains both observations with one mechanism. MbozeArebatiHow Silence goes inLands on the 1st castNeeds 2+ resist hacksCasts thrown before it landed1severalMeasured duration451.5s (theory 457s)about 380s (0.83x)Same Red Mage, same gear, same spell. The only thing that differs is how many casts it took to land.And in the Arebati kill footage I analysed, the opening contained eight Silence casts (Paralyze II had two).〓 7-1. As far as I can tell, nobody has written this downI went looking, in both Japanese and English.- The behaviour itself - that the duration shrinks if you keep casting - is documented on the Japanese wiki.- But I could not find a single source that addresses whether resisted (i.e. failed) casts are counted.- And English sources do not document the decay behaviour at all.〓 The objection I expect BG Wiki's <a href="https://www.bg-wiki.com/ffxi/Immunobreak">Immunobreak</a> page states that an Immunobreak only lowers the resistance rank and does not affect duration. I think that is a different question. That statement is about the Immunobreak mechanic; my hypothesis is about whether Silence's own duration counter is also counting the resisted casts. Two separate systems.🛠️ 8. In practice - not "avoid the shrink" but "know how much it shrinks"You might think "then just use fewer resist hacks". You cannot.Hack countResult Too few (0-1)Half resist, near-guaranteedDuration halvedDone properly (2+)It landsbut shorter than theory〓️ "Cast less to protect the duration" is not an available optionOn a target that requires resist hacking, a half-hearted hack is the worst outcome of the three. The shrink itself cannot be avoided.Which means what actually matters in practice is this.1Hack properly and make sure it lands2Then find out exactly how much duration you lose3→ and you can predict when to re-apply SilenceThe only reason I could build a Saboteur plan on Arebati - does it go to Silence or to Paralyze II - is that I had the number: Silence falls off at about 6m 20s.If you cannot avoid it, the only option left is to measure it accurately and build it into the plan.〓 9. The biggest problem - how much it shrinks is completely unmappedThis may be the real point of the article. It is written that the duration shrinks, but there is no source that says how much. A multiplier? A flat subtraction? Is there a floor? None of it is known.For anyone building a fight plan, that is the part that hurts most.〓 9-1. One thing can be said, thoughOn Arebati it settled at about 6m 20s every single time.If the amount of shrink were rolled randomly, the value would scatter from run to run. It did not - it kept landing in the same place, and that means:the shrink is probably not random. Same conditions, same result.In other words, this is the kind of behaviour you can pin down by measuring it. That part is encouraging.〓 9-2. Three things still unknown Unknown 1The amount of the shrink itselfMultiplier or flat? Is there a floor?2Whether resisted casts are countedThis flips the meaning entirely3What resets the counterPer fight? Per target?Number 2 is the big one. If failed casts count, resist hacking is a pure loss. If only landed casts count, hacking is simply the cost of getting the spell in.Note that on the resistance side it is said that a successful enfeeble resets the accumulated hack count - but nobody knows whether the duration side behaves the same way.〓 It is also a problem for my own hypothesis "About 6m 20s every time" is itself a question mark against the hypothesis. If the hack count wobbles a little from fight to fight and the result still lands on the same value, then it is not a simple "count x fixed amount" - there may be a cap, or some other rule entirely.🤝 10. Would you measure this with me?Honestly, verifying this properly is a slog. You have to hold the conditions steady and repeat it many times, and doing that alone eats more hours than I have.So if this interests you at all, I would love for you to measure it. If you play Red Mage and use Silence, this is data you can pick up alongside your normal fights.〓 10-1. Why reports matterThe second theme of this article - whether a resist hack counts as a hit - is only a hypothesis.I have observed it in exactly one environment: mine. Whether it is something peculiar to my setup, or behaviour that everyone would see, I do not know yet.Is it reproducible? There is no way to answer that other than collecting reports. The more matching reports come in, the more solid the hypothesis gets. And a report saying "it did not happen for me" is worth exactly as much.The comments here are fine. Even one more data point moves this forward a lot.〓 11. Summary Finding 1Paralyze II behaves exactly as predicted (7m 37s)Matches the table2So does Silence, if it goes in on one castMeasured 451.5s on Mboze3On Arebati it drops to about 6m 20sResists cannot explain it4Silence has a shrink-on-repeat ruleKnown (Japanese sources only)5But it is short from the first landed castThe known rule does not cover this6Are resist hacks being counted?〓 Hypothesis7The shrink does not look random= it can be measuredNo amount of magic accuracy makes Silence itself last longer. But if the duration depends on how many casts it took to land, then stacking Enfeebling Magic Skill and magic accuracy stops being only about getting the spell to stick.〓 11-1. What is left, in the end1The unknown multiplierNobody knows how much the duration shrinks. But it does not look random, which means it should be measurable.2Does a resist hack count as a "hit"?Still only a hypothesis. Whether it reproduces cannot be answered until reports come in.There is a great deal here that I still do not know.If you have data - "here is what I got" - please tell me. "It did not happen for me" is just as welcome. Both kinds of report move this forward equally.<a href="https://jinko0914.seesaa.net/article/521235862.html">〓 Read the Sheol Gaol Arebati V25 strategy guide</a>

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<div style="background: linear-gradient(135deg,#1a1330 0%,#2e2350 55%,#43356e 100%); border-radius: 14px; padding: 26px 20px 24px 20px; margin: 0 0 14px 0; box-shadow: 0 4px 14px rgba(0,0,0,0.28); text-align: center;"><div style="display: inline-block; background: rgba(255,255,255,0.13); color: #ffd54f; font-size: 12px; font-weight: bold; padding: 4px 14px; border-radius: 20px; letter-spacing: 1.5px; margin-bottom: 14px;">RED MAGE - ENFEEBLING DURATION</div><div style="font-size: 46px; line-height: 1; margin: 4px 0 10px 0;">🔇</div><div style="color: #ffffff; font-size: 25px; font-weight: bold; line-height: 1.35; text-shadow: 0 2px 6px rgba(0,0,0,0.45);">How Many Times Did You Cast That Silence?</div><div style="color: #b39ddb; font-size: 17px; font-weight: bold; line-height: 1.5; margin-top: 8px; text-shadow: 0 2px 6px rgba(0,0,0,0.45);">The mystery of a duration shorter than the numbers say</div><div style="color: #d1c4e9; font-size: 13px; margin-top: 14px; line-height: 1.7;">Paralyze II lands exactly as predicted. Only Silence comes up short,<br />and not by any amount a resist can produce.</div></div><div style="border: 1px solid #aed581; background: #f6fbef; border-radius: 10px; padding: 11px 14px; margin: 0 0 14px 0; line-height: 1.7; font-size: 14px;"><span style="display: inline-block; background: #558b2f; color: #ffffff; border-radius: 4px; padding: 2px 9px; font-weight: bold; font-size: 12px; margin-right: 8px;">ANSWERED</span>The hypothesis in this article has since been tested against 15 measured fights. <a href="https://jinko0914.seesaa.net/article/521302994.html" style="color: #33691e; font-weight: bold; text-decoration: none;">Read the follow-up 〓</a></div><div style="border: 1px solid #b3d7ea; background: #eef6fb; border-radius: 10px; padding: 10px 14px; margin: 0 0 14px 0; line-height: 1.7; font-size: 14px;"><span style="display: inline-block; background: #1565c0; color: #ffffff; border-radius: 4px; padding: 2px 9px; font-weight: bold; font-size: 12px; margin-right: 8px;">日本語</span><a style="color: #1565c0; font-weight: bold; text-decoration: none;" href="https://jinko0914.seesaa.net/article/521239314.html">日本語版の記事はこちら 〓</a></div><div style="margin: 6px 0 10px 0;"><span style="display: inline-block; background: #ffebee; color: #c62828; border-radius: 4px; padding: 2px 10px; font-weight: bold; font-size: 13px; margin: 0 8px 4px 0;">Originally published 2026/7/30 (JP)</span></div><div style="background: #fff5f5; border: 2px solid #ef9a9a; border-radius: 12px; padding: 14px 16px; margin: 14px 0; line-height: 1.7;"><div style="font-weight: bold; color: #c62828; font-size: 16px;">〓️ Before you start: the second half is a hypothesis</div><div style="margin-top: 8px;">The explanation I reach later in this article is a <strong>hypothesis</strong> built from my own measurements. It is not confirmed behaviour. <strong>Please read the measured numbers in the first half and the reasoning in the second half as two different things.</strong></div></div><div style="line-height: 1.75; margin: 10px 0;">While grinding <a href="https://jinko0914.seesaa.net/article/521235862.html">Arebati V25</a> in Sheol Gaol, one thing never sat right with me.</div><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 14px 16px; margin: 12px 0; line-height: 1.75;"><div style="font-size: 17px; font-weight: bold; color: #33691e;">Silence runs shorter than its theoretical duration.</div><div style="margin-top: 8px;">And not in a clean, readable way like "it got halved". It comes up <strong>awkwardly</strong> short. Every time I tried to explain it with resists, the numbers refused to line up.</div></div><div style="line-height: 1.75; margin: 10px 0;">I went a long time without an answer. I think I finally have one that holds together, but it is <strong>still a hypothesis</strong>. What I want to put on the table in this article is <strong>two problems</strong>.</div><div style="background: #fffdf7; border: 2px solid #8bc34a; border-radius: 12px; padding: 16px 18px; margin: 14px 0; line-height: 1.75;"><div style="display: flex; margin: 6px 0 0 0;"><span style="flex-shrink: 0; width: 30px; height: 30px; background: #ef6c00; color: #fff; border-radius: 50%; text-align: center; line-height: 30px; font-weight: bold; margin-right: 12px; font-size: 15px;">1</span><div><strong style="color: #e65100; font-size: 17px;">The unknown multiplier</strong><div style="margin-top: 4px;">Silence has a documented behaviour where the duration shrinks if you keep casting it on the same monster. But <strong>no source anywhere states how much it shrinks.</strong></div></div></div><div style="display: flex; margin: 14px 0 6px 0;"><span style="flex-shrink: 0; width: 30px; height: 30px; background: #c62828; color: #fff; border-radius: 50%; text-align: center; line-height: 30px; font-weight: bold; margin-right: 12px; font-size: 15px;">2</span><div><strong style="color: #b71c1c; font-size: 17px;">Does a resist hack count as a "hit"?</strong><div style="margin-top: 4px;">On Arebati, <strong>the very first cast that lands is already short.</strong> It has never gone in even once, and the duration already looks like the tail end of a long series. <strong>The hypothesis: the resisted casts are being counted too.</strong></div></div></div></div><div style="background: #fff5f5; border: 2px solid #ef9a9a; border-radius: 12px; padding: 14px 16px; margin: 14px 0; line-height: 1.7;"><div style="font-weight: bold; color: #c62828; font-size: 16px;">〓️ The second one really is only a hypothesis</div><div style="margin-top: 8px;">I have observed it in exactly one environment: mine. <strong>That is not enough to call it fact.</strong><div style="margin-top: 8px;"><strong>Is it reproducible? Does the same thing happen on your setup?</strong> The more player reports come in, the more solid this gets. <strong>If you are willing, I would love for you to measure it too.</strong></div></div></div><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 14px 16px; margin: 12px 0; line-height: 1.75;"><strong>〓 What the rest of this article covers</strong><div style="margin-top: 8px;"><span style="display: inline-block; background: #cfd8ec; color: #37474f; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">1. A one-minute gap</span><span style="display: inline-block; background: #cfd8ec; color: #37474f; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">2. The duration table</span><span style="display: inline-block; background: #c8e6c9; color: #1b5e20; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">3. A control: Mboze</span><span style="display: inline-block; background: #cfd8ec; color: #37474f; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">4. Resists cannot explain it</span><span style="display: inline-block; background: #cfd8ec; color: #37474f; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">5. A Silence-specific rule</span><span style="display: inline-block; background: #ffcdd2; color: #b71c1c; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">6. Short from cast one</span><span style="display: inline-block; background: #ffcdd2; color: #b71c1c; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">7. Hypothesis: hacks count?</span><span style="display: inline-block; background: #cfd8ec; color: #37474f; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">8. What to do in practice</span><span style="display: inline-block; background: #ffe0b2; color: #e65100; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">9. The unknown multiplier</span><span style="display: inline-block; background: #ffe0b2; color: #e65100; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">10. Measure it with me</span></div></div><a name="more"></a><h4 id="silence-en-1" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 0.5px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">〓 1. Paralyze II and Silence fall off a full minute apart</h4><div style="line-height: 1.75; margin: 10px 0;">My <a href="https://jinko0914.seesaa.net/article/521235862.html">Arebati V25 write-up</a> puts it like this.</div><table style="width: 100%; border-collapse: collapse; margin: 12px 0; font-size: 14px;"><thead><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Spell</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Duration</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">&nbsp;</th></tr></thead><tbody><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>Paralyze II</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>7:37</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Lands in full</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><strong>Silence</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><strong>about 6:20</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><span style="color: #c62828;">Cut short somehow</span></td></tr></tbody></table><div style="line-height: 1.75; margin: 10px 0;"><strong>These two spells should have exactly the same duration.</strong> Both have a <strong>base duration of 120 seconds</strong>. Same Red Mage, same gear, cast within seconds of each other in the same fight.</div><div style="line-height: 1.75; margin: 10px 0;">And yet they drift <strong>about a minute apart</strong> and fall off at different times.</div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.75;">That gap hit me directly in practice. You cannot put <strong>Saboteur on both</strong> when you refresh them, so I had no choice but to build the fight plan around which one gets it.</div><h4 id="silence-en-2" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 0.5px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">〓 2. Building a baseline first - the duration table</h4><div style="line-height: 1.75; margin: 10px 0;">Before chasing the mystery I built a reference table. <strong>The target is an NM.</strong> "4 pieces / 5 pieces" is how many pieces of the <strong>Lethargy</strong> set I was wearing (Red Mage's reforged Empyrean armor, which carries Enfeebling Magic effect duration). "Saboteur" means the cast had <strong>Saboteur</strong> on it.</div><h5 id="silence-en-2-1" style="background: #e8f5e9; color: #33691e; font-size: 17px; font-weight: bold; padding: 8px 14px; border-left: 6px solid #8bc34a; border-radius: 4px; margin: 24px 0 12px 0;">〓 2-1. Silence / Paralyze II (120s base)</h5><table style="width: 100%; border-collapse: collapse; margin: 12px 0; font-size: 14px;"><thead><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Gear setup</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Dls. Torque +1</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Dls. Torque +2</th></tr></thead><tbody><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Saboteur, 4 pieces</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">7:19</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>7:37</strong></td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Saboteur, 5 pieces</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">8:08</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">8:28</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">No Saboteur, 4 pieces</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">5:44</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">5:59</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">No Saboteur, 5 pieces</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">6:22</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">6:38</td></tr></tbody></table><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 12px 16px; margin: 12px 0; line-height: 1.7;"><span style="font-weight: bold; color: #1565c0;">〓 About the neck</span> <strong>Dls. Torque</strong> is how the client truncates <strong>Duelist's Torque</strong>, the Red Mage JSE neck. The +1 augments to <strong>Enf. Mag. eff. dur. +20%</strong> and the +2 to <strong>+25%</strong> - that difference is the entire gap between the two columns above.</div><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 14px 16px; margin: 12px 0; line-height: 1.75;"><strong>The "Paralyze II, 7:37" from my Arebati article lands exactly on "Dls. Torque +2, 4 pieces, with Saboteur".</strong><div style="margin-top: 6px;">So <strong>the table is right, and Paralyze II behaves exactly as predicted.</strong> Nothing is wrong so far.</div></div><h5 id="silence-en-2-2" style="background: #e8f5e9; color: #33691e; font-size: 17px; font-weight: bold; padding: 8px 14px; border-left: 6px solid #8bc34a; border-radius: 4px; margin: 24px 0 12px 0;">〓 2-2. Other enfeebles (Dls. Torque +2)</h5><table style="width: 100%; border-collapse: collapse; margin: 12px 0; font-size: 14px;"><thead><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Spell (base duration)</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Saboteur, 4 pcs</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Saboteur, 5 pcs</th></tr></thead><tbody><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Break, Bind, Gravity (30s)</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">3:13</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">3:35</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Sleep, Sleepga (60s)</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">4:41</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">5:13</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Sleep II, Sleepga II (90s)</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">6:09</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">6:50</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Paralyze II, Silence (120s)</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">7:37</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">8:28</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Slow II, Addle II (180s)</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">10:33</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">11:44</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Distract III, Frazzle III (300s)</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">16:25</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">18:15</td></tr></tbody></table><table style="width: 100%; border-collapse: collapse; margin: 12px 0; font-size: 14px;"><thead><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Spell (base duration)</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">No Saboteur, 4 pcs</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">No Saboteur, 5 pcs</th></tr></thead><tbody><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Break, Bind, Gravity (30s)</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">2:49</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">3:08</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Sleep, Sleepga (60s)</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">3:52</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">4:18</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Sleep II, Sleepga II (90s)</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">4:55</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">5:28</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Paralyze II, Silence (120s)</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">5:59</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">6:38</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Slow II, Addle II (180s)</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">8:05</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">8:59</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Distract III, Frazzle III (300s)</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">12:18</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">13:40</td></tr></tbody></table><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 12px 16px; margin: 12px 0; line-height: 1.7;"><span style="font-weight: bold; color: #1565c0;">〓 Note</span> Bind rolls a base of 0-60s and Gravity / Gravity II roll 30-120s, so treat those two rows as a rough guide rather than a fixed value.</div><h4 id="silence-en-3" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 0.5px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">🧪 3. A control - on Mboze the numbers came out exactly right</h4><div style="line-height: 1.75; margin: 10px 0;">I checked the table against my own footage: an <strong>Mboze</strong> run where I played Red Mage. Here, <strong>Silence landed on the very first cast</strong> - which means <strong>not a single resist hack went in beforehand.</strong></div><div style="background: #263238; color: #eceff1; border-radius: 8px; padding: 12px 14px; margin: 12px 0 4px 0; font-size: 13px; line-height: 1.8; word-break: break-word;"><div style="margin: 3px 0;">796 left - Minelba casts Silence on Mboze. ← landed on the first cast</div><div style="margin: 3px 0;">790 left - Minelba's Silence takes effect.</div><div style="margin: 3px 0;">338.5 left - Mboze is no longer silenced. ← the moment it fell off</div></div><div style="font-size: 12px; color: #78909c; margin: 0 0 12px 2px; line-height: 1.6;">Translated from the Japanese client, so the wording is not verbatim English client text. "left" is the Sheol Gaol clock counting down.</div><table style="width: 100%; border-collapse: collapse; margin: 12px 0; font-size: 14px;"><thead><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">&nbsp;</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Seconds</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">&nbsp;</th></tr></thead><tbody><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>Measured</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>451.5</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">7m 31.5s</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Theoretical</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">457</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">7m 37s</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>Difference</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>5.5</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>= a match</strong></td></tr></tbody></table><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 12px 16px; margin: 12px 0; line-height: 1.7;"><span style="font-weight: bold; color: #1565c0;">〓 Note</span> A drift of a few seconds caused by when the log lines are emitted shows up in other players' published measurements too.</div><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 14px 16px; margin: 12px 0; line-height: 1.75;"><div style="font-size: 17px; font-weight: bold; color: #33691e;">When Silence goes in on a single cast, it lasts exactly as long as the table says.</div><div style="margin-top: 6px;">That became my baseline.</div></div><h4 id="silence-en-4" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 0.5px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">🤔 4. On Arebati it is short - and resists cannot explain it</h4><div style="line-height: 1.75; margin: 10px 0;">Same Red Mage, same gear, same spell. On Arebati it comes out at <strong>about 6m 20s (380 seconds)</strong>. Against a theoretical 457 seconds, that is a <strong>ratio of 0.83</strong>.</div><div style="line-height: 1.75; margin: 10px 0;">When a resist cuts a duration, it cuts it in steps: <strong>1/2, 1/4</strong> (there is no 1/4 resist on enfeebling magic - I am only listing it to show what "stepped" means).</div><table style="width: 100%; border-collapse: collapse; margin: 12px 0; font-size: 14px;"><thead><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">If it were...</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Duration</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">In reality</th></tr></thead><tbody><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">A half resist</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">228s (3m 48s)</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><span style="color: #c62828;">Not what happened</span></td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Landing in full</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">457s (7m 37s)</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><span style="color: #c62828;">Not that either</span></td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>Measured</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>about 380s (6m 20s)</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong style="color: #c62828;">No step matches</strong></td></tr></tbody></table><div style="background: #fff5f5; border: 2px solid #ef9a9a; border-radius: 12px; padding: 14px 16px; margin: 14px 0; line-height: 1.7;"><div style="font-weight: bold; color: #c62828; font-size: 16px;">〓️ Half resists do happen - separately</div><div style="margin-top: 8px;">As noted in the update log of my Arebati article (2025/6/9), <strong>if the opening Silence happens to land after zero or one resist hack, it very often comes back as a half resist.</strong><div style="margin-top: 8px;"><strong>So there are two layers: too few hacks = half resist; enough hacks = it lands, but at 0.83x. Neither of them is a resist step.</strong></div></div></div><h4 id="silence-en-5" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 0.5px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">〓 5. There is a Silence-specific rule - documented only in Japanese</h4><div style="line-height: 1.75; margin: 10px 0;">The Japanese-language FFXI wiki (<a href="https://wiki.ffo.jp/html/1723.html">wiki.ffo.jp</a>) has this under its Silence entry.</div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.75;"><div style="border-left: 4px solid #8bc34a; padding-left: 12px;">There is a rarely-noticed behaviour: <strong>if you keep casting Silence on the same monster, the duration gets shorter.</strong> From around the 30th cast the duration approaches zero, to the point where the "it lands" and "it wears off" lines appear at the same time.<div style="margin-top: 8px; font-size: 13px; color: #757575;">My translation of the FF11 Yougo Jiten (FF11用語辞典) entry for Silence.</div></div></div><div style="background: #fff5f5; border: 2px solid #ef9a9a; border-radius: 12px; padding: 14px 16px; margin: 14px 0; line-height: 1.7;"><div style="font-weight: bold; color: #c62828; font-size: 16px;">〓️ If you only read English sources, this will be new to you</div><div style="margin-top: 8px;">BG Wiki's <a style="color: #c62828; font-weight: bold;" href="https://www.bg-wiki.com/ffxi/Silence">Silence</a> page lists a flat <strong>Duration: 120 seconds</strong> and says nothing about any decay. I could not find this behaviour documented in English anywhere.<div style="margin-top: 8px;"><strong>So please take this section as established, not as my claim:</strong> the Japanese wiki has described this for years. The hypothesis I build later starts from here - it does not start from scratch.</div></div></div><div style="line-height: 1.75; margin: 10px 0;"><strong>So it is known behaviour.</strong> "The more you cast it, the more it erodes" - which is exactly why the result is not a clean 1/2 or 1/4 but an <strong>awkward number</strong>. That fits the character of 0.83.</div><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 12px 16px; margin: 12px 0; line-height: 1.7;"><span style="font-weight: bold; color: #1565c0;">〓 NM-only?</span> It is not stated outright. A separate entry on the same wiki, <a style="color: #1565c0; font-weight: bold;" href="https://wiki.ffo.jp/html/676.html">Enfeebling Magic</a>, says "on some NMs, repeatedly landing the same enfeeble reduces its duration". <strong>In practice, assuming it applies to NMs in general is enough.</strong> I do not know what happens on normal monsters, but Silence duration only ever matters in NM fights, so it is not worth worrying about.</div><h4 id="silence-en-6" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 0.5px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">〓 6. Except the first landed cast is already short</h4><div style="line-height: 1.75; margin: 10px 0;">This is where it stops adding up.</div><div style="line-height: 1.75; margin: 10px 0;">If the rule is "it shrinks as you keep casting", then <strong>the first one should be full length, and the shrinking should start from the second or third.</strong></div><div style="background: #fff5f5; border: 2px solid #ef9a9a; border-radius: 12px; padding: 14px 16px; margin: 14px 0; line-height: 1.7;"><div style="font-weight: bold; color: #c62828; font-size: 16px;">〓 But on Arebati the first cast that lands is already about 6m 20s</div><div style="margin-top: 8px;">It has never gone in even once, and the duration already looks like the tail end of a long series. <strong>This is the part I could not explain for a very long time.</strong></div></div><h4 id="silence-en-7" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 0.5px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">〓 7. Hypothesis - resist hacks are being counted as casts</h4><div style="line-height: 1.75; margin: 10px 0;">What finally occurred to me was <strong>how Silence has to be applied on Arebati</strong>. It does not go in cleanly. My article says as much.</div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.75;"><div style="border-left: 4px solid #8bc34a; padding-left: 12px;"><strong>Landing Silence requires two or more resist hacks plus Chironic Hose.</strong></div></div><div style="line-height: 1.75; margin: 10px 0;">A <strong>resist hack</strong> means deliberately casting a spell you expect to be resisted: each resisted cast knocks the target's resistance down a step and makes the next one more likely to stick. (The underlying mechanic is called <a href="https://www.bg-wiki.com/ffxi/Immunobreak">Immunobreak</a> in English sources.) <strong>So you cast it over and over until it goes in.</strong></div><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 14px 16px; margin: 12px 0; line-height: 1.75;"><div style="font-size: 17px; font-weight: bold; color: #33691e;">By the time the first Silence lands, you have already thrown several Silences at the target.</div><div style="margin-top: 8px; font-size: 17px; font-weight: bold; color: #33691e;">What if those resist-hack casts are being counted as "casts" by the duration rule?</div></div><div style="line-height: 1.75; margin: 10px 0;">That single idea explains both observations with one mechanism.</div><table style="width: 100%; border-collapse: collapse; margin: 12px 0; font-size: 14px;"><thead><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">&nbsp;</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Mboze</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Arebati</th></tr></thead><tbody><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">How Silence goes in</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Lands on the 1st cast</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Needs 2+ resist hacks</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><strong>Casts thrown before it landed</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><strong>1</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><strong>several</strong></td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Measured duration</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>451.5s</strong> (theory 457s)</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong style="color: #c62828;">about 380s</strong> (0.83x)</td></tr></tbody></table><div style="line-height: 1.75; margin: 10px 0;"><strong>Same Red Mage, same gear, same spell. The only thing that differs is how many casts it took to land.</strong></div><div style="line-height: 1.75; margin: 10px 0;">And in the Arebati kill footage I analysed, the opening contained <strong>eight Silence casts</strong> (Paralyze II had two).</div><h5 id="silence-en-7-1" style="background: #e8f5e9; color: #33691e; font-size: 17px; font-weight: bold; padding: 8px 14px; border-left: 6px solid #8bc34a; border-radius: 4px; margin: 24px 0 12px 0;">〓 7-1. As far as I can tell, nobody has written this down</h5><div style="line-height: 1.75; margin: 10px 0;">I went looking, in both Japanese and English.</div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.75;"><div>- <strong>The behaviour itself</strong> - that the duration shrinks if you keep casting - <strong>is documented on the Japanese wiki.</strong></div><div style="margin-top: 6px;">- But I could not find a single source that addresses <strong>whether resisted (i.e. failed) casts are counted.</strong></div><div style="margin-top: 6px;">- And English sources <strong>do not document the decay behaviour at all.</strong></div></div><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 12px 16px; margin: 12px 0; line-height: 1.7;"><span style="font-weight: bold; color: #1565c0;">〓 The objection I expect</span> BG Wiki's <a style="color: #1565c0; font-weight: bold;" href="https://www.bg-wiki.com/ffxi/Immunobreak">Immunobreak</a> page states that an Immunobreak <strong>only lowers the resistance rank and does not affect duration</strong>. I think that is a different question. That statement is about <strong>the Immunobreak mechanic</strong>; my hypothesis is about <strong>whether Silence's own duration counter is also counting the resisted casts</strong>. Two separate systems.</div><h4 id="silence-en-8" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 0.5px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">🛠️ 8. In practice - not "avoid the shrink" but "know how much it shrinks"</h4><div style="line-height: 1.75; margin: 10px 0;">You might think "then just use fewer resist hacks". <strong>You cannot.</strong></div><table style="width: 100%; border-collapse: collapse; margin: 12px 0; font-size: 14px;"><thead><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Hack count</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Result</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">&nbsp;</th></tr></thead><tbody><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>Too few</strong> (0-1)</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong style="color: #c62828;">Half resist, near-guaranteed</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Duration halved</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><strong>Done properly</strong> (2+)</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">It lands</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><span style="color: #c62828;">but shorter than theory</span></td></tr></tbody></table><div style="background: #fff5f5; border: 2px solid #ef9a9a; border-radius: 12px; padding: 14px 16px; margin: 14px 0; line-height: 1.7;"><div style="font-weight: bold; color: #c62828; font-size: 16px;">〓️ "Cast less to protect the duration" is not an available option</div><div style="margin-top: 8px;">On a target that requires resist hacking, <strong>a half-hearted hack is the worst outcome of the three.</strong> The shrink itself cannot be avoided.</div></div><div style="line-height: 1.75; margin: 10px 0;">Which means what actually matters in practice is this.</div><div style="display: flex; margin: 10px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #689f38; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">1</span><div style="line-height: 1.7;"><strong>Hack properly and make sure it lands</strong></div></div><div style="display: flex; margin: 10px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #689f38; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">2</span><div style="line-height: 1.7;"><strong>Then find out exactly how much duration you lose</strong></div></div><div style="display: flex; margin: 10px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #689f38; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">3</span><div style="line-height: 1.7;"><strong>→ and you can predict when to re-apply Silence</strong></div></div><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 14px 16px; margin: 12px 0; line-height: 1.75;">The only reason I could build a Saboteur plan on Arebati - does it go to Silence or to Paralyze II - is that <strong>I had the number: Silence falls off at about 6m 20s.</strong><div style="margin-top: 8px;"><strong>If you cannot avoid it, the only option left is to measure it accurately and build it into the plan.</strong></div></div><h4 id="silence-en-9" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 0.5px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">〓 9. The biggest problem - how much it shrinks is completely unmapped</h4><div style="line-height: 1.75; margin: 10px 0;">This may be the real point of the article. <strong>It is written that the duration shrinks, but there is no source that says how much.</strong> A multiplier? A flat subtraction? Is there a floor? None of it is known.</div><div style="line-height: 1.75; margin: 10px 0;"><strong>For anyone building a fight plan, that is the part that hurts most.</strong></div><h5 id="silence-en-9-1" style="background: #e8f5e9; color: #33691e; font-size: 17px; font-weight: bold; padding: 8px 14px; border-left: 6px solid #8bc34a; border-radius: 4px; margin: 24px 0 12px 0;">〓 9-1. One thing can be said, though</h5><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 14px 16px; margin: 12px 0; line-height: 1.75;"><div style="font-size: 17px; font-weight: bold; color: #33691e;">On Arebati it settled at about 6m 20s every single time.</div><div style="margin-top: 8px;">If the amount of shrink were rolled randomly, <strong>the value would scatter from run to run.</strong> It did not - it kept landing in the same place, and that means:</div><div style="margin-top: 8px; font-weight: bold; color: #1b5e20;">the shrink is probably not random. Same conditions, same result.</div><div style="margin-top: 8px;">In other words, this is the kind of behaviour <strong>you can pin down by measuring it</strong>. That part is encouraging.</div></div><h5 id="silence-en-9-2" style="background: #e8f5e9; color: #33691e; font-size: 17px; font-weight: bold; padding: 8px 14px; border-left: 6px solid #8bc34a; border-radius: 4px; margin: 24px 0 12px 0;">〓 9-2. Three things still unknown</h5><table style="width: 100%; border-collapse: collapse; margin: 12px 0; font-size: 14px;"><thead><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">&nbsp;</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Unknown</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">&nbsp;</th></tr></thead><tbody><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">1</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>The amount of the shrink itself</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Multiplier or flat? Is there a floor?</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">2</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><strong>Whether resisted casts are counted</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><span style="color: #c62828;">This flips the meaning entirely</span></td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">3</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>What resets the counter</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Per fight? Per target?</td></tr></tbody></table><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.75;"><strong>Number 2 is the big one.</strong> If failed casts count, resist hacking is a pure loss. If only landed casts count, hacking is simply the cost of getting the spell in.<div style="margin-top: 8px;">Note that on the <strong>resistance</strong> side it is said that <strong>a successful enfeeble resets the accumulated hack count</strong> - but <strong>nobody knows whether the duration side behaves the same way.</strong></div></div><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 12px 16px; margin: 12px 0; line-height: 1.7;"><span style="font-weight: bold; color: #1565c0;">〓 It is also a problem for my own hypothesis</span> "About 6m 20s every time" is itself a question mark against the hypothesis. If the hack count wobbles a little from fight to fight and the result still lands on the same value, then it is <strong>not a simple "count x fixed amount"</strong> - there may be a cap, or some other rule entirely.</div><h4 id="silence-en-10" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 0.5px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">🤝 10. Would you measure this with me?</h4><div style="line-height: 1.75; margin: 10px 0;">Honestly, <strong>verifying this properly is a slog.</strong> You have to hold the conditions steady and repeat it many times, and doing that alone eats more hours than I have.</div><div style="line-height: 1.75; margin: 10px 0;"><strong>So if this interests you at all, I would love for you to measure it.</strong> If you play Red Mage and use Silence, this is data you can pick up alongside your normal fights.</div><h5 id="silence-en-10-1" style="background: #e8f5e9; color: #33691e; font-size: 17px; font-weight: bold; padding: 8px 14px; border-left: 6px solid #8bc34a; border-radius: 4px; margin: 24px 0 12px 0;">〓 10-1. Why reports matter</h5><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.75;">The second theme of this article - <strong>whether a resist hack counts as a hit - is only a hypothesis.</strong><div style="margin-top: 8px;">I have observed it in exactly one environment: mine. Whether it is something peculiar to my setup, or <strong>behaviour that everyone would see, I do not know yet.</strong></div><div style="margin-top: 8px;"><strong>Is it reproducible?</strong> There is no way to answer that <strong>other than collecting reports.</strong> The more matching reports come in, the more solid the hypothesis gets. And a report saying <strong>"it did not happen for me" is worth exactly as much.</strong></div></div><div style="line-height: 1.75; margin: 10px 0;">The comments here are fine. <strong>Even one more data point moves this forward a lot.</strong></div><h4 id="silence-en-11" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 0.5px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">〓 11. Summary</h4><table style="width: 100%; border-collapse: collapse; margin: 12px 0; font-size: 14px;"><thead><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">&nbsp;</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Finding</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">&nbsp;</th></tr></thead><tbody><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">1</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Paralyze II behaves exactly as predicted (7m 37s)</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Matches the table</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">2</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">So does Silence, <strong>if it goes in on one cast</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Measured 451.5s on Mboze</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">3</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">On Arebati it drops to about 6m 20s</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><span style="color: #c62828;">Resists cannot explain it</span></td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">4</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Silence has a <strong>shrink-on-repeat rule</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Known (Japanese sources only)</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">5</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>But it is short from the first landed cast</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><span style="color: #c62828;">The known rule does not cover this</span></td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">6</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><strong>Are resist hacks being counted?</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">〓 Hypothesis</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">7</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">The shrink <strong>does not look random</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">= it can be measured</td></tr></tbody></table><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.75;">No amount of magic accuracy makes Silence itself last longer. But <strong>if the duration depends on how many casts it took to land</strong>, then stacking Enfeebling Magic Skill and magic accuracy stops being only about <strong>getting the spell to stick.</strong></div><h5 id="silence-en-11-1" style="background: #e8f5e9; color: #33691e; font-size: 17px; font-weight: bold; padding: 8px 14px; border-left: 6px solid #8bc34a; border-radius: 4px; margin: 24px 0 12px 0;">〓 11-1. What is left, in the end</h5><div style="background: #fffdf7; border: 2px solid #8bc34a; border-radius: 12px; padding: 16px 18px; margin: 14px 0; line-height: 1.75;"><div style="display: flex; margin: 6px 0 0 0;"><span style="flex-shrink: 0; width: 30px; height: 30px; background: #ef6c00; color: #fff; border-radius: 50%; text-align: center; line-height: 30px; font-weight: bold; margin-right: 12px; font-size: 15px;">1</span><div><strong style="color: #e65100; font-size: 17px;">The unknown multiplier</strong><div style="margin-top: 4px;">Nobody knows how much the duration shrinks. <strong>But it does not look random, which means it should be measurable.</strong></div></div></div><div style="display: flex; margin: 14px 0 6px 0;"><span style="flex-shrink: 0; width: 30px; height: 30px; background: #c62828; color: #fff; border-radius: 50%; text-align: center; line-height: 30px; font-weight: bold; margin-right: 12px; font-size: 15px;">2</span><div><strong style="color: #b71c1c; font-size: 17px;">Does a resist hack count as a "hit"?</strong><div style="margin-top: 4px;"><strong>Still only a hypothesis.</strong> Whether it reproduces <strong>cannot be answered until reports come in.</strong></div></div></div></div><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 14px 16px; margin: 12px 0; line-height: 1.75;"><div style="font-size: 16px; font-weight: bold; color: #33691e;">There is a great deal here that I still do not know.</div><div style="margin-top: 8px;">If you have data - "here is what I got" - please tell me. <strong>"It did not happen for me" is just as welcome.</strong> Both kinds of report move this forward equally.</div></div><div style="margin: 20px 0 0 0;"><a style="display: block; background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; text-align: center; font-weight: bold; font-size: 16px; padding: 14px 18px; border-radius: 10px; text-decoration: none; box-shadow: 0 2px 6px rgba(0,0,0,0.2);" href="https://jinko0914.seesaa.net/article/521235862.html">〓 Read the Sheol Gaol Arebati V25 strategy guide</a></div><div class="blogmura-link"><a href="https://blogmura.com/ranking/in?p_cid=11212488" target="_blank"><img src="https://b.blogmura.com/88_31.gif" width="88" height="31" border="0" alt="ブログランキング・にほんブログ村へ" />にほんブログ村</a>
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            <category>赤魔道士 (Red Mage)</category>
      <author>Jinko</author>
      <guid isPermaLink="false">blog:https://blog.seesaa.jp,jinko0914/521249192</guid>
                </item>
        <item>
      <link>https://jinko0914.seesaa.net/article/521239314.html</link>
      <title>そのサイレス、何回撃ちましたか？　〜効果時間が理論値より短くなる謎〜</title>
      <pubDate>Thu, 30 Jul 2026 00:24:02 +0900</pubDate>
            <description>赤魔道士 ─ 弱体魔法の効果時間🔇そのサイレス、何回撃ちましたか？効果時間が理論値より短くなる謎パライズIIは理論どおり。サイレスだけ、なぜか中途半端に短い。レジストでは説明がつきませんでした。続報この記事で立てた仮説は、動画15本の実測で答えが出ました。〓 サイレスはなぜ短くなるのか　〜実測15本による答え合わせ〜（2026/8/7）ENRead this article in English 〓2026/7/30 公開〓️ はじめに：これは仮説ですこの記事の後半に書く原因..</description>
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赤魔道士 ─ 弱体魔法の効果時間🔇そのサイレス、何回撃ちましたか？効果時間が理論値より短くなる謎パライズIIは理論どおり。サイレスだけ、なぜか中途半端に短い。レジストでは説明がつきませんでした。続報この記事で立てた仮説は、動画15本の実測で答えが出ました。<a href="https://jinko0914.seesaa.net/article/521296327.html">〓 サイレスはなぜ短くなるのか　〜実測15本による答え合わせ〜（2026/8/7）</a>EN<a href="https://jinko0914.seesaa.net/article/521249192.html">Read this article in English 〓</a>2026/7/30 公開〓️ はじめに：これは仮説ですこの記事の後半に書く原因の説明は、実測から立てた仮説です。公式に確認された仕様ではありません。前半の実測値と、後半の推測を分けて読んでいただけると助かります。※ この仮説の答え合わせは、その後の<a href="https://jinko0914.seesaa.net/article/521296327.html">実測15本による続報記事</a>でおこないました。シェオルジェールの <a href="https://jinko0914.seesaa.net/article/513963925.html">Arebati veng25</a> をやり込んでいて、ずっと腑に落ちないことがありました。サイレスの効果時間が、理論値より短いのです。しかも「半分になる」のような分かりやすい短縮ではありません。中途半端に短い。レジストで説明しようとしても、数字が合いませんでした。長いあいだ理由が分からないままでしたが、ようやく筋の通った説明にたどり着きました。ただしまだ仮説の段階です。この記事で扱いたいのは、次の2つの問題になります。1倍率未解明問題サイレスには「掛け続けると効果時間が短くなる」仕様があります。ところがどれだけ短くなるのかを示した資料が、どこにもありません。2レジストハックは「命中」扱いなのか問題Arebatiでは1本目の命中からすでに短いのです。まだ一度も入っていないのに、すでに何度も掛けたあとのような効果時間になっている。レジストハックの詠唱まで数えられているのではないか——というのが仮説です。〓️ 2つ目は、あくまで仮説です私ひとりの環境で観測しただけなので、これが正しいと言い切ることはできません。再現性があるのかどうか。同じことが他の方の環境でも起きるのかどうか。プレイヤーからの報告が多く集まるほど、この仮説は確からしくなっていきます。もしよければ、一緒に測ってもらえると嬉しいです。〓 この続き（追記）で書いていること1. 1分のズレ2. 効果時間の計算表3. 対照実験4. レジストでは説明できない5. サイレス固有の仕様6. 1回目から短い7. 仮説：ハックも命中扱い？8. 実務でどうするか9. 倍率未解明問題10. 一緒に測りませんか<a></a>〓 1. パライズIIとサイレスが、1分ずれて切れる<a href="https://jinko0914.seesaa.net/article/513963925.html">Arebati veng25 の記事</a>には、こう書いています。魔法効果時間 パライズII7分37秒フルに通るサイレス約6分20秒なぜか短縮されるこの2つは、本来まったく同じ効果時間になるはずの魔法です。どちらも基本効果時間120秒。同じ赤魔道士が、同じ装備で、同じ戦闘の中でほぼ同時に入れています。なのに約1分の差がついて、別々のタイミングで切れていきます。このズレは実務にそのまま響きました。かけ直すときにサボトゥールを両方に使えないので、「どちらにサボトゥールを回すか」という段取りを組まざるを得なかったのです。〓 2. まず基準を作る ─ 効果時間の計算表謎を追う前に、基準になる表を作りました。対象はNMです。「4部位／5部位」はエンピリアン装束（弱体魔法の効果時間+）の着用数、「サボ」は詠唱時にサボトゥールを乗せたかどうかを指します。〓 2-1. サイレス／パライズII（基本120秒）装備条件ジョブ首 HQ+1ジョブ首 HQ+2サボ併用・4部位7:197:37サボ併用・5部位8:088:28サボ非併用・4部位5:445:59サボ非併用・5部位6:226:38記事の「パライズII 7分37秒」は、「ジョブ首HQ+2・4部位・サボトゥール併用」にぴったり乗ります。つまり表は正しく、パライズIIは理論どおりに効いている。ここまでは問題ありません。〓 2-2. 他の弱体魔法（ジョブ首 HQ+2）魔法（基本時間）サボ併用・4部位サボ併用・5部位ブレイク、バインド、グラビデ（30秒）3:133:35スリプル、スリプガ（60秒）4:415:13スリプルII、スリプガII（90秒）6:096:50パライズII、サイレス（120秒）7:378:28スロウII、アドルII（180秒）10:3311:44ディストラIII、フラズルIII（300秒）16:2518:15魔法（基本時間）サボ非併用・4部位サボ非併用・5部位ブレイク、バインド、グラビデ（30秒）2:493:08スリプル、スリプガ（60秒）3:524:18スリプルII、スリプガII（90秒）4:555:28パライズII、サイレス（120秒）5:596:38スロウII、アドルII（180秒）8:058:59ディストラIII、フラズルIII（300秒）12:1813:40〓 補足 バインドは基本0〜60秒、グラビデ1・2は30〜120秒でランダムなので、その2つについては目安として見てください。🧪 3. 対照実験 ─ Mboze では理論値どおりだった「表が正しい」ことを、自分の動画で実測しました。Mboze 戦の録画（私が赤魔道士を担当した回）です。ここではサイレスが1回で命中しました。つまりレジストハックを一度も挟んでいません。残796　Minelbaは、Mbozeにサイレスを唱えた。　←　1回で命中残790　Minelbaのサイレスが発動。残338.5　Mbozeは、静寂状態から回復した。　←　切れた瞬間 秒 実測451.57分31.5秒理論値4577分37秒差5.5＝一致〓 補足 ログの出力タイミングの都合で数秒ずれるのは、他の方が公開されている実測でも報告されています。サイレスは、1回で通したときには理論値どおりの効果時間になる。これが基準線になりました。🤔 4. Arebati では短い。しかもレジストでは説明できない同じ赤魔道士、同じ装備、同じ魔法。ところが Arebati では 約6分20秒（380秒）。理論値457秒に対して、比は0.83です。レジストで効果時間が削られる場合、削られ方は 1/2・1/4 という段階になります（実際は弱体魔法に 1/4 レジストというものは存在しませんが、段階の説明として並べています）。もし〜だったら効果時間実際はハーフレジスト228秒（3分48秒）そうなっていないフルに通っている457秒（7分37秒）そうでもない実測約380秒（6分20秒）どの段階でもない〓️ ちなみに、ハーフレジストは別に起きます記事の更新履歴（2025/6/9）に書いたとおり、開幕のサイレスがレジストハック0回か1回で命中してしまうと、高確率でハーフレジストをくらいます。つまり「ハックが足りない＝ハーフレジスト」「ハックが足りている＝通るが0.83倍」という二段構えです。どちらもレジストの段階では説明がつきません。〓 5. 調べたら、サイレス固有の仕様が実在したFF11用語辞典の「サイレス」の項に、こう書かれていました。普段あまり意識されることのない仕様として、同一の敵にサイレスを掛け続けると、効果時間が短くなるというものがある。30回目以降は、効果時間が0に近くなり、命中と切れるログが同時に出るような状態となるだろう。既知の仕様でした。「撃てば撃つほど削れていく」——だから 1/2 や 1/4 のような段階にならず、中途半端な数字になるわけです。0.83 という値の性質とも噛み合います。〓 NM限定の仕様？ はっきりとは書かれていません。別項の「弱体魔法」には「一部のNMは同じ弱体魔法を入れ続けると効果時間が減少する」という記述もあります。実用上はNM全般でそう考えておけば足りると思います。通常モンスターでどうなのかは分かりませんが、そもそもサイレスの効果時間が問題になるのはNM戦だけなので、気にしなくていいでしょう。〓 6. ところが、1回目の命中で既に短いここで話が合わなくなります。「掛け続けると短くなる」なら、1本目は理論値どおりで、2本目・3本目から短くなるはずです。〓 でも Arebati では、最初に命中した1本目からすでに約6分20秒まだ一度も入っていないのに、すでに何度も掛けたあとのような効果時間になっている。ここが長いあいだ分からなかった部分でした。〓 7. 仮説 ─ レジストハックも「命中」として数えられているのでは思い当たったのが、Arebati でのサイレスの入れ方です。Arebati では、サイレスは素直には通りません。記事にもこう書いています。サイレスの命中には、レジストハック2回以上＋カイロンホーズが必要ですレジストハックは「レジストされる前提で撃つ」テクニックです。レジストされた詠唱が敵の耐性を一段下げ、次の1本を通しやすくする。だから通るまで何度も撃ちます。1本目が命中した時点で、実際にはもう何本もサイレスを撃ち込んでいる。そのレジストハックぶんの詠唱が、「命中」として数えられているのではないか。そう考えると、2つの観測が1つの仕組みで説明できます。 MbozeArebatiサイレスの入り方1回で命中ハック2回以上が必要命中までに撃った本数1本数本実測の効果時間451.5秒（理論値457秒）約380秒（0.83倍）同じ赤魔道士・同じ装備・同じ魔法。違うのは「命中までに何本撃ったか」だけです。実際、解析した Arebati の討伐動画でも、開幕にサイレスを8回撃っていました（パライズIIは2回）。〓 7-1. 調べた範囲では、どこにも書かれていません念のため、日本語・英語のあちこちを調べました。・「掛け続けると短くなる」という仕様自体は、FF11用語辞典に書かれています・しかし「レジストされた（＝命中しなかった）詠唱も数えるのか」に触れた資料は、一つも見つかりませんでした・英語圏のwikiには、そもそもこの減衰仕様の記載自体がありません〓 反論として想定されること 英語圏のwikiのレジストハック（Immunobreak）の項には、「耐性ランクを下げるだけで効果時間には影響しない」と書かれています。ただしこれは「レジストハックという仕組み」の話であって、「サイレス固有の効果時間の減り方が、レジストされた詠唱まで数えているのか」とは別の論点だと考えています。🛠️ 8. 実務でどうするか ─「短くしない」ではなく「どれだけ短くなるかを知る」ここで「じゃあレジストハックを減らせばいいのでは」と思うかもしれませんが、それはできません。ハックの回数結果 足りない（0〜1回）ハーフレジスト確定コース効果時間は半減しっかりやる（2回以上）通るただし理論値より短い〓️「回数を減らして効果時間を守る」という選択肢は、そもそも存在しないレジストハックが前提になっている敵では、中途半端なハックがいちばん悪い結果になります。短くなること自体は避けられません。だとすると、実務で本当に大事なのはこうなります。1しっかりレジストハックして、確実に通す2その結果、効果時間がどれだけ短くなるのかを正確に知る3→ サイレスのかけ直しタイミングが読めるようになるArebati でサボトゥールの配り方（サイレスに使うか、パライズIIに使うか）を組み立てられたのは、「サイレスは約6分20秒で切れる」と数字で分かっていたからです。避けられないなら、正確に把握して段取りに組み込むしかありません。〓 9. 最大の問題 ─ 「どれだけ短くなるか」が全く解明されていないここが本題かもしれません。「掛け続けると短くなる」とは書かれていても、どれだけ短くなるのかを示した資料がありません。倍率なのか、固定値の減算なのか、下限があるのか——何も分かっていません。段取りを組む側からすると、ここが分からないのがいちばん困ります。〓 9-1. ただし、一つ言えることがありますArebati では、何度やっても約6分20秒に落ち着きました。もし短縮の量がランダムに決まるなら、毎回バラバラの値になるはずです。そうならず、繰り返し同じところに着地したということは——短縮の倍率はランダムではなく、条件が同じなら同じ結果になる可能性が高い。つまり「測れば分かる」種類の仕様だということです。ここは希望が持てます。〓 9-2. まだ分かっていない3つのこと 分かっていないこと ①短縮の量そのもの倍率か固定減算か。下限はあるのか②レジストされた詠唱も数えるのかここで意味が正反対になる③何をきっかけに回数がリセットされるのか戦闘ごと？ ターゲットごと？②がとくに大きいです。入らなかった詠唱も数えるなら、レジストハックは純粋に損。命中したぶんだけなら、ハックは「通すためのコスト」で済みます。なお耐性のほうは「弱体が成功すると、それまでのハック回数がリセットされる」と言われていますが、効果時間側がどうなのかは不明です。〓 自分の仮説への宿題でもあります 「毎回6分20秒」という観測は、じつは仮説そのものへの問いにもなっています。ハックの回数が戦闘ごとに多少ぶれても同じ値に着地するなら、単純な「回数×一定量」ではない（頭打ちがある、あるいは別の決まり方をしている）可能性があります。🤝 10. よかったら、一緒に測ってみませんか正直に言うと、これをきちんと検証するのは、なかなか骨が折れます。条件を揃えて何度も測る必要があるので、ひとりでやっていると時間がいくらあっても足りません。もし興味を持たれた方がいたら、ぜひ測ってみてほしいです。サイレスを使う赤魔道士なら、普段の戦闘のついでに取れるデータです。〓 10-1. なぜ報告が大事なのかこの記事の2つ目のテーマ——「レジストハックは命中扱いなのか」は、あくまで仮説です。私ひとりの環境で観測しただけなので、たまたま私の環境だけで起きていることなのか、それとも誰の環境でも起きる仕様なのかが、まだ分かりません。再現性があるかどうか。これを確かめる方法は、報告を集めること以外にありません。同じ現象の報告が増えるほど、この仮説は確からしくなっていきます。逆に「うちでは起きなかった」という報告も、同じくらい価値があります。コメント欄でも構いません。1件でもデータが増えると、だいぶ話が進みます。〓 11. まとめ 内容 ①パライズIIは理論どおり（7分37秒）表と一致②サイレスも1回で通せば理論どおりMbozeで実測451.5秒③Arebatiでは約6分20秒に短縮レジストでは説明不能④サイレスには掛け続けると短くなる仕様がある既知⑤だが1回目から短い既知仕様では説明できない⑥レジストハックも数えられている？〓 仮説⑦短縮の倍率はランダムではなさそう＝測れば分かるサイレスは、魔法命中をいくら盛っても効果時間そのものは伸びません。それでも「何回で通したか」で効果時間が変わるのだとしたら、弱体魔法スキルや魔法命中を盛る意味は、「通すため」だけではなくなります。〓 11-1. 結局、残っているのはこの2つ1倍率未解明問題どれだけ短くなるのかが分からない。ただしランダムではなさそう＝測れば分かるはず。2レジストハックは「命中」扱いなのか問題あくまで仮説。再現性があるのかどうかは、報告が集まらないと分かりません。まだ分からないことだらけの話です。もし「うちではこうだったよ」というデータがあれば、ぜひ教えてください。「うちでは起きなかった」でも大歓迎です。どちらの報告も、同じくらい話を前に進めてくれます。<a href="https://jinko0914.seesaa.net/article/513963925.html">〓 シェオルジェール Arebati veng25 の攻略記事はこちら</a>

