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Final Fantasy XI FFXI Weapon Skill - Skill Chain FAQIf you want to buy FFXI Gil.Please go to Usfine This Weapon Skill - Skill Chain FAQ was written by Kletian999 ------------------------------------------------------------------------------- Table of ContentsI: Version History II: Purpose III: Disclaimer IV: Copyright Information V: Introduction to Weapon Skills - Limit Breaks VI: Newbie Q & A: VII: Introduction to Skillchains - Renkei VIII: The Limit Break Attributes IX: Renkeis X: Weapon Skill (Limit Break) List X-2: Unlocking the Quested Techniques XI: Conclusion XII: Thanks to T: Contact Info -Kletian999 ------------------------------------------------------------------------------- I: Version HistoryCurrent Version 0.85 4/22/2004 Another Nice Update, took longer than I wanted Confimation and correction on lots of techs, G Sword, Scythe, Sword, Spear More thanks and special thanks More experimenting with Starlight/Moonlight "Elemental Limit Breaks can be resisted?" Some reorganization was in order New site with hosting permission Beginning Weapon/monster Affinity Chart Even Newer Limit Breaks have been implemented, accepting any new information 0.80 4/21/2004 Huge Update 0.75 4/4/2004 0.71 4/1/2004 0.7 3/19/2004 Huge update 0.611 3/13/2004 0.61 3/11/2004 ------------------------------------------------------------------------------- II: PurposeInformation on Weapon skills and skill chains is either scattered or not present. My mission is to bring all the knowledge I can find into one place then fill in the gaps to make a definitive FFXI resource. ------------------------------------------------------------------------------- III: DisclaimerI am no expert on this game. 90% of the information I know about Weapon Skills and Skill Chaining originally came from other people, either through message boards, charts, sites, or FAQs. This FAQ will never reach a complete state without the participation of some dedicated people who have reached the higher levels and are willing to test out the information that has come to my attention. Either that or someone with inside knowledge of the game dynamics would help (/emote winks). Furthermore, this is my first FAQ, so bear with me and give helpful suggestion on formatting and content. ------------------------------------------------------------------------------- IV: Copyright InformationEven Editors of Anthologies get copyrights. I can be contacted at Kletian999@hotmail.com. As this account has an aggressive spam filter, Please write Renkei FAQ in the subject. If you don't here any response from me in two weeks, assume I missed your message and send it again. This FAQ is Copyright 2003-2004 Tom Dubeck- Kletian999 All trademarks and copyrights mentioned in this document are owned by their respective trademark and copyright holders. Current Sites with posting permission: ------------------------------------------------------------------------------- V: Introduction to Weapon Skills - Limit BreaksAs SquareEnix is not your typical MMORPG maker, they decided to give melee classes something to do besides autoattack and mash on Ability macros during battles. This game features special attacks officially called Weapon Skills, but I prefer to call them Limit Breaks as Weapon Skills resemble Limit Breaks from FF6-10 greatly, and it prevents confusion with the term Weapon Skill Level, which is how proficient your character is with a certain "type" of weapon. Limit Breaks can be used whenever a Character's TP level reaches 100% or more (up to 300%). TP goes up 2% every time you get hit and you get a varying amount of TP directly dependant upon weapon delay. Higher delay=more TP gain per hit. TP gain can be in fractions, thus causing a weapon like Scythe to get 12, 13, 12 etc. Since the TP gain method wasn't as set as I thought it was, take these figures as ballparks. TP Gain chart TP goes down 10% for every 10 seconds of being in healing posture (what I call a "hit" of healing). The best metaphor for TP is anger, however if you leave the area or change your equipped weapon, you TP goes down to zero (I trust this is to prevent abuses like charging up your weapon on fodder to fight difficult monsters in a different zone). Using a Limit Break will consume all your TP unless you are a Samurai using Meikyo Shisui. Samurai'sTP store passive trait seems to give 10% more TP for all actions (even get 3 TPonce every 10 hits). ------------------------------------------------------------------------------- VI: Newb Q & A:Note: Newb- Newbie, someone who doesn't know better but will learn in time. Q: If I buy/use a new weapon, does my Weapon Skill Level go back to zero? Q: Are Rapiers, Scimitars, and Long Swords different types of weapons? Q: What are the types of weapons? http://www.ausystem.org/~aushacho/gbox/ff/skill-e.html It will also tell you what Job level you can expect to learn your next Limit Break. A rule of thumb is that caps start around 5 and rise about 3 skill levels per job level, (Thus, level 10 technique at level 3, 100 techniques at 33, 200 techniques at 66) provided you are using a weapon of some proficency. The difference widens greatly later in the game, but for the first 20 levels or so there is not much difference between A to C Weapon proficency. One last thing, some types of Monsters (Skeletons for instance) are resistantto attacks by Piercing Weapons (Daggers, Spears, Bow/Marksmen), but weak toBlunt Weapons (Clubs, Hand to Hand). Also Flying enemies are weak toPiercing, but I'm still measuring if Blunt does less. Likewise, I'm unsure ifSlicing weapons like Swords and Axes are enemy neutral, or have their own setof weaknesses. Check a later question for more info. Having the same weapon asa lot of other people can make shopping easier, but you might be a moreinteresting character with cool skillchain potential if you choose a varietyof weapons. Quick recommendations: Q: I what to learn a new weapon, what's the best way to raise my skills? 