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(Upped Dazes to level 10, added info on 5+ Finishing Moves, modernized TP values, added links to two more Flourishes)
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== Notes ==
 
== Notes ==
*When [[Dancer]] is set as the main job, two Finishing Moves will be generated with each successful application of each different type of Step. Once one of the Step Daze effects has reached level 5, only one Finishing Move will be generated with its appropriate Step.
+
*When [[Dancer]] is set as the main job, two Finishing Moves will be generated with each successful application of each different type of [[Steps|Step]]. Once one of the Step Daze effects has reached level 10, only one Finishing Move will be generated with its appropriate Step.
 
*When Dancer is set as the sub job, only one Finishing Move will be awarded for each successful Step.
 
*When Dancer is set as the sub job, only one Finishing Move will be awarded for each successful Step.
*The maximum number of Finishing Moves that can be stored at one time is five.
+
*The default maximum number of Finishing Moves that can be stored at one time is five. This can be increased to seven and nine Finishing Moves by spending 100 and 1,200 [[Job Points]] respectively.
*The number of Finishing Moves currently accumulated is shown by a small number on the Finishing Move status effect icon.
+
*The number of Finishing Moves currently accumulated is shown by a small number on the Finishing Move status effect icon. After unlocking 7 Finishing Moves, the icon will not specify the amount higher than 5; it will simply read as 5+.
*The potency of the associated Flourishes is often dependent on how many Finishing Moves are stored up. For example: [[Reverse Flourish]] generates only 10 [[Tactical Points|TP]] when used with one Finishing Move. When used with five Finishing Moves, however, it will grant 60 [[Tactical Points|TP]].
+
*The potency of the associated Flourishes is often dependent on how many Finishing Moves are stored up. For example: [[Reverse Flourish]] generates only 100 [[Tactical Points|TP]] when used with one Finishing Move. When used with five Finishing Moves, however, it will grant 600 [[Tactical Points|TP]].
 
*Only lasts for two(?) hours before wearing off.
 
*Only lasts for two(?) hours before wearing off.
   
 
== See also ==
 
== See also ==
 
*[[Animated Flourish]]
 
*[[Animated Flourish]]
*[[Building Flourish]]
 
 
*[[Desperate Flourish]]
 
*[[Desperate Flourish]]
*[[Reverse Flourish]]
 
 
*[[Violent Flourish]]
 
*[[Violent Flourish]]
 
*[[Reverse Flourish]]
 
*[[Building Flourish]]
 
*[[Wild Flourish]]
 
*[[Wild Flourish]]
 
*[[Climactic Flourish]]
 
*[[Climactic Flourish]]
  +
*[[Striking Flourish]]
  +
*[[Ternary Flourish]]
   
   

Latest revision as of 15:32, 15 July 2017

Description

Finishing Move (Status Effect) Finishing Move is a status effect that grants access to Flourishes.

How to remove the effect

  • This effect will wear off after two hours or when changing areas.
  • This effect will be partially or completely consumed by using Flourishes.

How the effect is gained

Notes

  • When Dancer is set as the main job, two Finishing Moves will be generated with each successful application of each different type of Step. Once one of the Step Daze effects has reached level 10, only one Finishing Move will be generated with its appropriate Step.
  • When Dancer is set as the sub job, only one Finishing Move will be awarded for each successful Step.
  • The default maximum number of Finishing Moves that can be stored at one time is five. This can be increased to seven and nine Finishing Moves by spending 100 and 1,200 Job Points respectively.
  • The number of Finishing Moves currently accumulated is shown by a small number on the Finishing Move status effect icon. After unlocking 7 Finishing Moves, the icon will not specify the amount higher than 5; it will simply read as 5+.
  • The potency of the associated Flourishes is often dependent on how many Finishing Moves are stored up. For example: Reverse Flourish generates only 100 TP when used with one Finishing Move. When used with five Finishing Moves, however, it will grant 600 TP.
  • Only lasts for two(?) hours before wearing off.

See also