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<div style="background: linear-gradient(135deg,#1a1330 0%,#2e2350 55%,#43356e 100%); border-radius: 14px; padding: 26px 20px 24px 20px; margin: 0 0 16px 0; box-shadow: 0 4px 14px rgba(0,0,0,0.28); text-align: center;"><div style="display: inline-block; background: rgba(255,255,255,0.13); color: #ffd54f; font-size: 12px; font-weight: bold; padding: 4px 14px; border-radius: 20px; letter-spacing: 1.5px; margin-bottom: 14px;">赤魔道士 ─ 弱体魔法の効果時間</div><div style="font-size: 46px; line-height: 1; margin: 4px 0 10px 0;">🔇</div><div style="color: #ffffff; font-size: 25px; font-weight: bold; line-height: 1.45; text-shadow: 0 2px 6px rgba(0,0,0,0.45);">そのサイレス、何回撃ちましたか？</div><div style="color: #b39ddb; font-size: 17px; font-weight: bold; line-height: 1.6; margin-top: 6px; text-shadow: 0 2px 6px rgba(0,0,0,0.45);">効果時間が理論値より短くなる謎</div><div style="color: #d1c4e9; font-size: 13px; margin-top: 14px; line-height: 1.75;">パライズIIは理論どおり。サイレスだけ、なぜか中途半端に短い。<br />レジストでは説明がつきませんでした。</div></div><div style="border: 2px solid #8bc34a; background: #f1f8e9; border-radius: 10px; padding: 12px 14px; margin: 0 0 12px 0; line-height: 1.75; font-size: 14px;"><span style="display: inline-block; background: #558b2f; color: #ffffff; border-radius: 4px; padding: 2px 9px; font-weight: bold; font-size: 12px; margin-right: 8px;">続報</span><strong style="color: #33691e;">この記事で立てた仮説は、動画15本の実測で答えが出ました。</strong><div style="margin-top: 6px;"><a style="color: #33691e; font-weight: bold; text-decoration: none;" href="https://jinko0914.seesaa.net/article/521296327.html">〓 サイレスはなぜ短くなるのか　〜実測15本による答え合わせ〜（2026/8/7）</a></div></div><div style="border: 1px solid #b3d7ea; background: #eef6fb; border-radius: 10px; padding: 10px 14px; margin: 0 0 14px 0; line-height: 1.7; font-size: 14px;"><span style="display: inline-block; background: #1565c0; color: #ffffff; border-radius: 4px; padding: 2px 9px; font-weight: bold; font-size: 12px; margin-right: 8px;">EN</span><a style="color: #1565c0; font-weight: bold; text-decoration: none;" href="https://jinko0914.seesaa.net/article/521249192.html">Read this article in English 〓</a></div><div style="margin: 6px 0 10px 0;"><span style="display: inline-block; background: #ffebee; color: #c62828; border-radius: 4px; padding: 2px 10px; font-weight: bold; font-size: 13px; margin: 0 8px 4px 0;">2026/7/30 公開</span></div><div style="background: #fff5f5; border: 2px solid #ef9a9a; border-radius: 12px; padding: 14px 16px; margin: 14px 0; line-height: 1.9;"><div style="font-weight: bold; color: #c62828; font-size: 16px;">〓️ はじめに：これは仮説です</div><div style="margin-top: 8px;">この記事の後半に書く原因の説明は、実測から立てた<strong>仮説</strong>です。公式に確認された仕様ではありません。<strong>前半の実測値と、後半の推測を分けて読んでいただけると助かります。</strong><div style="margin-top: 10px; padding-top: 10px; border-top: 1px solid #ffcdd2; font-size: 14px;">※ この仮説の答え合わせは、その後の<a style="color: #c62828; font-weight: bold;" href="https://jinko0914.seesaa.net/article/521296327.html">実測15本による続報記事</a>でおこないました。</div></div></div><div style="line-height: 1.95; margin: 10px 0;">シェオルジェールの <a href="https://jinko0914.seesaa.net/article/513963925.html">Arebati veng25</a> をやり込んでいて、ずっと腑に落ちないことがありました。</div><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 14px 16px; margin: 12px 0; line-height: 1.95;"><div style="font-size: 17px; font-weight: bold; color: #33691e;">サイレスの効果時間が、理論値より短いのです。</div><div style="margin-top: 8px;">しかも「半分になる」のような分かりやすい短縮ではありません。<strong>中途半端に短い。</strong>レジストで説明しようとしても、数字が合いませんでした。</div></div><div style="line-height: 1.95; margin: 10px 0;">長いあいだ理由が分からないままでしたが、ようやく筋の通った説明にたどり着きました。ただし<strong>まだ仮説の段階</strong>です。この記事で扱いたいのは、次の<strong>2つの問題</strong>になります。</div><div style="background: #fffdf7; border: 2px solid #8bc34a; border-radius: 12px; padding: 16px 18px; margin: 14px 0; line-height: 1.95;"><div style="display: flex; margin: 6px 0;"><span style="flex-shrink: 0; width: 30px; height: 30px; background: #ef6c00; color: #fff; border-radius: 50%; text-align: center; line-height: 30px; font-weight: bold; margin-right: 12px; font-size: 15px;">1</span><div><strong style="color: #e65100; font-size: 17px;">倍率未解明問題</strong><div style="margin-top: 4px;">サイレスには「掛け続けると効果時間が短くなる」仕様があります。ところが<strong>どれだけ短くなるのかを示した資料が、どこにもありません。</strong></div></div></div><div style="display: flex; margin: 14px 0 6px 0;"><span style="flex-shrink: 0; width: 30px; height: 30px; background: #c62828; color: #fff; border-radius: 50%; text-align: center; line-height: 30px; font-weight: bold; margin-right: 12px; font-size: 15px;">2</span><div><strong style="color: #b71c1c; font-size: 17px;">レジストハックは「命中」扱いなのか問題</strong><div style="margin-top: 4px;">Arebatiでは<strong>1本目の命中からすでに短い</strong>のです。まだ一度も入っていないのに、すでに何度も掛けたあとのような効果時間になっている。<strong>レジストハックの詠唱まで数えられているのではないか</strong>——というのが仮説です。</div></div></div></div><div style="background: #fff5f5; border: 2px solid #ef9a9a; border-radius: 12px; padding: 14px 16px; margin: 14px 0; line-height: 1.9;"><div style="font-weight: bold; color: #c62828; font-size: 16px;">〓️ 2つ目は、あくまで仮説です</div><div style="margin-top: 8px;">私ひとりの環境で観測しただけなので、<strong>これが正しいと言い切ることはできません。</strong><div style="margin-top: 8px;"><strong>再現性があるのかどうか。同じことが他の方の環境でも起きるのかどうか。</strong>プレイヤーからの報告が多く集まるほど、この仮説は確からしくなっていきます。<strong>もしよければ、一緒に測ってもらえると嬉しいです。</strong></div></div></div><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 14px 16px; margin: 12px 0; line-height: 1.95;"><strong>〓 この続き（追記）で書いていること</strong><div style="margin-top: 8px;"><span style="display: inline-block; background: #cfd8ec; color: #37474f; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">1. 1分のズレ</span><span style="display: inline-block; background: #cfd8ec; color: #37474f; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">2. 効果時間の計算表</span><span style="display: inline-block; background: #c8e6c9; color: #1b5e20; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">3. 対照実験</span><span style="display: inline-block; background: #cfd8ec; color: #37474f; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">4. レジストでは説明できない</span><span style="display: inline-block; background: #cfd8ec; color: #37474f; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">5. サイレス固有の仕様</span><span style="display: inline-block; background: #ffcdd2; color: #b71c1c; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">6. 1回目から短い</span><span style="display: inline-block; background: #ffcdd2; color: #b71c1c; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">7. 仮説：ハックも命中扱い？</span><span style="display: inline-block; background: #cfd8ec; color: #37474f; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">8. 実務でどうするか</span><span style="display: inline-block; background: #ffe0b2; color: #e65100; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">9. 倍率未解明問題</span><span style="display: inline-block; background: #ffe0b2; color: #e65100; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">10. 一緒に測りませんか</span></div></div><a name="more"></a><h4 id="silence-1" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 1px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">〓 1. パライズIIとサイレスが、1分ずれて切れる</h4><div style="line-height: 1.95; margin: 10px 0;"><a href="https://jinko0914.seesaa.net/article/513963925.html">Arebati veng25 の記事</a>には、こう書いています。</div><table style="width: 100%; border-collapse: collapse; margin: 12px 0; font-size: 14px;"><thead><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">魔法</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">効果時間</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">&nbsp;</th></tr></thead><tbody><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>パライズII</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>7分37秒</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">フルに通る</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><strong>サイレス</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><strong>約6分20秒</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><span style="color: #c62828;">なぜか短縮される</span></td></tr></tbody></table><div style="line-height: 1.95; margin: 10px 0;"><strong>この2つは、本来まったく同じ効果時間になるはずの魔法です。</strong>どちらも<strong>基本効果時間120秒</strong>。同じ赤魔道士が、同じ装備で、同じ戦闘の中でほぼ同時に入れています。</div><div style="line-height: 1.95; margin: 10px 0;">なのに<strong>約1分の差</strong>がついて、別々のタイミングで切れていきます。</div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.95;">このズレは実務にそのまま響きました。かけ直すときに<strong>サボトゥールを両方に使えない</strong>ので、「どちらにサボトゥールを回すか」という段取りを組まざるを得なかったのです。</div><h4 id="silence-2" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 1px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">〓 2. まず基準を作る ─ 効果時間の計算表</h4><div style="line-height: 1.95; margin: 10px 0;">謎を追う前に、基準になる表を作りました。<strong>対象はNM</strong>です。「4部位／5部位」は<strong>エンピリアン装束（弱体魔法の効果時間+）の着用数</strong>、「サボ」は詠唱時に<strong>サボトゥール</strong>を乗せたかどうかを指します。</div><h5 id="silence-2-1" style="background: #e8f5e9; color: #33691e; font-size: 17px; font-weight: bold; padding: 8px 14px; border-left: 6px solid #8bc34a; border-radius: 4px; margin: 24px 0 12px 0;">〓 2-1. サイレス／パライズII（基本120秒）</h5><table style="width: 100%; border-collapse: collapse; margin: 12px 0; font-size: 14px;"><thead><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">装備条件</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">ジョブ首 HQ+1</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">ジョブ首 HQ+2</th></tr></thead><tbody><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">サボ併用・4部位</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">7:19</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>7:37</strong></td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">サボ併用・5部位</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">8:08</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">8:28</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">サボ非併用・4部位</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">5:44</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">5:59</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">サボ非併用・5部位</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">6:22</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">6:38</td></tr></tbody></table><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 14px 16px; margin: 12px 0; line-height: 1.95;"><strong>記事の「パライズII 7分37秒」は、「ジョブ首HQ+2・4部位・サボトゥール併用」にぴったり乗ります。</strong><div style="margin-top: 6px;">つまり<strong>表は正しく、パライズIIは理論どおりに効いている。</strong>ここまでは問題ありません。</div></div><h5 id="silence-2-2" style="background: #e8f5e9; color: #33691e; font-size: 17px; font-weight: bold; padding: 8px 14px; border-left: 6px solid #8bc34a; border-radius: 4px; margin: 24px 0 12px 0;">〓 2-2. 他の弱体魔法（ジョブ首 HQ+2）</h5><table style="width: 100%; border-collapse: collapse; margin: 12px 0; font-size: 14px;"><thead><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">魔法（基本時間）</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">サボ併用・4部位</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">サボ併用・5部位</th></tr></thead><tbody><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">ブレイク、バインド、グラビデ（30秒）</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">3:13</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">3:35</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">スリプル、スリプガ（60秒）</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">4:41</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">5:13</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">スリプルII、スリプガII（90秒）</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">6:09</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">6:50</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">パライズII、サイレス（120秒）</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">7:37</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">8:28</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">スロウII、アドルII（180秒）</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">10:33</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">11:44</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">ディストラIII、フラズルIII（300秒）</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">16:25</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">18:15</td></tr></tbody></table><table style="width: 100%; border-collapse: collapse; margin: 12px 0; font-size: 14px;"><thead><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">魔法（基本時間）</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">サボ非併用・4部位</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">サボ非併用・5部位</th></tr></thead><tbody><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">ブレイク、バインド、グラビデ（30秒）</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">2:49</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">3:08</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">スリプル、スリプガ（60秒）</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">3:52</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">4:18</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">スリプルII、スリプガII（90秒）</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">4:55</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">5:28</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">パライズII、サイレス（120秒）</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">5:59</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">6:38</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">スロウII、アドルII（180秒）</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">8:05</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">8:59</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">ディストラIII、フラズルIII（300秒）</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">12:18</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">13:40</td></tr></tbody></table><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 12px 16px; margin: 12px 0; line-height: 1.9;"><span style="font-weight: bold; color: #1565c0;">〓 補足</span> バインドは基本0〜60秒、グラビデ1・2は30〜120秒でランダムなので、その2つについては目安として見てください。</div><h4 id="silence-3" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 1px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">🧪 3. 対照実験 ─ Mboze では理論値どおりだった</h4><div style="line-height: 1.95; margin: 10px 0;">「表が正しい」ことを、自分の動画で実測しました。<strong>Mboze 戦の録画</strong>（私が赤魔道士を担当した回）です。ここでは<strong>サイレスが1回で命中しました</strong>。つまり<strong>レジストハックを一度も挟んでいません。</strong></div><div style="background: #263238; color: #eceff1; border-radius: 8px; padding: 12px 14px; margin: 12px 0; font-size: 13px; line-height: 1.8; word-break: break-all;"><div style="margin: 3px 0;">残796　Minelbaは、Mbozeにサイレスを唱えた。　←　1回で命中</div><div style="margin: 3px 0;">残790　Minelbaのサイレスが発動。</div><div style="margin: 3px 0;">残338.5　Mbozeは、静寂状態から回復した。　←　切れた瞬間</div></div><table style="width: 100%; border-collapse: collapse; margin: 12px 0; font-size: 14px;"><thead><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">&nbsp;</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">秒</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">&nbsp;</th></tr></thead><tbody><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>実測</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>451.5</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">7分31.5秒</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">理論値</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">457</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">7分37秒</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>差</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>5.5</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">＝一致</td></tr></tbody></table><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 12px 16px; margin: 12px 0; line-height: 1.9;"><span style="font-weight: bold; color: #1565c0;">〓 補足</span> ログの出力タイミングの都合で数秒ずれるのは、他の方が公開されている実測でも報告されています。</div><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 14px 16px; margin: 12px 0; line-height: 1.95;"><div style="font-size: 17px; font-weight: bold; color: #33691e;">サイレスは、1回で通したときには理論値どおりの効果時間になる。</div><div style="margin-top: 6px;">これが基準線になりました。</div></div><h4 id="silence-4" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 1px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">🤔 4. Arebati では短い。しかもレジストでは説明できない</h4><div style="line-height: 1.95; margin: 10px 0;">同じ赤魔道士、同じ装備、同じ魔法。ところが Arebati では <strong>約6分20秒（380秒）</strong>。理論値457秒に対して、<strong>比は0.83</strong>です。</div><div style="line-height: 1.95; margin: 10px 0;">レジストで効果時間が削られる場合、削られ方は <strong>1/2・1/4</strong> という段階になります（実際は弱体魔法に 1/4 レジストというものは存在しませんが、段階の説明として並べています）。</div><table style="width: 100%; border-collapse: collapse; margin: 12px 0; font-size: 14px;"><thead><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">もし〜だったら</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">効果時間</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">実際は</th></tr></thead><tbody><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">ハーフレジスト</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">228秒（3分48秒）</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><span style="color: #c62828;">そうなっていない</span></td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">フルに通っている</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">457秒（7分37秒）</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><span style="color: #c62828;">そうでもない</span></td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>実測</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>約380秒（6分20秒）</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong style="color: #c62828;">どの段階でもない</strong></td></tr></tbody></table><div style="background: #fff5f5; border: 2px solid #ef9a9a; border-radius: 12px; padding: 14px 16px; margin: 14px 0; line-height: 1.9;"><div style="font-weight: bold; color: #c62828; font-size: 16px;">〓️ ちなみに、ハーフレジストは別に起きます</div><div style="margin-top: 8px;">記事の更新履歴（2025/6/9）に書いたとおり、<strong>開幕のサイレスがレジストハック0回か1回で命中してしまうと、高確率でハーフレジストをくらいます。</strong><div style="margin-top: 8px;"><strong>つまり「ハックが足りない＝ハーフレジスト」「ハックが足りている＝通るが0.83倍」という二段構えです。どちらもレジストの段階では説明がつきません。</strong></div></div></div><h4 id="silence-5" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 1px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">〓 5. 調べたら、サイレス固有の仕様が実在した</h4><div style="line-height: 1.95; margin: 10px 0;">FF11用語辞典の「サイレス」の項に、こう書かれていました。</div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.95;"><div style="border-left: 4px solid #8bc34a; padding-left: 12px;">普段あまり意識されることのない仕様として、<strong>同一の敵にサイレスを掛け続けると、効果時間が短くなる</strong>というものがある。30回目以降は、効果時間が0に近くなり、命中と切れるログが同時に出るような状態となるだろう。</div></div><div style="line-height: 1.95; margin: 10px 0;"><strong>既知の仕様でした。</strong>「撃てば撃つほど削れていく」——だから <strong>1/2 や 1/4 のような段階にならず、中途半端な数字になる</strong>わけです。0.83 という値の性質とも噛み合います。</div><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 12px 16px; margin: 12px 0; line-height: 1.9;"><span style="font-weight: bold; color: #1565c0;">〓 NM限定の仕様？</span> はっきりとは書かれていません。別項の「弱体魔法」には「一部のNMは同じ弱体魔法を入れ続けると効果時間が減少する」という記述もあります。<strong>実用上はNM全般でそう考えておけば足りると思います。</strong>通常モンスターでどうなのかは分かりませんが、そもそもサイレスの効果時間が問題になるのはNM戦だけなので、気にしなくていいでしょう。</div><h4 id="silence-6" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 1px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">〓 6. ところが、1回目の命中で既に短い</h4><div style="line-height: 1.95; margin: 10px 0;">ここで話が合わなくなります。</div><div style="line-height: 1.95; margin: 10px 0;">「掛け続けると短くなる」なら、<strong>1本目は理論値どおりで、2本目・3本目から短くなるはず</strong>です。</div><div style="background: #fff5f5; border: 2px solid #ef9a9a; border-radius: 12px; padding: 14px 16px; margin: 14px 0; line-height: 1.9;"><div style="font-weight: bold; color: #c62828; font-size: 16px;">〓 でも Arebati では、最初に命中した1本目からすでに約6分20秒</div><div style="margin-top: 8px;">まだ一度も入っていないのに、すでに何度も掛けたあとのような効果時間になっている。<strong>ここが長いあいだ分からなかった部分でした。</strong></div></div><h4 id="silence-7" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 1px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">〓 7. 仮説 ─ レジストハックも「命中」として数えられているのでは</h4><div style="line-height: 1.95; margin: 10px 0;">思い当たったのが、<strong>Arebati でのサイレスの入れ方</strong>です。Arebati では、サイレスは素直には通りません。記事にもこう書いています。</div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.95;"><div style="border-left: 4px solid #8bc34a; padding-left: 12px;"><strong>サイレスの命中には、レジストハック2回以上＋カイロンホーズが必要です</strong></div></div><div style="line-height: 1.95; margin: 10px 0;"><strong>レジストハックは「レジストされる前提で撃つ」テクニック</strong>です。レジストされた詠唱が敵の耐性を一段下げ、次の1本を通しやすくする。だから<strong>通るまで何度も撃ちます。</strong></div><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 14px 16px; margin: 12px 0; line-height: 1.95;"><div style="font-size: 17px; font-weight: bold; color: #33691e;">1本目が命中した時点で、実際にはもう何本もサイレスを撃ち込んでいる。</div><div style="margin-top: 8px; font-size: 17px; font-weight: bold; color: #33691e;">そのレジストハックぶんの詠唱が、「命中」として数えられているのではないか。</div></div><div style="line-height: 1.95; margin: 10px 0;">そう考えると、2つの観測が1つの仕組みで説明できます。</div><table style="width: 100%; border-collapse: collapse; margin: 12px 0; font-size: 14px;"><thead><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">&nbsp;</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Mboze</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Arebati</th></tr></thead><tbody><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">サイレスの入り方</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">1回で命中</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">ハック2回以上が必要</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><strong>命中までに撃った本数</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><strong>1本</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><strong>数本</strong></td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">実測の効果時間</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>451.5秒</strong>（理論値457秒）</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong style="color: #c62828;">約380秒</strong>（0.83倍）</td></tr></tbody></table><div style="line-height: 1.95; margin: 10px 0;"><strong>同じ赤魔道士・同じ装備・同じ魔法。違うのは「命中までに何本撃ったか」だけです。</strong></div><div style="line-height: 1.95; margin: 10px 0;">実際、解析した Arebati の討伐動画でも、<strong>開幕にサイレスを8回撃っていました</strong>（パライズIIは2回）。</div><h5 id="silence-7-1" style="background: #e8f5e9; color: #33691e; font-size: 17px; font-weight: bold; padding: 8px 14px; border-left: 6px solid #8bc34a; border-radius: 4px; margin: 24px 0 12px 0;">〓 7-1. 調べた範囲では、どこにも書かれていません</h5><div style="line-height: 1.95; margin: 10px 0;">念のため、日本語・英語のあちこちを調べました。</div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.95;"><div>・<strong>「掛け続けると短くなる」という仕様自体</strong>は、FF11用語辞典に書かれています</div><div style="margin-top: 6px;">・しかし<strong>「レジストされた（＝命中しなかった）詠唱も数えるのか」に触れた資料は、一つも見つかりませんでした</strong></div><div style="margin-top: 6px;">・英語圏のwikiには、<strong>そもそもこの減衰仕様の記載自体がありません</strong></div></div><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 12px 16px; margin: 12px 0; line-height: 1.9;"><span style="font-weight: bold; color: #1565c0;">〓 反論として想定されること</span> 英語圏のwikiのレジストハック（Immunobreak）の項には、「<strong>耐性ランクを下げるだけで効果時間には影響しない</strong>」と書かれています。ただしこれは<strong>「レジストハックという仕組み」の話</strong>であって、<strong>「サイレス固有の効果時間の減り方が、レジストされた詠唱まで数えているのか」とは別の論点</strong>だと考えています。</div><h4 id="silence-8" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 1px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">🛠️ 8. 実務でどうするか ─「短くしない」ではなく「どれだけ短くなるかを知る」</h4><div style="line-height: 1.95; margin: 10px 0;">ここで「じゃあレジストハックを減らせばいいのでは」と思うかもしれませんが、<strong>それはできません。</strong></div><table style="width: 100%; border-collapse: collapse; margin: 12px 0; font-size: 14px;"><thead><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">ハックの回数</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">結果</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">&nbsp;</th></tr></thead><tbody><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>足りない</strong>（0〜1回）</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong style="color: #c62828;">ハーフレジスト確定コース</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">効果時間は半減</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><strong>しっかりやる</strong>（2回以上）</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">通る</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><span style="color: #c62828;">ただし理論値より短い</span></td></tr></tbody></table><div style="background: #fff5f5; border: 2px solid #ef9a9a; border-radius: 12px; padding: 14px 16px; margin: 14px 0; line-height: 1.9;"><div style="font-weight: bold; color: #c62828; font-size: 16px;">〓️「回数を減らして効果時間を守る」という選択肢は、そもそも存在しない</div><div style="margin-top: 8px;">レジストハックが前提になっている敵では、<strong>中途半端なハックがいちばん悪い結果</strong>になります。短くなること自体は避けられません。</div></div><div style="line-height: 1.95; margin: 10px 0;">だとすると、実務で本当に大事なのはこうなります。</div><div style="display: flex; margin: 10px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #689f38; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">1</span><div style="line-height: 1.85;"><strong>しっかりレジストハックして、確実に通す</strong></div></div><div style="display: flex; margin: 10px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #689f38; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">2</span><div style="line-height: 1.85;"><strong>その結果、効果時間がどれだけ短くなるのかを正確に知る</strong></div></div><div style="display: flex; margin: 10px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #689f38; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">3</span><div style="line-height: 1.85;"><strong>→ サイレスのかけ直しタイミングが読めるようになる</strong></div></div><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 14px 16px; margin: 12px 0; line-height: 1.95;">Arebati でサボトゥールの配り方（サイレスに使うか、パライズIIに使うか）を組み立てられたのは、<strong>「サイレスは約6分20秒で切れる」と数字で分かっていたから</strong>です。<div style="margin-top: 8px;"><strong>避けられないなら、正確に把握して段取りに組み込むしかありません。</strong></div></div><h4 id="silence-9" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 1px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">〓 9. 最大の問題 ─ 「どれだけ短くなるか」が全く解明されていない</h4><div style="line-height: 1.95; margin: 10px 0;">ここが本題かもしれません。<strong>「掛け続けると短くなる」とは書かれていても、どれだけ短くなるのかを示した資料がありません。</strong>倍率なのか、固定値の減算なのか、下限があるのか——何も分かっていません。</div><div style="line-height: 1.95; margin: 10px 0;"><strong>段取りを組む側からすると、ここが分からないのがいちばん困ります。</strong></div><h5 id="silence-9-1" style="background: #e8f5e9; color: #33691e; font-size: 17px; font-weight: bold; padding: 8px 14px; border-left: 6px solid #8bc34a; border-radius: 4px; margin: 24px 0 12px 0;">〓 9-1. ただし、一つ言えることがあります</h5><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 14px 16px; margin: 12px 0; line-height: 1.95;"><div style="font-size: 17px; font-weight: bold; color: #33691e;">Arebati では、何度やっても約6分20秒に落ち着きました。</div><div style="margin-top: 8px;">もし短縮の量がランダムに決まるなら、<strong>毎回バラバラの値になるはず</strong>です。そうならず、繰り返し同じところに着地したということは——</div><div style="margin-top: 8px; font-weight: bold; color: #1b5e20;">短縮の倍率はランダムではなく、条件が同じなら同じ結果になる可能性が高い。</div><div style="margin-top: 8px;">つまり<strong>「測れば分かる」種類の仕様</strong>だということです。ここは希望が持てます。</div></div><h5 id="silence-9-2" style="background: #e8f5e9; color: #33691e; font-size: 17px; font-weight: bold; padding: 8px 14px; border-left: 6px solid #8bc34a; border-radius: 4px; margin: 24px 0 12px 0;">〓 9-2. まだ分かっていない3つのこと</h5><table style="width: 100%; border-collapse: collapse; margin: 12px 0; font-size: 14px;"><thead><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">&nbsp;</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">分かっていないこと</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">&nbsp;</th></tr></thead><tbody><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">①</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>短縮の量そのもの</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">倍率か固定減算か。下限はあるのか</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">②</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><strong>レジストされた詠唱も数えるのか</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><span style="color: #c62828;">ここで意味が正反対になる</span></td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">③</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>何をきっかけに回数がリセットされるのか</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">戦闘ごと？ ターゲットごと？</td></tr></tbody></table><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.95;"><strong>②がとくに大きいです。</strong>入らなかった詠唱も数えるなら、レジストハックは純粋に損。命中したぶんだけなら、ハックは「通すためのコスト」で済みます。<div style="margin-top: 8px;">なお<strong>耐性のほうは「弱体が成功すると、それまでのハック回数がリセットされる」</strong>と言われていますが、<strong>効果時間側がどうなのかは不明です。</strong></div></div><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 12px 16px; margin: 12px 0; line-height: 1.9;"><span style="font-weight: bold; color: #1565c0;">〓 自分の仮説への宿題でもあります</span> 「毎回6分20秒」という観測は、じつは仮説そのものへの問いにもなっています。ハックの回数が戦闘ごとに多少ぶれても同じ値に着地するなら、<strong>単純な「回数×一定量」ではない</strong>（頭打ちがある、あるいは別の決まり方をしている）可能性があります。</div><h4 id="silence-10" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 1px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">🤝 10. よかったら、一緒に測ってみませんか</h4><div style="line-height: 1.95; margin: 10px 0;">正直に言うと、<strong>これをきちんと検証するのは、なかなか骨が折れます。</strong>条件を揃えて何度も測る必要があるので、ひとりでやっていると時間がいくらあっても足りません。</div><div style="line-height: 1.95; margin: 10px 0;"><strong>もし興味を持たれた方がいたら、ぜひ測ってみてほしいです。</strong>サイレスを使う赤魔道士なら、普段の戦闘のついでに取れるデータです。</div><h5 id="silence-10-1" style="background: #e8f5e9; color: #33691e; font-size: 17px; font-weight: bold; padding: 8px 14px; border-left: 6px solid #8bc34a; border-radius: 4px; margin: 24px 0 12px 0;">〓 10-1. なぜ報告が大事なのか</h5><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.95;">この記事の2つ目のテーマ——<strong>「レジストハックは命中扱いなのか」は、あくまで仮説</strong>です。<div style="margin-top: 8px;">私ひとりの環境で観測しただけなので、たまたま私の環境だけで起きていることなのか、<strong>それとも誰の環境でも起きる仕様なのかが、まだ分かりません。</strong></div><div style="margin-top: 8px;"><strong>再現性があるかどうか。</strong>これを確かめる方法は、<strong>報告を集めること以外にありません。</strong>同じ現象の報告が増えるほど、この仮説は確からしくなっていきます。逆に「うちでは起きなかった」という報告も、同じくらい価値があります。</div></div><div style="line-height: 1.95; margin: 10px 0;">コメント欄でも構いません。<strong>1件でもデータが増えると、だいぶ話が進みます。</strong></div><h4 id="silence-11" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 1px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">〓 11. まとめ</h4><table style="width: 100%; border-collapse: collapse; margin: 12px 0; font-size: 14px;"><thead><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">&nbsp;</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">内容</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">&nbsp;</th></tr></thead><tbody><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">①</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">パライズIIは理論どおり（7分37秒）</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">表と一致</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">②</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">サイレスも<strong>1回で通せば理論どおり</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Mbozeで実測451.5秒</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">③</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Arebatiでは約6分20秒に短縮</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><span style="color: #c62828;">レジストでは説明不能</span></td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">④</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">サイレスには<strong>掛け続けると短くなる仕様</strong>がある</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">既知</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">⑤</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>だが1回目から短い</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><span style="color: #c62828;">既知仕様では説明できない</span></td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">⑥</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><strong>レジストハックも数えられている？</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">〓 仮説</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">⑦</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">短縮の倍率は<strong>ランダムではなさそう</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">＝測れば分かる</td></tr></tbody></table><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.95;">サイレスは、魔法命中をいくら盛っても効果時間そのものは伸びません。それでも<strong>「何回で通したか」で効果時間が変わるのだとしたら</strong>、弱体魔法スキルや魔法命中を盛る意味は、<strong>「通すため」だけではなくなります。</strong></div><h5 id="silence-11-1" style="background: #e8f5e9; color: #33691e; font-size: 17px; font-weight: bold; padding: 8px 14px; border-left: 6px solid #8bc34a; border-radius: 4px; margin: 24px 0 12px 0;">〓 11-1. 結局、残っているのはこの2つ</h5><div style="background: #fffdf7; border: 2px solid #8bc34a; border-radius: 12px; padding: 16px 18px; margin: 14px 0; line-height: 1.95;"><div style="display: flex; margin: 6px 0;"><span style="flex-shrink: 0; width: 30px; height: 30px; background: #ef6c00; color: #fff; border-radius: 50%; text-align: center; line-height: 30px; font-weight: bold; margin-right: 12px; font-size: 15px;">1</span><div><strong style="color: #e65100; font-size: 17px;">倍率未解明問題</strong><div style="margin-top: 4px;">どれだけ短くなるのかが分からない。<strong>ただしランダムではなさそう＝測れば分かるはず。</strong></div></div></div><div style="display: flex; margin: 14px 0 6px 0;"><span style="flex-shrink: 0; width: 30px; height: 30px; background: #c62828; color: #fff; border-radius: 50%; text-align: center; line-height: 30px; font-weight: bold; margin-right: 12px; font-size: 15px;">2</span><div><strong style="color: #b71c1c; font-size: 17px;">レジストハックは「命中」扱いなのか問題</strong><div style="margin-top: 4px;"><strong>あくまで仮説。</strong>再現性があるのかどうかは、<strong>報告が集まらないと分かりません。</strong></div></div></div></div><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 14px 16px; margin: 12px 0; line-height: 1.95;"><div style="font-size: 16px; font-weight: bold; color: #33691e;">まだ分からないことだらけの話です。</div><div style="margin-top: 8px;">もし「うちではこうだったよ」というデータがあれば、ぜひ教えてください。<strong>「うちでは起きなかった」でも大歓迎です。</strong>どちらの報告も、同じくらい話を前に進めてくれます。</div></div><div style="margin: 20px 0 0 0;"><a style="display: block; background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; text-align: center; font-weight: bold; font-size: 16px; padding: 14px 18px; border-radius: 10px; text-decoration: none; box-shadow: 0 2px 6px rgba(0,0,0,0.2);" href="https://jinko0914.seesaa.net/article/513963925.html">〓 シェオルジェール Arebati veng25 の攻略記事はこちら</a></div><div class="blogmura-link"><a href="https://blogmura.com/ranking/in?p_cid=11212488" target="_blank"><img src="https://b.blogmura.com/88_31.gif" width="88" height="31" border="0" alt="ブログランキング・にほんブログ村へ" />にほんブログ村</a>
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            <category>赤魔道士 (Red Mage)</category>
      <author>Jinko</author>
      <guid isPermaLink="false">blog:https://blog.seesaa.jp,jinko0914/521239314</guid>
                </item>
        <item>
      <link>https://jinko0914.seesaa.net/article/521235862.html</link>
      <title>Odyssey Sheol Gaol: Arebati V25 — Strategy &amp; Fight Log (Part 3)</title>
      <pubDate>Wed, 29 Jul 2026 13:30:01 +0900</pubDate>
            <description>日本語日本語版の記事はこちら 〓(2025/4/13 Published)The Part 2 strategy (Japanese) was simply too demanding. The Part 1 strategy (Japanese) is easy to run, so I went back to it and worked out how to fix what was wrong with it.🛠️ What changed from Part 11...</description>
            <itunes:summary><![CDATA[
<img src="https://jinko0914.up.seesaa.net/image/arebati3_hero_en.png" alt="Sheol Gaol Arebati Vengeance 25 strategy, Part 3" />日本語<a href="https://jinko0914.seesaa.net/article/513963925.html">日本語版の記事はこちら 〓</a>(2025/4/13 Published)<a href="https://jinko0914.seesaa.net/article/511834767.html#more">The Part 2 strategy</a> (Japanese) was simply too demanding. The <a href="https://jinko0914.seesaa.net/article/505643713.html#more">Part 1 strategy</a> (Japanese) is easy to run, so I went back to it and worked out how to fix what was wrong with it.🛠️ What changed from Part 11. Not enough damageOur pDIF was nowhere near high enough, so the attacker changed from Warrior to Dancer, and the Dancer slot in the first fight changed to Thief. Dancer has been carrying the Hard Mode Aminon strategy where you only land weapon skills, and this fight has a lot in common with it - I expected Dancer to out-damage Warrior by a wide margin here. In the first fight, swapping that slot to Thief still makes taking Arebati below 75% straightforward.2. TP feedThe shape of this strategy is close to the Mboze fight, but the one big difference is how you erase the TP you feed. In Mboze it is the Blue Mage that wipes TP; Beastmaster simply does not do that job as well. So the TP feed problem is a little worse here than it is in Mboze.<a></a>〓 Trial-and-error log〓 About this sectionThis article is the record of about two months of sharpening the strategy in the field. Every conclusion reached here is already folded into the sections below. If you only want the strategy, skip this and go straight to the contents.2025/4/181. Best damage so far - and the worst TP feed so farProblemDamage in the second fight was the best we had ever had. So was the TP feed. Weapon skills came around so fast that TP Drainkiss could not keep up at all. Swapping Samurai Roll for Monk's Roll did not fix it either.What we triedGive the Dancer Gleti's Knife R30 (Subtle Blow II +10) as the off-hand.Adjust when weapon skills are fired.Have the Beastmaster keep its weapon sheathed and focus purely on TP Drainkiss.2025/4/182. Weapon choice and skillchains in the first fightProblemIn the first fight, giving the Thief a Magian weapon in the off-hand dropped accuracy and therefore damage.→ Any combination of Thief weapons seems fine - just do not equip a Magian weapon.NoteA Distortion skillchain can happen in the first fight, so the order of weapon skills and which Siren blood pacts you use both need care.2025/4/28Added the attack power you needChangeAdded the attack power each attacker needs in order to actually benefit from Aria of Passion.2025/5/3Bard dropped from the attackersChangeRewrote the strategy so the Bard no longer joins the attack.2025/5/11Testing Adventurer's DirgeFindingWe did not feel Adventurer's Dirge was necessary.2025/5/12Found the elemental-magic mechanic; Bard back on the attackFindingAbove 75% HP Arebati appears to cast elemental magic with no cast time; below 75% it casts normally. I suspect this is not specific to Arebati but common to the AT3 bosses generally.→ Bard goes back to attacking - but firing Gust Slash and Mordant Rime alternately, immediately at TP 1000. That holds the TP feed down, handles the WS Wall, and still adds damage.ChangeAdded the warnings to Section 3-2, revised the role split in Section 4-1, and simplified the opening sequence in Section 4-3.2025/5/16TP fed by damage taken, and managing Paralyze IIProblemWe tried a lot of things and the TP feed was still the biggest problem - in particular the TP fed by taking damage. Paralyze II is enormous here: it is why we take almost nothing through the first half of the second fight. But it wears in the second half, damage starts landing again, and completely locking out TP moves gets hard.→ The Red Mage has to re-apply Paralyze II, not just Silence.〓️ ImportantIf you cannot get Arebati below 40% with about nine minutes still on the clock, the kill is very unlikely.ProblemFor some reason Silence only lasts about 6:20. Paralyze II (7:37) should match it but now wears roughly a minute later, and that gap is too small to put Saboteur on both.→ Use Saboteur on the Silence re-application and accept re-casting Paralyze II without it.ChangeRevised when the one-hour abilities and Wild Card are used, and revised the Bard's weapon skills.2025/5/28Handling the rampage below 20%ProblemBelow 20% HP Arebati starts rampaging, which brings the TP feed problem back.→ Around 20%, the Bard stops attacking and spams Gust Slash (WS Wall).ProblemBelow 20% the drop in our damage output becomes a serious problem.→ Unleash + Grand Pas are now fired around that point.ProblemIf Silence has worn off and Blizzard V goes out, the Dancer is killed outright or left near death. Silence does not land on the first try, so we needed a safety net.→ Once Entrust Indi-Fury wears, the Dancer gets almost no benefit from Aria of Passion. So when Indi-Fury wears, overwrite the Dancer's Aria with Pianissimo + Sentinel's Scherzo.ChangeThe weapon-skill TP rule became "fire above TP 2000".2025/6/4Everyone moves to "fire above TP 2000"ProblemThe TP feed would not come down unless Mercy Stroke and Mordant Rime waited for 2000 too.→ Everyone now fires above TP 2000.ChangeThe Dancer's weapon became Twashtar and the weapon skill became Rudra's Storm only. Also, the Paladin has room to spare until Arebati is at 40%, so the Paladin now helps with the WS Wall.2025/6/5Samurai Roll's number changes weapon-skill timingFindingHow fast weapon skills come around changes with the number on Samurai Roll, so the TP you fire at has to change with it.2025/6/9Half-resisted Silence at the openingProblemIf the opening Silence lands after zero or one resist hacks - that is, after only one or two attempts to wear the resistance down - it is very likely to be half-resisted. That leaves the Dancer at risk of being killed outright by Blizzard V before Sentinel's Scherzo is up.→ The geomancy we bring in changes from Indi-Haste to Indi-Fend.2025/6/15The Bard's judgement - and the kill!ProblemBelow 20% we did not have enough damage unless the Bard attacked too. But if the Bard fires on the same rule as the other attackers, the TP feed comes back.→ The Bard mostly fires Mordant Rime, dropping in a Gust Slash to regulate the TP feed. This is a genuine judgement call and it matters a lot. Concretely: when Silence has worn off and Blizzaga V is coming, do not fire at all.〓 We finally got the killOf all the AT3 Vengeance 25 fights, this one gave us the most trouble. Arebati is without question the hardest of them. That said, I do not think luck plays much of a part. It asks a lot of every single player, but if everyone does their job properly the kill is there. The kill videos are in the Introduction.If you get the physical attack down field, the kill is impossible.〓 Contents<a href="#arebati3en__1-1">Introduction</a><a href="#arebati3en__1-2">Section 1. Mechanics</a><a href="#arebati3en__1-3">Section 2. Job setup</a><a href="#arebati3en__1-4">Section 3. First fight</a><a href="#arebati3en__1-4-1">3-1. Buffs before the fight</a><a href="#arebati3en__1-4-2">3-2. Strategy</a><a href="#arebati3en__1-5">Section 4. Second fight</a><a href="#arebati3en__1-5-1">4-1. Buffs before the fight</a><a href="#arebati3en__1-5-2">4-2. Splitting up the weapon skills</a><a href="#arebati3en__1-5-3">4-3. How the fight runs</a><a href="#arebati3en__1-6">Section 5. Job by job</a>〓 Introduction〓 Kill videosYou can watch the actual kill in these two videos.<a href="https://youtu.be/IUVoTOXzPPQ">Video 1 〓</a> White Mage and Paladin point of view<a href="https://youtu.be/8j_RGlLJNeY">Video 2 〓</a> Geomancer and Bard point of view〓 OverallOf all the AT3 Vengeance 25 fights, this one gave us the most trouble. Arebati is without question the hardest of them.That said, I do not think luck plays much of a part. It asks a lot of every single player, but if everyone does their job properly the kill is there.〓️ When the kill is impossibleIf you get the physical attack down field, the kill is impossible.🧩 Section 1. MechanicsArebati has seven mechanics that matter. Getting these straight is the first step.⚔️ Damage typeThe only damage that works is piercing - melee and ranged alike.〓 Removing the auraYou strip it with consecutive critical hits. Each time the aura comes back, it takes more critical hits than the time before.〓 Skillchain absorptionWhile the aura is up, Arebati absorbs ice-based skillchains (Induration, Distortion, Darkness) and heals for over 70,000 HP.👥 AddsAt 75% and 40% HP an add spawns (Arebati's Razz), for two in total.🌫️ YaegasumiArebati uses Yaegasumi - its two-hour ability - on reaching 75% and 40% HP. It lasts 45 seconds.🤐 Silence durationShorter than it should be. Even with a full enfeebling set and Saboteur it runs about 6 minutes 20 seconds.〓️ Elemental magicAt 75% HP or above it casts with no cast time. Below 75% it casts normally.〓 What that points toNone of its TP moves are truly threatening. Even if stripping the aura goes badly, the tank will not go down as long as you have Panacea and a healer.It has a lot of moves that strip several buffs at once, which makes closing in and meleeing it painful. That is why a ranged setup, or one that locks its TP moves out entirely, is the recommendation.👥 Section 2. Job setupFirst fight - take Arebati below 75%Rune Fencer | tankRanger | attackerThief | attackerGeomancer | supportSummoner | supportWhite Mage | healerSecond fight - take the rest of its HP down and kill itPaladin | tankDancer | attackerRed Mage | enfeebler, attackerCorsair | support, attackerBard | support, attackerBeastmaster | TP erasure⚔️ Section 3. First fight〓 3-1. Buffs before the fight◆ Geomancy brought in (Indi- spells)JobIndi- spellPurposeRune FencerIndi-BarrierCuts physical damage takenThiefIndi-HasteShorter attack intervalWhite MageIndi-RefreshKeeps the White Mage's MP upRangernot specified—Summonernot specified—Geomancernot specified—〓 NoteIf the White Mage starts running dry, the Geomancer switches to Indi-Refresh to help.◆ Buffs once inside, on the stairsJobBuffsWhite MageBoost-AGI, Auspice, Barblizzara, Protectra V, Shellra VSummonerHastega II, Crystal BlessingGeomancerIndi-AGI (Ranger), Geo-Fury (Ranger), Indi-Haste (Thief)Rune FencerRefresh (on the White Mage)〓 3-2. Strategy◆ Ground rulesThe tank (Rune Fencer) stays against the wall so knockback cannot push it out of position.Ranger and Thief auto-attack in a Subtle Blow +50 set (Auspice and food; Avatar's Favor not counted).The Summoner keeps Siren's Avatar's Favor (Subtle Blow II) at rank 19 the whole time. <a href="https://jinko0914.seesaa.net/article/510114805.html#more">More on Avatar's Favor</a> (Japanese).◆ How the fight runs1The Ranger is the main attacker and does the damage at range. The Thief melees, but when the incoming damage gets bad it pulls out, gets healed and buffed, and goes back in.2The Summoner keeps Siren's Avatar's Favor (Subtle Blow II) up continuously.3Re-apply Entrust Indi-Haste on the Thief when it wears.4When that second Entrust Indi-Haste wears too, use Hastega II. This dismisses Siren and interrupts Subtle Blow II, so the attackers must stop attacking for a moment. Use Accomplice on the Ranger during that window.5The White Mage handles healing and buffs on the Rune Fencer and Thief, and keeps Dia II up.6When an add pops, the Ranger locks it down fast with Shadowbind.7The add will go for the Thief, so the Thief needs to move out of the way quickly.8If the White Mage has to pull out, the Summoner tops the Rune Fencer up with Garuda.◆ Stripping the aura, and the WS Wall■ How the aura gets strippedJobMethodThiefTauret, single-wielded, holding TP at 0SummonerHysteric AssaultRangerJishnu's Radiance■ WS Wall (weapon-skill rotation)ThiefMandalic Stab → Rudra's Storm → Shark Bite (a Magian weapon in the off-hand is not recommended)RangerEmpyreal Arrow 〓 Sidewinder (Hangaku-no-Yumi)〓 Section 4. Second fightThe second fight is Arebati itself. The opening buffs, managing weapon skills, and locking its TP moves out completely are what decide the kill.〓 4-1. Buffs before the fightGeomancy brought in (Indi- spells)Bring these in to balance damage, survivability and support.JobIndi- spellWhat it does and whyPaladinIndi-RegenSelf-healing on damage taken; keeps it going longerDancerIndi-BarrierCuts physical damage taken (party-wide defence)Red MageIndi-DEXSupports the Dancer's DPSCorsairIndi-FuryRaises attack across the party (physical DPS)Bard or BeastmasterIndi-FendStops Blizzard V killing the Dancer outright〓️ The opening buff phase is the critical momentThe opening buff phase is one of the most important parts of the whole Arebati fight. Everything that has to be done before the Paladin charges in has to be done fast and without a miss.Buffs once insideWhereOn the stairs inside the battlefieldJobBuffsPaladinMajesty + Protect V, Shell IV (PLD, BST, BRD, COR, RDM)Red MageHaste II (RDM, BRD, COR, DNC), Phalanx II (PLD, DNC), Shell V (DNC), Temper II, Gain-STR, Refresh III (self), Stoneskin, AquaveilBeastmasterKiller Instinct (using a plantoid pet)BardValor Minuet III, IV, V, Honor March, Aria of Passion (party-wide), Mage's Ballad II + III (on the Paladin)CorsairChaos Roll + Crooked Cards, Samurai Roll + Crooked Cards〓 NotesOn the stairs the Bard only lays down the five dummy songs. The real songs go over the top of them the moment Arebati is asleep from Sleep II.Once the geomancy you brought in wears off, the Bard overwrites the Dancer's Aria of Passion with Pianissimo + Sentinel's Scherzo.The second Phantom Roll (Samurai, for instance) is done after the Paladin has charged in and everyone has gathered up.Red Mage: an efficient casting order1Haste II (self) → Refresh III (self) → Phalanx II (PLD) → Phalanx II (DNC)2Haste II → Shell V (DNC) → Aquaveil3Haste II → Temper II → Stoneskin4Haste II → Gain-STR〓 Aim to have the whole thing done inside one minute.When the geomancy wears offIf the geomancy you brought in wears off mid-fight, the Bard overwrites the Dancer's Aria of Passion with Pianissimo + Sentinel's Scherzo.〓 This is the safety net against Blizzard V killing the Dancer outright.〓 4-2. Splitting up the weapon skillsWeapon skills and gear, job by jobJobMain WSHow it is used / gearDancerRudra's StormTwashtar + Gleti's Knife R30Red MageMercy StrokeAlways this oneCorsairLast Stand / DetonatorAlternatingBardsee Section 5—Beastmasterdoes not attack—PaladinRed Lotus BladeFor the WS WallWhen to fire (not counting TP Bonus gear)Samurai Roll numberFire at7, 8, 9, 10Above TP 20002, 11Above TP 25006Above TP 1700This applies to all four of Rudra's Storm, Mercy Stroke, Last Stand and Detonator.〓 We cap how often weapon skills go out so we do not hand Arebati the TP to use a TP move. Tuning the timing to the Samurai Roll number is how we keep both the DPS and the safety.〓 Extra notesThe Dancer may fire the moment it passes TP 1000, but only for the second weapon skill after Climactic Flourish.The Bard's weapon skills are covered in Section 5.During Unleash, fire the instant damage and TP efficiency are at their best.〓 Why the Samurai Roll number changes the timingThe faster weapon skills come around, the more TP you feed, so the timing has to be managed carefully. But hold them too long and the DPS drops far enough that you run out of clock. The way we square that is to let the firing TP move with the Samurai Roll number.Number 6 (the smallest TP bonus): TP builds slowly, so fire early at 1700 and up to stop the DPS collapsing.Numbers 7-10 (middling): fire at 2000 and up, balancing how fast TP builds against the TP feed risk.Numbers 2 and 11 (the largest TP bonus): TP builds very fast and the TP feed risk is high, so push it out to 2500 and up.In short, you weigh how quickly your own TP builds against how much TP you are handing the boss, and pick the firing point per number.〓 4-3. How the fight runs〓 The premise: lock the TP moves out completely<img src="https://jinko0914.up.seesaa.net/image/arebati3_lockdown_en.png" alt="How the TP-move lockdown works: attackers build TP on the adds, land weapon skills on Arebati only, and TP Drainkiss wipes Arebati&#39;s TP" />In the second fight Arebati appears at exactly 75% of its maximum HP. Pulling alone will not spawn an add - you have to do at least 1 damage to Arebati for the first one to appear.Build TP on the adds and land weapon skills on Arebati only.TP Drainkiss wipes Arebati's TP. In other words, the whole plan rests on never letting it use a TP move.HP timeline75%Where the second fight starts. Pull, then do at least 1 damage and the first add pops and Yaegasumi comes out.40%The second add pops and Yaegasumi comes out. 〓 You have to be here with about 9 minutes 30 seconds left.25%Use Unleash + Grand Pas, then Wild Card straight afterwards.20%Arebati starts rampaging. The Bard stops attacking and spams Gust Slash.The opening1The Paladin uses Sentinel, Rampart and Fealty and pulls by letting Arebati latch onto it.2The Red Mage hits Arebati once to bring out the add, then puts it to sleep with Stymie + Sleep II.3The Bard starts its songs. The Paladin locks the add down with Flash and Shield Bash.4The Dancer builds Box Step on Arebati to full.5The Red Mage lands Silence and Paralyze II using Chainspell + Saboteur. The Bard applies Carnage Elegy (it lasts to the end of the fight).6Once both enfeebles are on, land Dia III and the whole attack force opens up.〓️ Watch out at the openingYaegasumi is guaranteed to be over by this point.The Paladin should not rush to heal an attacker the moment its HP drops.Attackers may freely build TP on the adds with auto-attacks.Mandau has Additional Effect: Poison, so use a different dagger for the very first hit.The middleThe Paladin holds the adds and doubles as a healer with Curaga and the like. Do not worry about being second on Arebati's hate list.Attackers build TP on the adds and land weapon skills on Arebati only.The Beastmaster uses TP Drainkiss every time it is off cooldown.When the geomancy you brought in wears off, overwrite the Dancer's Aria of Passion with Pianissimo + Sentinel's Scherzo (the safety net against Blizzard V).Once Arebati is below 40% and the second add is out, the Paladin uses Intervene on that add and then Invincible straight after to lock the hate down. If that still is not enough, add Flash and Shield Bash.You need to have the second add out with about 9 minutes 30 seconds left.The endWhen Silence wears off, re-apply it with Saboteur. If Paralyze II has worn off, casting it on its own is fine.At 25% HP, use Unleash and Grand Pas, then Wild Card right after.Once Unleash ends, the Bard leaves the attack and spams Gust Slash - firing the same weapon skill over and over builds resistance, and this avoids it.〓 NoteSilence runs slightly short by design (about 6:20) and wears about a minute before Paralyze II (about 7:37), which makes re-applying both at once difficult. Give Saboteur to the Silence.Paralyze II matters enormously, because it holds down the TP you feed by taking hits.<a href="https://x.com/Syousa_Saitaman/status/1485965993491202051">This post</a> is a useful reference for judging when Arebati has reached 25%.〓 Section 5. Job by job〓 Applies to everyoneHate at the opening is difficult to manage, so following the order in <a href="#arebati3en__1-5-3">4-3</a> exactly matters a great deal.Do not fire weapon skills at Arebati during Yaegasumi. Ranged attacks and TP Drainkiss are exempt, so the Corsair and the pet may keep auto-attacking.As a rule, hold TP before firing (see <a href="#arebati3en__1-5-2">4-2</a>). During Unleash, fire the instant damage and TP efficiency are at their best.Attackers must keep Subtle Blow +50 plus Subtle Blow II up when they fire.〓 Subtle Blow II gear when firingJobGearSubtle Blow IIRed MageSherida Earring+5DancerSherida Earring + Gleti's Knife+15CorsairRostam Type:B+25〓 Attack power each attacker needs (to benefit from Aria of Passion)Arebati at Vengeance 25 is estimated to have 1981 physical defence.Job (gear, food)Attack powerDancer (JSE neck HQ2)1299-2339Red Mage (Pukatrice Egg +1)933-1938Bard (Pukatrice Egg +1)858-1835Corsair: Last Stand (Ikenga's Vest + Gloves, Pukatrice Egg +1)1303-2337Corsair: Detonator (same)652-1169〓 Job by job〓 BardWhich weapon skill you fire depends on Arebati's HP.SituationWeapon skillDown to 25%Mordant Rime - join the attack and fire on the same timing as everyone elseBelow 25%Mordant Rime as a rule; fire Gust Slash when the TP feed is getting out of handDuring UnleashMordant Rime - join the attack and fire immediately at TP 1000Weapon: Carnwenhan. Food: Pukatrice Egg +1.Subtle Blow gear: Bathy Choker +1, Chirich Ring +1 x2, Peiste Belt +1.Opening: Nightingale + Carnage Elegy (Elegy is not resisted and lasts to the end of the fight).When the geomancy wears off: overwrite the Dancer's Aria of Passion with Pianissimo + Sentinel's Scherzo.Re-applying songs: when Wild Card comes up 4 or lower, Valor Minuet x4 + Honor March (+ Marcato).〓 Red MageWeapon: Mandau, nothing else. Food: Pukatrice Egg +1.Subtle Blow gear: Bathy Choker +1, Chirich Ring +1 x2, Peiste Belt +1, Sherida Earring.Main weapon skill: Mercy Stroke.Enfeebles you need: Silence, Paralyze II, Dia III.Landing Silence needs at least two resist hacks - that is, casting it repeatedly to wear the resistance down - plus Chironic Hose.Silence runs a little short at about 6 minutes 20 seconds. Paralyze II lands for its full duration.Re-casting Paralyze II without Saboteur is fine.Getting Addle II up before Silence wears off helps.🏴‍☠️ CorsairWeapon: Rostam Type:B. Ranged: Fomalhaut. Food: Pukatrice Egg +1.Subtle Blow gear: Ikenga's Gloves R30, Chirich Ring +1, Bathy Choker +1, Dignitary's Earring, Rostam Type:B.Main weapon skills: Last Stand / Detonator.You can keep attacking through Yaegasumi, because ranged attacks are exempt.Detonator has a 2x attack modifier, so it gets the most out of Aria of Passion at all times.Enfeebles: Light Shot (Dia III), Ice Shot (Paralyze II).Random Deal is used on Crooked Cards.Wild Card goes out after Unleash + Grand Pas.〓 Rolls at the openingOn the stairs: Crooked Cards → Random Deal → Chaos RollJust before the songs are finished: Crooked Cards → Samurai RollLeaving as much time as possible between the first and second Phantom Roll matters. Use Snake Eye if you have to, but Chaos Roll must end on 4, or on 7 or higher (avoid the unlucky 8). Samurai Roll landing on 6 is acceptable.🛡️ PaladinOpening: Flash + Shield Bash to pin the adds.Join in on the WS Wall with Red Lotus Blade and so on.You do not need to think about being second on Arebati's hate list. In fact it is more stable to stay off the hate list and then spike it hard when the second add pops.What to do when the second add pops1Intervene first, to cut the damage the attackers are taking.2Then Invincible to take the hate.3If that does not hold it, add Flash and Shield Bash.〓 DancerWeapon: Twashtar + Gleti's Knife Rank 30.Main weapon skill: Rudra's Storm.Sambas: Saber Dance 5 steps + Haste Samba 5 steps.Box Step: keep it at 10.Food: Gyudon +1 is preferred.You have +33 from the Subtle Blow trait, so you do not need food for it.Subtle Blow gear: Gleti's Breeches R30, Sherida Earring, Gleti's Knife R30 (+63 in total is enough).〓 During Grand Pas (example rotation)1Grand Pas → Climactic Flourish → Rudra's Storm2Trance → Rudra's Storm (no auto-attacks)3Build TP on auto-attacks → Climactic Flourish → Rudra's Storm4Reverse Flourish → Rudra's Storm (no auto-attacks) → Grand Pas ends5Build TP on auto-attacks → back to the normal rotation until Reverse Flourish is up6Climactic Flourish → Rudra's Storm7Reverse Flourish → Rudra's Storm🕺 The normal rotation1Presto + Box Step (to 5)2(15 seconds after step 1) Presto + Box Step (to 10)3Climactic Flourish → Rudra's Storm → Reverse Flourish → Rudra's Storm4(2 minutes after step 1) Presto + Box Step (to 5)5(15 seconds after step 4) Presto + Box Step (to 10)6Climactic Flourish → Rudra's Storm → Reverse Flourish → Rudra's Stormand so on from there.〓 BeastmasterThe Beastmaster itself does not attack.The jug pet's TP Drainkiss is what stops Arebati using a TP move at all.〓️ The single most important thingThat TP drain must not be late by even one second.You may fire weapon skills, but never if doing so would delay the drain.〓 How tight the margin really is (measured from video)The threshold for Arebati's TP moves is taken to be 1000 TP. The numbers below come from analyzing video of a successful clear, on that assumption.ItemMeasured in this fightTP moves used by Arebati itself0Interval between TP drains (normal phase)About every 32 seconds, steady (30-36s; no outliers)Unleash window (from HP 25%)8 drains back to back (6-17 seconds apart)Total TP drains27 (21 detected on video, plus an estimated 6 the video missed)Last TP drainAt 0:55 remaining (the kill came with about a minute left)Arebati's highest TP963 TP (37 TP short of a TP move)〓️ Perfect execution, and still only 37 TP to spareThis was a fight where the drain landed about every 32 seconds, came 8 times in a row at 6-17 second intervals from HP 25%, and held Arebati's own TP moves to zero. Even so, Arebati's TP still climbed to 963. The margin was 37 TP.* Measured from the video of a successful clear (1080p). The figure of 27 TP drains is the 21 detected on video plus an estimated 6 missed, judged from the spacing of the detections. These numbers are from a single fight - they are not what you should expect every time.〓 Related articles (the Arebati series)<a href="https://jinko0914.seesaa.net/article/505643713.html#more">Part 1 〓</a> Strategy and field notes (Japanese)<a href="https://jinko0914.seesaa.net/article/511834767.html#more">Part 2 〓</a> Strategy and field notes (Japanese)<img src="https://jinko0914.up.seesaa.net/image/arebati3_ftr_en.png" alt="I hope this helps with your own Arebati veng+25 attempt" />