0-20 Newbie zones, first 10 near town gates, last 10 away from gates After this point, I recommend either being a level 45 thief or having a 25thief sub for solo training. By either hiding from sight base enemies or fleezoning from non-aggressive enemies, you can train against enemies that wouldkill you normally and live to tell the tale. Fighting one-on-one also raisesyour defensive skills like parry and evade- which are helpful when goingfarming. The disadvantage to this method is that you must full rest after eachbattle and wait for whatever escape ability you use to recharge beforeengaging. Fortunately, at level 45+ a full rest takes about 5 minutes so thewaiting overlaps. The other disadvantage is that you might die if you areunlucky/uncareful; so setting a "quitting point" and paying attention toMonster’s limit breaks and spells are important. As you notice, the chart reflects the common leveling path to level 33, any zone I recommeded can be replaced with whereever you leveled during those level ranges. A very simplified version of the cap formula per level is 5+3*level. So to raise your skill to 125, you'd need to go to a place where level 40 people level and fight there. You can do this process either with your main job or by using another job for the sole purpose of leveling a weapon you are behind on (not recommended though unless you like the other job) The reverse of this process, say, leveling Spear before playing as a Dragoon, carries the benefit of making the pre-party levels easier (as no one solos more than Even Match much and tough enemies are the ones that raise you to your caps). The precapped skills is one of the big reasons why leveling a subjob seems a lot easier than when you first started (the other reasons are of course, your equipment, subjob, and experience). The Long answer Everything you have earned as one class will be remembered; by you may not be able to use it when you switch jobs. For Example, let’s say a Level 20 warrior named Bob decides to build a Thief Subjob. Bob had trained in both swords and greatswords, so we'll say he has 50 weapon skill level each. As a Thief, he cannot equip Greatswords so he cannot use any of those skills. Thieves can use swords, however, Bob is now a Level 1 Thief (for simplicity, he hasn't actually done the subjob quest yet, so he will not be subbing warrior), thus his weapon skill level is capped below 10, which means until he levels up, he cannot use any sword skills yet. Instead at level 1 he will have a capped skill of around 5, as soon as he levels up, his skill will jump to the next cap till he reaches his original level of 50. So as soon as Bob reaches level 3 or 4, he will get Fast Blade again. However, an important point to note is that some skills can only be used by specific jobs, even if other jobs can reach the level to learn them. Red Lotus Blade, the skill level 50 sword technique, is limited to Warriors, Paladins, and Dark Knights. So even when Bob gets to sword level 50, he cannot use Red Lotus Blade. If at any point he wants to switch back to Level 20 Warrior, his sword level will automatically return to its former glory. If as a Thief he was able to get sword skill above the original, to say 55, then the warrior will have a sword skill 55 as well. If Bob had subbed Warrior, his sword level cap would have been determined by the highest cap offered by his two jobs. At Thief level 1, his Warrior sublevel 1(sublevel is no more than half of Job level rounded down, except for level 1) might have offered him a higher cap on sword skill. Once his sword skill cap got back to 50 he could use Red Lotus Blade as he has a warrior sub. Q: I'm having problems doing Skillchains... Q: How do I Macro Limit Breaks? /ws "Your Ability Name with Proper Capitalization" <t> Here's a breakdown "Your Ability Name etc"- pretty self explanatory, it HAS to be in quotes if there is a space in the skill name i.e. "Fast Blade" in contrast to Shadowstitch If you forget the <t> then you will either get an error or the Blue Targeting Cursor and must press enter for the ability to happen, similarly to what happens when you use the menus. <st> allows you to target something beside current target, and you can make cycling easier with <stpc> or <stnpc>. Q: How do I combine abilities with Limit Breaks to do maximum damage? /ja "Sneak Attack" <me> (ja stand for Job Ability) I only count to 1 after seeing a technique before pressing this macro. If I had two abilities with a /wait 2 separation, I would need to press it one second before my friend's technique occurred. In this case, you should put wait 1 between your lines to keep the waiting under 3 seconds. If you are first in the chain, the timing is not important, just make sure everyone else is ready. One more thing, being last ensures more damage % in your Renkei, so the strongest attack should go last if possible. Q: When should my group do a Skill Chain/use their Limit Breaks? Q: I've reached the required skill level to get a new Limit Break, and it said I learned it, but it does not show in my ability menu. Why can't I use it? Q: Can you give more detail on how monsters are strong against/weak to certainweapons? Will post more family data after repeated testing. Note this test can't workfor weapons Thieves cannot equip. However, if it is found that my "group"theory of weapons (Piercing, Blunt, Slicing) is true, then it should be enoughdata to cover all of them. ------------------------------------------------------------------------------- VII: Introduction to Skillchains - RenkeiBy performing two different limit breaks on the same target spaced 3 seconds apart they can combine to create a Renkei (known as Skillchains, I prefer Renkei cause it sounds cooler and there is no confusion between the special effect and the whole combo chain). The Renkei adds elemental damage equal to a fraction of the damage dealt by the technique that caused it (plus or minus elemental weakness/resistance of the target) and allows mages to perform Magic bursts with spells of the Renkei's element. The Renkei performed depends on the techniques used and the order. To see a popular chart that covers the 1st level Renkeis and how to create 2nd level Renkeis go here: http://ffvault.ign.com/skillchains/skillchain.jpg More in depth charts which I used as a source for Chaining Level 2 Renkeis and performing Level 3 Renkeis are here: and a More updated Japanese version of the middle chart with the latest Weapon skills