FFXIclopedia
(updated formula with information taken from bg forums and studio gobli, verified with personal testing)
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== Magic-Based Weapon Skills ==
 
== Magic-Based Weapon Skills ==
*Damage = ( ((((( Lv+2+[[WSC]] ) * [[fTP]] + fINT ) * [[Calculating_Magic_Damage#Resist | Resist]]) * [[Calculating_Magic_Damage#Staff_Bonus | Elemental Staves]]) * [[Calculating_Magic_Damage#Magic_Attack_Bonus_.2F_Magic_Defense_Bonus | Weather]]) * [[Calculating_Magic_Damage#Magic_Attack_Bonus_.2F_Magic_Defense_Bonus |MDIF]] ) * [[Calculating_Magic_Damage#Target_Magic_Damage_Adjustment | Magic Damage Adjustment]]
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*Damage = (( 1.5(Lv + 1)+2+ [[WSC]] ) * [[fTP]] + fINT ) * [[Calculating_Magic_Damage#Resist | Resist]] * [[Calculating_Magic_Damage#Staff_Bonus | Elemental Staves]] * [[Calculating_Magic_Damage#Magic_Attack_Bonus_.2F_Magic_Defense_Bonus | Weather]] * [[Calculating_Magic_Damage#Magic_Attack_Bonus_.2F_Magic_Defense_Bonus |MDIF]] * [[Calculating_Magic_Damage#Target_Magic_Damage_Adjustment | Magic Damage Adjustment]]
  +
*For ILvl weapons : Damage = (( 1.5(Lv + 1)+2+ floor(2.45*(iLvl-99)) + [[WSC]] ) * [[fTP]] + fINT ) * [[Calculating_Magic_Damage#Resist | Resist]] * [[Calculating_Magic_Damage#Staff_Bonus | Elemental Staves]] * [[Calculating_Magic_Damage#Magic_Attack_Bonus_.2F_Magic_Defense_Bonus | Weather]] * [[Calculating_Magic_Damage#Magic_Attack_Bonus_.2F_Magic_Defense_Bonus |MDIF]] * [[Calculating_Magic_Damage#Target_Magic_Damage_Adjustment | Magic Damage Adjustment]]
 
;Where
 
;Where
 
:'''[[WSC]]''': Secondary attribute like [[STR]] 30% (30% of your [[STR]]) (See individual [[:Category:Weapon Skills|Weapon Skill]])
 
:'''[[WSC]]''': Secondary attribute like [[STR]] 30% (30% of your [[STR]]) (See individual [[:Category:Weapon Skills|Weapon Skill]])
 
:'''[[fTP]]''': [[TP]] Multiplier (See individual [[:Category:Weapon Skills|Weapon Skill]])
 
:'''[[fTP]]''': [[TP]] Multiplier (See individual [[:Category:Weapon Skills|Weapon Skill]])
  +
:iLvl: the item level of the weapon
 
:'''fINT''' : function of your [[INT]] and target's [[INT]]
 
:'''fINT''' : function of your [[INT]] and target's [[INT]]
 
:: for WS, fINT = 8 + Δ[[INT]]/2
 
:: for WS, fINT = 8 + Δ[[INT]]/2
:: Δ[[INT]] : difference between your [[INT]] and target’s [[INT]] (caps at 24 for WS)
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:: Δ[[INT]] : difference between your [[INT]] and target’s [[INT]] (caps at 24 for WS), making fINT cap at 32.
 
:'''Resist''' : Possibilities are
 
:'''Resist''' : Possibilities are
 
::No Resist(1/1)
 
::No Resist(1/1)
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== Physical-Based Weapon Skills ==
 
== Physical-Based Weapon Skills ==
[[Image:pDIF.gif|thumb|Melee PDIF function]]
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[[File:pDIF.gif|thumb|Melee PDIF function]]
[[Image:R-pdif-v2.gif|thumb|Ranged PDIF function]]
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[[File:R-pdif-v2.gif|thumb|Ranged PDIF function]]
*Damage = [[Base Damage| WD]] * [[PDIF]] = (([[Weapon Base Damage| D]] + [[fSTR]] + [[WSC]]) * [[fTP]]) * [[PDIF]]
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*Damage = [[Base Damage| WD]] * [[PDIF]] = ([[Weapon Base Damage| D]] + [[fSTR]] + [[WSC]]) * [[fTP]] * [[PDIF]]
   
 
;Where
 
;Where
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Level @
 
Level @
  +
Lv90... 0.85
 
Lv75... 0.83
 
Lv75... 0.83
 
Lv74... 0.83
 
Lv74... 0.83
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* Only weapon skills that say "Chance of [[critical]] varies with TP" can have a critical hit within the WS without forced critical (i.e. [[Sneak Attack]] or [[Mighty Strikes]]). {{verification}}
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* Only weapon skills that say "Chance of [[critical]] varies with TP" can have a critical hit within the WS without forced critical (i.e. [[Sneak Attack]] or [[Mighty Strikes]]).
** Base critical hit chance varies between weapon skills. {{verification}}
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** Base critical hit chance varies between weapon skills.
* WS gorgets from [[In the Name of Science]] add 0.1 to [[fTP]] for the first hit.
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* WS gorgets from [[In the Name of Science]] add 0.097 to [[fTP]] for the first hit.
** They also increase WS accuracy, which seems to apply to all hits. {{verification}}
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** They also increase WS accuracy, which applies to all hits.
 
