Category talk:Skillchains/Archive1

I tried to change it back, but for some reason I couldn't undo all of them... Go ahead and undo mine or fix this nonsense. lol --Ngrmile 18:43, 15 November 2008 (UTC)

someone please change it back, its easier to read the skillchains then having to memorise which color goes to what. --Kingofgeeks 15:15, 17 October 2008 (UTC)

Someone revert the edit Valyana made, it now makes the page useless to find out a skillchain if you have to keep going back and forth between pages. --Zero 18:55, 20 Jan 2006 (PST)

Do you have another suggestion for how to split up the page? None of my browsers were capable of editing the page as it was. If someone else is able to put back the elemental attributes section, I have no objection, but please don't revert my other changes. --Valyana 23:37, 20 Jan 2006 (PST)

Oh hell I don't mind the changes you made to the top, but I feel having the elemental attributes on the same page is really handy (Though, the order needs to be fixed). I will see what I can do about putting the elemental charts back onto the same page. --Zero 02:31, 21 Jan 2006 (PST)

Request to Move to "Skillchains"
It's really just stupid to use the Japanese name for the sake of using the Japanese name. Most English-speaking people, like the ones that would come to this site, refer to the topic as a Skillchain.--Priran 20:53, 19 June 2006 (PDT)

There is no need, and its not stupid, its history. Anyone wishing to find out about skillchains needs only type "skillchain" into the search, and is immediately redirected to Renkei, the same goes for links to "Skillchain". On a side note, you may want to put any messages you have in Talk pages on the bottom, lest people not be able to easily see them. I had to go into the page history to see what changes you made so I could see what you wrote. Hope that helps. --Chrisjander 07:12, 20 June 2006 (PDT)

I'd like to know what "history" there is behind the name Renkei. The only reason I could see for NA calling it by this is because it's the name the JP were using for this (And "Genkai") when the NA version went live.

The manual calls it a Skillchain. Articles in the Tribune call them skillchains. Renkei is not in autotranslate. There is no need to call the topic a renkei other than cool-by-proxy JP fanboyism.--Priran 16:55, 20 June 2006 (PDT)

Hmm, I'm actually in favor of this move as well, for the same reasons as Priran is. Instead of having Skillchain redirect to Renkei, we can have Renkei redirect to Skillchain. Most users' experience will not change in any way; only nitpicky people and editors will notice. --Ichthyos 17:28, 10 August 2006 (EDT)

Chart Changes
Yeah, they look better, but I don't really like the idea of having two collums. Also, would you mind including colors? It would help me recognize which elements are what a lot quicker. --Zero 15:24, 17 Feb 2006 (PST)

Done
Well I kep the 2 columns, but that can be undone if needed. I really don't use skill chains at all as a BST, so I don't know if the rest of the article can be shortened anywhere, but at least this gets the information that was moved back in a shortened version. Hope it can be edited as is. --Gahoo 11:37, 22 February 2006 --Valyana 12:30, 1 March 2006 (PST)(PST)

Wpn Skill charts
Looks excellent, except for a few weapons that have skills with long names. Those charts that have them aren't aligned properly on all resolutions, one of the easiest to see is the chart for Hand-to-hand. Shoulder Tackle, One Inch Punch, and Spinning Attack are all too long to keep to one line. While this would be fine normally, the rest of the chart doesn't word wrap with it, so the alignments are all off. When I have the time after work, Ima play with the chart to see if I can't make it look the same, but set the rows into alignment for all screens. If someone wants to try this before I do, please go ahead.