information. I'll be trying to flesh out this FAQ with data from there. Some official info on chaining has been posted on Playonline: ------------------------------------------------------------------------------- VIII: The Limit Break AttributesIn an attempt to simplify the data in the charts, Each colored box represents an Attribute. I tried to make the naming of these attributes intuitive as possible so one could guess the attributes a limit break had by the name or weapon when a new party member comes along. Furthermore, it makes abbreviating easier (L could stand for Light or Lightning, W could stand for Wind or Water). It is important to realize that renkei attributes are not necessarily elemental attributes of the attack i.e. Dark Harvest is Condition (water) yet it does dark damage. Blunt (Lightning) - Mostly Blunt weapons or Stun hits with Edged Weapons, also includes Lightning Elemental techniques Fire - Mainly Fire Elemental techniques, some of the area attacks as well. Slice (Earth) - Mostly Speed based attacks from Sharp Weapons, also includes Earth Elemental techniques Air (Wind) - Mainly Wind Elemental techniques Ice - Mainly Ice Elemental techniques and some stun hits. Condition (Water) - Mostly Status Causing attacks, also includes Water Elemental techniques Pierce (Light) - Most techniques from Spear, Gun, and Bow are in this Group, very few of the Light Elemental techniques are actually in this group Dark - Rare techniques like One Inch Punch and Pentathrust, some Dark element attacks (less than you would think) ------------------------------------------------------------------------------- IX: RenkeisThis section is made to illustrate in text what the charts displays in colored arrows. Renkeis are performed by spacing two techniques 3 seconds apart; if the attributes are compatible, the renkei occurs. Some techniques have multiple attributes; if so the game will perform the first valid chain it comes to between two techniques. As long as the group has TP, Limit Breaks can be chained, causing each successive Renkei to take a higher percentage of the Limit Break's damage. Note, once a renkei has been performed (like using) Thunder Thrust to perform Impaction, a multi-attribute technique is locked in that attribute for the chain. Therefore, only Fire or Air techniques could continue that chain, and NOT a Slice technique trying to make Distortion off of its locked Pierce attribute. One of my sources suggested this base damage percentage.
Thus it's good to do one or two small techs to build up a big hit. Level 1- can be chained together as long as your group has TP. Each allows one element to Magic Burst, and the element is always equal to the attribute of the chaining limit break. Sorted by Starter
Sorted by Ender
Level 1 Examples Long, multi-element chain (level 1 only) Sequence to Create = Technique (Elements of the Renkei) Air -> Dark = Gravitation (Earth and Dark) Pierce (Light) -> Slice (Earth) = Distortion (Ice + Water) Remember to chain level 1 renkeis before finishing with a level 2 for maximum damage Fusion->Gravitation->Fragmentation->Distortion->Fusion Examples: Light (Fire + Light + Lighting + Air) Darkness (Earth + Darkness + Water + Ice) (Personally, I think Square should rename these Renkeis Pearl and Ultima to reflect their odd elemental status). The leftover combinations of Level 2 Renkeis will not chain at all Sorted by Starter
Sorted by Ender
------------------------------------------------------------------------------- X: Weapon Skill (Limit Break) ListThe following list of Limit Breaks I acquired from: http://db.ffvault.ign.com/db/View.php?view=FF.Weaponskills.List and Updated with: I'm attempting to include the actual effects of each weapon skill as well asthe attribute Reference to make chaining easier. As effectdescriptions are complicated, I will detail each below the chart and listthe effect of Bonus TP on the technique. Attributes are ordered by Priority,this means that any given pair of techniques will try to chain with theirfirst attribute before trying the others. Question marks in Effect means I amguessing or uncertain of what my source was telling me, question marks inAttributes means there is conflict between my sources on a skill's attribute,generally it means one chart omitted an attribute others had. Note that WeaponSkill level is capped to Job Level, and different Classes have different weaponcaps based on proficiency. Furthermore certain limit breaks are sealed foruse only by jobs skilled with that weapon. The second to last techniques of aweapon must be unlocked by doing a quest. The quests are all fairly simliar andare explained next section. To help you understand my description of effects, it's important to note thedifference between attack multipliers and multi-hit attacks. Multi hit attacksdo damage equal to your normal damage times the number of hits you connect withthe technique, and you just see the total damage done. Some of the hits in amultiple hit attack can miss, dealing less damage and restoring less TP thanfull potential, however, this low reliablility used to be offset by the TPregained through multi-hit attacks, now you only get a hit worth of TP if thefirst hit lands and 1% extra TP for every other hit that lands. Double Attackand Triple Attack abilities can activate during weapons skill, thus allowingfor things like 2 hit Shield Breaks and 7 hit Pentathrusts, doing much moredamage than usual. I have experienced this myself, and it's a very funoccurance. Recent TP research suggests that some techniques actually get WEAKER whentaken all the way to 300 TP. I have noticed this with multiple techniques, andlist it where I have personally observed it. However I'm getting conflictingevidence for 300 TP failures so I'll need to reinvestigate. A possible reason for observing weakened techniques at 300 was that Magic basedLimit Breaks like Gust Slash have shown cases where they get magicallyresisted by the enemies. The effect of INT on such techniques requires furtherexploration. I've also started noticing that based on a character's stats, there is a certain Damage cap to what you do regardless of the monster's defense. You can experience it yourself when you get in the 30's and 40's and kill newb level enemies. Attack multiplying techniques like Viper Bite do not let you rise above these caps, thus observation on very weak enemies can give flat results. If some of my multipliers are low, I may have observed a capped technique. Likewise, when submitting approximations, keep caps in mind and test on enemies with relative okay defense. Axe. Dominant Attributes- Air + Blunt (Lightning) + Slice (Earth)