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<div style="margin: 0 0 14px 0;"><img style="width: 100%; height: auto; border-radius: 12px;" src="https://jinko0914.up.seesaa.net/image/arebati3_hero_en.png" alt="Sheol Gaol Arebati Vengeance 25 strategy, Part 3" /></div><div style="border: 1px solid #b3d7ea; background: #eef6fb; border-radius: 10px; padding: 10px 14px; margin: 0 0 14px 0; line-height: 1.7; font-size: 14px;"><span style="display: inline-block; background: #1565c0; color: #ffffff; border-radius: 4px; padding: 2px 9px; font-weight: bold; font-size: 12px; margin-right: 8px;">日本語</span><a href="https://jinko0914.seesaa.net/article/513963925.html" style="color: #1565c0; font-weight: bold; text-decoration: none;">日本語版の記事はこちら 〓</a></div><div style="margin: 0 0 16px 0; line-height: 1.75;"><div style="color: #c62828; font-weight: bold;">(2025/4/13 Published)</div></div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.75;"><a href="https://jinko0914.seesaa.net/article/511834767.html#more" style="color: #33691e; text-decoration: underline; font-weight: bold;">The Part 2 strategy</a> (Japanese) was simply too demanding. The <a href="https://jinko0914.seesaa.net/article/505643713.html#more" style="color: #33691e; text-decoration: underline; font-weight: bold;">Part 1 strategy</a> (Japanese) is easy to run, so I went back to it and worked out how to fix what was wrong with it.</div><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 14px 16px; margin: 12px 0; line-height: 1.75;"><div style="font-weight: bold; color: #1565c0; font-size: 16px;">🛠️ What changed from Part 1</div><div style="margin-top: 10px;"><span style="display: inline-block; background: #ffe0b2; color: #e65100; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">1. Not enough damage</span><div style="margin-top: 6px;">Our pDIF was nowhere near high enough, so the attacker changed <strong>from Warrior to Dancer</strong>, and the Dancer slot in the first fight changed <strong>to Thief</strong>. Dancer has been carrying the Hard Mode Aminon strategy where you only land weapon skills, and this fight has a lot in common with it - I expected Dancer to out-damage Warrior by a wide margin here. In the first fight, swapping that slot to Thief still makes taking Arebati below 75% straightforward.</div></div><div style="margin-top: 12px;"><span style="display: inline-block; background: #e1bee7; color: #4a148c; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">2. TP feed</span><div style="margin-top: 6px;">The shape of this strategy is close to the Mboze fight, but the one big difference is <strong>how you erase the TP you feed</strong>. In Mboze it is the Blue Mage that wipes TP; Beastmaster simply does not do that job as well. So the TP feed problem is a little worse here than it is in Mboze.</div></div></div><a name="more"></a><h4 id="arebati3en__1-0" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 1px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">〓 Trial-and-error log</h4><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 12px 16px; margin: 12px 0; line-height: 1.75;"><div style="font-weight: bold; color: #1565c0; margin-bottom: 6px;">〓 About this section</div>This article is the record of about two months of sharpening the strategy in the field. Every conclusion reached here is already folded into the sections below. If you only want the strategy, skip this and go straight to the contents.</div><div style="border-left: 3px solid #ef9a9a; padding: 0 0 2px 14px; margin: 0 0 18px 4px;"><span style="display: inline-block; background: #ffebee; color: #c62828; border-radius: 4px; padding: 2px 10px; font-weight: bold; font-size: 13px; margin-right: 8px;">2025/4/18</span><span style="font-weight: bold; color: #555555; font-size: 14px;">1. Best damage so far - and the worst TP feed so far</span><div style="line-height: 1.75; margin-top: 6px;"><span style="display: inline-block; background: #ffcdd2; color: #b71c1c; border-radius: 14px; padding: 1px 10px; margin: 0 6px 2px 0; font-weight: bold; font-size: 12px;">Problem</span>Damage in the second fight was the best we had ever had. So was the TP feed. Weapon skills came around so fast that TP Drainkiss could not keep up at all. Swapping Samurai Roll for Monk's Roll did not fix it either.<div style="font-weight: bold; color: #33691e; font-size: 15px; margin: 16px 0 6px 0;">What we tried</div><ul style="margin: 8px 0 0 0; padding-left: 20px;"><li style="margin: 4px 0;">Give the Dancer Gleti's Knife R30 (Subtle Blow II +10) as the off-hand.</li><li style="margin: 4px 0;">Adjust when weapon skills are fired.</li><li style="margin: 4px 0;">Have the Beastmaster keep its weapon sheathed and focus purely on TP Drainkiss.</li></ul></div></div><div style="border-left: 3px solid #ef9a9a; padding: 0 0 2px 14px; margin: 0 0 18px 4px;"><span style="display: inline-block; background: #ffebee; color: #c62828; border-radius: 4px; padding: 2px 10px; font-weight: bold; font-size: 13px; margin-right: 8px;">2025/4/18</span><span style="font-weight: bold; color: #555555; font-size: 14px;">2. Weapon choice and skillchains in the first fight</span><div style="line-height: 1.75; margin-top: 6px;"><span style="display: inline-block; background: #ffcdd2; color: #b71c1c; border-radius: 14px; padding: 1px 10px; margin: 0 6px 2px 0; font-weight: bold; font-size: 12px;">Problem</span>In the first fight, giving the Thief a Magian weapon in the off-hand dropped accuracy and therefore damage.<div style="margin-top: 4px;"><span style="font-weight: bold; color: #1b5e20;">→</span> Any combination of Thief weapons seems fine - just do not equip a Magian weapon.</div><div style="margin-top: 8px;"><span style="display: inline-block; background: #cfd8dc; color: #37474f; border-radius: 14px; padding: 1px 10px; margin: 0 6px 2px 0; font-weight: bold; font-size: 12px;">Note</span>A Distortion skillchain can happen in the first fight, so the order of weapon skills and which Siren blood pacts you use both need care.</div></div></div><div style="border-left: 3px solid #ef9a9a; padding: 0 0 2px 14px; margin: 0 0 18px 4px;"><span style="display: inline-block; background: #ffebee; color: #c62828; border-radius: 4px; padding: 2px 10px; font-weight: bold; font-size: 13px; margin-right: 8px;">2025/4/28</span><span style="font-weight: bold; color: #555555; font-size: 14px;">Added the attack power you need</span><div style="line-height: 1.75; margin-top: 6px;"><span style="display: inline-block; background: #c8e6c9; color: #1b5e20; border-radius: 14px; padding: 1px 10px; margin: 0 6px 2px 0; font-weight: bold; font-size: 12px;">Change</span>Added the attack power each attacker needs in order to actually benefit from Aria of Passion.</div></div><div style="border-left: 3px solid #ef9a9a; padding: 0 0 2px 14px; margin: 0 0 18px 4px;"><span style="display: inline-block; background: #ffebee; color: #c62828; border-radius: 4px; padding: 2px 10px; font-weight: bold; font-size: 13px; margin-right: 8px;">2025/5/3</span><span style="font-weight: bold; color: #555555; font-size: 14px;">Bard dropped from the attackers</span><div style="line-height: 1.75; margin-top: 6px;"><span style="display: inline-block; background: #c8e6c9; color: #1b5e20; border-radius: 14px; padding: 1px 10px; margin: 0 6px 2px 0; font-weight: bold; font-size: 12px;">Change</span>Rewrote the strategy so the Bard no longer joins the attack.</div></div><div style="border-left: 3px solid #ef9a9a; padding: 0 0 2px 14px; margin: 0 0 18px 4px;"><span style="display: inline-block; background: #ffebee; color: #c62828; border-radius: 4px; padding: 2px 10px; font-weight: bold; font-size: 13px; margin-right: 8px;">2025/5/11</span><span style="font-weight: bold; color: #555555; font-size: 14px;">Testing Adventurer's Dirge</span><div style="line-height: 1.75; margin-top: 6px;"><span style="display: inline-block; background: #bbdefb; color: #0d47a1; border-radius: 14px; padding: 1px 10px; margin: 0 6px 2px 0; font-weight: bold; font-size: 12px;">Finding</span>We did not feel Adventurer's Dirge was necessary.</div></div><div style="border-left: 3px solid #ef9a9a; padding: 0 0 2px 14px; margin: 0 0 18px 4px;"><span style="display: inline-block; background: #ffebee; color: #c62828; border-radius: 4px; padding: 2px 10px; font-weight: bold; font-size: 13px; margin-right: 8px;">2025/5/12</span><span style="font-weight: bold; color: #555555; font-size: 14px;">Found the elemental-magic mechanic; Bard back on the attack</span><div style="line-height: 1.75; margin-top: 6px;"><span style="display: inline-block; background: #bbdefb; color: #0d47a1; border-radius: 14px; padding: 1px 10px; margin: 0 6px 2px 0; font-weight: bold; font-size: 12px;">Finding</span>Above 75% HP Arebati appears to cast elemental magic with no cast time; below 75% it casts normally. I suspect this is not specific to Arebati but common to the AT3 bosses generally.<div style="margin-top: 4px;"><span style="font-weight: bold; color: #1b5e20;">→</span> Bard goes back to attacking - but firing Gust Slash and Mordant Rime alternately, immediately at TP 1000. That holds the TP feed down, handles the WS Wall, and still adds damage.</div><div style="margin-top: 8px;"><span style="display: inline-block; background: #c8e6c9; color: #1b5e20; border-radius: 14px; padding: 1px 10px; margin: 0 6px 2px 0; font-weight: bold; font-size: 12px;">Change</span>Added the warnings to Section 3-2, revised the role split in Section 4-1, and simplified the opening sequence in Section 4-3.</div></div></div><div style="border-left: 3px solid #ef9a9a; padding: 0 0 2px 14px; margin: 0 0 18px 4px;"><span style="display: inline-block; background: #ffebee; color: #c62828; border-radius: 4px; padding: 2px 10px; font-weight: bold; font-size: 13px; margin-right: 8px;">2025/5/16</span><span style="font-weight: bold; color: #555555; font-size: 14px;">TP fed by damage taken, and managing Paralyze II</span><div style="line-height: 1.75; margin-top: 6px;"><span style="display: inline-block; background: #ffcdd2; color: #b71c1c; border-radius: 14px; padding: 1px 10px; margin: 0 6px 2px 0; font-weight: bold; font-size: 12px;">Problem</span>We tried a lot of things and the TP feed was still the biggest problem - in particular the TP fed by taking damage. Paralyze II is enormous here: it is why we take almost nothing through the first half of the second fight. But it wears in the second half, damage starts landing again, and completely locking out TP moves gets hard.<div style="margin-top: 4px;"><span style="font-weight: bold; color: #1b5e20;">→</span> The Red Mage has to re-apply Paralyze II, not just Silence.</div><div style="background: #fff5f5; border: 2px solid #ef9a9a; border-radius: 12px; padding: 14px 16px; margin: 14px 0; line-height: 1.75;"><div style="font-weight: bold; color: #c62828; font-size: 16px;">〓️ Important</div><div style="margin-top: 8px;">If you cannot get Arebati below 40% with about nine minutes still on the clock, the kill is very unlikely.</div></div><span style="display: inline-block; background: #ffcdd2; color: #b71c1c; border-radius: 14px; padding: 1px 10px; margin: 0 6px 2px 0; font-weight: bold; font-size: 12px;">Problem</span>For some reason Silence only lasts about 6:20. Paralyze II (7:37) should match it but now wears roughly a minute later, and that gap is too small to put Saboteur on both.<div style="margin-top: 4px;"><span style="font-weight: bold; color: #1b5e20;">→</span> Use Saboteur on the Silence re-application and accept re-casting Paralyze II without it.</div><div style="margin-top: 8px;"><span style="display: inline-block; background: #c8e6c9; color: #1b5e20; border-radius: 14px; padding: 1px 10px; margin: 0 6px 2px 0; font-weight: bold; font-size: 12px;">Change</span>Revised when the one-hour abilities and Wild Card are used, and revised the Bard's weapon skills.</div></div></div><div style="border-left: 3px solid #ef9a9a; padding: 0 0 2px 14px; margin: 0 0 18px 4px;"><span style="display: inline-block; background: #ffebee; color: #c62828; border-radius: 4px; padding: 2px 10px; font-weight: bold; font-size: 13px; margin-right: 8px;">2025/5/28</span><span style="font-weight: bold; color: #555555; font-size: 14px;">Handling the rampage below 20%</span><div style="line-height: 1.75; margin-top: 6px;"><span style="display: inline-block; background: #ffcdd2; color: #b71c1c; border-radius: 14px; padding: 1px 10px; margin: 0 6px 2px 0; font-weight: bold; font-size: 12px;">Problem</span>Below 20% HP Arebati starts rampaging, which brings the TP feed problem back.<div style="margin-top: 4px;"><span style="font-weight: bold; color: #1b5e20;">→</span> Around 20%, the Bard stops attacking and spams Gust Slash (WS Wall).</div><span style="display: inline-block; background: #ffcdd2; color: #b71c1c; border-radius: 14px; padding: 1px 10px; margin: 0 6px 2px 0; font-weight: bold; font-size: 12px;">Problem</span>Below 20% the drop in our damage output becomes a serious problem.<div style="margin-top: 4px;"><span style="font-weight: bold; color: #1b5e20;">→</span> Unleash + Grand Pas are now fired around that point.</div><span style="display: inline-block; background: #ffcdd2; color: #b71c1c; border-radius: 14px; padding: 1px 10px; margin: 0 6px 2px 0; font-weight: bold; font-size: 12px;">Problem</span>If Silence has worn off and Blizzard V goes out, the Dancer is killed outright or left near death. Silence does not land on the first try, so we needed a safety net.<div style="margin-top: 4px;"><span style="font-weight: bold; color: #1b5e20;">→</span> Once Entrust Indi-Fury wears, the Dancer gets almost no benefit from Aria of Passion. So when Indi-Fury wears, overwrite the Dancer's Aria with Pianissimo + Sentinel's Scherzo.</div><div style="margin-top: 8px;"><span style="display: inline-block; background: #c8e6c9; color: #1b5e20; border-radius: 14px; padding: 1px 10px; margin: 0 6px 2px 0; font-weight: bold; font-size: 12px;">Change</span>The weapon-skill TP rule became "fire above TP 2000".</div></div></div><div style="border-left: 3px solid #ef9a9a; padding: 0 0 2px 14px; margin: 0 0 18px 4px;"><span style="display: inline-block; background: #ffebee; color: #c62828; border-radius: 4px; padding: 2px 10px; font-weight: bold; font-size: 13px; margin-right: 8px;">2025/6/4</span><span style="font-weight: bold; color: #555555; font-size: 14px;">Everyone moves to "fire above TP 2000"</span><div style="line-height: 1.75; margin-top: 6px;"><span style="display: inline-block; background: #ffcdd2; color: #b71c1c; border-radius: 14px; padding: 1px 10px; margin: 0 6px 2px 0; font-weight: bold; font-size: 12px;">Problem</span>The TP feed would not come down unless Mercy Stroke and Mordant Rime waited for 2000 too.<div style="margin-top: 4px;"><span style="font-weight: bold; color: #1b5e20;">→</span> Everyone now fires above TP 2000.</div><div style="margin-top: 8px;"><span style="display: inline-block; background: #c8e6c9; color: #1b5e20; border-radius: 14px; padding: 1px 10px; margin: 0 6px 2px 0; font-weight: bold; font-size: 12px;">Change</span>The Dancer's weapon became Twashtar and the weapon skill became Rudra's Storm only. Also, the Paladin has room to spare until Arebati is at 40%, so the Paladin now helps with the WS Wall.</div></div></div><div style="border-left: 3px solid #ef9a9a; padding: 0 0 2px 14px; margin: 0 0 18px 4px;"><span style="display: inline-block; background: #ffebee; color: #c62828; border-radius: 4px; padding: 2px 10px; font-weight: bold; font-size: 13px; margin-right: 8px;">2025/6/5</span><span style="font-weight: bold; color: #555555; font-size: 14px;">Samurai Roll's number changes weapon-skill timing</span><div style="line-height: 1.75; margin-top: 6px;"><span style="display: inline-block; background: #bbdefb; color: #0d47a1; border-radius: 14px; padding: 1px 10px; margin: 0 6px 2px 0; font-weight: bold; font-size: 12px;">Finding</span>How fast weapon skills come around changes with the number on Samurai Roll, so the TP you fire at has to change with it.</div></div><div style="border-left: 3px solid #ef9a9a; padding: 0 0 2px 14px; margin: 0 0 18px 4px;"><span style="display: inline-block; background: #ffebee; color: #c62828; border-radius: 4px; padding: 2px 10px; font-weight: bold; font-size: 13px; margin-right: 8px;">2025/6/9</span><span style="font-weight: bold; color: #555555; font-size: 14px;">Half-resisted Silence at the opening</span><div style="line-height: 1.75; margin-top: 6px;"><span style="display: inline-block; background: #ffcdd2; color: #b71c1c; border-radius: 14px; padding: 1px 10px; margin: 0 6px 2px 0; font-weight: bold; font-size: 12px;">Problem</span>If the opening Silence lands after zero or one resist hacks - that is, after only one or two attempts to wear the resistance down - it is very likely to be half-resisted. That leaves the Dancer at risk of being killed outright by Blizzard V before Sentinel's Scherzo is up.<div style="margin-top: 4px;"><span style="font-weight: bold; color: #1b5e20;">→</span> The geomancy we bring in changes from Indi-Haste to Indi-Fend.</div></div></div><div style="border-left: 3px solid #ef9a9a; padding: 0 0 2px 14px; margin: 0 0 18px 4px;"><span style="display: inline-block; background: #ffebee; color: #c62828; border-radius: 4px; padding: 2px 10px; font-weight: bold; font-size: 13px; margin-right: 8px;">2025/6/15</span><span style="font-weight: bold; color: #555555; font-size: 14px;">The Bard's judgement - and the kill!</span><div style="line-height: 1.75; margin-top: 6px;"><span style="display: inline-block; background: #ffcdd2; color: #b71c1c; border-radius: 14px; padding: 1px 10px; margin: 0 6px 2px 0; font-weight: bold; font-size: 12px;">Problem</span>Below 20% we did not have enough damage unless the Bard attacked too. But if the Bard fires on the same rule as the other attackers, the TP feed comes back.<div style="margin-top: 4px;"><span style="font-weight: bold; color: #1b5e20;">→</span> The Bard mostly fires Mordant Rime, dropping in a Gust Slash to regulate the TP feed. This is a genuine judgement call and it matters a lot. Concretely: when Silence has worn off and Blizzaga V is coming, do not fire at all.</div><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 14px 16px; margin: 12px 0; line-height: 1.75;"><div style="font-weight: bold; color: #33691e; font-size: 16px;">〓 We finally got the kill</div><div style="margin-top: 6px;">Of all the AT3 Vengeance 25 fights, this one gave us the most trouble. Arebati is without question the hardest of them. That said, I do not think luck plays much of a part. It asks a lot of every single player, but if everyone does their job properly the kill is there. The kill videos are in the Introduction.</div><div style="margin-top: 6px;"><strong>If you get the physical attack down field, the kill is impossible.</strong></div></div></div></div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 14px 0; background: #fffdf7; line-height: 1.75;"><div style="font-weight: bold; color: #33691e; font-size: 16px; margin-bottom: 6px;">〓 Contents</div><ul style="margin: 0; padding-left: 20px;"><li style="margin: 4px 0;"><a href="#arebati3en__1-1" style="color: #33691e; text-decoration: underline;">Introduction</a></li><li style="margin: 4px 0;"><a href="#arebati3en__1-2" style="color: #33691e; text-decoration: underline;">Section 1. Mechanics</a></li><li style="margin: 4px 0;"><a href="#arebati3en__1-3" style="color: #33691e; text-decoration: underline;">Section 2. Job setup</a></li><li style="margin: 4px 0;"><a href="#arebati3en__1-4" style="color: #33691e; text-decoration: underline;">Section 3. First fight</a><ul style="margin: 4px 0 0 0; padding-left: 20px;"><li style="margin: 4px 0;"><a href="#arebati3en__1-4-1" style="color: #33691e; text-decoration: underline;">3-1. Buffs before the fight</a></li><li style="margin: 4px 0;"><a href="#arebati3en__1-4-2" style="color: #33691e; text-decoration: underline;">3-2. Strategy</a></li></ul></li><li style="margin: 4px 0;"><a href="#arebati3en__1-5" style="color: #33691e; text-decoration: underline;">Section 4. Second fight</a><ul style="margin: 4px 0 0 0; padding-left: 20px;"><li style="margin: 4px 0;"><a href="#arebati3en__1-5-1" style="color: #33691e; text-decoration: underline;">4-1. Buffs before the fight</a></li><li style="margin: 4px 0;"><a href="#arebati3en__1-5-2" style="color: #33691e; text-decoration: underline;">4-2. Splitting up the weapon skills</a></li><li style="margin: 4px 0;"><a href="#arebati3en__1-5-3" style="color: #33691e; text-decoration: underline;">4-3. How the fight runs</a></li></ul></li><li style="margin: 4px 0;"><a href="#arebati3en__1-6" style="color: #33691e; text-decoration: underline;">Section 5. Job by job</a></li></ul></div><h4 id="arebati3en__1-1" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 1px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">〓 Introduction</h4><div style="font-weight: bold; color: #33691e; font-size: 15px; margin: 18px 0 8px 0; border-bottom: 2px solid #c5e1a5; padding-bottom: 4px;">〓 Kill videos</div><div style="line-height: 1.75;">You can watch the actual kill in these two videos.</div><ul style="margin: 8px 0 0 0; padding-left: 20px;"><li style="margin: 4px 0;"><a href="https://youtu.be/IUVoTOXzPPQ" style="color: #33691e; text-decoration: underline; font-weight: bold;">Video 1 〓</a> White Mage and Paladin point of view</li><li style="margin: 4px 0;"><a href="https://youtu.be/8j_RGlLJNeY" style="color: #33691e; text-decoration: underline; font-weight: bold;">Video 2 〓</a> Geomancer and Bard point of view</li></ul><div style="font-weight: bold; color: #33691e; font-size: 15px; margin: 18px 0 8px 0; border-bottom: 2px solid #c5e1a5; padding-bottom: 4px;">〓 Overall</div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.75;">Of all the AT3 Vengeance 25 fights, this one gave us the most trouble. Arebati is without question the hardest of them.<br />That said, I do not think luck plays much of a part. It asks a lot of every single player, but if everyone does their job properly the kill is there.</div><div style="background: #fff5f5; border: 2px solid #ef9a9a; border-radius: 12px; padding: 14px 16px; margin: 14px 0; line-height: 1.75;"><div style="font-weight: bold; color: #c62828; font-size: 16px;">〓️ When the kill is impossible</div><div style="margin-top: 8px;">If you get the <strong>physical attack down field</strong>, the kill is impossible.</div></div><h4 id="arebati3en__1-2" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 1px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">🧩 Section 1. Mechanics</h4><div style="line-height: 1.75;">Arebati has seven mechanics that matter. Getting these straight is the first step.</div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.75;"><span style="display: inline-block; background: #cfd8dc; color: #37474f; border-radius: 14px; padding: 1px 10px; margin: 0 6px 2px 0; font-weight: bold; font-size: 12px;">⚔️ Damage type</span>The only damage that works is <strong>piercing</strong> - melee and ranged alike.</div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.75;"><span style="display: inline-block; background: #cfd8dc; color: #37474f; border-radius: 14px; padding: 1px 10px; margin: 0 6px 2px 0; font-weight: bold; font-size: 12px;">〓 Removing the aura</span>You strip it with <strong>consecutive critical hits</strong>. Each time the aura comes back, it takes more critical hits than the time before.</div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.75;"><span style="display: inline-block; background: #cfd8dc; color: #37474f; border-radius: 14px; padding: 1px 10px; margin: 0 6px 2px 0; font-weight: bold; font-size: 12px;">〓 Skillchain absorption</span>While the aura is up, Arebati absorbs ice-based skillchains (<strong>Induration, Distortion, Darkness</strong>) and heals for <strong>over 70,000 HP</strong>.</div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.75;"><span style="display: inline-block; background: #cfd8dc; color: #37474f; border-radius: 14px; padding: 1px 10px; margin: 0 6px 2px 0; font-weight: bold; font-size: 12px;">👥 Adds</span>At <strong>75% and 40%</strong> HP an add spawns (Arebati's Razz), for <strong>two</strong> in total.</div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.75;"><span style="display: inline-block; background: #cfd8dc; color: #37474f; border-radius: 14px; padding: 1px 10px; margin: 0 6px 2px 0; font-weight: bold; font-size: 12px;">🌫️ Yaegasumi</span>Arebati uses Yaegasumi - its two-hour ability - on reaching <strong>75% and 40%</strong> HP. It lasts <strong>45 seconds</strong>.</div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.75;"><span style="display: inline-block; background: #cfd8dc; color: #37474f; border-radius: 14px; padding: 1px 10px; margin: 0 6px 2px 0; font-weight: bold; font-size: 12px;">🤐 Silence duration</span>Shorter than it should be. Even with a full enfeebling set and Saboteur it runs about <strong>6 minutes 20 seconds</strong>.</div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.75;"><span style="display: inline-block; background: #cfd8dc; color: #37474f; border-radius: 14px; padding: 1px 10px; margin: 0 6px 2px 0; font-weight: bold; font-size: 12px;">〓️ Elemental magic</span>At <strong>75% HP or above</strong> it casts with no cast time. <strong>Below 75%</strong> it casts normally.</div><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 14px 16px; margin: 12px 0; line-height: 1.75;"><div style="font-weight: bold; color: #33691e; font-size: 16px; margin-bottom: 6px;">〓 What that points to</div><ul style="margin: 0; padding-left: 20px;"><li style="margin: 4px 0;">None of its TP moves are truly threatening. Even if stripping the aura goes badly, the tank will not go down as long as you have Panacea and a healer.</li><li style="margin: 4px 0;">It has a lot of moves that strip several buffs at once, which makes closing in and meleeing it painful. That is why a ranged setup, or one that locks its TP moves out entirely, is the recommendation.</li></ul></div><h4 id="arebati3en__1-3" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 1px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">👥 Section 2. Job setup</h4><div style="font-weight: bold; color: #33691e; font-size: 15px; margin: 16px 0 6px 0;">First fight <span style="font-weight: normal; font-size: 11px;">- take Arebati below 75%</span></div><div style="margin-top: 6px;"><span style="display: inline-block; background: #bbdefb; color: #0d47a1; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">Rune Fencer | tank</span><span style="display: inline-block; background: #c8e6c9; color: #1b5e20; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">Ranger | attacker</span><span style="display: inline-block; background: #c8e6c9; color: #1b5e20; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">Thief | attacker</span><span style="display: inline-block; background: #e1bee7; color: #4a148c; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">Geomancer | support</span><span style="display: inline-block; background: #e1bee7; color: #4a148c; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">Summoner | support</span><span style="display: inline-block; background: #ffe0b2; color: #e65100; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">White Mage | healer</span></div><div style="font-weight: bold; color: #33691e; font-size: 15px; margin: 16px 0 6px 0;">Second fight <span style="font-weight: normal; font-size: 11px;">- take the rest of its HP down and kill it</span></div><div style="margin-top: 6px;"><span style="display: inline-block; background: #bbdefb; color: #0d47a1; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">Paladin | tank</span><span style="display: inline-block; background: #c8e6c9; color: #1b5e20; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">Dancer | attacker</span><span style="display: inline-block; background: #e1bee7; color: #4a148c; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">Red Mage | enfeebler, attacker</span><span style="display: inline-block; background: #e1bee7; color: #4a148c; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">Corsair | support, attacker</span><span style="display: inline-block; background: #e1bee7; color: #4a148c; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">Bard | support, attacker</span><span style="display: inline-block; background: #ffcdd2; color: #b71c1c; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">Beastmaster | TP erasure</span></div><h4 id="arebati3en__1-4" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 1px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">⚔️ Section 3. First fight</h4><h5 id="arebati3en__1-4-1" style="background: #e8f5e9; color: #33691e; font-size: 17px; font-weight: bold; padding: 8px 14px; border-left: 6px solid #8bc34a; border-radius: 4px; margin: 24px 0 12px 0;">〓 3-1. Buffs before the fight</h5><div style="font-weight: bold; color: #33691e; font-size: 15px; margin: 18px 0 8px 0; border-bottom: 2px solid #c5e1a5; padding-bottom: 4px;">◆ Geomancy brought in (Indi- spells)</div><table style="width: 100%; border-collapse: collapse; margin: 10px 0; font-size: 14px;"><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Job</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Indi- spell</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Purpose</th></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff; white-space: nowrap;">Rune Fencer</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff; white-space: nowrap;">Indi-Barrier</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Cuts physical damage taken</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef; white-space: nowrap;">Thief</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef; white-space: nowrap;">Indi-Haste</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Shorter attack interval</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff; white-space: nowrap;">White Mage</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff; white-space: nowrap;">Indi-Refresh</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Keeps the White Mage's MP up</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef; white-space: nowrap;">Ranger</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef; white-space: nowrap;">not specified</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">—</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff; white-space: nowrap;">Summoner</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff; white-space: nowrap;">not specified</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">—</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef; white-space: nowrap;">Geomancer</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef; white-space: nowrap;">not specified</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">—</td></tr></table><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 12px 16px; margin: 12px 0; line-height: 1.75;"><div style="font-weight: bold; color: #1565c0; margin-bottom: 6px;">〓 Note</div>If the White Mage starts running dry, the Geomancer switches to Indi-Refresh to help.</div><div style="font-weight: bold; color: #33691e; font-size: 15px; margin: 18px 0 8px 0; border-bottom: 2px solid #c5e1a5; padding-bottom: 4px;">◆ Buffs once inside, on the stairs</div><table style="width: 100%; border-collapse: collapse; margin: 10px 0; font-size: 14px;"><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Job</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Buffs</th></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">White Mage</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Boost-AGI, Auspice, Barblizzara, Protectra V, Shellra V</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Summoner</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Hastega II, Crystal Blessing</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Geomancer</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Indi-AGI (Ranger), Geo-Fury (Ranger), Indi-Haste (Thief)</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Rune Fencer</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Refresh (on the White Mage)</td></tr></table><h5 id="arebati3en__1-4-2" style="background: #e8f5e9; color: #33691e; font-size: 17px; font-weight: bold; padding: 8px 14px; border-left: 6px solid #8bc34a; border-radius: 4px; margin: 24px 0 12px 0;">〓 3-2. Strategy</h5><div style="font-weight: bold; color: #33691e; font-size: 15px; margin: 18px 0 8px 0; border-bottom: 2px solid #c5e1a5; padding-bottom: 4px;">◆ Ground rules</div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.75;"><ul style="margin: 0; padding-left: 20px;"><li style="margin: 4px 0;">The tank (Rune Fencer) stays against the wall so knockback cannot push it out of position.</li><li style="margin: 4px 0;">Ranger and Thief auto-attack in a <strong>Subtle Blow +50</strong> set (Auspice and food; Avatar's Favor not counted).</li><li style="margin: 4px 0;">The Summoner keeps Siren's Avatar's Favor (<strong>Subtle Blow II</strong>) at rank 19 the whole time. <a href="https://jinko0914.seesaa.net/article/510114805.html#more" style="color: #33691e; text-decoration: underline; font-weight: bold;">More on Avatar's Favor</a> (Japanese).</li></ul></div><div style="font-weight: bold; color: #33691e; font-size: 15px; margin: 18px 0 8px 0; border-bottom: 2px solid #c5e1a5; padding-bottom: 4px;">◆ How the fight runs</div><div style="display: flex; margin: 8px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #689f38; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">1</span><div style="line-height: 1.75;">The Ranger is the main attacker and does the damage at range. The Thief melees, but when the incoming damage gets bad it pulls out, gets healed and buffed, and goes back in.</div></div><div style="display: flex; margin: 8px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #689f38; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">2</span><div style="line-height: 1.75;">The Summoner keeps Siren's Avatar's Favor (Subtle Blow II) up continuously.</div></div><div style="display: flex; margin: 8px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #689f38; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">3</span><div style="line-height: 1.75;">Re-apply Entrust Indi-Haste on the Thief when it wears.</div></div><div style="display: flex; margin: 8px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #689f38; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">4</span><div style="line-height: 1.75;">When that second Entrust Indi-Haste wears too, use Hastega II. <strong>This dismisses Siren and interrupts Subtle Blow II, so the attackers must stop attacking for a moment.</strong> Use Accomplice on the Ranger during that window.</div></div><div style="display: flex; margin: 8px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #689f38; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">5</span><div style="line-height: 1.75;">The White Mage handles healing and buffs on the Rune Fencer and Thief, and keeps Dia II up.</div></div><div style="display: flex; margin: 8px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #689f38; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">6</span><div style="line-height: 1.75;">When an add pops, the Ranger locks it down fast with Shadowbind.</div></div><div style="display: flex; margin: 8px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #689f38; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">7</span><div style="line-height: 1.75;">The add will go for the Thief, so the Thief needs to move out of the way quickly.</div></div><div style="display: flex; margin: 8px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #689f38; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">8</span><div style="line-height: 1.75;">If the White Mage has to pull out, the Summoner tops the Rune Fencer up with Garuda.</div></div><div style="font-weight: bold; color: #33691e; font-size: 15px; margin: 18px 0 8px 0; border-bottom: 2px solid #c5e1a5; padding-bottom: 4px;">◆ Stripping the aura, and the WS Wall</div><div style="font-weight: bold; color: #33691e; font-size: 15px; margin: 16px 0 6px 0;">■ How the aura gets stripped</div><table style="width: 100%; border-collapse: collapse; margin: 10px 0; font-size: 14px;"><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Job</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Method</th></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff; white-space: nowrap;">Thief</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Tauret, single-wielded, holding TP at 0</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef; white-space: nowrap;">Summoner</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Hysteric Assault</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff; white-space: nowrap;">Ranger</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Jishnu's Radiance</td></tr></table><div style="font-weight: bold; color: #33691e; font-size: 15px; margin: 16px 0 6px 0;">■ WS Wall (weapon-skill rotation)</div><div style="margin-top: 6px;"><span style="display: inline-block; background: #c8e6c9; color: #1b5e20; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">Thief</span>Mandalic Stab → Rudra's Storm → Shark Bite (a Magian weapon in the off-hand is not recommended)</div><div style="margin-top: 6px;"><span style="display: inline-block; background: #c8e6c9; color: #1b5e20; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">Ranger</span>Empyreal Arrow 〓 Sidewinder (Hangaku-no-Yumi)</div><h4 id="arebati3en__1-5" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 1px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">〓 Section 4. Second fight</h4><div style="line-height: 1.75;">The second fight is Arebati itself. The opening buffs, managing weapon skills, and locking its TP moves out completely are what decide the kill.</div><h5 id="arebati3en__1-5-1" style="background: #e8f5e9; color: #33691e; font-size: 17px; font-weight: bold; padding: 8px 14px; border-left: 6px solid #8bc34a; border-radius: 4px; margin: 24px 0 12px 0;">〓 4-1. Buffs before the fight</h5><div style="font-weight: bold; color: #33691e; font-size: 15px; margin: 18px 0 8px 0; border-bottom: 2px solid #c5e1a5; padding-bottom: 4px;">Geomancy brought in (Indi- spells)</div><div style="line-height: 1.75;">Bring these in to balance damage, survivability and support.</div><table style="width: 100%; border-collapse: collapse; margin: 10px 0; font-size: 14px;"><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Job</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Indi- spell</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">What it does and why</th></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Paladin</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff; white-space: nowrap;">Indi-Regen</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Self-healing on damage taken; keeps it going longer</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Dancer</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef; white-space: nowrap;">Indi-Barrier</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Cuts physical damage taken (party-wide defence)</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Red Mage</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff; white-space: nowrap;">Indi-DEX</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Supports the Dancer's DPS</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Corsair</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef; white-space: nowrap;">Indi-Fury</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Raises attack across the party (physical DPS)</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Bard or Beastmaster</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff; white-space: nowrap;">Indi-Fend</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Stops Blizzard V killing the Dancer outright</td></tr></table><div style="background: #fff5f5; border: 2px solid #ef9a9a; border-radius: 12px; padding: 14px 16px; margin: 14px 0; line-height: 1.75;"><div style="font-weight: bold; color: #c62828; font-size: 16px;">〓️ The opening buff phase is the critical moment</div><div style="margin-top: 8px;">The opening buff phase is one of the most important parts of the whole Arebati fight. Everything that has to be done before the Paladin charges in has to be done fast and without a miss.</div></div><div style="font-weight: bold; color: #33691e; font-size: 15px; margin: 18px 0 8px 0; border-bottom: 2px solid #c5e1a5; padding-bottom: 4px;">Buffs once inside</div><div style="line-height: 1.75;"><span style="display: inline-block; background: #cfd8dc; color: #37474f; border-radius: 14px; padding: 1px 10px; margin: 0 6px 2px 0; font-weight: bold; font-size: 12px;">Where</span>On the stairs inside the battlefield</div><table style="width: 100%; border-collapse: collapse; margin: 10px 0; font-size: 14px;"><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Job</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Buffs</th></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Paladin</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Majesty + Protect V, Shell IV (PLD, BST, BRD, COR, RDM)</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Red Mage</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Haste II (RDM, BRD, COR, DNC), Phalanx II (PLD, DNC), Shell V (DNC), Temper II, Gain-STR, Refresh III (self), Stoneskin, Aquaveil</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Beastmaster</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Killer Instinct (using a plantoid pet)</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Bard</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Valor Minuet III, IV, V, Honor March, Aria of Passion (party-wide), Mage's Ballad II + III (on the Paladin)</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Corsair</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Chaos Roll + Crooked Cards, Samurai Roll + Crooked Cards</td></tr></table><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 12px 16px; margin: 12px 0; line-height: 1.75;"><div style="font-weight: bold; color: #1565c0; margin-bottom: 6px;">〓 Notes</div><ul style="margin: 0; padding-left: 20px;"><li style="margin: 4px 0;">On the stairs the Bard only lays down the five dummy songs. The real songs go over the top of them the moment Arebati is asleep from Sleep II.</li><li style="margin: 4px 0;">Once the geomancy you brought in wears off, the Bard overwrites the Dancer's Aria of Passion with Pianissimo + Sentinel's Scherzo.</li><li style="margin: 4px 0;">The second Phantom Roll (Samurai, for instance) is done after the Paladin has charged in and everyone has gathered up.</li></ul></div><div style="font-weight: bold; color: #33691e; font-size: 15px; margin: 18px 0 8px 0; border-bottom: 2px solid #c5e1a5; padding-bottom: 4px;">Red Mage: an efficient casting order</div><div style="display: flex; margin: 8px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #689f38; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">1</span><div style="line-height: 1.75;">Haste II (self) → Refresh III (self) → Phalanx II (PLD) → Phalanx II (DNC)</div></div><div style="display: flex; margin: 8px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #689f38; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">2</span><div style="line-height: 1.75;">Haste II → Shell V (DNC) → Aquaveil</div></div><div style="display: flex; margin: 8px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #689f38; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">3</span><div style="line-height: 1.75;">Haste II → Temper II → Stoneskin</div></div><div style="display: flex; margin: 8px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #689f38; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">4</span><div style="line-height: 1.75;">Haste II → Gain-STR</div></div><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 12px 16px; margin: 12px 0; line-height: 1.75;">〓 Aim to have the whole thing done inside one minute.</div><div style="font-weight: bold; color: #33691e; font-size: 15px; margin: 18px 0 8px 0; border-bottom: 2px solid #c5e1a5; padding-bottom: 4px;">When the geomancy wears off</div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.75;">If the geomancy you brought in wears off mid-fight, the Bard overwrites the Dancer's Aria of Passion with Pianissimo + Sentinel's Scherzo.<div style="margin-top: 6px;"><span style="font-weight: bold; color: #1b5e20;">〓</span> This is the safety net against Blizzard V killing the Dancer outright.</div></div><h5 id="arebati3en__1-5-2" style="background: #e8f5e9; color: #33691e; font-size: 17px; font-weight: bold; padding: 8px 14px; border-left: 6px solid #8bc34a; border-radius: 4px; margin: 24px 0 12px 0;">〓 4-2. Splitting up the weapon skills</h5><div style="font-weight: bold; color: #33691e; font-size: 15px; margin: 18px 0 8px 0; border-bottom: 2px solid #c5e1a5; padding-bottom: 4px;">Weapon skills and gear, job by job</div><table style="width: 100%; border-collapse: collapse; margin: 10px 0; font-size: 14px;"><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Job</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Main WS</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">How it is used / gear</th></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff; white-space: nowrap;">Dancer</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff; white-space: nowrap;">Rudra's Storm</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Twashtar + Gleti's Knife R30</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef; white-space: nowrap;">Red Mage</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef; white-space: nowrap;">Mercy Stroke</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Always this one</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff; white-space: nowrap;">Corsair</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff; white-space: nowrap;">Last Stand / Detonator</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Alternating</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef; white-space: nowrap;">Bard</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef; white-space: nowrap;">see Section 5</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">—</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff; white-space: nowrap;">Beastmaster</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff; white-space: nowrap;">does not attack</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">—</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef; white-space: nowrap;">Paladin</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef; white-space: nowrap;">Red Lotus Blade</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">For the WS Wall</td></tr></table><div style="font-weight: bold; color: #33691e; font-size: 15px; margin: 18px 0 8px 0; border-bottom: 2px solid #c5e1a5; padding-bottom: 4px;">When to fire (not counting TP Bonus gear)</div><table style="width: 100%; border-collapse: collapse; margin: 10px 0; font-size: 14px;"><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Samurai Roll number</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Fire at</th></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff; white-space: nowrap;">7, 8, 9, 10</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff; white-space: nowrap;">Above TP 2000</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef; white-space: nowrap;">2, 11</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef; white-space: nowrap;">Above TP 2500</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff; white-space: nowrap;">6</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff; white-space: nowrap;">Above TP 1700</td></tr></table><div style="line-height: 1.75;"><span style="font-weight: normal; font-size: 11px;">This applies to all four of Rudra's Storm, Mercy Stroke, Last Stand and Detonator.</span></div><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 14px 16px; margin: 12px 0; line-height: 1.75;"><span style="font-weight: bold; color: #1b5e20;">〓 </span>We cap how often weapon skills go out so we do not hand Arebati the TP to use a TP move. Tuning the timing to the Samurai Roll number is how we keep both the DPS and the safety.</div><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 12px 16px; margin: 12px 0; line-height: 1.75;"><div style="font-weight: bold; color: #1565c0; margin-bottom: 6px;">〓 Extra notes</div><ul style="margin: 0; padding-left: 20px;"><li style="margin: 4px 0;">The Dancer may fire the moment it passes TP 1000, but only for the second weapon skill after Climactic Flourish.</li><li style="margin: 4px 0;">The Bard's weapon skills are covered in Section 5.</li><li style="margin: 4px 0;">During Unleash, fire the instant damage and TP efficiency are at their best.</li></ul></div><div style="font-weight: bold; color: #33691e; font-size: 15px; margin: 18px 0 8px 0; border-bottom: 2px solid #c5e1a5; padding-bottom: 4px;">〓 Why the Samurai Roll number changes the timing</div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.75;">The faster weapon skills come around, the more TP you feed, so the timing has to be managed carefully. But hold them too long and the DPS drops far enough that you run out of clock. The way we square that is to let the firing TP move with the Samurai Roll number.<ul style="margin: 8px 0 0 0; padding-left: 20px;"><li style="margin: 4px 0;"><strong>Number 6</strong> (the smallest TP bonus): TP builds slowly, so fire early at 1700 and up to stop the DPS collapsing.</li><li style="margin: 4px 0;"><strong>Numbers 7-10</strong> (middling): fire at 2000 and up, balancing how fast TP builds against the TP feed risk.</li><li style="margin: 4px 0;"><strong>Numbers 2 and 11</strong> (the largest TP bonus): TP builds very fast and the TP feed risk is high, so push it out to 2500 and up.</li></ul><div style="margin-top: 6px;">In short, you weigh how quickly your own TP builds against how much TP you are handing the boss, and pick the firing point per number.</div></div><h5 id="arebati3en__1-5-3" style="background: #e8f5e9; color: #33691e; font-size: 17px; font-weight: bold; padding: 8px 14px; border-left: 6px solid #8bc34a; border-radius: 4px; margin: 24px 0 12px 0;">〓 4-3. How the fight runs</h5><div style="font-weight: bold; color: #33691e; font-size: 15px; margin: 18px 0 8px 0; border-bottom: 2px solid #c5e1a5; padding-bottom: 4px;">〓 The premise: lock the TP moves out completely</div><div style="margin: 12px 0;"><img style="width: 100%; height: auto; border-radius: 10px;" src="https://jinko0914.up.seesaa.net/image/arebati3_lockdown_en.png" alt="How the TP-move lockdown works: attackers build TP on the adds, land weapon skills on Arebati only, and TP Drainkiss wipes Arebati's TP" /></div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.75;"><ul style="margin: 0; padding-left: 20px;"><li style="margin: 4px 0;">In the second fight Arebati appears at exactly 75% of its maximum HP. Pulling alone will not spawn an add - <strong>you have to do at least 1 damage to Arebati</strong> for the first one to appear.</li><li style="margin: 4px 0;">Build TP on the adds and land weapon skills on Arebati only.</li><li style="margin: 4px 0;"><strong>TP Drainkiss</strong> wipes Arebati's TP. In other words, the whole plan rests on never letting it use a TP move.</li></ul></div><div style="font-weight: bold; color: #33691e; font-size: 15px; margin: 18px 0 8px 0; border-bottom: 2px solid #c5e1a5; padding-bottom: 4px;">HP timeline</div><div style="display: flex; align-items: flex-start; margin: 10px 0;"><span style="flex-shrink: 0; width: 58px; background: #ffe0b2; color: #e65100; border-radius: 6px; text-align: center; font-weight: bold; padding: 6px 0; margin-right: 12px; font-size: 15px;">75%</span><div style="line-height: 1.75;">Where the second fight starts. Pull, then do at least 1 damage and the <strong>first add</strong> pops and <strong>Yaegasumi</strong> comes out.</div></div><div style="display: flex; align-items: flex-start; margin: 10px 0;"><span style="flex-shrink: 0; width: 58px; background: #ffe0b2; color: #e65100; border-radius: 6px; text-align: center; font-weight: bold; padding: 6px 0; margin-right: 12px; font-size: 15px;">40%</span><div style="line-height: 1.75;">The <strong>second add</strong> pops and <strong>Yaegasumi</strong> comes out. 〓 <strong>You have to be here with about 9 minutes 30 seconds left.</strong></div></div><div style="display: flex; align-items: flex-start; margin: 10px 0;"><span style="flex-shrink: 0; width: 58px; background: #ffe0b2; color: #e65100; border-radius: 6px; text-align: center; font-weight: bold; padding: 6px 0; margin-right: 12px; font-size: 15px;">25%</span><div style="line-height: 1.75;">Use <strong>Unleash + Grand Pas</strong>, then <strong>Wild Card</strong> straight afterwards.</div></div><div style="display: flex; align-items: flex-start; margin: 10px 0;"><span style="flex-shrink: 0; width: 58px; background: #ffe0b2; color: #e65100; border-radius: 6px; text-align: center; font-weight: bold; padding: 6px 0; margin-right: 12px; font-size: 15px;">20%</span><div style="line-height: 1.75;">Arebati starts rampaging. The Bard stops attacking and spams Gust Slash.</div></div><div style="font-weight: bold; color: #33691e; font-size: 15px; margin: 18px 0 8px 0; border-bottom: 2px solid #c5e1a5; padding-bottom: 4px;">The opening</div><div style="display: flex; margin: 8px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #689f38; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">1</span><div style="line-height: 1.75;">The Paladin uses Sentinel, Rampart and Fealty and pulls by letting Arebati latch onto it.</div></div><div style="display: flex; margin: 8px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #689f38; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">2</span><div style="line-height: 1.75;">The Red Mage hits Arebati once to bring out the add, then puts it to sleep with Stymie + Sleep II.</div></div><div style="display: flex; margin: 8px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #689f38; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">3</span><div style="line-height: 1.75;">The Bard starts its songs. The Paladin locks the add down with Flash and Shield Bash.</div></div><div style="display: flex; margin: 8px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #689f38; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">4</span><div style="line-height: 1.75;">The Dancer builds Box Step on Arebati to full.</div></div><div style="display: flex; margin: 8px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #689f38; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">5</span><div style="line-height: 1.75;">The Red Mage lands Silence and Paralyze II using Chainspell + Saboteur. The Bard applies Carnage Elegy (it lasts to the end of the fight).</div></div><div style="display: flex; margin: 8px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #689f38; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">6</span><div style="line-height: 1.75;">Once both enfeebles are on, land Dia III and the whole attack force opens up.</div></div><div style="background: #fff5f5; border: 2px solid #ef9a9a; border-radius: 12px; padding: 14px 16px; margin: 14px 0; line-height: 1.75;"><div style="font-weight: bold; color: #c62828; font-size: 16px;">〓️ Watch out at the opening</div><ul style="margin: 8px 0 0 0; padding-left: 20px;"><li style="margin: 4px 0;">Yaegasumi is guaranteed to be over by this point.</li><li style="margin: 4px 0;">The Paladin should not rush to heal an attacker the moment its HP drops.</li><li style="margin: 4px 0;">Attackers may freely build TP on the adds with auto-attacks.</li><li style="margin: 4px 0;">Mandau has <strong>Additional Effect: Poison</strong>, so use a different dagger for the very first hit.</li></ul></div><div style="font-weight: bold; color: #33691e; font-size: 15px; margin: 18px 0 8px 0; border-bottom: 2px solid #c5e1a5; padding-bottom: 4px;">The middle</div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.75;"><ul style="margin: 0; padding-left: 20px;"><li style="margin: 4px 0;">The Paladin holds the adds and doubles as a healer with Curaga and the like. Do not worry about being second on Arebati's hate list.</li><li style="margin: 4px 0;">Attackers build TP on the adds and land weapon skills on Arebati only.</li><li style="margin: 4px 0;">The Beastmaster uses TP Drainkiss every time it is off cooldown.</li><li style="margin: 4px 0;">When the geomancy you brought in wears off, overwrite the Dancer's Aria of Passion with Pianissimo + Sentinel's Scherzo (the safety net against Blizzard V).</li><li style="margin: 4px 0;">Once Arebati is below 40% and the second add is out, the Paladin uses <strong>Intervene</strong> on that add and then <strong>Invincible</strong> straight after to lock the hate down. If that still is not enough, add Flash and Shield Bash.</li><li style="margin: 4px 0;"><strong>You need to have the second add out with about 9 minutes 30 seconds left.</strong></li></ul></div><div style="font-weight: bold; color: #33691e; font-size: 15px; margin: 18px 0 8px 0; border-bottom: 2px solid #c5e1a5; padding-bottom: 4px;">The end</div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.75;"><ul style="margin: 0; padding-left: 20px;"><li style="margin: 4px 0;">When Silence wears off, re-apply it with Saboteur. If Paralyze II has worn off, casting it on its own is fine.</li><li style="margin: 4px 0;">At 25% HP, use <strong>Unleash</strong> and <strong>Grand Pas</strong>, then <strong>Wild Card</strong> right after.</li><li style="margin: 4px 0;">Once Unleash ends, the Bard leaves the attack and spams Gust Slash - firing the same weapon skill over and over builds resistance, and this avoids it.</li></ul></div><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 12px 16px; margin: 12px 0; line-height: 1.75;"><div style="font-weight: bold; color: #1565c0; margin-bottom: 6px;">〓 Note</div>Silence runs slightly short by design (about 6:20) and wears about a minute before Paralyze II (about 7:37), which makes re-applying both at once difficult. Give Saboteur to the Silence.<div style="margin-top: 6px;">Paralyze II matters enormously, because it holds down the TP you feed by taking hits.</div><div style="margin-top: 6px;"><a href="https://x.com/Syousa_Saitaman/status/1485965993491202051" style="color: #33691e; text-decoration: underline; font-weight: bold;">This post</a> is a useful reference for judging when Arebati has reached 25%.</div></div><h4 id="arebati3en__1-6" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 1px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">〓 Section 5. Job by job</h4><div style="font-weight: bold; color: #33691e; font-size: 15px; margin: 18px 0 8px 0; border-bottom: 2px solid #c5e1a5; padding-bottom: 4px;">〓 Applies to everyone</div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.75;"><ul style="margin: 0; padding-left: 20px;"><li style="margin: 4px 0;"><strong>Hate at the opening is difficult to manage</strong>, so following the order in <a href="#arebati3en__1-5-3" style="color: #33691e; text-decoration: underline;">4-3</a> exactly matters a great deal.</li><li style="margin: 4px 0;"><strong>Do not fire weapon skills at Arebati during Yaegasumi.</strong> Ranged attacks and TP Drainkiss are exempt, so the Corsair and the pet may keep auto-attacking.</li><li style="margin: 4px 0;">As a rule, <strong>hold TP before firing</strong> (see <a href="#arebati3en__1-5-2" style="color: #33691e; text-decoration: underline;">4-2</a>). During Unleash, fire the instant damage and TP efficiency are at their best.</li><li style="margin: 4px 0;">Attackers must keep <strong>Subtle Blow +50 plus Subtle Blow II</strong> up when they fire.</li></ul></div><div style="font-weight: bold; color: #33691e; font-size: 15px; margin: 16px 0 6px 0;">〓 Subtle Blow II gear when firing</div><table style="width: 100%; border-collapse: collapse; margin: 10px 0; font-size: 14px;"><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Job</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Gear</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Subtle Blow II</th></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff; white-space: nowrap;">Red Mage</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Sherida Earring</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff; white-space: nowrap;">+5</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef; white-space: nowrap;">Dancer</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Sherida Earring + Gleti's Knife</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef; white-space: nowrap;">+15</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff; white-space: nowrap;">Corsair</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Rostam Type:B</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff; white-space: nowrap;">+25</td></tr></table><div style="font-weight: bold; color: #33691e; font-size: 15px; margin: 18px 0 8px 0; border-bottom: 2px solid #c5e1a5; padding-bottom: 4px;">〓 Attack power each attacker needs (to benefit from Aria of Passion)</div><div style="line-height: 1.75;"><span style="font-weight: normal; font-size: 11px;">Arebati at Vengeance 25 is estimated to have 1981 physical defence.</span></div><table style="width: 100%; border-collapse: collapse; margin: 10px 0; font-size: 14px;"><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Job (gear, food)</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Attack power</th></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Dancer (JSE neck HQ2)</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff; white-space: nowrap;">1299-2339</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Red Mage (Pukatrice Egg +1)</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef; white-space: nowrap;">933-1938</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Bard (Pukatrice Egg +1)</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff; white-space: nowrap;">858-1835</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Corsair: Last Stand (Ikenga's Vest + Gloves, Pukatrice Egg +1)</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef; white-space: nowrap;">1303-2337</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Corsair: Detonator (same)</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff; white-space: nowrap;">652-1169</td></tr></table><div style="font-weight: bold; color: #33691e; font-size: 15px; margin: 18px 0 8px 0; border-bottom: 2px solid #c5e1a5; padding-bottom: 4px;">〓 Job by job</div><div style="font-weight: bold; color: #33691e; font-size: 15px; margin: 16px 0 6px 0;">〓 Bard</div><div style="line-height: 1.75;">Which weapon skill you fire depends on Arebati's HP.</div><table style="width: 100%; border-collapse: collapse; margin: 10px 0; font-size: 14px;"><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Situation</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Weapon skill</th></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Down to 25%</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Mordant Rime - join the attack and fire on the same timing as everyone else</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Below 25%</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Mordant Rime as a rule; fire Gust Slash when the TP feed is getting out of hand</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">During Unleash</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Mordant Rime - join the attack and fire immediately at TP 1000</td></tr></table><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.75;"><ul style="margin: 0; padding-left: 20px;"><li style="margin: 4px 0;">Weapon: Carnwenhan. Food: Pukatrice Egg +1.</li><li style="margin: 4px 0;">Subtle Blow gear: Bathy Choker +1, Chirich Ring +1 x2, Peiste Belt +1.</li><li style="margin: 4px 0;">Opening: Nightingale + Carnage Elegy (Elegy is not resisted and lasts to the end of the fight).</li><li style="margin: 4px 0;">When the geomancy wears off: overwrite the Dancer's Aria of Passion with Pianissimo + Sentinel's Scherzo.</li><li style="margin: 4px 0;">Re-applying songs: when Wild Card comes up 4 or lower, Valor Minuet x4 + Honor March (+ Marcato).</li></ul></div><div style="font-weight: bold; color: #33691e; font-size: 15px; margin: 16px 0 6px 0;">〓 Red Mage</div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.75;"><ul style="margin: 0; padding-left: 20px;"><li style="margin: 4px 0;">Weapon: Mandau, nothing else. Food: Pukatrice Egg +1.</li><li style="margin: 4px 0;">Subtle Blow gear: Bathy Choker +1, Chirich Ring +1 x2, Peiste Belt +1, Sherida Earring.</li><li style="margin: 4px 0;">Main weapon skill: Mercy Stroke.</li><li style="margin: 4px 0;">Enfeebles you need: Silence, Paralyze II, Dia III.</li><li style="margin: 4px 0;">Landing Silence needs <strong>at least two resist hacks</strong> - that is, casting it repeatedly to wear the resistance down - <strong>plus Chironic Hose</strong>.</li><li style="margin: 4px 0;">Silence runs a little short at about 6 minutes 20 seconds. Paralyze II lands for its full duration.</li><li style="margin: 4px 0;">Re-casting Paralyze II without Saboteur is fine.</li><li style="margin: 4px 0;">Getting Addle II up before Silence wears off helps.</li></ul></div><div style="font-weight: bold; color: #33691e; font-size: 15px; margin: 16px 0 6px 0;">🏴‍☠️ Corsair</div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.75;"><ul style="margin: 0; padding-left: 20px;"><li style="margin: 4px 0;">Weapon: Rostam Type:B. Ranged: Fomalhaut. Food: Pukatrice Egg +1.</li><li style="margin: 4px 0;">Subtle Blow gear: Ikenga's Gloves R30, Chirich Ring +1, Bathy Choker +1, Dignitary's Earring, Rostam Type:B.</li><li style="margin: 4px 0;">Main weapon skills: Last Stand / Detonator.</li><li style="margin: 4px 0;">You can keep attacking through Yaegasumi, because ranged attacks are exempt.</li><li style="margin: 4px 0;">Detonator has a 2x attack modifier, so it gets the most out of Aria of Passion at all times.</li><li style="margin: 4px 0;">Enfeebles: Light Shot (Dia III), Ice Shot (Paralyze II).</li><li style="margin: 4px 0;">Random Deal is used on Crooked Cards.</li><li style="margin: 4px 0;">Wild Card goes out after Unleash + Grand Pas.</li></ul></div><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 14px 16px; margin: 12px 0; line-height: 1.75;"><div style="font-weight: bold; color: #33691e; font-size: 16px; margin-bottom: 6px;">〓 Rolls at the opening</div><ul style="margin: 0; padding-left: 20px;"><li style="margin: 4px 0;">On the stairs: Crooked Cards → Random Deal → Chaos Roll</li><li style="margin: 4px 0;">Just before the songs are finished: Crooked Cards → Samurai Roll</li></ul><div style="margin-top: 6px;"><span style="font-weight: normal; font-size: 11px;">Leaving as much time as possible between the first and second Phantom Roll matters. Use Snake Eye if you have to, but Chaos Roll must end on 4, or on 7 or higher (avoid the unlucky 8). Samurai Roll landing on 6 is acceptable.</span></div></div><div style="font-weight: bold; color: #33691e; font-size: 15px; margin: 16px 0 6px 0;">🛡️ Paladin</div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.75;"><ul style="margin: 0; padding-left: 20px;"><li style="margin: 4px 0;">Opening: Flash + Shield Bash to pin the adds.</li><li style="margin: 4px 0;">Join in on the WS Wall with Red Lotus Blade and so on.</li><li style="margin: 4px 0;">You do not need to think about being second on Arebati's hate list. In fact it is more stable to stay off the hate list and then spike it hard when the second add pops.</li></ul></div><div style="font-weight: bold; color: #33691e; font-size: 15px; margin: 16px 0 6px 0;">What to do when the second add pops</div><div style="display: flex; margin: 8px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #1565c0; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">1</span><div style="line-height: 1.75;">Intervene first, to cut the damage the attackers are taking.</div></div><div style="display: flex; margin: 8px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #1565c0; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">2</span><div style="line-height: 1.75;">Then Invincible to take the hate.</div></div><div style="display: flex; margin: 8px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #1565c0; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">3</span><div style="line-height: 1.75;">If that does not hold it, add Flash and Shield Bash.</div></div><div style="font-weight: bold; color: #33691e; font-size: 15px; margin: 16px 0 6px 0;">〓 Dancer</div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.75;"><ul style="margin: 0; padding-left: 20px;"><li style="margin: 4px 0;">Weapon: Twashtar + Gleti's Knife Rank 30.</li><li style="margin: 4px 0;">Main weapon skill: Rudra's Storm.</li><li style="margin: 4px 0;">Sambas: Saber Dance 5 steps + Haste Samba 5 steps.</li><li style="margin: 4px 0;">Box Step: keep it at 10.</li><li style="margin: 4px 0;">Food: Gyudon +1 is preferred.</li><li style="margin: 4px 0;">You have +33 from the Subtle Blow trait, so you do not need food for it.</li><li style="margin: 4px 0;">Subtle Blow gear: Gleti's Breeches R30, Sherida Earring, Gleti's Knife R30 (+63 in total is enough).</li></ul></div><div style="font-weight: bold; color: #33691e; font-size: 15px; margin: 16px 0 6px 0;">〓 During Grand Pas (example rotation)</div><div style="display: flex; margin: 8px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #e65100; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">1</span><div style="line-height: 1.75;">Grand Pas → Climactic Flourish → Rudra's Storm</div></div><div style="display: flex; margin: 8px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #e65100; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">2</span><div style="line-height: 1.75;">Trance → Rudra's Storm (no auto-attacks)</div></div><div style="display: flex; margin: 8px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #e65100; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">3</span><div style="line-height: 1.75;">Build TP on auto-attacks → Climactic Flourish → Rudra's Storm</div></div><div style="display: flex; margin: 8px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #e65100; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">4</span><div style="line-height: 1.75;">Reverse Flourish → Rudra's Storm (no auto-attacks) → Grand Pas ends</div></div><div style="display: flex; margin: 8px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #e65100; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">5</span><div style="line-height: 1.75;">Build TP on auto-attacks → back to the normal rotation until Reverse Flourish is up</div></div><div style="display: flex; margin: 8px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #e65100; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">6</span><div style="line-height: 1.75;">Climactic Flourish → Rudra's Storm</div></div><div style="display: flex; margin: 8px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #e65100; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">7</span><div style="line-height: 1.75;">Reverse Flourish → Rudra's Storm</div></div><div style="font-weight: bold; color: #33691e; font-size: 15px; margin: 16px 0 6px 0;">🕺 The normal rotation</div><div style="display: flex; margin: 8px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #e65100; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">1</span><div style="line-height: 1.75;">Presto + Box Step (to 5)</div></div><div style="display: flex; margin: 8px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #e65100; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">2</span><div style="line-height: 1.75;">(15 seconds after step 1) Presto + Box Step (to 10)</div></div><div style="display: flex; margin: 8px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #e65100; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">3</span><div style="line-height: 1.75;">Climactic Flourish → Rudra's Storm → Reverse Flourish → Rudra's Storm</div></div><div style="display: flex; margin: 8px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #e65100; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">4</span><div style="line-height: 1.75;">(2 minutes after step 1) Presto + Box Step (to 5)</div></div><div style="display: flex; margin: 8px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #e65100; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">5</span><div style="line-height: 1.75;">(15 seconds after step 4) Presto + Box Step (to 10)</div></div><div style="display: flex; margin: 8px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #e65100; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">6</span><div style="line-height: 1.75;">Climactic Flourish → Rudra's Storm → Reverse Flourish → Rudra's Storm</div></div><div style="line-height: 1.75;"><span style="font-weight: normal; font-size: 11px;">and so on from there.</span></div><div style="font-weight: bold; color: #33691e; font-size: 15px; margin: 16px 0 6px 0;">〓 Beastmaster</div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.75;"><ul style="margin: 0; padding-left: 20px;"><li style="margin: 4px 0;">The Beastmaster itself does not attack.</li><li style="margin: 4px 0;">The jug pet's TP Drainkiss is what stops Arebati using a TP move at all.</li></ul></div><div style="background: #fff5f5; border: 2px solid #ef9a9a; border-radius: 12px; padding: 14px 16px; margin: 14px 0; line-height: 1.75;"><div style="font-weight: bold; color: #c62828; font-size: 16px;">〓️ The single most important thing</div><div style="margin-top: 8px;"><strong>That TP drain must not be late by even one second.</strong><div style="margin-top: 6px;">You may fire weapon skills, but never if doing so would delay the drain.</div></div></div><div style="font-weight: bold; color: #33691e; font-size: 15px; margin: 16px 0 6px 0;">〓 How tight the margin really is (measured from video)</div><div>The threshold for Arebati's TP moves is taken to be <strong>1000 TP</strong>. The numbers below come from analyzing video of a successful clear, on that assumption.</div><table style="width: 100%; border-collapse: collapse; margin: 10px 0; font-size: 14px;"><thead><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Item</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Measured in this fight</th></tr></thead><tbody><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">TP moves used by Arebati itself</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>0</strong></td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Interval between TP drains (normal phase)</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><strong>About every 32 seconds, steady</strong> (30-36s; no outliers)</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Unleash window (from HP 25%)</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>8 drains back to back</strong> (6-17 seconds apart)</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Total TP drains</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">27 (21 detected on video, plus an estimated 6 the video missed)</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Last TP drain</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">At 0:55 remaining (the kill came with about a minute left)</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><strong>Arebati's highest TP</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><strong><span style="color: #c62828;">963 TP</span></strong> (37 TP short of a TP move)</td></tr></tbody></table><div style="background: #fff5f5; border: 2px solid #ef9a9a; border-radius: 12px; padding: 14px 16px; margin: 14px 0; line-height: 1.75;"><div style="font-weight: bold; color: #c62828; font-size: 16px;">〓️ Perfect execution, and still only 37 TP to spare</div><div style="margin-top: 8px;">This was a fight where the drain landed about every 32 seconds, came 8 times in a row at 6-17 second intervals from HP 25%, and held Arebati's own TP moves to zero. Even so, Arebati's TP still climbed to <strong>963</strong>. <strong>The margin was 37 TP.</strong></div></div><div style="font-size: 13px; color: #666666; margin: 6px 0 0 0; line-height: 1.75;">* Measured from the video of a successful clear (1080p). The figure of 27 TP drains is the 21 detected on video plus an estimated 6 missed, judged from the spacing of the detections. These numbers are from a single fight - they are not what you should expect every time.</div><div style="font-weight: bold; color: #33691e; font-size: 15px; margin: 18px 0 8px 0; border-bottom: 2px solid #c5e1a5; padding-bottom: 4px;">〓 Related articles (the Arebati series)</div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.75;"><ul style="margin: 0; padding-left: 20px;"><li style="margin: 4px 0;"><a href="https://jinko0914.seesaa.net/article/505643713.html#more" style="color: #33691e; text-decoration: underline; font-weight: bold;">Part 1 〓</a> Strategy and field notes (Japanese)</li><li style="margin: 4px 0;"><a href="https://jinko0914.seesaa.net/article/511834767.html#more" style="color: #33691e; text-decoration: underline; font-weight: bold;">Part 2 〓</a> Strategy and field notes (Japanese)</li></ul></div><div style="margin: 20px 0 0 0;"><img style="width: 100%; height: auto; border-radius: 12px;" src="https://jinko0914.up.seesaa.net/image/arebati3_ftr_en.png" alt="I hope this helps with your own Arebati veng+25 attempt" /></div><div class="blogmura-link"><a href="https://blogmura.com/ranking/in?p_cid=11212488" target="_blank"><img src="https://b.blogmura.com/88_31.gif" width="88" height="31" border="0" alt="ブログランキング・にほんブログ村へ" />にほんブログ村</a>
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            <category>Arebati</category>
      <author>Jinko</author>
      <guid isPermaLink="false">blog:https://blog.seesaa.jp,jinko0914/521235862</guid>
                </item>
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      <link>https://jinko0914.seesaa.net/article/521222873.html</link>
      <title>Why Won&#39;t It Die? The Physical Defense Wall in Odyssey Sheol Gaol Vengeance</title>
      <pubDate>Mon, 27 Jul 2026 15:01:30 +0900</pubDate>
            <description>SHEOL GAOL — V25 ANALYSIS🛡️Why won&#39;t it die?The physical defense wall in VengeanceYou have the damage. It still will not go down.The answer may be a wall of physical defense you cannot see.日本語日本語版の記事はこちら 〓2025/3/29 Published〓️ Before you st..</description>
            <itunes:summary><![CDATA[
SHEOL GAOL — V25 ANALYSIS🛡️Why won't it die?The physical defense wall in VengeanceYou have the damage. It still will not go down.The answer may be a wall of physical defense you cannot see.日本語<a href="https://jinko0914.seesaa.net/article/512987282.html">日本語版の記事はこちら 〓</a>2025/3/29 Published〓️ Before you start: this is a hypothesisWhat follows is a hypothesis that our static put together by going back over the recordings of our own attempts. It is not confirmed behaviour, so please read it as what it is.Sheol Gaol Vengeance 25 went live on 12 December 2022. More than two years have gone by since.Most of the groups who got there first seem to have treated it as too hard to be worth optimising: clear it once, and never go back to work out a better way. The result is that Sheol Gaol V25 is badly short of strategy information you can actually reproduce.<a href="https://www.youtube.com/@Kaggra/videos">Kaggra's videos</a> are very reproducible in my view, but even those only cover some of the bosses.We put a static together in May 2024 specifically to clear Sheol Gaol V25. We only run when everyone's real life lines up, and a session is about 90 minutes. Progress has been hard won.The one Atonement 3 boss you fight with a nuking setup, Ongo V25, went down relatively easily. The ones you have to bring a physical setup to have been a genuine struggle, and we are still working through them.〓 The single hardest partIt is damage, without question. This article digs into why the damage is not there.〓 What the rest of this post covers1. The damage is there, it just does not land2. The usual explanations do not fit3. The real cause: rising physical defense4. Not "not enough" but "not getting through"5. Summary<a></a>〓 Contents<a href="#pdefen-1">1. The damage should be there, and it still will not go down</a><a href="#pdefen-2">2. The usual explanations do not fit the way it falls off</a><a href="#pdefen-3">3. The real cause: physical defense that rises with every Vengeance level</a><a href="#pdefen-4">4. It is not that the damage is short, it is that it does not get through</a><a href="#pdefen-5">5. Summary</a>〓 1. The damage should be there, and it still will not go down💭 The assumption almost everyone makesYour gear is done, your setup is right, and the damage still will not move.The reflex is to blame the WS Wall, or a strong regen, or the damage taken reduction going up. But…Here is what is generally published about how Sheol Gaol scales.Per Vengeance level:• All stats +4• Damage taken -1%• Rising damage taken reduction against everything that is not its weakness (handled as <a href="https://wiki.ffo.jp/html/3537.html">special defense</a>)▼ Reduction against non-weakness damage, by AtonementTierBasePer Vengeance levelAT1-25%Damage taken -1%AT2-50%Damage taken -1%AT3-75%Damage taken -1%〓 Worked example: Kalunga V25• Slashing takes damage taken -25%• Everything other than slashing takes damage taken -100% (-25 and -75 together)• +100 to stats such as VIT+100 and INT+100 (AGI may not rise)Atonement 3 bosses are level 134, so we had been assuming defense of roughly 1320 + 4×25×1.5. We built our strategy on that number, and the damage still came out lower than it should have.〓️ The trap in "just bring more attackers"Adding more damage dealers did not raise our damage much at all.→ "If the damage is short, bring another attacker" is standard advice you will find everywhere. In practice it thins out your defense, so people die more, the kill goes down to the wire, and luck becomes a much bigger factor — the sort of outcome that does not reproduce.🤔 2. The usual explanations do not fit the way it falls off〓 What does not add up• It does not go down whether you spread the weapon skills out or rotate them.• There is a broad, general dulling of damage that the WS Wall, a strong regen and rising damage taken reduction do not fully account for on their own.It is true that damage drops off anyway: even the weapon type it is weak to still eats a -25% cut, and the WS Wall is there on top of that.〓 What the recordings showedGoing back over our own footage, the damage in the first half of the fight was excellent and the second half fell away badly. That drop is not something the -25% cut and the WS Wall can explain between them.Looking closer, it was happening in the runs without a Geomancer, and it lined up precisely with the moment the Indi-Fury we had brought in with us wore off.A level 134 enemy should have defense of about 1400 at the outside. Build the strategy well and you should be able to cap pDIF without a Geomancer at all — that was our thinking. That was where we were badly wrong.〓 3. The real cause: physical defense that rises with every Vengeance level〓 The conclusionEvery Vengeance level raises the enemy's physical defense, and it does so reliably. We believe that is what the damage loss really is.Recording every run and going back through them, what came out was that the pDIF we calculated on paper and the damage we actually did were a long way apart. Physical defense rising with each Vengeance level looks all but certain.—— How the damage stops getting through ——Vengeance goes upthe higher the tier, the stronger it gets▼Its physical defense goes uphypothesis: about +20 per Vengeance level▼pDIF (attack over defense) dropsthe same damage now sits on a lower multiplier▼Physical damage does not get throughwhich is what the dulling actually isWorking through the numbers, assuming physical defense goes up by about +20 per Vengeance level lines the paper calculation up with the damage we have actually been doing, near enough.🛡️ What it feels like from the tankAnyone who has tanked these will already feel it: physical attack and magic attack are both going up per Vengeance level too, I am sure of it. By how much, I do not know.Magic defense, I have no idea about at all.🛠️ 4. It is not that the damage is short, it is that it does not get through〓 How to think about the fixA physical setup needs to revisit how it gets damage through, not how it puts damage out.Fold that rise in physical defense back in and an Atonement 3 boss works out like this.🧮 Physical defense of an Atonement 3 boss, on the hypothesis aboveAssuming an internal job of WAR/WAR1320 + 20×25 + 4×25×1.5 = 1970base 1320 + defense growth (20×25 = 500) + from stats (4×25×1.5 = 150)Xevioso (THF/BLM)1280 + 20×25 + 4×25×1.5 = 1930What we assumed on paper1320 + 4×25×1.5≈ 1470Actual, on the +20 per Vengeance hypothesis1320 + 20×25 + 4×25×1.5= 1970↑ roughly +500 of physical defense you never seeOnce you put that physical defense in as your starting assumption and work out the strategy you need in order to cap pDIF, the damage you can expect is very high indeed. In other words, designing your way past the defense comes before adding more damage.〓 5. Summary1What kills runs is a misreading of why the damage is not landing.2The WS Wall is part of it, but rising physical defense is the biggest obstacle.3Read it correctly and build the strategy around it, and V25 is winnable.⚔️Sheol Gaol V25 — I hope this is of some use on your own attemptsThank you for reading this far — good luck out there.

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<div style="background: linear-gradient(135deg,#16232f 0%,#243a4f 55%,#37546e 100%); border-radius: 14px; padding: 26px 20px 24px 20px; margin: 0 0 16px 0; box-shadow: 0 4px 14px rgba(0,0,0,0.28); text-align: center;"><div style="display: inline-block; background: rgba(255,255,255,0.13); color: #ffd54f; font-size: 12px; font-weight: bold; padding: 4px 14px; border-radius: 20px; letter-spacing: 1.5px; margin-bottom: 14px;">SHEOL GAOL — V25 ANALYSIS</div><div style="font-size: 46px; line-height: 1; margin: 4px 0 10px 0;">🛡️</div><div style="color: #ffffff; font-size: 25px; font-weight: bold; line-height: 1.35; text-shadow: 0 2px 6px rgba(0,0,0,0.45);">Why won't it die?</div><div style="color: #4fc3f7; font-size: 18px; font-weight: bold; line-height: 1.5; margin-top: 6px; text-shadow: 0 2px 6px rgba(0,0,0,0.45);">The physical defense wall in Vengeance</div><div style="color: #cfd8e3; font-size: 13px; margin-top: 14px; line-height: 1.65;">You have the damage. It still will not go down.<br />The answer may be a wall of physical defense you cannot see.</div></div><div style="border: 1px solid #b3d7ea; background: #eef6fb; border-radius: 10px; padding: 10px 14px; margin: 0 0 14px 0; line-height: 1.7; font-size: 14px;"><span style="display: inline-block; background: #1565c0; color: #ffffff; border-radius: 4px; padding: 2px 9px; font-weight: bold; font-size: 12px; margin-right: 8px;">日本語</span><a style="color: #1565c0; font-weight: bold; text-decoration: none;" href="https://jinko0914.seesaa.net/article/512987282.html">日本語版の記事はこちら 〓</a></div><div style="margin: 6px 0 10px 0;"><span style="display: inline-block; background: #ffebee; color: #c62828; border-radius: 4px; padding: 2px 10px; font-weight: bold; font-size: 13px; margin: 0 8px 4px 0;">2025/3/29 Published</span></div><div style="background: #fff8e1; border: 1px solid #ffe082; border-left: 6px solid #ffb300; border-radius: 8px; padding: 12px 16px; margin: 12px 0; line-height: 1.75;"><div style="font-weight: bold; color: #e65100;">〓️ Before you start: this is a hypothesis</div><div style="margin-top: 6px;">What follows is a <strong>hypothesis</strong> that our static put together by going back over the recordings of our own attempts. It is not confirmed behaviour, so please read it as what it is.</div></div><div style="line-height: 1.75; margin: 10px 0;">Sheol Gaol Vengeance 25 went live on <strong>12 December 2022</strong>. More than two years have gone by since.</div><div style="line-height: 1.75; margin: 10px 0;">Most of the groups who got there first seem to have treated it as too hard to be worth optimising: clear it once, and never go back to work out a better way. The result is that Sheol Gaol V25 is <strong>badly short of strategy information you can actually reproduce</strong>.</div><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 12px 16px; margin: 12px 0; line-height: 1.75;"><a href="https://www.youtube.com/@Kaggra/videos">Kaggra's videos</a> are very reproducible in my view, but even those only cover some of the bosses.</div><div style="line-height: 1.75; margin: 10px 0;">We put a static together in <strong>May 2024</strong> specifically to clear Sheol Gaol V25. We only run when everyone's real life lines up, and a session is about 90 minutes. Progress has been hard won.</div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.75;">The one Atonement 3 boss you fight with a nuking setup, <span style="display: inline-block; background: #bbdefb; color: #0d47a1; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">Ongo V25</span>, went down relatively easily. The ones you have to bring a physical setup to have been a genuine struggle, and we are still working through them.</div><div style="background: #fff5f5; border: 2px solid #ef9a9a; border-radius: 12px; padding: 14px 16px; margin: 14px 0; line-height: 1.75;"><div style="font-weight: bold; color: #c62828; font-size: 16px;">〓 The single hardest part</div><div style="margin-top: 8px;">It is <strong>damage</strong>, without question. This article digs into why the damage is not there.</div></div><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 14px 16px; margin: 12px 0; line-height: 1.75;"><strong>〓 What the rest of this post covers</strong><div style="margin-top: 8px;"><span style="display: inline-block; background: #cfd8ec; color: #37474f; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">1. The damage is there, it just does not land</span><span style="display: inline-block; background: #cfd8ec; color: #37474f; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">2. The usual explanations do not fit</span><span style="display: inline-block; background: #ffcdd2; color: #b71c1c; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">3. The real cause: rising physical defense</span><span style="display: inline-block; background: #cfd8ec; color: #37474f; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">4. Not "not enough" but "not getting through"</span><span style="display: inline-block; background: #c8e6c9; color: #1b5e20; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">5. Summary</span></div></div><a name="more"></a><div style="border: 1px solid #dce8c8; border-radius: 10px; background: #f6fbef; padding: 12px 16px; margin: 4px 0 18px 0;"><div style="font-weight: bold; color: #33691e; font-size: 15px; margin-bottom: 6px;">〓 Contents</div><div style="line-height: 1.9; font-size: 14.5px;"><a style="color: #33691e; text-decoration: none;" href="#pdefen-1">1. The damage should be there, and it still will not go down</a><br /><a style="color: #33691e; text-decoration: none;" href="#pdefen-2">2. The usual explanations do not fit the way it falls off</a><br /><a style="color: #33691e; text-decoration: none;" href="#pdefen-3">3. The real cause: physical defense that rises with every Vengeance level</a><br /><a style="color: #33691e; text-decoration: none;" href="#pdefen-4">4. It is not that the damage is short, it is that it does not get through</a><br /><a style="color: #33691e; text-decoration: none;" href="#pdefen-5">5. Summary</a></div></div><h4 id="pdefen-1" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 19px; font-weight: bold; padding: 10px 16px; border-radius: 10px; margin: 34px 0 14px 0; letter-spacing: 0.5px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">〓 1. The damage should be there, and it still will not go down</h4><div style="background: #fff5f5; border: 2px solid #ef9a9a; border-radius: 12px; padding: 14px 16px; margin: 14px 0; line-height: 1.75;"><div style="font-weight: bold; color: #c62828; font-size: 16px;">💭 The assumption almost everyone makes</div><div style="margin-top: 8px;"><div style="line-height: 1.75;">Your gear is done, your setup is right, and the damage still will not move.</div><div style="line-height: 1.75; margin-top: 6px;">The reflex is to blame the WS Wall, or a strong regen, or the damage taken reduction going up. But…</div></div></div><div style="line-height: 1.75; margin: 10px 0;">Here is what is generally published about how Sheol Gaol scales.</div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.75;"><div style="font-weight: bold; color: #33691e; font-size: 15px;">Per Vengeance level:</div><div style="margin-top: 8px; line-height: 1.85;">• All stats <span style="display: inline-block; background: #c8e6c9; color: #1b5e20; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">+4</span><br />• Damage taken <span style="display: inline-block; background: #ffcdd2; color: #b71c1c; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">-1%</span><br />• Rising damage taken reduction against everything that is not its weakness (handled as <a href="https://wiki.ffo.jp/html/3537.html">special defense</a>)</div></div><div style="font-weight: bold; color: #33691e; margin: 14px 0 6px 0;">▼ Reduction against non-weakness damage, by Atonement</div><table style="width: 100%; border-collapse: collapse; margin: 6px 0 12px 0; font-size: 14px;"><thead><tr><th style="background: #689f38; color: #fff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left; width: 22%;">Tier</th><th style="background: #689f38; color: #fff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Base</th><th style="background: #689f38; color: #fff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Per Vengeance level</th></tr></thead><tbody><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff; font-weight: bold;">AT1</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">-25%</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Damage taken -1%</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef; font-weight: bold;">AT2</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">-50%</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Damage taken -1%</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff; font-weight: bold;">AT3</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">-75%</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Damage taken -1%</td></tr></tbody></table><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 12px 16px; margin: 12px 0; line-height: 1.75;"><div style="font-weight: bold; color: #1565c0;">〓 Worked example: Kalunga V25</div><div style="margin-top: 8px; line-height: 1.85;">• Slashing takes damage taken <span style="display: inline-block; background: #ffcdd2; color: #b71c1c; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">-25%</span><br />• Everything other than slashing takes damage taken <span style="display: inline-block; background: #ffcdd2; color: #b71c1c; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">-100%</span> (-25 and -75 together)<br />• <strong>+100 to stats</strong> such as VIT+100 and INT+100 (AGI may not rise)</div></div><div style="line-height: 1.75; margin: 10px 0;">Atonement 3 bosses are level 134, so we had been assuming defense of roughly <strong>1320 + 4×25×1.5</strong>. We built our strategy on that number, and the damage still came out lower than it should have.</div><div style="background: #fff8e1; border: 1px solid #ffe082; border-left: 6px solid #ffb300; border-radius: 8px; padding: 12px 16px; margin: 12px 0; line-height: 1.75;"><div style="font-weight: bold; color: #e65100;">〓️ The trap in "just bring more attackers"</div><div style="margin-top: 6px;">Adding more damage dealers did not raise our damage much at all.<div style="margin-top: 8px;">→ <strong>"If the damage is short, bring another attacker"</strong> is standard advice you will find everywhere. In practice it thins out your defense, so people die more, the kill goes down to the wire, and luck becomes a much bigger factor — the sort of outcome that <strong>does not reproduce</strong>.</div></div></div><h4 id="pdefen-2" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 19px; font-weight: bold; padding: 10px 16px; border-radius: 10px; margin: 34px 0 14px 0; letter-spacing: 0.5px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">🤔 2. The usual explanations do not fit the way it falls off</h4><div style="background: #fff5f5; border: 2px solid #ef9a9a; border-radius: 12px; padding: 14px 16px; margin: 14px 0; line-height: 1.75;"><div style="font-weight: bold; color: #c62828; font-size: 16px;">〓 What does not add up</div><div style="margin-top: 8px;"><div style="line-height: 1.75;">• It does not go down <strong>whether you spread the weapon skills out or rotate them</strong>.</div><div style="line-height: 1.75; margin-top: 6px;">• There is a <strong>broad, general dulling of damage</strong> that the WS Wall, a strong regen and rising damage taken reduction do not fully account for on their own.</div></div></div><div style="line-height: 1.75; margin: 10px 0;">It is true that damage drops off anyway: even the weapon type it is weak to still eats a -25% cut, and the WS Wall is there on top of that.</div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.75;"><div style="font-weight: bold; color: #33691e;">〓 What the recordings showed</div><div style="margin-top: 8px; line-height: 1.75;">Going back over our own footage, <strong>the damage in the first half of the fight was excellent and the second half fell away badly</strong>. That drop is not something the -25% cut and the WS Wall can explain between them.</div><div style="margin-top: 8px; line-height: 1.75;">Looking closer, it was happening in the runs <strong>without a Geomancer</strong>, and it lined up precisely with <strong>the moment the Indi-Fury we had brought in with us wore off</strong>.</div></div><div style="line-height: 1.75; margin: 10px 0;">A level 134 enemy should have defense of about 1400 at the outside. Build the strategy well and you should be able to cap pDIF without a Geomancer at all — that was our thinking. <strong>That was where we were badly wrong.</strong></div><h4 id="pdefen-3" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 19px; font-weight: bold; padding: 10px 16px; border-radius: 10px; margin: 34px 0 14px 0; letter-spacing: 0.5px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">〓 3. The real cause: physical defense that rises with every Vengeance level</h4><div style="background: #fff5f5; border: 2px solid #ef9a9a; border-radius: 12px; padding: 14px 16px; margin: 14px 0; line-height: 1.75;"><div style="font-weight: bold; color: #c62828; font-size: 16px;">〓 The conclusion</div><div style="margin-top: 8px;">Every Vengeance level raises the enemy's <strong>physical defense</strong>, and it does so reliably. We believe that is what the damage loss really is.</div></div><div style="line-height: 1.75; margin: 10px 0;">Recording every run and going back through them, what came out was that <strong>the pDIF we calculated on paper and the damage we actually did were a long way apart</strong>. Physical defense rising with each Vengeance level looks all but certain.</div><div style="border: 1px dashed #bdbdbd; border-radius: 12px; padding: 16px 14px; margin: 14px 0; background: #fafafa;"><div style="text-align: center; font-weight: bold; color: #455a64; font-size: 14px; margin-bottom: 12px;">—— How the damage stops getting through ——</div><div style="background: #e3f2fd; border: 1px solid #90caf9; border-radius: 10px; padding: 11px 14px; line-height: 1.55;"><div style="font-weight: bold; color: #0d47a1; font-size: 15px;">Vengeance goes up</div><div style="font-size: 13.5px; color: #444; margin-top: 3px;">the higher the tier, the stronger it gets</div></div><div style="text-align: center; color: #8bc34a; font-size: 20px; font-weight: bold; line-height: 1; margin: 2px 0;">▼</div><div style="background: #ffe0b2; border: 1px solid #ffb74d; border-radius: 10px; padding: 11px 14px; line-height: 1.55;"><div style="font-weight: bold; color: #e65100; font-size: 15px;">Its physical defense goes up</div><div style="font-size: 13.5px; color: #444; margin-top: 3px;">hypothesis: about +20 per Vengeance level</div></div><div style="text-align: center; color: #8bc34a; font-size: 20px; font-weight: bold; line-height: 1; margin: 2px 0;">▼</div><div style="background: #ffccbc; border: 1px solid #ff8a65; border-radius: 10px; padding: 11px 14px; line-height: 1.55;"><div style="font-weight: bold; color: #bf360c; font-size: 15px;">pDIF (attack over defense) drops</div><div style="font-size: 13.5px; color: #444; margin-top: 3px;">the same damage now sits on a lower multiplier</div></div><div style="text-align: center; color: #8bc34a; font-size: 20px; font-weight: bold; line-height: 1; margin: 2px 0;">▼</div><div style="background: #ffcdd2; border: 1px solid #e57373; border-radius: 10px; padding: 11px 14px; line-height: 1.55;"><div style="font-weight: bold; color: #b71c1c; font-size: 15px;">Physical damage does not get through</div><div style="font-size: 13.5px; color: #444; margin-top: 3px;">which is what the dulling actually is</div></div></div><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 14px 16px; margin: 12px 0; line-height: 1.75;">Working through the numbers, assuming <strong>physical defense goes up by about +20 per Vengeance level</strong> lines the paper calculation up with the damage we have actually been doing, near enough.</div><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 12px 16px; margin: 12px 0; line-height: 1.75;"><div style="font-weight: bold; color: #1565c0;">🛡️ What it feels like from the tank</div><div style="margin-top: 6px; line-height: 1.75;">Anyone who has tanked these will already feel it: physical attack and magic attack <strong>are both going up per Vengeance level too</strong>, I am sure of it. By how much, I do not know.<br />Magic defense, I have no idea about at all.</div></div><h4 id="pdefen-4" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 19px; font-weight: bold; padding: 10px 16px; border-radius: 10px; margin: 34px 0 14px 0; letter-spacing: 0.5px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">🛠️ 4. It is not that the damage is short, it is that it does not get through</h4><div style="background: #fff5f5; border: 2px solid #ef9a9a; border-radius: 12px; padding: 14px 16px; margin: 14px 0; line-height: 1.75;"><div style="font-weight: bold; color: #c62828; font-size: 16px;">〓 How to think about the fix</div><div style="margin-top: 8px;">A physical setup needs to revisit <strong>how it gets damage through, not how it puts damage out</strong>.</div></div><div style="line-height: 1.75; margin: 10px 0;">Fold that rise in physical defense back in and an Atonement 3 boss works out like this.</div><div style="background: #263238; border-radius: 10px; padding: 16px 16px; margin: 14px 0; color: #eceff1;"><div style="font-weight: bold; color: #80cbc4; font-size: 14px; margin-bottom: 10px;">🧮 Physical defense of an Atonement 3 boss, on the hypothesis above</div><div style="background: #37474f; border-radius: 8px; padding: 10px 12px; margin-bottom: 10px;"><div style="color: #ffd54f; font-weight: bold; font-size: 13.5px; margin-bottom: 4px;">Assuming an internal job of WAR/WAR</div><div style="font-family: 'Consolas',monospace; font-size: 15px; line-height: 1.6; color: #fff;">1320 + 20×25 + 4×25×1.5 = <span style="color: #ff8a80; font-weight: bold; font-size: 17px;">1970</span></div><div style="font-size: 12px; color: #b0bec5; margin-top: 4px;">base 1320 + defense growth (20×25 = 500) + from stats (4×25×1.5 = 150)</div></div><div style="background: #37474f; border-radius: 8px; padding: 10px 12px;"><div style="color: #ffd54f; font-weight: bold; font-size: 13.5px; margin-bottom: 4px;">Xevioso (THF/BLM)</div><div style="font-family: 'Consolas',monospace; font-size: 15px; line-height: 1.6; color: #fff;">1280 + 20×25 + 4×25×1.5 = <span style="color: #ff8a80; font-weight: bold; font-size: 17px;">1930</span></div></div></div><div style="display: flex; gap: 10px; margin: 14px 0; flex-wrap: wrap;"><div style="flex: 1 1 46%; min-width: 160px; background: #eceff1; border: 1px solid #cfd8dc; border-radius: 10px; padding: 12px 14px;"><div style="font-size: 12.5px; color: #607d8b; font-weight: bold;">What we assumed on paper</div><div style="font-family: 'Consolas',monospace; font-size: 14px; color: #455a64; margin-top: 4px;">1320 + 4×25×1.5</div><div style="font-size: 22px; font-weight: bold; color: #607d8b; margin-top: 2px;">≈ 1470</div></div><div style="flex: 1 1 46%; min-width: 160px; background: #fff5f5; border: 2px solid #ef9a9a; border-radius: 10px; padding: 12px 14px;"><div style="font-size: 12.5px; color: #c62828; font-weight: bold;">Actual, on the +20 per Vengeance hypothesis</div><div style="font-family: 'Consolas',monospace; font-size: 14px; color: #b71c1c; margin-top: 4px;">1320 + 20×25 + 4×25×1.5</div><div style="font-size: 22px; font-weight: bold; color: #c62828; margin-top: 2px;">= 1970</div></div></div><div style="text-align: center; font-weight: bold; color: #bf360c; font-size: 15px; margin: 6px 0 4px 0;">↑ roughly +500 of physical defense you never see</div><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 14px 16px; margin: 12px 0; line-height: 1.75;">Once you put that physical defense in as your starting assumption and work out <strong>the strategy you need in order to cap pDIF</strong>, the damage you can expect is very high indeed. In other words, designing your way past the defense comes before adding more damage.</div><h4 id="pdefen-5" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 19px; font-weight: bold; padding: 10px 16px; border-radius: 10px; margin: 34px 0 14px 0; letter-spacing: 0.5px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">〓 5. Summary</h4><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 14px 16px; margin: 12px 0; line-height: 1.75;"><div style="display: flex; margin: 8px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #689f38; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">1</span><div style="line-height: 1.7;">What kills runs is a <strong>misreading</strong> of why the damage is not landing.</div></div><div style="display: flex; margin: 8px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #689f38; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">2</span><div style="line-height: 1.7;">The WS Wall is part of it, but <strong>rising physical defense is the biggest obstacle</strong>.</div></div><div style="display: flex; margin: 8px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #689f38; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">3</span><div style="line-height: 1.7;">Read it correctly and build the strategy around it, and <strong>V25 is winnable</strong>.</div></div></div><div style="background: linear-gradient(135deg,#2e4a2e,#4e7a3a); border-radius: 14px; padding: 22px 20px; margin: 26px 0 6px 0; text-align: center; box-shadow: 0 3px 10px rgba(0,0,0,0.2);"><div style="font-size: 30px; line-height: 1; margin-bottom: 8px;">⚔️</div><div style="color: #ffffff; font-size: 16px; font-weight: bold; line-height: 1.6; text-shadow: 0 1px 3px rgba(0,0,0,0.35);">Sheol Gaol V25 — I hope this is of some use on your own attempts</div><div style="color: #dcedc8; font-size: 13px; margin-top: 8px; line-height: 1.6;">Thank you for reading this far — good luck out there.</div></div><div class="blogmura-link"><a href="https://blogmura.com/ranking/in?p_cid=11212488" target="_blank"><img src="https://b.blogmura.com/88_31.gif" width="88" height="31" border="0" alt="ブログランキング・にほんブログ村へ" />にほんブログ村</a>
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            <category>シェオルジェール全般 (Sheol Gaol)</category>
      <author>Jinko</author>
      <guid isPermaLink="false">blog:https://blog.seesaa.jp,jinko0914/521222873</guid>
                </item>
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      <link>https://jinko0914.seesaa.net/article/521206317.html</link>
      <title>Is Your Gear Swap Actually Making It in Time? — FFXI&#39;s Invisible 0.4166s in Macros</title>
      <pubDate>Sat, 25 Jul 2026 17:07:18 +0900</pubDate>
            <description>&amp;#9201;&amp;#65039; FINAL FANTASY XI &amp;middot; MACRO TIMINGIs Your Gear Swap Actually Making It in Time?The invisible 0.4166 seconds inside every FFXI macro &amp;mdash; and why a &amp;quot;cast, then swap&amp;quot; macro can silently miss its enmity.日本語日本語版..</description>
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&#9201;&#65039; FINAL FANTASY XI &middot; MACRO TIMINGIs Your Gear Swap Actually Making It in Time?The invisible 0.4166 seconds inside every FFXI macro &mdash; and why a &quot;cast, then swap&quot; macro can silently miss its enmity.日本語<a href="https://jinko0914.seesaa.net/article/521169401.html">日本語版の記事はこちら 〓</a>&#128204; About this articleThis is a closer look at why the macro I flagged as a &quot;common mistake&quot; in my <a href="https://jinko0914.seesaa.net/article/521202103.html" target="_blank">2025 Rune Fencer (shield-focused) gear guide</a> is wrong.The example uses Foil, but the cause is FFXI's macro behaviour itself. The same blind spot hides in many macros that &quot;cast a spell, then swap gear&quot;, not just Foil. Hopefully it nudges you to ask: &quot;is that macro of mine really making it in time?&quot;&#127919; The short versionA macro built as &quot;cast quickly with a Fast Cast head &rarr; then swap into enmity gear&quot; can fail to finish the swap before the cast completes, so the enmity never lands. This is not a small DPS loss &mdash; for a tank it can mean the enemy turning on your party = an accident, and potentially a wipe, depending on the situation.<a></a>&#9201;&#65039; First: macros carry an invisible 0.4166 secondsFFXI macros process about one line every 0.4166 seconds (an internal tick), even when you write no /wait. A tag like &lt;wait1&gt; is not an exact one second either &mdash; it snaps to this tick (in practice about 0.833s to 1.25s). This invisible interval is what throws your swap timing off.&#128683; Why this macro fails&#128683; The mistakeLine 1&nbsp;&nbsp;/equip head Rune. Bandeau +3Line 2&nbsp;&nbsp;/ma Foil &lt;me&gt;Line 3&nbsp;&nbsp;/equipset (enmity set) echo &lt;wait1&gt;Line 4&nbsp;&nbsp;/equipset (idle set) echoThe amount of enmity is decided by the gear you are wearing at the instant the cast completes. The intent is to swap into enmity gear on line 3 and finish the cast there. But &mdash; Foil's base cast time is 1 second, and with max Fast Cast (80%) it drops to about 0.2 seconds. The faster the cast, the more likely it finishes before the swap on line 3 even runs.&#9201;&#65039; Execution timeline (when Foil's cast is as fast as 0.2s)&#9312; Head gear0s&#9313; Foil caststarts+0.42s&#9314; Enmitygear+0.83s&#9315; Idle gear+1.25s&#128994; cast 0.2s&rarr; done &#10003;&larr; the cast is already done. The swap at &#9314; (+0.83s) is too late!&#10005; What is actually happeningWhen Fast Cast kicks in and Foil's cast gets fast (down to ~0.2s), the cast completes before line 3 (enmity gear) even runs, about 0.42s (one tick) later.So you swap after the cast is already done &mdash; at the moment of completion you are still in your Fast Cast gear, not enmity gear, and the enmity you wanted never lands. If the tank misses that enmity, the enemy turns to your back line or attackers. That is what &quot;it randomly goes wrong&quot; actually is.&#128273; The key: &lt;me&gt; vs &lt;me&gt; &lt;st&gt;&lt;me&gt; (auto-advance)After this line, the macro moves to the next line automatically (~0.42s later). If Fast Cast makes the cast quicker than 0.42s, the swap does not make it.&lt;me&gt; &lt;st&gt; (manual advance)A subtarget cursor appears on you and the macro pauses. Press the confirm button and the cast begins, and the very next line (the swap) runs immediately after (essentially 0s). So there is no 0.42s gap, and the swap reliably makes it.&#9989; Example solutions (pick whichever you like)&#128161; First These are only examples. Neither is better than the other &mdash; pick by preference. There are other ways to build it too. The shared goal is simply: be wearing enmity gear at the instant the cast completes.&#128312; Pattern 1: simple, one confirm-pressLine 1&nbsp;&nbsp;/equipset (enmity set) echoLine 2&nbsp;&nbsp;/ma Foil &lt;me&gt; &lt;wait1&gt;Line 3&nbsp;&nbsp;/equipset (idle set) echo&#9675; Upside You put on enmity gear first, then cast, so you are guaranteed to be in enmity gear at completion. One confirm-press, and it does not drift even in laggy areas.&#9651; Downside Casting in enmity gear means Fast Cast will not reach its max (the cast is a touch slower &mdash; not a big deal, though).&#128161; Premise &amp; caveat (how &lt;wait1&gt; behaves) This example assumes Fast Cast is on (e.g. via Inspiration) and Foil's cast is down to about 0.5&ndash;0.6s. At that speed, &lt;wait1&gt; (actually ~0.833s+) is longer than the cast, so the swap to idle gear on line 3 runs after the cast finishes &mdash; you fire reliably in enmity gear.But if the cast time is over ~0.6s (Fast Cast not fully on, a laggy area, etc.), the swap could run before the cast completes. In that case, change &lt;wait1&gt; to &lt;wait2&gt; to be safe.&#128312; Pattern 2: keeps Fast Cast, two confirm-pressesLine 1&nbsp;&nbsp;/equip head Rune. Bandeau +3Line 2&nbsp;&nbsp;/ma Foil &lt;me&gt; &lt;st&gt;Line 3&nbsp;&nbsp;/equipset (enmity set) echo &lt;wait1&gt;Line 4&nbsp;&nbsp;/equipset (idle set) echo&#9675; Upside &lt;st&gt; pauses at line 2. Press confirm &rarr; the cast starts, and immediately after (~0s) you swap into enmity gear. There is no 0.42s gap, so even a max-Fast-Cast quick cast is guaranteed to be in enmity gear at completion.&#9651; Downside The &lt;st&gt; adds one manual input. On a tank with a lot to juggle, that extra step is a mild hassle.&#128161; Note The &quot;cast &rarr; auto-advance (&lt;me&gt; only) &rarr; swap&quot; shape can work if the cast is longish and the area is light, but in heavy (laggy) areas the tick drifts and you fire in idle gear.&#128203; Quick referenceHow the macro is builtTimingPut on enmity gear first &rarr; cast (e.g. Pattern 1)&#9675; ReliableManual subtarget &lt;st&gt; &rarr; swap right after the cast starts (e.g. Pattern 2)&#9675; ReliableCast &rarr; auto-advance swap&#9651; Can fail in laggy areasFast Cast &rarr; auto-advance swap (today's mistake)&#10005; Too fast, impossible&#128204; In summaryWhat matters is being in enmity gear at the instant the cast completes. The two shown here are just examples &mdash; neither is better; pick by preference (there are other builds too). The only shape to avoid is &quot;Fast Cast + auto-advance swap-after&quot;. Foil and Flash work the same way.And &mdash; I used Foil as the example, but this &quot;invisible 0.4166s&quot; blind spot applies to many other macros that cast and then swap. Take this as a chance to review your own macros too.Reference: verification of the macro internal delay by funanz and other players.&bull; <a href="https://x.com/funanz/status/1547521535283720192" target="_blank">x.com/funanz/status/1547521535283720192</a>&bull; <a href="https://x.com/funanz/status/1339548696392843265" target="_blank">x.com/funanz/status/1339548696392843265</a>