--Chrisjander 12:01, 22 February 2006 (PST)

I've now got a test chart on my talk page that has the basic two column format, and all the info, but now its rows are aligned. I used Greatsword and Hand-to-Hand as examples because they were two of the weapons with the longest names. Take a look and tell me what you think. User talk:Chrisjander

--Chrisjander 13:51, 22 February 2006 (PST)

Looks fine to me. Thanks. --Gahoo 14:10, 22 February 2006 (PST)

The new tables look good, but I notice that the contents differ significantly from Aden's chart, which I'm inclined to trust more. For instance, I know that Full Swing opens Fusion and closes Liquefaction, but the tables here don't show it as having a Fire element at all. --Valyana 12:30, 1 March 2006 (PST)

Heh, I actually have no idea how the tables are supposed to work, I just tried to make it look nicer. I almost always use Aden's chart, since its much easier to read. Since you really only need to know what the weapons you use open and close, and with what, this table would only be for people that don't like Aden's chart, or want to remember the reasons why the weapon skills work. And I'm not entirely sure, but I thought to open a Fire renkai, you didn't need the element in question, but then again, I've already said I dont' know how these charts are supposed to work. --Chrisjander 12:44, 1 March 2006 (PST)

Well as a BST i don't SC either. I was just trying to put back in the charts since Zero complained aboved about their being moved. --Gahoo 15:42, 1 March 2006 (PST)

In case anyone is interested, the way I determined the elemental attributes of all the weapon skills is by looking at where they lie on Aden's chart. Example: Piercing Arrow is in the section that has a nice pretty picture of water behind it (with the 'A' attribute), as well as in the section for light (with a 'B' attribute). Things may very well be wrong at this point - I haven't looked at all this in probably about 2 years...I'm up for taking a look through it all now, but in the future (whenever I decide to go into hiding - I like to do that at times :-P ), now anyone can figure out how to classify them! :-D Just thought I'd share! --Rixie--

Another quick note: I think when I fist did this the higher level weapon skills were still being worked out...so that may be why the Full Swing part is messed up. Or I could have just been dead wrong (which is known to happen...hehe) --Rixie--

Ok, should all be updated to match the most recent chart put out by Aden (thank you very much Mr. Nak!) --Rixie--

Hmm. Never used Spirit's Within but it isn't on the sword skill list. I fear I will mess everything up if I muck around with it. So I'll just point it out --Riey--

The problem with the charts failing to line up remains in the current version. I've tried to create a new format that attempts to resolve this, it's available as a subpage of my userpage. Currently only one chart, and the formatting is in a way a bit worse, and I'd like to create a few new templates to make this easier, but it's a start. —Xenoveritas 17:42, 27 December 2006 (EST)

Remove the SC tables?
I feel the Skill chain tables (the ones that list across the top and sides: Liquefaction, Detonation, Induration, etc) are just not necessary... It's much easier to find that info in the little lists below the tables. What do you guys think though? Don't wanna go deleting stuff like that without a general concensus. Thanks! --Rixie--

I find I'm always scrolling past that part, I dont' find that info useful at all, so I have no problem removing it. --Chrisjander 10:03, 7 March 2006 (PST)

Max Damage
Finally, regarding the Renkei article...the article lists the maximum damage values for the different levels of skillchains. However, I have found that when multiple Skillchains are performed in a row, the last is always stronger than the previous, even if you're performing Skillchains of the same level. I then proceeded to find the damage values for all Skillchain levels up to the 5th Skillchain. There seems to be no limit to the number of skillchains you can perform before you stop seeing an increase in damage; I suspect there may be a limit to the percentage, rather than the number of skillchains. Due to the difficulty of testing, I stopped my research, but I believe it's a non-issue, because I've never heard of any strategy where one would perform so many skillchains in a row that reaching the limit, if it exists, would be possible.

- Armando

(placed here by Mierin for further discussion)

I don't have any personal recolections or any data collection in regards to the max damage for skillchains. It would make sense to me that the above statement could be correct. I do remember one time seeing my lught skillchain do more damage than my weapon skill had, which i thought was interesting as i thought the max was 100% of the weapons skill damage. i dont remember if it was in a series of skillchains or what though... anyways, if we want to change this info in the renkie article, i'm not opposed. --Rixie 11:26, 8 May 2006 (PDT)

To my experience, Renkei damage is like a black magic spell with base damage = (modifier) * (last weaponskill damage), with the elemental properties of all the elements in the renkei w.r.t. bonuses and penalties. The damage resistance pattern is like black magic too: if the base damage is 1000, and the modifier is 50% (2-part level 1 chain)  then the monster can take the full 500, or 250, 125, 62, etc.