+Must be a WAR/BST in main Special Thanks to Lilyanne for all her help with Axe techniques Smash Axe- 1 hit attack, 1x damage that causes Stun, cancels enemy techniques. Gale Axe- 1 hit, 1x damage, causes Choke condition (Defense Down and Damage over time. Overwrites Rasp, gets overwritten by Frost) Avalanche Axe- 1 hit, 2x damage @100TP. More reliable than Raging Axe. Spinning Axe- Area attack, for x? damage, centered on user? Rampage- 5 hits, 1x damage. Hits can "critical" for extra damage. Calamity- 1 hit, 3x damage per hit @100TP Mistral Axe- 1 hit? ?x damage per hit Decimation- 3 hits, 2x? damage per hit Onslaught- Special Limit Break that can only be used while equipping the OgreKiller(in Dynamis) or Guttler (anywhere) (BeastMaster only). Comments- Axes became one of my favorite weapons after trying out the Light Axe that I received from a Sandorian Quest. Their Damage to Delay Ration is top notch (WAY better than Sword) and have a nice mix of effects for a variety of situations. I recommend every warrior use axe when holding shield while tanking, you'll hold hate much better than a sword warrior. Bow. Dominant Attribute- Pierce (Light)
+Must be RNG in main Note: my Damage observations for later techniques may be inaccurate do to damage caps. Piercing Arrow- 1 hit, Ignores enemy defense (starts at 50%?), low cap Dulling Arrow- 1 hit, that criticals for 3x? damage, lowers enemy Int, low cap Sidewinder- 1 hit attack (consumes 1 arrow), 4x Damage. Very High Damage Cap Blast Arrow- 2? hit attack (consumes 1 arrow), Must be executed in melee range Arching Arrow- 1 hit, Criticals for 5x? Damage. Cap three times first 3. Emperial Arrow- 1 hit, 5x? Damage Namas Arrow- Special Limit Break that can only be used while equipping theFutatokoroto(in Dynamis) or Yoichinoyumi (Yoichi's Bow) (anywhere) (Ranger andSamurai) Comments- All Ranged Limit Breaks require at least a ranger sub to use, so don't expect to see these used for a while. Due to the very high power of Ranged Attacks, these techniques often do tons of damage, making great skillchain enders (and they draw lots of hate). The weakness of ranged limit breaks is that unlike their melee counterparts, which are generally highly accurate, they tend to miss a good portion of the time without Sharpshoot or Plus Ranged Accuracy Gear. If a weaponskill misses it does not contribute to the chain, making it a bad idea to place it in middle where it might ruin everything. Being Piercing Weapons, they do 20% or so bonus damage against flying creatures, but do less against the undead. Club. Dominant Attributes- Blunt(Lightning) + Condition (Water)
+Must be WHM in main Shining Strike- 1 hit, 1.5x Light Elemental damage Seraph Strike- 1 hit, 2x Light Elemental damage Brain Shaker- 1 hit, 1.5x damage, Causes Stun, Cancels enemy techniques Star Light- Recovers MP based on Club skill and TP. Skill/9 @100Skill/6 @200 and Skill/3 @300 TP, no damage done Moon Light- Recovers a percentage of EVERYONE in party's MP, no damage done. Gives back same amount as Star Light Skull Breaker- 1 hit, 1.5x damage, Lowers enemy INT. True Strike- 1 Critical hit for 3x Damage Judgment- 2 hit, 2x Damage @100TP HexaStrike- 6 hits, 1x damage. Hits can critical for higher damage. Black Halo- 2 hits for 3x damage each @ 100 TP Randgrith- Special Limit Break that can only be used by equipping Gullintani(in Dynamis) or Mjollnir (anywhere)(White Mage only). Comment: Clubs don't see nearly as much melee attention as some of the other weapons. The all-job use clubs have pathetic damage for their level; wands focus on Magic bonuses over power. The only ones really worth using are Hammers for White Mages and Maces for Paladins (especially when fighting undead). White Mages don't get chances to melee much, but Hexastrike is a very strong weaponskill and essential for high level farming for White Mages. The MP regaining "Light" skills are intriguing but it's hard to say whethertheir effect is ever worth using Dagger. Dominant Attributes- Air(Wind) + Slice (Earth)
+ Must be THF in main Wasp Sting- 1 hit for normal dagger damage (weak :P) and give weak poison. Stacks with Sneak but onlydo so for a long skillchain while you wait for dagger skill to cap. Gust Slash- 1 hit for 2x Wind element damage @100, 3x@200. Pretty nice, especially on magic creatures. As it is elemental, it does not stack with sneak or trick and being magic based means it can be resisted Shadowstitch- 1 hit for normal damage and Bind. Not incredibly useful but it stacks with Sneak/Trick and forms Fragmentation until you learn Viper Bite Viper Bite- 1 hit (looks like 2) for 2x damage and causes venomous poison. Cool tech, but not that strong when not sneaked or tricked (seems to have a cap equal to regular attack damage, thus why Sneak and Trick are needed to raise cap). Cyclone- 1 hit, 2x damage Wind element (same strength as Gust Slash) area attack centered on target, great for train farming. Energy Steal- They both steal MP but I don't know by how much or whether they Dancing Edge- 5 hit attack, 1x damage. This and the ones after all are non- elemental, and thus stack with Sneak/Trick Shark Bite- 2 hits for 2x damage- more reliable but not as strong as Dancing Edge. Evisceration- 5 hit attack, 1x damage @ 100 TP. Mercy Strike- Special Limit Break that can only be used by equippingBatardeau (in Dynamis) or Mandau (anywhere)(RDM THF BRD). Comment: Daggers are usually unimpressive weapons made very powerful by the usage of thief skills. Other classes can use daggers for helpful stat boosts or special debuff effects on enemies (like inflict poison or Def Down). Black Mages, Red Mages, and Paladins might find usefulness in the MP techniques of daggers, but I need to learn their effect first. Being Piercing Weapons, they do 20% or so bonus damage against flying creatures, but do less against the undead.