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<div style="background: linear-gradient(135deg,#37474f,#607d8b); border-radius: 14px; padding: 20px 22px; margin: 0 0 16px 0; color: #ffffff; box-shadow: 0 2px 6px rgba(0,0,0,0.18);"><div style="font-size: 13px; letter-spacing: 2px; opacity: 0.9; font-weight: bold;">&#9201;&#65039; FINAL FANTASY XI &middot; MACRO TIMING</div><div style="font-size: 22px; font-weight: bold; margin: 6px 0 4px 0; line-height: 1.3; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">Is Your Gear Swap Actually Making It in Time?</div><div style="font-size: 14px; opacity: 0.92; line-height: 1.6;">The invisible 0.4166 seconds inside every FFXI macro &mdash; and why a &quot;cast, then swap&quot; macro can silently miss its enmity.</div></div><div style="border: 1px solid #b3d7ea; background: #eef6fb; border-radius: 10px; padding: 10px 14px; margin: 0 0 16px 0; line-height: 1.7; font-size: 14px;"><span style="display: inline-block; background: #c62828; color: #ffffff; border-radius: 4px; padding: 2px 9px; font-weight: bold; font-size: 12px; margin-right: 8px;">日本語</span><a href="https://jinko0914.seesaa.net/article/521169401.html" style="color: #1565c0; font-weight: bold; text-decoration: none;">日本語版の記事はこちら 〓</a></div><div style="border: 1px solid #b3d7ea; background: #eef6fb; border-radius: 12px; padding: 14px 16px; margin: 14px 0; line-height: 1.75;"><div style="font-weight: bold; color: #1565c0; font-size: 16px;">&#128204; About this article</div><div style="margin-top: 8px;">This is a closer look at <strong>why</strong> the macro I flagged as a &quot;common mistake&quot; in my <a href="https://jinko0914.seesaa.net/article/521202103.html" target="_blank" rel="noopener">2025 Rune Fencer (shield-focused) gear guide</a> is wrong.<br />The example uses Foil, but the cause is FFXI's <strong>macro behaviour itself</strong>. The same blind spot hides in <strong>many macros that &quot;cast a spell, then swap gear&quot;</strong>, not just Foil. Hopefully it nudges you to ask: <strong>&quot;is that macro of mine really making it in time?&quot;</strong></div></div><div style="background: #fff5f5; border: 2px solid #ef9a9a; border-radius: 12px; padding: 14px 16px; margin: 14px 0; line-height: 1.75;"><div style="font-weight: bold; color: #c62828; font-size: 16px;">&#127919; The short version</div><div style="margin-top: 8px;">A macro built as &quot;cast quickly with a Fast Cast head &rarr; then swap into enmity gear&quot; can <strong>fail to finish the swap before the cast completes, so the enmity never lands</strong>. This is not a small DPS loss &mdash; for a tank it can mean <strong>the enemy turning on your party = an accident, and potentially a wipe</strong>, depending on the situation.</div></div><a name="more"></a><h4 id="macroen-1" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 1px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">&#9201;&#65039; First: macros carry an invisible 0.4166 seconds</h4><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 10px 0; background: #fffdf7; line-height: 1.75;">FFXI macros process <strong>about one line every 0.4166 seconds</strong> (an internal tick), even when you write no <code>/wait</code>. A tag like <code>&lt;wait1&gt;</code> is not an exact one second either &mdash; it snaps to this tick (in practice about 0.833s to 1.25s). This invisible interval is what throws your swap timing off.</div><h4 id="macroen-2" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 1px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">&#128683; Why this macro fails</h4><div style="font-weight: bold; color: #c62828; margin: 12px 0 6px 0;">&#128683; The mistake</div><div style="background: #263238; color: #e0f2f1; border-radius: 8px; padding: 12px 15px; margin: 8px 0; font-family: Consolas,'Courier New',monospace; font-size: 13px; line-height: 1.9; overflow-x: auto;">Line 1&nbsp;&nbsp;/equip head Rune. Bandeau +3<br/>Line 2&nbsp;&nbsp;/ma Foil &lt;me&gt;<br/>Line 3&nbsp;&nbsp;/equipset (enmity set) echo &lt;wait1&gt;<br/>Line 4&nbsp;&nbsp;/equipset (idle set) echo</div><div style="margin: 10px 0; line-height: 1.75;">The amount of enmity is decided by <strong>the gear you are wearing at the instant the cast completes</strong>. The intent is to swap into enmity gear on line 3 and finish the cast there. But &mdash; <strong>Foil's base cast time is 1 second</strong>, and <strong>with max Fast Cast (80%) it drops to about 0.2 seconds</strong>. The faster the cast, the more likely it finishes before the swap on line 3 even runs.</div><div style="background: #f4f6f8; border: 1px solid #cfd8dc; border-radius: 10px; padding: 14px; margin: 14px 0;"><div style="font-weight: bold; color: #37474f; margin-bottom: 10px;">&#9201;&#65039; Execution timeline (when Foil's cast is as fast as 0.2s)</div><div style="display: flex; gap: 6px; text-align: center; font-size: 12px;"><div style="flex: 1;"><div style="background: #5b8def; color: #fff; border-radius: 8px; padding: 8px 4px; font-weight: bold;">&#9312; Head gear</div><div style="color: #607d8b; margin-top: 4px;">0s</div></div><div style="flex: 1;"><div style="background: #5b8def; color: #fff; border-radius: 8px; padding: 8px 4px; font-weight: bold;">&#9313; Foil cast<br />starts</div><div style="color: #607d8b; margin-top: 4px;">+0.42s</div></div><div style="flex: 1;"><div style="background: #c62828; color: #fff; border-radius: 8px; padding: 8px 4px; font-weight: bold;">&#9314; Enmity<br />gear</div><div style="color: #c62828; margin-top: 4px;">+0.83s</div></div><div style="flex: 1;"><div style="background: #90a4ae; color: #fff; border-radius: 8px; padding: 8px 4px; font-weight: bold;">&#9315; Idle gear</div><div style="color: #607d8b; margin-top: 4px;">+1.25s</div></div></div><div style="display: flex; gap: 6px; margin-top: 8px; align-items: flex-start;"><div style="flex: 1;"></div><div style="flex: 0.9; background: #66bb6a; color: #fff; border-radius: 6px; padding: 5px; text-align: center; font-size: 12px; font-weight: bold;">&#128994; cast 0.2s<br />&rarr; done &#10003;</div><div style="flex: 1.1; color: #c62828; font-size: 12px; font-weight: bold; padding-top: 4px;">&larr; the cast is already done. The swap at &#9314; (+0.83s) is too late!</div><div style="flex: 1;"></div></div></div><div style="background: #fff5f5; border: 2px solid #ef9a9a; border-radius: 12px; padding: 14px 16px; margin: 14px 0; line-height: 1.75;"><div style="font-weight: bold; color: #c62828; font-size: 16px;">&#10005; What is actually happening</div><div style="margin-top: 8px;">When Fast Cast kicks in and Foil's cast gets fast (down to ~0.2s), the cast <strong>completes before line 3 (enmity gear) even runs, about 0.42s (one tick) later</strong>.<br />So you <strong>swap after the cast is already done</strong> &mdash; at the moment of completion you are still in your <strong>Fast Cast gear</strong>, not enmity gear, and the enmity you wanted never lands. If the tank misses that enmity, the enemy turns to your back line or attackers. <strong>That is what &quot;it randomly goes wrong&quot; actually is.</strong></div></div><h4 id="macroen-3" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 1px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">&#128273; The key: &lt;me&gt; vs &lt;me&gt; &lt;st&gt;</h4><div style="display: flex; gap: 12px; flex-wrap: wrap; margin: 12px 0;"><div style="flex: 1 1 260px; background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 12px 14px;"><div style="font-weight: bold; color: #1565c0; margin-bottom: 6px;">&lt;me&gt; (auto-advance)</div>After this line, the macro moves to the next line <strong>automatically</strong> (<strong>~0.42s later</strong>). If Fast Cast makes the cast quicker than 0.42s, <strong>the swap does not make it</strong>.</div><div style="flex: 1 1 260px; background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 12px 14px;"><div style="font-weight: bold; color: #33691e; margin-bottom: 6px;">&lt;me&gt; &lt;st&gt; (manual advance)</div>A <strong>subtarget</strong> cursor appears on you and the macro pauses. Press the confirm button and the cast begins, and <strong>the very next line (the swap) runs immediately after (essentially 0s)</strong>. So there is <strong>no 0.42s gap, and the swap reliably makes it</strong>.</div></div><h4 id="macroen-4" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 1px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">&#9989; Example solutions (pick whichever you like)</h4><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 12px 16px; margin: 12px 0; line-height: 1.75;"><span style="font-weight: bold; color: #1565c0;">&#128161; First</span> These are <strong>only examples</strong>. Neither is better than the other &mdash; pick by <strong>preference</strong>. There are other ways to build it too. The shared goal is simply: <strong>be wearing enmity gear at the instant the cast completes</strong>.</div><h5 id="macroen-4-1" style="background: #e8f5e9; color: #33691e; font-size: 17px; font-weight: bold; padding: 8px 14px; border-left: 6px solid #8bc34a; border-radius: 4px; margin: 24px 0 12px 0;">&#128312; Pattern 1: simple, one confirm-press</h5><div style="background: #263238; color: #e0f2f1; border-radius: 8px; padding: 12px 15px; margin: 8px 0; font-family: Consolas,'Courier New',monospace; font-size: 13px; line-height: 1.9; overflow-x: auto;">Line 1&nbsp;&nbsp;/equipset (enmity set) echo<br/>Line 2&nbsp;&nbsp;/ma Foil &lt;me&gt; &lt;wait1&gt;<br/>Line 3&nbsp;&nbsp;/equipset (idle set) echo</div><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 14px 16px; margin: 12px 0; line-height: 1.75;"><span style="font-weight: bold; color: #1b5e20;">&#9675; Upside</span> You <strong>put on enmity gear first</strong>, then cast, so you are guaranteed to be in enmity gear at completion. One confirm-press, and it does not drift even in laggy areas.<br /><span style="font-weight: bold; color: #e65100;">&#9651; Downside</span> Casting in enmity gear means <strong>Fast Cast will not reach its max</strong> (the cast is a touch slower &mdash; not a big deal, though).</div><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 12px 16px; margin: 12px 0; line-height: 1.75;"><span style="font-weight: bold; color: #1565c0;">&#128161; Premise &amp; caveat (how &lt;wait1&gt; behaves)</span> This example assumes Fast Cast is on (e.g. via Inspiration) and Foil's cast is down to about 0.5&ndash;0.6s. At that speed, <code>&lt;wait1&gt;</code> (actually ~0.833s+) is longer than the cast, so the swap to idle gear on line 3 runs <strong>after</strong> the cast finishes &mdash; you fire reliably in enmity gear.<br />But if the cast time is over ~0.6s (Fast Cast not fully on, a laggy area, etc.), the swap could run before the cast completes. In that case, change <code>&lt;wait1&gt;</code> to <strong><code>&lt;wait2&gt;</code></strong> to be safe.</div><h5 id="macroen-4-2" style="background: #e8f5e9; color: #33691e; font-size: 17px; font-weight: bold; padding: 8px 14px; border-left: 6px solid #8bc34a; border-radius: 4px; margin: 24px 0 12px 0;">&#128312; Pattern 2: keeps Fast Cast, two confirm-presses</h5><div style="background: #263238; color: #e0f2f1; border-radius: 8px; padding: 12px 15px; margin: 8px 0; font-family: Consolas,'Courier New',monospace; font-size: 13px; line-height: 1.9; overflow-x: auto;">Line 1&nbsp;&nbsp;/equip head Rune. Bandeau +3<br/>Line 2&nbsp;&nbsp;/ma Foil &lt;me&gt; &lt;st&gt;<br/>Line 3&nbsp;&nbsp;/equipset (enmity set) echo &lt;wait1&gt;<br/>Line 4&nbsp;&nbsp;/equipset (idle set) echo</div><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 14px 16px; margin: 12px 0; line-height: 1.75;"><span style="font-weight: bold; color: #1b5e20;">&#9675; Upside</span> <code>&lt;st&gt;</code> pauses at line 2. <strong>Press confirm &rarr; the cast starts, and immediately after (~0s) you swap into enmity gear</strong>. There is no 0.42s gap, so even a max-Fast-Cast quick cast is guaranteed to be in enmity gear at completion.<br /><span style="font-weight: bold; color: #e65100;">&#9651; Downside</span> The <code>&lt;st&gt;</code> adds <strong>one manual input</strong>. On a tank with a lot to juggle, that extra step is a mild hassle.</div><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 12px 16px; margin: 12px 0; line-height: 1.75;"><span style="font-weight: bold; color: #1565c0;">&#128161; Note</span> The &quot;cast &rarr; auto-advance (<code>&lt;me&gt;</code> only) &rarr; swap&quot; shape can work if the cast is longish and the area is light, but in <strong>heavy (laggy) areas the tick drifts and you fire in idle gear</strong>.</div><h4 id="macroen-5" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 1px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">&#128203; Quick reference</h4><table style="width: 100%; border-collapse: collapse; margin: 12px 0; font-size: 14px;"><thead><tr><th style="background: #689f38; color: #fff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">How the macro is built</th><th style="background: #689f38; color: #fff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: center; width: 30%;">Timing</th></tr></thead><tbody><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Put on enmity gear <strong>first</strong> &rarr; cast (e.g. Pattern 1)</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff; text-align: center; font-weight: bold; color: #2e7d32;">&#9675; Reliable</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Manual subtarget <code>&lt;st&gt;</code> &rarr; swap right after the cast starts (e.g. Pattern 2)</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef; text-align: center; font-weight: bold; color: #2e7d32;">&#9675; Reliable</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Cast &rarr; <strong>auto-advance</strong> swap</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff; text-align: center; font-weight: bold; color: #e65100;">&#9651; Can fail in laggy areas</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><strong>Fast Cast</strong> &rarr; auto-advance swap (today's mistake)</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef; text-align: center; font-weight: bold; color: #c62828;">&#10005; Too fast, impossible</td></tr></tbody></table><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 14px 16px; margin: 16px 0; line-height: 1.75;"><div style="font-weight: bold; color: #1b5e20;">&#128204; In summary</div><div style="margin-top: 6px;">What matters is being <strong>in enmity gear at the instant the cast completes</strong>. The two shown here are just examples &mdash; <strong>neither is better; pick by preference</strong> (there are other builds too). The only shape to avoid is &quot;Fast Cast + auto-advance swap-after&quot;. Foil and Flash work the same way.<br />And &mdash; I used Foil as the example, but this <strong>&quot;invisible 0.4166s&quot; blind spot applies to many other macros that cast and then swap</strong>. Take this as a chance to review your own macros too.</div></div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 12px 16px; margin: 12px 0; background: #fafafa; font-size: 13px; color: #666;">Reference: verification of the macro internal delay by funanz and other players.<br />&bull; <a href="https://x.com/funanz/status/1547521535283720192" target="_blank" rel="noopener">x.com/funanz/status/1547521535283720192</a><br />&bull; <a href="https://x.com/funanz/status/1339548696392843265" target="_blank" rel="noopener">x.com/funanz/status/1339548696392843265</a></div><div class="blogmura-link"><a href="https://blogmura.com/ranking/in?p_cid=11212488" target="_blank"><img src="https://b.blogmura.com/88_31.gif" width="88" height="31" border="0" alt="ブログランキング・にほんブログ村へ" />にほんブログ村</a>
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            <category>魔導剣士 (Rune Fencer)</category>
      <author>Jinko</author>
      <guid isPermaLink="false">blog:https://blog.seesaa.jp,jinko0914/521206317</guid>
                </item>
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      <link>https://jinko0914.seesaa.net/article/521202103.html</link>
      <title>FFXI Rune Fencer (RUN) 2025 — Shield-Tank Gear, Macros &amp; Merit Points</title>
      <pubDate>Sat, 25 Jul 2026 00:02:47 +0900</pubDate>
            <description>🛡️ FINAL FANTASY XI · RUNE FENCERRune Fencer 2025 — Shield-Focused Gear, Macros &amp;amp; Merit PointsA full loadout for tanking with RUN: idle, interruption, Phalanx, enmity and Fast Cast sets, plus how to build the macros.日本語日本語版の記事はこちら 〓Publ..</description>
            <itunes:summary><![CDATA[
🛡️ FINAL FANTASY XI · RUNE FENCERRune Fencer 2025 — Shield-Focused Gear, Macros &amp; Merit PointsA full loadout for tanking with RUN: idle, interruption, Phalanx, enmity and Fast Cast sets, plus how to build the macros.日本語<a href="https://jinko0914.seesaa.net/article/516752560.html">日本語版の記事はこちら 〓</a>Published 2025/7/6English edition of my Japanese write-up. The gear and macros are unchanged; the macro screenshots have been redrawn in English.IntroductionIn recent years more and more enemies hit hard with physical damage, so Paladin gets the nod more often than it used to. Even so, I still think the Rune Fencer's all-rounder, does-everything quality is very much intact.My own favourite job is Dragoon, and I can cover the back-line support jobs well enough too — but somehow the call-ups kept piling up, and before I knew it Rune Fencer had quietly made itself look like my main job.So the job I am best at ended up being one I never set out to main. It is a slightly complicated feeling.The gear and macros I wrote up before are thoroughly out of date now, so this time I want to put together a fresh 2025 edition: the gear for a shield-focused Rune Fencer, how to build the macros, and how to spend your merit points.<a></a>〓 Contents<a href="#runen-1">Section 1. How to spend merit points</a><a href="#runen-2">Section 2. Shield gear</a><a href="#runen-2-1">2-1. Idle set</a><a href="#runen-2-2">2-2. Spell interruption set</a><a href="#runen-2-3">2-3. Phalanx set</a><a href="#runen-2-4">2-4. Enmity set</a><a href="#runen-2-5">2-5. Fast Cast set</a><a href="#runen-3">Section 3. Notes on the Flash and Foil macros</a>⚙ Section 1. How to spend merit points〓 Point With the the Erilaz +3 set (the RUN Empyrean armour) now available, you can drop Inspiration to 4 (Fast Cast +48%).Group 1Vallation5Gambit (recast reduction)5Group 2Battuta1Rayke5Inspiration4🛡️ Section 2. Shield gear〓 The bare minimum●Keep your Max HP from dropping much when you swap gear.●When you use enmity+ gear, do not lose much Magic Evasion.●Do not let your damage-taken cut drop when you swap.🔄 2-1. Idle setIf you only have the Erilaz Earring +1, change your Ogma's Cape augment to Damage Taken -5%.SlotItemMainEpeolatrySubUtu GripAmmoStaunch Tathlum +1HeadErilaz Galea +3NeckFuthark Torque +2L. EarCryptic EarringR. EarErilaz Earring +2BodyErilaz Surcoat +3HandsErilaz Gauntlets +3L. RingShneddick Ring +1R. RingVexer Ring +1BackOgma's Cape (HP+80 / Fast Cast+10% / Magic Eva.+20 / Resist status+10)WaistNull BeltLegsEri. Leg Guards +3FeetErilaz Greaves +3〓 Stats (Master Level 41, /SMN)Max HP 2,983Damage taken -51% (-50% at the /256 cap)Fast Cast +23%Magic Evasion +742All resistances +35Magic Def. +49Resist status +29Physical Defense 1,268Enmity +62〓 2-2. Spell interruption set〓 Point A Rune Fencer basically only needs an interruption-down set for two spells: Stoneskin and Aquaveil.SlotItemMainEpeolatrySubUtu GripAmmoStaunch Tathlum +1HeadErilaz Galea +3NeckMoonlight NecklaceL. EarMagnetic EarringR. EarErilaz Earring +2BodyAdamantite ArmorHandsErilaz Gauntlets +3L. RingMoonlight RingR. RingEihwaz RingBackOgma's Cape (HP+80 / Enmity+10 / Magic Eva.+20 / Spell interruption-10%)WaistAudumbla SashLegsCarmine Cuisses +1 (Type A)FeetErilaz Greaves +3〓 Stats (Master Level 41, /SMN)Spell interruption rate -94% (-104% total with merits)Max HP 3,077Damage taken -56%Magic Evasion +597Magic Def. +49Resist status +19Physical Defense 1,325Enmity +61⌨️ Macros — Stoneskin and AquaveilThe idle-set line at the bottom returns you to your standby gear once the spell resolves.〓 Stoneskin/equip head Rune. Bandeau +3/equip back Moonlight Cape/ma Stoneskin &lt;me&gt;/equipset 26 echo &lt;wait2&gt; ← interruption set/equip waist Plat. Mog. Belt/equipset 32 echo ← idle set〓 Aquaveil/equip head Rune. Bandeau +3/equip back Moonlight Cape/ma Aquaveil &lt;me&gt;/equipset 26 echo &lt;wait2&gt; ← interruption set/equip waist Plat. Mog. Belt/equipset 32 echo ← idle set🛡️ 2-3. Phalanx setFor this one you just have to go all-in on Herculean augments whenever the Dark Matter augment campaign comes around.It took me a lot of time and luck to get Phalanx +5 across four Herculean pieces about five years ago.If you simply cannot land a Phalanx+ augment on Herculean gear, Taeon pieces are a perfectly usable substitute.SlotItemMainEpeolatrySubUtu GripAmmoStaunch Tathlum +1HeadFu. Bandeau +3NeckFuthark Torque +2L. EarEtiolation EarringR. EarErilaz Earring +2BodyHerculean Vest (Phalanx+5)HandsHerculean Gloves (Phalanx+5 / Dmg taken-1%)L. RingDefending RingR. RingRagelise's RingBackMoonlight CapeWaistPlat. Mog. BeltLegsHerculean Trousers (Phalanx+5)FeetHerculean Boots (Phalanx+5)〓 Stats (Master Level 41, /SMN)Max HP 3,141Damage taken -46%Physical damage taken -12%Magic damage taken -3%Magic Evasion +392Magic Def. +22Physical Defense 1,156Enmity +25 (includes -8 enmity)Magic Evasion, Magic Defense, Physical Defense and Enmity all drop sharply, but the damage reduction from Phalanx-potency gear far outweighs that.Putting a Phalanx-potency set together is, I would say, mandatory for a Rune Fencer.⌨️ Macro — Phalanx〓 Phalanx/equip back Moonlight Cape/equip head Rune. Bandeau +3/equip waist Plat. Mog. Belt/ma Phalanx &lt;me&gt; &lt;st&gt;/equipset 29 echo &lt;wait2&gt; ← Phalanx potency set/equipset 32 echo ← idle set〓️ Really importantAlways use the pronouns &lt;me&gt; and &lt;st&gt; in your macros. Without them, the gear swap can fail to apply correctly.〓 Why Even a macro with no /wait actually carries a delay of about 0.4166 seconds, so if you leave out the target the swap struggles to land at the timing you intended.Reference: <a href="https://x.com/funanz/status/1547521535283720192" target="_blank">x.com/funanz/status/1547521535283720192</a>〓 2-4. Enmity setMore enmity is not automatically better — and this is the big difference from a Paladin's enmity set.A Paladin cannot boost Magic Evasion much, so it throws Magic Evasion away and goes all-in on enmity. A Rune Fencer, on the other hand, can boost enmity and Magic Evasion in a balanced way.An extreme enmity set that tanks your Magic Evasion during the swap leaves you open to status ailments, and throws away the very thing that makes Rune Fencer strong.SlotItemMainEpeolatrySubUtu GripAmmoStaunch Tathlum +1HeadNyame HelmNeckFuthark Torque +2L. EarCryptic EarringR. EarTrux EarringBodyErilaz Surcoat +3HandsErilaz Gauntlets +3L. RingVengeful RingR. RingEihwaz RingBackOgma's Cape (HP+80 / Enmity+10 / Magic Eva.+20 / Phys. dmg taken-10%)WaistNull BeltLegsEri. Leg Guards +3FeetErilaz Greaves +3〓 Stats (Master Level 41, /SMN)Max HP 2,998Damage taken -51% (-50% at the /256 cap)Physical damage taken -10%Magic Evasion +743All resistances +35Magic Def. +41Resist status +19Physical Defense 1,289Enmity +81〓 2-5. Fast Cast setThis set is useful in a couple of special situations.① Enemies that frequently wipe all your buffs (like Kalunga)Build this set into the casting macros for the five enhancing spells — Phalanx, Aquaveil, Stoneskin, Refresh and Crusade.② Pre-fight buffingWith a Fast Cast set you can finish self-buffing quickly without using Vallation / Valiance.The big upside is that it lets you save those very high-enmity abilities for when you need them.〓 Point Do not obsess over hitting -80%% enhancing-magic cast time. Anything close is perfectly usable.The example set below reaches -69% enhancing-magic cast time.SlotItemMainEpeolatrySubUtu GripAmmoStaunch Tathlum +1HeadRune. Bandeau +3NeckFuthark Torque +2L. EarEtiolation EarringR. EarErilaz Earring +2BodyErilaz Surcoat +3HandsErilaz Gauntlets +3L. RingDefending RingR. RingRagelise's RingBackOgma's Cape (HP+80 / Fast Cast+10% / Magic Eva.+20 / Dmg taken-5%)WaistSiegel SashLegsFuthark Trousers +3FeetCarmine Greaves +1 (Type D)〓 Stats (Master Level 41, /SMN)Fast Cast +46%Enhancing magic cast time -23%Max HP 2,990Damage taken -52%Physical damage taken -4%Magic Evasion +531Magic Def. +30Resist status +19Physical Defense 1,267Enmity +33⌨️ Macros — the five enhancing spellsEach macro casts the buff in a Fast Cast set, then swaps into the right gear before it resolves.〓 Phalanx/equipset 199 echo &lt;wait1&gt; ← Fast Cast set/ma Phalanx &lt;me&gt;/equip back Moonlight Cape/equip waist Plat. Mog. Belt/equipset 29 echo &lt;wait2&gt; ← Phalanx potency set/equipset 32 echo ← idle set〓 Stoneskin/equipset 199 echo &lt;wait1&gt; ← Fast Cast set/ma Stoneskin &lt;me&gt;/equip l.ring Moonlight Ring/equipset 26 echo &lt;wait3&gt; ← interruption set/equip waist Plat. Mog. Belt/equipset 32 echo〓 Aquaveil/equipset 199 echo &lt;wait1&gt;/ma Aquaveil &lt;me&gt;/equip l.ring Moonlight Ring/equipset 26 echo &lt;wait2&gt;/equip waist Plat. Mog. Belt/equipset 32 echo〓 Crusade/equipset 199 echo &lt;wait1&gt;/ma Crusade &lt;me&gt;/equip l.ring Moonlight Ring/equipset 26 echo &lt;wait2&gt;/equip waist Plat. Mog. Belt/equipset 32 echo〓 Refresh/ta &lt;stpc&gt;/equipset 199 echo &lt;wait1&gt;/ma Refresh &lt;lastst&gt;/equip head Erilaz Galea +3 &lt;wait2&gt;/equipset 32 echoFor three of these — Stoneskin, Aquaveil and Crusade — combine this with the spell-interruption-down set.⌨️ Section 3. Notes on the Flash and Foil macrosReference:<a href="https://x.com/funanz/status/1547521535283720192" target="_blank">x.com/funanz/status/1547521535283720192</a><a href="https://twitter.com/funanz/status/1339548696392843265" target="_blank">twitter.com/funanz/status/1339548696392843265</a>If you do not think your macro through, the spell can finish while you are still in your idle set — so be careful.〓 A common mistakeLine 1  /equip head Rune. Bandeau +3Line 2  /ma Foil &lt;me&gt;Line 3  /equipset (enmity set) echo &lt;wait1&gt;Line 4  /equipset (idle set) echoIt looks like it should work fine, but a certain percentage of the time the spell finishes before you swap into the enmity set.&#128073; Why it fails &mdash; the full explanation<a href="https://jinko0914.seesaa.net/article/521206317.html">Is Your Gear Swap Actually Making It in Time? &mdash; FFXI's Invisible 0.4166s in Macros</a>〓 Thanks for readingI hope this helps you tank on Rune Fencer. If anything is unclear, the Japanese original has the same gear and macros — the link is at the top of the page.

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<div style="background: linear-gradient(135deg,#33691e,#689f38); border-radius: 14px; padding: 22px 22px; margin: 0 0 16px 0; color: #ffffff; box-shadow: 0 2px 6px rgba(0,0,0,0.18);"><div style="font-size: 13px; letter-spacing: 2px; opacity: 0.9; font-weight: bold;">🛡️ FINAL FANTASY XI · RUNE FENCER</div><div style="font-size: 23px; font-weight: bold; margin: 6px 0 4px 0; line-height: 1.3; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">Rune Fencer 2025 — Shield-Focused Gear, Macros &amp; Merit Points</div><div style="font-size: 14px; opacity: 0.92; line-height: 1.6;">A full loadout for tanking with RUN: idle, interruption, Phalanx, enmity and Fast Cast sets, plus how to build the macros.</div></div><div style="border: 1px solid #b3d7ea; background: #eef6fb; border-radius: 10px; padding: 10px 14px; margin: 0 0 16px 0; line-height: 1.7; font-size: 14px;"><span style="display: inline-block; background: #c62828; color: #ffffff; border-radius: 4px; padding: 2px 9px; font-weight: bold; font-size: 12px; margin-right: 8px;">日本語</span><a style="color: #1565c0; font-weight: bold; text-decoration: none;" href="https://jinko0914.seesaa.net/article/516752560.html">日本語版の記事はこちら 〓</a></div><div style="margin: 0 0 12px 0;"><span style="display: inline-block; background: #ffebee; color: #c62828; border-radius: 4px; padding: 2px 10px; font-weight: bold; font-size: 13px; margin-right: 8px;">Published 2025/7/6</span></div><div style="color: #c62828; font-size: 14px; margin: 0 0 16px 0; line-height: 1.7;">English edition of my Japanese write-up. The gear and macros are unchanged; the macro screenshots have been redrawn in English.</div><div style="margin: 10px 0; line-height: 1.75;"><strong>Introduction</strong></div><div style="margin: 10px 0; line-height: 1.75;">In recent years more and more enemies hit hard with physical damage, so Paladin gets the nod more often than it used to. Even so, I still think the Rune Fencer's all-rounder, does-everything quality is very much intact.</div><div style="margin: 10px 0; line-height: 1.75;">My own favourite job is Dragoon, and I can cover the back-line support jobs well enough too — but somehow the call-ups kept piling up, and before I knew it Rune Fencer had quietly made itself look like my main job.</div><div style="margin: 10px 0; line-height: 1.75;">So the job I am best at ended up being one I never set out to main. It is a slightly complicated feeling.</div><div style="margin: 10px 0; line-height: 1.75;">The gear and macros I wrote up before are thoroughly out of date now, so this time I want to put together a fresh 2025 edition: the gear for a <strong>shield-focused Rune Fencer</strong>, how to build the macros, and how to spend your merit points.</div><a name="more"></a><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 14px 18px; margin: 16px 0;"><div style="font-weight: bold; color: #33691e; font-size: 16px; margin-bottom: 8px;">〓 Contents</div><div style="margin: 5px 0;"><a style="color: #33691e; text-decoration: none; font-weight: bold;" href="#runen-1">Section 1. How to spend merit points</a></div><div style="margin: 5px 0;"><a style="color: #33691e; text-decoration: none; font-weight: bold;" href="#runen-2">Section 2. Shield gear</a></div><div style="margin: 5px 0 5px 20px;"><a style="color: #33691e; text-decoration: none; font-weight: normal;" href="#runen-2-1">2-1. Idle set</a></div><div style="margin: 5px 0 5px 20px;"><a style="color: #33691e; text-decoration: none; font-weight: normal;" href="#runen-2-2">2-2. Spell interruption set</a></div><div style="margin: 5px 0 5px 20px;"><a style="color: #33691e; text-decoration: none; font-weight: normal;" href="#runen-2-3">2-3. Phalanx set</a></div><div style="margin: 5px 0 5px 20px;"><a style="color: #33691e; text-decoration: none; font-weight: normal;" href="#runen-2-4">2-4. Enmity set</a></div><div style="margin: 5px 0 5px 20px;"><a style="color: #33691e; text-decoration: none; font-weight: normal;" href="#runen-2-5">2-5. Fast Cast set</a></div><div style="margin: 5px 0;"><a style="color: #33691e; text-decoration: none; font-weight: bold;" href="#runen-3">Section 3. Notes on the Flash and Foil macros</a></div></div><h4 id="runen-1" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 1px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">⚙ Section 1. How to spend merit points</h4><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 12px 16px; margin: 12px 0; line-height: 1.75;"><span style="font-weight: bold; color: #1565c0;">〓 Point</span> With the the Erilaz +3 set (the RUN Empyrean armour) now available, you can drop <strong>Inspiration to 4</strong> (Fast Cast +48%).</div><div style="display: flex; gap: 12px; flex-wrap: wrap; margin: 12px 0;"><div style="flex: 1 1 260px; background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 12px 14px;"><div style="font-weight: bold; color: #33691e; margin-bottom: 8px; border-bottom: 1px solid #dce8c8; padding-bottom: 6px;">Group 1</div><div style="display: flex; justify-content: space-between; padding: 4px 0;"><span>Vallation</span><span style="font-weight: bold; color: #1b5e20;">5</span></div><div style="display: flex; justify-content: space-between; padding: 4px 0;"><span>Gambit (recast reduction)</span><span style="font-weight: bold; color: #1b5e20;">5</span></div></div><div style="flex: 1 1 260px; background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 12px 14px;"><div style="font-weight: bold; color: #33691e; margin-bottom: 8px; border-bottom: 1px solid #dce8c8; padding-bottom: 6px;">Group 2</div><div style="display: flex; justify-content: space-between; padding: 4px 0;"><span>Battuta</span><span style="font-weight: bold; color: #1b5e20;">1</span></div><div style="display: flex; justify-content: space-between; padding: 4px 0;"><span>Rayke</span><span style="font-weight: bold; color: #1b5e20;">5</span></div><div style="display: flex; justify-content: space-between; padding: 4px 0;"><span>Inspiration</span><span style="font-weight: bold; color: #1b5e20;">4</span></div></div></div><h4 id="runen-2" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 1px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">🛡️ Section 2. Shield gear</h4><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 14px 16px; margin: 12px 0; line-height: 1.75;"><div style="font-weight: bold; color: #1b5e20; margin-bottom: 6px;">〓 The bare minimum</div><div style="display: flex; margin: 6px 0;"><span style="color: #8bc34a; font-weight: bold; margin-right: 8px;">●</span><div>Keep your <strong>Max HP</strong> from dropping much when you swap gear.</div></div><div style="display: flex; margin: 6px 0;"><span style="color: #8bc34a; font-weight: bold; margin-right: 8px;">●</span><div>When you use enmity+ gear, do not lose much <strong>Magic Evasion</strong>.</div></div><div style="display: flex; margin: 6px 0;"><span style="color: #8bc34a; font-weight: bold; margin-right: 8px;">●</span><div>Do not let your <strong>damage-taken cut</strong> drop when you swap.</div></div></div><h5 id="runen-2-1" style="background: #e8f5e9; color: #33691e; font-size: 17px; font-weight: bold; padding: 8px 14px; border-left: 6px solid #8bc34a; border-radius: 4px; margin: 26px 0 12px 0;">🔄 2-1. Idle set</h5><div style="margin: 10px 0; line-height: 1.75;">If you only have the <em>Erilaz Earring +1</em>, change your Ogma's Cape augment to <strong>Damage Taken -5%</strong>.</div><table style="width: 100%; border-collapse: collapse; margin: 12px 0; font-size: 14px;"><thead><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left; width: 30%;">Slot</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Item</th></tr></thead><tbody><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff; font-weight: bold; color: #33691e;">Main</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff;">Epeolatry</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef; font-weight: bold; color: #33691e;">Sub</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Utu Grip</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff; font-weight: bold; color: #33691e;">Ammo</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff;">Staunch Tathlum +1</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef; font-weight: bold; color: #33691e;">Head</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Erilaz Galea +3</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff; font-weight: bold; color: #33691e;">Neck</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff;">Futhark Torque +2</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef; font-weight: bold; color: #33691e;">L. Ear</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Cryptic Earring</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff; font-weight: bold; color: #33691e;">R. Ear</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff;">Erilaz Earring +2</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef; font-weight: bold; color: #33691e;">Body</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Erilaz Surcoat +3</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff; font-weight: bold; color: #33691e;">Hands</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff;">Erilaz Gauntlets +3</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef; font-weight: bold; color: #33691e;">L. Ring</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Shneddick Ring +1</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff; font-weight: bold; color: #33691e;">R. Ring</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff;">Vexer Ring +1</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef; font-weight: bold; color: #33691e;">Back</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Ogma's Cape (HP+80 / Fast Cast+10% / Magic Eva.+20 / Resist status+10)</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff; font-weight: bold; color: #33691e;">Waist</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff;">Null Belt</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef; font-weight: bold; color: #33691e;">Legs</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Eri. Leg Guards +3</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff; font-weight: bold; color: #33691e;">Feet</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff;">Erilaz Greaves +3</td></tr></tbody></table><div style="background: #f4f6f8; border: 1px solid #cfd8dc; border-radius: 10px; padding: 12px 14px; margin: 12px 0 20px 0;"><div style="font-weight: bold; color: #37474f; margin-bottom: 8px;">〓 Stats (Master Level 41, /SMN)</div><div><span style="display: inline-block; background: #e3f2fd; color: #0d47a1; border-radius: 12px; padding: 4px 11px; margin: 3px 4px 3px 0; font-size: 13px; font-weight: bold;">Max HP <span style="opacity: .85;">2,983</span></span><span style="display: inline-block; background: #ffe0b2; color: #e65100; border-radius: 12px; padding: 4px 11px; margin: 3px 4px 3px 0; font-size: 13px; font-weight: bold;">Damage taken <span style="opacity: .85;">-51% (-50% at the /256 cap)</span></span><span style="display: inline-block; background: #d1c4e9; color: #4527a0; border-radius: 12px; padding: 4px 11px; margin: 3px 4px 3px 0; font-size: 13px; font-weight: bold;">Fast Cast <span style="opacity: .85;">+23%</span></span><span style="display: inline-block; background: #e8f5e9; color: #1b5e20; border-radius: 12px; padding: 4px 11px; margin: 3px 4px 3px 0; font-size: 13px; font-weight: bold;">Magic Evasion <span style="opacity: .85;">+742</span></span><span style="display: inline-block; background: #e8f5e9; color: #1b5e20; border-radius: 12px; padding: 4px 11px; margin: 3px 4px 3px 0; font-size: 13px; font-weight: bold;">All resistances <span style="opacity: .85;">+35</span></span><span style="display: inline-block; background: #e8f5e9; color: #1b5e20; border-radius: 12px; padding: 4px 11px; margin: 3px 4px 3px 0; font-size: 13px; font-weight: bold;">Magic Def. <span style="opacity: .85;">+49</span></span><span style="display: inline-block; background: #e8f5e9; color: #1b5e20; border-radius: 12px; padding: 4px 11px; margin: 3px 4px 3px 0; font-size: 13px; font-weight: bold;">Resist status <span style="opacity: .85;">+29</span></span><span style="display: inline-block; background: #ffcdd2; color: #b71c1c; border-radius: 12px; padding: 4px 11px; margin: 3px 4px 3px 0; font-size: 13px; font-weight: bold;">Physical Defense <span style="opacity: .85;">1,268</span></span><span style="display: inline-block; background: #e8f5e9; color: #1b5e20; border-radius: 12px; padding: 4px 11px; margin: 3px 4px 3px 0; font-size: 13px; font-weight: bold;">Enmity <span style="opacity: .85;">+62</span></span></div></div><h5 id="runen-2-2" style="background: #e8f5e9; color: #33691e; font-size: 17px; font-weight: bold; padding: 8px 14px; border-left: 6px solid #8bc34a; border-radius: 4px; margin: 26px 0 12px 0;">〓 2-2. Spell interruption set</h5><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 12px 16px; margin: 12px 0; line-height: 1.75;"><span style="font-weight: bold; color: #1565c0;">〓 Point</span> A Rune Fencer basically only needs an interruption-down set for two spells: <strong>Stoneskin</strong> and <strong>Aquaveil</strong>.</div><table style="width: 100%; border-collapse: collapse; margin: 12px 0; font-size: 14px;"><thead><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left; width: 30%;">Slot</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Item</th></tr></thead><tbody><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff; font-weight: bold; color: #33691e;">Main</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff;">Epeolatry</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef; font-weight: bold; color: #33691e;">Sub</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Utu Grip</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff; font-weight: bold; color: #33691e;">Ammo</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff;">Staunch Tathlum +1</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef; font-weight: bold; color: #33691e;">Head</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Erilaz Galea +3</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff; font-weight: bold; color: #33691e;">Neck</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff;">Moonlight Necklace</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef; font-weight: bold; color: #33691e;">L. Ear</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Magnetic Earring</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff; font-weight: bold; color: #33691e;">R. Ear</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff;">Erilaz Earring +2</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef; font-weight: bold; color: #33691e;">Body</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Adamantite Armor</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff; font-weight: bold; color: #33691e;">Hands</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff;">Erilaz Gauntlets +3</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef; font-weight: bold; color: #33691e;">L. Ring</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Moonlight Ring</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff; font-weight: bold; color: #33691e;">R. Ring</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff;">Eihwaz Ring</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef; font-weight: bold; color: #33691e;">Back</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Ogma's Cape (HP+80 / Enmity+10 / Magic Eva.+20 / Spell interruption-10%)</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff; font-weight: bold; color: #33691e;">Waist</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff;">Audumbla Sash</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef; font-weight: bold; color: #33691e;">Legs</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Carmine Cuisses +1 (Type A)</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff; font-weight: bold; color: #33691e;">Feet</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff;">Erilaz Greaves +3</td></tr></tbody></table><div style="background: #f4f6f8; border: 1px solid #cfd8dc; border-radius: 10px; padding: 12px 14px; margin: 12px 0 20px 0;"><div style="font-weight: bold; color: #37474f; margin-bottom: 8px;">〓 Stats (Master Level 41, /SMN)</div><div><span style="display: inline-block; background: #e1bee7; color: #4a148c; border-radius: 12px; padding: 4px 11px; margin: 3px 4px 3px 0; font-size: 13px; font-weight: bold;">Spell interruption rate <span style="opacity: .85;">-94% (-104% total with merits)</span></span><span style="display: inline-block; background: #e3f2fd; color: #0d47a1; border-radius: 12px; padding: 4px 11px; margin: 3px 4px 3px 0; font-size: 13px; font-weight: bold;">Max HP <span style="opacity: .85;">3,077</span></span><span style="display: inline-block; background: #ffe0b2; color: #e65100; border-radius: 12px; padding: 4px 11px; margin: 3px 4px 3px 0; font-size: 13px; font-weight: bold;">Damage taken <span style="opacity: .85;">-56%</span></span><span style="display: inline-block; background: #e8f5e9; color: #1b5e20; border-radius: 12px; padding: 4px 11px; margin: 3px 4px 3px 0; font-size: 13px; font-weight: bold;">Magic Evasion <span style="opacity: .85;">+597</span></span><span style="display: inline-block; background: #e8f5e9; color: #1b5e20; border-radius: 12px; padding: 4px 11px; margin: 3px 4px 3px 0; font-size: 13px; font-weight: bold;">Magic Def. <span style="opacity: .85;">+49</span></span><span style="display: inline-block; background: #e8f5e9; color: #1b5e20; border-radius: 12px; padding: 4px 11px; margin: 3px 4px 3px 0; font-size: 13px; font-weight: bold;">Resist status <span style="opacity: .85;">+19</span></span><span style="display: inline-block; background: #ffcdd2; color: #b71c1c; border-radius: 12px; padding: 4px 11px; margin: 3px 4px 3px 0; font-size: 13px; font-weight: bold;">Physical Defense <span style="opacity: .85;">1,325</span></span><span style="display: inline-block; background: #e8f5e9; color: #1b5e20; border-radius: 12px; padding: 4px 11px; margin: 3px 4px 3px 0; font-size: 13px; font-weight: bold;">Enmity <span style="opacity: .85;">+61</span></span></div></div><div style="font-weight: bold; color: #c62828; margin: 16px 0 6px 0;">⌨️ Macros — Stoneskin and Aquaveil</div><div style="border: 1px solid #cfd8dc; border-radius: 12px; padding: 10px 12px 4px 12px; margin: 14px 0; background: #fafafa;"><div style="color: #546e7a; font-size: 13px; margin: 0 0 4px 2px;">The idle-set line at the bottom returns you to your standby gear once the spell resolves.</div><div style="background: #1e2b30; border-radius: 8px; padding: 11px 14px; margin: 10px 0; font-family: Consolas,'Courier New',monospace; font-size: 13px; line-height: 1.85; color: #e0f2f1; overflow-x: auto;"><div style="color: #80cbc4; font-weight: bold; border-bottom: 1px solid #37474f; padding-bottom: 5px; margin-bottom: 6px;">〓 Stoneskin</div><div style="white-space: nowrap;">/equip head Rune. Bandeau +3</div><div style="white-space: nowrap;">/equip back Moonlight Cape</div><div style="white-space: nowrap;">/ma Stoneskin &lt;me&gt;</div><div style="white-space: nowrap;">/equipset 26 echo &lt;wait2&gt;<span style="color: #ffb74d;"> ← interruption set</span></div><div style="white-space: nowrap;">/equip waist Plat. Mog. Belt</div><div style="white-space: nowrap;">/equipset 32 echo<span style="color: #ffb74d;"> ← idle set</span></div></div><div style="background: #1e2b30; border-radius: 8px; padding: 11px 14px; margin: 10px 0; font-family: Consolas,'Courier New',monospace; font-size: 13px; line-height: 1.85; color: #e0f2f1; overflow-x: auto;"><div style="color: #80cbc4; font-weight: bold; border-bottom: 1px solid #37474f; padding-bottom: 5px; margin-bottom: 6px;">〓 Aquaveil</div><div style="white-space: nowrap;">/equip head Rune. Bandeau +3</div><div style="white-space: nowrap;">/equip back Moonlight Cape</div><div style="white-space: nowrap;">/ma Aquaveil &lt;me&gt;</div><div style="white-space: nowrap;">/equipset 26 echo &lt;wait2&gt;<span style="color: #ffb74d;"> ← interruption set</span></div><div style="white-space: nowrap;">/equip waist Plat. Mog. Belt</div><div style="white-space: nowrap;">/equipset 32 echo<span style="color: #ffb74d;"> ← idle set</span></div></div></div><h5 id="runen-2-3" style="background: #e8f5e9; color: #33691e; font-size: 17px; font-weight: bold; padding: 8px 14px; border-left: 6px solid #8bc34a; border-radius: 4px; margin: 26px 0 12px 0;">🛡️ 2-3. Phalanx set</h5><div style="margin: 10px 0; line-height: 1.75;">For this one you just have to go all-in on Herculean augments whenever the Dark Matter augment campaign comes around.<br />It took me a lot of time and luck to get <strong>Phalanx +5</strong> across four Herculean pieces about five years ago.<br />If you simply cannot land a Phalanx+ augment on Herculean gear, <strong>Taeon</strong> pieces are a perfectly usable substitute.</div><table style="width: 100%; border-collapse: collapse; margin: 12px 0; font-size: 14px;"><thead><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left; width: 30%;">Slot</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Item</th></tr></thead><tbody><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff; font-weight: bold; color: #33691e;">Main</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff;">Epeolatry</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef; font-weight: bold; color: #33691e;">Sub</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Utu Grip</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff; font-weight: bold; color: #33691e;">Ammo</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff;">Staunch Tathlum +1</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef; font-weight: bold; color: #33691e;">Head</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Fu. Bandeau +3</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff; font-weight: bold; color: #33691e;">Neck</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff;">Futhark Torque +2</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef; font-weight: bold; color: #33691e;">L. Ear</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Etiolation Earring</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff; font-weight: bold; color: #33691e;">R. Ear</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff;">Erilaz Earring +2</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef; font-weight: bold; color: #33691e;">Body</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Herculean Vest (Phalanx+5)</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff; font-weight: bold; color: #33691e;">Hands</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff;">Herculean Gloves (Phalanx+5 / Dmg taken-1%)</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef; font-weight: bold; color: #33691e;">L. Ring</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Defending Ring</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff; font-weight: bold; color: #33691e;">R. Ring</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff;">Ragelise's Ring</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef; font-weight: bold; color: #33691e;">Back</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Moonlight Cape</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff; font-weight: bold; color: #33691e;">Waist</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff;">Plat. Mog. Belt</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef; font-weight: bold; color: #33691e;">Legs</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Herculean Trousers (Phalanx+5)</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff; font-weight: bold; color: #33691e;">Feet</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff;">Herculean Boots (Phalanx+5)</td></tr></tbody></table><div style="background: #f4f6f8; border: 1px solid #cfd8dc; border-radius: 10px; padding: 12px 14px; margin: 12px 0 20px 0;"><div style="font-weight: bold; color: #37474f; margin-bottom: 8px;">〓 Stats (Master Level 41, /SMN)</div><div><span style="display: inline-block; background: #e3f2fd; color: #0d47a1; border-radius: 12px; padding: 4px 11px; margin: 3px 4px 3px 0; font-size: 13px; font-weight: bold;">Max HP <span style="opacity: .85;">3,141</span></span><span style="display: inline-block; background: #ffe0b2; color: #e65100; border-radius: 12px; padding: 4px 11px; margin: 3px 4px 3px 0; font-size: 13px; font-weight: bold;">Damage taken <span style="opacity: .85;">-46%</span></span><span style="display: inline-block; background: #ffe0b2; color: #e65100; border-radius: 12px; padding: 4px 11px; margin: 3px 4px 3px 0; font-size: 13px; font-weight: bold;">Physical damage taken <span style="opacity: .85;">-12%</span></span><span style="display: inline-block; background: #ffe0b2; color: #e65100; border-radius: 12px; padding: 4px 11px; margin: 3px 4px 3px 0; font-size: 13px; font-weight: bold;">Magic damage taken <span style="opacity: .85;">-3%</span></span><span style="display: inline-block; background: #e8f5e9; color: #1b5e20; border-radius: 12px; padding: 4px 11px; margin: 3px 4px 3px 0; font-size: 13px; font-weight: bold;">Magic Evasion <span style="opacity: .85;">+392</span></span><span style="display: inline-block; background: #e8f5e9; color: #1b5e20; border-radius: 12px; padding: 4px 11px; margin: 3px 4px 3px 0; font-size: 13px; font-weight: bold;">Magic Def. <span style="opacity: .85;">+22</span></span><span style="display: inline-block; background: #ffcdd2; color: #b71c1c; border-radius: 12px; padding: 4px 11px; margin: 3px 4px 3px 0; font-size: 13px; font-weight: bold;">Physical Defense <span style="opacity: .85;">1,156</span></span><span style="display: inline-block; background: #e8f5e9; color: #1b5e20; border-radius: 12px; padding: 4px 11px; margin: 3px 4px 3px 0; font-size: 13px; font-weight: bold;">Enmity <span style="opacity: .85;">+25 (includes -8 enmity)</span></span></div></div><div style="margin: 10px 0; line-height: 1.75;">Magic Evasion, Magic Defense, Physical Defense and Enmity all drop sharply, but the damage reduction from Phalanx-potency gear far outweighs that.<br />Putting a Phalanx-potency set together is, I would say, mandatory for a Rune Fencer.</div><div style="font-weight: bold; color: #c62828; margin: 16px 0 6px 0;">⌨️ Macro — Phalanx</div><div style="border: 1px solid #cfd8dc; border-radius: 12px; padding: 10px 12px 4px 12px; margin: 14px 0; background: #fafafa;"><div style="background: #1e2b30; border-radius: 8px; padding: 11px 14px; margin: 10px 0; font-family: Consolas,'Courier New',monospace; font-size: 13px; line-height: 1.85; color: #e0f2f1; overflow-x: auto;"><div style="color: #80cbc4; font-weight: bold; border-bottom: 1px solid #37474f; padding-bottom: 5px; margin-bottom: 6px;">〓 Phalanx</div><div style="white-space: nowrap;">/equip back Moonlight Cape</div><div style="white-space: nowrap;">/equip head Rune. Bandeau +3</div><div style="white-space: nowrap;">/equip waist Plat. Mog. Belt</div><div style="white-space: nowrap;">/ma Phalanx &lt;me&gt; &lt;st&gt;</div><div style="white-space: nowrap;">/equipset 29 echo &lt;wait2&gt;<span style="color: #ffb74d;"> ← Phalanx potency set</span></div><div style="white-space: nowrap;">/equipset 32 echo<span style="color: #ffb74d;"> ← idle set</span></div></div></div><div style="background: #fff5f5; border: 2px solid #ef9a9a; border-radius: 12px; padding: 14px 16px; margin: 14px 0; line-height: 1.75;"><div style="font-weight: bold; color: #c62828; font-size: 16px;">〓️ Really important</div><div style="margin-top: 8px;">Always use the pronouns <code>&lt;me&gt;</code> and <code>&lt;st&gt;</code> in your macros. Without them, the gear swap can fail to apply correctly.</div></div><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 12px 16px; margin: 12px 0; line-height: 1.75;"><span style="font-weight: bold; color: #1565c0;">〓 Why</span> Even a macro with no <code>/wait</code> actually carries a delay of about <strong>0.4166 seconds</strong>, so if you leave out the target the swap struggles to land at the timing you intended.<br />Reference: <a href="https://x.com/funanz/status/1547521535283720192" target="_blank" rel="noopener">x.com/funanz/status/1547521535283720192</a></div><h5 id="runen-2-4" style="background: #e8f5e9; color: #33691e; font-size: 17px; font-weight: bold; padding: 8px 14px; border-left: 6px solid #8bc34a; border-radius: 4px; margin: 26px 0 12px 0;">〓 2-4. Enmity set</h5><div style="margin: 10px 0; line-height: 1.75;">More enmity is not automatically better — and this is the big difference from a Paladin's enmity set.<br />A Paladin cannot boost Magic Evasion much, so it throws Magic Evasion away and goes all-in on enmity. A Rune Fencer, on the other hand, can boost enmity <strong>and</strong> Magic Evasion in a balanced way.<br />An extreme enmity set that tanks your Magic Evasion during the swap leaves you open to status ailments, and throws away the very thing that makes Rune Fencer strong.</div><table style="width: 100%; border-collapse: collapse; margin: 12px 0; font-size: 14px;"><thead><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left; width: 30%;">Slot</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Item</th></tr></thead><tbody><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff; font-weight: bold; color: #33691e;">Main</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff;">Epeolatry</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef; font-weight: bold; color: #33691e;">Sub</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Utu Grip</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff; font-weight: bold; color: #33691e;">Ammo</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff;">Staunch Tathlum +1</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef; font-weight: bold; color: #33691e;">Head</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Nyame Helm</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff; font-weight: bold; color: #33691e;">Neck</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff;">Futhark Torque +2</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef; font-weight: bold; color: #33691e;">L. Ear</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Cryptic Earring</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff; font-weight: bold; color: #33691e;">R. Ear</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff;">Trux Earring</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef; font-weight: bold; color: #33691e;">Body</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Erilaz Surcoat +3</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff; font-weight: bold; color: #33691e;">Hands</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff;">Erilaz Gauntlets +3</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef; font-weight: bold; color: #33691e;">L. Ring</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Vengeful Ring</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff; font-weight: bold; color: #33691e;">R. Ring</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff;">Eihwaz Ring</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef; font-weight: bold; color: #33691e;">Back</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Ogma's Cape (HP+80 / Enmity+10 / Magic Eva.+20 / Phys. dmg taken-10%)</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff; font-weight: bold; color: #33691e;">Waist</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff;">Null Belt</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef; font-weight: bold; color: #33691e;">Legs</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Eri. Leg Guards +3</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff; font-weight: bold; color: #33691e;">Feet</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff;">Erilaz Greaves +3</td></tr></tbody></table><div style="background: #f4f6f8; border: 1px solid #cfd8dc; border-radius: 10px; padding: 12px 14px; margin: 12px 0 20px 0;"><div style="font-weight: bold; color: #37474f; margin-bottom: 8px;">〓 Stats (Master Level 41, /SMN)</div><div><span style="display: inline-block; background: #e3f2fd; color: #0d47a1; border-radius: 12px; padding: 4px 11px; margin: 3px 4px 3px 0; font-size: 13px; font-weight: bold;">Max HP <span style="opacity: .85;">2,998</span></span><span style="display: inline-block; background: #ffe0b2; color: #e65100; border-radius: 12px; padding: 4px 11px; margin: 3px 4px 3px 0; font-size: 13px; font-weight: bold;">Damage taken <span style="opacity: .85;">-51% (-50% at the /256 cap)</span></span><span style="display: inline-block; background: #ffe0b2; color: #e65100; border-radius: 12px; padding: 4px 11px; margin: 3px 4px 3px 0; font-size: 13px; font-weight: bold;">Physical damage taken <span style="opacity: .85;">-10%</span></span><span style="display: inline-block; background: #e8f5e9; color: #1b5e20; border-radius: 12px; padding: 4px 11px; margin: 3px 4px 3px 0; font-size: 13px; font-weight: bold;">Magic Evasion <span style="opacity: .85;">+743</span></span><span style="display: inline-block; background: #e8f5e9; color: #1b5e20; border-radius: 12px; padding: 4px 11px; margin: 3px 4px 3px 0; font-size: 13px; font-weight: bold;">All resistances <span style="opacity: .85;">+35</span></span><span style="display: inline-block; background: #e8f5e9; color: #1b5e20; border-radius: 12px; padding: 4px 11px; margin: 3px 4px 3px 0; font-size: 13px; font-weight: bold;">Magic Def. <span style="opacity: .85;">+41</span></span><span style="display: inline-block; background: #e8f5e9; color: #1b5e20; border-radius: 12px; padding: 4px 11px; margin: 3px 4px 3px 0; font-size: 13px; font-weight: bold;">Resist status <span style="opacity: .85;">+19</span></span><span style="display: inline-block; background: #ffcdd2; color: #b71c1c; border-radius: 12px; padding: 4px 11px; margin: 3px 4px 3px 0; font-size: 13px; font-weight: bold;">Physical Defense <span style="opacity: .85;">1,289</span></span><span style="display: inline-block; background: #e8f5e9; color: #1b5e20; border-radius: 12px; padding: 4px 11px; margin: 3px 4px 3px 0; font-size: 13px; font-weight: bold;">Enmity <span style="opacity: .85;">+81</span></span></div></div><h5 id="runen-2-5" style="background: #e8f5e9; color: #33691e; font-size: 17px; font-weight: bold; padding: 8px 14px; border-left: 6px solid #8bc34a; border-radius: 4px; margin: 26px 0 12px 0;">〓 2-5. Fast Cast set</h5><div style="margin: 10px 0; line-height: 1.75;">This set is useful in a couple of special situations.</div><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 12px 16px; margin: 12px 0; line-height: 1.75;"><div style="font-weight: bold; color: #33691e;">① Enemies that frequently wipe all your buffs (like Kalunga)</div><div style="margin-top: 6px;">Build this set into the casting macros for the five enhancing spells — <strong>Phalanx, Aquaveil, Stoneskin, Refresh and Crusade</strong>.</div></div><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 12px 16px; margin: 12px 0; line-height: 1.75;"><div style="font-weight: bold; color: #33691e;">② Pre-fight buffing</div><div style="margin-top: 6px;">With a Fast Cast set you can finish self-buffing quickly without using Vallation / Valiance.<br />The big upside is that it lets you save those very high-enmity abilities for when you need them.</div></div><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 12px 16px; margin: 12px 0; line-height: 1.75;"><span style="font-weight: bold; color: #1565c0;">〓 Point</span> Do not obsess over hitting -80%% enhancing-magic cast time. Anything close is perfectly usable.</div><div style="margin: 10px 0; line-height: 1.75;">The example set below reaches <strong>-69% enhancing-magic cast time</strong>.</div><table style="width: 100%; border-collapse: collapse; margin: 12px 0; font-size: 14px;"><thead><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left; width: 30%;">Slot</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Item</th></tr></thead><tbody><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff; font-weight: bold; color: #33691e;">Main</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff;">Epeolatry</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef; font-weight: bold; color: #33691e;">Sub</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Utu Grip</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff; font-weight: bold; color: #33691e;">Ammo</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff;">Staunch Tathlum +1</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef; font-weight: bold; color: #33691e;">Head</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Rune. Bandeau +3</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff; font-weight: bold; color: #33691e;">Neck</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff;">Futhark Torque +2</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef; font-weight: bold; color: #33691e;">L. Ear</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Etiolation Earring</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff; font-weight: bold; color: #33691e;">R. Ear</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff;">Erilaz Earring +2</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef; font-weight: bold; color: #33691e;">Body</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Erilaz Surcoat +3</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff; font-weight: bold; color: #33691e;">Hands</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff;">Erilaz Gauntlets +3</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef; font-weight: bold; color: #33691e;">L. Ring</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Defending Ring</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff; font-weight: bold; color: #33691e;">R. Ring</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff;">Ragelise's Ring</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef; font-weight: bold; color: #33691e;">Back</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Ogma's Cape (HP+80 / Fast Cast+10% / Magic Eva.+20 / Dmg taken-5%)</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff; font-weight: bold; color: #33691e;">Waist</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff;">Siegel Sash</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef; font-weight: bold; color: #33691e;">Legs</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Futhark Trousers +3</td></tr><tr><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff; font-weight: bold; color: #33691e;">Feet</td><td style="padding: 7px 10px; border: 1px solid #dcedc8; background: #ffffff;">Carmine Greaves +1 (Type D)</td></tr></tbody></table><div style="background: #f4f6f8; border: 1px solid #cfd8dc; border-radius: 10px; padding: 12px 14px; margin: 12px 0 20px 0;"><div style="font-weight: bold; color: #37474f; margin-bottom: 8px;">〓 Stats (Master Level 41, /SMN)</div><div><span style="display: inline-block; background: #d1c4e9; color: #4527a0; border-radius: 12px; padding: 4px 11px; margin: 3px 4px 3px 0; font-size: 13px; font-weight: bold;">Fast Cast <span style="opacity: .85;">+46%</span></span><span style="display: inline-block; background: #d1c4e9; color: #4527a0; border-radius: 12px; padding: 4px 11px; margin: 3px 4px 3px 0; font-size: 13px; font-weight: bold;">Enhancing magic cast time <span style="opacity: .85;">-23%</span></span><span style="display: inline-block; background: #e3f2fd; color: #0d47a1; border-radius: 12px; padding: 4px 11px; margin: 3px 4px 3px 0; font-size: 13px; font-weight: bold;">Max HP <span style="opacity: .85;">2,990</span></span><span style="display: inline-block; background: #ffe0b2; color: #e65100; border-radius: 12px; padding: 4px 11px; margin: 3px 4px 3px 0; font-size: 13px; font-weight: bold;">Damage taken <span style="opacity: .85;">-52%</span></span><span style="display: inline-block; background: #ffe0b2; color: #e65100; border-radius: 12px; padding: 4px 11px; margin: 3px 4px 3px 0; font-size: 13px; font-weight: bold;">Physical damage taken <span style="opacity: .85;">-4%</span></span><span style="display: inline-block; background: #e8f5e9; color: #1b5e20; border-radius: 12px; padding: 4px 11px; margin: 3px 4px 3px 0; font-size: 13px; font-weight: bold;">Magic Evasion <span style="opacity: .85;">+531</span></span><span style="display: inline-block; background: #e8f5e9; color: #1b5e20; border-radius: 12px; padding: 4px 11px; margin: 3px 4px 3px 0; font-size: 13px; font-weight: bold;">Magic Def. <span style="opacity: .85;">+30</span></span><span style="display: inline-block; background: #e8f5e9; color: #1b5e20; border-radius: 12px; padding: 4px 11px; margin: 3px 4px 3px 0; font-size: 13px; font-weight: bold;">Resist status <span style="opacity: .85;">+19</span></span><span style="display: inline-block; background: #ffcdd2; color: #b71c1c; border-radius: 12px; padding: 4px 11px; margin: 3px 4px 3px 0; font-size: 13px; font-weight: bold;">Physical Defense <span style="opacity: .85;">1,267</span></span><span style="display: inline-block; background: #e8f5e9; color: #1b5e20; border-radius: 12px; padding: 4px 11px; margin: 3px 4px 3px 0; font-size: 13px; font-weight: bold;">Enmity <span style="opacity: .85;">+33</span></span></div></div><div style="font-weight: bold; color: #c62828; margin: 16px 0 6px 0;">⌨️ Macros — the five enhancing spells</div><div style="border: 1px solid #cfd8dc; border-radius: 12px; padding: 10px 12px 4px 12px; margin: 14px 0; background: #fafafa;"><div style="color: #546e7a; font-size: 13px; margin: 0 0 4px 2px;">Each macro casts the buff in a Fast Cast set, then swaps into the right gear before it resolves.</div><div style="background: #1e2b30; border-radius: 8px; padding: 11px 14px; margin: 10px 0; font-family: Consolas,'Courier New',monospace; font-size: 13px; line-height: 1.85; color: #e0f2f1; overflow-x: auto;"><div style="color: #80cbc4; font-weight: bold; border-bottom: 1px solid #37474f; padding-bottom: 5px; margin-bottom: 6px;">〓 Phalanx</div><div style="white-space: nowrap;">/equipset 199 echo &lt;wait1&gt;<span style="color: #ffb74d;"> ← Fast Cast set</span></div><div style="white-space: nowrap;">/ma Phalanx &lt;me&gt;</div><div style="white-space: nowrap;">/equip back Moonlight Cape</div><div style="white-space: nowrap;">/equip waist Plat. Mog. Belt</div><div style="white-space: nowrap;">/equipset 29 echo &lt;wait2&gt;<span style="color: #ffb74d;"> ← Phalanx potency set</span></div><div style="white-space: nowrap;">/equipset 32 echo<span style="color: #ffb74d;"> ← idle set</span></div></div><div style="background: #1e2b30; border-radius: 8px; padding: 11px 14px; margin: 10px 0; font-family: Consolas,'Courier New',monospace; font-size: 13px; line-height: 1.85; color: #e0f2f1; overflow-x: auto;"><div style="color: #80cbc4; font-weight: bold; border-bottom: 1px solid #37474f; padding-bottom: 5px; margin-bottom: 6px;">〓 Stoneskin</div><div style="white-space: nowrap;">/equipset 199 echo &lt;wait1&gt;<span style="color: #ffb74d;"> ← Fast Cast set</span></div><div style="white-space: nowrap;">/ma Stoneskin &lt;me&gt;</div><div style="white-space: nowrap;">/equip l.ring Moonlight Ring</div><div style="white-space: nowrap;">/equipset 26 echo &lt;wait3&gt;<span style="color: #ffb74d;"> ← interruption set</span></div><div style="white-space: nowrap;">/equip waist Plat. Mog. Belt</div><div style="white-space: nowrap;">/equipset 32 echo</div></div><div style="background: #1e2b30; border-radius: 8px; padding: 11px 14px; margin: 10px 0; font-family: Consolas,'Courier New',monospace; font-size: 13px; line-height: 1.85; color: #e0f2f1; overflow-x: auto;"><div style="color: #80cbc4; font-weight: bold; border-bottom: 1px solid #37474f; padding-bottom: 5px; margin-bottom: 6px;">〓 Aquaveil</div><div style="white-space: nowrap;">/equipset 199 echo &lt;wait1&gt;</div><div style="white-space: nowrap;">/ma Aquaveil &lt;me&gt;</div><div style="white-space: nowrap;">/equip l.ring Moonlight Ring</div><div style="white-space: nowrap;">/equipset 26 echo &lt;wait2&gt;</div><div style="white-space: nowrap;">/equip waist Plat. Mog. Belt</div><div style="white-space: nowrap;">/equipset 32 echo</div></div><div style="background: #1e2b30; border-radius: 8px; padding: 11px 14px; margin: 10px 0; font-family: Consolas,'Courier New',monospace; font-size: 13px; line-height: 1.85; color: #e0f2f1; overflow-x: auto;"><div style="color: #80cbc4; font-weight: bold; border-bottom: 1px solid #37474f; padding-bottom: 5px; margin-bottom: 6px;">〓 Crusade</div><div style="white-space: nowrap;">/equipset 199 echo &lt;wait1&gt;</div><div style="white-space: nowrap;">/ma Crusade &lt;me&gt;</div><div style="white-space: nowrap;">/equip l.ring Moonlight Ring</div><div style="white-space: nowrap;">/equipset 26 echo &lt;wait2&gt;</div><div style="white-space: nowrap;">/equip waist Plat. Mog. Belt</div><div style="white-space: nowrap;">/equipset 32 echo</div></div><div style="background: #1e2b30; border-radius: 8px; padding: 11px 14px; margin: 10px 0; font-family: Consolas,'Courier New',monospace; font-size: 13px; line-height: 1.85; color: #e0f2f1; overflow-x: auto;"><div style="color: #80cbc4; font-weight: bold; border-bottom: 1px solid #37474f; padding-bottom: 5px; margin-bottom: 6px;">〓 Refresh</div><div style="white-space: nowrap;">/ta &lt;stpc&gt;</div><div style="white-space: nowrap;">/equipset 199 echo &lt;wait1&gt;</div><div style="white-space: nowrap;">/ma Refresh &lt;lastst&gt;</div><div style="white-space: nowrap;">/equip head Erilaz Galea +3 &lt;wait2&gt;</div><div style="white-space: nowrap;">/equipset 32 echo</div></div></div><div style="margin: 10px 0; line-height: 1.75;">For three of these — <strong>Stoneskin, Aquaveil and Crusade</strong> — combine this with the spell-interruption-down set.</div><h4 id="runen-3" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 1px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">⌨️ Section 3. Notes on the Flash and Foil macros</h4><div style="margin: 10px 0; line-height: 1.75;">Reference:<br /><a href="https://x.com/funanz/status/1547521535283720192" target="_blank" rel="noopener">x.com/funanz/status/1547521535283720192</a><br /><a href="https://twitter.com/funanz/status/1339548696392843265" target="_blank" rel="noopener">twitter.com/funanz/status/1339548696392843265</a></div><div style="margin: 10px 0; line-height: 1.75;">If you do not think your macro through, the spell can finish while you are still in your idle set — so be careful.</div><div style="font-weight: bold; color: #c62828; margin: 14px 0 6px 0;">〓 A common mistake</div><div style="background: #263238; color: #e0f2f1; border-radius: 8px; padding: 12px 15px; margin: 12px 0; font-family: Consolas,'Courier New',monospace; font-size: 13px; line-height: 1.9; overflow-x: auto;">Line 1&nbsp;&nbsp;/equip head Rune. Bandeau +3<br />Line 2&nbsp;&nbsp;/ma Foil &lt;me&gt;<br />Line 3&nbsp;&nbsp;/equipset (enmity set) echo &lt;wait1&gt;<br />Line 4&nbsp;&nbsp;/equipset (idle set) echo</div><div style="margin: 10px 0; line-height: 1.75;">It looks like it should work fine, but a certain percentage of the time the spell finishes <strong>before</strong> you swap into the enmity set.</div><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 12px 16px; margin: 14px 0; line-height: 1.7;"><div style="font-weight: bold; color: #1565c0; margin-bottom: 6px;">&#128073; Why it fails &mdash; the full explanation</div><a href="https://jinko0914.seesaa.net/article/521206317.html">Is Your Gear Swap Actually Making It in Time? &mdash; FFXI's Invisible 0.4166s in Macros</a></div><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 14px 16px; margin: 22px 0 12px 0; line-height: 1.75;"><div style="font-weight: bold; color: #33691e; font-size: 16px;">〓 Thanks for reading</div><div style="margin-top: 8px;">I hope this helps you tank on Rune Fencer. If anything is unclear, the Japanese original has the same gear and macros — the link is at the top of the page.</div></div><div class="blogmura-link"><a href="https://blogmura.com/ranking/in?p_cid=11212488" target="_blank"><img src="https://b.blogmura.com/88_31.gif" width="88" height="31" border="0" alt="ブログランキング・にほんブログ村へ" />にほんブログ村</a>
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            <category>魔導剣士 (Rune Fencer)</category>
      <author>Jinko</author>
      <guid isPermaLink="false">blog:https://blog.seesaa.jp,jinko0914/521202103</guid>
                </item>
        <item>
      <link>https://jinko0914.seesaa.net/article/521197852.html</link>
      <title>Odyssey Sheol Gaol: Kalunga V25 — Strategy &amp; Fight Log (Part 2)</title>
      <pubDate>Fri, 24 Jul 2026 10:21:27 +0900</pubDate>
            <description>日本語日本語版の記事はこちら 〓Published 2025/1/22Updated 2026/7/18English edition of my Japanese write-up. The tactics are unchanged.Part 1 was a lot of trial and error, but it taught us how this fight actually works. For Part 2 we rebuilt the strategy f..</description>
            <itunes:summary><![CDATA[
<img src="https://jinko0914.up.seesaa.net/image/kalunga_hero_en.png" alt="Odyssey Sheol Gaol AT3 &mdash; Kalunga V25, strategy and fight log part 2" />日本語<a href="https://jinko0914.seesaa.net/article/509185669.html">日本語版の記事はこちら 〓</a>Published 2025/1/22Updated 2026/7/18English edition of my Japanese write-up. The tactics are unchanged.Part 1 was a lot of trial and error, but it taught us how this fight actually works. For Part 2 we rebuilt the strategy from the ground up using what we learned. I add to this post as we keep refining it.For the earlier attempts, see <a href="https://jinko0914.seesaa.net/article/503896067.html#more">〓 Kalunga V25 — Part 1</a>.〓 We now clear it consistentlyThis version of the strategy clicked, and we killed it with room to spare. As long as the physical attack down field does not show up, the fight is stable. Kill videos are in Section 1.<a></a>〓 Change log〓 Before you start This post is a record of the strategy being sharpened over many attempts. Every conclusion below is already folded into the sections that follow, so if you only want the working strategy, jump straight to the table of contents. What follows is the trial-and-error trail that got us there.2025/1/24Reworked GEO positioning and the song setThe Matamata AoE reaches further than expected, so parking the party on the GEO for Curaga coverage did not work. 〓 Moved the GEO.With Indi-Barrier up, even the physical defense down field left the RUN taking dramatically less damage — nothing that one-shots. 〓 Foe Sirvente is no longer needed.Once you remove the one-shot deaths, PLD loses most of its edge as the main tank, so the tank slot is Rune Fencer and nothing else.Aria of Passion did not raise attacker damage at all. 〓 Revised the song set.2025/1/26Rebuilt add duty and the damage jobsWhen the Matamata used Debilitating Spout, a WHM could not hold up — far too much luck involved. 〓 Moving add duty to Paladin made it stable immediately.Below 40% HP the WAR bursts harder than the DRK. 〓 Swapped the damage job to Warrior. Ikenga's Axe benefits more from Aria of Passion, so Aria went back into the set.As long as the WAR alternates two weapon skills, BRD and COR can stay on Savage Blade only (in the video the BRD is still alternating Savage Blade and Fast Blade).Without knockback protection the GEO struggles to even use a Panacea, and the death rate climbs. 〓 Standing the GEO in the same spot as the RUN made it very stable.Re-applying songs to the RUN turned out to be pointless — the buffs get wiped almost immediately, so there is barely a reason to cast them in the first place.No matter what we tried, Armor Break never landed once.🔄 Correction It does land when Rayke is used - but the Defense Down lasted only half its normal duration. <a href="https://www.ffxiah.com/forum/topic/58710/consolidated-thread-with-all-v25-strategies/3/" target="_blank">Source: the FFXIAH thread</a> / <a href="https://www.youtube.com/watch?v=VU4Z3GF-cac" target="_blank">the video we checked</a>2025/1/28Added the attack requirementsAdded the required physical attack values to Section 5.2025/2/1Confirmed consistent kills, added videosThis version of the strategy really clicked and we killed it comfortably. As long as the physical attack down field stays away, the fight is stable.Added the kill videos to Section 1.2025/5/2Re-tuned the attack numbersCorrected the attack values needed to benefit from Aria of Passion.〓 Contents<a href="#kal2en-1">Section 1. What Part 1 taught us</a><a href="#kal2en-2">Section 2. Mechanics</a><a href="#kal2en-3">Section 3. Party setup</a><a href="#kal2en-4">Section 4. Fight flow</a>└<a href="#kal2en-4-1">4-1. Pre-fight buffs</a>└<a href="#kal2en-4-2">4-2. Weapon skill assignments</a>└<a href="#kal2en-4-3">4-3. Positioning</a>└<a href="#kal2en-4-4">4-4. Opening and the run itself</a>└<a href="#kal2en-4-5">4-5. Handling TP moves and one-shot risk</a>└<a href="#kal2en-4-6">4-6. Removing the Fetters</a>└<a href="#kal2en-4-7">4-7. Random Deal and Wild Card timing</a><a href="#kal2en-5">Section 5. Job-by-job notes</a>〓 Section 1. What Part 1 taught usPart 1 was a grind, but it slowly taught us how this fight works. Before anything else, here are the three things that were killing us.① Tank getting one-shot② Attackers getting one-shot③ Misreading the WS Wall🛡️ ① The tank (RUN / Aegis PLD) getting one-shotThe main cause is Double Attack riding on its physical attacks (regular melee and physical TP moves alike). It is never one single thing — it happens when several stack up, for example repeated Double Attacks on regular melee while the Fetters are up.We first assumed Searing Serration was the culprit, but on reviewing the videos, Searing Serration on its own almost never one-shots. We also tried Sentinel's Scherzo as a counter and the tank still died — Scherzo does not save you from a Double Attack death.〓 Note Obvious in hindsight, but worth stating: Scherzo only applies to the first hit of an attack. A Double Attack is two hits, so the second hit is not covered. Scherzo cannot cover any multi-hit attack.〓 Fixes (pick one)• Bring a Duban PLD• Keep Indi-Barrier on the tank at all times• Roll the dice⚔️ ② Attackers getting one-shotBy far the most common pattern is feeding too much TP while Weakened and then eating a second Incinerating Lahar before HP has recovered.〓️ This is the important partWhile Weakened, stop attacking so you stop feeding TP. Only resume once everyone has shaken off Weakened and HP is comfortably topped up.〓 Extra insurance• Add Fire Carol II• Tank as RUN so Valiance is up permanently🔁 ③ The WS Wall (the misunderstanding that cost us the most)We believed that alternating two weapon skills avoids the resistance. That is wrong. The penalty depends on how many different weapon skills are in the rotation.WS in rotationPenalty2 different WS-25%3–5 different WS-10%6+ different WS0% (finally clean)〓 Example If you use Torcleaver, you need five weapon skills to go by before the next Torcleaver, or it gets walled. Just alternating Torcleaver and Savage Blade is a flat -25%. That slow bleed in weapon skill damage we kept seeing over the course of a fight was the WS Wall, not bad luck.🔁 How the WS Wall worksThe sooner you come back to the same weapon skill, the more resistance it builds, and the lower the damage goes.Only 2 in the rotationABABAB→-25% resist3–5 in the rotationABCAB→-10% resist6 in the rotationABCDEF→0% resist ✓Rule: a weapon skill builds resistance unless five weapon skills go by before you use it again.Fix: three or more people attacking, with one main damage dealer cycling two strong weapon skills → the party covers six in effect, and the damage holds up.〓 Non-negotiable fixes1Have at least three people contributing weapon skills.2One of them, your main damage dealer, alternates two strong weapon skills.Your main damage dealer wants to be a Dark Knight or a Warrior. A Warrior with Ikenga's Axe is the easy option, because Calamity and Mistral Axe are both strong. If your only heavy hitter is a DRK, the pair is Torcleaver and Resolution — but Resolution took a heavy attack nerf, so you will effectively need a GEO backing them up.&#9888;&#65039; Read this as a gap, not as a count of namesThe table above is what you get when six weapon skills are used equally often. What actually decides the wall is how many weapon skills land between two uses of the same one. Five in between and it stays clean &mdash; it does not matter how many different ones they are.<img src="https://jinko0914.up.seesaa.net/image/kalunga_wsrotation_en.png" alt="The wall is set by the gap, not by how many names you use" />So what you need is not "six weapon skill names" but a rotation that runs six deep. If all three attackers fire at about the same rate, the main damage dealer alternating two is enough to make the rotation six long, and those two come out unwalled.&#127919; The damage does not come from the WAR aloneWorking around the wall matters, but leaning too far into it is its own mistake. What counts in the end is the whole party's damage.In this setup the GEO support never drops from the pull to the kill. Bolster + Widened Compass puts Geo-Fury out at the start, and once Bolster expires Blaze of Glory + Ecliptic Attrition carries it. The luopan, widened by Widened Compass, holds for the whole fight &mdash; no re-placing, and it never gets destroyed.That support is not riding on the WAR alone. The COR's and BRD's weapon skills are a major damage source too. So the COR and BRD keeping pace with the WAR is a condition of this setup. V25 already needs a well-geared, well-played group, so that bar is a realistic one.&#128202; Measured: all 83 weapon skills in the kill videoEvery weapon skill in the Corsair POV kill video, read off the combat log (5:44&ndash;13:04).JobWSTotal damageShareWarrior311,070,43347.7%Corsair27798,60235.6%Bard25373,53616.7%<img src="https://jinko0914.up.seesaa.net/image/wswall_chart_r2.png" alt="Kalunga V25 weapon skill damage over one kill" />Sort them by how often each one comes back round and the wall falls out in the same order. Savage Blade is 45% of every weapon skill in the fight and it decays; the WAR's two do not move at all. That is the "six deep" idea above, holding up in a real kill.〓 Kalunga V25 kill videos<a href="https://youtu.be/lSoO9CXP6Q4" target="_blank">〓 Rune Fencer point of view</a><a href="https://www.youtube.com/watch?v=aih_cO7E8-Y" target="_blank">〓 Attacker (Corsair) point of view</a>⚙ Section 2. MechanicsThe core of the Kalunga fight is removing the Fetters and surviving a set of fire-flavoured TP moves. Here is the whole picture first.〓 FettersKalunga uses the TP move Blistering Roar and the Fetters — Zisurru — go up. DetailsTriggerThe TP move Blistering RoarHow to removeLand skillchainsEscalationEach time it goes up, it needs more skillchainsPoint of no returnFrom the 5th one onward you cannot remove it〓 Note The TP moves are the same as any Gabbrath (see <a href="https://www.bg-wiki.com/ffxi/Gabbrath" target="_blank">BG Wiki</a>, or the <a href="https://wiki.ffo.jp/html/28806.html" target="_blank">FF11 terminology wiki</a> in Japanese). One difference: Kalunga's Blistering Roar does not come with a defense boost.〓️ TP moves that matterTyrannical Blow AoE around selfPlague plus fire damage. Dangerous if Blistering Roar lands while you are still under Plague.Batholithic Shell self buffGives Kalunga Haste, Stoneskin, Blaze Spikes and Magic Attack Bonus. If Blistering Roar follows straight after, that Stoneskin becomes a real problem.〓 Always open your skillchain with Savage Blade.Volcanic Stasis frontal coneWipes every buff you have and deals fire damage.Searing Serration single targetA four-fold hybrid of physical and fire damage, plus -60% to every stat. You need a Panacea for this.〓 With a Double Attack behind it this is what one-shots tanks — bring a Duban PLD, Indi-Barrier or both.Incinerating Lahar AoE around selfWeakened, knockback and fire damage.〓 This is what kills attackers. Stop swinging while Weakened.〓 HP triggers and the addsAt 75% and 40% HP Kalunga uses Brazen Rush. Each one spawns an add (a Matamata) and puts down a debuff field.〓 Further reading The comments at the bottom of <a href="https://leaguemili.com/blog-entry-2909.html#02" target="_blank">this Japanese report</a> are extremely useful.👥 Section 3. Party setupSix jobs. The roles below are rough guides.RUN Rune FencerMain tankWAR WarriorMain damageCOR CorsairDamage / supportBRD BardSupport / damageGEO GeomancerSupportPLD PaladinAdd tank / healing〓 Setup notes We run it as one continuous fight (no resetting). Both Matamata adds are held by the Paladin.⚔️ Section 4. Fight flow〓 4-1. Pre-fight buffs■ Indi- spells everyone brings inJobIndi- spellWarriorIndi-HasteCorsairIndi-STRBardIndi-RefreshRune FencerIndi-HastePaladinIndi-Refresh〓 Buffing inside the battlefield Buff up on the staircase. The clock is tight, so get the songs done fast.■ Songs (using Nightingale + Soul Voice + Clarion Call)Songs used: Adventurer's Dirge / Valor Minuet IV / Valor Minuet V / Honor March / Aria of Passion.The PLD must get two Ballads.■ Exact song order (for a BRD who can reach Aria of Passion tier 4)① EveryoneMage's Ballad II → Mage's Ballad III → Valor Minuet IV → dummy song → dummy song → Valor Minuet V → Honor March② WAR / COR / BRDAdventurer's Dirge → Aria of PassionDo not bother re-applying songs to the RUN.■ Everything elseJobBuffsCorsairSamurai Roll, Chaos Roll (Crooked Cards recommended)PaladinMajesty, Protect VRune FencerShell V, Refresh (on the Warrior)GeomancerIndi-Barrier, Geo-Fury, Entrust → Indi-Haste🗡️ 4-2. Weapon skill assignmentsJobWeapon skillsWarriorCalamity and Mistral Axe, alternatingCorsairSavage BladeBardSavage Blade and Fast Blade, alternating〓 4-3. PositioningPositioning is shown below. The GEO stands essentially on top of the RUN.<img src="https://jinko0914.up.seesaa.net/image/kalunga_tachiichi_en.png" alt="Kalunga V25 positioning map" />〓 Note There is also a video showing how we take these spots: <a href="https://youtu.be/97RitHtWQss" target="_blank">〓 taking position</a>🔄 4-4. Opening and the run itself1RUN pulls Kalunga with Flash and immediately uses Elemental Sforzo to bank a pile of enmity up front. BRD casts Carnage Elegy under Nightingale.2Once the mob settles into place, WAR uses Warcry and RUN uses Valiance (three Unda runes). Right after that, COR fires Random Deal to reset the Warcry and Valiance recasts. (For the rest of the timings, see 4-7.)3PLD holds the Matamata adds and doubles as the party's main healer.4The moment the fight opens, GEO uses Bolster + Widened Compass and puts down Indi-Barrier + Geo-Fury. Do not forget to stack Blaze of Glory and Ecliptic Attrition here — this matters.5At 75% HP, GEO uses Entrust + Indi-Haste to put Haste back on the attackers.6At 40% HP, when the second add appears, WAR pops Mighty Strikes and COR immediately follows with Wild Card. Re-apply the Entrust Indi-Haste to the attackers whenever it drops.〓️ 4-5. Handling TP moves and one-shot riskWith this setup the risk of the tank getting one-shot is as close to zero as it gets.The attackers are the ones still at risk — specifically when an AoE melee round and Incinerating Lahar land back to back while they are Weakened.〓️ Stop attacking while WeakenedUnless something has gone badly wrong, put your weapon away while Weakened. No exceptions worth making.〓 4-6. Removing the FettersKalunga usually has Stoneskin up, so it is important to always open the skillchain with Savage Blade.Skillchain patternSavage Blade → Bora Axe → Savage Blade → Bora Axe → (repeat)⏱️ 4-7. Random Deal and Wild Card timingHere is the whole fight laid out — TP moves, Random Deal and Wild Card in the order they get used.<a href="https://jinko0914.up.seesaa.net/image/kalunga_timeline_en.png" target="_blank"><img src="https://jinko0914.up.seesaa.net/image/kalunga_timeline_en.png" alt="Kalunga V25 fight flow - ability order timeline" /></a>〓 Section 5. Job-by-job notes〓 EveryoneCure your own status ailments with a Panacea. Always.When Kalunga uses Blistering Roar, the BRD stops attacking and casts Pining Nocturne.When the Fetters come down, somebody calls it — the attackers often cannot see it.Do not re-apply songs to the RUN.〓 Physical attack needed to benefit from Aria of Passion (tier 4)JobPhysical attackWarrior1200 – 2126Corsair1449 – 2483Bard1449 – 2483〓 What this meansHitting the top of the range is hard for any of these jobs.Use food that gives a big attack boost.PDL (Physical Damage Limit) gear is essentially pointless here.🪓 Warrior〓 Corsair〓 BardAttackersFire weapon skills the moment you hit 1000 TP.With Valiance up permanently, being Weakened by Incinerating Lahar rarely kills you outright. It still gets dangerous when AoE melee, a Double Attack and a TP move stack — holding off while Weakened is a perfectly good call.Random Deal and Wild Card target everyone except the PLD.The WAR swaps in a Schere Earring on Calamity and Mistral Axe to shed enmity.Do not worry about the WAR running out of MP.🌍 GeomancerIndi-Barrier is there to keep you and the RUN alive.Stand exactly on top of the RUN.Your buffs get stripped constantly, so keep -50% damage taken gear on at all times.🛡️ Rune FencerAssume your buffs get wiped, permanently.You need these macro sets:Stoneskin — Fast Cast and spell interruption rate down togetherPhalanx — Fast Cast and Phalanx potency togetherAlternate Foil and Flash every 15 seconds to keep volatile enmity topped up.🛡️ PaladinYour dangerous moment is getting Terror'd by Blistering Roar.Build idle and cure sets that do not sacrifice Magic Evasion.Food is Miso Ramen. Nothing else.Shield is Ochain or Duban (★3 / Level 119 III or better).Matamata melee carries an additional Stun effect, so a 100% shield block rate build is the baseline assumption.Once you are at 100% shield block, you do not need spell interruption gear at all — which also spares you the Magic Evasion loss from swapping.<img src="https://jinko0914.up.seesaa.net/image/kalunga_footer_en.png" alt="I hope this helps with your Kalunga V25 attempts" />〓 Related<a href="https://jinko0914.seesaa.net/article/503896067.html#more">Kalunga Part 1 — strategy and fight log</a>

