FFXI Final Fantasy XI Weapon Skill - Skill Chain FAQ
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This Weapon Skill - Skill Chain FAQ was written by Kletian999
Weapon Skill - Skill Chain FAQ
For FFXI
Last Updated 5/19/2004
by Kletian999
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Table of Contents
I: 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
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I: Version History
Current 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
Spirits Within, Star Light, and other TP based techs updated
lots of work on Katana, G Katana, Axe, Spear, Ranged updates/corrections
TP Gain chart/assumptions changed.
Comments added for each Weapon family
Removed bad info on "critical=extra hit" from some weaponskills
New Newb question
Lots of "thank you"s added.
0.75 4/4/2004
Got a lot of nice info from people at Killing Ifrit on GAxe and Scythe WS
Cleaned up TP chart some
Admitted my guesses on G Katana WS are way off, will seek help correcting them
New newb Question
0.71 4/1/2004
Lots of little things, corrected some mistakes in past update.
Lots of experimenting with Star Light
Introduction of "Too much TP" theory
Revised some opinions.
Information on Weapons vs. Monster families
New Newbie question
Better link to Skill cap charts.
TP info for wands, hammers, katanas
New Host, finally learned how to submit to Killing Ifrit
0.7 3/19/2004 Huge update
Found quest info for ALL final weapon skills, gave them their own section
Corrected lots of weaponskills, thanks to StarvingArtist videos
More sites with hosting permission
Miscellanious rewriting/rephrasing
0.611 3/13/2004
More corrections to TP gain chart
New site with hosting permission
Updated Hexastrike
0.61 3/11/2004
Corrected/added to TP gain chart
Added mention of Double/Triple Attack on Weaponskills
Changed opinions on White mages weapon recommendation
Small adjustments to WS effect descriptions
Added a new site with hosting permissions
0.6 (First published) 3/9/2004
Complete Skillchain information up to Lvl 250 techniques
Complete list of skills up to lvl 250, but not complete effect descriptions.
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II: Purpose
Information 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.
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III: Disclaimer
I 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.
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IV: Copyright Information
Even Editors of Anthologies get copyrights.
1: I promise to credit information derived from the work of others, in return I ask that no one derive a work from this without giving me credit.
2: This is intended as a Free Resource to the FFXI community, it should never be bought, sold, traded, or given as an incentive for a business transaction.
3: I wrote this for GameFAQs.com, I am willing to let other sites use it, but they must get my written permission first. Furthermore, I plan to update this guide on GameFAQs first are foremost.
4: Any posting of this work in a public medium must not be changed in any way. It's my name on this work and only I determine what is written under my name.
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:
1: www.GameFAQs.com
2: DLH.net
3: www.Neoseeker.com
4: faqs.ign.com
5: www.order-of-judgement.com
6: ffxi.killvoid.com aka www.KillingIfrit.com
7: www.rpgdreamers.com
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V: Introduction to Weapon Skills - Limit Breaks
As 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
Hand to Hand 4-7 (depends on weapon and whether you have Martial Arts)
Katana 5
Dagger: 5, 5.5
Sword: 6
Club (Wand) 6.5
Club (Hammer) 8.5
Axe: 6.5, 7
Boomerang 8 TP
Staff 9.5
Great Katana 10, 12
Spear 10, 12
Bow 12
Crossbow 12
Gun 12?
Great Sword 12?
Great Axe 12
Scythe 12, 12.5
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).
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VI: Newb Q & A:
Note: Newb- Newbie, someone who doesn't know better but will learn in time.
Noob(n00b)- Moron, deliberately annoying, confrontational, never learns.
Q: If I buy/use a new weapon, does my Weapon Skill Level go back to zero?
A: No, Weapon Skill Level is based on the "type" of the weapon used (i.e. 1 handed sword, scythe, club), not the actual weapon itself. One should get their weapon upgraded often so that you are keeping up with the enemies, I recommend you keep the Minimum Level Requirement of your weapon no further than 5 levels under your current level, at least until you get the hang of purchasing weapons.
Q: Are Rapiers, Scimitars, and Long Swords different types of weapons?
A: No, they all count as 1 handed swords; if you are a sword user, feel free to switch between those sub-categories to find your favorite balance of Damage vs. Delay (higher numbers=slower attack), Equip-ability (Scimitars are equipped by fewer classes than the other two) and appearance. This is also true for Daggers, Knives, and Kukris (all Dagger type weapons); Knuckles and Claws (Hand to Hand type); Hammers, Clubs, and Wands (all Clubs), and other subtle variations in weapons.
Q: What are the types of weapons?
A: The types of weapons are 1 Handed Axe/Picks (Axe), Bow, Clubs (includes 1 handed blunt weapons), Dagger, 2 Handed Axe (Great Axe), 2Handed Katana (Great Katana), 2 Handed Sword (Great Sword), Guns and Crossbows (Marksmen), Claws and Knuckles (Hand to Hand), 1 Handed Katana (Katana), Scythe, Spears and Lances (Polearm), Staff, and 1 Handed Sword (Sword). Boomerangs and other throwing weapons also have skill levels but no limit breaks.
Q: What weapon type should I use? I am a <insert job here>
A: Well, it depends on your current job, subjob, planned future job, job level, and personal style. The most general advice is to use a weapon type you can equip and that your job is compatible with and meets your desire for damage/delay (do you like hitting hard or often?). Feel free to experiment, as learning a new weapon is easy, and is explained in the next question.
For a chart on Class-Weapon Compatibility and per level skill caps check :
https://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:
Warrior- almost anything, but Axe and Great Axe are your best bet
Monk- Hand to Hand, might try Poles for fun
Thief- Swords or Hand to Hand (with monk subjob) to start, then Dagger 30+
White Mage- Hammers (Club) for melee damage, wands/staves give MP and stats.