The modifier is determined from a chart which I saw a long long time ago. It goes something like this: (warning, numbers not accurate)

I'm not sure how resistance rate of renkei damage is calculated; it's possible that the game takes any of the mean, peak, or trough resistance rate from among the present element, or something more complicated.

Day/weather bonuses and penalties seem to apply if the renkei contains the proper elements. That is, light has a chance of doing and extra 10% damage on firesday, windsday, lightsday, and lightningsday. It would be interesting to see if the Sea Obis (that guarantee the day/weather bonus/penalty) modify renkei damage all the time.

Aurikasura 11:38, 8 May 2006 (PDT)

I'm still not quite used to using Wiki, so I'll refrain from editing the main article yet. Instead, I'll write all that I've found about skillchain damage here.

As you all know, Skillchain damage is a percentage of the damage of the Weapon Skill with which it was performed. Refer to the following table:

Level 1 | 50% | 60% | 70% | 80% | 90% Level 2 | 60% | 75% | 100%| 125%| 150% Level 3 | 100%| 150%| 175%| 200%| 225%

As stated above, I couldn't find a limit, though if there is one, I assume the ceiling is 300%. Despite the damage consisting of more than one element for Level 2 and Level 3 Skillchains, it's dealt as a whole. Day, weather, and even Elemental Stave (though this fact doesn't have any real application) bonuses apply. It's also subject to any forms of straight magic damage reduction, including Shell. Of course, it's also subject to partial resists. It is not affected in any way by Magic Attack Bonus, Magic Defense Bonus, or the Weapon Skill performer's stats.

As for specific elemental resistances, Skillchains seem to follow the "path of least resistance." To my understanding, Elementals always reduce damage taken from their own element, or the element it beats, by 95% or so (this is just the number I've read, but they definetely take very insignificant damage even if the caster is far higher in level.) Regardless, I've performed Level 2 Skillchains which include one of the two elements the Elemental is strong to several times, yet I always dealt the whole Skillchain. I've done Fragmentation on "Too weak to be worthwhile" Thunder Elementals, and Fusion on Light Elementals. Therefore, when it comes to straight damage reduction, the game always picks the element whose damage would be reduced less. I assume that resist rates work in the same way.

As for Sea Obis, I asked around in the Allakhazam forums, and was told that they do not guarantee the day and weather bonuses. No proof was shown, so I took their word for it.

Armando 17:09, 8 May 2006 (PDT)

I fixed up my table with Armando's numbers.

As for the obis not guaranteeing the day/weather bonus, while staff bonuses do, I find that quite odd, because they both operate at the same point. The fact that staff bonus does carry through indicates that the game looks to the closing character for damage-element enhancers, which seems to encompass the following types of items: staffs, weather effects (100% with obi), day effects (100% with obi), bonus damage during magic burst (Sorcerer's Gloves / Static Earring), bonus damage from day (Sorcerer's Tonban) so I'm puzzled that it would not apply. These factors are summed up and applied to the damage at a single point. Only later in the damage formula do you see damage-type enhancers (such as MAB, and strength/weakness to slashing/blunt/piercing/magic inherent in certain monsters).

Personally, I would doubt the sources at Alla, but that's just me, and seeing as I'm unable to test (no obis) it's not like I can offer evidence to the contrary.

Aurikasura 17:38, 8 May 2006 (PDT)

Thanks, Aurikasura. That looks so much better than my cheap ASCII table.