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<div style="margin: 0 0 14px 0;"><img style="width: 100%; height: auto; border-radius: 12px;" src="https://jinko0914.up.seesaa.net/image/kalunga_hero_en.png" alt="Odyssey Sheol Gaol AT3 — Kalunga V25, strategy and fight log part 2" /></div><div style="border: 1px solid #b3d7ea; background: #eef6fb; border-radius: 10px; padding: 10px 14px; margin: 0 0 14px 0; line-height: 1.7; font-size: 14px;"><span style="display: inline-block; background: #c62828; color: #ffffff; border-radius: 4px; padding: 2px 9px; font-weight: bold; font-size: 12px; margin-right: 8px;">日本語</span><a href="https://jinko0914.seesaa.net/article/509185669.html" style="color: #1565c0; font-weight: bold; text-decoration: none;">日本語版の記事はこちら 〓</a></div><div style="margin: 0 0 8px 0;"><span style="display: inline-block; background: #ffebee; color: #c62828; border-radius: 4px; padding: 2px 10px; font-weight: bold; font-size: 13px; margin-right: 8px;">Published 2025/1/22</span><span style="display: inline-block; background: #ffebee; color: #c62828; border-radius: 4px; padding: 2px 10px; font-weight: bold; font-size: 13px; margin-right: 8px;">Updated 2026/7/18</span></div><div style="color: #c62828; font-size: 14px; margin: 0 0 16px 0; line-height: 1.7;">English edition of my Japanese write-up. The tactics are unchanged.</div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 10px 0; background: #fffdf7; line-height: 1.75;">Part 1 was a lot of trial and error, but it taught us how this fight actually works. For Part 2 we rebuilt the strategy from the ground up using what we learned. I add to this post as we keep refining it.<br />For the earlier attempts, see <a href="https://jinko0914.seesaa.net/article/503896067.html#more">〓 Kalunga V25 — Part 1</a>.</div><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 14px 16px; margin: 16px 0; line-height: 1.75;"><div style="font-weight: bold; color: #33691e; font-size: 17px;">〓 We now clear it consistently</div><div style="margin-top: 8px;">This version of the strategy clicked, and we killed it with room to spare. As long as the <strong>physical attack down field</strong> does not show up, the fight is stable. Kill videos are in <strong>Section 1</strong>.</div></div><a name="more"></a><h4 id="kal2en-log" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 1px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">〓 Change log</h4><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 12px 16px; margin: 12px 0; line-height: 1.75;"><span style="font-weight: bold; color: #1565c0;">〓 Before you start</span> This post is a record of the strategy being sharpened over many attempts. Every conclusion below is already folded into the sections that follow, so if you only want the working strategy, jump straight to the table of contents. What follows is the trial-and-error trail that got us there.</div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 10px 0; background: #fffdf7; line-height: 1.75;"><div style="margin-bottom: 6px;"><span style="display: inline-block; background: #ffebee; color: #c62828; border-radius: 4px; padding: 2px 10px; font-weight: bold; font-size: 13px; margin-right: 8px;">2025/1/24</span><span style="font-weight: bold; color: #33691e;">Reworked GEO positioning and the song set</span></div><div style="margin: 5px 0;">The Matamata AoE reaches further than expected, so parking the party on the GEO for Curaga coverage did not work. <span style="color: #2e7d32; font-weight: bold;">〓 Moved the GEO.</span></div><div style="margin: 5px 0;">With Indi-Barrier up, even the physical defense down field left the RUN taking dramatically less damage — nothing that one-shots. <span style="color: #2e7d32; font-weight: bold;">〓 Foe Sirvente is no longer needed.</span></div><div style="margin: 5px 0;">Once you remove the one-shot deaths, PLD loses most of its edge as the main tank, so the tank slot is <span style="display: inline-block; background: #bbdefb; color: #0d47a1; border-radius: 14px; padding: 2px 10px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 13px;">Rune Fencer</span> and nothing else.</div><div style="margin: 5px 0;">Aria of Passion did not raise attacker damage at all. <span style="color: #2e7d32; font-weight: bold;">〓 Revised the song set.</span></div></div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 10px 0; background: #fffdf7; line-height: 1.75;"><div style="margin-bottom: 6px;"><span style="display: inline-block; background: #ffebee; color: #c62828; border-radius: 4px; padding: 2px 10px; font-weight: bold; font-size: 13px; margin-right: 8px;">2025/1/26</span><span style="font-weight: bold; color: #33691e;">Rebuilt add duty and the damage jobs</span></div><div style="margin: 5px 0;">When the Matamata used Debilitating Spout, a WHM could not hold up — far too much luck involved. <span style="color: #2e7d32; font-weight: bold;">〓 Moving add duty to </span><span style="display: inline-block; background: #cfd8dc; color: #37474f; border-radius: 14px; padding: 2px 10px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 13px;">Paladin</span> made it stable immediately.</div><div style="margin: 5px 0;">Below 40% HP the WAR bursts harder than the DRK. <span style="color: #2e7d32; font-weight: bold;">〓 Swapped the damage job to </span><span style="display: inline-block; background: #ffe0b2; color: #e65100; border-radius: 14px; padding: 2px 10px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 13px;">Warrior</span>. Ikenga's Axe benefits more from Aria of Passion, so Aria went back into the set.</div><div style="margin: 5px 0;">As long as the WAR alternates two weapon skills, BRD and COR can stay on Savage Blade only (in the video the BRD is still alternating Savage Blade and Fast Blade).</div><div style="margin: 5px 0;">Without knockback protection the GEO struggles to even use a Panacea, and the death rate climbs. <span style="color: #2e7d32; font-weight: bold;">〓 Standing the GEO in the same spot as the RUN made it very stable.</span></div><div style="margin: 5px 0;">Re-applying songs to the RUN turned out to be pointless — the buffs get wiped almost immediately, so there is barely a reason to cast them in the first place.</div><div style="margin: 5px 0;"><span style="color: #9e9e9e; text-decoration: line-through;">No matter what we tried, Armor Break never landed once.</span><div style="margin: 6px 0 2px 0; background: #fff8e1; border: 1px solid #ffe082; border-radius: 8px; padding: 8px 12px; font-size: 14px; line-height: 1.8;"><span style="color: #e65100; font-weight: bold;">🔄 Correction</span> It does land when Rayke is used - but the Defense Down lasted only half its normal duration. <a href="https://www.ffxiah.com/forum/topic/58710/consolidated-thread-with-all-v25-strategies/3/" target="_blank" style="color: #1565c0;">Source: the FFXIAH thread</a> / <a href="https://www.youtube.com/watch?v=VU4Z3GF-cac" target="_blank" style="color: #1565c0;">the video we checked</a></div></div></div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 10px 0; background: #fffdf7; line-height: 1.75;"><div style="margin-bottom: 6px;"><span style="display: inline-block; background: #ffebee; color: #c62828; border-radius: 4px; padding: 2px 10px; font-weight: bold; font-size: 13px; margin-right: 8px;">2025/1/28</span><span style="font-weight: bold; color: #33691e;">Added the attack requirements</span></div><div style="margin: 5px 0;">Added the required physical attack values to <strong>Section 5</strong>.</div></div><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 14px 16px; margin: 12px 0; line-height: 1.75;"><div style="margin-bottom: 6px;"><span style="display: inline-block; background: #ffebee; color: #c62828; border-radius: 4px; padding: 2px 10px; font-weight: bold; font-size: 13px; margin-right: 8px;">2025/2/1</span><span style="font-weight: bold; color: #33691e;">Confirmed consistent kills, added videos</span></div><div style="margin: 5px 0;">This version of the strategy really clicked and we killed it comfortably. As long as the physical attack down field stays away, the fight is stable.</div><div style="margin: 5px 0;">Added the kill videos to <strong>Section 1</strong>.</div></div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 10px 0; background: #fffdf7; line-height: 1.75;"><div style="margin-bottom: 6px;"><span style="display: inline-block; background: #ffebee; color: #c62828; border-radius: 4px; padding: 2px 10px; font-weight: bold; font-size: 13px; margin-right: 8px;">2025/5/2</span><span style="font-weight: bold; color: #33691e;">Re-tuned the attack numbers</span></div><div style="margin: 5px 0;">Corrected the attack values needed to benefit from Aria of Passion.</div></div><div style="border: 2px solid #8bc34a; border-radius: 12px; padding: 18px 22px; margin: 22px 0; background: #f6fbef; line-height: 1.7; box-shadow: 0 1px 3px rgba(0,0,0,0.06);"><div style="font-weight: bold; color: #33691e; font-size: 19px; margin-bottom: 14px; border-bottom: 2px solid #c8e6c9; padding-bottom: 9px; letter-spacing: 1px;">〓 Contents</div><div style="margin: 7px 0;"><a style="color: #2e7d32; text-decoration: none; font-weight: bold; font-size: 15px;" href="#kal2en-1">Section 1. What Part 1 taught us</a></div><div style="margin: 7px 0;"><a style="color: #2e7d32; text-decoration: none; font-weight: bold; font-size: 15px;" href="#kal2en-2">Section 2. Mechanics</a></div><div style="margin: 7px 0;"><a style="color: #2e7d32; text-decoration: none; font-weight: bold; font-size: 15px;" href="#kal2en-3">Section 3. Party setup</a></div><div style="margin: 7px 0;"><a style="color: #2e7d32; text-decoration: none; font-weight: bold; font-size: 15px;" href="#kal2en-4">Section 4. Fight flow</a></div><div style="margin: 4px 0 4px 26px;"><span style="color: #8bc34a; font-weight: bold; margin-right: 6px;">└</span><a style="color: #558b2f; text-decoration: none; font-size: 14px;" href="#kal2en-4-1">4-1. Pre-fight buffs</a></div><div style="margin: 4px 0 4px 26px;"><span style="color: #8bc34a; font-weight: bold; margin-right: 6px;">└</span><a style="color: #558b2f; text-decoration: none; font-size: 14px;" href="#kal2en-4-2">4-2. Weapon skill assignments</a></div><div style="margin: 4px 0 4px 26px;"><span style="color: #8bc34a; font-weight: bold; margin-right: 6px;">└</span><a style="color: #558b2f; text-decoration: none; font-size: 14px;" href="#kal2en-4-3">4-3. Positioning</a></div><div style="margin: 4px 0 4px 26px;"><span style="color: #8bc34a; font-weight: bold; margin-right: 6px;">└</span><a style="color: #558b2f; text-decoration: none; font-size: 14px;" href="#kal2en-4-4">4-4. Opening and the run itself</a></div><div style="margin: 4px 0 4px 26px;"><span style="color: #8bc34a; font-weight: bold; margin-right: 6px;">└</span><a style="color: #558b2f; text-decoration: none; font-size: 14px;" href="#kal2en-4-5">4-5. Handling TP moves and one-shot risk</a></div><div style="margin: 4px 0 4px 26px;"><span style="color: #8bc34a; font-weight: bold; margin-right: 6px;">└</span><a style="color: #558b2f; text-decoration: none; font-size: 14px;" href="#kal2en-4-6">4-6. Removing the Fetters</a></div><div style="margin: 4px 0 4px 26px;"><span style="color: #8bc34a; font-weight: bold; margin-right: 6px;">└</span><a style="color: #558b2f; text-decoration: none; font-size: 14px;" href="#kal2en-4-7">4-7. Random Deal and Wild Card timing</a></div><div style="margin: 7px 0;"><a style="color: #2e7d32; text-decoration: none; font-weight: bold; font-size: 15px;" href="#kal2en-5">Section 5. Job-by-job notes</a></div></div><h4 id="kal2en-1" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 1px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">〓 Section 1. What Part 1 taught us</h4><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 10px 0; background: #fffdf7; line-height: 1.75;">Part 1 was a grind, but it slowly taught us how this fight works. Before anything else, here are the <strong>three things that were killing us</strong>.<div style="margin-top: 10px;"><span style="display: inline-block; background: #ffcdd2; color: #b71c1c; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">① Tank getting one-shot</span><span style="display: inline-block; background: #ffe0b2; color: #e65100; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">② Attackers getting one-shot</span><span style="display: inline-block; background: #e1bee7; color: #4a148c; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">③ Misreading the WS Wall</span></div></div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 14px 0; background: #fffdf7; line-height: 1.75;"><div style="font-weight: bold; color: #b71c1c; font-size: 17px; margin-bottom: 6px;">🛡️ ① The tank (RUN / Aegis PLD) getting one-shot</div>The main cause is <strong>Double Attack riding on its physical attacks</strong> (regular melee and physical TP moves alike). It is never one single thing — it happens when several stack up, for example repeated Double Attacks on regular melee while the Fetters are up.<div style="margin-top: 8px;">We first assumed Searing Serration was the culprit, but on reviewing the videos, Searing Serration on its own almost never one-shots. We also tried Sentinel's Scherzo as a counter and the tank still died — <strong>Scherzo does not save you from a Double Attack death</strong>.</div><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 12px 16px; margin: 12px 0; line-height: 1.75;"><span style="font-weight: bold; color: #1565c0;">〓 Note</span> Obvious in hindsight, but worth stating: <strong>Scherzo only applies to the first hit of an attack</strong>. A Double Attack is two hits, so <strong>the second hit is not covered</strong>. Scherzo cannot cover any multi-hit attack.</div><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 14px 16px; margin: 12px 0 0 0; line-height: 1.75;"><span style="font-weight: bold; color: #1b5e20;">〓 Fixes (pick one)</span><div style="margin-top: 6px;">• Bring a Duban PLD<br />• Keep Indi-Barrier on the tank at all times<br />• Roll the dice</div></div></div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 14px 0; background: #fffdf7; line-height: 1.75;"><div style="font-weight: bold; color: #e65100; font-size: 17px; margin-bottom: 6px;">⚔️ ② Attackers getting one-shot</div>By far the most common pattern is <strong>feeding too much TP while Weakened</strong> and then eating a second Incinerating Lahar before HP has recovered.<div style="background: #fff5f5; border: 2px solid #ef9a9a; border-radius: 12px; padding: 14px 16px; margin: 12px 0; line-height: 1.75;"><div style="font-weight: bold; color: #c62828; font-size: 16px;">〓️ This is the important part</div><div style="margin-top: 8px;">While Weakened, stop attacking so you stop feeding TP. Only resume once everyone has shaken off Weakened <em>and</em> HP is comfortably topped up.</div></div><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 14px 16px; margin: 8px 0 0 0; line-height: 1.75;"><span style="font-weight: bold; color: #1b5e20;">〓 Extra insurance</span><div style="margin-top: 6px;">• Add Fire Carol II<br />• Tank as RUN so Valiance is up permanently</div></div></div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 14px 0; background: #fffdf7; line-height: 1.75;"><div style="font-weight: bold; color: #4a148c; font-size: 17px; margin-bottom: 6px;">🔁 ③ The WS Wall (the misunderstanding that cost us the most)</div>We believed that <em>alternating two weapon skills avoids the resistance</em>. That is wrong. The penalty depends on how many <strong>different</strong> weapon skills are in the rotation.<table style="width: 100%; border-collapse: collapse; margin: 10px 0; font-size: 14px;"><thead><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">WS in rotation</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Penalty</th></tr></thead><tbody><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">2 different WS</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">-25%</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">3–5 different WS</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">-10%</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">6+ different WS</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">0% (finally clean)</td></tr></tbody></table><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 12px 16px; margin: 12px 0; line-height: 1.75;"><span style="font-weight: bold; color: #1565c0;">〓 Example</span> If you use Torcleaver, you need <strong>five weapon skills</strong> to go by before the next Torcleaver, or it gets walled. Just alternating Torcleaver and Savage Blade is a flat -25%. That slow bleed in weapon skill damage we kept seeing over the course of a fight was the WS Wall, not bad luck.</div><div style="border: 1px solid #cfd8dc; border-radius: 12px; margin: 14px 0; background: #ffffff; overflow: hidden;"><div style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-weight: bold; font-size: 16px; padding: 10px 16px; letter-spacing: 1px;">🔁 How the WS Wall works</div><div style="padding: 12px 14px;"><div style="text-align: center; color: #546e7a; font-size: 14px; margin-bottom: 6px; line-height: 1.6;">The sooner you come back to the same weapon skill, the more resistance it builds, and the lower the damage goes.</div><div style="background: #fdf1f4; border: 1px solid #f4c7d2; border-radius: 10px; padding: 11px 13px; margin: 10px 0;"><div style="font-weight: bold; color: #c2185b; font-size: 14px; margin-bottom: 8px;">Only 2 in the rotation</div><div style="display: flex; align-items: center; flex-wrap: wrap;"><div style="margin-right: 10px;"><span style="display: inline-block; width: 30px; height: 30px; line-height: 30px; text-align: center; background: #5c6bc0; color: #ffffff; font-weight: bold; font-size: 14px; border-radius: 6px; margin-right: 6px;">A</span><span style="display: inline-block; width: 30px; height: 30px; line-height: 30px; text-align: center; background: #26a69a; color: #ffffff; font-weight: bold; font-size: 14px; border-radius: 6px; margin-right: 6px;">B</span><span style="display: inline-block; width: 30px; height: 30px; line-height: 30px; text-align: center; background: #5c6bc0; color: #ffffff; font-weight: bold; font-size: 14px; border-radius: 6px; margin-right: 6px;">A</span><span style="display: inline-block; width: 30px; height: 30px; line-height: 30px; text-align: center; background: #26a69a; color: #ffffff; font-weight: bold; font-size: 14px; border-radius: 6px; margin-right: 6px;">B</span><span style="display: inline-block; width: 30px; height: 30px; line-height: 30px; text-align: center; background: #5c6bc0; color: #ffffff; font-weight: bold; font-size: 14px; border-radius: 6px; margin-right: 6px;">A</span><span style="display: inline-block; width: 30px; height: 30px; line-height: 30px; text-align: center; background: #26a69a; color: #ffffff; font-weight: bold; font-size: 14px; border-radius: 6px; margin-right: 6px;">B</span></div><span style="color: #90a4ae; font-size: 18px; margin-right: 10px;">→</span><span style="display: inline-block; background: #e5395c; color: #ffffff; font-weight: bold; font-size: 14px; border-radius: 16px; padding: 5px 16px;">-25% resist</span></div></div><div style="background: #fff8ef; border: 1px solid #f6d9b0; border-radius: 10px; padding: 11px 13px; margin: 10px 0;"><div style="font-weight: bold; color: #e65100; font-size: 14px; margin-bottom: 8px;">3–5 in the rotation</div><div style="display: flex; align-items: center; flex-wrap: wrap;"><div style="margin-right: 10px;"><span style="display: inline-block; width: 30px; height: 30px; line-height: 30px; text-align: center; background: #5c6bc0; color: #ffffff; font-weight: bold; font-size: 14px; border-radius: 6px; margin-right: 6px;">A</span><span style="display: inline-block; width: 30px; height: 30px; line-height: 30px; text-align: center; background: #26a69a; color: #ffffff; font-weight: bold; font-size: 14px; border-radius: 6px; margin-right: 6px;">B</span><span style="display: inline-block; width: 30px; height: 30px; line-height: 30px; text-align: center; background: #c2185b; color: #ffffff; font-weight: bold; font-size: 14px; border-radius: 6px; margin-right: 6px;">C</span><span style="display: inline-block; width: 30px; height: 30px; line-height: 30px; text-align: center; background: #5c6bc0; color: #ffffff; font-weight: bold; font-size: 14px; border-radius: 6px; margin-right: 6px;">A</span><span style="display: inline-block; width: 30px; height: 30px; line-height: 30px; text-align: center; background: #26a69a; color: #ffffff; font-weight: bold; font-size: 14px; border-radius: 6px; margin-right: 6px;">B</span></div><span style="color: #90a4ae; font-size: 18px; margin-right: 10px;">→</span><span style="display: inline-block; background: #f0921f; color: #ffffff; font-weight: bold; font-size: 14px; border-radius: 16px; padding: 5px 16px;">-10% resist</span></div></div><div style="background: #f4faef; border: 1px solid #cfe3bf; border-radius: 10px; padding: 11px 13px; margin: 10px 0;"><div style="font-weight: bold; color: #33691e; font-size: 14px; margin-bottom: 8px;">6 in the rotation</div><div style="display: flex; align-items: center; flex-wrap: wrap;"><div style="margin-right: 10px;"><span style="display: inline-block; width: 30px; height: 30px; line-height: 30px; text-align: center; background: #5c6bc0; color: #ffffff; font-weight: bold; font-size: 14px; border-radius: 6px; margin-right: 6px;">A</span><span style="display: inline-block; width: 30px; height: 30px; line-height: 30px; text-align: center; background: #26a69a; color: #ffffff; font-weight: bold; font-size: 14px; border-radius: 6px; margin-right: 6px;">B</span><span style="display: inline-block; width: 30px; height: 30px; line-height: 30px; text-align: center; background: #c2185b; color: #ffffff; font-weight: bold; font-size: 14px; border-radius: 6px; margin-right: 6px;">C</span><span style="display: inline-block; width: 30px; height: 30px; line-height: 30px; text-align: center; background: #ef8c1f; color: #ffffff; font-weight: bold; font-size: 14px; border-radius: 6px; margin-right: 6px;">D</span><span style="display: inline-block; width: 30px; height: 30px; line-height: 30px; text-align: center; background: #66aa4a; color: #ffffff; font-weight: bold; font-size: 14px; border-radius: 6px; margin-right: 6px;">E</span><span style="display: inline-block; width: 30px; height: 30px; line-height: 30px; text-align: center; background: #6d4c41; color: #ffffff; font-weight: bold; font-size: 14px; border-radius: 6px; margin-right: 6px;">F</span></div><span style="color: #90a4ae; font-size: 18px; margin-right: 10px;">→</span><span style="display: inline-block; background: #43a047; color: #ffffff; font-weight: bold; font-size: 14px; border-radius: 16px; padding: 5px 16px;">0% resist ✓</span></div></div><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 11px 14px; margin: 12px 0 4px 0; line-height: 1.7; font-size: 14px; color: #1a4a6b;"><div><strong>Rule:</strong> a weapon skill builds resistance unless <strong>five weapon skills</strong> go by before you use it again.</div><div style="margin-top: 5px;"><strong>Fix:</strong> three or more people attacking, with one main damage dealer cycling two strong weapon skills → the party covers six in effect, and the damage holds up.</div></div></div></div><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 14px 16px; margin: 12px 0; line-height: 1.75;"><div style="font-weight: bold; color: #1b5e20; font-size: 16px; margin-bottom: 8px;">〓 Non-negotiable fixes</div><div style="display: flex; margin: 8px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #689f38; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">1</span><div style="line-height: 1.7;">Have at least three people contributing weapon skills.</div></div><div style="display: flex; margin: 8px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #689f38; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">2</span><div style="line-height: 1.7;">One of them, your main damage dealer, alternates two strong weapon skills.</div></div></div><div style="margin-top: 8px; line-height: 1.75;">Your main damage dealer wants to be a <strong>Dark Knight</strong> or a <strong>Warrior</strong>. A Warrior with Ikenga's Axe is the easy option, because Calamity and Mistral Axe are both strong. If your only heavy hitter is a DRK, the pair is Torcleaver and Resolution — but Resolution took a heavy attack nerf, so you will effectively need a GEO backing them up.</div></div><div style="background: #fff8ef; border: 1px solid #f6d9b0; border-radius: 10px; padding: 14px 16px; margin: 14px 0; line-height: 1.75;"><div style="font-weight: bold; color: #e65100; font-size: 17px; margin-bottom: 6px;">&#9888;&#65039; Read this as a gap, not as a count of names</div>The table above is what you get when six weapon skills are used <strong>equally often</strong>. What actually decides the wall is <strong>how many weapon skills land between two uses of the same one</strong>. Five in between and it stays clean &mdash; it does not matter how many different ones they are.<div style="margin: 14px 0; text-align: center;"><img style="max-width: 100%; height: auto;" src="https://jinko0914.up.seesaa.net/image/kalunga_wsrotation_en.png" alt="The wall is set by the gap, not by how many names you use" /></div><div style="margin-top: 8px;">So what you need is not "six weapon skill names" but <strong>a rotation that runs six deep</strong>. If all three attackers fire at about the same rate, the main damage dealer alternating two is enough to make the rotation six long, and those two come out unwalled.</div></div><div style="background: #fffdf7; border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 14px 0; line-height: 1.75;"><div style="font-weight: bold; color: #1565c0; font-size: 17px; margin-bottom: 6px;">&#127919; The damage does not come from the WAR alone</div>Working around the wall matters, but leaning too far into it is its own mistake. What counts in the end is <strong>the whole party's damage</strong>.<div style="margin-top: 8px;">In this setup <strong>the GEO support never drops</strong> from the pull to the kill. Bolster + Widened Compass puts Geo-Fury out at the start, and once Bolster expires Blaze of Glory + Ecliptic Attrition carries it. The luopan, widened by Widened Compass, holds for the whole fight &mdash; no re-placing, and it never gets destroyed.</div><div style="margin-top: 8px;">That support is not riding on the WAR alone. <strong>The COR's and BRD's weapon skills are a major damage source too.</strong> So the COR and BRD keeping pace with the WAR is a condition of this setup. V25 already needs a well-geared, well-played group, so that bar is a realistic one.</div></div><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 14px 16px; margin: 14px 0; line-height: 1.75;"><div style="font-weight: bold; color: #1b5e20; font-size: 17px; margin-bottom: 6px;">&#128202; Measured: all 83 weapon skills in the kill video</div>Every weapon skill in the Corsair POV kill video, read off the combat log (5:44&ndash;13:04).<table style="width: 100%; border-collapse: collapse; margin: 10px 0; font-size: 14px; line-height: 1.75;"><thead><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Job</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: right;">WS</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: right;">Total damage</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: right;">Share</th></tr></thead><tbody><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff; text-align: left;">Warrior</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff; text-align: right;">31</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff; text-align: right;">1,070,433</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff; text-align: right;">47.7%</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef; text-align: left;">Corsair</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef; text-align: right;">27</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef; text-align: right;">798,602</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef; text-align: right;">35.6%</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff; text-align: left;">Bard</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff; text-align: right;">25</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff; text-align: right;">373,536</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff; text-align: right;">16.7%</td></tr></tbody></table><div style="margin: 14px 0; text-align: center;"><img style="max-width: 100%; height: auto;" src="https://jinko0914.up.seesaa.net/image/wswall_chart_r2.png" alt="Kalunga V25 weapon skill damage over one kill" /></div><div style="margin-top: 8px;"><strong>Sort them by how often each one comes back round and the wall falls out in the same order.</strong> Savage Blade is 45% of every weapon skill in the fight and it decays; the WAR's two do not move at all. That is the "six deep" idea above, holding up in a real kill.</div></div><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 14px 16px; margin: 14px 0; line-height: 1.75;"><div style="font-weight: bold; color: #1565c0; font-size: 16px; margin-bottom: 8px;">〓 Kalunga V25 kill videos</div><div><a href="https://youtu.be/lSoO9CXP6Q4" target="_blank" rel="noopener">〓 Rune Fencer point of view</a></div><div style="margin-top: 6px;"><a href="https://www.youtube.com/watch?v=aih_cO7E8-Y" target="_blank" rel="noopener">〓 Attacker (Corsair) point of view</a></div></div><h4 id="kal2en-2" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 1px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">⚙ Section 2. Mechanics</h4><div style="line-height: 1.75; margin: 10px 0;">The core of the Kalunga fight is removing the Fetters and surviving a set of fire-flavoured TP moves. Here is the whole picture first.</div><div style="background: #f3e5f5; border: 1px solid #ce93d8; border-radius: 12px; padding: 14px 16px; margin: 14px 0; line-height: 1.7;"><div style="font-weight: bold; color: #6a1b9a; font-size: 16px;">〓 Fetters</div><div style="margin-top: 8px;">Kalunga uses the TP move <strong>Blistering Roar</strong> and the Fetters — <em>Zisurru</em> — go up.</div></div><table style="width: 100%; border-collapse: collapse; margin: 10px 0; font-size: 14px;"><thead><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">&nbsp;</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Details</th></tr></thead><tbody><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>Trigger</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">The TP move Blistering Roar</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><strong>How to remove</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Land skillchains</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>Escalation</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Each time it goes up, it needs more skillchains</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><strong>Point of no return</strong></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">From the 5th one onward you cannot remove it</td></tr></tbody></table><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 12px 16px; margin: 12px 0; line-height: 1.75;"><span style="font-weight: bold; color: #1565c0;">〓 Note</span> The TP moves are the same as any Gabbrath (see <a href="https://www.bg-wiki.com/ffxi/Gabbrath" target="_blank" rel="noopener">BG Wiki</a>, or the <a href="https://wiki.ffo.jp/html/28806.html" target="_blank" rel="noopener">FF11 terminology wiki</a> in Japanese). One difference: Kalunga's Blistering Roar does <strong>not</strong> come with a defense boost.</div><div style="font-weight: bold; color: #c62828; font-size: 16px; margin: 20px 0 10px 0;">〓️ TP moves that matter</div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 12px 14px; margin: 10px 0; background: #fffdf7; line-height: 1.7;"><div style="font-weight: bold; color: #b71c1c; font-size: 15px;">Tyrannical Blow <span style="display: inline-block; background: #ffe0b2; color: #e65100; border-radius: 14px; padding: 2px 10px; font-weight: bold; font-size: 12px; margin-left: 4px;">AoE around self</span></div><div style="margin-top: 6px;">Plague plus fire damage. Dangerous if Blistering Roar lands while you are still under Plague.</div></div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 12px 14px; margin: 10px 0; background: #fffdf7; line-height: 1.7;"><div style="font-weight: bold; color: #b71c1c; font-size: 15px;">Batholithic Shell <span style="display: inline-block; background: #bbdefb; color: #0d47a1; border-radius: 14px; padding: 2px 10px; font-weight: bold; font-size: 12px; margin-left: 4px;">self buff</span></div><div style="margin-top: 6px;">Gives Kalunga <strong>Haste, Stoneskin, Blaze Spikes and Magic Attack Bonus</strong>. If Blistering Roar follows straight after, that Stoneskin becomes a real problem.</div><div style="margin-top: 8px; background: #fff5f5; border: 1px solid #ef9a9a; border-radius: 8px; padding: 8px 10px; color: #c62828; font-weight: bold;">〓 Always open your skillchain with Savage Blade.</div></div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 12px 14px; margin: 10px 0; background: #fffdf7; line-height: 1.7;"><div style="font-weight: bold; color: #b71c1c; font-size: 15px;">Volcanic Stasis <span style="display: inline-block; background: #ffe0b2; color: #e65100; border-radius: 14px; padding: 2px 10px; font-weight: bold; font-size: 12px; margin-left: 4px;">frontal cone</span></div><div style="margin-top: 6px;">Wipes every buff you have and deals fire damage.</div></div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 12px 14px; margin: 10px 0; background: #fffdf7; line-height: 1.7;"><div style="font-weight: bold; color: #b71c1c; font-size: 15px;">Searing Serration <span style="display: inline-block; background: #cfd8dc; color: #37474f; border-radius: 14px; padding: 2px 10px; font-weight: bold; font-size: 12px; margin-left: 4px;">single target</span></div><div style="margin-top: 6px;">A four-fold hybrid of physical and fire damage, plus -60% to every stat. <strong>You need a Panacea for this.</strong></div><div style="margin-top: 8px; background: #fff5f5; border: 1px solid #ef9a9a; border-radius: 8px; padding: 8px 10px; color: #c62828; font-weight: bold;">〓 With a Double Attack behind it this is what one-shots tanks — bring a Duban PLD, Indi-Barrier or both.</div></div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 12px 14px; margin: 10px 0; background: #fffdf7; line-height: 1.7;"><div style="font-weight: bold; color: #b71c1c; font-size: 15px;">Incinerating Lahar <span style="display: inline-block; background: #ffe0b2; color: #e65100; border-radius: 14px; padding: 2px 10px; font-weight: bold; font-size: 12px; margin-left: 4px;">AoE around self</span></div><div style="margin-top: 6px;">Weakened, knockback and fire damage.</div><div style="margin-top: 8px; background: #fff5f5; border: 1px solid #ef9a9a; border-radius: 8px; padding: 8px 10px; color: #c62828; font-weight: bold;">〓 This is what kills attackers. Stop swinging while Weakened.</div></div><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 14px 16px; margin: 16px 0 12px 0; line-height: 1.75;"><div style="font-weight: bold; color: #1b5e20; font-size: 16px;">〓 HP triggers and the adds</div><div style="margin-top: 8px;">At <strong>75%</strong> and <strong>40%</strong> HP Kalunga uses <strong>Brazen Rush</strong>. Each one spawns an add (a Matamata) and puts down a debuff field.</div></div><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 12px 16px; margin: 12px 0; line-height: 1.75;"><span style="font-weight: bold; color: #1565c0;">〓 Further reading</span> The comments at the bottom of <a href="https://leaguemili.com/blog-entry-2909.html#02" target="_blank" rel="noopener">this Japanese report</a> are extremely useful.</div><h4 id="kal2en-3" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 1px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">👥 Section 3. Party setup</h4><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 10px 0; background: #fffdf7; line-height: 1.75;"><div style="margin-bottom: 10px;">Six jobs. The roles below are rough guides.</div><div style="display: flex; align-items: center; margin: 6px 0;"><span style="display: inline-block; background: #bbdefb; color: #0d47a1; border-radius: 14px; padding: 3px 14px; margin-right: 10px; font-weight: bold; font-size: 14px; min-width: 150px; text-align: center;">RUN Rune Fencer</span><span>Main tank</span></div><div style="display: flex; align-items: center; margin: 6px 0;"><span style="display: inline-block; background: #ffcdd2; color: #b71c1c; border-radius: 14px; padding: 3px 14px; margin-right: 10px; font-weight: bold; font-size: 14px; min-width: 150px; text-align: center;">WAR Warrior</span><span>Main damage</span></div><div style="display: flex; align-items: center; margin: 6px 0;"><span style="display: inline-block; background: #ffe0b2; color: #e65100; border-radius: 14px; padding: 3px 14px; margin-right: 10px; font-weight: bold; font-size: 14px; min-width: 150px; text-align: center;">COR Corsair</span><span>Damage / support</span></div><div style="display: flex; align-items: center; margin: 6px 0;"><span style="display: inline-block; background: #e1bee7; color: #4a148c; border-radius: 14px; padding: 3px 14px; margin-right: 10px; font-weight: bold; font-size: 14px; min-width: 150px; text-align: center;">BRD Bard</span><span>Support / damage</span></div><div style="display: flex; align-items: center; margin: 6px 0;"><span style="display: inline-block; background: #c8e6c9; color: #1b5e20; border-radius: 14px; padding: 3px 14px; margin-right: 10px; font-weight: bold; font-size: 14px; min-width: 150px; text-align: center;">GEO Geomancer</span><span>Support</span></div><div style="display: flex; align-items: center; margin: 6px 0;"><span style="display: inline-block; background: #cfd8dc; color: #37474f; border-radius: 14px; padding: 3px 14px; margin-right: 10px; font-weight: bold; font-size: 14px; min-width: 150px; text-align: center;">PLD Paladin</span><span>Add tank / healing</span></div></div><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 12px 16px; margin: 12px 0; line-height: 1.75;"><span style="font-weight: bold; color: #1565c0;">〓 Setup notes</span> We run it as <strong>one continuous fight</strong> (no resetting). Both Matamata adds are held by the <strong>Paladin</strong>.</div><h4 id="kal2en-4" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 1px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">⚔️ Section 4. Fight flow</h4><h5 id="kal2en-4-1" style="background: #e8f5e9; color: #33691e; font-size: 17px; font-weight: bold; padding: 8px 14px; border-left: 6px solid #8bc34a; border-radius: 4px; margin: 24px 0 12px 0;">〓 4-1. Pre-fight buffs</h5><div style="font-weight: bold; color: #33691e; margin: 14px 0 6px 0;">■ Indi- spells everyone brings in</div><table style="width: 100%; border-collapse: collapse; margin: 10px 0; font-size: 14px;"><thead><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Job</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Indi- spell</th></tr></thead><tbody><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><span style="display: inline-block; background: #ffcdd2; color: #b71c1c; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">Warrior</span></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Indi-Haste</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><span style="display: inline-block; background: #ffe0b2; color: #e65100; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">Corsair</span></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Indi-STR</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><span style="display: inline-block; background: #e1bee7; color: #4a148c; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">Bard</span></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Indi-Refresh</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><span style="display: inline-block; background: #bbdefb; color: #0d47a1; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">Rune Fencer</span></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Indi-Haste</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><span style="display: inline-block; background: #cfd8dc; color: #37474f; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">Paladin</span></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Indi-Refresh</td></tr></tbody></table><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 12px 16px; margin: 12px 0; line-height: 1.75;"><span style="font-weight: bold; color: #1565c0;">〓 Buffing inside the battlefield</span> Buff <strong>up on the staircase</strong>. The clock is tight, so <strong>get the songs done fast</strong>.</div><div style="font-weight: bold; color: #33691e; margin: 14px 0 6px 0;">■ Songs (using Nightingale + Soul Voice + Clarion Call)</div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 10px 0; background: #fffdf7; line-height: 1.75;">Songs used: <strong>Adventurer's Dirge / Valor Minuet IV / Valor Minuet V / Honor March / Aria of Passion</strong>.<br /><span style="font-weight: bold; color: #c62828;">The PLD must get two Ballads.</span></div><div style="font-weight: bold; color: #33691e; margin: 14px 0 6px 0;">■ Exact song order (for a BRD who can reach Aria of Passion tier 4)</div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 10px 0; background: #fffdf7; line-height: 1.75;"><div><span style="display: inline-block; background: #c8e6c9; color: #1b5e20; border-radius: 14px; padding: 2px 10px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 13px;">① Everyone</span>Mage's Ballad II → Mage's Ballad III → Valor Minuet IV → dummy song → dummy song → Valor Minuet V → Honor March</div><div style="margin-top: 10px;"><span style="display: inline-block; background: #ffe0b2; color: #e65100; border-radius: 14px; padding: 2px 10px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 13px;">② WAR / COR / BRD</span>Adventurer's Dirge → Aria of Passion</div><div style="margin-top: 10px; color: #6d4c41;">Do not bother re-applying songs to the RUN.</div></div><div style="font-weight: bold; color: #33691e; margin: 14px 0 6px 0;">■ Everything else</div><table style="width: 100%; border-collapse: collapse; margin: 10px 0; font-size: 14px;"><thead><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Job</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Buffs</th></tr></thead><tbody><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><span style="display: inline-block; background: #ffe0b2; color: #e65100; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">Corsair</span></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Samurai Roll, Chaos Roll (Crooked Cards recommended)</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><span style="display: inline-block; background: #cfd8dc; color: #37474f; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">Paladin</span></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Majesty, Protect V</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><span style="display: inline-block; background: #bbdefb; color: #0d47a1; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">Rune Fencer</span></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Shell V, Refresh (on the Warrior)</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><span style="display: inline-block; background: #c8e6c9; color: #1b5e20; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">Geomancer</span></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Indi-Barrier, Geo-Fury, Entrust → Indi-Haste</td></tr></tbody></table><h5 id="kal2en-4-2" style="background: #e8f5e9; color: #33691e; font-size: 17px; font-weight: bold; padding: 8px 14px; border-left: 6px solid #8bc34a; border-radius: 4px; margin: 24px 0 12px 0;">🗡️ 4-2. Weapon skill assignments</h5><table style="width: 100%; border-collapse: collapse; margin: 10px 0; font-size: 14px;"><thead><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Job</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Weapon skills</th></tr></thead><tbody><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><span style="display: inline-block; background: #ffcdd2; color: #b71c1c; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">Warrior</span></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>Calamity</strong> and <strong>Mistral Axe</strong>, alternating</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><span style="display: inline-block; background: #ffe0b2; color: #e65100; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">Corsair</span></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;"><strong>Savage Blade</strong></td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><span style="display: inline-block; background: #e1bee7; color: #4a148c; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">Bard</span></td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;"><strong>Savage Blade</strong> and <strong>Fast Blade</strong>, alternating</td></tr></tbody></table><h5 id="kal2en-4-3" style="background: #e8f5e9; color: #33691e; font-size: 17px; font-weight: bold; padding: 8px 14px; border-left: 6px solid #8bc34a; border-radius: 4px; margin: 24px 0 12px 0;">〓 4-3. Positioning</h5><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 10px 0; background: #fffdf7; line-height: 1.75;">Positioning is shown below. The <strong>GEO stands essentially on top of the RUN</strong>.</div><div style="margin: 12px 0; text-align: center;"><img style="max-width: 340px; width: 100%; height: auto;" src="https://jinko0914.up.seesaa.net/image/kalunga_tachiichi_en.png" alt="Kalunga V25 positioning map" /></div><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 12px 16px; margin: 12px 0; line-height: 1.75;"><span style="font-weight: bold; color: #1565c0;">〓 Note</span> There is also a video showing how we take these spots: <a href="https://youtu.be/97RitHtWQss" target="_blank" rel="noopener">〓 taking position</a></div><h5 id="kal2en-4-4" style="background: #e8f5e9; color: #33691e; font-size: 17px; font-weight: bold; padding: 8px 14px; border-left: 6px solid #8bc34a; border-radius: 4px; margin: 24px 0 12px 0;">🔄 4-4. Opening and the run itself</h5><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 10px 0; background: #fffdf7;"><div style="display: flex; margin: 8px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #689f38; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">1</span><div style="line-height: 1.7;">RUN pulls Kalunga with Flash and immediately uses <strong>Elemental Sforzo</strong> to bank a pile of enmity up front. BRD casts <strong>Carnage Elegy</strong> under Nightingale.</div></div><div style="display: flex; margin: 8px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #689f38; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">2</span><div style="line-height: 1.7;">Once the mob settles into place, WAR uses <strong>Warcry</strong> and RUN uses <strong>Valiance</strong> (three Unda runes). Right after that, COR fires <strong>Random Deal</strong> to reset the Warcry and Valiance recasts. (For the rest of the timings, see <strong>4-7</strong>.)</div></div><div style="display: flex; margin: 8px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #689f38; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">3</span><div style="line-height: 1.7;">PLD holds the Matamata adds and <strong>doubles as the party's main healer</strong>.</div></div><div style="display: flex; margin: 8px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #689f38; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">4</span><div style="line-height: 1.7;">The moment the fight opens, GEO uses <strong>Bolster + Widened Compass</strong> and puts down Indi-Barrier + Geo-Fury. <span style="font-weight: bold; color: #c62828;">Do not forget to stack Blaze of Glory and Ecliptic Attrition here — this matters.</span></div></div><div style="display: flex; margin: 8px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #689f38; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">5</span><div style="line-height: 1.7;">At <strong>75%</strong> HP, GEO uses <strong>Entrust + Indi-Haste</strong> to put Haste back on the attackers.</div></div><div style="display: flex; margin: 8px 0;"><span style="flex-shrink: 0; width: 26px; height: 26px; background: #689f38; color: #fff; border-radius: 50%; text-align: center; line-height: 26px; font-weight: bold; margin-right: 10px; font-size: 14px;">6</span><div style="line-height: 1.7;">At <strong>40%</strong> HP, when the second add appears, WAR pops <strong>Mighty Strikes</strong> and COR immediately follows with <strong>Wild Card</strong>. Re-apply the Entrust Indi-Haste to the attackers whenever it drops.</div></div></div><h5 id="kal2en-4-5" style="background: #e8f5e9; color: #33691e; font-size: 17px; font-weight: bold; padding: 8px 14px; border-left: 6px solid #8bc34a; border-radius: 4px; margin: 24px 0 12px 0;">〓️ 4-5. Handling TP moves and one-shot risk</h5><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 10px 0; background: #fffdf7; line-height: 1.75;">With this setup the risk of the <strong>tank</strong> getting one-shot is <strong>as close to zero as it gets</strong>.<br />The <strong>attackers</strong> are the ones still at risk — specifically when an AoE melee round and <strong>Incinerating Lahar</strong> land back to back while they are Weakened.</div><div style="background: #fff5f5; border: 2px solid #ef9a9a; border-radius: 12px; padding: 14px 16px; margin: 14px 0; line-height: 1.75;"><div style="font-weight: bold; color: #c62828; font-size: 16px;">〓️ Stop attacking while Weakened</div><div style="margin-top: 8px;">Unless something has gone badly wrong, <strong>put your weapon away while Weakened</strong>. No exceptions worth making.</div></div><h5 id="kal2en-4-6" style="background: #e8f5e9; color: #33691e; font-size: 17px; font-weight: bold; padding: 8px 14px; border-left: 6px solid #8bc34a; border-radius: 4px; margin: 24px 0 12px 0;">〓 4-6. Removing the Fetters</h5><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 14px 16px; margin: 12px 0; line-height: 1.75;">Kalunga usually has Stoneskin up, so it is important to <strong>always open the skillchain with Savage Blade</strong>.<div style="margin-top: 10px; font-weight: bold; color: #1b5e20;">Skillchain pattern</div><div style="margin-top: 4px;">Savage Blade → Bora Axe → Savage Blade → Bora Axe → (repeat)</div></div><h5 id="kal2en-4-7" style="background: #e8f5e9; color: #33691e; font-size: 17px; font-weight: bold; padding: 8px 14px; border-left: 6px solid #8bc34a; border-radius: 4px; margin: 24px 0 12px 0;">⏱️ 4-7. Random Deal and Wild Card timing</h5><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 10px 0; background: #fffdf7; line-height: 1.75;">Here is the whole fight laid out — TP moves, Random Deal and Wild Card in the order they get used.</div><div style="margin: 12px 0;"><a href="https://jinko0914.up.seesaa.net/image/kalunga_timeline_en.png" target="_blank" rel="noopener"><img style="width: 100%; height: auto; border-radius: 8px;" src="https://jinko0914.up.seesaa.net/image/kalunga_timeline_en.png" alt="Kalunga V25 fight flow - ability order timeline" /></a></div><h4 id="kal2en-5" style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 1px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">〓 Section 5. Job-by-job notes</h4><div style="margin: 14px 0 6px 0;"><span style="display: inline-block; background: #c8e6c9; color: #1b5e20; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">〓 Everyone</span></div><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 14px 16px; margin: 6px 0 18px 0; line-height: 1.75;"><ul style="margin: 0; padding-left: 20px;"><li>Cure your own status ailments with a Panacea. Always.</li><li>When Kalunga uses Blistering Roar, the BRD stops attacking and casts Pining Nocturne.</li><li>When the Fetters come down, somebody calls it — the attackers often cannot see it.</li><li>Do not re-apply songs to the RUN.</li></ul></div><div style="margin: 18px 0 6px 0; font-weight: bold; font-size: 16px; color: #33691e;">〓 Physical attack needed to benefit from Aria of Passion (tier 4)</div><table style="width: 100%; border-collapse: collapse; margin: 10px 0; font-size: 14px;"><thead><tr><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Job</th><th style="background: #689f38; color: #ffffff; padding: 8px 10px; border: 1px solid #dcedc8; text-align: left;">Physical attack</th></tr></thead><tbody><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Warrior</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">1200 – 2126</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">Corsair</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #f6fbef;">1449 – 2483</td></tr><tr><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">Bard</td><td style="padding: 8px 10px; border: 1px solid #dcedc8; background: #ffffff;">1449 – 2483</td></tr></tbody></table><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 12px 16px; margin: 10px 0 20px 0; line-height: 1.75;"><span style="font-weight: bold; color: #1565c0;">〓 What this means</span><ul style="margin: 6px 0 0 0; padding-left: 20px;"><li>Hitting the top of the range is hard for any of these jobs.</li><li>Use food that gives a big attack boost.</li><li><strong>PDL (Physical Damage Limit) gear is essentially pointless here.</strong></li></ul></div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.7;"><div style="margin-bottom: 4px;"><span style="display: inline-block; background: #ffcdd2; color: #b71c1c; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">🪓 Warrior</span><span style="display: inline-block; background: #ffe0b2; color: #e65100; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">〓 Corsair</span><span style="display: inline-block; background: #e1bee7; color: #4a148c; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">〓 Bard</span><span style="display: inline-block; background: #cfd8dc; color: #37474f; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">Attackers</span></div><ul style="margin: 8px 0 0 0; padding-left: 20px;"><li>Fire weapon skills the moment you hit 1000 TP.</li><li>With Valiance up permanently, being Weakened by Incinerating Lahar rarely kills you outright. It still gets dangerous when AoE melee, a Double Attack and a TP move stack — holding off while Weakened is a perfectly good call.</li><li>Random Deal and Wild Card target everyone except the PLD.</li><li>The WAR swaps in a <strong>Schere Earring</strong> on Calamity and Mistral Axe to shed enmity.</li><li>Do not worry about the WAR running out of MP.</li></ul></div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.7;"><div style="margin-bottom: 4px;"><span style="display: inline-block; background: #c8e6c9; color: #1b5e20; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">🌍 Geomancer</span></div><ul style="margin: 8px 0 0 0; padding-left: 20px;"><li>Indi-Barrier is there to keep you and the RUN alive.</li><li>Stand exactly on top of the RUN.</li><li>Your buffs get stripped constantly, so keep <strong>-50% damage taken</strong> gear on at all times.</li></ul></div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.7;"><div style="margin-bottom: 4px;"><span style="display: inline-block; background: #bbdefb; color: #0d47a1; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">🛡️ Rune Fencer</span></div><ul style="margin: 8px 0 0 0; padding-left: 20px;"><li>Assume your buffs get wiped, permanently.</li><li>You need these macro sets:<ul style="margin: 4px 0 0 0; padding-left: 18px;"><li>Stoneskin — Fast Cast <em>and</em> spell interruption rate down together</li><li>Phalanx — Fast Cast <em>and</em> Phalanx potency together</li></ul></li><li>Alternate Foil and Flash every 15 seconds to keep volatile enmity topped up.</li></ul></div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 12px 0; background: #fffdf7; line-height: 1.7;"><div style="margin-bottom: 4px;"><span style="display: inline-block; background: #cfd8dc; color: #37474f; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">🛡️ Paladin</span></div><ul style="margin: 8px 0 0 0; padding-left: 20px;"><li>Your dangerous moment is getting Terror'd by Blistering Roar.</li><li>Build idle and cure sets that do not sacrifice Magic Evasion.</li><li>Food is Miso Ramen. Nothing else.</li><li>Shield is Ochain or Duban (★3 / Level 119 III or better).</li><li>Matamata melee carries an additional Stun effect, so a <strong>100% shield block rate</strong> build is the baseline assumption.</li><li>Once you are at 100% shield block, you do not need spell interruption gear at all — which also spares you the Magic Evasion loss from swapping.</li></ul></div><div style="margin: 22px 0 10px 0;"><img style="max-width: 100%; height: auto;" src="https://jinko0914.up.seesaa.net/image/kalunga_footer_en.png" alt="I hope this helps with your Kalunga V25 attempts" /></div><div style="background: #eef6fb; border: 1px solid #b3d7ea; border-radius: 10px; padding: 14px 16px; margin: 12px 0; line-height: 1.7;"><div style="font-weight: bold; color: #1565c0; margin-bottom: 6px;">〓 Related</div><a href="https://jinko0914.seesaa.net/article/503896067.html#more">Kalunga Part 1 — strategy and fight log</a></div><div class="blogmura-link"><a href="https://blogmura.com/ranking/in?p_cid=11212488" target="_blank"><img src="https://b.blogmura.com/88_31.gif" width="88" height="31" border="0" alt="ブログランキング・にほんブログ村へ" />にほんブログ村</a>
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            <category>Kalunga</category>
      <author>Jinko</author>
      <guid isPermaLink="false">blog:https://blog.seesaa.jp,jinko0914/521197852</guid>
                </item>
        <item>
      <link>https://jinko0914.seesaa.net/article/521169401.html</link>
      <title>そのマクロ、着替えは間に合っていますか？ 〜マクロの見えない0.4166秒という盲点〜</title>
      <pubDate>Sun, 19 Jul 2026 23:57:43 +0900</pubDate>
            <description>EnglishRead this article in English 〓〓 この記事について当ブログの記事 2025年版 魔導剣士（盾専念時）の装備 の中で「NG例」として挙げたマクロが、なぜダメなのかを掘り下げる解説です。例にはフォイルを使いますが、原因はFF11のマクロの仕様そのもの。フォイルに限らず、「詠唱してから装備を着替える」多くのマクロに同じ&quot;盲点&quot;が潜んでいます。「自分のあのマクロ、本当に間に合ってる？」——見直すきっかけになれば幸いです。〓 結論「ファストキ..</description>
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English<a href="https://jinko0914.seesaa.net/article/521206317.html">Read this article in English 〓</a>〓 この記事について当ブログの記事 <a href="https://jinko0914.seesaa.net/article/516752560.html" target="_blank">2025年版 魔導剣士（盾専念時）の装備</a> の中で「NG例」として挙げたマクロが、なぜダメなのかを掘り下げる解説です。例にはフォイルを使いますが、原因はFF11のマクロの仕様そのもの。フォイルに限らず、「詠唱してから装備を着替える」多くのマクロに同じ"盲点"が潜んでいます。「自分のあのマクロ、本当に間に合ってる？」——見直すきっかけになれば幸いです。〓 結論「ファストキャスト頭で速く詠唱 → そのあと敵対心装備に着替え」という組み方のマクロは、着替えが詠唱完了に間に合わず、敵対心（ヘイト）が乗らないことがあります。DPSの小さな損ではなく、盾ジョブにとっては状況次第で「敵が味方に向く」＝事故・全滅につながりうる致命的な問題です。<a></a>⏱️ 前提：マクロには"見えない0.4166秒"があるFF11のマクロは、/wait を書かなくても1行ごとに約0.4166秒の間隔（内部tick）で処理されます。&lt;wait1&gt; のような指定も正確な1秒ではなく、このtickに丸められます（実際には約0.833秒〜1.25秒）。この"見えない間隔"が、着替えのタイミングを狂わせる原因です。〓 なぜこのマクロはダメなのか〓 NG例1行目　/equip head RNバンド+32行目　/ma フォイル &lt;me&gt;3行目　/equipset 敵対心装備 echo &lt;wait1&gt;4行目　/equipset 待機装備 echo敵対心の量は「詠唱が完了した瞬間に着ている装備」で決まります。狙いは③で敵対心装備に着替えて詠唱を終えること。ところが——フォイルの詠唱時間は基本1秒ですが、ファストキャストが最大（80%）まで乗ると約0.2秒まで短くなります。詠唱が速いほど、着替え（③）が来るより先に詠唱が終わってしまいます。⏱️ 実行タイムライン（フォイル詠唱が0.2秒まで速い場合）①頭装備0秒②フォイル詠唱開始+0.42秒③敵対心装備+0.83秒④待機装備+1.25秒🟢 詠唱0.2秒→ 完了✓← 詠唱はもう完了。③の着替えは+0.83秒で手遅れ！✕ 何が起きているかファストキャストが効いてフォイルの詠唱が速くなると（最大で約0.2秒）、③（敵対心装備）が実行される約0.42秒後（1tick後）よりも先に、詠唱が完了します。つまり詠唱が終わった"後"に着替えることになり、完了の瞬間はファストキャスト装備のまま＝敵対心装備を着ていない。狙ったヘイトが乗りません。盾がヘイトを取り損ねれば、敵は後衛やアタッカーへ。これが「たまに事故る」の正体です。〓 カギは &lt;me&gt; と &lt;me&gt; &lt;st&gt; の違い&lt;me&gt;（自動送り）その行のあと、マクロが自動で次の行へ進みます（約0.42秒後）。ファストキャストで詠唱が0.42秒より速くなると、着替えが間に合わない。&lt;me&gt; &lt;st&gt;（手動送り）自分にサブターゲットが出てマクロが一旦停止。決定ボタンを押すと詠唱が始まり、その直後（ほぼ0秒）に次の行（着替え）が走ります。＝0.42秒の隙がなく、着替えが確実に間に合う。〓 解決策の例（好みで選んでOK）〓 はじめに 以下はあくまで一例です。2つに優劣はなく好みで選べばOK。ほかにも組み方はいろいろあります。共通のゴールは「詠唱完了の瞬間に敵対心装備を着ている」ことです。〓 パターン1：シンプル・決定ボタン1回1行目　/equipset 敵対心装備 echo2行目　/ma フォイル &lt;me&gt; &lt;wait1&gt;3行目　/equipset 待機装備 echo○ 長所 先に敵対心装備を着てから詠唱するので、完了時も確実に敵対心装備。決定ボタン1回で完結し、重いエリアでもズレません。△ 短所 敵対心装備で詠唱するぶんファストキャストが最大になりにくい（詠唱がやや遅め。とはいえ重大ではありません）。〓 前提と注意（&lt;wait1&gt;の効き方） この例は、インスパイアなどでファストキャストが乗り、フォイルの詠唱時間が0.5〜0.6秒程度まで短くなっていることを前提にしています。この速さなら &lt;wait1&gt;（実際は約0.833秒〜）のほうが詠唱より長いため、3行目の待機装備への着替えは詠唱が終わったあとに走り、確実に敵対心装備のまま撃てます。いっぽう詠唱時間が0.6秒を超えるとき（ファストキャストが十分に乗らない・重いエリアなど）は、着替えが詠唱完了より先に走ってしまう恐れがあります。そのときは &lt;wait1&gt; を &lt;wait2&gt; にしたほうが安全です。〓 パターン2：ファストキャスト両立・決定ボタン2回1行目　/equip head RNバンド+32行目　/ma フォイル &lt;me&gt; &lt;st&gt;3行目　/equipset 敵対心装備 echo &lt;wait1&gt;4行目　/equipset 待機装備 echo○ 長所 &lt;st&gt; で2行目で一旦停止。決定ボタンを押す→詠唱開始、その直後（ほぼ0秒）に敵対心装備へ着替え。0.42秒の隙がないので、ファストキャスト最大の速い詠唱でも完了時に確実に敵対心装備。△ 短所 &lt;st&gt; のぶん手動操作が1回増えます。やることの多い盾ジョブでは、この一手間が地味にめんどうというデメリットも。〓 補足 「詠唱 → 自動送り(&lt;me&gt;のみ)で着替え」の形は、詠唱が長め＆軽いエリアなら動くこともありますが、重いエリア（ラグ）ではtickがズレて待機装備のまま撃つことがあります。〓 早見表マクロの組み方タイミング敵対心装備を先に着て→詠唱（例：パターン1）○ 確実サブターゲット&lt;st&gt;で手動→詠唱直後に着替え（例：パターン2）○ 確実詠唱→自動送りで着替え△ 重いエリアで失敗もファストキャスト→自動送りで着替え（今回のNG例）✕ 速すぎて不可〓 まとめ大事なのは「詠唱完了の瞬間に敵対心装備を着ている」こと。ここに挙げた2つはあくまで一例で、優劣はなく好みで選んでOK（他にも組み方はあります）。避けたいのは「ファストキャスト＋自動送りで後から着替え」の形だけ。フォイルもフラッシュも考え方は同じです。そして——今回はフォイルを例にしましたが、この「見えない0.4166秒」の盲点は、詠唱＋着替えを行う他の多くのマクロにも当てはまります。この機会に、ご自身のマクロも一度見直してみてください。参考・出典：funanz 氏（マクロ内部遅延の検証）ほか有志の検証・<a href="https://x.com/funanz/status/1547521535283720192" target="_blank">https://x.com/funanz/status/1547521535283720192</a>・<a href="https://x.com/funanz/status/1339548696392843265" target="_blank">https://x.com/funanz/status/1339548696392843265</a>