+Must be WAR in main Special thanks to Janeba for a ton of info into the workings of break technique Shield Break- 1 hit, 1x damage and Evasion down. Is considered "Ice alligned" so Creatures that are weak to Ice get twice the effect duration, and those resistant to Ice get no effect at all, even if the skill hits. Uncertain if being "Ice alligned" means cannot stack with Sneak. Normal Effect duration: 1:30 @100, 2:00 @200, 2:30 @300. Amazing technique, benefits whole party, everyone gets TP faster and melees hold the hate. Its skillchain value is uncertain though as it can "miss" on occation and when it does hit, it can make the battle too easy to use a Skillchain on. Iron Tempest- 1 hit, 1.5x damage @ 100 TP, 2x @ 200TP & 300TP. Not as good as Shield Break unless you are Skillchaining or need a quick finishing blow. Sturmwind- 2 hit, 1x damage. Good for Fragmentation Skillchains Armor Break- 1 hit, 1x attack and Defense down. Is considered "Air alligned" so Creatures that are weak to Air get twice the effect duration, and those resistant to Air get no effect at all, even if the skill hits. Uncertain if being "Air alligned" means cannot stack with Sneak. Normal Effect duration: 1:30 @100, 2:00 @200, 2:30 @300. Really, all break techniques are amazing. This one is recommended for heavy armor enemies like Beetles and Crabs. Good opener for a Skill Chain. Keen Edge- 1 hit, that criticals for 3x? damage or misses for 1x? damage/p> Weapon Break- 1 hit, 1x damage and Attack down. Is considered "Water alligned" so Creatures that are weak to Water get twice the effect duration, and those resistant to Water get no effect at all, even if the skill hits. Uncertain if being "Water alligned" means cannot stack with Sneak. Normal Effect duration: 1:30 @100, 2:00 @200, 2:30 @300. Obviously, save this one for heavy hitting enemies, especially if you have strong offense but not a lot of healing/defense. Raging Rush- 3x hit attack, x? Damage per hit Full Break- 1 hit, 1x damage and Attack, Accuracy, Evasion, and Defense down. Is considered "Earth alligned"so Creatures that are weak to Earth get twice the effect duration, and those resistant to Earth get no effect at all, even if the skill hits. Uncertain if being "Earth alligned" means cannot stack with Sneak. Normal Effect duration: 1:30 @100, 2:00 @200, 2:30 @300. Well, this is the ultimate Break technique, the only reason you might not use it is one enemies resistant to Earth. Perfect to open for Level 3 Renkei. Steel Cyclone- 1 hit? x? damage @100 TP Comment: Great Axe is an incredibly fun weapon. Very Slow, but Very Powerful and some Amazing Techniques. A single break technique can bring an enemy from High Stat to Low Stat for the duration of the entire battle. Furthermore, the multi-hit Weapon Skills do very impressive damage, close to Dark Knights without sacrificing Defense. Warriors can use this weapon both when berserking for maximum damage and tanking for holding hate. Great Katana. Dominant Group- Balanced
+Must be SAM in Main Tachi: Enpi- 2 hits for 1x damage @ 100 TP. Used in Self chaining before theTP nerf. Tachi: Hobaku- 1 hit, 1.5x damage, causes Stun, cancels enemy techniques Tachi: Goten- 1 hit, 1.5x Thunder Elemental damage, nice for Crabs and Pugils, and makes Fusion Tachi: Kagero- 1 hit, 2x Fire Elemental damage. Connects well with other limit breaks. Tachi: Jinpu- 2 hit, 1.5x damage each, Wind Elemental damage. Can self chain with itself and a lot of others. Tachi: Koki- 1 hit, 1.5x Light Elemental damage. Tachi: Yukikaze- 1 hit, Ice Elemental damage directly correlated to current TP, regardless of enemy defense (2-3dmg per TP?). Very Strong, Causes Blindness. Tachi: Gekko- 1 hit, x? Elemental? damage, Causes Silence Tachi: Kasha- 1 hit, x? Damage, Causes Paralysis Tachi: Kaiten- Special Limit Break that can only be used by equippingTosukanotsurugi(in Dynamis) or Amanomurakumo (Heaven's Cloud) (anywhere) (SAM). Comment: the Great Katana is the main weapon for Samurai (ninjas can use them too oddly enough, but I doubt you'll catch one doing so after Dual Wield). Great Katana have very possibly the Best Damage/Delay ratio in the game, but there aren't very many and are usually very expensive (lots of craftsmenship). Some Samurai are disappointed with the lack of multi-hit techniques, but the few hits they have are usually very strong and they can chain with every element except Dark, allowing for long or multiple chains to take advantage of magic bursts.
