Weapon Skill Points

Overview
Weapon Skill Points serve two primary purposes. The first is to complete the Trial Weapon quests to gain access to the "final" Weapon Skills for each weapon class (generally available between skill levels 230 and 250, depending on the weapon). The second is to unlock the Latent Effects on various weapons, generally obtainable through Kindred's Seal NM battles (sometimes called KSNM's, a form of BCNM using Kindred's Seals instead of Beastmen's Seals).

The points are accumulated by performing Weapon Skills and Skillchains on enemies that Check as "Easy Prey" or higher. The game provides no method of checking how many points you have accumulated, so it is generally important to use some other means to track your progress when doing a trial weapon quest, or unlocking the latent on a weapon that uses Weapon Skill Points. Trial weapons generally have stats on them which will cease affecting your character when the requisite number of points have been obtained. When you have achieved the requisite number of points, the only way of knowing is by examining your character's stats in the equipment menu. If there is no change in your stats with the weapon equipped, as opposed to nothing equipped, you have achieved the required number of points. The other weapons do not always have this, however.

Points are credited only towards the weapon performing the Weapon Skill, either your ranged weapon or the weapon in your main hand.You may change weapons at any time without losing the points you have accumulated thus far, but you will not receive any further credit toward that weapon's points until you re-equip it in your main weapon slot.

Points cannot be gained during Dynamis, nor from Campaign mobs (with or without tags). This is probably true for Limbus, Salvage, and Einherjar as well, but needs verification.

Skillchains opened via Wild Flourish also count towards adding points for the closer, but not for the Dancer who used the Flourish.