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<div style="border: 1px solid #b3d7ea; background: #eef6fb; border-radius: 10px; padding: 10px 14px; margin: 0 0 16px 0; line-height: 1.7; font-size: 14px;"><span style="display: inline-block; background: #1565c0; color: #ffffff; border-radius: 4px; padding: 2px 9px; font-weight: bold; font-size: 12px; margin-right: 8px;">English</span><a href="https://jinko0914.seesaa.net/article/521206317.html" style="color: #1565c0; font-weight: bold; text-decoration: none;">Read this article in English 〓</a></div><div style="border: 1px solid #b3d7ea; background: #eef6fb; border-radius: 12px; padding: 14px 16px; margin: 14px 0; line-height: 1.9;"><div style="font-weight: bold; color: #1565c0; font-size: 16px;">〓 この記事について</div><div style="margin-top: 8px;">当ブログの記事 <a href="https://jinko0914.seesaa.net/article/516752560.html" target="_blank" rel="noopener">2025年版 魔導剣士（盾専念時）の装備</a> の中で「NG例」として挙げたマクロが、<strong>なぜダメなのか</strong>を掘り下げる解説です。<br />例にはフォイルを使いますが、原因はFF11の<strong>マクロの仕様</strong>そのもの。フォイルに限らず、<strong>「詠唱してから装備を着替える」多くのマクロに同じ"盲点"</strong>が潜んでいます。<strong>「自分のあのマクロ、本当に間に合ってる？」</strong>——見直すきっかけになれば幸いです。</div></div><div style="background: #fff5f5; border: 2px solid #ef9a9a; border-radius: 12px; padding: 14px 16px; margin: 14px 0;"><div style="font-weight: bold; color: #c62828; font-size: 16px;">〓 結論</div><div style="margin-top: 8px;">「ファストキャスト頭で速く詠唱 → そのあと敵対心装備に着替え」という組み方のマクロは、<strong>着替えが詠唱完了に間に合わず、敵対心（ヘイト）が乗らないことがあります</strong>。DPSの小さな損ではなく、<strong>盾ジョブにとっては状況次第で「敵が味方に向く」＝事故・全滅につながりうる致命的な問題</strong>です。</div></div><a name="more"></a><h4 style="background:linear-gradient(90deg,#689f38,#8bc34a);color:#fff;font-size:20px;font-weight:bold;padding:10px 18px;border-radius:10px;margin:30px 0 14px 0;letter-spacing:1px;text-shadow:0 1px 2px rgba(0,0,0,0.25);">⏱️ 前提：マクロには"見えない0.4166秒"がある</h4><div style="border:1px solid #e0e0e0;border-radius:10px;padding:14px 16px;margin:10px 0;background:#fffdf7;">FF11のマクロは、<code>/wait</code> を書かなくても<strong>1行ごとに約0.4166秒</strong>の間隔（内部tick）で処理されます。<code>&lt;wait1&gt;</code> のような指定も正確な1秒ではなく、このtickに丸められます（実際には約0.833秒〜1.25秒）。この"見えない間隔"が、着替えのタイミングを狂わせる原因です。</div><h4 style="background:linear-gradient(90deg,#689f38,#8bc34a);color:#fff;font-size:20px;font-weight:bold;padding:10px 18px;border-radius:10px;margin:30px 0 14px 0;letter-spacing:1px;text-shadow:0 1px 2px rgba(0,0,0,0.25);">〓 なぜこのマクロはダメなのか</h4><div style="font-weight:bold;color:#c62828;margin:12px 0 6px 0;">〓 NG例</div><div style="background:#263238;color:#e0f2f1;border-radius:8px;padding:12px 15px;margin:8px 0;font-family:Consolas,'Courier New',monospace;font-size:13px;line-height:1.9;overflow-x:auto;">1行目　/equip head RNバンド+3<br />2行目　/ma フォイル &lt;me&gt;<br />3行目　/equipset 敵対心装備 echo &lt;wait1&gt;<br />4行目　/equipset 待機装備 echo</div><div style="margin:10px 0;">敵対心の量は<strong>「詠唱が完了した瞬間に着ている装備」</strong>で決まります。狙いは③で敵対心装備に着替えて詠唱を終えること。ところが——<strong>フォイルの詠唱時間は基本1秒</strong>ですが、<strong>ファストキャストが最大（80%）まで乗ると約0.2秒</strong>まで短くなります。詠唱が速いほど、着替え（③）が来るより先に詠唱が終わってしまいます。</div><div style="background:#f4f6f8;border:1px solid #cfd8dc;border-radius:10px;padding:14px;margin:14px 0;"><div style="font-weight:bold;color:#37474f;margin-bottom:10px;">⏱️ 実行タイムライン（フォイル詠唱が0.2秒まで速い場合）</div><div style="display:flex;gap:6px;text-align:center;font-size:12px;"><div style="flex:1;"><div style="background:#5b8def;color:#fff;border-radius:8px;padding:8px 4px;font-weight:bold;">①頭装備</div><div style="color:#607d8b;margin-top:4px;">0秒</div></div><div style="flex:1;"><div style="background:#5b8def;color:#fff;border-radius:8px;padding:8px 4px;font-weight:bold;">②フォイル<br />詠唱開始</div><div style="color:#607d8b;margin-top:4px;">+0.42秒</div></div><div style="flex:1;"><div style="background:#c62828;color:#fff;border-radius:8px;padding:8px 4px;font-weight:bold;">③敵対心<br />装備</div><div style="color:#c62828;margin-top:4px;font-weight:bold;">+0.83秒</div></div><div style="flex:1;"><div style="background:#90a4ae;color:#fff;border-radius:8px;padding:8px 4px;font-weight:bold;">④待機装備</div><div style="color:#607d8b;margin-top:4px;">+1.25秒</div></div></div><div style="display:flex;gap:6px;margin-top:8px;align-items:flex-start;"><div style="flex:1;"></div><div style="flex:0.9;background:#66bb6a;color:#fff;border-radius:6px;padding:5px;text-align:center;font-size:12px;font-weight:bold;">🟢 詠唱0.2秒<br />→ 完了✓</div><div style="flex:1.1;color:#c62828;font-size:12px;font-weight:bold;padding-top:4px;">← 詠唱はもう完了。③の着替えは+0.83秒で手遅れ！</div><div style="flex:1;"></div></div></div><div style="background:#fff5f5;border:2px solid #ef9a9a;border-radius:12px;padding:14px 16px;margin:14px 0;"><div style="font-weight:bold;color:#c62828;font-size:16px;">✕ 何が起きているか</div><div style="margin-top:8px;">ファストキャストが効いてフォイルの詠唱が速くなると（最大で約0.2秒）、③（敵対心装備）が実行される<strong>約0.42秒後（1tick後）よりも先に、詠唱が完了</strong>します。<br />つまり<strong>詠唱が終わった"後"に着替える</strong>ことになり、完了の瞬間は<strong>ファストキャスト装備のまま</strong>＝敵対心装備を着ていない。狙ったヘイトが乗りません。<br />盾がヘイトを取り損ねれば、敵は後衛やアタッカーへ。<strong>これが「たまに事故る」の正体</strong>です。</div></div><h4 style="background:linear-gradient(90deg,#689f38,#8bc34a);color:#fff;font-size:20px;font-weight:bold;padding:10px 18px;border-radius:10px;margin:30px 0 14px 0;letter-spacing:1px;text-shadow:0 1px 2px rgba(0,0,0,0.25);">〓 カギは &lt;me&gt; と &lt;me&gt; &lt;st&gt; の違い</h4><div style="display:flex;gap:12px;flex-wrap:wrap;margin:12px 0;"><div style="flex:1 1 260px;background:#eef6fb;border:1px solid #b3d7ea;border-radius:10px;padding:12px 14px;"><div style="font-weight:bold;color:#1565c0;margin-bottom:6px;">&lt;me&gt;（自動送り）</div>その行のあと、マクロが<strong>自動で</strong>次の行へ進みます（<strong>約0.42秒後</strong>）。ファストキャストで詠唱が0.42秒より速くなると、<strong>着替えが間に合わない</strong>。</div><div style="flex:1 1 260px;background:#f6fbef;border:1px solid #dce8c8;border-radius:10px;padding:12px 14px;"><div style="font-weight:bold;color:#33691e;margin-bottom:6px;">&lt;me&gt; &lt;st&gt;（手動送り）</div>自分に<strong>サブターゲット</strong>が出てマクロが一旦停止。決定ボタンを押すと詠唱が始まり、<strong>その直後（ほぼ0秒）に次の行（着替え）</strong>が走ります。＝<strong>0.42秒の隙がなく、着替えが確実に間に合う</strong>。</div></div><h4 style="background:linear-gradient(90deg,#689f38,#8bc34a);color:#fff;font-size:20px;font-weight:bold;padding:10px 18px;border-radius:10px;margin:30px 0 14px 0;letter-spacing:1px;text-shadow:0 1px 2px rgba(0,0,0,0.25);">〓 解決策の例（好みで選んでOK）</h4><div style="background:#eef6fb;border:1px solid #b3d7ea;border-radius:10px;padding:12px 16px;margin:10px 0;line-height:1.9;"><span style="font-weight:bold;color:#1565c0;">〓 はじめに</span> 以下は<strong>あくまで一例</strong>です。2つに優劣はなく<strong>好み</strong>で選べばOK。ほかにも組み方はいろいろあります。共通のゴールは「<strong>詠唱完了の瞬間に敵対心装備を着ている</strong>」ことです。</div><h5 style="background:#e8f5e9;color:#33691e;font-size:17px;font-weight:bold;padding:8px 14px;border-left:6px solid #8bc34a;border-radius:4px;margin:24px 0 12px 0;">〓 パターン1：シンプル・決定ボタン1回</h5><div style="background:#263238;color:#e0f2f1;border-radius:8px;padding:12px 15px;margin:8px 0;font-family:Consolas,'Courier New',monospace;font-size:13px;line-height:1.9;overflow-x:auto;">1行目　/equipset 敵対心装備 echo<br />2行目　/ma フォイル &lt;me&gt; &lt;wait1&gt;<br />3行目　/equipset 待機装備 echo</div><div style="background:#f6fbef;border:1px solid #dce8c8;border-radius:10px;padding:12px 16px;margin:10px 0;"><span style="font-weight:bold;color:#1b5e20;">○ 長所</span> <strong>先に敵対心装備を着てから</strong>詠唱するので、完了時も確実に敵対心装備。決定ボタン1回で完結し、重いエリアでもズレません。<br /><span style="font-weight:bold;color:#e65100;">△ 短所</span> 敵対心装備で詠唱するぶん<strong>ファストキャストが最大になりにくい</strong>（詠唱がやや遅め。とはいえ重大ではありません）。</div><div style="background:#eef6fb;border:1px solid #b3d7ea;border-radius:10px;padding:12px 16px;margin:10px 0;line-height:1.9;"><span style="font-weight:bold;color:#1565c0;">〓 前提と注意（&lt;wait1&gt;の効き方）</span> この例は、<strong>インスパイアなどでファストキャストが乗り、フォイルの詠唱時間が0.5〜0.6秒程度まで短くなっていること</strong>を前提にしています。この速さなら <code>&lt;wait1&gt;</code>（実際は約0.833秒〜）のほうが詠唱より長いため、3行目の待機装備への着替えは<strong>詠唱が終わったあと</strong>に走り、確実に敵対心装備のまま撃てます。<br />いっぽう<strong>詠唱時間が0.6秒を超えるとき</strong>（ファストキャストが十分に乗らない・重いエリアなど）は、着替えが詠唱完了より先に走ってしまう恐れがあります。そのときは <code>&lt;wait1&gt;</code> を <strong><code>&lt;wait2&gt;</code></strong> にしたほうが安全です。</div><h5 style="background:#e8f5e9;color:#33691e;font-size:17px;font-weight:bold;padding:8px 14px;border-left:6px solid #8bc34a;border-radius:4px;margin:24px 0 12px 0;">〓 パターン2：ファストキャスト両立・決定ボタン2回</h5><div style="background:#263238;color:#e0f2f1;border-radius:8px;padding:12px 15px;margin:8px 0;font-family:Consolas,'Courier New',monospace;font-size:13px;line-height:1.9;overflow-x:auto;">1行目　/equip head RNバンド+3<br />2行目　/ma フォイル &lt;me&gt; &lt;st&gt;<br />3行目　/equipset 敵対心装備 echo &lt;wait1&gt;<br />4行目　/equipset 待機装備 echo</div><div style="background:#f6fbef;border:1px solid #dce8c8;border-radius:10px;padding:12px 16px;margin:10px 0;"><span style="font-weight:bold;color:#1b5e20;">○ 長所</span> <code>&lt;st&gt;</code> で2行目で一旦停止。<strong>決定ボタンを押す→詠唱開始、その直後（ほぼ0秒）に敵対心装備へ着替え</strong>。0.42秒の隙がないので、<strong>ファストキャスト最大の速い詠唱でも完了時に確実に敵対心装備</strong>。<br /><span style="font-weight:bold;color:#e65100;">△ 短所</span> <code>&lt;st&gt;</code> のぶん<strong>手動操作が1回増えます</strong>。やることの多い盾ジョブでは、この一手間が地味にめんどうというデメリットも。</div><div style="background:#eef6fb;border:1px solid #b3d7ea;border-radius:10px;padding:12px 16px;margin:14px 0;line-height:1.9;"><span style="font-weight:bold;color:#1565c0;">〓 補足</span> 「詠唱 → 自動送り(&lt;me&gt;のみ)で着替え」の形は、詠唱が長め＆軽いエリアなら動くこともありますが、<strong>重いエリア（ラグ）ではtickがズレて待機装備のまま撃つ</strong>ことがあります。</div><h4 style="background:linear-gradient(90deg,#689f38,#8bc34a);color:#fff;font-size:20px;font-weight:bold;padding:10px 18px;border-radius:10px;margin:30px 0 14px 0;letter-spacing:1px;text-shadow:0 1px 2px rgba(0,0,0,0.25);">〓 早見表</h4><table style="width:100%;border-collapse:collapse;margin:12px 0;font-size:14px;"><thead><tr><th style="background:#689f38;color:#fff;padding:8px 10px;border:1px solid #dcedc8;text-align:left;">マクロの組み方</th><th style="background:#689f38;color:#fff;padding:8px 10px;border:1px solid #dcedc8;text-align:center;width:26%;">タイミング</th></tr></thead><tbody><tr><td style="padding:8px 10px;border:1px solid #dcedc8;background:#fff;">敵対心装備を<strong>先に着て</strong>→詠唱（例：パターン1）</td><td style="padding:8px 10px;border:1px solid #dcedc8;background:#fff;text-align:center;font-weight:bold;color:#2e7d32;">○ 確実</td></tr><tr><td style="padding:8px 10px;border:1px solid #dcedc8;background:#f6fbef;">サブターゲット<code>&lt;st&gt;</code>で手動→詠唱直後に着替え（例：パターン2）</td><td style="padding:8px 10px;border:1px solid #dcedc8;background:#f6fbef;text-align:center;font-weight:bold;color:#2e7d32;">○ 確実</td></tr><tr><td style="padding:8px 10px;border:1px solid #dcedc8;background:#fff;">詠唱→<strong>自動送り</strong>で着替え</td><td style="padding:8px 10px;border:1px solid #dcedc8;background:#fff;text-align:center;font-weight:bold;color:#e65100;">△ 重いエリアで失敗も</td></tr><tr><td style="padding:8px 10px;border:1px solid #dcedc8;background:#f6fbef;"><strong>ファストキャスト</strong>→自動送りで着替え（今回のNG例）</td><td style="padding:8px 10px;border:1px solid #dcedc8;background:#f6fbef;text-align:center;font-weight:bold;color:#c62828;">✕ 速すぎて不可</td></tr></tbody></table><div style="background:#f6fbef;border:1px solid #dce8c8;border-radius:10px;padding:14px 16px;margin:16px 0;line-height:1.9;"><div style="font-weight:bold;color:#1b5e20;">〓 まとめ</div><div style="margin-top:6px;">大事なのは「<strong>詠唱完了の瞬間に敵対心装備を着ている</strong>」こと。ここに挙げた2つはあくまで一例で、<strong>優劣はなく好みで選んでOK</strong>（他にも組み方はあります）。避けたいのは「ファストキャスト＋自動送りで後から着替え」の形だけ。フォイルもフラッシュも考え方は同じです。<br />そして——今回はフォイルを例にしましたが、この<strong>「見えない0.4166秒」の盲点は、詠唱＋着替えを行う他の多くのマクロにも当てはまります</strong>。この機会に、ご自身のマクロも一度見直してみてください。</div></div><div style="border:1px solid #e0e0e0;border-radius:10px;padding:12px 16px;margin:12px 0;background:#fafafa;font-size:13px;color:#666;">参考・出典：funanz 氏（マクロ内部遅延の検証）ほか有志の検証<br />・<a href="https://x.com/funanz/status/1547521535283720192" target="_blank" rel="noopener">https://x.com/funanz/status/1547521535283720192</a><br />・<a href="https://x.com/funanz/status/1339548696392843265" target="_blank" rel="noopener">https://x.com/funanz/status/1339548696392843265</a></div><div class="blogmura-link"><a href="https://blogmura.com/ranking/in?p_cid=11212488" target="_blank"><img src="https://b.blogmura.com/88_31.gif" width="88" height="31" border="0" alt="ブログランキング・にほんブログ村へ" />にほんブログ村</a>
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            <category>日記 (Diary)</category>
      <author>Jinko</author>
      <guid isPermaLink="false">blog:https://blog.seesaa.jp,jinko0914/521169401</guid>
                </item>
        <item>
      <link>https://jinko0914.seesaa.net/article/503952596.html</link>
      <title>アンバスケード１章とてむず　キキルン族</title>
      <pubDate>Fri, 10 Jul 2026 00:00:00 +0900</pubDate>
            <description>(2024/7/11 公開）(2026/7/10 更新)視覚的にみやすく全体を修正しました。戦術内容に変更はないです。</description>
            <itunes:summary><![CDATA[
<img src="https://jinko0914.up.seesaa.net/image/kikirun_hero.png" alt="&#x30A2;&#x30F3;&#x30D0;&#x30B9;&#x30B1;&#x30FC;&#x30C9;1&#x7AE0;&#x3068;&#x3066;&#x3080;&#x305A; &#x30AD;&#x30AD;&#x30EB;&#x30F3;&#x65CF; &#x653B;&#x7565;" />(2024/7/11 公開）(2026/7/10 更新)視覚的にみやすく全体を修正しました。戦術内容に変更はないです。<a></a>🐁 敵ボスBozzetto Pilfererお供 ✕5体Bozzetto Scoundrel〓️ ギミック詳細はこちら→<a href="https://wikiwiki.jp/ffxi/%E3%82%A2%E3%83%B3%E3%83%90%E3%82%B9%E3%82%B1%E3%83%BC%E3%83%89/%E6%88%A6%E9%97%98/200708" target="_blank">FF11wiki</a>〓 注意すべきギミックは、下記が絶対使用禁止という点です。風水魔法呪歌ファントムロール神獣の加護ボスは定期的に爆弾を設置するので、それを全員で速やかに処理することを徹底すれば、その他のギミックはあまり気にしなくて大丈夫です。<img src="https://jinko0914.up.seesaa.net/image/kikirun_bomb2.png" alt="&#x7206;&#x5F3E;&#x306F;&#x6700;&#x512A;&#x5148;&#x3067;&#x51E6;&#x7406;" />⚔️ ジョブ構成戦、青、踊✕２、前、赤/黒or学前枠は火力があればなんでもよいと思います。※踊り子を1人にして、前をもう1人増やしても問題はないです。〓 戦闘時間：3分40秒～4分程度〓 戦闘の流れ1まずBFに入る前に、赤魔道士はプロテスV、ヘイスト２をパーティメンバー全員に配る。2BFに入ったら赤魔道士は全員にファランクス２を配る（強化はこれだけで大丈夫です）。3精霊の印＋サボトゥール＋スリプガ２で戦闘開始する。（マスターレベル35ないひとはサポ学で、範囲スリプル２でも可。）4倒す順番はボス＞その他5ボスは寝ないので、戦士が速やかに挑発でタゲをとり、アタッカーたちは戦闘開始する。6必要な支援赤魔道士パライズ２、ディア３、ボスのみディストラ３踊り子ヘイストサンバ、プレスト＋ボックスステップ、ケアルワルツ、ディバインワルツ青魔道士ディフュージョン＋反応炉冷却（重要ポイント）戦士アーマーブレイク7ボスは定期的に爆弾を落とすので、それをアタッカー全員で速やかに処理する。8敵を倒すたびに、赤魔道士はディア３で次の敵を起こしていく。起こした敵をアタッカーたちが討伐していく。〓 各ジョブについて◆ 青魔道士ディフュージョン＋反応炉冷却をおこなうと、デッドアイによる物理防御力ダウンを防ぐことができます。デッドアイをくらうと死亡事故が増えます。青魔道士のこの役割は必須ではないですが、あるとかなり効率がよくなります。◆ 踊り子 ✕２名主な役割は下記の３点です。それ以外は全力で攻撃参加します。１名がヘイストサンバを担当する。プレスト＋ボックスステップを２名でうつことで、ボックスステップLv10を一瞬で達成させる。ケアルワルツやディバインワルツで味方の回復支援を行う。◆ 赤魔道士マスターレベルが35以上あるひとは、サポ黒で。BF入る前に、ヘイスト２、プロテスVを全員に配ります。今回は魔法攻撃がないので、シェルは不要です。BFに入ってからの強化は、ファランクス２のみで大丈夫です。それ以外は不要です。味方への支援を速やかにおわらすため、コンポージャーは使用しないようにします。コンポージャーはBF入る前の自身の強化のために使う感じで大丈夫です。踊り子が味方のHPを回復してくれるので、赤魔道士はケアルをする必要はあまりないです。戦闘に慣れてきたら、赤魔道士も攻撃参加するとよいと思います。◆ 戦士、前戦士は挑発でターゲットをとり、アーマーブレイクをうつ役割をします。その他は、一般的な動きで大丈夫です。前は火力があればなんでもよいと思います。戦士はテラーになる時間が長くなるので、各敵を討伐する際の開幕ですぐにアーマーブレイクをうてるように、TPを調節します。戦士はダメージソースとしての役割もありますが、その中心になる必要はないです。<img src="https://jinko0914.up.seesaa.net/image/kikirun_footer2.png" alt="&#x304A;&#x3064;&#x304B;&#x308C;&#x3055;&#x307E;&#x3067;&#x3057;&#x305F;" />〓 ほかの種族のアンバスケード攻略記事も書いています<a href="https://jinko0914.seesaa.net/category/27609729-1.html">アンバスケード攻略記事一覧へ 〓</a><a href="https://blogmura.com/ranking/in?p_cid=11212488" target="_blank"><img src="https://b.blogmura.com/88_31.gif" alt="&#x30D6;&#x30ED;&#x30B0;&#x30E9;&#x30F3;&#x30AD;&#x30F3;&#x30B0;&#x30FB;&#x306B;&#x307B;&#x3093;&#x30D6;&#x30ED;&#x30B0;&#x6751;&#x3078;" width="88" height="31" border="0" />にほんブログ村</a><a href="https://blogmura.com/profiles/11212488?p_cid=11212488" target="_blank"><img src="https://blogparts.blogmura.com/parts_image/user/pv11212488.gif" alt="PV&#x30A2;&#x30AF;&#x30BB;&#x30B9;&#x30E9;&#x30F3;&#x30AD;&#x30F3;&#x30B0; &#x306B;&#x307B;&#x3093;&#x30D6;&#x30ED;&#x30B0;&#x6751;" /></a><a href="https://blog.with2.net/link/?id=2113895&amp;cid=1410" target="_blank"><img src="https://blog.with2.net/img/banner/c/banner_1/br_c_1410_1.gif" alt="&#x4EBA;&#x6C17;&#x30D6;&#x30ED;&#x30B0;&#x30E9;&#x30F3;&#x30AD;&#x30F3;&#x30B0;" /></a>人気ブログランキング

]]></itunes:summary>
      <content:encoded><![CDATA[
<div style="margin: 0 0 14px 0;"><img style="width: 100%; height: auto; border-radius: 12px;" src="https://jinko0914.up.seesaa.net/image/kikirun_hero.png" alt="アンバスケード1章とてむず キキルン族 攻略" /></div><div style="line-height: 1.8;"><span style="color: #ff0000;"><span style="color: #ff0000;">(2024/7/11 公開）</span></span><div><span style="color: #ff0000;">(2026/7/10 更新)</span></div>視覚的にみやすく全体を修正しました。戦術内容に変更はないです。</div><a name="more"></a><div style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 1px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">🐁 敵</div><div style="border: 1px solid #e0e0e0; border-radius: 10px; padding: 14px 16px; margin: 10px 0; background: #fffdf7; line-height: 2;"><div><span style="display: inline-block; background: #ffcdd2; color: #b71c1c; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">ボス</span><span style="font-weight: bold; font-size: 16px;">Bozzetto Pilferer</span></div><div><span style="display: inline-block; background: #cfd8dc; color: #37474f; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">お供 ✕5体</span><span style="font-weight: bold; font-size: 16px;">Bozzetto Scoundrel</span></div></div><div style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 1px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">〓️ ギミック</div><div style="margin: 8px 0; line-height: 1.8;">詳細はこちら→<a style="color: #1565c0; font-weight: bold;" href="https://wikiwiki.jp/ffxi/%E3%82%A2%E3%83%B3%E3%83%90%E3%82%B9%E3%82%B1%E3%83%BC%E3%83%89/%E6%88%A6%E9%97%98/200708" target="_blank" rel="noopener">FF11wiki</a></div><div style="background: #fff5f5; border: 2px solid #ef9a9a; border-radius: 12px; padding: 14px 16px; margin: 14px 0; line-height: 1.9;"><div style="font-weight: bold; color: #c62828; font-size: 16px;">〓 注意すべきギミックは、下記が絶対使用禁止という点です。</div><div style="margin-top: 8px;"><span style="display: inline-block; background: #ffcdd2; color: #b71c1c; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">風水魔法</span><span style="display: inline-block; background: #ffcdd2; color: #b71c1c; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">呪歌</span><span style="display: inline-block; background: #ffcdd2; color: #b71c1c; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">ファントムロール</span><span style="display: inline-block; background: #ffcdd2; color: #b71c1c; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">神獣の加護</span></div></div><div style="line-height: 1.9;">ボスは定期的に爆弾を設置するので、それを全員で速やかに処理することを徹底すれば、その他のギミックはあまり気にしなくて大丈夫です。</div><div style="margin: 16px 0; text-align: center;"><img style="max-width: 100%; height: auto;" src="https://jinko0914.up.seesaa.net/image/kikirun_bomb2.png" alt="爆弾は最優先で処理" /></div><div style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 1px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">⚔️ ジョブ構成</div><div style="background: #f6fbef; border: 1px solid #dce8c8; border-radius: 10px; padding: 14px 16px; text-align: center; font-size: 19px; font-weight: bold; color: #5d4037; margin: 12px 0; letter-spacing: 1px;">戦、青、踊✕２、前、赤/黒or学</div><div style="line-height: 1.9;">前枠は火力があればなんでもよいと思います。<br />※踊り子を1人にして、前をもう1人増やしても問題はないです。</div><div style="margin: 14px 0; text-align: center;"><span style="display: inline-block; background: #37474f; color: #fff; border-radius: 20px; padding: 8px 22px; font-weight: bold;">〓 戦闘時間：3分40秒～4分程度</span></div><div style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 1px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">〓 戦闘の流れ</div><div style="margin: 10px 0; padding: 12px 14px; background: #f6fbef; border-left: 6px solid #7cb342; border-radius: 6px; line-height: 1.7;"><span style="display: inline-block; min-width: 28px; height: 28px; line-height: 28px; text-align: center; background: #7cb342; color: #fff; border-radius: 50%; font-weight: bold; margin-right: 10px;">1</span>まずBFに入る前に、赤魔道士はプロテスV、ヘイスト２をパーティメンバー全員に配る。</div><div style="margin: 10px 0; padding: 12px 14px; background: #f6fbef; border-left: 6px solid #7cb342; border-radius: 6px; line-height: 1.7;"><span style="display: inline-block; min-width: 28px; height: 28px; line-height: 28px; text-align: center; background: #7cb342; color: #fff; border-radius: 50%; font-weight: bold; margin-right: 10px;">2</span>BFに入ったら赤魔道士は全員にファランクス２を配る（強化はこれだけで大丈夫です）。</div><div style="margin: 10px 0; padding: 12px 14px; background: #f6fbef; border-left: 6px solid #7cb342; border-radius: 6px; line-height: 1.7;"><span style="display: inline-block; min-width: 28px; height: 28px; line-height: 28px; text-align: center; background: #7cb342; color: #fff; border-radius: 50%; font-weight: bold; margin-right: 10px;">3</span>精霊の印＋サボトゥール＋スリプガ２で戦闘開始する。（マスターレベル35ないひとはサポ学で、範囲スリプル２でも可。）</div><div style="margin: 10px 0; padding: 12px 14px; background: #f6fbef; border-left: 6px solid #7cb342; border-radius: 6px; line-height: 1.7;"><span style="display: inline-block; min-width: 28px; height: 28px; line-height: 28px; text-align: center; background: #7cb342; color: #fff; border-radius: 50%; font-weight: bold; margin-right: 10px;">4</span>倒す順番は<span style="font-weight: bold; color: #c62828;">ボス＞その他</span></div><div style="margin: 10px 0; padding: 12px 14px; background: #f6fbef; border-left: 6px solid #7cb342; border-radius: 6px; line-height: 1.7;"><span style="display: inline-block; min-width: 28px; height: 28px; line-height: 28px; text-align: center; background: #7cb342; color: #fff; border-radius: 50%; font-weight: bold; margin-right: 10px;">5</span>ボスは寝ないので、戦士が速やかに挑発でタゲをとり、アタッカーたちは戦闘開始する。</div><div style="margin: 10px 0; padding: 12px 14px; background: #f6fbef; border-left: 6px solid #7cb342; border-radius: 6px; line-height: 1.7;"><span style="display: inline-block; min-width: 28px; height: 28px; line-height: 28px; text-align: center; background: #7cb342; color: #fff; border-radius: 50%; font-weight: bold; margin-right: 10px;">6</span>必要な支援<div style="background: #ffffff; border: 1px solid #dce8c8; border-radius: 8px; padding: 10px 12px; margin-top: 10px; line-height: 2;"><div><span style="display: inline-block; background: #e53935; color: #ffffff; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">赤魔道士</span>パライズ２、ディア３、ボスのみディストラ３</div><div><span style="display: inline-block; background: #ec407a; color: #ffffff; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">踊り子</span>ヘイストサンバ、プレスト＋ボックスステップ、ケアルワルツ、ディバインワルツ</div><div><span style="display: inline-block; background: #1e88e5; color: #ffffff; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">青魔道士</span><span style="background: linear-gradient(transparent 60%,#fff59d 60%); font-weight: bold;">ディフュージョン＋反応炉冷却（重要ポイント）</span></div><div><span style="display: inline-block; background: #546e7a; color: #ffffff; border-radius: 14px; padding: 3px 12px; margin: 3px 4px 3px 0; font-weight: bold; font-size: 14px;">戦士</span>アーマーブレイク</div></div></div><div style="margin: 10px 0; padding: 12px 14px; background: #f6fbef; border-left: 6px solid #7cb342; border-radius: 6px; line-height: 1.7;"><span style="display: inline-block; min-width: 28px; height: 28px; line-height: 28px; text-align: center; background: #7cb342; color: #fff; border-radius: 50%; font-weight: bold; margin-right: 10px;">7</span>ボスは定期的に爆弾を落とすので、それを<span style="font-weight: bold; color: #c62828;">アタッカー全員で速やかに処理する</span>。</div><div style="margin: 10px 0; padding: 12px 14px; background: #f6fbef; border-left: 6px solid #7cb342; border-radius: 6px; line-height: 1.7;"><span style="display: inline-block; min-width: 28px; height: 28px; line-height: 28px; text-align: center; background: #7cb342; color: #fff; border-radius: 50%; font-weight: bold; margin-right: 10px;">8</span>敵を倒すたびに、赤魔道士はディア３で次の敵を起こしていく。起こした敵をアタッカーたちが討伐していく。</div><div style="background: linear-gradient(90deg,#689f38,#8bc34a); color: #ffffff; font-size: 20px; font-weight: bold; padding: 10px 18px; border-radius: 10px; margin: 30px 0 14px 0; letter-spacing: 1px; text-shadow: 0 1px 2px rgba(0,0,0,0.25);">〓 各ジョブについて</div><div style="border: 1px solid #e0e0e0; border-left: 8px solid #1e88e5; border-radius: 10px; padding: 14px 16px; margin: 14px 0; background: #fafdff; line-height: 1.8;"><div style="font-weight: bold; color: #1565c0; font-size: 17px; margin-bottom: 6px;">◆ 青魔道士</div><div><span style="background: linear-gradient(transparent 60%,#fff59d 60%); font-weight: bold;">ディフュージョン＋反応炉冷却をおこなうと、デッドアイによる物理防御力ダウンを防ぐことができます。</span></div><div>デッドアイをくらうと死亡事故が増えます。青魔道士のこの役割は必須ではないですが、あるとかなり効率がよくなります。</div></div><div style="border: 1px solid #e0e0e0; border-left: 8px solid #ec407a; border-radius: 10px; padding: 14px 16px; margin: 14px 0; background: #fffafc; line-height: 1.8;"><div style="font-weight: bold; color: #ad1457; font-size: 17px; margin-bottom: 6px;">◆ 踊り子 ✕２名</div><div>主な役割は下記の３点です。それ以外は全力で攻撃参加します。</div><ul style="margin: 8px 0 0 0; padding-left: 22px;"><li>１名がヘイストサンバを担当する。</li><li>プレスト＋ボックスステップを２名でうつことで、ボックスステップLv10を一瞬で達成させる。</li><li>ケアルワルツやディバインワルツで味方の回復支援を行う。</li></ul></div><div style="border: 1px solid #e0e0e0; border-left: 8px solid #e53935; border-radius: 10px; padding: 14px 16px; margin: 14px 0; background: #fffafa; line-height: 1.8;"><div style="font-weight: bold; color: #b71c1c; font-size: 17px; margin-bottom: 6px;">◆ 赤魔道士</div><div>マスターレベルが35以上あるひとは、サポ黒で。</div><div>BF入る前に、ヘイスト２、プロテスVを全員に配ります。今回は魔法攻撃がないので、シェルは不要です。</div><div>BFに入ってからの強化は、ファランクス２のみで大丈夫です。それ以外は不要です。</div><div style="margin-top: 8px;">味方への支援を速やかにおわらすため、コンポージャーは使用しないようにします。</div><div>コンポージャーはBF入る前の自身の強化のために使う感じで大丈夫です。</div><div>踊り子が味方のHPを回復してくれるので、赤魔道士はケアルをする必要はあまりないです。</div><div style="margin-top: 8px;">戦闘に慣れてきたら、赤魔道士も攻撃参加するとよいと思います。</div></div><div style="border: 1px solid #e0e0e0; border-left: 8px solid #546e7a; border-radius: 10px; padding: 14px 16px; margin: 14px 0; background: #f8fafb; line-height: 1.8;"><div style="font-weight: bold; color: #37474f; font-size: 17px; margin-bottom: 6px;">◆ 戦士、前</div><div>戦士は挑発でターゲットをとり、アーマーブレイクをうつ役割をします。その他は、一般的な動きで大丈夫です。</div><div>前は火力があればなんでもよいと思います。</div><div style="margin-top: 8px;">戦士はテラーになる時間が長くなるので、各敵を討伐する際の開幕ですぐにアーマーブレイクをうてるように、TPを調節します。戦士はダメージソースとしての役割もありますが、その中心になる必要はないです。</div></div><div style="margin: 26px 0 10px 0; text-align: center;"><img style="max-width: 100%; height: auto;" src="https://jinko0914.up.seesaa.net/image/kikirun_footer2.png" alt="おつかれさまでした" /></div><div style="background: #f1f8e9; border: 2px dashed #aed581; border-radius: 14px; padding: 16px; text-align: center; margin: 20px 0;"><div style="font-weight: bold; color: #558b2f; font-size: 16px; margin-bottom: 10px;">〓 ほかの種族のアンバスケード攻略記事も書いています</div><a style="display: inline-block; background: #689f38; color: #ffffff; border-radius: 22px; padding: 10px 26px; 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            <category>アンバスケード (Ambuscade)</category>
      <author>Jinko</author>
      <guid isPermaLink="false">blog:https://blog.seesaa.jp,jinko0914/503952596</guid>
                </item>
        <item>
      <link>https://jinko0914.seesaa.net/article/498542049.html</link>
      <title>アンバスケード1章とてむず　サハギン族</title>
      <pubDate>Wed, 24 Jun 2026 14:10:00 +0900</pubDate>
            <description>（2023年3月14日内容更新しました。）（2026年6月23日更新）（2026年6月24日更新）今月は、久しぶりのリバイバル開催となりました。高難易度のバトルですが、ギミックをよく理解し、与えられた役割を各自きっちりこなせば、運要素はほとんどなく、安定して討伐可能です。</description>
            <itunes:summary><![CDATA[
（2023年3月14日内容更新しました。）（2026年6月23日更新）（2026年6月24日更新）<img src="https://jinko0914.up.seesaa.net/image/sahagin_hero2.png" alt="&#x30A2;&#x30F3;&#x30D0;&#x30B9;&#x30B1;&#x30FC;&#x30C9;1&#x7AE0;&#x3068;&#x3066;&#x3080;&#x305A; &#x30B5;&#x30CF;&#x30AE;&#x30F3;&#x65CF; &#x653B;&#x7565;&#x30D0;&#x30CA;&#x30FC;" />今月は、久しぶりのリバイバル開催となりました。高難易度のバトルですが、ギミックをよく理解し、与えられた役割を各自きっちりこなせば、運要素はほとんどなく、安定して討伐可能です。<a></a>【敵】・Bozzetto Songstress（ボス／吟遊詩人）・Bozzetto Wavefist ×2（モンク）・Bozzetto Flowspear ×2（竜騎士）・Bozzetto Hydrophile ×1（白魔道士）・Chirurgeon ×1（頭足）【ギミック】詳細は → <a href="https://wikiwiki.jp/ffxi/%E3%82%A2%E3%83%B3%E3%83%90%E3%82%B9%E3%82%B1%E3%83%BC%E3%83%89/%E6%88%A6%E9%97%98/210712" target="_blank">FF11wiki</a>ギミックの要点（<a href="https://leaguemili.com/blog-entry-2915.html" target="_blank">りがみり報告書</a>から抜粋）① Bozzetto Songstress は、静寂からバブルクレンズを使用するまでの時間が60秒② Bozzetto Songstress に累積弱体耐性はなし③ 護衛の再出現間隔は180秒④ 護衛は、再出現時にレベルアップを引き継がない⑤ 護衛は、一度の被ダメージ量が22222ダメージに達すると特殊技を使用する※引用文中の「護衛」は、本文でいう「お供」のことです。特に③・④の仕様の関係で、倒す順番が重要になります。【倒す順番について】1.　白魔道士サハギン（以下、白サハギン） → 頭足 → モンク → モンク → 竜騎士 → 竜騎士2.　ボス白サハギンを討伐しようとすると、女神の祝福を使ってきます。これによってボスのHPも回復してしまうため、白サハギンを最初に倒します。お供を全部倒すと、ボスにダメージが通るようになります（さらに与ダメージ2倍ボーナス付き）。お供がリポップする前にボスを討伐できなかったときは、リポップした白サハギンは倒さず、寝かせて放置します。その次からリポップするお供を倒して討伐終了となります。【ジョブ構成】戦戦コ詩学風⏱ 討伐時間は5分30秒前後。【戦闘の流れ】ポイントとなるのは、倒す順番（上記のとおり）とサイレスの入れ方です。<img src="https://jinko0914.up.seesaa.net/image/sahagin_silence2.png" alt="&#x30DC;&#x30B9;&#x306E;&#x6B4C;&#x306F;&#x30B5;&#x30A4;&#x30EC;&#x30B9;&#x3067;&#x5B8C;&#x5C01;" />サイレスを入れるタイミングは、ヴィルレーが来る前ならいつでも良いと思います。ただし、すぐに入れてしまうとお供が強くなるので、できるかぎりヴィルレーが来る直前が良さそうです。私は、1匹目のモンクサハギンがボスの傍までやってきたときにサイレスを使用するようにしています。一度サイレスを入れたあとは、常に維持するようにします。<img src="https://jinko0914.up.seesaa.net/image/sahagin_position2.png" alt="&#x30A2;&#x30BF;&#x30C3;&#x30AB;&#x30FC;&#x306F;&#x30DC;&#x30B9;&#x306E;&#x508D;&#x304B;&#x3089;&#x96E2;&#x308C;&#x306A;&#x3044;" />ボスから離れれば離れるほど、お供のダメージカット率が高くなるので、アタッカーは必ずボスの傍に立ち位置をとります。敵は時々、オートアタックが届かない距離まで大きく動きますが、必ず届く位置まで戻ってきます。プレイヤーはつられて動かないようぐっと我慢し、ボスの傍から離れないようにしましょう。これができないと、討伐が非常に困難になります。（戦闘の流れの一例）1.　戦士の1名がお供全部を入口角まで引っ張る。もう一方の戦士は白サハギンを挑発で引き抜き、ボスの傍まで連れてきて戦闘を開始する。2.　ナイトル併用下で、魔物達のララバイIIでお供サハギンを全部寝かせる。3.　頭足は寝ないので、入口角にいる戦士が挑発でタゲをとり、ボスの傍まで連れてくる。4.　風水士は速やかに、グローリーブレイズ＋サークルエンリッチ併用のジオフレイルをボスへ設置する。5.　頭足が倒される直前に、詩人はディアIIでモンクサハギンを起こす。その後も同様に、お供が倒される直前にディアIIで次に討伐するお供を起こしていく。6.　風水士・学者・詩人は弱体魔法を次々にボスへ入れ、合計4種類以上の状態異常にしておく。1匹目のモンクサハギンがボスの傍に来たくらいで、風水士または学者がサイレスをボスへ入れる。その後、60秒経過するとボスはバブルクレンズを使用してくるので、速やかに弱体魔法を4種類以上入れ、サイレスを入れる。以降も同様に、ボスを常にサイレス状態に保つ。7.　アタッカー（戦士・コルセア）は、上記の順番で敵を倒していく。【各ジョブについて】●&nbsp;風水士風水魔法は、インデウィルト・ジオフレイル・エントラインデバリア。HP回復は学者のリジェネのみで対応する必要があるため、このような風水魔法構成になっています。以前はグローリーブレイズ＋ジオウィルトを採用していたのですが、どうやらインデウィルトでも敵の攻防比は十分に下がるようです。お供にマンボがかかっていることがあるので、ディスペルを適宜入れておくと、より確実に討伐できると思います。学者と協力して弱体魔法を分担し、ボスを上記のとおりサイレスにする役割を担います（サイレスは結構レジストされます）。●&nbsp;戦士戦士は2名とも敵対心装備が必要です。1名は敵対心装備併用で、お供全部を入口角へ引っ張ります。この際、敵対心装備を併用しつつ「ブラッドレイジ」→「リストレント」の順にアビリティを使用すると安全です。もう1名は、白サハギンを敵対心装備＋挑発で引き抜きます。この際も、敵対心装備をきっちり整えないと引き抜けないので注意が必要です。連携の相性と連携ダメージが重要なので、武器はシャンゴル推奨です。通常装備・ウェポンスキル装備ともに、-50%近いカット装備を併用することも重要です。ファランクス効果アップ装備を準備すると、より安全です。支援で攻防比はキャップしているので、アーマーブレイクは必要ありません。敵の回避率はどんどん上がっていくので、食事は特上スシ、または海の幸グラタン（魔回避も上がる）を推奨します。●&nbsp;コルセアロールは、サムライロールとカオスロールを使用し、クルケはカオスロールに使います。サポ忍者で、サベッジブレードで攻撃に参加します。敵の回避率はどんどん上がっていくので、食事は特上スシ、または海の幸グラタン（魔回避も上がる）を推奨します。●&nbsp;吟遊詩人マド・マド・栄光・栄典。ララバイにナイトルを併用することが必須になるので、後衛歌は省きます。サポ白で、お供へディアIIをあてて放流するのを担当します。ボスへ状態異常系の呪歌をあてて、サイレスを補助します。ボスはフィナーレを使ってくるので、前衛がターゲットにならないよう、ボスへフラッシュをリキャストごとにあてておきます。お供にマンボがかかっていることがあるので、フィナーレを適宜入れておくと、より確実に討伐できると思います。●&nbsp;学者サポ赤。必要な強化魔法は、リジェネV・ファランクス・エンサンダー・バサンダです。風水士と協力して弱体魔法を分担し、ボスを上記のとおりサイレスにする役割を担います（サイレスは結構レジストされます）。インデウィルト＋ファランクスで被ダメージはほとんどなくなるので、おおむねリジェネのみで回復できます。開幕の強化魔法が終わったら、あとはボスのサイレス維持のみを意識していれば良いです。お供にマンボがかかっていることがあるので、ディスペルを適宜入れておくと、より確実に討伐できると思います。<img src="https://jinko0914.up.seesaa.net/image/sahagin_footer2.png" alt="&#x304A;&#x3064;&#x304B;&#x308C;&#x3055;&#x307E;&#x3067;&#x3057;&#x305F;" />

]]></itunes:summary>
      <content:encoded><![CDATA[
<div style="line-height:1.9;"><div style="color:#8a9aa0;font-size:10pt;margin-bottom:4px;">（2023年3月14日内容更新しました。）（2026年6月23日更新）（2026年6月24日更新）</div><img src="https://jinko0914.up.seesaa.net/image/sahagin_hero2.png" alt="アンバスケード1章とてむず サハギン族 攻略バナー" style="width:100%;max-width:800px;height:auto;display:block;margin:14px auto;border-radius:12px;" /><div style="margin:6px 0;">今月は、久しぶりのリバイバル開催となりました。</div><div style="margin:6px 0;">高難易度のバトルですが、ギミックをよく理解し、与えられた役割を各自きっちりこなせば、運要素はほとんどなく、安定して討伐可能です。</div></div><a name="more"></a><div style="line-height:1.9;"><div style="margin:30px 0 14px;padding:10px 18px;background:#e8f4f5;border-left:8px solid #2a7387;border-radius:0 10px 10px 0;"><span style="font-size:18pt;font-weight:bold;color:#1f6172;">【敵】</span></div><div style="margin:6px 0;">・<strong style="color:#8a4a7a;">Bozzetto Songstress（ボス／吟遊詩人）</strong></div><div style="margin:6px 0;">・Bozzetto Wavefist ×2（モンク）</div><div style="margin:6px 0;">・Bozzetto Flowspear ×2（竜騎士）</div><div style="margin:6px 0;">・Bozzetto Hydrophile ×1（白魔道士）</div><div style="margin:6px 0;">・Chirurgeon ×1（頭足）</div><div style="margin:30px 0 14px;padding:10px 18px;background:#e8f4f5;border-left:8px solid #2a7387;border-radius:0 10px 10px 0;"><span style="font-size:18pt;font-weight:bold;color:#1f6172;">【ギミック】</span></div><div style="margin:6px 0;">詳細は → <a href="https://wikiwiki.jp/ffxi/%E3%82%A2%E3%83%B3%E3%83%90%E3%82%B9%E3%82%B1%E3%83%BC%E3%83%89/%E6%88%A6%E9%97%98/210712" target="_blank">FF11wiki</a></div><div style="margin:6px 0;">ギミックの要点（<a href="https://leaguemili.com/blog-entry-2915.html" target="_blank">りがみり報告書</a>から抜粋）</div><div style="margin:12px 0 12px 24px;padding:12px 16px;background:#f4fafa;border:1px solid #cfe4e6;border-radius:10px;"><div style="margin:6px 0;">① Bozzetto Songstress は、静寂からバブルクレンズを使用するまでの時間が60秒</div><div style="margin:6px 0;">② Bozzetto Songstress に累積弱体耐性はなし</div><div style="margin:6px 0;">③ 護衛の再出現間隔は180秒</div><div style="margin:6px 0;">④ 護衛は、再出現時にレベルアップを引き継がない</div><div style="margin:6px 0;">⑤ 護衛は、一度の被ダメージ量が22222ダメージに達すると特殊技を使用する</div><div style="margin:6px 0;"><span style="font-size:10pt;color:#6a8a94;">※引用文中の「護衛」は、本文でいう「お供」のことです。</span></div></div><div style="margin:6px 0;">特に③・④の仕様の関係で、<strong style="color:#c0503a;">倒す順番が重要</strong>になります。</div><div style="margin:30px 0 14px;padding:10px 18px;background:#e8f4f5;border-left:8px solid #2a7387;border-radius:0 10px 10px 0;"><span style="font-size:18pt;font-weight:bold;color:#1f6172;">【倒す順番について】</span></div><div style="margin:6px 0;">1.　<strong>白魔道士サハギン（以下、白サハギン） → 頭足 → モンク → モンク → 竜騎士 → 竜騎士</strong></div><div style="margin:6px 0;">2.　<strong>ボス</strong></div><div style="margin:6px 0;">白サハギンを討伐しようとすると、女神の祝福を使ってきます。これによってボスのHPも回復してしまうため、白サハギンを最初に倒します。</div><div style="margin:6px 0;">お供を全部倒すと、ボスにダメージが通るようになります（さらに与ダメージ2倍ボーナス付き）。</div><div style="margin:6px 0;">お供がリポップする前にボスを討伐できなかったときは、リポップした白サハギンは倒さず、寝かせて放置します。その次からリポップするお供を倒して討伐終了となります。</div><div style="margin:30px 0 14px;padding:10px 18px;background:#e8f4f5;border-left:8px solid #2a7387;border-radius:0 10px 10px 0;"><span style="font-size:18pt;font-weight:bold;color:#1f6172;">【ジョブ構成】</span></div><div style="margin:10px 0;"><span style="display:inline-block;margin:3px 4px;padding:5px 14px;background:#b5533c;color:#fff;border-radius:999px;font-weight:bold;font-size:12pt;">戦</span><span style="display:inline-block;margin:3px 4px;padding:5px 14px;background:#b5533c;color:#fff;border-radius:999px;font-weight:bold;font-size:12pt;">戦</span><span style="display:inline-block;margin:3px 4px;padding:5px 14px;background:#c78f3d;color:#fff;border-radius:999px;font-weight:bold;font-size:12pt;">コ</span><span style="display:inline-block;margin:3px 4px;padding:5px 14px;background:#8a6ab5;color:#fff;border-radius:999px;font-weight:bold;font-size:12pt;">詩</span><span style="display:inline-block;margin:3px 4px;padding:5px 14px;background:#3f6fb5;color:#fff;border-radius:999px;font-weight:bold;font-size:12pt;">学</span><span style="display:inline-block;margin:3px 4px;padding:5px 14px;background:#4c9280;color:#fff;border-radius:999px;font-weight:bold;font-size:12pt;">風</span></div><div style="margin:6px 0;"><span style="display:inline-block;margin-top:10px;padding:6px 14px;background:#fff3e0;border:1px solid #e8c9a0;border-radius:8px;">⏱ 討伐時間は5分30秒前後。</span></div><div style="margin:30px 0 14px;padding:10px 18px;background:#e8f4f5;border-left:8px solid #2a7387;border-radius:0 10px 10px 0;"><span style="font-size:18pt;font-weight:bold;color:#1f6172;">【戦闘の流れ】</span></div><div style="margin:6px 0;">ポイントとなるのは、<strong>倒す順番（上記のとおり）</strong>と<strong>サイレスの入れ方</strong>です。</div><img src="https://jinko0914.up.seesaa.net/image/sahagin_silence2.png" alt="ボスの歌はサイレスで完封" style="width:100%;max-width:760px;height:auto;display:block;margin:14px auto;border-radius:12px;" /><div style="margin:6px 0;">サイレスを入れるタイミングは、ヴィルレーが来る前ならいつでも良いと思います。ただし、すぐに入れてしまうとお供が強くなるので、できるかぎりヴィルレーが来る直前が良さそうです。私は、1匹目のモンクサハギンがボスの傍までやってきたときにサイレスを使用するようにしています。</div><div style="margin:6px 0;">一度サイレスを入れたあとは、常に維持するようにします。</div><img src="https://jinko0914.up.seesaa.net/image/sahagin_position2.png" alt="アタッカーはボスの傍から離れない" style="width:100%;max-width:760px;height:auto;display:block;margin:14px auto;border-radius:12px;" /><div style="margin:6px 0;">ボスから離れれば離れるほど、お供のダメージカット率が高くなるので、<strong style="color:#c0503a;">アタッカーは必ずボスの傍に立ち位置をとります</strong>。</div><div style="margin:6px 0;">敵は時々、オートアタックが届かない距離まで大きく動きますが、必ず届く位置まで戻ってきます。プレイヤーはつられて動かないようぐっと我慢し、ボスの傍から離れないようにしましょう。これができないと、討伐が非常に困難になります。</div><div style="margin:6px 0;"><strong>（戦闘の流れの一例）</strong></div><div style="margin:12px 0 12px 24px;padding:12px 16px;background:#f4fafa;border:1px solid #cfe4e6;border-radius:10px;"><div style="margin:6px 0;"><strong style="color:#1f6172;">1.</strong>　戦士の1名がお供全部を入口角まで引っ張る。もう一方の戦士は白サハギンを挑発で引き抜き、ボスの傍まで連れてきて戦闘を開始する。</div><div style="margin:6px 0;"><strong style="color:#1f6172;">2.</strong>　ナイトル併用下で、魔物達のララバイIIでお供サハギンを全部寝かせる。</div><div style="margin:6px 0;"><strong style="color:#1f6172;">3.</strong>　頭足は寝ないので、入口角にいる戦士が挑発でタゲをとり、ボスの傍まで連れてくる。</div><div style="margin:6px 0;"><strong style="color:#1f6172;">4.</strong>　風水士は速やかに、グローリーブレイズ＋サークルエンリッチ併用のジオフレイルをボスへ設置する。</div><div style="margin:6px 0;"><strong style="color:#1f6172;">5.</strong>　頭足が倒される直前に、詩人はディアIIでモンクサハギンを起こす。その後も同様に、お供が倒される直前にディアIIで次に討伐するお供を起こしていく。</div><div style="margin:6px 0;"><strong style="color:#1f6172;">6.</strong>　風水士・学者・詩人は弱体魔法を次々にボスへ入れ、合計4種類以上の状態異常にしておく。1匹目のモンクサハギンがボスの傍に来たくらいで、風水士または学者がサイレスをボスへ入れる。その後、60秒経過するとボスはバブルクレンズを使用してくるので、速やかに弱体魔法を4種類以上入れ、サイレスを入れる。以降も同様に、ボスを常にサイレス状態に保つ。</div><div style="margin:6px 0;"><strong style="color:#1f6172;">7.</strong>　アタッカー（戦士・コルセア）は、上記の順番で敵を倒していく。</div></div><div style="margin:30px 0 14px;padding:10px 18px;background:#e8f4f5;border-left:8px solid #2a7387;border-radius:0 10px 10px 0;"><span style="font-size:18pt;font-weight:bold;color:#1f6172;">【各ジョブについて】</span></div><div style="margin:22px 0 8px;font-size:14pt;font-weight:bold;color:#4c9280;"><span style="color:#2a7387;">●</span>&nbsp;風水士</div><div style="margin:6px 0;padding-left:26px;">風水魔法は、<strong>インデウィルト・ジオフレイル・エントラインデバリア</strong>。</div><div style="margin:6px 0;padding-left:26px;">HP回復は学者のリジェネのみで対応する必要があるため、このような風水魔法構成になっています。</div><div style="margin:6px 0;padding-left:26px;">以前はグローリーブレイズ＋ジオウィルトを採用していたのですが、どうやらインデウィルトでも敵の攻防比は十分に下がるようです。</div><div style="margin:6px 0;padding-left:26px;">お供にマンボがかかっていることがあるので、ディスペルを適宜入れておくと、より確実に討伐できると思います。</div><div style="margin:6px 0;padding-left:26px;">学者と協力して弱体魔法を分担し、ボスを上記のとおりサイレスにする役割を担います（サイレスは結構レジストされます）。</div><div style="margin:22px 0 8px;font-size:14pt;font-weight:bold;color:#b5533c;"><span style="color:#2a7387;">●</span>&nbsp;戦士</div><div style="margin:6px 0;padding-left:26px;">戦士は2名とも<strong>敵対心装備が必要</strong>です。</div><div style="margin:6px 0;padding-left:26px;">1名は敵対心装備併用で、お供全部を入口角へ引っ張ります。この際、敵対心装備を併用しつつ「ブラッドレイジ」→「リストレント」の順にアビリティを使用すると安全です。</div><div style="margin:6px 0;padding-left:26px;">もう1名は、白サハギンを敵対心装備＋挑発で引き抜きます。この際も、敵対心装備をきっちり整えないと引き抜けないので注意が必要です。</div><div style="margin:6px 0;padding-left:26px;">連携の相性と連携ダメージが重要なので、武器はシャンゴル推奨です。</div><div style="margin:6px 0;padding-left:26px;">通常装備・ウェポンスキル装備ともに、-50%近いカット装備を併用することも重要です。ファランクス効果アップ装備を準備すると、より安全です。</div><div style="margin:6px 0;padding-left:26px;">支援で攻防比はキャップしているので、アーマーブレイクは必要ありません。</div><div style="margin:6px 0;padding-left:26px;">敵の回避率はどんどん上がっていくので、食事は特上スシ、または海の幸グラタン（魔回避も上がる）を推奨します。</div><div style="margin:22px 0 8px;font-size:14pt;font-weight:bold;color:#c78f3d;"><span style="color:#2a7387;">●</span>&nbsp;コルセア</div><div style="margin:6px 0;padding-left:26px;">ロールは、サムライロールとカオスロールを使用し、クルケはカオスロールに使います。</div><div style="margin:6px 0;padding-left:26px;">サポ忍者で、サベッジブレードで攻撃に参加します。</div><div style="margin:6px 0;padding-left:26px;">敵の回避率はどんどん上がっていくので、食事は特上スシ、または海の幸グラタン（魔回避も上がる）を推奨します。</div><div style="margin:22px 0 8px;font-size:14pt;font-weight:bold;color:#8a6ab5;"><span style="color:#2a7387;">●</span>&nbsp;吟遊詩人</div><div style="margin:6px 0;padding-left:26px;">マド・マド・栄光・栄典。</div><div style="margin:6px 0;padding-left:26px;">ララバイにナイトルを併用することが必須になるので、後衛歌は省きます。</div><div style="margin:6px 0;padding-left:26px;">サポ白で、お供へディアIIをあてて放流するのを担当します。ボスへ状態異常系の呪歌をあてて、サイレスを補助します。</div><div style="margin:6px 0;padding-left:26px;">ボスはフィナーレを使ってくるので、前衛がターゲットにならないよう、ボスへフラッシュをリキャストごとにあてておきます。</div><div style="margin:6px 0;padding-left:26px;">お供にマンボがかかっていることがあるので、フィナーレを適宜入れておくと、より確実に討伐できると思います。</div><div style="margin:22px 0 8px;font-size:14pt;font-weight:bold;color:#3f6fb5;"><span style="color:#2a7387;">●</span>&nbsp;学者</div><div style="margin:6px 0;padding-left:26px;">サポ赤。</div><div style="margin:6px 0;padding-left:26px;">必要な強化魔法は、<strong>リジェネV・ファランクス・エンサンダー・バサンダ</strong>です。</div><div style="margin:6px 0;padding-left:26px;">風水士と協力して弱体魔法を分担し、ボスを上記のとおりサイレスにする役割を担います（サイレスは結構レジストされます）。</div><div style="margin:6px 0;padding-left:26px;">インデウィルト＋ファランクスで被ダメージはほとんどなくなるので、おおむねリジェネのみで回復できます。</div><div style="margin:6px 0;padding-left:26px;">開幕の強化魔法が終わったら、あとはボスのサイレス維持のみを意識していれば良いです。</div><div style="margin:6px 0;padding-left:26px;">お供にマンボがかかっていることがあるので、ディスペルを適宜入れておくと、より確実に討伐できると思います。</div><img src="https://jinko0914.up.seesaa.net/image/sahagin_footer2.png" alt="おつかれさまでした" style="width:100%;max-width:560px;height:auto;display:block;margin:14px auto;border-radius:12px;" /></div><div class="blogmura-link"><a href="https://blogmura.com/ranking/in?p_cid=11212488" target="_blank"><img src="https://b.blogmura.com/88_31.gif" width="88" height="31" border="0" alt="ブログランキング・にほんブログ村へ" />にほんブログ村</a>
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            <category>アンバスケード (Ambuscade)</category>
      <author>Jinko</author>
      <guid isPermaLink="false">blog:https://blog.seesaa.jp,jinko0914/498542049</guid>
                </item>
        <item>
      <link>https://jinko0914.seesaa.net/article/519820107.html</link>
      <title>マスタートライアル 水晶の楽園 戦術と実践記録</title>
      <pubDate>Mon, 26 Jan 2026 21:35:03 +0900</pubDate>
            <description>マスタートライアル第5弾「水晶の楽園」の戦術と実践記録のブログです。 エルドナーシュ、カムラナートに加え、5体のアークエンジェル（AA）が勢揃いするオールスター戦です。 実装当初は「エルドナーシュがきつすぎる」と話題でしたが、先人たちの研究により、現在は確立されたメソッドで攻略が可能になっているようです。適宜内容は更新していく予定です。(2026/2/6)【盾視点での修正提案】1. 開幕の状態異常対策現状: 開幕の絡まれ釣りの際、大量の状態異常を受けて身動きが取れなくなる。対..</description>
            <itunes:summary><![CDATA[
マスタートライアル第5弾「水晶の楽園」の戦術と実践記録のブログです。 エルドナーシュ、カムラナートに加え、5体のアークエンジェル（AA）が勢揃いするオールスター戦です。 実装当初は「エルドナーシュがきつすぎる」と話題でしたが、先人たちの研究により、現在は確立されたメソッドで攻略が可能になっているようです。適宜内容は更新していく予定です。(2026/2/6)【盾視点での修正提案】1. 開幕の状態異常対策現状: 開幕の絡まれ釣りの際、大量の状態異常を受けて身動きが取れなくなる。対策: 開幕に「フィールティ」を使用したい。懸念: そのままだと、後の「魅了」対策でリキャストが間に合わない。提案: **「開幕にフィールティを使用し、ランダムディールでリキャストを回復させる」**2. 盾がキープ位置へもっていくコツ（作成予定）


