Weapon Skill Damage: Difference between revisions

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(New page: Category: Guides == Magic-Based Weapon Skills == *Damage = ( ((((( Lv+2+WSC ) * fTP + fINT ) * Resist) * [[Calculating_Magic_Damage#Staf...)
 
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[[Category: Guides]]
|valign="top"|__TOC__
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== Weapon Skill Damage (Statistic) ==
{|
|valign="top"|This statistic has been inconsistently implemented, but it is always a straight damage multiplier. Most sources only apply to the first swing of the weapon skill (including the additional magic effect for hybrid weapon skills, or applied to all of a magic weapon skill). However, some sources apply to all swings of the weapon skill (like [[Magian Trials]] Weapon Skill Damage +n% weapons).<br />Even more confusingly, some sources of this that only apply to the first hit of Weapon Skills actually apply to both hits of some Weapon Skills, like [[Sturmwind]] and [[Atonement]].
|
=== Job Points ===
{{Job Trait
|desc=Increases damage from your weapon skills.
|type=[[Job Point]]
|job=Any
|Insert Job Trait Level Template=
{{Job Trait Level
|tier=I
|jlevels=[[WAR]] 99 <sup><big>(550[[Job Points#Warrior|JP Gift]])</big></sup>
|value=3%
}}
|notes=
}}
|}
|}
== Calculating Physical Weapon Skill Damage ==
Similar to [[Physical Damage]], Weapon Skill damage is calculated as : <br />
:[[Damage]] = [[Base Damage]] {{math|times}} [[pDIF]] <br />


In addition to [[Weapon Base Damage]] and [[fSTR| fSTR/fSTR(2)]] in normal physical damage calculation, every swing of the weapon skill (including [[Double Attack]], etc.) will get a base damage boost from your stats, called [[WSC]] (Weapon Skill Secondary Attribute Modifier).


This new base damage value will further be adjusted by a TP Multiplier called [[TP Multiplier|fTP]]. This value may vary depending the amount of TP you have and the Weapon Skill you perform. [[Elemental Gorgets]] and [[Elemental Belts]] each raise this number by 25/256 (only for the first hit unless it is an [[:Category:FTP_Replicating_WS|FTP replicating WS]]); when used together they raise the fTP modifier by 50/256.
== 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]]
;Where
:'''[[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]])
:'''fINT''' : function of your [[INT]] and target's [[INT]]
:: for WS, fINT = 8 + &Delta;[[INT]]/2
:: &Delta;[[INT]] : difference between your [[INT]] and target’s [[INT]] (caps at 24 for WS)
:'''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, [[Blood Pact|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, [[Blood Pact|Shining Ruby]] is -10/256, [[Bubble Curtain]] is -128/256


:Melee WS [[Base Damage]] = floor(( [[Weapon Base Damage]] + [[fSTR#fSTR| fSTR]] + '''[[WSC]]''' ) {{math|times}} '''[[TP Multiplier|fTP]]''')
:: The smallest Magic Damage Adjustment number given by equipment capped the multiplier to 128/256 (0.5)
:Ranged WS [[Base Damage]] = floor(( [[Weapon Base Damage]] + (Ammo Damage) + [[fSTR#fSTR2| fSTR(2)]] + '''[[WSC]]''' ) {{math|times}} '''[[TP Multiplier|fTP]]''')


:WS [[Damage]] = WS [[Base Damage]] {{math|times}} [[pDIF]]
::Certain magic damage adjustments of particular monster family have been found:
::[[Ebony Pudding]]s in [[Mount Zhayolm]] appear to take 25% bonus magic damage (+64/256).
::[[Eo'ghrah]]s 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
::
<br><br>


Each hit of the weapon skill will be calculated this way, using the appropriate base weapon damage (mainhand vs. offhand) and fTP, along with a novel pDIF value. It is unclear whether [[:Category:FTP_Replicating_WS|FTP replicating WS]]s share their fTP with additional attacks, but some evidence indicates they do.
== Physical-Based Weapon Skills ==
[[Image:pDIF.gif|thumb|Melee PDIF function]]
[[Image:R-pdif-v2.gif|thumb|Ranged PDIF function]]
*Damage = [[Base Damage| WD]] * [[PDIF]] = (([[Weapon Base Damage| D]] + [[fSTR]] + [[WSC]]) * [[fTP]]) * [[PDIF]]


== Calculating Magical Weapon Skill Damage ==
;Where
Magic Weapon Skill damage is affected by all the same modifiers as other sources of [[Magic Damage|magic damage]], but the base damage is calculated somewhat similarly to physical weapon skills:
:[[Base Damage| WD]]: Base damage of your [[:Category:Weapon Skills|Weapon Skill]]
:Base Magical WS Damage = ( [[floor]](Player Level {{math|times}} 1.5 + 2) + [[floor]]([[WSC]]) + dSTAT term ) {{math|times}} fTP + [[Magic Damage (Statistic)]]
:[[Weapon Base Damage| 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 [[:Category:Weapon Skills|Weapon Skill]])
:[[PDIF]]: function of (your Physical ATK/target’s Physical DEF)
:[[WSC]] = integer(any secondary attributes) x @


:Damage = Base Magical WS Damage {{math|times}} Magic damage multipliers
Level @
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