+Must be PLD/DRK in main Hard Slash- 1 hit, 1.5x Damage @ 100TP, 2x @200 Tp, 2x @300TP Power Slash- 1 hit, Critical for 2x Damage or miss for 1x Frost Bite- 1 hit 1x Ice element Damage. Weak but good against enemies weak to ice Freeze Bite- 1 hit, 1.5x Ice element Damage. Better than Frost. Shockwave- 1x Damage to main target, 1.5 to extra targets, Wedge shaped frontalarea attack, causes Sleep. Seems to be really good for dealing withlinks/Chain Farming. Crescent Moon- 1 hit, 2x Damage? Sickle Moon- 2 hits, 1.5x damage Spinning Slash- 1 hit, 3x Damage @100TP, 3.5x @200Tp, 4x @300TP Ground Strike- 1 hit, 3x Damage @100TP, 6x @300TP Scourge- Special Limit Break that can only be used by equippingValhalla (in Dynamis) or Ragnarok (anywhere). Comment: the Great Sword doesn't seem to get a lot of attention, probably because no class has it as its Number 1 or AF Weapon. In fact, some are traumatized by the Dark Knight Flag quest which requires you to wield the worst weapon in the entire game(Chaosbringer GreatSword)! These weapons are on the lower end delay of Two Handed Weapons (when not the Chaosbringer) and usually have nice stat bonuses and effects in them. The techniques may not be very impressive early on (finding info on them has been tough due to few users), but show promise for the later game.
+Must be MNK in main Combo- 3 hit, 1x damage @100, 1.5x @200, and back to 1x @300. Shoulder Tackle- 1 hit for 1x Damage and briefly Stuns enemy. Stunning enemies cancels special attacks like Goblin Bomb toss if you do it fast enough. One Inch Punch- 1 hit that ignores a percentage of enemy defense. I'm guessing it start at 50% def? Backhand Blow- 2 hit (looks like one), each criticals for 2x or fails for 1x. Raging Fists- 5 hits, 1x Damage @ 100TP. Spinning Attack- Hits all enemies around you for 2x? damage. Howling Fist- 1 hit, 6x damage Dragon Kick- either 1 hit, 7x damage attack or 2 hits for 3x damage Asuran Fists- 8 hits, 1x damage. Final Heaven- Special Limit Break that can only be used by equipping Caestus(in Dynamis) or Spharai (anywhere) (MNK). Comments: Hand to Hand is primarily used by Monks, who make up low damage per hit with lots and lots of hits over time. Other classes like Thief can enjoy these weapons for very powerful Limit Breaks and some status causing effects as well. Hand to Hand has also proven to be very effective versus the undead. Only jobs with H2H skill and either H2h type weapons or Nothing in their hands can use H2h Limit Breaks (unskilled jobs only use 1 hand when unarmed).
Special Thanks to Ajora and the other Ninjas on KI for their help. Blade:Rin- One hit that criticals for 3x damage or fails for 1x. Blade:Retsu- 2 hit attack for 1.5x damage. Causes Paralysis Blade:Teki- 1 hit, 1.5x Water Elemental damage Blade:To- 1 hit, 1.5x Ice Elemental damage Blade:Chi- 2 hit, 1.5x Earth elemental. Blade:Ei- 1 hit, 1.5x Dark Elemental damage Blade:Jin- 3 hit, 1.5x Damage, criticals for 2x? Blade:Ten- 1 hit? 5x? damage, possibly does direct damage based on TP Blade:Ku- 5 hits, 1x damage per hit Blade: Metsu- Special technique that can only be used while equippingYoshimitsu (in Dynamis) or Kikoku (Anywhere) (NIN). Comment: Katanas can only be used by Ninjas (which is odd when Dual wielding Samurais existed in history). The weapons themselves are quick but weak and the techniques often use elements and statuses over straight Damage. Like G Katana, Katanas have chain attributes all over the chart (except Ninjas have a Dark tech, but don't have a Fire Tech). Marksmen. Dominant Group- Pierce (Light)
+Must be RNG in main Note: my Damage observations for later techniques may be inaccurate do to damage caps. Split Shot- 1 hit, Ignores enemy defense (starts at 50%?). Low Cap Sniper Shot- 1 hit, that criticals for 3x? damage, lowers enemy Int. Low Cap Slug Shot- 1 hit attack (consumes 1 ammo) 4x Damage. Very High Cap Blast Shot- 2? hit attack (consumes 1 ammo), Must be executed in melee range as it starts with a melee hit. Damage cap is twice cap of first three. Heavy Shot- 1 hit, Criticals for 5x? Damage Cap Three times first three. Detonator- 1 hit, 5x? Damage Coronach- Special Limit Break that can only be used by equippingFerdinand (in Dynamis) or Annihilator (anywhere) (RNG). Comments- All Ranged Limit Breaks require at least a ranger sub to use, sodon't expect to see these used for a while. Due to the very high power ofRanged Attacks, these techniques often do tons of damage, making greatskillchain enders (and they draw lots of hate). The weakness of ranged limitbreaks is that unlike their melee counterparts (which are generally highlyaccurate) they tend to miss a good portion of the time without Sharpshoot orPlus Ranged Accuracy Gear. If a weaponskill misses it does not contribute tothe chain, making it a bad idea to place it in middle where it might ruineverything. Another concern is that while the attacks are ranged, their rangeis not as long as a regular ranged attack and trying a limit break too farwill waste your TP for no good reason. Scythe. Dominant Attributes- Slice(Earth) + Condition (Water)