【攻撃面での修正案】1. 現状の課題火力不足 ＋ 命中不足さすがマスタートライアルというべき難易度で、外部支援がほぼ必須と実感しました。2. 修正内容：外部支援の導入 外部からの「ソウルボイス＋呪歌5曲」および「ロール」を導入します。＃1　呪歌の構成① 開幕内部（メイン詩人）：※ソウルボイスなし、クラリオンコールなし前衛歌：メヌエット3、栄光マーチ、スケルツォ、マルカート＋アリア盾白歌：ミンネ5、ミンネ4、栄光マーチ、マルカート＋アリア外部支援：ソウルボイス＋クラリオンコール、 メヌエット5、メヌエット4、剣豪マドリガル、剣闘士マドリガル、栄典マーチ② 歌い直し（フル強化状態）ソウルボイス＋クラリオンコール、 剣豪マドリガル、メヌエット4、メヌエット5、栄典マーチ、アリア＃2　ファントムロールの構成① 開幕内部（メインコルセア）：サムライロール、**クルケッドカード＋**カオスロール外部支援：1個のみにする（呪歌＋ロールは強化枠を共有し、上限12個のため）**クルケッドカード＋**マイザーロール② かけ直し（戦闘中）内部（メインコルセア）：サムライロール、**クルケッドカード＋**カオスロール
<a></a>目次Section 1. 戦場と基本仕様Section 2. ギミック2-1. 敵構成と基本ルール2-2. 睡眠による各個撃破2-3. エルドナーシュ（Eald'narche）のギミック2-4. カムラナート（Kam'lanaut）のギミック2-5. アークエンジェル（AA）達のギミックSection 3. ジョブ構成Section 4. 戦術Section 5. 各ジョブ別の要点 Section 1. 戦場と基本仕様戦場： 「宿星の座」。制限時間は60分、参加人数は1〜6人。 フェイスの使用は不可。突入条件：全員がジョブマスターであること。リーダーがだいじなもの「水晶の楽園」を所持していること。<a href="https://wiki.ffo.jp/html/33805.html">醴泉島</a>の<a href="https://wiki.ffo.jp/html/35377.html">Emporox</a>から<a href="https://wiki.ffo.jp/html/35252.html">ツボチャージ</a>250で交換できる。基本ルール：開幕からボス2体＋AA5体の計7体（＋召喚物）が同時に出現します。制限時間は60分ですが、敵の数が多くHPも高いため、ほぼフルタイムを使う総力戦になります。Section 2. ギミックこのバトルの最大の特徴は、「凶悪な範囲技を持つボス」と「それぞれが一騎当千のAA」をいかにコントロールするかにあります。 まともに正面からぶつかれば一瞬で蒸発するため、「睡眠」による無力化と**「討伐順序」**が攻略の鍵を握ります。2-1. 敵構成と討伐順序出現する敵と、一般的な討伐推奨順は以下の通りです。Ark Angel TT（タルタル／黒魔道士）：HP低、石化・麻痺が厄介。Orbital ×2（球体）：エルドナーシュの召喚物。放置すると危険。Eald'narche（エルドナーシュ）：最優先撃破対象。テラー・沈黙の範囲技が凶悪。Kam'lanaut（カムラナート）：即死級物理WS持ち。Ark Angel GK（ガルカ／侍・竜）：超火力アタッカー。物理耐性が高い反面、属性攻撃に弱い。Ark Angel HM（ヒューム／忍・戦）：微塵がくれに注意。Ark Angel MR（ミスラ／獣・シ）：魅了（あやつる）持ち。Ark Angel EV（エルヴァーン／ナ・白）：女神の祝福（全回復）持ち。硬い。終盤からマラソン戦法。2-2. エルドナーシュへの睡眠開幕直後はナイトが敵全員に対してからまれにいき、一斉にナイトへ敵全部が襲いかかってきます。 エルドナーシュの特殊技によってナイトが耐えることが困難なので、**赤魔道士の「スタイミー」＋「サボトゥール」＋「スリプルII」**でエルドナーシュのみ寝かせることが必須となります。 この開幕睡眠が成功するかどうかが、このバトルのスタートラインです。必ずミスラAAがペットを召喚してから、赤魔道士は寝かしを始めます。2-3. エルドナーシュ（Eald'narche）のギミック本マスタートライアル最大の難関です。彼を安定して倒せるかどうかが勝率に直結します。ヴォーテクス（Vortex）自身中心範囲にダメージ＋テラー（行動不能）＋ヘイトリセット（減少？）。空蝉を貫通し、空蝉を全消去します。これを連発されると盾役が機能不全に陥り、タゲがふらついて崩壊します。対策： 空蝉を常に3枚維持し、剥がされた直後に被弾しないよう祈るのみ。ステラバースト（Stellar Burst）対象中心範囲に大ダメージ＋静寂（沈黙）。後衛が巻き込まれると回復が止まり即死につながります。対策： 白魔道士は「女神の愛撫」付きのサイレナ等で即座に治療。各自「やまびこ薬」を連打する準備が必要。オメガジャベリン単体ダメージ＋石化。Exoplates（バリア）とOrbitals（オービタル）開幕から2体のOrbital（浮遊球体）を従えています。Orbitalを破壊するとエルドナーシュ本体が**レベルアップ（強化）**する仕様があります。しかし、Orbitalを残したまま戦うリスクの方が高いため、強化覚悟で先にOrbital 2体を破壊するのがセオリーです。2-4. カムラナート（Kam'lanaut）のギミック物理攻撃力が非常に高く、一撃死のリスクが常につきまといます。光輪剣対象単体に即死級の物理大ダメージ。空蝉複数消去。ナイトでも耐えるのは困難な威力です。対策： 空蝉を早めに張りなおす。忍者は身替の術をかける。大風車自身中心範囲に物理ダメージ＋ノックバック＋ヘイトリセット。空蝉で回避可能。対策： 盾役は空蝉維持。食らったら即挑発・フラッシュでタゲを取り返す。神剣バフ（エン系吸収）戦闘中、定期的に属性剣（火神剣、氷神剣など）を纏います。対応する属性のダメージを吸収します（例：火神剣中は火属性ダメージ吸収）。対策： 連携が発生しないようにする。全員、サベッジブレード。サイレガ・ディスペガ範囲化された弱体魔法を連発します。対策： 赤魔道士が常時サイレスを入れて完封することが極めて重要です。サイレス２回分のうちに討伐する。2-5. アークエンジェル（AA）達のギミック後半戦の相手です。GKまでは、1体ずつ引き抜いて処理します。HMからはナイトがメイン盾をします。Ark Angel TT（タルタル）アモンドライブ： 範囲ダメージ＋石化＋麻痺。ワープで移動を繰り返すため、位置取りが面倒。対策： HPは低いので、アタッカーは速効で倒します。Ark Angel GK（ガルカ）明鏡止水： 何度でも使用。WSを連発してくる。亢竜天鎚落： 範囲ダメージ＋暗闇＋バインド＋空蝉複数枚剥がし。子竜召喚： 1体呼び出す。対策： 魔法ダメージが通りやすい弱点を突き、コルセアのレデンサリュートや赤・詩・忍の属性WSで削り切ります。Ark Angel HM（ヒューム）微塵がくれ： HPが減ると使用（HP量依存ダメージ）。対策： HP50%を切ったら警戒。白魔道士は**「女神の聖域」**で魔法ダメージをカットする準備を。ブラーゼンラッシュ / マイティストライクも使用。Ark Angel MR（ミスラ）あやつる（魅了）： 最も警戒すべき技。エルドナーシュのHP連動、および自身のHP減少で使用。ペット召喚： ベヒーモス（サンダーボルト持ち）やアダマンタスなどを呼び出す。ハボックスパイラル： 範囲睡眠＋ヘヴィなど。対策：魅了対策： ナイトは**「フィールティ」**を合わせ、絶対に魅了されないようにする。睡眠対策： 前衛は事前に毒薬を飲んでおく。Ark Angel EV（エルヴァーン）女神の祝福： HP50%以下で必ず1回使用。HPが全快する。インビンシブル： 物理無効。効果切れを待つしかない。ドミニオンスラッシュ： 範囲ダメージ＋静寂＋強化消去。HP30%以下でスピリッツウィズインが解禁される。くらうと即死する。対策：非常にタフなため長期戦になります。グラビデが入るため、マラソン戦法が有効です。→　序盤は、固定位置で戦闘。祝福使用後、HP30%以下でマラソン戦法。Section 3. 推奨ジョブ構成最も攻略実績が多く、安定性が高いとされる構成は 「ナ忍コ吟赤白」 です 。 各ジョブの採用理由と役割は以下の通りです。
1. ナイト（Main Shield）サポ： 青魔道士（推奨） 
役割：ヒュームAAからメイン盾を行います。サポ青で「コクーン（防御力UP）」と「リアクト（盾発動率UP＋反撃）」を使用し、生存力を最大化します 。重要： ミスラAAの「あやつる」対策として、**「フィールティ」**（弱体効果無効）の使用タイミングが極めて重要です 。装備で効果時間を延長し、戦闘中に2回使えるように調整します 。　あやつる発動目安：エルドナーシュのHP50%付近（ゲージの rc 付近）、ミスラAAの絶対回避直後。強化魔法：マジェスティ＋プロテスV

2. 忍者（Sub Shield / Attacker）サポ： 戦士（挑発用） 役割：空蝉の術による完全回避と、火力を兼ね備えた遊撃手。開幕から各個撃破対象のタゲをナイトから引き抜き（挑発）、空蝉盾として機能します 。序盤は「陽忍」で敵対心を稼ぎ、後半は「陰忍」で背後から削ります 。エルドナーシュやカムラナートの即死級攻撃を空蝉で回避する、対ボス戦の要です。攻撃参加：サベッジブレードと相性のよい「瞬」で攻撃参加する。ただし、ガルカAAのときは「地」、カムラナートのときは「サベッジブレード」。メイン盾：ガルカAAまで陽忍でメイン盾を行う。ヒュームAAからはナイトがメイン盾になるので、背後から陰忍で攻撃参加。3. コルセア（Support / Ranged DPS）サポ： 忍者（空蝉用） 役割：ロール支援： 基本は「クルケ＋カオスロール」＋「サムライロール」 。外部支援：「クルケ＋マイザーロール」対ガルカAA時：ウィザーズロール＋サムライロールに切り替え 。削り： 「レデンサリュート（闇属性）」が非常に強力。特に物理が通りにくいガルカAA戦でのメイン火力となります 。それ以外の敵は「サベッジブレード」で。SP回復： 「ワイルドカード」と「ランダムディール」で、赤のスタイミーや詩人のソウルボイス、ナイトのフィールティの回復を狙います 。4. 吟遊詩人（Support / Sub Attacker）サポ： 忍者（空蝉用） 役割：① 開幕内部（メイン詩人）：※ソウルボイスなし、クラリオンコールなし前衛歌：メヌエット3、栄光マーチ、スケルツォ、マルカート＋アリア盾白歌：ミンネ5、ミンネ4、栄光マーチ、マルカート＋アリア外部支援：ソウルボイス＋クラリオンコール、 メヌエット5、メヌエット4、剣豪マドリガル、剣闘士マドリガル、栄典マーチ② 歌い直し（フル強化状態）ソウルボイス＋クラリオンコール、 剣豪マドリガル、メヌエット4、メヌエット5、栄典マーチ、アリア後衛歌は、開幕のみで。後衛歌のかけなおしは不要。攻撃参加： 片手剣「ネイグリング」での「サベッジブレード」連打で火力に貢献します 。弱体： 「修羅のエレジー（スロウ）」を全敵に入れておくと安全性が増します 。5. 赤魔道士（Debuff / Crowd Control）サポ： 忍者（空蝉用） 役割：司令塔： 開幕の「スタイミー」＋「サボトゥール」＋「スリプルII」でのエルドナーシュ寝かせが最重要任務 。弱体魔法： 「ディストラIII（回避ダウン）」と「フラズルIII（魔防ダウン）」、「ディアIII」の維持 。サイレス管理： 特にカムラナートやEVへのサイレス（沈黙）維持は、敵の危険な魔法や強化消去技を封じるために必須です 。手が空けば攻撃に参加します 。攻撃参加：片手剣「ネイグリング」での「サベッジブレード」連打で火力に貢献します 。ガルカAAのときのみクロセアモースで属性wsを使用します。強化魔法：ヘイストII(忍、赤、詩、コ）、リフレシュIII(赤、白、ナ）、ファランクスII(ナ）6. 白魔道士（Healer）サポ： 忍者（空蝉用） 役割：生存最優先： サポ忍で空蝉を張り、範囲テラーや沈黙技に巻き込まれないようにします 。状態異常回復： 「女神の愛撫」を併用したイレース・サイレナで、エルドナーシュの範囲沈黙などを即座に治療します 。対微塵がくれ： HM（ヒュームAA）戦では、「女神の聖域」を使用して魔法ダメージを軽減します 。敵のHP50%で使用。強化魔法：アディスト、オースピス、バ系２種、シェルラVSection 4. 戦術（戦闘の流れ）参考動画：https://www.youtube.com/watch?v=IJ4GpOOTa64（スタンダードなクリア動画）https://www.youtube.com/watch?v=yZzb7_endmI（ブログ著者様の動画）https://www.youtube.com/watch?v=T8FTUvCD2Hg（赤魔道士視点での動き）
攻略の流れをフェーズごとに解説します。 全体を通して**「持ち込みアイテム」の活用**が必須です。必須アイテム： やまびこ薬、万能薬、パナケイア、毒薬（対睡眠用）、空蝉の触媒、リレイズアイテム 基本弱体魔法ディアIII、スロウII、パライズII 、ディストラIII 、修羅のエレジーエルドナーシュ、Ark Angel が対象：イナンデーション攻防比支援ディアIII+ライトショット（対象：すべての敵）十一之太刀・鳳蝶 (対象：エルドナーシュ以降の敵、忍者が担当）Phase 0: 突入準備可能であれば、突入前に外部の学者（令狸オーラ、鼓舞）、召喚士（ヘイスガ等）、詩人・コ（歌・ロール）から強化をもらってから突入します 。突入したら強化が切れる前に素早く配置につきます。Phase 1: 開幕 〜 睡眠管理突入直後： ナイトが中央でからまれ釣りをする。エルドナーシュ寝かせ： 赤魔道士はミスラAAがペットを呼び出すのを合図に、**「スタイミー」＋「サボトゥール」＋「スリプルII」**を発動し、エルドナーシュを寝かせます 。配置調整： 寝かせた後、忍者は戦う敵のタゲ取り開始。アタッカー陣は最初のターゲットであるTTへ移動。ナイトは残りの敵を入口付近へひっぱりキープするPhase 2: TT &amp; Orbital（前哨戦）Ark Angel TT（タルタル）戦術： 起き抜けに瞬殺します。黒魔道士タイプで防御は紙です。ワープされると面倒なので、動かれる前にWSのラッシュで沈めます 。弱体魔法はディアIIIのみ。十一之太刀・鳳蝶 不要。Orbital ×2（球体）戦術： エルドナーシュの周りに浮いている球体。放置すると範囲魔法が厄介なので、2体とも迅速に破壊します 。弱体魔法はディアIIIのみ。十一之太刀・鳳蝶 不要。注意： 破壊するとエルドナーシュがレベルアップしますが、仕様と割り切って倒します。　　　Phase 3: Eald'narche（最難関）この戦闘の最大の山場です。ここで多くのパーティが壊滅します。エルドナーシュへの弱体魔法は、スリプルIIで寝かしている間にディアIII以外を完了させておきます。戦術：忍者がタゲを持ち、空蝉で攻撃をさばきます 。赤は**「ディストラIII」**を入れ、忍・コ・詩・赤で全力で削ります 。対テラー（ヴォーテクス）： 範囲テラーで盾が動けなくなります。空蝉3枚維持を徹底し、テラー中は味方がフォロー 。対沈黙（ステラバースト）： 食らったら白が即座に治療。後衛は巻き込まれない位置取りを徹底 。ナイトは「フィールティ」を使い、ミスラAAからの魅了事故（エルドHP連動）を防ぎます 。Eald'narcheのHPゲージ「rc」付近でミスラAAはあやつるを発動してきます。ナイトからはエルドナーシュのHPが確認できないので、アタッカー陣は必ず報告します。<img src="https://jinko0914.up.seesaa.net/image/2026-01-26_18h45_29.png" alt="2026-01-26_18h45_29.png" width="308" height="138" border="0" />Phase 4: Kam'lanaut（即死回避）戦術：サイレス必須： 赤魔道士は必ずサイレスを入れ、ガ系魔法・ディスペガ・サイレガを封じます 。サイレス2回分の間に討伐する。光輪剣（即死攻撃）： 「構え」が見えたら、忍者は後ろに下がるなどして回避を試みます。被弾＝即死の覚悟で。属性ダメージ吸収対策： 敵の剣のエフェクト（属性）を確認。吸収される連携（例：火神剣なら光連携NG）は避け、単発WS（サベッジブレード等）で削ります 。Phase 5: GK -&gt; HM -&gt; MR（AA各個撃破）残ったAAを順番に起こして処理します。GK戦までは、忍者がメイン盾、HM戦からはナイトがメイン盾になります。Ark Angel GK（ガルカ）物理が痛く、物理耐性も高め。戦術： コ・赤・忍の属性WSを中心とした属性ダメージで攻撃する。GK戦途中もしくは、討伐後に呪歌をかけなおす。Ark Angel HM（ヒューム）戦術： HP50%を切ると**「微塵がくれ」が来ます。白魔道士はタイミングを合わせて「女神の聖域」**を使用し、ダメージをカットします 。Ark Angel MR（ミスラ）戦術：前衛全員、戦闘前に**「毒薬」**を飲み、範囲睡眠（ハボックスパイラル）を防ぎます 。ナイトは2回目の**「フィールティ」**を合わせ、絶対にあやつられないようにします （絶対回避終了直前でフィールティを使用する）。ペット（ベヒーモス等）は放置。Phase 6: Ark Angel EV（最終決戦）戦術：非常に硬く、女神の祝福（全回復）があるため長期戦になります。マラソン戦法：祝福使用後、かつ敵のHP30%付近（HPゲージがArk Angel のge付近が目安）からマラソン戦法をとる。理由は、終盤に使用してくる「スピリッツウィズイン」が脅威で、くらうと即死するから。対祝福： HP50%（40%?）で祝福を使われますが、弱体効果（ディストラ等）は消えないため、弱体を入れ直す手間は省けます。再度削り直すのみです 。対ドミニオンスラッシュ： 範囲強化消去＋沈黙。食らったらすぐにエリア端へ退避して掛け直し。ナイトはここでのインビンシブル使用も視野に入れます 。Section 5. ジョブ別詳細ガイドここでは各ジョブが意識すべき細かいテクニックや、フェーズごとの重要アクションを深掘りします。1. ナイト サポ：青魔道士 パーティの盾であり、**「状態異常との戦い」**を強いられるポジションです。基本の立ち回り:サポ青の活用: サポ青の目的は「コクーン」で物理防御力を上昇させることです。タゲ維持: 序盤は絡まれ釣りをして、多数の敵の攻撃に耐えなければなりません。ヒュームAAからメイン盾をおこないます。対ミスラAA（MR）の「あやつる」対策:フィールティ（SP）: これが生命線です。MRが「あやつる」を使ってくるタイミング：エルドナーシュのHP50%付近（ゲージの rc 付近）、ミスラAAの絶対回避直後。2. 忍者 サポ：戦士 対ボスのメイン盾兼アタッカーです。「空蝉の術」の回転が全てです。基本の立ち回り:挑発スタート: 各個撃破の際、ナイトが抱えている集団から対象を「挑発」で引き抜き、安全地帯へ誘導します。陽忍 vs 陰忍:開幕～ガルカAA討伐までは**「陽忍」**でタゲを固定します。ヒュームAAからは、盾がナイトにスイッチした後は**「陰忍」**に切り替え、背後からダメージを稼ぎます。対エルドナーシュ・カムラナート戦:この2戦は忍者が実質的なメイン盾です。範囲攻撃で空蝉が剥がれた直後の被弾が一番危険です。身替の術の使用も検討してください。武器の持ち替え十一之太刀：鳳蝶：八文字（or カジャタチ）カムラナート：ネイグリング（サベッジブレード）ガルカAA：丙子椒林剣（地）その他のAA：丙子椒林剣（瞬）3. コルセア (Corsair)サポ：忍者 支援でありながら、最強の**「属性火力」**枠です。ロール回し:基本: サムライロール ＋ カオスロール（攻撃力UP）。対エルドナーシュ/カムラナート: 命中が足りない場合はカオスを**「ハンターズロール」**に変更。対ガルカAA (GK): 物理が通りにくいため、カオスを**「ウィザーズロール」**に変更し、魔法ダメージ（レデンサリュート）の威力を底上げします。攻撃面:レデンサリュート: 闇属性WS。GK戦での削りの主力です。EV戦のときもレデンサリュートを使用しても可。GK、EV以外はすべてサベッジブレード。SPアビリティ:ワイルドカード/ランダムディール: 赤の「スタイミー」、詩人の「ソウルボイス」、ナイトの「フィールティ」の回復を狙います。中盤の息切れ防止に不可欠です。4. 吟遊詩人 (Bard)サポ：忍者 **「ソウルボイス」**の効果時間中にどれだけ削れるかが勝負です。歌の運用:呪歌:section3参照かけ直し: 後衛歌のかけなおしは余裕がないので基本しない。戦闘参加:ネイグリングで「サベッジブレード」連打。GK戦のみ、バーニングブレード。弱体歌: 「修羅のエレジー」は全敵に有効です。スロウを入れることで空蝉の持ちが段違いになります。ノクターンは赤のアドルと競合するため不要です。HM戦の微塵対策: 白魔道士に「女神の聖域」を使う合図を送る等の連携役も担います。5. 赤魔道士 (Red Mage)サポ：忍者 戦場を支配する**「デバッファー」**です。開幕の仕事:スタイミー ＋ サボトゥール＋スリプルII（対象：エルドナーシュ）: これが失敗すると終了です。ミスラAAのペット召喚ログが見えたら即発動し、エルドナーシュを寝かせます。攻撃参加は、Orbital の2体目からで。弱体魔法の優先順位:必須: ディアIII、ディストラIII、スロウII、パライズII。エルド＋AA戦はイナンデーション。対カムラナート: **「サイレス」**の維持が最重要。切らさないよう上書き意識を持ちましょう攻撃参加:GK戦は、クロセアモースでセラフブレード。その他は、ネイグリングでサベッジブレード6. 白魔道士 (White Mage)サポ：忍者 「回復のスペシャリスト」。後手後手にならない先読みが必要です。状態異常回復:女神の愛撫: 次に受ける同じ状態異常を防ぐ効果があります。エルドナーシュの「ステラバースト（沈黙）」対策として、**「女神の愛撫＋サイレナ」**をセットで使うのが定石です。麻痺（パラナ）、スロウ（イレース）も頻繁に飛んできます。強化魔法:プロテス・シェル: 切らさないように。特にディスペガ後は即座に。バ系: 「バサンダラ/バパライラ」アディスト: 前衛の火力底上げに余裕があれば。対微塵がくれ（HM戦）:HMのHPが半分を切ったら**「女神の聖域」**を使用。これで微塵がくれの魔法ダメージを大幅にカットできます。おわりにかつては「無理ゲー」と言われたこの戦いも、装備の進化と先人たちの知恵により、十分に勝機のある戦いとなっているようです。 準備を万端にして、ぜひ「楽園の勝者」の称号を勝ち取ってください！攻略のポイントまとめ:開幕の寝かせ: ここが全ての始まり。赤魔道士を信じましょう。エルドナーシュ速攻: テラー地獄になる前に、高火力で押し切る。カムラナートの即死回避: 忍者の空蝉と、赤のサイレス維持。アイテムを惜しまない: やまびこ薬、毒薬、パナケイアは湯水のように使いましょう。Good Luck!参照元：マスタートライアル攻略動画、FF11りがみり報告書、FF11用語辞典など

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<p data-path-to-node="3">マスタートライアル第5弾「水晶の楽園」の戦術と実践記録のブログです。 エルドナーシュ、カムラナートに加え、5体のアークエンジェル（AA）が勢揃いするオールスター戦です。 実装当初は「エルドナーシュがきつすぎる」と話題でしたが、先人たちの研究により、現在は確立されたメソッドで攻略が可能になっているようです。</p><p data-path-to-node="4">適宜内容は更新していく予定です。</p><div><strong>(2026/2/6)</strong></div><div><div class="message__5126c cozyMessage__5126c groupStart__5126c wrapper_c19a55 cozy_c19a55 zalgo_c19a55" role="article" data-list-item-id="chat-messages___chat-messages-1451880800336482435-1470361367734124771" aria-setsize="-1" aria-roledescription="メッセージ" aria-labelledby="message-username-1470361367734124771 uid_1 message-content-1470361367734124771 uid_2 message-timestamp-1470361367734124771" tabindex="-1"><div class="contents_c19a55"><div id="message-content-1470361367734124771" class="markup__75297 messageContent_c19a55"><p data-path-to-node="4"><strong data-path-to-node="4" data-index-in-node="0">【盾視点での修正提案】</strong></p><p data-path-to-node="5"><strong data-path-to-node="5" data-index-in-node="0">1. 開幕の状態異常対策</strong></p><ul data-path-to-node="6"><li><p data-path-to-node="6,0,0"><strong data-path-to-node="6,0,0" data-index-in-node="0">現状:</strong> 開幕の絡まれ釣りの際、大量の状態異常を受けて身動きが取れなくなる。</p></li><li><p data-path-to-node="6,1,0"><strong data-path-to-node="6,1,0" data-index-in-node="0">対策:</strong> 開幕に「フィールティ」を使用したい。</p></li><li><p data-path-to-node="6,2,0"><strong data-path-to-node="6,2,0" data-index-in-node="0">懸念:</strong> そのままだと、後の「魅了」対策でリキャストが間に合わない。</p></li><li><p data-path-to-node="6,3,0"><strong data-path-to-node="6,3,0" data-index-in-node="0">提案:</strong> **「開幕にフィールティを使用し、ランダムディールでリキャストを回復させる」**</p></li></ul><p data-path-to-node="7"><strong data-path-to-node="7" data-index-in-node="0">2. 盾がキープ位置へもっていくコツ（作成予定）</strong></p><br /></div><br /><br /></div><div class="buttonContainer_c19a55"><div class="message__5126c cozyMessage__5126c groupStart__5126c wrapper_c19a55 cozy_c19a55 zalgo_c19a55" role="article" data-list-item-id="chat-messages___chat-messages-1451880800336482435-1470376914253381858" aria-setsize="-1" aria-roledescription="メッセージ" aria-labelledby="message-username-1470376914253381858 uid_1 message-content-1470376914253381858 uid_2 message-timestamp-1470376914253381858" tabindex="-1"><div class="contents_c19a55"><div id="message-content-1470376914253381858" class="markup__75297 messageContent_c19a55"><p data-path-to-node="4"><strong data-path-to-node="4" data-index-in-node="0">【攻撃面での修正案】</strong></p><p data-path-to-node="5"><strong data-path-to-node="5" data-index-in-node="0">1. 現状の課題</strong></p><ul data-path-to-node="6"><li><p data-path-to-node="6,0,0"><strong data-path-to-node="6,0,0" data-index-in-node="0">火力不足 ＋ 命中不足</strong></p><ul data-path-to-node="6,0,1"><li><p data-path-to-node="6,0,1,0,0">さすがマスタートライアルというべき難易度で、外部支援がほぼ必須と実感しました。</p></li></ul></li></ul><p data-path-to-node="7"><strong data-path-to-node="7" data-index-in-node="0">2. 修正内容：外部支援の導入</strong> 外部からの「ソウルボイス＋呪歌5曲」および「ロール」を導入します。</p><p data-path-to-node="8"><strong data-path-to-node="8" data-index-in-node="0">＃1　呪歌の構成</strong></p><p data-path-to-node="9"><strong data-path-to-node="9" data-index-in-node="0">① 開幕</strong></p><ul data-path-to-node="10"><li><p data-path-to-node="10,0,0"><strong data-path-to-node="10,0,0" data-index-in-node="0">内部（メイン詩人）：※ソウルボイスなし、クラリオンコールなし</strong></p><ul data-path-to-node="10,0,1"><li><p data-path-to-node="10,0,1,0,0">前衛歌：メヌエット3、栄光マーチ、スケルツォ、マルカート＋アリア</p></li><li><p data-path-to-node="10,0,1,1,0">盾白歌：ミンネ5、ミンネ4、栄光マーチ、マルカート＋アリア</p></li></ul></li><li><p data-path-to-node="10,1,0"><strong data-path-to-node="10,1,0" data-index-in-node="0">外部支援：</strong></p><ul data-path-to-node="10,1,1"><li><p data-path-to-node="10,1,1,0,0"><strong data-path-to-node="10,1,1,0,0" data-index-in-node="0">ソウルボイス＋クラリオンコール、</strong>&nbsp;メヌエット5、メヌエット4、剣豪マドリガル、剣闘士マドリガル、栄典マーチ</p></li></ul></li></ul><p data-path-to-node="11"><strong data-path-to-node="11" data-index-in-node="0">② 歌い直し（フル強化状態）</strong></p><ul data-path-to-node="12"><li><p data-path-to-node="12,0,0"><strong data-path-to-node="12,0,0" data-index-in-node="0">ソウルボイス＋クラリオンコール、</strong> 剣豪マドリガル、メヌエット4、メヌエット5、栄典マーチ、アリア</p></li></ul><p data-path-to-node="13"><strong data-path-to-node="13" data-index-in-node="0">＃2　ファントムロールの構成</strong></p><p data-path-to-node="14"><strong data-path-to-node="14" data-index-in-node="0">① 開幕</strong></p><ul data-path-to-node="15"><li><p data-path-to-node="15,0,0"><strong data-path-to-node="15,0,0" data-index-in-node="0">内部（メインコルセア）：</strong></p><ul data-path-to-node="15,0,1"><li><p data-path-to-node="15,0,1,0,0">サムライロール、**クルケッドカード＋**カオスロール</p></li></ul></li><li><p data-path-to-node="15,1,0"><strong data-path-to-node="15,1,0" data-index-in-node="0">外部支援：1個のみにする（呪歌＋ロールは強化枠を共有し、上限12個のため）</strong></p><ul data-path-to-node="15,1,1"><li><p data-path-to-node="15,1,1,0,0">**クルケッドカード＋**マイザーロール</p></li></ul></li></ul><p data-path-to-node="16"><strong data-path-to-node="16" data-index-in-node="0">② かけ直し（戦闘中）</strong></p><ul data-path-to-node="17"><li><p data-path-to-node="17,0,0"><strong data-path-to-node="17,0,0" data-index-in-node="0">内部（メインコルセア）：</strong></p><ul data-path-to-node="17,0,1"><li><p data-path-to-node="17,0,1,0,0">サムライロール、**クルケッドカード＋**カオスロール</p></li></ul></li></ul></div></div><div class="buttonContainer_c19a55"><br /></div></div></div></div></div><a name="more"></a><hr /><h2 data-path-to-node="6">目次</h2><ul data-path-to-node="7"><li><p data-path-to-node="7,0,0"><strong data-path-to-node="7,0,0" data-index-in-node="0">Section 1. 戦場と基本仕様</strong></p></li><li><p data-path-to-node="7,1,0"><strong data-path-to-node="7,1,0" data-index-in-node="0">Section 2. ギミック</strong></p><ul data-path-to-node="7,1,1"><li><p data-path-to-node="7,1,1,0,0">2-1. 敵構成と基本ルール</p></li><li><p data-path-to-node="7,1,1,1,0">2-2. 睡眠による各個撃破</p></li><li><p data-path-to-node="7,1,1,2,0">2-3. エルドナーシュ（Eald'narche）のギミック</p></li><li><p data-path-to-node="7,1,1,3,0">2-4. カムラナート（Kam'lanaut）のギミック</p></li><li><p data-path-to-node="7,1,1,4,0">2-5. アークエンジェル（AA）達のギミック</p></li></ul></li><li><p data-path-to-node="7,2,0"><strong data-path-to-node="7,2,0" data-index-in-node="0">Section 3. ジョブ構成</strong></p></li><li><p data-path-to-node="7,3,0"><strong data-path-to-node="7,3,0" data-index-in-node="0">Section 4. 戦術</strong></p></li><li><p data-path-to-node="7,4,0"><strong data-path-to-node="7,4,0" data-index-in-node="0">Section 5. 各ジョブ別の要点</strong>&nbsp;</p></li></ul><hr data-path-to-node="8" /><h2 data-path-to-node="9">Section 1. 戦場と基本仕様</h2><p data-path-to-node="10"><strong data-path-to-node="10" data-index-in-node="0">戦場：</strong> 「宿星の座」。制限時間は60分、参加人数は1〜6人。 フェイスの使用は不可。</p><p data-path-to-node="11"><strong data-path-to-node="11" data-index-in-node="0">突入条件：</strong></p><ul data-path-to-node="12"><li><p data-path-to-node="12,0,0">全員がジョブマスターであること。</p></li><li><p data-path-to-node="12,1,0">リーダーがだいじなもの「<strong data-path-to-node="12,1,0" data-index-in-node="12">水晶の楽園</strong>」を所持していること。</p><ul data-path-to-node="12,1,1"><li><p data-path-to-node="12,1,1,0,0"><a title="醴泉島" href="https://wiki.ffo.jp/html/33805.html">醴泉島</a><span>の</span><a title="Emporox" href="https://wiki.ffo.jp/html/35377.html">Emporox</a><span>から</span><a title="ツボチャージ" href="https://wiki.ffo.jp/html/35252.html">ツボチャージ</a><span>250で交換できる。</span></p></li></ul></li></ul><p data-path-to-node="13"><strong data-path-to-node="13" data-index-in-node="0">基本ルール：</strong></p><ul data-path-to-node="14"><li><p data-path-to-node="14,0,0">開幕からボス2体＋AA5体の<strong data-path-to-node="14,0,0" data-index-in-node="14">計7体（＋召喚物）が同時に出現</strong>します。</p></li><li><p data-path-to-node="14,1,0">制限時間は60分ですが、敵の数が多くHPも高いため、ほぼフルタイムを使う総力戦になります。</p></li></ul><hr data-path-to-node="15" /><h2 data-path-to-node="16">Section 2. ギミック</h2><p data-path-to-node="17">このバトルの最大の特徴は、<strong data-path-to-node="17" data-index-in-node="13">「凶悪な範囲技を持つボス」と「それぞれが一騎当千のAA」をいかにコントロールするか</strong>にあります。 まともに正面からぶつかれば一瞬で蒸発するため、<strong data-path-to-node="17" data-index-in-node="84">「睡眠」による無力化</strong>と**「討伐順序」**が攻略の鍵を握ります。</p><h3 data-path-to-node="18">2-1. 敵構成と討伐順序</h3><p data-path-to-node="19">出現する敵と、一般的な討伐推奨順は以下の通りです。</p><ol start="1" data-path-to-node="20"><li><p data-path-to-node="20,0,0"><strong data-path-to-node="20,0,0" data-index-in-node="0">Ark Angel TT</strong>（タルタル／黒魔道士）：HP低、石化・麻痺が厄介。</p></li><li><p data-path-to-node="20,1,0"><strong data-path-to-node="20,1,0" data-index-in-node="0">Orbital</strong> ×2（球体）：エルドナーシュの召喚物。放置すると危険。</p></li><li><p data-path-to-node="20,2,0"><strong data-path-to-node="20,2,0" data-index-in-node="0">Eald'narche</strong>（エルドナーシュ）：<strong data-path-to-node="20,2,0" data-index-in-node="21">最優先撃破対象</strong>。テラー・沈黙の範囲技が凶悪。</p></li><li><p data-path-to-node="20,3,0"><strong data-path-to-node="20,3,0" data-index-in-node="0">Kam'lanaut</strong>（カムラナート）：即死級物理WS持ち。</p></li><li><p data-path-to-node="20,4,0"><strong data-path-to-node="20,4,0" data-index-in-node="0">Ark Angel GK</strong>（ガルカ／侍・竜）：超火力アタッカー。物理耐性が高い反面、属性攻撃に弱い。</p></li><li><p data-path-to-node="20,5,0"><strong data-path-to-node="20,5,0" data-index-in-node="0">Ark Angel HM</strong>（ヒューム／忍・戦）：微塵がくれに注意。</p></li><li><p data-path-to-node="20,6,0"><strong data-path-to-node="20,6,0" data-index-in-node="0">Ark Angel MR</strong>（ミスラ／獣・シ）：魅了（あやつる）持ち。</p></li><li><p data-path-to-node="20,7,0"><strong data-path-to-node="20,7,0" data-index-in-node="0">Ark Angel EV</strong>（エルヴァーン／ナ・白）：女神の祝福（全回復）持ち。硬い。終盤からマラソン戦法。</p></li></ol><h3 data-path-to-node="21">2-2. エルドナーシュへの睡眠</h3><p data-path-to-node="22">開幕直後はナイトが敵全員に対してからまれにいき、一斉にナイトへ敵全部が襲いかかってきます。 エルドナーシュの特殊技によってナイトが耐えることが困難なので、**赤魔道士の「スタイミー」＋「サボトゥール」＋「スリプルII」**でエルドナーシュのみ寝かせることが必須となります。 この開幕睡眠が成功するかどうかが、このバトルのスタートラインです。</p><p data-path-to-node="22">必ずミスラAAがペットを召喚してから、赤魔道士は寝かしを始めます。</p><h3 data-path-to-node="23">2-3. エルドナーシュ（Eald'narche）のギミック</h3><p data-path-to-node="24">本マスタートライアル最大の難関です。彼を安定して倒せるかどうかが勝率に直結します。</p><ul data-path-to-node="25"><li><p data-path-to-node="25,0,0"><strong data-path-to-node="25,0,0" data-index-in-node="0">ヴォーテクス（Vortex）</strong></p><ul data-path-to-node="25,0,1"><li><p data-path-to-node="25,0,1,0,0">自身中心範囲にダメージ＋<strong data-path-to-node="25,0,1,0,0" data-index-in-node="12">テラー（行動不能）</strong>＋ヘイトリセット（減少？）。</p></li><li><p data-path-to-node="25,0,1,1,0">空蝉を貫通し、<strong data-path-to-node="25,0,1,1,0" data-index-in-node="7">空蝉を全消去</strong>します。</p></li><li><p data-path-to-node="25,0,1,2,0">これを連発されると盾役が機能不全に陥り、タゲがふらついて崩壊します。</p></li><li><p data-path-to-node="25,0,1,3,0"><strong data-path-to-node="25,0,1,3,0" data-index-in-node="0">対策：</strong> 空蝉を常に3枚維持し、剥がされた直後に被弾しないよう祈るのみ。</p></li></ul></li><li><p data-path-to-node="25,1,0"><strong data-path-to-node="25,1,0" data-index-in-node="0">ステラバースト（Stellar Burst）</strong></p><ul data-path-to-node="25,1,1"><li><p data-path-to-node="25,1,1,0,0">対象中心範囲に大ダメージ＋<strong data-path-to-node="25,1,1,0,0" data-index-in-node="13">静寂（沈黙）</strong>。</p></li><li><p data-path-to-node="25,1,1,1,0">後衛が巻き込まれると回復が止まり即死につながります。</p></li><li><p data-path-to-node="25,1,1,2,0"><strong data-path-to-node="25,1,1,2,0" data-index-in-node="0">対策：</strong> 白魔道士は「女神の愛撫」付きのサイレナ等で即座に治療。各自「やまびこ薬」を連打する準備が必要。</p></li></ul></li><li><p data-path-to-node="25,2,0"><strong data-path-to-node="25,2,0" data-index-in-node="0">オメガジャベリン</strong></p><ul data-path-to-node="25,2,1"><li><p data-path-to-node="25,2,1,0,0">単体ダメージ＋石化。</p></li></ul></li><li><p data-path-to-node="25,3,0"><strong data-path-to-node="25,3,0" data-index-in-node="0">Exoplates（バリア）とOrbitals（オービタル）</strong></p><ul data-path-to-node="25,3,1"><li><p data-path-to-node="25,3,1,0,0">開幕から2体のOrbital（浮遊球体）を従えています。</p></li><li><p data-path-to-node="25,3,1,1,0">Orbitalを破壊するとエルドナーシュ本体が**レベルアップ（強化）**する仕様があります。</p></li><li><p data-path-to-node="25,3,1,2,0">しかし、Orbitalを残したまま戦うリスクの方が高いため、<strong data-path-to-node="25,3,1,2,0" data-index-in-node="30">強化覚悟で先にOrbital 2体を破壊</strong>するのがセオリーです。</p></li></ul></li></ul><h3 data-path-to-node="26">2-4. カムラナート（Kam'lanaut）のギミック</h3><p data-path-to-node="27">物理攻撃力が非常に高く、一撃死のリスクが常につきまといます。</p><ul data-path-to-node="28"><li><p data-path-to-node="28,0,0"><strong data-path-to-node="28,0,0" data-index-in-node="0">光輪剣</strong></p><ul data-path-to-node="28,0,1"><li><p data-path-to-node="28,0,1,0,0">対象単体に<strong data-path-to-node="28,0,1,0,0" data-index-in-node="5">即死級の物理大ダメージ</strong>。</p></li><li><p data-path-to-node="28,0,1,1,0">空蝉複数消去。ナイトでも耐えるのは困難な威力です。</p></li><li><p data-path-to-node="28,0,1,2,0"><strong data-path-to-node="28,0,1,2,0" data-index-in-node="0">対策：</strong>&nbsp;空蝉を早めに張りなおす。忍者は身替の術をかける。</p></li></ul></li><li><p data-path-to-node="28,1,0"><strong data-path-to-node="28,1,0" data-index-in-node="0">大風車</strong></p><ul data-path-to-node="28,1,1"><li><p data-path-to-node="28,1,1,0,0">自身中心範囲に物理ダメージ＋ノックバック＋<strong data-path-to-node="28,1,1,0,0" data-index-in-node="21">ヘイトリセット</strong>。</p></li><li><p data-path-to-node="28,1,1,1,0">空蝉で回避可能。</p></li><li><p data-path-to-node="28,1,1,2,0"><strong data-path-to-node="28,1,1,2,0" data-index-in-node="0">対策：</strong> 盾役は空蝉維持。食らったら即挑発・フラッシュでタゲを取り返す。</p></li></ul></li><li><p data-path-to-node="28,2,0"><strong data-path-to-node="28,2,0" data-index-in-node="0">神剣バフ（エン系吸収）</strong></p><ul data-path-to-node="28,2,1"><li><p data-path-to-node="28,2,1,0,0">戦闘中、定期的に属性剣（火神剣、氷神剣など）を纏います。</p></li><li><p data-path-to-node="28,2,1,1,0">対応する属性のダメージを吸収します（例：火神剣中は火属性ダメージ吸収）。</p></li><li><p data-path-to-node="28,2,1,2,0"><strong data-path-to-node="28,2,1,2,0" data-index-in-node="0">対策：</strong>&nbsp;連携が発生しないようにする。全員、サベッジブレード。</p></li></ul></li><li><p data-path-to-node="28,3,0"><strong data-path-to-node="28,3,0" data-index-in-node="0">サイレガ・ディスペガ</strong></p><ul data-path-to-node="28,3,1"><li><p data-path-to-node="28,3,1,0,0">範囲化された弱体魔法を連発します。</p></li><li><p data-path-to-node="28,3,1,1,0"><strong data-path-to-node="28,3,1,1,0" data-index-in-node="0">対策：</strong> 赤魔道士が<strong data-path-to-node="28,3,1,1,0" data-index-in-node="9">常時サイレス</strong>を入れて完封することが極めて重要です。</p></li><li>サイレス２回分のうちに討伐する。</li></ul></li></ul><h3 data-path-to-node="29">2-5. アークエンジェル（AA）達のギミック</h3><p data-path-to-node="30">後半戦の相手です。GKまでは、1体ずつ引き抜いて処理します。HMからはナイトがメイン盾をします。</p><ul data-path-to-node="31"><li><p data-path-to-node="31,0,0"><strong data-path-to-node="31,0,0" data-index-in-node="0">Ark Angel TT（タルタル）</strong></p><ul data-path-to-node="31,0,1"><li><p data-path-to-node="31,0,1,0,0"><strong data-path-to-node="31,0,1,0,0" data-index-in-node="0">アモンドライブ：</strong> 範囲ダメージ＋石化＋麻痺。</p></li><li><p data-path-to-node="31,0,1,1,0">ワープで移動を繰り返すため、位置取りが面倒。</p></li><li><p data-path-to-node="31,0,1,2,0"><strong data-path-to-node="31,0,1,2,0" data-index-in-node="0">対策：</strong> HPは低いので、アタッカーは速効で倒します。</p></li></ul></li><li><p data-path-to-node="31,1,0"><strong data-path-to-node="31,1,0" data-index-in-node="0">Ark Angel GK（ガルカ）</strong></p><ul data-path-to-node="31,1,1"><li><p data-path-to-node="31,1,1,0,0"><strong data-path-to-node="31,1,1,0,0" data-index-in-node="0">明鏡止水：</strong> 何度でも使用。WSを連発してくる。</p></li><li><p data-path-to-node="31,1,1,1,0"><strong data-path-to-node="31,1,1,1,0" data-index-in-node="0">亢竜天鎚落：</strong> 範囲ダメージ＋暗闇＋バインド＋空蝉複数枚剥がし。</p></li><li><p data-path-to-node="31,1,1,2,0"><strong data-path-to-node="31,1,1,2,0" data-index-in-node="0">子竜召喚：</strong> 1体呼び出す。</p></li><li><p data-path-to-node="31,1,1,3,0"><strong data-path-to-node="31,1,1,3,0" data-index-in-node="0">対策：</strong>&nbsp;魔法ダメージが通りやすい弱点を突き、<strong data-path-to-node="31,1,1,3,0" data-index-in-node="32">コルセアのレデンサリュート</strong>や<strong data-path-to-node="31,1,1,3,0" data-index-in-node="46">赤・詩・忍の属性WS</strong>で削り切ります。</p></li></ul></li><li><p data-path-to-node="31,2,0"><strong data-path-to-node="31,2,0" data-index-in-node="0">Ark Angel HM（ヒューム）</strong></p><ul data-path-to-node="31,2,1"><li><p data-path-to-node="31,2,1,0,0"><strong data-path-to-node="31,2,1,0,0" data-index-in-node="0">微塵がくれ：</strong> HPが減ると使用（HP量依存ダメージ）。</p></li><li><p data-path-to-node="31,2,1,1,0"><strong data-path-to-node="31,2,1,1,0" data-index-in-node="0">対策：</strong> HP50%を切ったら警戒。白魔道士は**「女神の聖域」**で魔法ダメージをカットする準備を。</p></li><li><p data-path-to-node="31,2,1,2,0"><strong data-path-to-node="31,2,1,2,0" data-index-in-node="0">ブラーゼンラッシュ / マイティストライク</strong>も使用。</p></li></ul></li><li><p data-path-to-node="31,3,0"><strong data-path-to-node="31,3,0" data-index-in-node="0">Ark Angel MR（ミスラ）</strong></p><ul data-path-to-node="31,3,1"><li><p data-path-to-node="31,3,1,0,0"><strong data-path-to-node="31,3,1,0,0" data-index-in-node="0">あやつる（魅了）：</strong> 最も警戒すべき技。エルドナーシュのHP連動、および自身のHP減少で使用。</p></li><li><p data-path-to-node="31,3,1,1,0"><strong data-path-to-node="31,3,1,1,0" data-index-in-node="0">ペット召喚：</strong> ベヒーモス（サンダーボルト持ち）やアダマンタスなどを呼び出す。</p></li><li><p data-path-to-node="31,3,1,2,0"><strong data-path-to-node="31,3,1,2,0" data-index-in-node="0">ハボックスパイラル：</strong> 範囲睡眠＋ヘヴィなど。</p></li><li><p data-path-to-node="31,3,1,3,0"><strong data-path-to-node="31,3,1,3,0" data-index-in-node="0">対策：</strong></p><ul data-path-to-node="31,3,1,3,1"><li><p data-path-to-node="31,3,1,3,1,0,0"><strong data-path-to-node="31,3,1,3,1,0,0" data-index-in-node="0">魅了対策：</strong> ナイトは**「フィールティ」**を合わせ、絶対に魅了されないようにする。</p></li><li><p data-path-to-node="31,3,1,3,1,1,0"><strong data-path-to-node="31,3,1,3,1,1,0" data-index-in-node="0">睡眠対策：</strong> 前衛は事前に<strong data-path-to-node="31,3,1,3,1,1,0" data-index-in-node="12">毒薬</strong>を飲んでおく。</p></li></ul></li></ul></li><li><p data-path-to-node="31,4,0"><strong data-path-to-node="31,4,0" data-index-in-node="0">Ark Angel EV（エルヴァーン）</strong></p><ul data-path-to-node="31,4,1"><li><p data-path-to-node="31,4,1,0,0"><strong data-path-to-node="31,4,1,0,0" data-index-in-node="0">女神の祝福：</strong> HP50%以下で必ず1回使用。HPが全快する。</p></li><li><p data-path-to-node="31,4,1,1,0"><strong data-path-to-node="31,4,1,1,0" data-index-in-node="0">インビンシブル：</strong> 物理無効。効果切れを待つしかない。</p></li><li><p data-path-to-node="31,4,1,2,0"><strong data-path-to-node="31,4,1,2,0" data-index-in-node="0">ドミニオンスラッシュ：</strong> 範囲ダメージ＋<strong data-path-to-node="31,4,1,2,0" data-index-in-node="19">静寂</strong>＋<strong data-path-to-node="31,4,1,2,0" data-index-in-node="22">強化消去</strong>。</p></li><li>HP30%以下でスピリッツウィズインが解禁される。くらうと即死する。</li><li><p data-path-to-node="31,4,1,3,0"><strong data-path-to-node="31,4,1,3,0" data-index-in-node="0">対策：</strong></p><ul data-path-to-node="31,4,1,3,1"><li><p data-path-to-node="31,4,1,3,1,0,0">非常にタフなため長期戦になります。</p></li><li><p data-path-to-node="31,4,1,3,1,1,0">グラビデが入るため、<strong data-path-to-node="31,4,1,3,1,1,0" data-index-in-node="19">マラソン戦法</strong>が有効です。→　序盤は、固定位置で戦闘。祝福使用後、HP30%以下でマラソン戦法。</p></li></ul></li></ul></li></ul><hr data-path-to-node="32" /><h2 data-path-to-node="2">Section 3. 推奨ジョブ構成</h2><p data-path-to-node="3"><span data-path-to-node="3,1"><span class="citation-199">最も攻略実績が多く、安定性が高いとされる構成は </span><strong data-path-to-node="3,1" data-index-in-node="24"><span class="citation-199">「ナ忍コ吟赤白」</span></strong><span class="citation-199"> です </span></span><span data-path-to-node="3,3">。 各ジョブの採用理由と役割は以下の通りです。</span></p><br /><h3 data-path-to-node="4">1. ナイト（Main Shield）</h3><ul><li><p data-path-to-node="5,0,1"><span data-path-to-node="5,0,1,0"><strong data-path-to-node="5,0,1,0" data-index-in-node="0"><span class="citation-198">サポ：</span></strong><span class="citation-198"> 青魔道士（推奨） </span></span></p><br /></li><li><p data-path-to-node="5,1,0"><strong data-path-to-node="5,1,0" data-index-in-node="0">役割：</strong></p><ul data-path-to-node="5,1,1"><li><p data-path-to-node="5,1,1,0,0">ヒュームAAからメイン盾を行います。</p></li><li><p data-path-to-node="5,1,1,1,0"><span data-path-to-node="5,1,1,1,0,1"><span class="citation-197">サポ青で「コクーン（防御力UP）」と「リアクト（盾発動率UP＋反撃）」を使用し、生存力を最大化します </span></span><span data-path-to-node="5,1,1,1,0,3">。</span></p></li><li><p data-path-to-node="5,1,1,2,1"><span data-path-to-node="5,1,1,2,1,0"><strong data-path-to-node="5,1,1,2,1,0" data-index-in-node="0"><span class="citation-196">重要：</span></strong><span class="citation-196"> ミスラAAの「あやつる」対策として、**「フィールティ」**（弱体効果無効）の使用タイミングが極めて重要です </span></span><span data-path-to-node="5,1,1,2,1,3"><span class="citation-195">。装備で効果時間を延長し、戦闘中に2回使えるように調整します </span></span><span data-path-to-node="5,1,1,2,1,5">。　あやつる発動目安：エルドナーシュのHP50%付近（ゲージの rc 付近）、ミスラAAの絶対回避直後。</span></p></li><li><span data-path-to-node="5,1,1,2,1,5">強化魔法：マジェスティ＋プロテスV</span></li></ul></li></ul><br /><br /><h3 data-path-to-node="6">2. 忍者（Sub Shield / Attacker）</h3><ul data-path-to-node="7"><li><p data-path-to-node="7,0,1"><span data-path-to-node="7,0,1,0"><strong data-path-to-node="7,0,1,0" data-index-in-node="0"><span class="citation-193">サポ：</span></strong><span class="citation-193"> 戦士（挑発用） </span></span></p></li><li><p data-path-to-node="7,1,0"><strong data-path-to-node="7,1,0" data-index-in-node="0">役割：</strong></p><ul data-path-to-node="7,1,1"><li><p data-path-to-node="7,1,1,0,0">空蝉の術による完全回避と、火力を兼ね備えた遊撃手。</p></li><li><p data-path-to-node="7,1,1,1,0"><span data-path-to-node="7,1,1,1,0,1"><span class="citation-192">開幕から各個撃破対象のタゲをナイトから引き抜き（挑発）、</span><strong data-path-to-node="7,1,1,1,0,1" data-index-in-node="28"><span class="citation-192">空蝉盾</span></strong><span class="citation-192">として機能します </span></span><span data-path-to-node="7,1,1,1,0,3">。</span></p></li><li><p data-path-to-node="7,1,1,2,0"><span data-path-to-node="7,1,1,2,0,1"><span class="citation-191">序盤は「陽忍」で敵対心を稼ぎ、後半は「陰忍」で背後から削ります </span></span><span data-path-to-node="7,1,1,2,0,3">。</span></p></li><li><p data-path-to-node="7,1,1,3,0">エルドナーシュやカムラナートの即死級攻撃を空蝉で回避する、対ボス戦の要です。</p></li><li>攻撃参加：サベッジブレードと相性のよい「瞬」で攻撃参加する。ただし、ガルカAAのときは「地」、カムラナートのときは「サベッジブレード」。</li><li>メイン盾：ガルカAAまで陽忍でメイン盾を行う。ヒュームAAからはナイトがメイン盾になるので、背後から陰忍で攻撃参加。</li></ul></li></ul><h3 data-path-to-node="8">3. コルセア（Support / Ranged DPS）</h3><ul data-path-to-node="9"><li><p data-path-to-node="9,0,1"><span data-path-to-node="9,0,1,0"><strong data-path-to-node="9,0,1,0" data-index-in-node="0"><span class="citation-190">サポ：</span></strong><span class="citation-190"> 忍者（空蝉用） </span></span></p></li><li><p data-path-to-node="9,1,0"><strong data-path-to-node="9,1,0" data-index-in-node="0">役割：</strong></p><ul data-path-to-node="9,1,1"><li><p data-path-to-node="9,1,1,0,1"><span data-path-to-node="9,1,1,0,1,0"><strong data-path-to-node="9,1,1,0,1,0" data-index-in-node="0"><span class="citation-189">ロール支援：</span></strong><span class="citation-189"> 基本は「クルケ＋カオスロール」＋「サムライロール」 </span></span><span data-path-to-node="9,1,1,0,1,2">。外部支援：「クルケ＋マイザーロール」</span></p><ul data-path-to-node="9,1,1,0,2"><li><p data-path-to-node="9,1,1,0,2,1,0"><span data-path-to-node="9,1,1,0,2,1,0,1"><span class="citation-187">対ガルカAA時：ウィザーズロール＋サムライロールに切り替え </span></span><span data-path-to-node="9,1,1,0,2,1,0,3">。</span></p></li></ul></li><li><p data-path-to-node="9,1,1,1,1"><span data-path-to-node="9,1,1,1,1,0"><strong data-path-to-node="9,1,1,1,1,0" data-index-in-node="0"><span class="citation-186">削り：</span></strong><span class="citation-186"> 「レデンサリュート（闇属性）」が非常に強力。特に物理が通りにくいガルカAA戦でのメイン火力となります </span></span><span data-path-to-node="9,1,1,1,1,2">。それ以外の敵は「サベッジブレード」で。</span></p></li><li><p data-path-to-node="9,1,1,2,1"><span data-path-to-node="9,1,1,2,1,0"><strong data-path-to-node="9,1,1,2,1,0" data-index-in-node="0"><span class="citation-185">SP回復：</span></strong><span class="citation-185"> 「ワイルドカード」と「ランダムディール」で、赤のスタイミーや詩人のソウルボイス、ナイトのフィールティの回復を狙います </span></span><span data-path-to-node="9,1,1,2,1,2">。</span></p></li></ul></li></ul><h3 data-path-to-node="10">4. 吟遊詩人（Support / Sub Attacker）</h3><ul data-path-to-node="11"><li><p data-path-to-node="11,0,1"><span data-path-to-node="11,0,1,0"><strong data-path-to-node="11,0,1,0" data-index-in-node="0"><span class="citation-184">サポ：</span></strong><span class="citation-184"> 忍者（空蝉用） </span></span></p></li><li><p data-path-to-node="11,1,0"><strong data-path-to-node="11,1,0" data-index-in-node="0">役割：</strong></p><p data-path-to-node="9"><strong data-path-to-node="9" data-index-in-node="0">① 開幕</strong></p><ul data-path-to-node="10"><li><p data-path-to-node="10,0,0"><strong data-path-to-node="10,0,0" data-index-in-node="0">内部（メイン詩人）：※ソウルボイスなし、クラリオンコールなし</strong></p><br /><ul data-path-to-node="10,0,1"><li>前衛歌：メヌエット3、栄光マーチ、スケルツォ、マルカート＋アリア</li><li><p data-path-to-node="10,0,1,1,0">盾白歌：ミンネ5、ミンネ4、栄光マーチ、マルカート＋アリア</p></li></ul></li><li><p data-path-to-node="10,1,0"><strong data-path-to-node="10,1,0" data-index-in-node="0">外部支援：</strong></p><ul data-path-to-node="10,1,1"><li><p data-path-to-node="10,1,1,0,0"><strong data-path-to-node="10,1,1,0,0" data-index-in-node="0">ソウルボイス＋クラリオンコール、</strong> メヌエット5、メヌエット4、剣豪マドリガル、剣闘士マドリガル、栄典マーチ</p></li></ul></li></ul><p data-path-to-node="11"><strong data-path-to-node="11" data-index-in-node="0">② 歌い直し（フル強化状態）</strong></p><ul data-path-to-node="12"><li><p data-path-to-node="12,0,0"><strong data-path-to-node="12,0,0" data-index-in-node="0">ソウルボイス＋クラリオンコール、</strong> 剣豪マドリガル、メヌエット4、メヌエット5、栄典マーチ、アリア</p></li><li><p data-path-to-node="12,0,0"><span data-path-to-node="11,1,1,1,1,1,1,2">後衛歌は、開幕のみで。後衛歌のかけなおしは不要。</span></p></li></ul><ul data-path-to-node="11,1,1"><li><p data-path-to-node="11,1,1,2,1"><span data-path-to-node="11,1,1,2,1,0"><strong data-path-to-node="11,1,1,2,1,0" data-index-in-node="0"><span class="citation-180">攻撃参加：</span></strong><span class="citation-180"> 片手剣「ネイグリング」での「サベッジブレード」連打で火力に貢献します </span></span><span data-path-to-node="11,1,1,2,1,2">。</span></p></li><li><p data-path-to-node="11,1,1,3,1"><span data-path-to-node="11,1,1,3,1,0"><strong data-path-to-node="11,1,1,3,1,0" data-index-in-node="0"><span class="citation-179">弱体：</span></strong><span class="citation-179"> 「修羅のエレジー（スロウ）」を全敵に入れておくと安全性が増します </span></span><span data-path-to-node="11,1,1,3,1,2">。</span></p></li></ul></li></ul><h3 data-path-to-node="12">5. 赤魔道士（Debuff / Crowd Control）</h3><ul data-path-to-node="13"><li><p data-path-to-node="13,0,1"><span data-path-to-node="13,0,1,0"><strong data-path-to-node="13,0,1,0" data-index-in-node="0"><span class="citation-178">サポ：</span></strong><span class="citation-178"> 忍者（空蝉用） </span></span></p></li><li><p data-path-to-node="13,1,0"><strong data-path-to-node="13,1,0" data-index-in-node="0">役割：</strong></p><ul data-path-to-node="13,1,1"><li><p data-path-to-node="13,1,1,0,1"><span data-path-to-node="13,1,1,0,1,0"><strong data-path-to-node="13,1,1,0,1,0" data-index-in-node="0"><span class="citation-177">司令塔：</span></strong><span class="citation-177"> 開幕の「スタイミー」＋「サボトゥール」＋「スリプルII」でのエルドナーシュ寝かせが最重要任務 </span></span><span data-path-to-node="13,1,1,0,1,2">。</span></p></li><li><p data-path-to-node="13,1,1,1,1"><span data-path-to-node="13,1,1,1,1,0"><strong data-path-to-node="13,1,1,1,1,0" data-index-in-node="0"><span class="citation-176">弱体魔法：</span></strong><span class="citation-176"> 「ディストラIII（回避ダウン）」と「フラズルIII（魔防ダウン）」、「ディアIII」の維持 </span></span><span data-path-to-node="13,1,1,1,1,2">。</span></p></li><li><p data-path-to-node="13,1,1,2,1"><span data-path-to-node="13,1,1,2,1,0"><strong data-path-to-node="13,1,1,2,1,0" data-index-in-node="0"><span class="citation-175">サイレス管理：</span></strong><span class="citation-175"> 特にカムラナートやEVへのサイレス（沈黙）維持は、敵の危険な魔法や強化消去技を封じるために必須です </span></span><span data-path-to-node="13,1,1,2,1,2">。</span></p></li><li><p data-path-to-node="13,1,1,3,0"><span data-path-to-node="13,1,1,3,0,1"><span class="citation-174">手が空けば攻撃に参加します </span></span><span data-path-to-node="13,1,1,3,0,3">。</span></p></li><li><span data-path-to-node="13,1,1,3,0,3">攻撃参加：</span><span data-path-to-node="11,1,1,2,1,0"><span class="citation-180">片手剣「ネイグリング」での「サベッジブレード」連打で火力に貢献します </span></span><span data-path-to-node="11,1,1,2,1,2">。ガルカAAのときのみクロセアモースで属性wsを使用します</span><span data-path-to-node="11,1,1,2,1,2">。</span></li><li><span data-path-to-node="11,1,1,2,1,2">強化魔法：ヘイストII(忍、赤、詩、コ）、リフレシュIII(赤、白、ナ）、ファランクスII(ナ）</span></li></ul></li></ul><h3 data-path-to-node="14">6. 白魔道士（Healer）</h3><ul data-path-to-node="15"><li><p data-path-to-node="15,0,1"><span data-path-to-node="15,0,1,0"><strong data-path-to-node="15,0,1,0" data-index-in-node="0"><span class="citation-173">サポ：</span></strong><span class="citation-173"> 忍者（空蝉用） </span></span></p></li><li><p data-path-to-node="15,1,0"><strong data-path-to-node="15,1,0" data-index-in-node="0">役割：</strong></p><ul data-path-to-node="15,1,1"><li><p data-path-to-node="15,1,1,0,1"><span data-path-to-node="15,1,1,0,1,0"><strong data-path-to-node="15,1,1,0,1,0" data-index-in-node="0"><span class="citation-172">生存最優先：</span></strong><span class="citation-172"> サポ忍で空蝉を張り、範囲テラーや沈黙技に巻き込まれないようにします </span></span><span data-path-to-node="15,1,1,0,1,2">。</span></p></li><li><p data-path-to-node="15,1,1,1,1"><span data-path-to-node="15,1,1,1,1,0"><strong data-path-to-node="15,1,1,1,1,0" data-index-in-node="0"><span class="citation-171">状態異常回復：</span></strong><span class="citation-171"> 「女神の愛撫」を併用したイレース・サイレナで、エルドナーシュの範囲沈黙などを即座に治療します </span></span><span data-path-to-node="15,1,1,1,1,2">。</span></p></li><li><p data-path-to-node="15,1,1,2,1"><span data-path-to-node="15,1,1,2,1,0"><strong data-path-to-node="15,1,1,2,1,0" data-index-in-node="0"><span class="citation-170">対微塵がくれ：</span></strong><span class="citation-170"> HM（ヒュームAA）戦では、「女神の聖域」を使用して魔法ダメージを軽減します </span></span><span data-path-to-node="15,1,1,2,1,2">。敵のHP50%で使用。</span></p></li><li><span data-path-to-node="15,1,1,2,1,2"><strong>強化魔法</strong>：アディスト、オースピス、バ系２種、シェルラV</span></li></ul></li></ul><hr data-path-to-node="16" /><h2 data-path-to-node="17">Section 4. 戦術（戦闘の流れ）</h2><p data-path-to-node="18">参考動画：</p><p data-path-to-node="18"><a href="https://www.youtube.com/watch?v=IJ4GpOOTa64" target="_blank">https://www.youtube.com/watch?v=IJ4GpOOTa64</a>（スタンダードなクリア動画）</p><p data-path-to-node="18"><a href="https://www.youtube.com/watch?v=yZzb7_endmI" target="_blank">https://www.youtube.com/watch?v=yZzb7_endmI</a>（ブログ著者様の動画）</p><p data-path-to-node="18"><a href="https://www.youtube.com/watch?v=T8FTUvCD2Hg" target="_blank">https://www.youtube.com/watch?v=T8FTUvCD2Hg</a>（赤魔道士視点での動き）</p><br /><p data-path-to-node="18">攻略の流れをフェーズごとに解説します。 全体を通して**「持ち込みアイテム」の活用**が必須です。</p><ul data-path-to-node="19"><li><p data-path-to-node="19,0,1"><span data-path-to-node="19,0,1,0"><strong data-path-to-node="19,0,1,0" data-index-in-node="0"><span class="citation-169">必須アイテム：</span></strong><span class="citation-169"> やまびこ薬、万能薬、パナケイア、毒薬（対睡眠用）、空蝉の触媒、リレイズアイテム </span></span></p></li><li><strong>基本弱体魔法</strong><ul><li><span>ディアIII、スロウII、パライズII 、ディストラIII 、修羅のエレジー</span></li><li><span>エルドナーシュ、Ark Angel が対象：イナンデーション</span></li></ul></li><li><p data-path-to-node="19,0,1"><strong>攻防比支援</strong></p><ul><li><p data-path-to-node="19,0,1"><span>ディアIII+ライトショット（対象：すべての敵）</span></p></li><li><p data-path-to-node="19,0,1"><span>十一之太刀・鳳蝶&nbsp;(対象：エルドナーシュ以降の敵、忍者が担当）</span></p></li></ul></li></ul><h3 data-path-to-node="20">Phase 0: 突入準備</h3><ul data-path-to-node="21"><li><p data-path-to-node="21,0,0"><span data-path-to-node="21,0,0,1"><span class="citation-168">可能であれば、突入前に外部の学者（令狸オーラ、鼓舞）、召喚士（ヘイスガ等）、詩人・コ（歌・ロール）から強化をもらってから突入します </span></span><span data-path-to-node="21,0,0,3">。</span></p></li><li><p data-path-to-node="21,1,0">突入したら強化が切れる前に素早く配置につきます。</p></li></ul><h3 data-path-to-node="22">Phase 1: 開幕 〜 睡眠管理</h3><ol start="1" data-path-to-node="23"><li><p data-path-to-node="23,0,0"><strong data-path-to-node="23,0,0" data-index-in-node="0">突入直後：</strong>&nbsp;ナイトが中央でからまれ釣りをする。</p></li><li><p data-path-to-node="23,1,1"><span data-path-to-node="23,1,1,0"><strong data-path-to-node="23,1,1,0" data-index-in-node="0"><span class="citation-167">エルドナーシュ寝かせ：</span></strong><span class="citation-167"> 赤魔道士はミスラAAがペットを呼び出すのを合図に、**「スタイミー」＋「サボトゥール」＋「スリプルII」**を発動し、エルドナーシュを寝かせます </span></span><span data-path-to-node="23,1,1,2">。</span></p></li><li><p data-path-to-node="23,2,0"><strong data-path-to-node="23,2,0" data-index-in-node="0">配置調整：</strong> 寝かせた後、忍者は戦う敵のタゲ取り開始。アタッカー陣は最初のターゲットであるTTへ移動。ナイトは残りの敵を入口付近へひっぱりキープする</p></li></ol><h3 data-path-to-node="24">Phase 2: TT &amp; Orbital（前哨戦）</h3><ul><li><p data-path-to-node="25,0,0"><strong data-path-to-node="25,0,0" data-index-in-node="0">Ark Angel TT（タルタル）</strong></p><ul data-path-to-node="25,0,1"><li><p data-path-to-node="25,0,1,0,1"><span data-path-to-node="25,0,1,0,1,0"><strong data-path-to-node="25,0,1,0,1,0" data-index-in-node="0"><span class="citation-166">戦術：</span></strong><span class="citation-166"> 起き抜けに瞬殺します。黒魔道士タイプで防御は紙です。ワープされると面倒なので、動かれる前にWSのラッシュで沈めます </span></span><span data-path-to-node="25,0,1,0,1,2">。弱体魔法はディアIIIのみ。十一之太刀・鳳蝶 不要。</span></p></li></ul></li><li><p data-path-to-node="25,1,0"><strong data-path-to-node="25,1,0" data-index-in-node="0">Orbital ×2（球体）</strong></p><ul data-path-to-node="25,1,1"><li><p data-path-to-node="25,1,1,0,1"><span data-path-to-node="25,1,1,0,1,0"><strong data-path-to-node="25,1,1,0,1,0" data-index-in-node="0"><span class="citation-165">戦術：</span></strong><span class="citation-165"> エルドナーシュの周りに浮いている球体。放置すると範囲魔法が厄介なので、2体とも迅速に破壊します </span></span><span data-path-to-node="25,1,1,0,1,2">。弱体魔法はディアIIIのみ。十一之太刀・鳳蝶 不要。</span></p></li><li><p data-path-to-node="25,1,1,1,0"><em data-path-to-node="25,1,1,1,0" data-index-in-node="0">注意：</em> 破壊するとエルドナーシュがレベルアップしますが、仕様と割り切って倒します。　　　</p></li></ul></li></ul><h3 data-path-to-node="26">Phase 3: Eald'narche（最難関）</h3><p data-path-to-node="27">この戦闘の最大の山場です。ここで多くのパーティが壊滅します。<strong>エルドナーシュへの弱体魔法は、スリプルIIで寝かしている間にディアIII以外を完了させておきます。</strong></p><ul data-path-to-node="28"><li><p data-path-to-node="28,0,0"><strong data-path-to-node="28,0,0" data-index-in-node="0">戦術：</strong></p><ul data-path-to-node="28,0,1"><li><p data-path-to-node="28,0,1,0,0"><span data-path-to-node="28,0,1,0,0,1"><span class="citation-164">忍者がタゲを持ち、空蝉で攻撃をさばきます&nbsp;</span></span><span data-path-to-node="28,0,1,0,0,3">。</span></p></li><li><p data-path-to-node="28,0,1,1,0"><span data-path-to-node="28,0,1,1,0,1"><span class="citation-163">赤は**「ディストラIII」**を入れ、忍・コ・詩・赤で全力で削ります </span></span><span data-path-to-node="28,0,1,1,0,3">。</span></p></li><li><p data-path-to-node="28,0,1,2,1"><span data-path-to-node="28,0,1,2,1,0"><strong data-path-to-node="28,0,1,2,1,0" data-index-in-node="0"><span class="citation-162">対テラー（ヴォーテクス）：</span></strong><span class="citation-162"> 範囲テラーで盾が動けなくなります。空蝉3枚維持を徹底し、テラー中は味方がフォロー </span></span><span data-path-to-node="28,0,1,2,1,2">。</span></p></li><li><p data-path-to-node="28,0,1,3,1"><span data-path-to-node="28,0,1,3,1,0"><strong data-path-to-node="28,0,1,3,1,0" data-index-in-node="0"><span class="citation-161">対沈黙（ステラバースト）：</span></strong><span class="citation-161"> 食らったら白が即座に治療。後衛は巻き込まれない位置取りを徹底 </span></span><span data-path-to-node="28,0,1,3,1,2">。</span></p></li><li><p data-path-to-node="28,0,1,4,0"><span data-path-to-node="28,0,1,4,0,1"><span class="citation-160">ナイトは「フィールティ」を使い、ミスラAAからの魅了事故（エルドHP連動）を防ぎます </span></span><span data-path-to-node="28,0,1,4,0,3">。Eald'narcheのHPゲージ「rc」付近でミスラAAはあやつるを発動してきます。ナイトからはエルドナーシュのHPが確認できないので、アタッカー陣は必ず報告します。</span></p></li></ul></li></ul><p data-path-to-node="28,0,1,4,0"><span data-path-to-node="28,0,1,4,0,3"><img src="https://jinko0914.up.seesaa.net/image/2026-01-26_18h45_29.png" alt="2026-01-26_18h45_29.png" width="308" height="138" border="0" /></span></p><h3 data-path-to-node="29">Phase 4: Kam'lanaut（即死回避）</h3><ul data-path-to-node="30"><li><p data-path-to-node="30,0,0"><strong data-path-to-node="30,0,0" data-index-in-node="0">戦術：</strong></p><ul data-path-to-node="30,0,1"><li><p data-path-to-node="30,0,1,0,1"><span data-path-to-node="30,0,1,0,1,0"><strong data-path-to-node="30,0,1,0,1,0" data-index-in-node="0"><span class="citation-159">サイレス必須：</span></strong><span class="citation-159"> 赤魔道士は必ずサイレスを入れ、ガ系魔法・ディスペガ・サイレガを封じます </span></span><span data-path-to-node="30,0,1,0,1,2">。サイレス2回分の間に討伐する。</span></p></li><li><p data-path-to-node="30,0,1,1,1"><span data-path-to-node="30,0,1,1,1,0"><strong data-path-to-node="30,0,1,1,1,0" data-index-in-node="0"><span class="citation-158">光輪剣（即死攻撃）：</span></strong><span class="citation-158"> 「構え」が見えたら、忍者は後ろに下がるなどして回避を試みます。被弾＝即死の覚悟で。</span></span></p></li><li><p data-path-to-node="30,0,1,2,1"><span data-path-to-node="30,0,1,2,1,0"><strong data-path-to-node="30,0,1,2,1,0" data-index-in-node="0"><span class="citation-157">属性ダメージ吸収対策：</span></strong><span class="citation-157"> 敵の剣のエフェクト（属性）を確認。吸収される連携（例：火神剣なら光連携NG）は避け、単発WS（サベッジブレード等）で削ります </span></span><span data-path-to-node="30,0,1,2,1,2">。</span></p></li></ul></li></ul><h3 data-path-to-node="31">Phase 5: GK -&gt; HM -&gt; MR（AA各個撃破）</h3><p data-path-to-node="32">残ったAAを順番に起こして処理します。GK戦までは、忍者がメイン盾、HM戦からはナイトがメイン盾になります。</p><ul data-path-to-node="33"><li><p data-path-to-node="33,0,0"><strong data-path-to-node="33,0,0" data-index-in-node="0">Ark Angel GK（ガルカ）</strong></p><ul data-path-to-node="33,0,1"><li><p data-path-to-node="33,0,1,0,0">物理が痛く、物理耐性も高め。</p></li><li><p data-path-to-node="33,0,1,1,1"><span data-path-to-node="33,0,1,1,1,0"><strong data-path-to-node="33,0,1,1,1,0" data-index-in-node="0"><span class="citation-156">戦術：</span></strong><span class="citation-156"><strong> コ</strong>・</span><strong data-path-to-node="33,0,1,1,1,0" data-index-in-node="21"><span class="citation-156">赤・忍の属性WSを中心とした属性</span></strong><span class="citation-156">ダメージで攻撃する。</span></span></p></li><li><span data-path-to-node="33,0,1,1,1,0"><span class="citation-156">GK戦途中もしくは、討伐後に<strong>呪歌をかけなおす。</strong></span></span></li></ul></li><li><p data-path-to-node="33,1,0"><strong data-path-to-node="33,1,0" data-index-in-node="0">Ark Angel HM（ヒューム）</strong></p><ul data-path-to-node="33,1,1"><li><p data-path-to-node="33,1,1,0,1"><span data-path-to-node="33,1,1,0,1,0"><strong data-path-to-node="33,1,1,0,1,0" data-index-in-node="0"><span class="citation-155">戦術：</span></strong><span class="citation-155"> HP50%を切ると**「微塵がくれ」</span><strong data-path-to-node="33,1,1,0,1,0" data-index-in-node="22"><span class="citation-155">が来ます。白魔道士はタイミングを合わせて</span></strong><span class="citation-155">「女神の聖域」**を使用し、ダメージをカットします </span></span><span data-path-to-node="33,1,1,0,1,2">。</span></p></li></ul></li><li><p data-path-to-node="33,2,0"><strong data-path-to-node="33,2,0" data-index-in-node="0">Ark Angel MR（ミスラ）</strong></p><ul data-path-to-node="33,2,1"><li><p data-path-to-node="33,2,1,0,0"><strong data-path-to-node="33,2,1,0,0" data-index-in-node="0">戦術：</strong></p><ul data-path-to-node="33,2,1,0,1"><li><p data-path-to-node="33,2,1,0,1,0,0"><span data-path-to-node="33,2,1,0,1,0,0,1"><span class="citation-154">前衛全員、戦闘前に**「毒薬」**を飲み、範囲睡眠（ハボックスパイラル）を防ぎます </span></span><span data-path-to-node="33,2,1,0,1,0,0,3">。</span></p></li><li><p data-path-to-node="33,2,1,0,1,1,0"><span data-path-to-node="33,2,1,0,1,1,0,1"><span class="citation-153">ナイトは2回目の**「フィールティ」**を合わせ、絶対にあやつられないようにします （絶対回避終了直前でフィールティを使用する）</span></span><span data-path-to-node="33,2,1,0,1,1,0,3">。</span></p></li><li><p data-path-to-node="33,2,1,0,1,2,0">ペット（ベヒーモス等）は放置。</p></li></ul></li></ul></li></ul><h3 data-path-to-node="34">Phase 6: Ark Angel EV（最終決戦）</h3><ul data-path-to-node="35"><li><p data-path-to-node="35,0,0"><strong data-path-to-node="35,0,0" data-index-in-node="0">戦術：</strong></p><ul data-path-to-node="35,0,1"><li><p data-path-to-node="35,0,1,0,0">非常に硬く、女神の祝福（全回復）があるため長期戦になります。</p></li><li><p data-path-to-node="35,0,1,1,1"><span data-path-to-node="35,0,1,1,1,0"><strong data-path-to-node="35,0,1,1,1,0" data-index-in-node="0"><span class="citation-152">マラソン戦法：</span></strong></span>祝福使用後、かつ敵のHP30%付近（HPゲージがArk Angel のge付近が目安）からマラソン戦法をとる。理由は、終盤に使用してくる「スピリッツウィズイン」が脅威で、くらうと即死するから。</p></li><li><p data-path-to-node="35,0,1,2,1"><span data-path-to-node="35,0,1,2,1,0"><strong data-path-to-node="35,0,1,2,1,0" data-index-in-node="0"><span class="citation-151">対祝福：</span></strong><span class="citation-151"> HP50%（40%?）で祝福を使われますが、弱体効果（ディストラ等）は消えないため、弱体を入れ直す手間は省けます。再度削り直すのみです </span></span><span data-path-to-node="35,0,1,2,1,2">。</span></p></li><li><p data-path-to-node="35,0,1,3,1"><span data-path-to-node="35,0,1,3,1,0"><strong data-path-to-node="35,0,1,3,1,0" data-index-in-node="0"><span class="citation-150">対ドミニオンスラッシュ：</span></strong><span class="citation-150"> 範囲強化消去＋沈黙。食らったらすぐにエリア端へ退避して掛け直し。ナイトはここでのインビンシブル使用も視野に入れます </span></span><span data-path-to-node="35,0,1,3,1,2">。</span></p></li></ul></li></ul><hr data-path-to-node="36" /><div _ngcontent-ng-c1569889580="" class="container"><div _ngcontent-ng-c1329928144="" inline-copy-host="" class="markdown markdown-main-panel stronger enable-updated-hr-color" id="model-response-message-contentr_cdf6469e8733f9df" aria-live="polite" aria-busy="false" dir="ltr"><h2 data-path-to-node="2">Section 5. ジョブ別詳細ガイド</h2><p data-path-to-node="3">ここでは各ジョブが意識すべき細かいテクニックや、フェーズごとの重要アクションを深掘りします。</p><h3 data-path-to-node="4">1. ナイト&nbsp;</h3><p data-path-to-node="5"><strong data-path-to-node="5" data-index-in-node="0">サポ：青魔道士</strong> パーティの盾であり、**「状態異常との戦い」**を強いられるポジションです。</p><ul data-path-to-node="6"><li><p data-path-to-node="6,0,0"><strong data-path-to-node="6,0,0" data-index-in-node="0">基本の立ち回り:</strong></p><ul data-path-to-node="6,0,1"><li><p data-path-to-node="6,0,1,0,1"><span data-path-to-node="6,0,1,0,1,0"><strong data-path-to-node="6,0,1,0,1,0" data-index-in-node="0"><span class="citation-369">サポ青の活用:</span></strong><span class="citation-369">&nbsp;サポ青の目的は「コクーン」で物理防御力を上昇させることです。</span></span></p></li><li><p data-path-to-node="6,0,1,1,1"><span data-path-to-node="6,0,1,1,1,0"><strong data-path-to-node="6,0,1,1,1,0" data-index-in-node="0"><span class="citation-368">タゲ維持:</span></strong><span class="citation-368"> 序盤は絡まれ釣りをして、多数の敵の攻撃に耐えなければなりません。ヒュームAAからメイン盾をおこないます。</span></span></p></li></ul></li><li><p data-path-to-node="6,1,0"><strong data-path-to-node="6,1,0" data-index-in-node="0">対ミスラAA（MR）の「あやつる」対策:</strong></p><ul data-path-to-node="6,2,1"><li><p data-path-to-node="6,1,1,0,1"><span data-path-to-node="6,1,1,0,1,0"><strong data-path-to-node="6,1,1,0,1,0" data-index-in-node="0"><span class="citation-367">フィールティ（SP）:</span></strong><span class="citation-367"> これが生命線です。</span></span></p></li><li><p data-path-to-node="6,1,1,0,1"><span data-path-to-node="6,1,1,0,1,0"><span class="citation-367">MRが「あやつる」を使ってくるタイミング：</span></span><span data-path-to-node="6,1,1,0,1,2">エルドナーシュのHP50%付近（ゲージの rc 付近）、ミスラAAの絶対回避直後。</span></p></li></ul></li></ul><h3 data-path-to-node="7">2. 忍者&nbsp;</h3><p data-path-to-node="8"><strong data-path-to-node="8" data-index-in-node="0">サポ：戦士</strong> 対ボスのメイン盾兼アタッカーです。<strong data-path-to-node="8" data-index-in-node="23">「空蝉の術」の回転</strong>が全てです。</p><ul data-path-to-node="9"><li><p data-path-to-node="9,0,0"><strong data-path-to-node="9,0,0" data-index-in-node="0">基本の立ち回り:</strong></p><ul data-path-to-node="9,0,1"><li><p data-path-to-node="9,0,1,0,1"><span data-path-to-node="9,0,1,0,1,0"><strong data-path-to-node="9,0,1,0,1,0" data-index-in-node="0"><span class="citation-363">挑発スタート:</span></strong><span class="citation-363"> 各個撃破の際、ナイトが抱えている集団から対象を「挑発」で引き抜き、安全地帯へ誘導します</span></span><span data-path-to-node="9,0,1,0,1,2">。</span></p></li><li><p data-path-to-node="9,0,1,1,0"><strong data-path-to-node="9,0,1,1,0" data-index-in-node="0">陽忍 vs 陰忍:</strong></p><ul data-path-to-node="9,0,1,1,1"><li><p data-path-to-node="9,0,1,1,1,0,0"><span data-path-to-node="9,0,1,1,1,0,0,1"><span class="citation-362">開幕～ガルカAA討伐までは**「陽忍」**でタゲを固定します</span></span><span data-path-to-node="9,0,1,1,1,0,0,3">。</span></p></li><li><p data-path-to-node="9,0,1,1,1,1,0"><span data-path-to-node="9,0,1,1,1,1,0,1"><span class="citation-361">ヒュームAAからは、盾がナイトにスイッチした後は**「陰忍」**に切り替え、背後からダメージを稼ぎます</span></span><span data-path-to-node="9,0,1,1,1,1,0,3">。</span></p></li></ul></li></ul></li><li><p data-path-to-node="9,1,0"><strong data-path-to-node="9,1,0" data-index-in-node="0">対エルドナーシュ・カムラナート戦:</strong></p><ul data-path-to-node="9,1,1"><li><p data-path-to-node="9,1,1,0,0">この2戦は忍者が実質的なメイン盾です。</p></li><li><p data-path-to-node="9,1,1,2,0">範囲攻撃で空蝉が剥がれた直後の被弾が一番危険です。身替の術の使用も検討してください。</p></li></ul></li><li><strong>武器の持ち替え</strong><ul><li>十一之太刀：鳳蝶：八文字（or カジャタチ）</li><li>カムラナート：ネイグリング（サベッジブレード）</li><li>ガルカAA：丙子椒林剣（地）</li><li>その他のAA：丙子椒林剣（瞬）</li></ul></li></ul><h3 data-path-to-node="10">3. コルセア (Corsair)</h3><p data-path-to-node="11"><strong data-path-to-node="11" data-index-in-node="0">サポ：忍者</strong> 支援でありながら、最強の**「属性火力」**枠です。</p><ul data-path-to-node="12"><li><p data-path-to-node="12,0,0"><strong data-path-to-node="12,0,0" data-index-in-node="0">ロール回し:</strong></p><ul data-path-to-node="12,0,1"><li><p data-path-to-node="12,0,1,0,1"><span data-path-to-node="12,0,1,0,1,0"><strong data-path-to-node="12,0,1,0,1,0" data-index-in-node="0"><span class="citation-359">基本:</span></strong><span class="citation-359"> サムライロール ＋ カオスロール（攻撃力UP）</span></span><span data-path-to-node="12,0,1,0,1,2">。</span></p></li><li><p data-path-to-node="12,0,1,1,1"><span data-path-to-node="12,0,1,1,1,0"><strong data-path-to-node="12,0,1,1,1,0" data-index-in-node="0"><span class="citation-358">対エルドナーシュ/カムラナート:</span></strong><span class="citation-358"> 命中が足りない場合はカオスを**「ハンターズロール」**に変更</span></span><span data-path-to-node="12,0,1,1,1,2">。</span></p></li><li><p data-path-to-node="12,0,1,2,1"><span data-path-to-node="12,0,1,2,1,0"><strong data-path-to-node="12,0,1,2,1,0" data-index-in-node="0"><span class="citation-357">対ガルカAA (GK):</span></strong><span class="citation-357"> 物理が通りにくいため、カオスを**「ウィザーズロール」**に変更し、魔法ダメージ（レデンサリュート）の威力を底上げします</span></span><span data-path-to-node="12,0,1,2,1,2">。</span></p></li></ul></li><li><p data-path-to-node="12,1,0"><strong data-path-to-node="12,1,0" data-index-in-node="0">攻撃面:</strong></p><ul data-path-to-node="12,1,1"><li><p data-path-to-node="12,1,1,0,1"><span data-path-to-node="12,1,1,0,1,0"><strong data-path-to-node="12,1,1,0,1,0" data-index-in-node="0"><span class="citation-356">レデンサリュート:</span></strong><span class="citation-356"> 闇属性WS。GK戦での削りの主力です。EV戦のときもレデンサリュートを使用しても可。</span></span></p></li><li>GK、EV以外はすべてサベッジブレード。</li></ul></li><li><p data-path-to-node="12,2,0"><strong data-path-to-node="12,2,0" data-index-in-node="0">SPアビリティ:</strong></p><ul data-path-to-node="12,2,1"><li><p data-path-to-node="12,2,1,0,1"><span data-path-to-node="12,2,1,0,1,0"><strong data-path-to-node="12,2,1,0,1,0" data-index-in-node="0"><span class="citation-354">ワイルドカード/ランダムディール:</span></strong><span class="citation-354"> 赤の「スタイミー」、詩人の「ソウルボイス」、ナイトの「フィールティ」の回復を狙います。中盤の息切れ防止に不可欠です</span></span><span data-path-to-node="12,2,1,0,1,2">。</span></p></li></ul></li></ul><h3 data-path-to-node="13">4. 吟遊詩人 (Bard)</h3><p data-path-to-node="14"><strong data-path-to-node="14" data-index-in-node="0">サポ：忍者</strong> **「ソウルボイス」**の効果時間中にどれだけ削れるかが勝負です。</p><ul data-path-to-node="15"><li><p data-path-to-node="15,0,0"><strong data-path-to-node="15,0,0" data-index-in-node="0">歌の運用:</strong></p><ul data-path-to-node="15,0,1"><li><p data-path-to-node="15,0,1,0,1"><strong data-path-to-node="15,0,1,1,0" data-index-in-node="0">呪歌:section3参照</strong></p></li><li><p data-path-to-node="15,0,1,2,0"><strong data-path-to-node="15,0,1,2,0" data-index-in-node="0">かけ直し:</strong>&nbsp;後衛歌のかけなおしは余裕がないので基本しない。</p></li></ul></li><li><p data-path-to-node="15,1,0"><strong data-path-to-node="15,1,0" data-index-in-node="0">戦闘参加:</strong></p><ul data-path-to-node="15,1,1"><li><p data-path-to-node="15,1,1,0,0"><span data-path-to-node="15,1,1,0,0,1"><span class="citation-350">ネイグリングで「サベッジブレード」連打</span></span><span data-path-to-node="15,1,1,0,0,3">。GK戦のみ、バーニングブレード。</span></p></li><li><p data-path-to-node="15,1,1,1,1"><span data-path-to-node="15,1,1,1,1,0"><strong data-path-to-node="15,1,1,1,1,0" data-index-in-node="0"><span class="citation-349">弱体歌:</span></strong><span class="citation-349"> 「修羅のエレジー」は全敵に有効です。スロウを入れることで空蝉の持ちが段違いになります</span></span><span data-path-to-node="15,1,1,1,1,3"><span class="citation-348">。ノクターンは赤のアドルと競合するため不要です</span></span><span data-path-to-node="15,1,1,1,1,5">。</span></p></li></ul></li><li><p data-path-to-node="15,2,1"><span data-path-to-node="15,2,1,0"><strong data-path-to-node="15,2,1,0" data-index-in-node="0"><span class="citation-347">HM戦の微塵対策:</span></strong><span class="citation-347"> 白魔道士に「女神の聖域」を使う合図を送る等の連携役も担います</span></span><span data-path-to-node="15,2,1,2">。</span></p></li></ul><h3 data-path-to-node="16">5. 赤魔道士 (Red Mage)</h3><p data-path-to-node="17"><strong data-path-to-node="17" data-index-in-node="0">サポ：忍者</strong> 戦場を支配する**「デバッファー」**です。</p><ul data-path-to-node="18"><li><p data-path-to-node="18,0,0"><strong data-path-to-node="18,0,0" data-index-in-node="0">開幕の仕事:</strong></p><ul data-path-to-node="18,0,1"><li><p data-path-to-node="18,0,1,0,1"><span data-path-to-node="18,0,1,0,1,0"><strong data-path-to-node="18,0,1,0,1,0" data-index-in-node="0"><span class="citation-346">スタイミー ＋ サボトゥール＋スリプルII（対象：エルドナーシュ）:</span></strong><span class="citation-346"> これが失敗すると終了です。ミスラAAのペット召喚ログが見えたら即発動し、エルドナーシュを寝かせます</span></span><span data-path-to-node="18,0,1,0,1,2">。攻撃参加は、Orbital の2体目からで。</span></p></li></ul></li><li><p data-path-to-node="18,1,0"><strong data-path-to-node="18,1,0" data-index-in-node="0">弱体魔法の優先順位:</strong></p><ul data-path-to-node="18,1,1"><li><p data-path-to-node="18,1,1,0,1"><span data-path-to-node="18,1,1,0,1,0"><strong data-path-to-node="18,1,1,0,1,0" data-index-in-node="0"><span class="citation-345">必須:</span></strong><span class="citation-345"> ディアIII、ディストラIII、スロウII、パライズII</span></span><span data-path-to-node="18,1,1,0,1,2">。エルド＋AA戦はイナンデーション。</span></p></li><li><p data-path-to-node="18,1,1,1,1"><span data-path-to-node="18,1,1,1,1,0"><strong data-path-to-node="18,1,1,1,1,0" data-index-in-node="0"><span class="citation-344">対カムラナート:</span></strong><span class="citation-344"> **「サイレス」**の維持が最重要。切らさないよう上書き意識を持ちましょう</span></span></p></li></ul></li><li><p data-path-to-node="18,2,0"><strong data-path-to-node="18,2,0" data-index-in-node="0">攻撃参加:</strong></p><ul data-path-to-node="18,2,1"><li><p data-path-to-node="18,2,1,0,0">GK戦は、クロセアモースでセラフブレード。</p></li><li>その他は、ネイグリングでサベッジブレード</li></ul></li></ul><h3 data-path-to-node="19">6. 白魔道士 (White Mage)</h3><p data-path-to-node="20"><strong data-path-to-node="20" data-index-in-node="0">サポ：忍者</strong> <strong data-path-to-node="20" data-index-in-node="6">「回復のスペシャリスト」</strong>。後手後手にならない先読みが必要です。</p><ul data-path-to-node="21"><li><p data-path-to-node="21,0,0"><strong data-path-to-node="21,0,0" data-index-in-node="0">状態異常回復:</strong></p><ul data-path-to-node="21,0,1"><li><p data-path-to-node="21,0,1,0,1"><span data-path-to-node="21,0,1,0,1,0"><strong data-path-to-node="21,0,1,0,1,0" data-index-in-node="0"><span class="citation-342">女神の愛撫:</span></strong><span class="citation-342"> 次に受ける同じ状態異常を防ぐ効果があります。エルドナーシュの「ステラバースト（沈黙）」対策として、**「女神の愛撫＋サイレナ」**をセットで使うのが定石です</span></span><span data-path-to-node="21,0,1,0,1,2">。</span></p></li><li><p data-path-to-node="21,0,1,1,0">麻痺（パラナ）、スロウ（イレース）も頻繁に飛んできます。</p></li></ul></li><li><p data-path-to-node="21,1,0"><strong data-path-to-node="21,1,0" data-index-in-node="0">強化魔法:</strong></p><ul data-path-to-node="21,1,1"><li><p data-path-to-node="21,1,1,0,0"><strong data-path-to-node="21,1,1,0,0" data-index-in-node="0">プロテス・シェル:</strong> 切らさないように。特にディスペガ後は即座に。</p></li><li><p data-path-to-node="21,1,1,1,0"><strong data-path-to-node="21,1,1,1,0" data-index-in-node="0">バ系:</strong>&nbsp;「バサンダラ/バパライラ」</p></li><li><p data-path-to-node="21,1,1,2,1"><span data-path-to-node="21,1,1,2,1,0"><strong data-path-to-node="21,1,1,2,1,0" data-index-in-node="0"><span class="citation-341">アディスト:</span></strong><span class="citation-341"> 前衛の火力底上げに余裕があれば</span></span><span data-path-to-node="21,1,1,2,1,2">。</span></p></li></ul></li><li><p data-path-to-node="21,2,0"><strong data-path-to-node="21,2,0" data-index-in-node="0">対微塵がくれ（HM戦）:</strong></p><ul data-path-to-node="21,2,1"><li><p data-path-to-node="21,2,1,0,0"><span data-path-to-node="21,2,1,0,0,1"><span class="citation-340">HMのHPが半分を切ったら**「女神の聖域」**を使用。これで微塵がくれの魔法ダメージを大幅にカットできます</span></span><span data-path-to-node="21,2,1,0,0,3">。</span></p></li></ul></li></ul><hr data-path-to-node="22" /><h2 data-path-to-node="23">おわりに</h2><p data-path-to-node="24">かつては「無理ゲー」と言われたこの戦いも、装備の進化と先人たちの知恵により、十分に勝機のある戦いとなっているようです。 準備を万端にして、ぜひ「楽園の勝者」の称号を勝ち取ってください！</p><p data-path-to-node="25"><strong data-path-to-node="25" data-index-in-node="0">攻略のポイントまとめ:</strong></p><ol start="1" data-path-to-node="26"><li><p data-path-to-node="26,0,0"><strong data-path-to-node="26,0,0" data-index-in-node="0">開幕の寝かせ:</strong> ここが全ての始まり。赤魔道士を信じましょう。</p></li><li><p data-path-to-node="26,1,0"><strong data-path-to-node="26,1,0" data-index-in-node="0">エルドナーシュ速攻:</strong> テラー地獄になる前に、高火力で押し切る。</p></li><li><p data-path-to-node="26,2,0"><strong data-path-to-node="26,2,0" data-index-in-node="0">カムラナートの即死回避:</strong> 忍者の空蝉と、赤のサイレス維持。</p></li><li><p data-path-to-node="26,3,0"><strong data-path-to-node="26,3,0" data-index-in-node="0">アイテムを惜しまない:</strong> やまびこ薬、毒薬、パナケイアは湯水のように使いましょう。</p></li></ol><p data-path-to-node="28"><strong data-path-to-node="28" data-index-in-node="0">Good Luck!</strong></p><hr data-path-to-node="29" /><p data-path-to-node="30"><em data-path-to-node="30" data-index-in-node="0">参照元：マスタートライアル攻略動画、FF11りがみり報告書、FF11用語辞典など</em></p></div></div><div class="blogmura-link"><a href="https://blogmura.com/ranking/in?p_cid=11212488" target="_blank"><img 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            <category>マスタートライアル (Master Trials)</category>
      <author>Jinko</author>
      <guid isPermaLink="false">blog:https://blog.seesaa.jp,jinko0914/519820107</guid>
                </item>
        <item>
      <link>https://jinko0914.seesaa.net/article/492489820.html</link>
      <title>アンバスケード1章とてむず　メドゥーサ族　ラミア族</title>
      <pubDate>Wed, 14 Jan 2026 00:00:00 +0900</pubDate>
            <description>(2022/10/13公開)特殊技の構えから発動までの時間が緩和されたことで、以前のような理不尽さが無くなりました。個人的には良い修正だと思いますが、からくり士がいなくても全く問題なくクリアできるようになったので、からくり士メインの人にとっては迷惑な修正だったかもしれませんね～。(2026/1/14更新)戦術はほぼ変更なしです。全体的に視覚的に見やすく文章を校正しました。</description>
            <itunes:summary><![CDATA[
(2022/10/13公開)特殊技の構えから発動までの時間が緩和されたことで、以前のような理不尽さが無くなりました。個人的には良い修正だと思いますが、からくり士がいなくても全く問題なくクリアできるようになったので、からくり士メインの人にとっては迷惑な修正だったかもしれませんね～。
(2026/1/14更新)戦術はほぼ変更なしです。全体的に視覚的に見やすく文章を校正しました。
<a></a>
【敵の構成】Bozzetto Freyja（ボス）Bozzetto FriggBozzetto Skathi【ギミック】ギミックの詳細：<a href="https://wikiwiki.jp/ffxi/%E3%82%A2%E3%83%B3%E3%83%90%E3%82%B9%E3%82%B1%E3%83%BC%E3%83%89/%E6%88%A6%E9%97%98/240110">FF11 wiki</a>盾の立ち回りは、基本的に 「視線を外すべき特殊技が3つだけ」 と覚えておけばOKです。
■ 視線を外す必要がある特殊技（3つだけ覚える）
 ボスFriggSkathi産強石のダンス〇ーーラクスバラディダンスー〇ー産毒石のダンスーー〇
■ ペトリファクションについて視線を合わせると 「石化＋ヘイトダウン」ただし、石化の発動率は高くない 印象ヘイトダウンもリカバリー可能な範囲→ そのため、そこまで神経質にならなくてよい特殊技だと思います★最重要：Skathi「天の返矢」対策（別枠）このアンバスで一番事故につながるのが、Skathi の 「天の返矢」 です。■ 発動タイミング（体感）HPがかなり減ってから使ってくる印象HPが減っていない状態での使用は、現時点では未確認■ 対応方針モーションが長いため、Skathi が硬直している間に 倒し切れるただし 火力不足だと倒し切れず崩壊することがある→ 最も安全なのは「発動中に倒し切る」こと■ 倒し切れなかった場合のナイト対応（ヘイトリカバリー）ヘイトリカバリーが非常に困難なので、ナイトはコツが必要おすすめ手順（後述の詳細と同じ）Freyja 討伐→Skathi へ移行した瞬間に センチネルを先出し「天の返矢」発動を見たら 挑発＞パリセード十分な敵対心装備があればリカバリー可能【ジョブ構成】ナ／狩／狩／コ／コ／風（サポ白）※ 狩×3＋コ×1 or 狩×1+コ3でも構わない。【戦闘の流れ】強化後、ナイトが突撃し敵3匹をキープ敵3匹が 主観ですべて視界に入る並びなら場所はどこでもOKアタッカーは開幕から ダブルショット／トリプルショット を使用し、全力で速攻もたつくとジオが壊れやすくなる早く敵の数を減らすほど盾が楽討伐順：Freyja ＞ Skathi ＞ FriggFrigg はHPを削らなければ特殊技が来ない風水士は 常にストナ待機ほかの回復魔法は不要Freyja への攻撃開始と同時に、ナイトは フィールティ 使用火力が十分なら Frigg 討伐までフィールティが持続するナイトは 3種の特殊技のときのみ視線を外す戦闘時間：強化時間込みで約3分【各ジョブについて】● ナイトサポは何でも良いが、個人的には 戦士が一番やりやすい今回は正直 盾次第調整により盾運用は以前よりかなり簡単→ 「3種の特殊技だけ視線を外す」 を徹底すればOK■ ヘイトの取り方（例）開幕：ランパート＞挑発＞フラッシュ（Freyja のヘイトを確保）以降：ケアルヘイト中心＋フラッシュを適宜で積み上げ■ 盾装備魔法攻撃がないため、盾は オハン or ドゥバン ■ 「天の返矢」ヘイトリカバリー手順（再掲）Freyja 討伐→Skathi へ攻撃開始と同時にセンチネルを先出し「天の返矢」発動を見たら 挑発＞パリセードこれでリカバリーできなければ 敵対心装備が不足している可能性大■ 石化対策（待機装備）サクパタ装備などで魔回避を盛ると、石化がかなり減る盛らないと 頻繁に石化しやすい印象※魔導剣士でも悪くないが、自己ケアルができるナイトのほうが適性は高いと思います。● 狩／コルセアスナップショットは自力でキャップさせるコが2名ならロール例：モンクス／サムライ／カオス＋4枠目は自由コが1名なら：サムライ／カオスでOK全員フォーマルハウト推奨基本方針は 「とにかく早く倒す」 が最も安全■ 立ち位置注意敵に近すぎると範囲攻撃を受ける魔法が届くギリギリ程度の距離を意識■ サポジョブ侍／戦／竜が主流だが、大差はないので好みでOK■ ホバーショットについて（所感）使っても使わなくても 火力差は大きくない印象短期決戦＋攻防比キャップだと WS回転率のほうが重要かもしれません（私も最初は真面目に使っていましたが、数をこなすうちに面倒になって使わなくなりました(´∀｀*)）● 風水士サポ白推奨。回復は ストナのみ のマクロでOK風水構成例：インデフューリージオフレイルエントラスト＋インデヘイスト（盾へ）開幕に白魔法ヘイストを盾にかけ、盾の魔法ヘイストをキャップさせる■ 羅盤の注意点本来、羅盤は状態異常に完全耐性のはずだが、なぜかこのアンバスでは石化したり死の宣告を受けたりする→ グロリッチを常時キープするのは困難羅盤は壊れやすいので、置き直しを忘れないことが重要（ジオが消えていることに気付かない人が多いｗ）■ 設置時の注意Freyja に魔法を当てると 引き寄せを食らうことがある→ ジオ設置は雑魚をターゲットして行う。弱体魔法も 使わないほうが無難だと思います