Black Mage- Wand or Staff, but focus on stat bonuses over actual fighting
Red Mage- Swords, maybe a debuff dagger
Paladin- Swords, Clubs, Greatswords
Dark Knight- Scythe, Greatsword
Beastmaster- Axe
Bard- Sword or Dagger for Melee, Monster Signa (Staff) for Charisma boost
Ranger- Dagger, Axes, or anything that boosts ranged pow/acc
Summoner- Club or Staff, but focus on stat bonuses over actual fighting
Ninja- 1 handed Katana, stat boosting weapons
Samurai- Great Katana and/or Spear
Dragoon- Spear
Q: I what to learn a new weapon, what's the best way to raise my skills?
A: There are two strategies you can use; the first realies on facing enemies that are way above your skill level and getting .4 and .5 per hit, but not hitting often; the other relies on systematically visting zones where your skill will let you hit the enemy regularly and get .2 and .3 per hit. For the first method, make sure the enemies are weak enough to not hurt you much unless you created a skill raising party (popular to raise skills above 100) as your damage output and accuracy will be pitiful. Use every accuracy enhancing thing you can get easily: Ranger sub (10), Bard's Sword Madrigal, Battle gloves, Life Belt, Bard's Hunter's Prelude and Sharpshoot for Ranged, and a high enough job level difference to have high DEX compared to enemy AGI. Likewise, try to find slow moving, low evasion/High defense mobs. You might also want to focus on monsters that give good cash/items when killed to make the experience more productive.
While this method works if you have the accuracy boosts (very cheap way to level bow and markmenship skill), I find the gradual method is more available to those without great accuracy or skill parties. The gradual method basically involves killing the enemies that your weapon skill would rate as tough for its level. Here's a helpful chart of skill ranges and areas.
0-20 Newbie zones, first 10 near town gates, last 10 away from gates
20-40 Crag (Dem, Holla, Mea) zones, remember how difficult the enemies were and fight accordingly, as enemies are scattered around.
40-60 Subjob zones, Start in Valkurm and move to Buburimu towards the end as enemies are stronger in Buburimu.
60-80 Qufim
80-100 Khazam
100+ getting more difficult to solo, Jeuno Border zones
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).
Q: If I switch jobs, what happens to my Limit Breaks and Weapon Skill Levels?
A: The Short Answer is that nothing is lost forever; you can only improve overtime.
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...
A: That's a statement, but I'll answer it anyway. Once you have a chained planned out (you should have your party plan a chain in advance) the rest is timing (to ensure the chain is planned smoothly, set a macro like "/p <tp>" that will let the others know when you are ready. Also, have the start guy confirm that you want to chain on a given enemy, nothing is worse than wasting a chain on an easy enemy and then narrowly losing to strong one that aggressively attacked you). While Master LL's FAQ recommends reading the log for the "preparing" statement, I found I had an easier time using another method. Don't start counting until the technique is actually done (it's easier to see for one), then press your Limit Break Macro (you have macroed your limit breaks right?) between the count of 3 and 4. I say this because the second is a lot slower that it normally feels when timing matters; not only that but the system is much kinder to late entry than those who come in too soon. This may be because of the server's clock slowing down due to the pyrotechnics of the weaponskills, but I can't say for sure. Anyone, once you get the timing down you'll probably never miss a chaining again. For Magic Burst timing, refer to Master LL, he's a Red Mage, I'm a Thief, he knows more about Magic. However,basic theory is that the spell will burst if it hits within 5 seconds of arenkei occuring. This 5 second window is cut short if another limit break isdone, but it is theoretically possible to do multiple bursts in a singleskillchain- successfully doing so is the mark of a great Blm or Rdm.
Q: How do I Macro Limit Breaks?
A: Go to your "Macros" menu under the second page of your Main menu. Choose to either overwrite the Macros in the Macro Set 1 or switch to another Macro Set by pressing up and down (from 1 to 10). The Macro sets are divided into little cells labeled Ctrl or Alt + a number. Select one then select the Name field to give it a name, then the lines below it and input the following:
/ws "Your Ability Name with Proper Capitalization" <t>
Here's a breakdown
/ws- the shorthand command for do a weapon skill
"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
<t> - tag that stands for current target, for non weapon skills, things like
<me> for yourself or <p1>-<p5> for your party members are also useful.
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?
A: Many jobs have abilities that give attack up or multiply damage for attacks, and they are very effective when combined with Limit Breaks in Chains. This is because most Limit Breaks multiply your attack damage and Renkei's base damage (before elemental strengths and weakness) is 50-300+% of the damage of the technique that caused it. Some abilities like Berserk or Last Resort can be activated well in advance of your limit break. Others like Sneak Attack and Boosts have to be carefully timed so that they aren't wasted on a regular attack. The general consensus is a 1 to 2 second wait time between the activation of each ability and Limit Break is enough to ensure that all of them process and the effects are properly stacked. Thus it is easiest to create a Macro that has all the commands entered in separated by "/wait 1" or "/wait 2" lines. If you do this remember to add the wait times to your count for the chain. Take my favorite macro:
/ja "Sneak Attack" <me> (ja stand for Job Ability)
/wait 2
/ws "Fast Blade" <t>
/p Cool Phrase to go along with my special attack (talks to party for the purpose of showing off and preparing them for chain)
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?
A: Skillchains are both cool looking and effective for doing extra damage. You generally want to save them for the beginning of a harder battle as you come to the end or your Exp chain. Yet at the same time, you don't want people waiting with over 100TP for too long, as two 100TP limit breaks are usually stronger than 1 200TP limit break. When there are major differences between TP gain amoung members, you need to decide who to include in the chain or whether to chain at all. Earlier in the game, the average renkeis will be doing very small damage by itself, the power of Skillchains really comes from the magic bursts at that time. If your party doesn't have someone to burst, and members like the tank or samurai are getting 200 TP in the time it takes the others to get 100, it's actually better to let them just use the techniques as they get them, occationally chaining when convieniant. Often magical melees like Red Mage and Paladin are left out of chains entirely as they need to heal for MP (if you have Mages' Ballad/Refresh going this is not as big a deal). One last task is to coordinate the skillchain: does everyone contribute to one big chain or is it divided into smaller chains. The answer to this question depends one what is the major damage dealer. If magic bursts are your primary damage, then more small chains are better, especially if they produce an element the enemy is weak against. On the other hand, if you have a member with very damaging limit breaks such that the renkei's themselves do lots of damage (ie.Thieves, Monks, Darks, Rangers) you should take advantage of longer chains to increase the percentage of renkei damage dealt. Granted, limit break incompatibility and impatient/inattentive party members can prevent long chains from being done, and thus its easier at times to just coordinate small ones.
