Weapon Skill Damage: Difference between revisions

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{{disambiguation|Magic Damage}}
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== 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).<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%
}}
{{Job Trait Level
|tier=I
|jlevels=[[NIN]] 99 <sup><big>(1200[[Job Points#Ninja|JP Gift]])</big></sup>
|value=5%
}}
|notes=
}}

== Calculating Physical Weapon Skill Damage ==
== Calculating Physical Weapon Skill Damage ==
Similar to [[Physical Damage]], Weapon Skill damage is calculated as : <br />
Similar to [[Physical Damage]], Weapon Skill damage is calculated as : <br />
:[[Damage]] = [[Base Damage]] * [[pDIF]] <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.

:Melee WS [[Base Damage]] = floor(( [[Weapon Base Damage]] + [[fSTR#fSTR| fSTR]] + '''[[WSC]]''' ) {{math|times}} '''[[TP Multiplier|fTP]]''')
: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]]

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. [[:Category:FTP_Replicating_WS|FTP replicating WS]]s share their fTP with each additional attack.

== Calculating Magical Weapon Skill Damage ==
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 Magical WS Damage''' = floor(((152 + floor((WeaponLevel - 99) {{math|times}} 2.45) + [[WSC]]) {{math|times}} [[TP Multiplier|fTP]]) + [[Magic Damage#FSTR|dSTAT]] + [[Magic Damage (Statistic)|MDMG Stat]])

:Every step is floored before moving onto the step below.

:'''Base Magical WS Damage''' {{math|times}} ([[Magic_Damage#Magic Attack Bonus|MAB]] / [[Magic_Damage#Magic Denfense Bonus|MDB]]) {{math|times}} WSD {{math|times}} [[WS Damage Boost| WSD Boost JT]] {{math|times}} [[Magic_Damage#Day & Weather|Weather+Day Bonus]] {{math|times}} [[Magic_Damage#Affinity|Affinity]] {{math|times}} Weapon Skill Potency Bonus {{math|times}} Augmented Weapon Skill Potency Bonus {{math|times}} [[Magic_Damage#Staff|Staff]] {{math|times}} [[Magic_Damage#Potency Multipliers|Potency Multipliers]] {{math|times}} [[Magic_Damage#Resist|Resist]] {{math|times}} [[Magic_Damage#Resistance Rank Reduction|Resistance Rank Reduction]] {{math|times}} [[Magic_Damage#TMDA|TMDA]]

:*Weapon Skill Potency Bonus includes weapon skill damage bonuses on weapons such as [[Naegling]] or the hidden bonuses on certain Ultimate Weapons.
:*Augmented Weapon Skill Potency Bonus is the same as non augmented, but any augmented weapon skill damage bonuses are calculated separately and not additive with non-augmented bonuses


== Calculating Hybrid Weapon Skill Damage ==
In addition to [[Weapon Base Damage]] and [[fSTR| fSTR/fSTR(2)]] in normal physical damage calculation, Base Damage in Weapon Skill get an additional bonus from your stats, called <big>[[WSC]]</big> (Weapon Skill Secondary Attribute Modifier).<br />
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.
This new base damage value will further be adjusted by a TP Multiplier called <big>[[TP Multiplier|fTP]]</big>. 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 of non-merit multi-hit weapon skills); when used together they raise the fTP modifier by 50/256.
:Melee WS [[Base Damage]] = floor(( [[Weapon Base Damage]] + [[fSTR#fSTR| fSTR]] + <big>'''[[WSC]]'''</big> ) * <big>'''[[TP Multiplier|fTP]]'''</big>)
:Damage = (Base Damage {{math|times}} pDIF) + (Base Damage {{math|times}} pDIF {{math|times}} modifiers of [[Magic Damage|magic damage]])
:Ranged WS [[Base Damage]] = floor(( [[Weapon Base Damage]] + (Ammo Damage) + [[fSTR#fSTR2| fSTR(2)]] + <big>'''[[WSC]]'''</big> ) * <big>'''[[TP Multiplier|fTP]]'''</big>)
:WS [[Damage]] = WS [[Base Damage]] * [[pDIF]]


== See Also ==
== See Also ==
* [[Elemental Gorgets]]
* [[Elemental Gorgets]]
* [[Elemental Belts]]
* [[Elemental Belts]]
* [[Elemental Obis]]
* [[WSC]]
* [[WSC]]
* [[TP Multiplier|fTP]]
* [[TP Multiplier|fTP]]
* [[Base Damage]]
* [[Base Damage]]
* [[pDIF]]
* [[pDIF]]
{{stub}}[[Category:Game Mechanics]]


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

Revision as of 19:29, 2 April 2022


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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%
I NIN 99 (1200JP Gift) 5%



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. FTP replicating WSs share their fTP with each additional attack.

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(((152 + floor((WeaponLevel - 99) × 2.45) + WSC) × fTP) + dSTAT + MDMG Stat)
Every step is floored before moving onto the step below.
Base Magical WS Damage × (MAB / MDB) × WSD × WSD Boost JT × Weather+Day Bonus × Affinity × Weapon Skill Potency Bonus × Augmented Weapon Skill Potency Bonus × Staff × Potency Multipliers × Resist × Resistance Rank Reduction × TMDA
  • Weapon Skill Potency Bonus includes weapon skill damage bonuses on weapons such as Naegling or the hidden bonuses on certain Ultimate Weapons.
  • Augmented Weapon Skill Potency Bonus is the same as non augmented, but any augmented weapon skill damage bonuses are calculated separately and not additive with non-augmented bonuses

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