Category:Skillchains

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A Skillchain is the result of performing a sequence of abilities such as Weapon Skills, Blood Pacts, and Blue Magic in a certain order and with proper timing. When two attacks with the correct attributes successfully connect with a target in succession, a powerful surge of energy is released, inflicting additional damage to the target. 15 distinct Skillchains are known to exist, 14 of which can be utilized by players and are divided into three different groups.

For a few seconds following the formation of a Skillchain, any offensive magic cast upon the skillchained target that matches the element(s) of the skillchain will receive a large bonus in power and accuracy. This act is referred to as a Magic Burst.

Skillchain Basics
A Skillchain is created by successfully performing a sequence of Weapon Skills and a few other abilities. The order of Weapon Skills is determined by the attributes of the Weapon Skill, known as Skillchain attributes. When a Weapon Skill is performed and successfully connects with the target, the target resonates with the Skillchain attributes of the used Weapon Skill for approximately 5 to 6 seconds. If the target is then hit with a Skillchain attribute which chains with a resonating Skillchain attributes, a Skillchain is formed. The resulting Skillchain becomes the new resonating Skillchain attribute, allowing the chain to continue.

If a Weapon Skill is performed which does not chain with the Skillchain Attributes the target is resonating with, the resonating Skillchain Attributes are replaced by those of the performed Weapon Skill. If the subsequent Weapon Skill has no Skillchain Attributes (ex. Spirits Within, Spirit Taker, Energy Steal, Energy Drain, Starlight, Moonlight) or misses entirely, the target will continue to resonate with the previous Weapon Skill's Attributes until another Weapon Skill with Skillchain Attributes connects, or until time expires.

The damage performed by a Skillchain is determined by the level of the Skillchain and the damage dealt by the Weapon Skill which completes the Skillchain. Abilities and equipment that increase the closing Weapon Skill's damage will thus have a proportional effect on the Skillchain damage. Examples of this are Sneak Attack (when used by a THF) and Flame Holder (automatons). Resistance and other factors are taken into account too. Higher level skillchains are less likely to be resisted. Monsters whose level greatly exceeds the player(s) will typically have a high level of resistance to the Skillchain damage, regardless of the level of Skillchain being performed.

<!-- ==Weapon Skill Attributes==

The basis of a Skillchain involves the attributes associated with each Weapon Skill performed. The correct combination of attributes produces a Skillchain.

There are 14 Weapon Skill attributes in total.

Level 1 Attributes

 * [[File:Light-square.gif]] Transfixion
 * Associated with the element Light and piercing damage.
 * [[File:Fire-square.gif]] Liquefaction
 * Associated with the element Fire and heat-based damage.
 * [[File:Lightning-square.gif]] Impaction
 * Associated with the element Lightning and blunt damage.
 * [[File:Wind-square.gif]] Detonation
 * Associated with the element Wind.
 * [[File:Dark-square.gif]] Compression
 * Associated with the element Dark and darkness damage.
 * [[File:Earth-square.gif]] Scission
 * Associated with the element Earth and slashing damage.
 * [[File:Water-square.gif]] Reverberation
 * Associated with the element Water.
 * [[File:Ice-square.gif]] Induration
 * Associated with the element Ice.

These are the most common attributes and most Weapon Skills have one or more of these. Each attribute is associated with an element and type of attack or damage. For example, the Weapon Skill Tachi: Enpi carries the attributes Transfixion and  Scission. Observing the Weapon Skill in action, it is clear to see that the user performs a slice across the target followed by a piercing blow to the center of the target.

Level 2 Attributes

 * [[File:Light-square.gif]][[File:Fire-square.gif]] Fusion
 * Associated with the elements Light and Fire.
 * [[File:Lightning-square.gif]][[File:Wind-square.gif]] Fragmentation
 * Associated with the elements Lightning and Wind.
 * [[File:Dark-square.gif]][[File:Earth-square.gif]] Gravitation
 * Associated with the elements Dark and Earth.
 * [[File:Water-square.gif]][[File:Ice-square.gif]] Distortion
 * Associated with the elements Water and Ice.

Only high-level Weapon Skills carry these attributes. The attributes are not associated with any sort of damage type or weapon skill type.