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?
A: Some jobs are better at certain weapons then others, to emphasize this, some limit breaks are "Sealed" so that only some jobs can use them, regardless of skill level. There are two seals, EX and SP. EX seals are usually given to upgrades of previous techniques, such as Red Lotus being an upgrade of Burning Blade, but they can also be given to completely unique techniques like One Inch Punch. EX seals are bypassed by having a certain job as EITHER main or sub when trying to use that technique, say a Red Mage or Thief Subbing Warrior to use Red lotus. The SP seal usually only shows up on high level techniques that are very powerful (usually level 200+); this seal makes it so ONLY characters with the proper MAIN job can use that technique. The EX and SP seals should be taken into account when choosing what weapon to use and with what sub. In the Skill lists, EX seals are marked by * while SP seals are marked by +, with the proper jobs mentioned in footnotes before the detailed descriptions.
Q: Can you give more detail on how monsters are strong against/weak to certainweapons?
A: Well I have discovered a way to test the strength of a weapon on a varietyof enemies that surpasses small differences in Defense. Using an unnerfed"Sneak Attack" with my thief main has the interesting property of doing thesame damage to really weak enemies (like tunnel worms) as it does to strongerenemies (like Acrophies). It is also true then if you try a Sneak Viper Bite,it will cause no more damage than the regular Sneak attack. This is becauseSneak attack's per hit damage is limited by a cap which is controlled byWeapon Damage, ATK, and DEX. However, slight differences can emerge betweencertain monster types (i.e. I may do 280 most of the time but when I hit a flyor bat I do 330). Using these numbers, I can approximate the effect of monsterfamily on weapons by using percentages.
My Data so far
Dagger vs.
Flies +20%
Bats +20%
Bones -50%
Claw (H2h) vs.
Bones +20%
Magic Pots +20%
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.
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VII: Introduction to Skillchains - Renkei
By 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:
https://www.ffvault.ign.com/skillchains/skillchain.jpg
Be warned there were some errors in this chart that do not exist in this FAQ.
More in depth charts which I used as a source for Chaining Level 2 Renkeis and performing Level 3 Renkeis are here:
https://www.home.comcast.net/~hartwickc/renkei2.gif
https://www.files.liquid-x.net/scrap/wse.pdf
Thank you Penny Arcade Forum
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.
https://www.www5.plala.or.jp/SQR/ff11/ability-weaponskill.html
Some official info on chaining has been posted on Playonline:
https://www.playonline.com/ff11us/vt/extra/index.html
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VIII: The Limit Break Attributes
In 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)
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IX: Renkeis
This 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.
Level | 1st renkei | 2nd | 3rd | 4th? | 5th? |
---|---|---|---|---|---|
Level 1 | 50% | 60% | 75% | ||
Level 2 | 60% | 75% | 100% | ||
Level 3 | 100% | 150% | 200% |
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
First Tech | -> | Second Tech | = | Renkei Name (Element of the Renkei) |
---|---|---|---|---|
Blunt | -> | Fire | = | Liquification (Fire) |
Blunt | -> | Air | = | Detonation (Wind) |
Fire | -> | Slice | = | Scission (Earth) |
Slice | -> | Air | = | Detonation (Wind) |
Slice | -> | Fire | = | Liquification (Fire) |
Slice | -> | Condition | = | Reverberation (Water) |
Air | -> | Slice | = | Scission (Earth) |
Ice | -> | Blunt | = | Impaction (Lightning) |
Ice | -> | Dark | = | Compression (Dark) |
Condition | -> | Blunt | = | Impaction (Lightning) |
Condition | -> | Ice | = | Induration (Ice) |
Pierce | -> | Condition | = | Reverberation (Water) |
Pierce | -> | Dark | = | Compression (Dark) |
Dark | -> | Air | = | Detonation (Wind) |
Dark | -> | Pierce | = | Transfixion (Light) |
Sorted by Ender
First Tech | -> | Second Tech | = | Renkei Name (Element of the Renkei) |
---|---|---|---|---|
Ice | -> | Blunt | = | Impaction (Lightning) |
Condition | -> | Blunt | = | Impaction (Lightning) |
Blunt | -> | Fire | = | Liquification (Fire) |
Slice | -> | Fire | = | Liquification (Fire) |
Fire | -> | Slice | = | Scission (Earth) |
Air | -> | Slice | = | Scission (Earth) |
Blunt | -> | Air | = | Detonation (Wind) |
Slice | -> | Air | = | Detonation (Wind) |
Dark | -> | Air | = | Detonation (Wind) |
Condition | -> | Ice | = | Induration (Ice) |
Slice | -> | Condition | = | Reverberation (Water) |
Pierce | -> | Condition | = | Reverberation (Water) |
Dark | -> | Pierce | = | Transfixion (Light) |
Ice | -> | Dark | = | Compression (Dark) |
Pierce | -> | Dark | = | Compression (Dark) |
Level 1 Examples
Short Easy chain (level 1 only)
Combo-> Burning Blade (Liquification) -> Fast Blade (Scission) The Blunt attribute of combo combined with the Fire attribute of Burning Blade to create Liquification, then the Fire attribute of Burning Blade combined with the Slice Attribute of Fast Blade to make Scission.
Long, multi-element chain (level 1 only)
Blunt->Fire or Air->Slice->Condition->Ice->Dark->Pierce Combo->Burning Blade (Liquification) ->Fast Blade (Scission) ->Smash Axe (Reverberation) -> Tachi: Hobaku (Impaction) -> One Inch Punch (Compression) -> Double Thrust (Transfixation)
Level 2- Deals more damage than level 1, and allows two different elements to Magic Burst at once. Because they have two elements, they don't necessarily match up to the element of chained technique. A level 2 Renkei can only be followed by another Level 2 Renkei or a Level 3 Renkei. Both chaining Level 2s and performing Level 3s is done by using an ultimate technique (Skill 225+) of a weapon. These ultimate techniques will always produce a level two Renkei when chained properly. For early to intermediate players, it's not much to worry about right now. Instead, focus on a single Level 2 Renkei that willend your chain.