Personally, I did find their response regarding the Sea obis questionable too. Like you said, I just don't see why they wouldn't guarantee the bonus, as long as the Skillchain closer is wearing the obi. But, unfortunately, I'm merely a Lv.52 PLD, and my LS is a social one. I don't know anyone that owns Sea obis. Hell, it was hard enough to get help for the damage table - it almost took me a whole month! Speaking of which, I did confirm that on the 6th Skillchain (7th WS), Level 1 Skillchains do 100% damage. However, I didn't bother checking Level 2 and Level 3, so I ommited that column. It's not hard to extrapolate their values, the pattern is pretty clear, but, oh well. Like I said, people are already hessitant to put together three-man skillchains, I doubt anyone would use the right side of the table much.

Armando 18:20, 8 May 2006 (PDT)

Edited the above table to include 7-WS renkeis...though personally I think I've only seen 4 a handful of times and 5 ...once maybe? :P Aurikasura 18:36, 8 May 2006 (PDT)

Relic Weapon Skill Properties
Someone in my dynamis LS has Namas Arrow in Dynamis. We've found that Namas Arrow > Asuran Fists / Blade: Ku makes Darkness. That would make Namas Arrow's secondary property to be Distortion. I'm not sure if there's a general trend among all relic WS such that you could conclude that would be the only other property of it (ie. No need to continue testing other combinations and WS orders).

If anyone has more information about other relic WS, it would be nice to fill in the missing properties for completeness. --Nivlakian 09:38, 2 June 2006 (PDT)

I've recently added some skillchain properties on Relic WSes. Information is matched up to that of | Studio Gobli. It goes something like < can continue lv 3 element> / --VZX 09:45, 6 July 2006 (PDT)

I think I have to reformat the Relic WS and their L3 SC properties section again, but before I do that, I want to make sure one thing:

Namas Arrow -> Namas Arrow self SC creates light, but does Namas Arrow -> Namas Arrow -> Namas Arrow creates double self SC light?

Is endless special lv 3 SC can be only done with different WS? such as Kaiten -> Namas -> Kaiten -> Namas -> .. (repeat) ?--VZX 09:14, 4 December 2006 (EST)

Hmm, what happened to the prose about Relic light/dark not being continuable? I think pointing that out was nice. --Ichthyos 15:58, 13 April 2007 (EDT)
 * Scratch that, I wasn't reading carefully enough. --Ichthyos 16:15, 13 April 2007 (EDT)

Nicer page formatting for editing
I was thinking if we can re-arrange the WS table so that we can seperately modify the SC properties for each weapon (i.e: editing axe only WS, Great Sword only WS, Blue Magic only)

Because editing the whole section can be troublesome if you have very long list of code in 1 section

Automaton SC properties
I added the new WSs' SC properties based on the tests I did: http://ffxi.allakhazam.com/db/jobs.html?fjob=18;mid=116657858043853983;num=17;page=1 If anyone has any other tests that show any other properties, please provide these tests when you update them. I am unsure of the order of the two properties though, I just know that those two properties are definate based on my tests. KonigBerserk 14:31, 20 February 2007 (EST)

By the way, I forgot to mention that I am unsure if Daze is Impaction or Scission as a third sc element. If anyone knows, please add this in the third section of Daze. KonigBerserk 14:38, 20 February 2007 (EST)

Overhauled version less clear?
Am I the only one who found the new presentation style more confusing and less informative? --Aurikasura 17:34, 13 April 2007 (EDT)

More confusing -- I don't think so

Less informative -- maybe... I need to re-read again what information has been completely thrown by the edit--VZX 18:51, 13 April 2007 (EDT)

I didn't throw out any information, just formalised the language and tried to reduce the clutter. I want to re-do the Weapon Skill charts to use the new presentation style, simply for better readability. I hate seeing a word formatted so it's half one colour and half another.--Andurus 11:21, 16 April 2007 (EDT)