Level 3 Attributes

 * [[File:Light-square.gif]][[File:Fire-square.gif]][[File:Lightning-square.gif]][[File:Wind-square.gif]] Light
 * Associated with the elements Light, Fire, Lightning and Wind.
 * [[File:Dark-square.gif]][[File:Earth-square.gif]][[File:Water-square.gif]][[File:Ice-square.gif]] Darkness
 * Associated with the elements Dark, Earth, Water and Ice.

These attributes are only available on the Weapon Skills unique to the Relic Weapons. -->

Forming Skillchains
Skillchains are formed by hitting a target with a correct sequence of Weapon Skill Attributes. The specific sequence required varies between the various Skillchains. Not all sequences produce a Skillchain.

Level 1 Skillchains
A Level 1 Skillchain can do up to 50% of the damage of the closing Weapon Skill, depending on the target's Resistance to the Skillchain element.

Level 1 Skillchains are comprised of a single element and correspond to Level 1 Attributes. Each Skillchain is the same as the closing Attribute that is used to form the Skillchain.

For example, hitting a target resonating with the Compression attribute, with a Weapon Skill possessing the  Transfixion attribute, will produce a  Transfixion skillchain, which is aligned to the element Light.

Level 2 Skill Chains
A Level 2 Skillchain can do up to 60% of the damage of the closing Weapon Skill, depending on the target's Resistance to the Skillchain elements.

Level 2 Skillchains are comprised of two elements and correspond to Level 2 Attributes. The Skillchain is not necessarily the same as the closing Attribute that is used to form the Skillchain.

Level 2 Skillchains can be formed either by a combination of Level 1 Weapon Skill Attributes or a combination of Level 2 Weapon Skill Attributes. Primarily they are formed using the Lv.1 attributes since these are available at much lower levels than the Lv.2 attributes.

For example, hitting a target resonating with the Transfixion attribute, with a Weapon Skill possessing the  Scission attribute, will produce a  Distortion Skillchain, which is aligned to the elements Water and Ice.

Level 3 Skill Chains
A Level 3 Skillchain can do up to 100% of the damage of the closing Weapon Skill, depending on the target's Resistance to the Skillchain elements.

Level 3 Skillchains are comprised of four elements and correspond to Level 3 Weapon Skill Attributes.

Level 3 Skillchains are formed from Level 2 and Level 3 Weapon Skill Attributes. Because of these requirements, they can only be performed by high-level characters. Lv.3 attributes are exclusive to Weapon Skills found only on Relic Weapons. This rarity means that Lv.3 Skillchains are typically produced using Lv.2 attributes.

Unlike Level 2 and Level 1 Skillchains, Level 3 Skillchains do not require the Weapon Skill Attributes to be combined in a specific order. This leads to additional flexibility when creating Lv.3 Skillchains and makes it easier to ensure a hard-hitting job closes the chain for maximum potential damage.

For example, hitting a target resonating with the Fusion attribute, with a Weapon Skill possessing the Fragmentation attribute, will produce a  Light Skillchain, which is aligned to the elements Light, Fire, Lightning and Wind.

Linked Skillchains
A Skillchain in its simplest form comprises of two Weapon Skills performed one after the other to generate the required Skillchain. The first Weapon Skill causes the target to resonate with the attributes of the Weapon Skill. The second Weapon Skill's attributes interact with the ones resonating on the target to produce the Skillchain.

Beyond this basic concept, the idea of Weapon Skill attributes can be applied to the Skillchain itself. Each Skillchain causes the target to resonate with the same attributes as the Skillchain. This means that a third Weapon Skill can follow the initial two, acting on the Skillchain they produced.

For example, a Monk can use Spinning Attack to make the target resonate with Liquefaction and  Impaction. A second Monk follows this attack with Howling Fist, creating a Fusion Skillchain. A Dark Knight then continues this by using Spinning Slash to create a Light Skillchain.