Sequence to Create = Technique (Elements of the Renkei)
Fire -> Blunt (Lightning) = Fusion (Fire + Light)
Ultimate Techniques of Fusion:
Arching Arrow- Bow
Empyreal Arrow- Bow
Mistral Axe- Axe
Decimation- Axe
Heavy Shot- Gun
Detonator- Gun
Wheeling Thrust- Spear
Hexastrike- Club
Tachi: Kasha- Great Katana
Air -> Dark = Gravitation (Earth and Dark)
Ultimate Techniques of Gravitation:
Swift Blade- Sword
Blade: Ten- Katana
Blade: Ku- Katana
Retribution- Staff
Asuran Fist- Hand to Hand
Impulse Drive- Spear
These two are COMPLETELY different from their factors
Ice -> Condition (Water) = Fragmentation (Lightning + Air)
Ultimate Techniques of Fragmentation:
Shark Bite- Dagger
Evisceration- Dagger
Dragon Kick- Hand to Hand
Spin Rush- Great Sword
Ground Strike- Great Sword
Savage Blade- Sword
Black Halo- Club
Pierce (Light) -> Slice (Earth) = Distortion (Ice + Water)
Ultimate Techniques of Distortion:
Full Break- Great Axe
Steel Cyclone- Great Axe
Cross Reaper- Scythe
Spiral Hell- Scythe
Ground Strike- Great Sword (yes, it has two ultimate attributes)
Example Beginning Level 2 Renkeis
Double Thrust-> Fast Blade (Distortion)
Burning Blade-> Combo (Fusion)
Gust Slash-> One Inch Punch (Gravitation)
Tachi: Hobaku-> Smash Axe (Fragmentation)
Remember to chain level 1 renkeis before finishing with a level 2 for maximum damage
Advanced Examples Chaining Level 2 Renkeis To chain Level 2 Renkeis, first start by using a level 2 sequence or an Ultimate technique, then extend the chain by using an Ultimate Technique of alevel 2 Renkei that follows this chain
Fusion->Gravitation->Fragmentation->Distortion->Fusion
Examples:
Burning Blade -> Combo (Fusion) -> Blade: Ten (Gravitation)
Shark Bite -> Full Break (Distortion) -> Wheeling Thrust (Fusion)
Level 3- does more damage than Level 2 Renkeis and attacks with Four Elements at once. They can be done by performing the ultimate technique of a weapon type to chain two specific level 2 Renkeis together such that four compatible elements are together. I assume it is impossible to follow up on one ofthese. There are only two Level 3 Renkeis:
Light (Fire + Light + Lighting + Air)
Fusion -> Fragmentation or Fragmentation -> Fusion
Darkness (Earth + Darkness + Water + Ice)
Gravitation -> Distortion or Distortion -> Gravitation
(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
Fusion /-> Distortion
Distortion /-> Fragmentation
Fragmentation /-> Gravitation
Gravitation /-> Fusion
Complete Renkei list (1, 2, 3)
Sorted by Starter
First Tech | -> | Second Tech | = | Renkei Name (Element of the Renkei) |
---|---|---|---|---|
Blunt | -> | Fire | = | Liquification (Fire) |
Blunt | -> | Air | = | Detonation (Wind) |
Blunt (Fus) | -> | Ult. Grav | = | Gravitation (Earth + Dark) |
Blunt (Fus) | -> | Ult. Frag | = | Light (Light+Fire+Air+Thunder) |
Fire | -> | Slice | = | Scission (Earth) |
Fire | -> | Blunt | = | Fusion (Fire + Light) |
Slice | -> | Air | = | Detonation (Wind) |
Slice | -> | Fire | = | Liquification (Fire) |
Slice | -> | Condition | = | Reverberation (Water) |
Slice (Dis) | -> | Ult. Fus | = | Fusion (Fire + Light) |
Slice (Dis) | -> | Ult. Grav | = | Darkness (Dark+Water+Ice+Earth) |
Air | -> | Slice | = | Scission (Earth) |
Air | -> | Dark | = | Gravitation (Earth + Dark) |
Ice | -> | Blunt | = | Impaction (Lightning) |
Ice | -> | Dark | = | Compression (Dark) |
Ice | -> | Condition | = | Fragmentation (Thunder + Air) |
Condition | -> | Blunt | = | Impaction (Lightning) |
Condition | -> | Ice | = | Induration (Ice) |
Condition (Frag) | -> | Ult. Dis | = | Distortion (Water + Ice) |
Condition (Frag) | -> | Ult. Fus | = | Light (Light+Fire+Air+Thunder) |
Pierce | -> | Condition | = | Reverberation (Water) |
Pierce | -> | Dark | = | Compression (Dark) |
Pierce | -> | Slice | = | Distortion (Water + Ice) |
Dark | -> | Air | = | Detonation (Wind) |
Dark | -> | Pierce | = | Transfixion (Light) |
Dark (Grav) | -> | Ult. Frag | = | Fragmentation (Thunder + Air) |
Dark (Grav) | -> | Ult. Dis | = | Darkness (Dark+Water+Ice+Earth) |
Ult. Fus | -> | Ult. Grav | = | Gravitation (Earth + Dark) |
Ult. Fus | -> | Ult. Frag | = | Light (Light+Fire+Air+Thunder) |
Ult. Frag | -> | Ult. Dis | = | Distortion (Water + Ice) |
Ult. Frag | -> | Ult. Fus | = | Light (Light+Fire+Air+Thunder) |
Ult. Dis | -> | Ult. Fus | = | Fusion (Fire + Light) |
Ult. Dis | -> | Ult. Grav | = | Darkness (Dark+Water+Ice+Earth) |
Ult. Grav | -> | Ult. Frag | = | Fragmentation (Thunder + Air) |
Ult. Grav | -> | Ult. Dis | = | Darkness (Dark+Water+Ice+Earth) |
Sorted by Ender
First Tech | -> | Second Tech | = | Renkei Name (Element of the Renkei) |
---|---|---|---|---|
Ice | -> | Blunt | = | Impaction (Lightning) |
Condition | -> | Blunt | = | Impaction (Lightning) |
