Category talk:Weapon Skills

Revision as of 22:25, 21 June 2009 by *>Shentok (→‎TP Percentages and Damage)
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Done.[edit]

I think I managed to get it into a decent looking format. (/mockup4 used for testing]]) --Gahoo 14:14, 18 September 2006 (EDT)

Error(s)[edit]

On here it says Mercy Stroke (dagger relic WS) is only usable by THF. . .but the actual page for Mercy Stroke says BRD, THF and RDM can use it. . . same with the archery relic WS being available to SAMs (or at least SAMs can equip the bow), and the gun relic WS is listed as the archery one (should be Coronach). Those're the only errors I can see.

Fixed. Thanks. That archery relic WS is an odd one.

Regarding "Element" property[edit]

This should be made clear
My current confusion is (as I've been editing info on Relic WS info for quite a while) that Element is seen as Magical WS element instead of WS skillchain attribute

Having said that, I suggest these following changes/rules:

  • If a WS is a magical WS, we should put note something like "This is a magical WS with attribute <fire/earth/water/wind/ice, etc>", otherwise, don't put this line.
  • All WS Element properties should be rewritten as Skillchain Attribute

Let me know what you think--VZX 06:12, 1 October 2006 (EDT)

Skills available via equipment[edit]

Based on PUP talk and Asuran Fists talk page, if certain skills become available to a job by virtue of equipment which enhances skill with certain weapons, then we'd need a new key such as:

= Available as main-job or subjob
= Available only as main-job
= Available at level 75 with capped skill and additional equipment and/or merit points and completed quests

Thinking about this a bit more... it appears that this would only come up on quested skills by a job with a capped rating that are no more than 17 skill points under the level for the quested skill (there are the 7+ skill torques; 5+ skill subjob latent belts; and +5 skill DM rewards). Yeesh. --Gahoo 19:28, 4 October 2006 (EDT)

Yikes. +16 from merits means can be no more than 33 under the level. --Gahoo 19:34, 4 October 2006 (EDT)

Ambuguity of current layout[edit]

Is it just me or is the current method of how:

 = Available as main-job or subjob 
= Available only as main-job

is used misleading?

For example: On the club subsection it lists that true strike and skullbreaker as 'available on as main-job' while shining strike is 'Available as main-job or subjob."

Whatever it is, all 3 skills are available to any job so long as they have high enough skill. What I would suggest is the style used on this page, which I translated to this.


(Look on either versions I linked to for it in color, I didn't wanna format in colors just to explain, >>THE COLORS ARE IMPORTANT for readability<<)

                                                               Club(Ex: WAR WHM PLD DRK SAM      SP:WHM )

Skill	WS Name	       EX/SP	WAR	MNK	WHM	BLM	RDM	THF	PLD	DRK	BST	BRD	RNG	SAM	NIN	DRG	SMN	BLU	COR	PUP
 10	Shining Strike	--	 3	 3	 3	 3	 4	 4	 3	 3	 4	 4	 4	 4	 4	 4	 3	 3	--	 4
 40	Seraph Strike	EX	14	14	14	14	15	16	13	14	15	15	16	16	16	16	14	14	--	15
 70	Brainshaker	--	24	25	24	25	26	28	23	25	26	26	28	28	28	28	25	24	--	26
100	Starlight	--	34	35	34	35	37	40	33	35	37	37	40	40	40	40	35	34	--	37
125	Moonlight	EX	43	44	43	44	46	50	41	44	46	46	50	50	50	50	44	43	--	46
150	Skullbreaker	--	51	52	51	52	53	56	49	52	53	53	56	56	56	56	52	51	--	53
175	True Strike	--	56	57	56	57	59	63	55	57	59	59	63	63	63	63	57	56	--	59
200	Judgment	EX	62	64	62	64	70	75	60	65	70	70	75	75	75	75	64	62	--	70
220	Hexa Strike	SP	69	72	67	72	--	--	65	75	--	--	--	--	--	--	72	68	--	--
230	Black Halo	Qu	73	75	70	75	--	--	67	--	--	--	--	--	--	--	75	71	--	--

Here it breaks down to:

anything in white: if they have required skill level they can use, no excuses
anything in green: an EX skill which means you need to be either that job or have it as a sub job
           yellow: you can only use this skill if your main is (SP: xxx)

             note: the Qu group lists jobs that can learn the quested ws, afaik the 3rd red dot (with enough +skill gear) isnt needed
                   you have to be able to equip the 'trial of xxx' weapon to use the skill,  same reason pup cant use asurian and brd cant use savage

It makes it simplier (in my opinion)

examples:

blm/smn cant use seraph strike because it's listed as an EX skill and neither blm or smn are on the EX list

but a blm/whm can use seraph because whm is on the EX list 
a blm/whm cant use hexa strike

but a whm/blm can,  because hexa is (SP: WHM) and only whm main can use

i'm going to recreate the tables in the links for wiki, but I'd like opinions before just replacing what's currently available -Themanii 16:19, 27 June 2007 (CDT)


If you want to propose an alternate layout please do so in a sandbox where people can take a look and compare. We took a lot of time on the existing layout, and personally I view it as a huge improvement over the previously existing information such as you linked to, which I find overly and needlessly complex. As for your original question/example, true strike and skullbreaker are listed as main-job only, because the combat skill required (175 and 150, respectively) cannot be obtained via a subjob. A SAM/WHM cannot, ever, get to 150 club skill and obtain skullbreaker. You will only obtain it through your main job. This is not true of a lower level skill such as Shining Strike. --User:Gahoo/Sig 16:42, 27 June 2007 (CDT)

Also take a look at the archive which includes the discussion of the current layout. --User:Gahoo/Sig 16:43, 27 June 2007 (CDT)
read the archives and i still think that the current one is still misleading
weither or not mine gets used is up to you (assuming i finish my version)
very least i can have it as an alternate on my personal page
not a crime right? -Themanii 17:09, 27 June 2007 (CDT)
Certainly not. --User:Gahoo/Sig 17:11, 27 June 2007 (CDT)

TP Percentages and Damage[edit]

Everything that I have read leads me to believe that the modifiers for a weaponskill only change at 100, 200 and 300 percent. I have read once or twice someone talking about how a modifier changes at 150, 250 etc. This is not made clear on this page one way or another. This might be something to add since I came to the weaponskill page trying to learn this information and came up with nothing. Thanks. Jesifromgaruda 06:41, 11 November 2008 (UTC)

  • The ftp numbers listed are only milestones. It still scales up from 100~200% and so on. --22:25, 21 June 2009 (UTC)
This article uses material from the "Category_talk:Weapon_Skills" article on FFXIclopedia and is licensed under the CC-BY-SA License.