Linking Skillchains increases their potential damage. The damage potential is based off the closing Weapon Skill. Damage increases with the number of Skillchains performed in succession as follows:

All Weapon Skill Attributes can be used to create a Skillchain except Level 3 attributes from a Relic Weapons Weapon Skill (e.g. Scourge). These powerful Weapon Skills may be used to create a Level 3 Skillchain by immediately following a Level 3 Weapon Skill attribute (either from a Lv.2 created Skillchain or another Relic Weapon), however no further Skillchain may be created from the subsequent Skillchain.

List of Weapon Skills and Abilities With Weapon Skill Attributes
You can find this same information in a different layout on the Weapon Skill Elemental Attributes page. See Skillchain Chart for a visual depiction of possible skillchains.

You will notice that many weapon skills have 2 or more attributes associated with them. The attributes are listed by priority using "A," "B," or "C" notation, where "A" is the highest and "C" is the lowest. If a situation arises where a Skillchain can be formed using both "A" and "B" attributes, a Skillchain will be formed using the "A" attribute. The attribute with highest priority is always chosen when multiple Skillchain possibilities are presented. If "C" is not listed on the table that means there is no "C" attribute.


 * Blood Pacts: The level listed for the Blood Pacts is not the same as the levels for Weapon Skills. It is the level that the Summoner job needs to be in order to use the Blood Pact. So if the level listed is 21, that means the summoner needs to be level 21 in order to use that ability.


 * Blue Magic: In order to make a Skillchain using Blue Magic, the Chain Affinity ability must be used.


 * Automatons: The Weapon Skills an automaton can use is dependent on the frame it is using. An automaton equipped with the Harlequin Frame or the Stormwaker Frame can only use Slapstick, Knockout and Magic Mortar. An automaton equipped with the Valoredge Frame can only use Chimera Ripper, String Clipper, Cannibal Blade and Bone Crusher. An automaton equipped with the Sharpshot Frame can only use Arcuballista, Daze and Armor Piercer.


 * Chainbind: The Dancer Wild Flourish inflicts a status effect which readies the target for a skillchain. This effect acts as the opening weapon skill, allowing a skillchain with a single weapon skill.

Axe | Great Axe | Archery | Club | Dagger | Hand-to-Hand | Katana | Great Katana | Marksmanship Polearm | Scythe | Staff | Sword | Great Sword | Blue Magic | Automatons | Bloodpacts | Elemental Magic

Using a Skillchain Chart


With the exception of Level 3 Skillchains, there is no obvious pattern to the network of attributes that are "compatible" and form Level 1 or Level 2 Skillchains. When presented with a party using various weapons, it is often easiest to examine a Skillchain Chart to determine which Skillchains are available to use.

A Skillchain Chart presents Skillchains as a map of which Weapon Skills lead to which effect. By examining the available Weapon Skills and plotting a route across the map, Skillchains can be easily created and linked together.

Say there are two, one-handed sword wielders, and they both have Fast Blade and Burning Blade. Now find the Weapon Skill on the Skillchain Chart. Burning Blade is in the Fire section; and Fast Blade is in the Earth section. There is one arrow connecting them. Notice that the arrow is double ended. This means that you can start in the Earth section and go to the Fire section, or you may start in the Fire section and go to the Earth section. Both ways will result in a Skillchain. If you start in Fire section and go to Earth you get an Earth Scission Skillchain. Going the other way (Earth first followed by Fire) you get a Fire Liquefaction Skillchain. You will notice that many weapon skills have 2 or more attributes associated with them. The attributes are listed by priority using "A," "B," or "C" notation, where "A" is the highest and "C" is the lowest. If a situation arises where a Skillchain can be formed using both "A" and "B" attributes, a Skillchain will be formed using the "A" attribute. The attribute with highest priority is always chosen when multiple Skillchain possibilities are presented.



Links
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 * Spira's Skillchain Chart
 * Aden's Renkei Chart
 * Revelin's FFXI Calculator
 * Valkurm Skill Chain Chart
 * Rubenator's Skillchain Chart
 * AlexisLucia's Skillchain Calculator
 * Outdated - doesn't have Mythic or support Level 80+. (partially correct, there is a check box for Mythic WS's)
 * Valkurm Skill Chain Chart
 * Some weapon colours are bright and may be difficult to read (mainly Dagger - Yellow).
 * Psymias updated version of the WSE Chart (includes mythic WSs)
 * Link is dead.