Fire | -> | Blunt | = | Fusion (Fire + Light) |
Blunt | -> | Fire | = | Liquification (Fire) |
Slice | -> | Fire | = | Liquification (Fire) |
Fire | -> | Slice | = | Scission (Earth) |
Air | -> | Slice | = | Scission (Earth) |
Pierce | -> | Slice | = | Distortion (Water + Ice) |
Blunt | -> | Air | = | Detonation (Wind) |
Slice | -> | Air | = | Detonation (Wind) |
Dark | -> | Air | = | Detonation (Wind) |
Condition | -> | Ice | = | Induration (Ice) |
Slice | -> | Condition | = | Reverberation (Water) |
Pierce | -> | Condition | = | Reverberation (Water) |
Ice | -> | Condition | = | Fragmentation (Thunder + Air) |
Dark | -> | Pierce | = | Transfixion (Light) |
Ice | -> | Dark | = | Compression (Dark) |
Pierce | -> | Dark | = | Compression (Dark) |
Air | -> | Dark | = | Gravitation (Earth + Dark) |
Slice (Dis) | -> | Ult. Fus | = | Fusion (Fire + Light) |
Ult. Dis | -> | Ult. Fus | = | Fusion (Fire + Light) |
Condition (Frag) | -> | Ult. Fus | = | Light (Light+Fire+Air+Thunder) |
Ult. Frag | -> | Ult. Fus | = | Light (Light+Fire+Air+Thunder) |
Dark (Grav) | -> | Ult. Frag | = | Fragmentation (Thunder + Air) |
Ult. Grav | -> | Ult. Frag | = | Fragmentation (Thunder + Air) |
Blunt (Fus) | -> | Ult. Frag | = | Light (Light+Fire+Air+Thunder) |
Ult. Fus | -> | Ult. Frag | = | Light (Light+Fire+Air+Thunder) |
Condition (Frag) | -> | Ult. Dis | = | Distortion (Water + Ice) |
Ult. Frag | -> | Ult. Dis | = | Distortion (Water + Ice) |
Dark (Grav) | -> | Ult. Dis | = | Darkness (Dark+Water+Ice+Earth) |
Ult. Grav | -> | Ult. Dis | = | Darkness (Dark+Water+Ice+Earth) |
Blunt (Fus) | -> | Ult. Grav | = | Gravitation (Earth + Dark) |
Ult. Fus | -> | Ult. Grav | = | Gravitation (Earth + Dark) |
Slice (Dis) | -> | Ult. Grav | = | Darkness (Dark+Water+Ice+Earth) |
Ult. Dis | -> | Ult. Grav | = | Darkness (Dark+Water+Ice+Earth) |
-------------------------------------------------------------------------------
X: Weapon Skill (Limit Break) List
The following list of Limit Breaks I acquired from:
https://www.db.ffvault.ign.com/db/View.php?view=FF.Weaponskills.List
and Updated with:
https://www.home.comcast.net/~hartwickc/renkei2.gif
https://www.files.liquid-x.net/scrap/wse.pdf
https://www.www5.plala.or.jp/SQR/ff11/ability-weaponskill.html
https://www.ffxi.game-host.org/eriwilde/ffxi/renkei/weaponskill.html#
StarvingArtist/Estya's Weapon skill demo videos- special thanks to hamburglar for hosting them.
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.
Another matter is how one hit ATK up bonuses like Boost and Sneak Attack applyto a multihit tech. Initial theory held that Sneak attack only effected thefirst hit, but experiences with my thief main suggest that, at least for thiefmain, Sneak Attack works on all hits. I will experiment with subbbed SneakAttack once I get my warrior to 30. Trick attack definately carries overmultiple hits of a technique. Many multi-hit techniques also have multipliersespecially at higher TP. The chart's effects and damage multipliers areeither guesses based on vague official descriptions (i.e. from in game or thestrategy guide) or observations at 100 TP. I've also started to mention thedifference between 100 and 300 TP when I have been able to experiment.
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)
Name | Skill Lvl | Tp Effect | Attributes |
---|---|---|---|
Raging Axe | 10 | Bonus damage | A, B |
Smash Axe | 40 | Stun Duration | I, C |
Gale Axe | 70 | Choke Duration | A |
Avalanche Axe | 100 | Bonus damage | S, B |
Spinning Axe* | 150 | Bonus damage | F, S, B |
Rampage | 175 | Critical Chance | S |
Calamity+ | 200 | Bonus damage | S, B |
Mistral Axe+ | 225 | Bonus damage | Ult- Fus |
Decimation | 240 | Hit accuracy | Ult- Fus, C |
Onslaught | --- | ??? | ??? |
+Must be a WAR/BST in main
Special Thanks to Lilyanne for all her help with Axe techniques
Raging Axe- 2 hits, 1x Damage @ 100TP, 1.5x Damage @ 200TP, weakens (1x) @300
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)
Name | Skill Lvl | Tp Effect | Attributes |
---|---|---|---|
Flaming Arrow* | 10 | Bonus damage | F, P |
Piercing Arrow* | 40 | Ignores more Defense | C, P |
Dulling Arrow* | 80 | Critical Chance | F, P |
Sidewinder* | 175 | Hit Accuracy | C, P, A |
Blast Arrow+ | 200 | Hit Accuracy | I, P |
Arching Arrow+ | 225 | Critical Chance | Ult- Fus |
Emperial Arrow | 250 | Bonus Damage | Ult- Fus, P |
Namas Arrow | --- | ??? | ??? |
+Must be RNG in main
Note: my Damage observations for later techniques may be inaccurate do to damage caps.
Flaming Arrow - 1 hit, 2x Fire Elemental damage @100, 3x @200, low cap
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
as it starts with a melee combo, has twice the cap of the first 3.