Blue Magic skillchain info correct?
While rewriting ChainToy into Python, I noticed that, going by the table on this page, the blue magic information I had was off for some skills. So far I've had Claw Cyclone with the wrong level, and Claw Cyclone, Screwdriver, and Grand Slam having the wrong skillchain elements. But when I went to the individual pages, I found that the pages reported the same elements as I had. Which one is right? I'm going to go with the individual pages' skillchain elements, like I have, but I don't want to change this until I know which is right. I'm guessing that Claw Cyclone was leveled down in a patch and the names were reordered but the elements weren't. I don't play Blue Mage (or know anyone who does), though, so... --Serynth 10:25, 18 June 2007 (CDT)

Edited accordingly--VZX 23:01, 18 June 2007 (CDT)

Magic Burst Damage
I'm curious if anybody has information on how the modifier of magic burst damage is affected by the level of the skillchain, or the number of steps in the skillchain. Any thoughts?

See Calculating Magic Damage--VZX 15:29, 26 June 2007 (CDT)

Too much Blather
Seriously, there is a ton in this article that is more, shall I say, artistic than truly fact based. I mean, whats the difference between a hard hit and a powerful hit? As much as I enjoyed reading some of that weirdness in the descriptions of the different kinds of SC, much of it takes the tone of something belonging either in a guide or at least... not at the top. I mean, someone coming to this page should first learn what is a SC, how is one performed, a brief mention allong with a link to Magic Burst, then maybe a skill chart or the nice listing of all the different WS that have the different elements, and then after all that should come the "artistic" stuff. It could be placed into Misc info, or additional info or just plain notes, but all the same.. really, it's alot of stuff that someone playing the game doesn't need, no matter how entertaining it might be. With all that said, I'm not doing the edit because I have a feeling I'll be the only one expressing this opinion.-- 02:08, 1 August 2007 (CDT)

Oh and another thing, even in the factual parts there is way to much artistry. In the basic info section it talks about the monster resonating... I've never seen that term from the game manual, or anywhere in game. I'll admit I hav enot spoken with every NPC so maybe I just missed it, but really, there is no need to introduce new terminology here, skill chains are confusing enough with names like "Detonation" to remember, never the less trying to wrap your noggin around resonance. -- 02:12, 1 August 2007 (CDT)

Meh, I did change it back to pre-wierdness added, the page is so much cleaner this way. Goddess had made two formatting changes in the interim which were lost too, sorry about that. I'll try to figure out where they were. And no, this is not a post war, I'd love for other people to chime in using the history to see what I was complaining about, if people say they like what was added and revert it back, then I'll not re-revert it, just please no one touch it until there is some feedback. -- 02:22, 1 August 2007 (CDT)

It's not that hard to comprehend. --CollegeShinobi

No worries from my end, but, I do have to side with NoOneLeft on this one. It's just irrelevent information that really does not make any use in the game whatsoever. There's no serious correlation from using Impaction on a Dragon versus Liquefacation. The magic damage of a skillchain is in no way connected with the physical aspect of the damage. I've always been fascinated by skillchains since I started this game. Seriously, there's not a real reason to include this useless information. 06:10, 1 August 2007 (CDT)

CollegeShinobi, the part I was talking about being unclear was not the stuff you had added in. The stufff you added in was not unclear at all, it just had no factual basis in the game. I did find it entertaining, but for some new player trying to understand skill chains you might confuse them into thinking they need to try and figure out more than they do. Lets keep the page simple while complete. --  18:16, 1 August 2007 (CDT)

About Equip Swaps
I think it should be noted that an equip swap after a WS that makes a SC cancels the animation and depending on how early on the equip swap happens may even prevent the SC from appearing in the chat log all together, I cannot remember if the SC still counts though it's been a while since I've tested (tried to MB off one who's animation aws canceled) But I do think this information should be noted.--Tarundi 16:52, 6 October 2007 (UTC)


 * It still counts. Just the animation and chat log text get wiped out. Can still possibly land the MB to if lucky enough to have the timing right. --1.quos.vita.habitum.captivus 11:00, 13 January 2008 (UTC)