* Hybrid weapon skills deal both physical and elemental damage and can be considered a 2+ hit weapon skill. The base damage of the elemental hit is based on the amount of physical damage done and TP.
 
* Hybrid weapon skills deal both physical and elemental damage and can be considered a 2+ hit weapon skill. The base damage of the elemental hit is based on the amount of physical damage done and TP.
   

Latest revision as of 13:49, 18 July 2015


Magic-Based Weapon Skills

Where
WSC: Secondary attribute like STR 30% (30% of your STR) (See individual Weapon Skill)
fTP: TP Multiplier (See individual Weapon Skill)
iLvl: the item level of the weapon
fINT : function of your INT and target's INT
for WS, fINT = 8 + ΔINT/2
ΔINT : difference between your INT and target’s INT (caps at 24 for WS), making fINT cap at 32.
Resist : Possibilities are
No Resist(1/1)
Half Resist(1/2)
Quarter Resist(1/4)
Resisted(1/8 and 1/16)
Void(0)
Weather
if WS is used in single weather effect = 1.1 (+0.1)
if WS is used in double weather effect = 1.25 (+0.25)
Conversely, if WS is being used on the day where WS element is weak to, the multiplier is reduced by 0.1 and 0.25
MDIF : ratio of your Magic ATK to target’s Magic DEF (Matk/Mdef)
Magic Damage Adjustment : (1 + or - (Shells, Shining Ruby, sum of magic damage cut equipment))
This parameter have denominator of 256 (1/256), for example
Shell I is -24/256, Shell II is -36/256, Shell III is -48/256
Shell IV is -56/256, Shining Ruby is -10/256, Bubble Curtain is -128/256
The smallest Magic Damage Adjustment number given by equipment capped the multiplier to 128/256 (0.5)
Certain magic damage adjustments of particular monster family have been found:
Ebony Puddings in Mount Zhayolm appear to take 25% bonus magic damage (+64/256).
Eo'ghrahs in Grand Palace of Hu'Xzoi appear to take 87.5% magic damage (-32/256).
Demon, Ahriman, Corse, Cardian have 25%(-64/256) magic damage cut
Evil Weapon have 12.5%(-32/256) magic damage cut
To some particular HNM, magic damage cut can occur occasionally when using the same element against that of HNM



Physical-Based Weapon Skills

PDIF

Melee PDIF function

R-pdif-v2

Ranged PDIF function

Where
WD: Base damage of your Weapon Skill
D: Base damage of your weapon (e.g., Espadon = 43)
fSTR: function of difference between your STR and target's VIT
WSC: Secondary attribute like STR 30% (30% of your STR)
fTP : TP Multiplier (See individual Weapon Skill)
PDIF: function of (your Physical ATK/target’s Physical DEF)
WSC = integer(any secondary attributes) x @
    Level    @
    Lv90... 0.85
    Lv75... 0.83
    Lv74... 0.83
    Lv73... 0.84
    Lv72... 0.84
    Lv67... 0.86 or 0.87 (perhaps 0.87)
    Lv60... 0.90 or 0.91 (perhaps 0.90)
    Lv40... 0.94 
    Lv37... 0.94 – 0.99
    Lv31... 0.94 - 0.99
  • For example, suppose you are level 67 and have 100 STR and 100 MND and you use Swift Blade (STR 30%, MND 30%).
  • WSC = integer[(100 x 0.3) + (100 x 0.3)] x @ = integer(60) x @ = 60 x .86
(@ is 0.86 - 0.87 at LV67)
For Sneak Attack with Thief main, the calculation is WD = ( D + fSTR + WSC) * fTP + DEX
For Trick Attack with Thief main, the calculation is WD = ( D + fSTR + WSC) * fTP + AGI
For Sneak Attack and Trick Attack with Thief main, the calculation is WD = ( D + fSTR + WSC) * fTP + DEX + AGI


  • Only weapon skills that say "Chance of critical varies with TP" can have a critical hit within the WS without forced critical (i.e. Sneak Attack or Mighty Strikes).
    • Base critical hit chance varies between weapon skills.
  • WS gorgets from In the Name of Science add 0.097 to fTP for the first hit.
    • They also increase WS accuracy, which applies to all hits.
  • Hybrid weapon skills deal both physical and elemental damage and can be considered a 2+ hit weapon skill. The base damage of the elemental hit is based on the amount of physical damage done and TP.

See also