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)
Name | Skill Lvl | Tp Effect | Attributes |
---|---|---|---|
Shining Strike | 10 | Bonus damage | B |
Seraph Strike* | 40 | Bonus damage | B |
Brain Shaker | 70 | Stun Duration | C |
Star Light | 100 | More MP Recovered | - Doesn't Chain |
Moon Light* | 125 | More MP Recovered | - Doesn't Chain |
Skull Breaker | 150 | Int down Duration | I, C |
True Strike | 175 | Hit Accuracy | A, B |
Judgement* | 200 | Bonus damage | B |
Hexastrike+ | 220 | Critical Chance | Ult- Fus |
Black Halo | 230 | Bonus Damage | Ult- Frag, D |
Randgirth | --- | ??? | ??? |
+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)
Name | Skill Lvl | Tp Effect | Attributes |
---|---|---|---|
Wasp Sting | 10 | Poison Duration | S |
Gust Slash | 40 | Bonus damage | A |
Shadowstich | 70 | Bind Duration | C |
Viper Bite* | 100 | Poison Duration | S |
Cyclone* | 125 | Bonus Damage | A, B |
Energy Steal | 150 | Steal more MP | - Doesn't Chain |
Energy Drain* | 175 | Steal more MP | - Doesn't Chain |
Dancing Edge+ | 200 | Hit Accuracy | S, A |
Shark Bite+ | 225 | Bonus Damage | Ult- Frag |
Evisceration | 250 | Bonus Damage | Ult- Frag, P |
Mercy Strike | --- | ??? | ??? |
+ 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
Energy Drain- cause HP damage as well. I assume Drain is stronger as is EX.
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.
Great Axe. Dominant Attributes- Blunt(Lightning) + Slice (Earth)
Name | Skill Lvl | Tp Effect | Attributes |
---|---|---|---|
Shield Break | 10 | Effect Duration | B |
Iron Tempest | 40 | Bonus damage | S, B |
Sturmwind* | 70 | Bonus Damage | C, S |
Armor Break | 100 | Effect Duration | B |
Keen Edge | 150 | Critical Chance | D |
Weapon Break | 175 | Effect Duration | B |
Raging Rush+ | 200 | Bonus Damage | I, C |
Full Break+ | 225 | Effect Duration | Ult- Dis |
Steel Cyclone | 240 | Bonus Damage | Ult- Dis, A |
Metatron Torment | --- | ??? | ??? |
+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
Name | Skill Lvl | Tp Effect | Attributes |
---|---|---|---|
Tachi: Enpi (Flying Swallow) | 10 | Bonus Damage | P, S |
Tachi: Hobaku (Binding Edge) | 30 | Stun Duration | I |
Tachi: Goten (Thunderous Sky) | 70 | Bonus Damage | P, B |
Tachi: Kagero (Shimmer of the Heated Air) | 100 | Bonus Damage | F |
Tachi: Jinpu (Blowing Mind) | 150 | Bonus Damage | S, A |
Tachi: Koki (Shining) | 175 | Bonus Damage | C, B |
Tachi: Yukikaze+ (Snowstorm) | 200 | Bonus Damage | I, A |
Tachi: Gekko+ (Moon Light) | 225 | Bonus Damage | Ult- Dis* |
Tachi: Kasha (Floral Chariot) | 250 | Bonus Damage | Ult- Fus, D |
Tachi: Kaiten | --- | ??? | ??? |
+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.
Great Sword. Dominant Attributes- Slice (Earth) + Ice
Name | Skill Lvl | Tp Effect | Attributes |
---|---|---|---|
Hard Slash | 10 | Bonus Damage | S |
Power Slash | 30 | Critical Chance | P |
Frost Bite | 70 | Bonus Damage | I |
Freeze Bite | 100 | Bonus Damage | I, A |
Shockwave | 150 | Effect Radius | C |
Crescent Moon | 175 | Bonus Damage | S |
Sickle Moon+ | 200 | Bonus Damage | S, B |
Spinning Slash+ | 225 | Bonus Damage | Ult- Grav* |
Ground Strike | 250 | Bonus Damage | Ult- Grav, Ult- Dis |
Scourge | --- | ??? | ??? |
+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.
Hand to Hand. Dominant Group- Blunt(Lightning)
Name | Skill Lvl | Tp Effect | Attributes |
---|---|---|---|
Combo | 10 | Bonus Damage | B |
Shoulder Tackle | 40 | Stun Duration | C, B |
One Inch Punch* | 75 | Defense Ignored | D |
Backhand Blow | 100 | Critical Chance | A |
Raging Fists* | 125 | Bonus Damage | B |
Spinning Attack | 150 | Effect Radius | F, B |
Howling Fists+ | 200 | Bonus Damage | P, B |
Dragon Kick+ | 225 | Bonus Damage | Ult- Frag |
Ashuran Fists | 250 | Hit Accuracy | Ult- Grav, F |
Final Heaven | --- | ??? | ??? |
+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).
Katana. Dominant Attributes- Balanced
Name | Skill Lvl | Tp Effect | Attributes |
---|---|---|---|
Blade: Rin(Critical) | 10 | Critical Chance | P |
Blade: Retsu(Burn) | 30 | Paralysis Duration | S |
Blade: Teki(Dripping Water) | 70 | Bonus Damage | C |
Blade: To(Freeze) | 100 | Bonus Damage | I, A |
Blade: Chi(Earth) | 150 | Bonus Damage | P, B |
Blade: Ei(Shadow) | 175 | Bonus Damage | D |
Blade: Jin(Rapid)+ | 200 | Critical Chance | A, B |
Blade: Ten(Heaven)+ | 225 | Bonus Damage | Ult- Grav |
Blade: Ku(Sky) | 250 | Hit Accuracy | Ult- Grav, P |
Blade: Metsu(All Living Things Must Die) | --- | ??? | ??? |
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)
Name | Skill Lvl | Tp Effect | Attributes |
---|---|---|---|
Hot Shot* | 10 | Bonus damage | F, P |
Split Shot* | 40 | Ignores more Defense | C, P |
Sniper Shot* | 80 | Critical Chance | F, P |
Slug Shot* | 175 | Hit Accuracy | C, P, A |
Blast Shot+ | 200 | Hit Accuracy | I, P |
Heavy Shot+ | 225 | Critical Chance | Ult- Fus |
Detonator | 250 | Bonus Damage | Ult- Fus, P |
Coronach | --- | ??? | ??? |
+Must be RNG in main
Note: my Damage observations for later techniques may be inaccurate do to damage caps.