+ Must be DRK in main Special thanks to GOdchain for all his help with Scythe techs Slice- 1 hit, 1.5 damage @100TP, 2x @200, 2x @ 300 Dark Harvest- 1 hit, 1x Dark Damage. Weak unless fighting enemies weak todarkness. Shadow of Death- 1 hit, 1.5x Dark Damage. Better than Dark Harvest. Nightmare Scythe- 1 hit, 2x Damage, Causes Blindness Spinning Scythe- 1 hit, frontal area wedge deals 1x damage to main target,1.5x to extra targets. Vorpal Scythe- 1 hit that criticals for 3x damage or fails for 1x damage Guillotine- 4 hits, 1x damage per hit. Causes Silence. Cross Reaper- 2 hit, 2x Damage @ 100 TP Spiral Hell- 1 hit, 3x? damage @ 100TP, 6x? @ 300 TP Catastrophe- Special Limit Break that can only be used by equippingBec de Faucon (in Dynamis) or Apocalypse (anywhere)(DRK). Comments: Scythes are mainly a Dark Knight's Weapon, though Wars andBeastmasters sometimes use them as well. Scythes are pretty much the slowestweapons in the game, but have very high damage numbers. Early weapon skillsare fairly weak but later ones prove quite powerful. Scythes occupy lesscommon chain groups such as Ice, Condition, and Dark. Spear. Dominant Attributes- Pierce(Light) + Blunt (Lightning)
+ Must be DRG in main Special thanks to GOdchain for all his help with Spear techs Double Thrust- 2 hits for 1x damage @ 100TP Thunder Thrust- 1 hit, 1.5x Thunder Elemental damage Raiden Thrust- 1 hit, 2x Thunder Elemental damage Leg Sweep- 1 hit, 1x damage, Stuns enemy, cancels enemy techniques Penta Thrust- 5 hit attack, .75x damage per hit @ 100TP, 1x @ 200, 1.25x @ 300 Vorpal Thrust- 1 hit that criticals for 3x damage or fails for 1x damage Skewer- 3 hit, 1.5x damage per hit @ 100TP Wheeling Thrust- 1 hit, x? damage, Ignores enemy defense, starts at 50%? Impulse Drive- 2 hit, 2x damage @ 100TP Geirskogul- Special Limit Break that can only be used by equippingGae Assail (in Dynamis) or Gungnir (anywhere) (DRG). Comments: The Spear is unquestionably dominated by Dragoons, but Samurais andWarriors dabble with these as well. A good Damage/Delay ratio and lots of nicetechniques like Double Thrust and Penta Thrust make this weapon very popularearly on, but there is large concern that the Skills after the infamous PentaThrust are comparitively weak to others at that level, so many Dragoons gothrough a end-game Job Crisis. Being Piercing Weapons, they do 20% or so bonusdamage against flying creatures, but do less against the undead. Staff. Dominant Group- Blunt(Lightning) + Dark
Special thanks to Celestia for her continuing help on Club Heavy Swing- 1 hit, 1.5x damage @ 100 TP, 2x @ 300TP Rock Crusher- 1 hit, 2x Earth Damage @ 100TP Earth Crusher- 1 front Area hit for 2x Earth Damage @ 100 TP, 3x @ 200, 4x @300 TP. This is a really strong technique. Star Burst- 1 hit, 1x damage. Randomly chosen Light or Dark element. Sun Burst- 1 hit, 1.5x Damage. Randomly chosen Light or Dark element. Shell Crusher- 1 hit, 1.5x Damage, Lowers enemy Defense Full Swing- 1 hit, x? Damage Spirit Taker- 1 hit, 3x? damage, Regain MP proportional to damage Retribution- 1 hit, x? Damage Gate of Tartarus- Special Limit Break that can only be used by equippingThyrus (in Dynamis) or Claustrum (anywhere) (BLM SUM). Comment: Staves are mainly used by mages for magic boosts, Poles are the moremelee oriented versions, which mages can use for farming and some monks tryusing as well (I understand 100 fists + Pole = hilarious battle). Never theless, Staves have some strong Limit Breaks, Earth Crusher being the EarliestArea of Effect Attack in the game. Spirit Taker also seems very useful tomages with its potential MP regain. Sword. Dominant Group- Slice(Earth)+ Fire
+ Must be PLD in main Special thanks to GOdchain for all his help with Sword techs Fast Blade- 2 hits, 1x damage @100TP, I could have sworn it used to be one.Stacks with Sneak/Trick as is non-elemental. Burning Blade- 1 hit 1.5x Fire element damage. Good for Melee Resistantenemies. Red Lotus Blade- 1 hit 2x Fire element damage. Better than Burning Blade. Flat Blade- 1 hit 1x damage causes Stun. Cancels enemies techniques, a littlelate coming compared to Axe and G Katana. Shining Blade- 1 hit 1.5x Light element damage Seraph Blade- 1 hit 2x Light element damage Circle Blade- Area attack for 2x? damage Spirit Within- Damage based on your current HP. Someone suggested thefollowing effect range: Vorpal Blade- Unlike other Vorpals, 4 hits, 1x damage. Can critical for more. Swift Blade- 3 hit attack for 1x damage. Does badly at 300TP Savage Blade- 2 hit, 2x damage Knights of the Round- Special Limit Break that can only be used by equippingCaliburn(in Dynamis) or Excalibur (anywhere) (RDM PLD). Comments: the sword is a very popular weapon starting out for many jobs (thatcan't equip axes). Decent Damage/Delay for a one handed weapon, and verychainable Limit Breaks early on. Like Greatsword, there are often some statbonuses in swords and Paladins use them with High Proficency (especially forSpirits Within). Note on effect descriptions: As you can tell, I am more familiar with someweapon skills than others. My sources