== Calculating Hybrid Weapon Skill Damage ==
*For example, suppose you are level 67 and have 100 [[STR]] and 100 [[MND]] and you use [[Swift Blade]] ([[STR]] 30%, [[MND]] 30%).
Hybrid Weapon Skills are essentially physical WSs with a magical component. This is the only type of magic damage that is affected by pDIF, which means it is the only type of magic damage that can meaningfully "Critical Hit." Base damage for these weaponskills is calculated exactly the same as for Physical Weapon Skills. However, the overall damage is calculated as if the first hit of the weapon skill is duplicated, and the duplicate hit is magical and thus is affected by modifiers of magic damage.
*[[WSC]] = integer[(100 x 0.3) + (100 x 0.3)] x @ = integer(60) x @ = 60 x .86
:Damage = Base Damage {{math|times}} pDIF + Base Damage {{math|times}} pDIF {{math|times}} modifiers of [[Magic Damage|magic damage]]
:(@ is 0.86 - 0.87 at LV67)
*WD = ([[Weapon Base Damage| D]] + [[fSTR]] + [[WSC]]) * [[fTP]]
:For [[Sneak Attack]] with Thief main, the calculation is WD = ([[Weapon Base Damage| D]] + [[fSTR]] + [[WSC]]) * [[fTP]] + [[DEX]]
:For [[Trick Attack]] with Thief main, the calculation is WD = ([[Weapon Base Damage| D]] + [[fSTR]] + [[WSC]]) * [[fTP]] + [[AGI]]
:For [[Sneak Attack]] and [[Trick Attack]] with Thief main, the calculation is WD = ([[Weapon Base Damage| 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]]). {{verification}}
** Base critical hit chance varies between weapon skills. {{verification}}
* WS gorgets from [[In the Name of Science]] add 0.1 to [[fTP]] for the first hit.
** They also increase WS accuracy, but this also only seems to apply to the first hit. {{verification}}
* 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 ==
== See Also ==
* [[Elemental Gorgets]]
* [[:Category:Weapon Skills|Weapon Skills]]
* [[Elemental Belts]]
* [http://ffxi.allakhazam.com/journal2.html?user=313276&mid=1099606680697846812 Allakhazam : Discussion & Source]
* [[WSC]]
* [http://wiki.ffxionline.com/index.php?title=Calculating_Weapon_Skill_Damage FFXI Online : Detailed Discussion].
* [[TP Multiplier|fTP]]
* [http://www.freewebs.com/vzx-01/ VZX FFXI Doc]
* [[Base Damage]]
* [http://www.geocities.co.jp/Playtown-Part/6371/memo.html Studio Gobli's Memo (Japanese)]. Also [http://www32.atwiki.jp/studiogobli/ Studio Gobli's new website].
* [[pDIF]]
* [http://www.bluegartrls.com/forum/viewtopic.php?p=528731#528731 Critical hit rate research]

== References ==
* [http://www.geocities.co.jp/Playtown-Part/6371/memo.html Original Weapon skill formula information (JP, Old Studio Gobli)]
* [http://www.ffxionline.com/forums/race-job-type-q/42111-weapon-skill-data-formulae-testing.html Translated Weapon skill formula information (mac2much, FFXI Online)]

[[Category:Game Mechanics|{{PAGENAME}}]]

Revision as of 18:33, 15 January 2017



Weapon Skill Damage (Statistic)

This statistic has been inconsistently implemented, but it is always a straight damage multiplier. Most sources only apply to the first swing of the weapon skill (including the additional magic effect for hybrid weapon skills, or applied to all of a magic weapon skill). However, some sources apply to all swings of the weapon skill (like Magian Trials Weapon Skill Damage +n% weapons).
Even more confusingly, some sources of this that only apply to the first hit of Weapon Skills actually apply to both hits of some Weapon Skills, like Sturmwind and Atonement.

Job Points

Job Trait Information
Description Increases damage from your weapon skills.
Type Job Point
Job Any
Tier Level Obtained Value
I WAR 99 (550JP Gift) 3%



Calculating Physical Weapon Skill Damage

Similar to Physical Damage, Weapon Skill damage is calculated as :

Damage = Base Damage × pDIF

In addition to Weapon Base Damage and fSTR/fSTR(2) in normal physical damage calculation, every swing of the weapon skill (including Double Attack, etc.) will get a base damage boost from your stats, called WSC (Weapon Skill Secondary Attribute Modifier).

This new base damage value will further be adjusted by a TP Multiplier called fTP. This value may vary depending the amount of TP you have and the Weapon Skill you perform. Elemental Gorgets and Elemental Belts each raise this number by 25/256 (only for the first hit unless it is an FTP replicating WS); when used together they raise the fTP modifier by 50/256.

Melee WS Base Damage = floor(( Weapon Base Damage + fSTR + WSC ) × fTP)
Ranged WS Base Damage = floor(( Weapon Base Damage + (Ammo Damage) + fSTR(2) + WSC ) × fTP)
WS Damage = WS Base Damage × pDIF

Each hit of the weapon skill will be calculated this way, using the appropriate base weapon damage (mainhand vs. offhand) and fTP, along with a novel pDIF value. It is unclear whether FTP replicating WSs share their fTP with additional attacks, but some evidence indicates they do.

Calculating Magical Weapon Skill Damage

Magic Weapon Skill damage is affected by all the same modifiers as other sources of magic damage, but the base damage is calculated somewhat similarly to physical weapon skills:

Base Magical WS Damage = ( floor(Player Level × 1.5 + 2) + floor(WSC) + dSTAT term ) × fTP + Magic Damage (Statistic)
Damage = Base Magical WS Damage × Magic damage multipliers

Calculating Hybrid Weapon Skill Damage

Hybrid Weapon Skills are essentially physical WSs with a magical component. This is the only type of magic damage that is affected by pDIF, which means it is the only type of magic damage that can meaningfully "Critical Hit." Base damage for these weaponskills is calculated exactly the same as for Physical Weapon Skills. However, the overall damage is calculated as if the first hit of the weapon skill is duplicated, and the duplicate hit is magical and thus is affected by modifiers of magic damage.

Damage = Base Damage × pDIF + Base Damage × pDIF × modifiers of magic damage


See Also

References