Hot Shot- 1 hit 2x Fire Elemental damage @ 100TP, 3x @200TP. Low Cap
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)
Name | Skill Lvl | Tp Effect | Attributes |
---|---|---|---|
Slice | 10 | Bonus Damage | S |
Dark Harvest | 40 | Bonus Damage | C |
Shadow of Death | 70 | Bonus Damage | I, C |
Nightmare Scythe | 100 | Blindness Duration | D, S |
Spinning Scythe | 125 | Area Radius | C, S |
Vorpal Scythe | 150 | Critical Chance | P, S |
Guillotine+ | 200 | Silence Duration | I |
Cross Reaper+ | 225 | Bonus Damage | Ult- Dis |
Spiral Hell | 240 | Bonus Damage | Ult- Dis, P |
Catastrophe | --- | ??? | ??? |
+ 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)
Name | Skill Lvl | Tp Effect | Attributes |
---|---|---|---|
Double Thrust | 10 | Bonus Damage | P |
Thunder Thrust | 40 | Bonus Damage | P, B |
Raiden Thrust | 70 | Bonus Damage | P, B |
Leg Sweep | 100 | Stun Duration | B |
Penta Thrust | 150 | Bonus Damage | D |
Vorpal Thrust | 175 | Critical Chance | C, P |
Skewar+ | 200 | Bonus Damage | D, P |
Wheeling Thrust+ | 225 | Ignores More defense | Ult- Fus |
Impulse Drive | 240 | Bonus Damage | Ult- Grav, I |
Geirskogul | --- | ??? | ??? |
+ 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
Name | Skill Lvl | Tp Effect | Attributes |
---|---|---|---|
Heavy Swing | 10 | Bonus Damage | B |
Rock Crusher | 40 | Bonus Damage | B |
Earth Crusher | 70 | Bonus Damage | A, B |
Star Burst | 100 | Bonus Damage | D, C |
Sun Burst | 150 | Bonus Damage | D, C |
Shell Crusher | 175 | Def down Duration | A, B? |
Full Swing | 200 | Bonus Damage | F, B |
Spirit Taker+ | 215 | Bonus Damage | B, F |
Retribution | 230 | Bonus Damage | Ult- Grav, C |
Gate of Tartarus | --- | ??? | ??? |
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
Name | Skill Lvl | Tp Effect | Attributes |
---|---|---|---|
Fast Blade | 10 | Bonus Damage | S |
Burning Blade | 30 | Bonus Damage | F |
Red Lotus Blade | 50 | Bonus Damage | F, A |
Flat Blade | 75 | Stun Duration | B |
Shining Blade | 100 | Bonus Damage | S |
Seraph Blade | 125 | Bonus Damage | S |
Circle Blade | 150 | AOE radius | C, B |
Spirits Within | 175 | Bonus Damage | Doesn't Chain |
Vorpal Blade | 200 | Critical Chance | S, B |
Swift Blade | 225 | Hit Accuracy | Ult- Grav, |
Savage Blade | 240 | Bonus Damage | Ult- Frag, S |
Knights of the Round | --- | ??? | ??? |
+ 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:
100% TP = 1/8 current HP in damage
200% TP = 1/4 current HP in damage
300% TP = 1/2 current HP in damage
Making this one of the few techniques that is better to save to 300%
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.
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X-2: Unlocking the Final Techniques
The following information I found on FFXI Mysterytour. I'm writing myinterpretations of the "Engrish", so if a detail is off let me know.https://www.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
Lv1 skillchain 2 points
Lv2 skillchain 3 points
Lv3 skillchain 5 points
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
Go to Upper Jeuno and talk to Brutus (Choco License giver) and he will give youthe Trial Pick and a "writing of practice." Once you have cleared the weapon,return it to Brutus and he will give you the "map of trial".Go to Temple of Uggalepih and find a ??? at G-9 (enter from Yhoator J-9? northside?) Fight an NM called Yallery Brown, then reinvestigate the spot and youwill get the "writing of a trial". Talk to Brutus to finish the quest.
Reward Decimation
Bow WeaponSkills Quest
Go to Windurst Woods and talk to Perih Vashai(Chieftain?) and she will give youthe Bow of Trials and a "writing of practice." Once you have cleared theweapon, return it to Perih Vashai and she will give you the "map of trial".Go to Cape Teriggan and find a ??? at G-7. Fight an NM called Stolas, thenreinvestigate the spot and you will get the "writing of a trial". Talk toPerih Vashai to finish the quest.
Reward Empyreal Arrow
Club WeaponSkills Quest
Go to Port Windurst and talk to Kuriodo-Moido (Orastery) and he will give youthe Club of Trials and a "writing of practice." Once you have cleared theweapon, return it to Kuriodo-Moido and he will give you the "map of trial".Go to Ro'Maeve and find a ??? at M-8. Fight an NM called Eldhrimnir, thenreinvestigate the spot and you will get the "writing of a trial".Talk to Kuriodo-Moido to finish the quest.
Reward Black Halo
Dagger WeaponSkills Quest
Go to Khazam and talk to Jakoh Wahcondalo and she will give you the Dagger ofTrials and a "writing of practice." Once you have cleared the weapon, returnit to Jakoh Wahcondalo and she will give you the "map of trial".Go to Gustav Tunnel and find a ??? at J-8 on second map. Fight an NM calledBaronial Bat (I think it's a bat type ^_- Propably Giant Bat), thenreinvestigate the spot and you will get the "writing of a trial". Talk toJakoh Wahcondalo to finish the quest.