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      <content:encoded><![CDATA[
<div><strong>(2022/10/13公開)</strong></div><div>特殊技の構えから発動までの時間が緩和されたことで、以前のような理不尽さが無くなりました。</div><div>個人的には良い修正だと思いますが、からくり士がいなくても全く問題なくクリアできるようになったので、からくり士メインの人にとっては迷惑な修正だったかもしれませんね～。</div><br /><div><strong>(2026/1/14更新)</strong></div><div>戦術はほぼ変更なしです。</div><div>全体的に視覚的に見やすく文章を校正しました。</div><br /><a name="more"></a><br /><div><h2 data-start="95" data-end="104">【敵の構成】</h2><ul data-start="105" data-end="165"><li data-start="105" data-end="130"><p data-start="107" data-end="130"><strong data-start="107" data-end="130">Bozzetto Freyja（ボス）</strong></p></li><li data-start="131" data-end="147"><p data-start="133" data-end="147">Bozzetto Frigg</p></li><li data-start="148" data-end="165"><p data-start="150" data-end="165">Bozzetto Skathi</p></li></ul><hr data-start="167" data-end="170" /><h2 data-start="172" data-end="181">【ギミック】</h2><p data-start="182" data-end="199">ギミックの詳細：<a href="https://wikiwiki.jp/ffxi/%E3%82%A2%E3%83%B3%E3%83%90%E3%82%B9%E3%82%B1%E3%83%BC%E3%83%89/%E6%88%A6%E9%97%98/240110">FF11 wiki</a></p><p data-start="201" data-end="248">盾の立ち回りは、基本的に <strong data-start="214" data-end="235">「視線を外すべき特殊技が3つだけ」</strong> と覚えておけばOKです。</p></div><br /><div><h3 data-start="250" data-end="278">■ 視線を外す必要がある特殊技（3つだけ覚える）</h3><div class="TyagGW_tableContainer"><br /></div></div><div><table style="border-collapse: collapse; width: 86.6759%; height: 72px;" border="1"><tbody><tr style="height: 18px;"><td style="width: 25%; height: 18px;">&nbsp;</td><td style="width: 18.4104%; height: 18px; text-align: center;"><strong>ボス</strong></td><th style="width: 20.7225%; height: 18px; text-align: center;">Frigg</th><td style="width: 22.5454%; height: 18px; text-align: center;"><strong>Skathi</strong></td></tr><tr style="height: 18px;"><td style="width: 25%; height: 18px;">産強石のダンス</td><td style="width: 18.4104%; height: 18px; text-align: center;">〇</td><td style="width: 20.7225%; height: 18px; text-align: center;">ー</td><td style="width: 22.5454%; height: 18px; text-align: center;">ー</td></tr><tr style="height: 18px;"><td style="width: 25%; height: 18px;"><span>ラクスバラディダンス</span></td><td style="width: 18.4104%; height: 18px; text-align: center;">ー</td><td style="width: 20.7225%; height: 18px; text-align: center;">〇</td><td style="width: 22.5454%; height: 18px; text-align: center;">ー</td></tr><tr style="height: 18px;"><td style="width: 25%; height: 18px;">産毒石のダンス</td><td style="width: 18.4104%; height: 18px; text-align: center;">ー</td><td style="width: 20.7225%; height: 18px; text-align: center;">ー</td><td style="width: 22.5454%; height: 18px; text-align: center;">〇</td></tr></tbody></table><br /><div><h3 data-start="414" data-end="433">■ ペトリファクションについて</h3><ul data-start="434" data-end="547"><li data-start="434" data-end="460"><p data-start="436" data-end="460">視線を合わせると <strong data-start="445" data-end="460">「石化＋ヘイトダウン」</strong></p></li><li data-start="461" data-end="485"><p data-start="463" data-end="485">ただし、<strong data-start="467" data-end="482">石化の発動率は高くない</strong> 印象</p></li><li data-start="486" data-end="547"><p data-start="488" data-end="547"><strong data-start="488" data-end="506">ヘイトダウンもリカバリー可能</strong>な範囲<br data-start="509" data-end="512" />→ そのため、<strong data-start="519" data-end="541">そこまで神経質にならなくてよい特殊技</strong>だと思います</p></li></ul><hr data-start="549" data-end="552" /><h1 data-start="554" data-end="579">★最重要：Skathi「天の返矢」対策（別枠）</h1><p data-start="580" data-end="622">このアンバスで一番事故につながるのが、Skathi の <strong data-start="608" data-end="618">「天の返矢」</strong> です。</p><h3 data-start="624" data-end="641">■ 発動タイミング（体感）</h3><ul data-start="642" data-end="694"><li data-start="642" data-end="666"><p data-start="644" data-end="666"><strong data-start="644" data-end="666">HPがかなり減ってから使ってくる印象</strong></p></li><li data-start="667" data-end="694"><p data-start="669" data-end="694">HPが減っていない状態での使用は、現時点では未確認</p></li></ul><h3 data-start="696" data-end="706">■ 対応方針</h3><ul data-start="707" data-end="809"><li data-start="707" data-end="750"><p data-start="709" data-end="750"><strong data-start="709" data-end="721">モーションが長い</strong>ため、Skathi が硬直している間に <strong data-start="741" data-end="750">倒し切れる</strong></p></li><li data-start="751" data-end="809"><p data-start="753" data-end="809">ただし <strong data-start="757" data-end="774">火力不足だと倒し切れず崩壊</strong>することがある<br data-start="781" data-end="784" />→ <strong data-start="786" data-end="809">最も安全なのは「発動中に倒し切る」こと</strong></p></li></ul><h3 data-start="811" data-end="843">■ 倒し切れなかった場合のナイト対応（ヘイトリカバリー）</h3><ul data-start="844" data-end="1000"><li data-start="844" data-end="877"><p data-start="846" data-end="877"><strong data-start="846" data-end="864">ヘイトリカバリーが非常に困難</strong>なので、ナイトはコツが必要</p></li><li data-start="878" data-end="1000"><p data-start="880" data-end="898">おすすめ手順（後述の詳細と同じ）</p><ul data-start="901" data-end="1000"><li data-start="901" data-end="942"><p data-start="903" data-end="942">Freyja 討伐→Skathi へ移行した瞬間に <strong data-start="929" data-end="942">センチネルを先出し</strong></p></li><li data-start="945" data-end="972"><p data-start="947" data-end="972">「天の返矢」発動を見たら <strong data-start="960" data-end="972">挑発＞パリセード</strong></p></li><li data-start="975" data-end="1000"><p data-start="977" data-end="1000"><strong data-start="977" data-end="989">十分な敵対心装備</strong>があればリカバリー可能</p></li></ul></li></ul><hr data-start="1002" data-end="1005" /><h2 data-start="1007" data-end="1017">【ジョブ構成】</h2><ul data-start="1018" data-end="1040"><li data-start="1018" data-end="1040"><p data-start="1020" data-end="1040"><strong data-start="1020" data-end="1040">ナ／狩／狩／コ／コ／風（サポ白）</strong></p></li></ul><p data-start="1042" data-end="1074">※&nbsp;<strong data-start="1047" data-end="1058">狩×3＋コ×1 or 狩×1+コ3</strong>でも構わない。</p><hr data-start="1076" data-end="1079" /><h2 data-start="1081" data-end="1091">【戦闘の流れ】</h2><ol data-start="1092" data-end="1479"><li data-start="1092" data-end="1158"><p data-start="1095" data-end="1119"><strong data-start="1095" data-end="1117">強化後、ナイトが突撃し敵3匹をキープ</strong></p><ul data-start="1123" data-end="1158"><li data-start="1123" data-end="1158"><p data-start="1125" data-end="1158">敵3匹が <strong data-start="1130" data-end="1147">主観ですべて視界に入る並び</strong>なら場所はどこでもOK</p></li></ul></li><li data-start="1159" data-end="1257"><p data-start="1162" data-end="1208">アタッカーは開幕から <strong data-start="1173" data-end="1193">ダブルショット／トリプルショット</strong> を使用し、<strong data-start="1199" data-end="1208">全力で速攻</strong></p><ul data-start="1212" data-end="1257"><li data-start="1212" data-end="1233"><p data-start="1214" data-end="1233"><strong data-start="1214" data-end="1233">もたつくとジオが壊れやすくなる</strong></p></li><li data-start="1237" data-end="1257"><p data-start="1239" data-end="1257"><strong data-start="1239" data-end="1257">早く敵の数を減らすほど盾が楽</strong></p></li></ul></li><li data-start="1258" data-end="1327"><p data-start="1261" data-end="1294"><strong data-start="1261" data-end="1292">討伐順：Freyja ＞ Skathi ＞ Frigg</strong></p><ul data-start="1298" data-end="1327"><li data-start="1298" data-end="1327"><p data-start="1300" data-end="1327"><strong data-start="1300" data-end="1327">Frigg はHPを削らなければ特殊技が来ない</strong></p></li></ul></li><li data-start="1328" data-end="1369"><p data-start="1331" data-end="1349">風水士は <strong data-start="1336" data-end="1347">常にストナ待機</strong></p><ul data-start="1353" data-end="1369"><li data-start="1353" data-end="1369"><p data-start="1355" data-end="1369"><strong data-start="1355" data-end="1369">ほかの回復魔法は不要</strong></p></li></ul></li><li data-start="1370" data-end="1450"><p data-start="1373" data-end="1411">Freyja への攻撃開始と同時に、ナイトは <strong data-start="1396" data-end="1406">フィールティ</strong> 使用</p><ul data-start="1415" data-end="1450"><li data-start="1415" data-end="1450"><p data-start="1417" data-end="1450">火力が十分なら <strong data-start="1425" data-end="1448">Frigg 討伐までフィールティが持続</strong>する</p></li></ul></li><li data-start="1451" data-end="1479"><p data-start="1454" data-end="1479">ナイトは <strong data-start="1459" data-end="1479">3種の特殊技のときのみ視線を外す</strong></p></li></ol><ul data-start="1481" data-end="1502"><li data-start="1481" data-end="1502"><p data-start="1483" data-end="1502">戦闘時間：<strong data-start="1488" data-end="1502">強化時間込みで約3分</strong></p></li></ul><hr data-start="1504" data-end="1507" /><h2 data-start="1509" data-end="1522">【各ジョブについて】</h2><h3 data-start="1524" data-end="1533">● ナイト</h3><ul data-start="1534" data-end="1638"><li data-start="1534" data-end="1566"><p data-start="1536" data-end="1566">サポは何でも良いが、個人的には <strong data-start="1552" data-end="1566">戦士が一番やりやすい</strong></p></li><li data-start="1567" data-end="1582"><p data-start="1569" data-end="1582">今回は正直 <strong data-start="1575" data-end="1582">盾次第</strong></p></li><li data-start="1583" data-end="1638"><p data-start="1585" data-end="1638">調整により盾運用は以前よりかなり簡単<br data-start="1603" data-end="1606" />→ <strong data-start="1610" data-end="1629">「3種の特殊技だけ視線を外す」</strong> を徹底すればOK</p></li></ul><h4 data-start="1640" data-end="1657">■ ヘイトの取り方（例）</h4><ul data-start="1658" data-end="1729"><li data-start="1658" data-end="1697"><p data-start="1660" data-end="1697">開幕：<strong data-start="1663" data-end="1681">ランパート＞挑発＞フラッシュ</strong>（Freyja のヘイトを確保）</p></li><li data-start="1698" data-end="1729"><p data-start="1700" data-end="1729">以降：<strong data-start="1703" data-end="1724">ケアルヘイト中心＋フラッシュを適宜</strong>で積み上げ</p></li></ul><h4 data-start="1731" data-end="1741">■ 盾装備</h4><ul data-start="1742" data-end="1777"><li data-start="1742" data-end="1777"><p data-start="1744" data-end="1777">魔法攻撃がないため、盾は <strong data-start="1757" data-end="1774">オハン or ドゥバン</strong>&nbsp;</p></li></ul><h4 data-start="1779" data-end="1806">■ 「天の返矢」ヘイトリカバリー手順（再掲）</h4><ul data-start="1807" data-end="1914"><li data-start="1807" data-end="1848"><p data-start="1809" data-end="1848"><strong data-start="1809" data-end="1848">Freyja 討伐→Skathi へ攻撃開始と同時にセンチネルを先出し</strong></p></li><li data-start="1849" data-end="1876"><p data-start="1851" data-end="1876">「天の返矢」発動を見たら <strong data-start="1864" data-end="1876">挑発＞パリセード</strong></p></li><li data-start="1877" data-end="1914"><p data-start="1879" data-end="1914">これでリカバリーできなければ <strong data-start="1894" data-end="1906">敵対心装備が不足</strong>している可能性大</p></li></ul><h4 data-start="1916" data-end="1933">■ 石化対策（待機装備）</h4><ul data-start="1934" data-end="1989"><li data-start="1934" data-end="1965"><p data-start="1936" data-end="1965"><strong data-start="1936" data-end="1955">サクパタ装備などで魔回避を盛る</strong>と、石化がかなり減る</p></li><li data-start="1966" data-end="1989"><p data-start="1968" data-end="1989">盛らないと <strong data-start="1974" data-end="1983">頻繁に石化</strong>しやすい印象</p></li></ul><p data-start="1991" data-end="2035">※魔導剣士でも悪くないが、<strong data-start="2004" data-end="2029">自己ケアルができるナイトのほうが適性は高い</strong>と思います。</p><hr data-start="2037" data-end="2040" /><h3 data-start="2042" data-end="2054">● 狩／コルセア</h3><ul data-start="2055" data-end="2191"><li data-start="2055" data-end="2080"><p data-start="2057" data-end="2080"><strong data-start="2057" data-end="2077">スナップショットは自力でキャップ</strong>させる</p></li><li data-start="2081" data-end="2118"><p data-start="2083" data-end="2118">コが2名ならロール例：<strong data-start="2094" data-end="2111">モンクス／サムライ／カオス</strong>＋4枠目は自由</p></li><li data-start="2119" data-end="2143"><p data-start="2121" data-end="2143">コが1名なら：<strong data-start="2128" data-end="2140">サムライ／カオス</strong>でOK</p></li><li data-start="2144" data-end="2162"><p data-start="2146" data-end="2162"><strong data-start="2146" data-end="2162">全員フォーマルハウト推奨</strong></p></li><li data-start="2163" data-end="2191"><p data-start="2165" data-end="2191">基本方針は <strong data-start="2171" data-end="2185">「とにかく早く倒す」</strong> が最も安全</p></li></ul><h4 data-start="2193" data-end="2206">■ 立ち位置注意</h4><ul data-start="2207" data-end="2252"><li data-start="2207" data-end="2228"><p data-start="2209" data-end="2228"><strong data-start="2209" data-end="2228">敵に近すぎると範囲攻撃を受ける</strong></p></li><li data-start="2229" data-end="2252"><p data-start="2231" data-end="2252"><strong data-start="2231" data-end="2249">魔法が届くギリギリ程度の距離</strong>を意識</p></li></ul><h4 data-start="2254" data-end="2266">■ サポジョブ</h4><ul data-start="2267" data-end="2296"><li data-start="2267" data-end="2296"><p data-start="2269" data-end="2296">侍／戦／竜が主流だが、<strong data-start="2280" data-end="2296">大差はないので好みでOK</strong></p></li></ul><h4 data-start="2298" data-end="2320">■ ホバーショットについて（所感）</h4><ul data-start="2321" data-end="2389"><li data-start="2321" data-end="2349"><p data-start="2323" data-end="2349">使っても使わなくても <strong data-start="2334" data-end="2349">火力差は大きくない印象</strong></p></li><li data-start="2350" data-end="2389"><p data-start="2352" data-end="2389">短期決戦＋攻防比キャップだと <strong data-start="2367" data-end="2382">WS回転率のほうが重要</strong>かもしれません</p></li></ul><p data-start="2391" data-end="2440">（私も最初は真面目に使っていましたが、数をこなすうちに面倒になって使わなくなりました(´∀｀*)）</p><hr data-start="2442" data-end="2445" /><h3 data-start="2447" data-end="2456">● 風水士</h3><ul data-start="2457" data-end="2599"><li data-start="2457" data-end="2486"><p data-start="2459" data-end="2486">サポ白推奨。回復は <strong data-start="2469" data-end="2478">ストナのみ</strong> のマクロでOK</p></li><li data-start="2487" data-end="2560"><p data-start="2489" data-end="2497">風水構成例：</p><ul data-start="2500" data-end="2560"><li data-start="2500" data-end="2516"><p data-start="2502" data-end="2516"><strong data-start="2502" data-end="2514">インデフューリー</strong></p></li><li data-start="2519" data-end="2533"><p data-start="2521" data-end="2533"><strong data-start="2521" data-end="2531">ジオフレイル</strong></p></li><li data-start="2536" data-end="2560"><p data-start="2538" data-end="2560"><strong data-start="2538" data-end="2560">エントラスト＋インデヘイスト（盾へ）</strong></p></li></ul></li><li data-start="2561" data-end="2599"><p data-start="2563" data-end="2599">開幕に白魔法ヘイストを盾にかけ、<strong data-start="2579" data-end="2596">盾の魔法ヘイストをキャップ</strong>させる</p></li></ul><h4 data-start="2601" data-end="2614">■ 羅盤の注意点</h4><ul data-start="2615" data-end="2774"><li data-start="2615" data-end="2713"><p data-start="2617" data-end="2651">本来、羅盤は状態異常に完全耐性のはずだが、なぜかこのアンバスでは</p><ul data-start="2654" data-end="2713"><li data-start="2654" data-end="2667"><p data-start="2656" data-end="2667"><strong data-start="2656" data-end="2662">石化</strong>したり</p></li><li data-start="2670" data-end="2713"><p data-start="2672" data-end="2713"><strong data-start="2672" data-end="2680">死の宣告</strong>を受けたりする<br data-start="2687" data-end="2690" />→ <strong data-start="2692" data-end="2713">グロリッチを常時キープするのは困難</strong></p></li></ul></li><li data-start="2715" data-end="2774"><p data-start="2717" data-end="2774">羅盤は壊れやすいので、<strong data-start="2728" data-end="2743">置き直しを忘れないこと</strong>が重要<br data-start="2746" data-end="2749" />（ジオが消えていることに気付かない人が多いｗ）</p></li></ul><h4 data-start="2776" data-end="2789">■ 設置時の注意</h4><ul data-start="2790" data-end="2885"><li data-start="2790" data-end="2857"><p data-start="2792" data-end="2857">Freyja に魔法を当てると <strong data-start="2808" data-end="2816">引き寄せ</strong>を食らうことがある<br data-start="2825" data-end="2828" />→ <strong data-start="2830" data-end="2851">ジオ設置は雑魚をターゲットして行う。</strong></p></li><li data-start="2858" data-end="2885"><p data-start="2860" data-end="2885">弱体魔法も <strong data-start="2866" data-end="2879">使わないほうが無難</strong>だと思います</p></li></ul></div><br /><br /><br /><br /><br /><br /><br /></div><div class="blogmura-link"><a href="https://blogmura.com/ranking/in?p_cid=11212488" target="_blank"><img src="https://b.blogmura.com/88_31.gif" width="88" height="31" border="0" alt="ブログランキング・にほんブログ村へ" />にほんブログ村</a>
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            <category>アンバスケード (Ambuscade)</category>
      <author>Jinko</author>
      <guid isPermaLink="false">blog:https://blog.seesaa.jp,jinko0914/492489820</guid>
                </item>
        <item>
      <link>https://jinko0914.seesaa.net/article/519592832.html</link>
      <title>アンバスケード１章　とてむず　ソウルフレア族</title>
      <pubDate>Tue, 30 Dec 2025 17:00:00 +0900</pubDate>
            <description>(2025/12/30公開）今更ですが、ソウルフレア族の攻略をまだ書いていないことに気が付きました( ﾟДﾟ)</description>
            <itunes:summary><![CDATA[
(2025/12/30公開）
今更ですが、ソウルフレア族の攻略をまだ書いていないことに気が付きました( ﾟДﾟ)


<a></a>【敵】Master Manipulator（ボス：デーモン類／ソウルフレア族）Bozzetto Imp ×6（インプ）【ギミック】詳細：<a href="https://wikiwiki.jp/ffxi/%E3%82%A2%E3%83%B3%E3%83%90%E3%82%B9%E3%82%B1%E3%83%BC%E3%83%89/%E6%88%A6%E9%97%98/231211">FF11 wiki</a>覚えておくべきボスの特殊技は、トリビュレーションとイモータルシールドです。■ トリビュレーション暗闇（命中-50）＋バイオ＋スリップダメージスリップダメージ量は難易度とインプの生存数で変化します。インプが多い状態で発動されると、盾は即死級になり得ます。→ よって、インプが生存している間は、ボスに特殊技を使わせない（＝TPを与えない）ことが重要です。→ つまり、盾のスキルが非常に問われます。例）インプをターゲットした状態で抜刀する（ボスに与TPを与えないため）被ダメージは終始ほぼ0を維持する（被ダメによる与TPも抑える）■ イモータルシールド最大2枚まで付与されます。1枚：遠隔物理攻撃ダメージ -50%2枚：遠隔物理攻撃ダメージ -100%一定値以上のダメージで破壊可能。「今は火力が高いのでバリアは気にしなくてよい」という意見もありますが、半分正解で半分不正解です。現環境の火力なら、WS1回で破壊できる可能性は高いものの、与TPが過剰になるとイモータルシールドが2枚張られるリスクが上がり、その時点でゲームオーバーになり得ます。■ 敵の物理防御力についてインプは不明ですが、ボス（ソウルフレア）は物理防御力がかなり低めに抑えられているようです。カオスロール＋ジオフューリーで、攻防比は概ねキャップします。【ジョブ構成】剣/青、狩×2、コ×2、風【強化について】■ コルセアコルセア1クルケ＋モンクスロールマイザーロールコルセア2クルケ＋サムライロールカオスロール※ モンクスロールはダブルアップしない■ 風水士グロリッチ＋ジオフューリーインデ：何でもよいエントラスト＋インデヘイスト（対象：魔導剣士）■ 魔導剣士（自己強化）エンボルド＋プロテスIV（対象：魔導剣士のみ）シェルV（対象：魔導剣士のみ）リフレシュ（対象：魔導剣士のみ）ファランクスストンスキンリフュエリングコクーンクルセードバブリザ or バストンバパライズ or バブレイク【戦闘の流れ】魔導剣士が敵を全て引きつけ、入口の角でキープする。狩人／コルセアは順不同でインプを討伐していく。※ できる限り遠距離から攻撃しないと、敵の範囲特殊技を受ける。ダブルショット／トリプルショットはインプにのみ使用し、ボスでは使用しない。理由：与TPが過剰になると、イモータルシールドが2枚張られるリスクが上がるため。インプ討伐後、ボスを倒す。【各ジョブの要点】■ 魔導剣士盾は魔導剣士一択です。ナイトと比べても、圧倒的に適性があります。サポートは青魔道士。最低限必要なセットは、シープソング／ガイストウォール／コクーン／リフュエリング。インプを全て倒すまでは、ボスからの被ダメージをほぼ0で維持します。過剰な被ダメによってボスに与TPを与えると、インプ多数生存中にトリビュレーション→即死のリスクが高まります。また、与ダメージによる与TPも避けるため、インプをターゲットしながら抜刀します。開幕からバットゥタとワンフォアオールを使用すると、比較的容易に立ち回れます。■ コルセア／狩人敵の範囲攻撃が届かない距離から攻撃するだけです。トリプルショット／ダブルショットをボスで使うと、イモータルシールド2枚のリスクが上がるため、使用はインプ討伐時のみに限定します。短期決戦なので、ホバーショットの恩恵はあまり大きくありません。使用するかどうかは各自の好みでよいと思います。■ 風水士サポートジョブは何でもよいです。クルケ＋モンクスロールでほぼモクシャはキャップするため、オースピスは不要です。魔導剣士はほとんどダメージを受けないので、回復魔法の準備は不要なことが多いです。



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<div><div><strong>(2025/12/30公開）</strong></div><br /><div>今更ですが、ソウルフレア族の攻略をまだ書いていないことに気が付きました( ﾟДﾟ)</div><br /></div><br /><br /><a name="more"></a><div><h3 data-start="108" data-end="115">【敵】</h3><ul data-start="116" data-end="187"><li data-start="116" data-end="160"><p data-start="118" data-end="160"><strong data-start="118" data-end="140">Master Manipulator</strong>（ボス：デーモン類／ソウルフレア族）</p></li><li data-start="161" data-end="187"><p data-start="163" data-end="187"><strong data-start="163" data-end="182">Bozzetto Imp ×6</strong>（インプ）</p></li></ul><hr data-start="189" data-end="192" /><h3 data-start="194" data-end="204">【ギミック】</h3><p data-start="205" data-end="217">詳細：<a href="https://wikiwiki.jp/ffxi/%E3%82%A2%E3%83%B3%E3%83%90%E3%82%B9%E3%82%B1%E3%83%BC%E3%83%89/%E6%88%A6%E9%97%98/231211">FF11 wiki</a></p><p data-start="219" data-end="264">覚えておくべきボスの特殊技は、<strong data-start="234" data-end="247">トリビュレーション</strong>と<strong data-start="248" data-end="261">イモータルシールド</strong>です。</p><h4 data-start="266" data-end="282">■ トリビュレーション</h4><ul data-start="283" data-end="307"><li data-start="283" data-end="307"><p data-start="285" data-end="307">暗闇（命中-50）＋バイオ＋スリップダメージ</p></li></ul><p data-start="309" data-end="377">スリップダメージ量は<strong data-start="319" data-end="326">難易度</strong>と<strong data-start="327" data-end="338">インプの生存数</strong>で変化します。インプが多い状態で発動されると、盾は<strong data-start="363" data-end="370">即死級</strong>になり得ます。</p><p data-start="379" data-end="456">→ よって、<strong data-start="385" data-end="429">インプが生存している間は、ボスに特殊技を使わせない（＝TPを与えない）ことが重要</strong>です。<br data-start="432" data-end="435" />→ つまり、盾のスキルが非常に問われます。</p><p data-start="458" data-end="462">例）</p><ul data-start="463" data-end="534"><li data-start="463" data-end="500"><p data-start="465" data-end="500">インプをターゲットした状態で抜刀する（ボスに与TPを与えないため）</p></li><li data-start="501" data-end="534"><p data-start="503" data-end="534">被ダメージは終始ほぼ0を維持する（被ダメによる与TPも抑える）</p></li></ul><h4 data-start="536" data-end="552">■ イモータルシールド</h4><p data-start="553" data-end="568">最大2枚まで付与されます。</p><ul data-start="569" data-end="621"><li data-start="569" data-end="595"><p data-start="571" data-end="595">1枚：遠隔物理攻撃ダメージ <strong data-start="585" data-end="593">-50%</strong></p></li><li data-start="596" data-end="621"><p data-start="598" data-end="621">2枚：遠隔物理攻撃ダメージ <strong data-start="612" data-end="621">-100%</strong></p></li></ul><p data-start="623" data-end="639">一定値以上のダメージで破壊可能。</p><p data-start="641" data-end="782">「今は火力が高いのでバリアは気にしなくてよい」という意見もありますが、<strong data-start="676" data-end="690">半分正解で半分不正解</strong>です。<br data-start="693" data-end="696" />現環境の火力なら、WS1回で破壊できる可能性は高いものの、<strong data-start="725" data-end="775">与TPが過剰になるとイモータルシールドが2枚張られるリスクが上がり、その時点でゲームオーバー</strong>になり得ます。</p><h4 data-start="784" data-end="802">■ 敵の物理防御力について</h4><p data-start="803" data-end="889">インプは不明ですが、ボス（ソウルフレア）は<strong data-start="824" data-end="839">物理防御力がかなり低め</strong>に抑えられているようです。<br data-start="852" data-end="855" /><strong data-start="855" data-end="873">カオスロール＋ジオフューリー</strong>で、攻防比は概ねキャップします。</p><hr data-start="891" data-end="894" /><h3 data-start="896" data-end="907">【ジョブ構成】</h3><ul data-start="908" data-end="927"><li data-start="908" data-end="927"><p data-start="910" data-end="927"><strong data-start="910" data-end="927">剣/青、狩×2、コ×2、風</strong></p></li></ul><hr data-start="929" data-end="932" /><h3 data-start="934" data-end="946">【強化について】</h3><h4 data-start="948" data-end="959">■ コルセア</h4><p data-start="960" data-end="971"><strong data-start="960" data-end="969">コルセア1</strong></p><ul data-start="972" data-end="999"><li data-start="972" data-end="987"><p data-start="974" data-end="987">クルケ＋モンクスロール</p></li><li data-start="988" data-end="999"><p data-start="990" data-end="999">マイザーロール</p></li></ul><p data-start="1001" data-end="1012"><strong data-start="1001" data-end="1010">コルセア2</strong></p><ul data-start="1013" data-end="1039"><li data-start="1013" data-end="1028"><p data-start="1015" data-end="1028">クルケ＋サムライロール</p></li><li data-start="1029" data-end="1039"><p data-start="1031" data-end="1039">カオスロール</p></li></ul><p data-start="1041" data-end="1074">※ <strong data-start="1043" data-end="1064">モンクスロールはダブルアップしない</strong></p><h4 data-start="1076" data-end="1086">■ 風水士</h4><ul data-start="1087" data-end="1144"><li data-start="1087" data-end="1104"><p data-start="1089" data-end="1104">グロリッチ＋ジオフューリー</p></li><li data-start="1105" data-end="1118"><p data-start="1107" data-end="1118">インデ：何でもよい</p></li><li data-start="1119" data-end="1144"><p data-start="1121" data-end="1144">エントラスト＋インデヘイスト（対象：魔導剣士）</p></li></ul><h4 data-start="1146" data-end="1163">■ 魔導剣士（自己強化）</h4><ul data-start="1164" data-end="1310"><li data-start="1164" data-end="1191"><p data-start="1166" data-end="1191">エンボルド＋プロテスIV（対象：魔導剣士のみ）</p></li><li data-start="1192" data-end="1211"><p data-start="1194" data-end="1211">シェルV（対象：魔導剣士のみ）</p></li><li data-start="1212" data-end="1232"><p data-start="1214" data-end="1232">リフレシュ（対象：魔導剣士のみ）</p></li><li data-start="1233" data-end="1243"><p data-start="1235" data-end="1243">ファランクス</p></li><li data-start="1233" data-end="1243">ストンスキン</li><li data-start="1244" data-end="1255"><p data-start="1246" data-end="1255">リフュエリング</p></li><li data-start="1256" data-end="1264"><p data-start="1258" data-end="1264">コクーン</p></li><li data-start="1265" data-end="1274"><p data-start="1267" data-end="1274">クルセード</p></li><li data-start="1275" data-end="1291"><p data-start="1277" data-end="1291">バブリザ or バストン</p></li><li data-start="1292" data-end="1310"><p data-start="1294" data-end="1310">バパライズ or バブレイク</p></li></ul><hr data-start="1312" data-end="1315" /><h3 data-start="1317" data-end="1328">【戦闘の流れ】</h3><ol data-start="1329" data-end="1539"><li data-start="1329" data-end="1359"><p data-start="1332" data-end="1359">魔導剣士が敵を全て引きつけ、入口の角でキープする。</p></li><li data-start="1360" data-end="1427"><p data-start="1363" data-end="1388">狩人／コルセアは順不同でインプを討伐していく。</p><ul data-start="1392" data-end="1427"><li data-start="1392" data-end="1427"><p data-start="1394" data-end="1427">※ できる限り遠距離から攻撃しないと、敵の範囲特殊技を受ける。</p></li></ul></li><li data-start="1428" data-end="1522"><p data-start="1431" data-end="1474"><strong data-start="1431" data-end="1472">ダブルショット／トリプルショットはインプにのみ使用し、ボスでは使用しない。</strong></p><ul data-start="1478" data-end="1522"><li data-start="1478" data-end="1522"><p data-start="1480" data-end="1522">理由：与TPが過剰になると、イモータルシールドが2枚張られるリスクが上がるため。</p></li></ul></li><li data-start="1523" data-end="1539"><p data-start="1526" data-end="1539">インプ討伐後、ボスを倒す。</p></li></ol><hr data-start="1541" data-end="1544" /><h3 data-start="1546" data-end="1559">【各ジョブの要点】</h3><h4 data-start="1561" data-end="1572">■ 魔導剣士</h4><p data-start="1573" data-end="1666">盾は<strong data-start="1575" data-end="1585">魔導剣士一択</strong>です。ナイトと比べても、圧倒的に適性があります。<br data-start="1609" data-end="1612" />サポートは青魔道士。最低限必要なセットは、<strong data-start="1633" data-end="1665">シープソング／ガイストウォール／コクーン／リフュエリング</strong>。</p><p data-start="1668" data-end="1766">インプを全て倒すまでは、ボスからの被ダメージを<strong data-start="1691" data-end="1698">ほぼ0</strong>で維持します。<br data-start="1705" data-end="1708" />過剰な被ダメによってボスに与TPを与えると、インプ多数生存中に<strong data-start="1739" data-end="1755">トリビュレーション→即死</strong>のリスクが高まります。</p><p data-start="1768" data-end="1859">また、与ダメージによる与TPも避けるため、<strong data-start="1789" data-end="1808">インプをターゲットしながら抜刀</strong>します。<br data-start="1812" data-end="1815" />開幕から<strong data-start="1819" data-end="1828">バットゥタ</strong>と<strong data-start="1829" data-end="1841">ワンフォアオール</strong>を使用すると、比較的容易に立ち回れます。</p><h4 data-start="1861" data-end="1875">■ コルセア／狩人</h4><p data-start="1876" data-end="1975">敵の範囲攻撃が届かない距離から攻撃するだけです。<br data-start="1900" data-end="1903" /><strong data-start="1903" data-end="1950">トリプルショット／ダブルショットをボスで使うと、イモータルシールド2枚のリスクが上がる</strong>ため、使用は<strong data-start="1956" data-end="1971">インプ討伐時のみに限定</strong>します。</p><div class="flex flex-col text-sm pb-25"><article class="text-token-text-primary w-full focus:outline-none [--shadow-height:45px] has-data-writing-block:pointer-events-none has-data-writing-block:-mt-(--shadow-height) has-data-writing-block:pt-(--shadow-height) [&amp;:has([data-writing-block])&gt;*]:pointer-events-auto scroll-mt-[calc(var(--header-height)+min(200px,max(70px,20svh)))]" dir="auto" tabindex="-1" data-turn-id="request-WEB:99f3fd90-1d50-4c72-851d-978eb472f28f-1" data-testid="conversation-turn-4" data-scroll-anchor="true" data-turn="assistant"><div class="text-base my-auto mx-auto pb-10 [--thread-content-margin:--spacing(4)] @w-sm/main:[--thread-content-margin:--spacing(6)] @w-lg/main:[--thread-content-margin:--spacing(16)] px-(--thread-content-margin)"><div class="[--thread-content-max-width:40rem] @w-lg/main:[--thread-content-max-width:48rem] mx-auto max-w-(--thread-content-max-width) flex-1 group/turn-messages focus-visible:outline-hidden relative flex w-full min-w-0 flex-col agent-turn" tabindex="-1"><div class="flex max-w-full flex-col grow"><div data-message-author-role="assistant" data-message-id="de570292-f3fb-48e2-8689-29b3e8b52fe5" dir="auto" class="min-h-8 text-message relative flex w-full flex-col items-end gap-2 text-start break-words whitespace-normal [.text-message+&amp;]:mt-1" data-message-model-slug="gpt-5-2-thinking"><div class="flex w-full flex-col gap-1 empty:hidden first:pt-[1px]"><div class="markdown prose dark:prose-invert w-full break-words light markdown-new-styling"><p data-start="0" data-end="54" data-is-last-node="" data-is-only-node="">短期決戦なので、ホバーショットの恩恵はあまり大きくありません。使用するかどうかは各自の好みでよいと思います。</p></div></div></div></div></div></div></article></div><h4 data-start="1977" data-end="1987">■ 風水士</h4><p data-start="1988" data-end="2090">サポートジョブは何でもよいです。<br data-start="2001" data-end="2004" />クルケ＋モンクスロールでほぼモクシャはキャップするため、<strong data-start="2032" data-end="2044">オースピスは不要</strong>です。<br data-start="2047" data-end="2050" />魔導剣士はほとんどダメージを受けないので、回復魔法の準備は不要なことが多いです。</p></div><br /><br /><div class="blogmura-link"><a href="https://blogmura.com/ranking/in?p_cid=11212488" target="_blank"><img src="https://b.blogmura.com/88_31.gif" width="88" height="31" border="0" alt="ブログランキング・にほんブログ村へ" />にほんブログ村</a>
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            <category>アンバスケード (Ambuscade)</category>
      <author>Jinko</author>
      <guid isPermaLink="false">blog:https://blog.seesaa.jp,jinko0914/519592832</guid>
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