A.M.A.N. Trove • Ambuscade • Dynamis Divergence • Geas Fete • High-Tier Battlefields • Master Trials • Monthly Campaigns • Odyssey • Omen • Skirmish • Sortie • Unity • Vagary | The Voracious Resurgence |
Prime Weapons • Ultimate Weapons • Ultimate Augments • Abjurations iL119 • JSE Necks • Divergence Augments • Escutcheons | |
Reforged Armor Artifact: +1 • iL109 • iL119/+2/+3 Relic: +1/+2 • iL109 • iL119/+2/+3 Empyrean: +1/+2 • iL109 • iL119/+2/+3 |
Guides • Crafting • Trusts • Apex Monsters |
Vitality: Difference between revisions
From FFXI Wiki
(High Jump doesn't have a VIT mod. Cover Duration+ via VIT is determined on use. Does not need to be maintained.) |
mNo edit summary |
||
Line 13: | Line 13: | ||
* [[Rampart]]'s Magic Shield effect will absorb VIT{{math|times}}2 worth of damage. |
* [[Rampart]]'s Magic Shield effect will absorb VIT{{math|times}}2 worth of damage. |
||
* The target's Vitality is one of the two player stats that determines [[Waltz]] strength. |
* The target's Vitality is one of the two player stats that determines [[Waltz]] strength. |
||
* Vitality is used to determine [[Jump]]'s, with the formula: ( [[Base Damage]] + [[fSTR]] ){{math|times}}( 1 + [[VIT]]{{math|divide}}256 ) |
* Vitality is used to determine [[Jump]]'s base damage, with the formula: ( [[Base Damage]] + [[fSTR]] ){{math|times}}( 1 + [[VIT]]{{math|divide}}256 ) |
||
* Vitality plays a small role in improving cure potency (see [[Cure Formula]]). |
* Vitality plays a small role in improving cure potency (see [[Cure Formula]]). |
||
* [[Chakra]]'s HP restored is [[Vitality]]{{math|times}}2. |
* [[Chakra]]'s HP restored is [[Vitality]]{{math|times}}2. |
Revision as of 02:04, 21 March 2018
Abbreviation: VIT
Vitality is a defensive stat for reducing physical damage taken.
VIT is associated with the Earth element.
Defensive
- VIT directly impacts fSTR. fSTR is a base damage bonus/penalty that depends upon the comparison between attacker STR and target VIT. Thus, maintaining high VIT allows you to negate some base damage of your enemy, (approximately 1 base damage per 4 VIT).
- Increasing VIT by 2 points adds 3 point of Defense.
- Increasing VIT plays an additional role in reducing enemy critical hit damage.
Other Roles
- Sufficient Vitality will increase the duration of Cover up to a maximum of 15 seconds.
- Rampart's Magic Shield effect will absorb VIT×2 worth of damage.
- The target's Vitality is one of the two player stats that determines Waltz strength.
- Vitality is used to determine Jump's base damage, with the formula: ( Base Damage + fSTR )×( 1 + VIT÷256 )
- Vitality plays a small role in improving cure potency (see Cure Formula).
- Chakra's HP restored is Vitality×2.