Reward Evisceration
Great Axe WeaponSkills Quest
Go to Bastok Metalworks and talk to Iron Eater(President office guard) and hewill give you the Axe of Trials and a "writing of practice." Once you havecleared the weapon, return it to Iron Eater and he will give you the "map oftrial".Go to The Sanctuary of ZiTah and find a ??? at F-6. Fight an NM calledGreenman (Goobbue?), then reinvestigate the spot and you will get the "writingof a trial". Talk to Iron Eater to finish the quest.
Reward Steel Cyclone
Great Katana WeaponSkills Quest
Go to Norg and talk to Jaucribaix (Samurai quest giver) and hewill give you the Tachi of Trials and a "writing of practice." Once you havecleared the weapon, return it to Jaucribaix and he will give you the "map oftrial".Go to Kuftal Tunnel and find a ??? at L-7. Fight an NM calledKettenkaefer (beetle?), then reinvestigate the spot and you will get the"writing of a trial". Talk to Jaucribaix to finish the quest.
Reward Tachi: Kasha
Great Sword WeaponSkills Quest
Go to Bastok Mines and talk to Gumbah (Dark Knight quest giver) and he willgive you the Sword of Trials and a "writing of practice." Once you havecleared the weapon, return it to Gumbah and he will give you the "map oftrial".Go to Western Altepa Desert and find a ??? at E-9. Fight an NM calledMaharajah (Scorpion? Cactuar?), then reinvestigate the spot and you will getthe "writing of a trial". Talk to Gumbah to finish the quest.
Reward Ground Strike
Hand-to-Hand WeaponSkills Quest
Talk to Oggbi in Port Bastok (Steaming Sheep Bar) and he will give you theTrial Knuckles and a "writing of practice." Once you have cleared the weapon,return it to Oggbi and he will give you the "map of trial".Go to Bostaunieux Oubliette and find a ??? at I-8 by the Groundwater Way.Fight an NM called Bodach, then reinvestigate the spot and you will get the"writing of a trial". Talk to Oggbi to finish the quest.
Reward Asuran Fists.
Katana WeaponSkills Quest
Go to Norg and talk to Ryoma (Ninja quest guy) and he will give you the Kodachiof Trials and a "writing of practice." Once you have cleared the weapon,return it to Ryoma and he will give you the "map of trial".Go to Labyrinth of Onzozo and find a ??? at I-5. Fight an NM called MegapodMegalops (Crab?), then reinvestigate the spot and you will get the "writing ofa trial". Talk to Ryoma to finish the quest.
Reward Blade: Ku
Marksmanship WeaponSkills Quest
Go to Bastok Metalworks and talk to Cid (in his lab, duh) and he will give youthe Gun of Trials and a "writing of practice." Once you have cleared theweapon, return it to Cid and he will give you the "map of trial".Go to The Boyahda Tree and find a ??? at J-8 (get there from G-10 second map).Fight an NM called Beet Leafhopper(Mandragora? Bunny?), then reinvestigate thespot and you will get the "writing of a trial". Talk to Cid to finish thequest.
Reward Detonator
Scythe WeaponSkills Quest
Go to Bostaunieux Oubliette and talk to Novalmauge (walks around) and he willgive you the Scythe of Trials and a "writing of practice." Once you havecleared the weapon, return it to Novalmauge and he will give you the "map oftrial".Go to Den of Rancor and find a ??? at J-13. Fight an NM called Mokumokuren,then reinvestigate the spot and you will get the "writing of a trial". Talk toNovalmauge to finish the quest.Reward Spiral Hell
Spear WeaponSkills Quest
Go to Southern San d'Oria and talk to Balasiel(Paladin guy?) and he will giveyou the Spear of Trials and a "writing of practice." Once you have cleared theweapon, return it to Balasiel and he will give you the "map of trial".Go to Sea Serpent's Grotto and find a ??? at H-6 (through a Sahagin door).Fight an NM called Water Leaper, then reinvestigate the spot and you will getthe "writing of a trial". Talk to Balasiel to finish the quest.
Reward Impulse Drive
Staff WeaponSkills Quest
Go to Windurst Walls and talk to Shantotto (in her manor) and she will give youthe Staff of Trials and a "writing of practice." Once you have cleared theweapon, return it to Shantotto and she will give you the "map of trial".Go to Ifrit's Caldron, enter from an east entrance. Go to the following mapfrom F-6. Fall downward on the following map I-8 and go into the cave nearwhere you fell. Find a ??? at advanced map H-7.Fight an NM called Cailleach Bheur, then reinvestigate the spot and you willget the "writing of a trial". Talk to Shantotto to finish the quest.
Reward Retribution
Sword WeaponSkills Quest
Go to Chateau d'Oraguille and talk to Curilla(Knight captain) and she will giveyou the Sapara of Trials and a "writing of practice." Once you have clearedthe weapon, return it to Curilla and she will give you the "map of trial".Go to Quicksands Caves and find a ??? at I-6 (from Western Altepa Desert I-6).Fight an NM called Girtablulu, then reinvestigate the spot and you willget the "writing of a trial". Talk to Curilla to finish the quest.
Reward Savage Blade
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XI: Conclusion
It'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
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XII: Thanks
Thanks to the creators and maintainers of my reference sites and charts
https://www.playonline.com/ff11us/vt/extra/index.html
https://www.ffvault.ign.com/skillchains/skillchain.jpg
https://www.home.comcast.net/~hartwickc/renkei2.gif
https://www.files.liquid-x.net/scrap/wse.pdf
https://www.www5.plala.or.jp/SQR/ff11/ability-weaponskill.html
https://www.mysterytour.web.infoseek.co.jp/ffxi/us/index.html
https://www.ffxi.game-host.org/eriwilde/ffxi/renkei/weaponskill.html#
https://www.ffxi.killvoid.com
the people I have learned from on message boards
the people I have partied with to learn from experience
the members of my linkshell
the author of the Final Fantasy XI official strategy guide (Fall2003)
MasterLL- first Skillchain FAQ writer (that I know of)
StarvingArtist- for making one of the most well known Renkei charts andcool Limit Break demonstration videos.
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
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T: Contact Info -Kletian999
I 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.