have been helping me fill in gaps, butthere is still plenty of effects I'm not sure about. As the damage equation inFFXI is currently unknown to the public, it is hard to say how exactly thedamage multiplier works, so I just bade them on average hit damage. In generalthough, I tried to give any multipliers relative strength: I know for a factRed Lotus does more damage than Burning Blade, and I can assume a riskycritical hit technique like Vorpal Blade should do more damage than thereliable Fast Blade, especially as some techniques are learned much later on,so you would expect it to be more powerful. For "critical hit" techniques,there seem to be two models: an "All or Nothing" attack like Power Slash andVorpal Techs, or a multihit technique that has it hits sometimes critical foreven MORE impressive damage. ------------------------------------------------------------------------------- X-2: Unlocking the Final TechniquesThe following information I found on FFXI Mysterytour. I'm writing myinterpretations of the "Engrish", so if a detail is off let me know.http://mysterytour.web.infoseek.co.jp/ffxi/us/index.html All quests share the feature that you must get both level 71 and the requiredskilllevel for the weapon before getting the quest. Then you talk to the NPCwho gives you a "trial weapon" with some kind of latent effect on it.Your mission is to remove the latent effect by collecting 300 points with theweapon; the points are gathered by performing Limit Breaks and renkei onenemies that are either higher that Easy Prey or just Easy Prey and up. Normal WS 1 point After the effect is cleared, you return it to the NPC, then you must go to ahigh level dungeon and find a ??? spot which will summon an NM. Defeat the NMand return to the quest giver to get the technique. Axe WeaponSkills Quest
------------------------------------------------------------------------------- XI: ConclusionIt's funny that I originally started this FAQ with just the intention ofcreating a list of all the Limit Breaks and their effects. On my search, Ifound lots of skillchain information and ended up devoting a significantportion to consolidating the information on Renkeis into an easy to use guide.While skillchaining information was fairly prevalent, only one of my originalsources even hazarded some guesses as to the effects of each Limit Break, butI have since found some good information through the Official guide and othersites, as well as contributions from great people in my LS and on Messageboards. Even so, I still need the experience and contributions of others as Iwill never play long enough to master every weapon type in the game (It wouldinvolve getting 10 jobs, 6 of them advanced[Warrior, Monk, Thief, White Mage,Paladin, Dark Knight, Ranger, Ninja, Samurai, and Dragoon], to level 71+). What I ask of the FFXI community is to use and test the information I havecompiled here. Current gaps that need addressing. 1:Comparing the damage of different Limit Breaks to get an idea on how muchthey multiply attack power, how many hits they count as, and what Statuses/Elements they use. This is especially so for Great Swords, Staff, and Axe. 2:It appears I have all relavent TP gain, though corrections are still welcome. 3:Decided Floral Chariot would be best translation of Kasha, if you come upwith better tell me. 4:Find out Percentages of renkeis in chains of 5 skills or more (drools). 5:Verification on the effects of Sneak Attack, Trick Attack, Double Attack, andTriple Attack on multi-hit weaponskills. Please also inform me of errors or unclear portions of the FAQ so I may revisethem; if you can think of more newb questions to put in that section let meknow. As this was my first FAQ I hope I did a good job. I take this time thank all the past and future contributors to this work.Isaac Newton once said "The only reason I see so far is because I stood on theshoulders of giants," and that line is reflected in this work. Ultimately,this is a resource for and creation of everyone who plays in Vana'Diel. I hopeit positively affects people's choices in weapons and their executions ofchains. Happy Adventuring everyone! /salute /bow /goodbye ------------------------------------------------------------------------------- XII: ThanksThanks to the creators and maintainers of my reference sites and charts the people I have learned from on message boards Post publishing contributors ***Celestia*** DeadS ShadowKilla hamburglar PhoenixAmbrose Toshi ***Janeba*** Kaido nekochan Psyboy143 Marath Kayoto Crymic/Loryana Discordian Yami Kaishi Ayako ***Ajora*** Tyme Azriela Akuji ***Lilyanne*** ***Godchain*** darkdragonsdx bobtheman ------------------------------------------------------------------------------- T: Contact Info -Kletian999I can be contacted at Kletian999@hotmail.com. As this account has anaggressive spam filter, Please write Renkei FAQ in the subject. If you don'there any response from me in two weeks, assume I missed your message and sendit again, but I'm usually very good at replying.
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