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Condition -> Ice = Induration (Ice)
Condition(Frag) -> Ult. Dis = Distortion (Water + Ice)
Condition(Frag) -> Ult. Fus = Light (Light+Fire+Air+Thunder)
Pierce -> Condition = Reverberation (Water)
Pierce -> Dark = Compression (Dark)
Pierce -> Slice = Distortion (Water + Ice)
Dark -> Air = Detonation (Wind)
Dark -> Pierce = Transfixion (Light)
Dark (Grav) -> Ult. Frag = Frag (Thunder + Air)
Dark (Grav) -> Ult. Dis = Darkness (Dark+Water+Ice+Earth)
Ult. Fus -> Ult. Grav = Gravition (Earth + Dark)
Ult. Fus -> Ult. Frag = Light (Light+Fire+Air+Thunder)
Ult. Frag -> Ult. Dis = Distortion (Water + Ice)
Ult. Frag -> Ult. Fus = Light (Light+Fire+Air+Thunder)
Ult. Dis -> Ult. Fus = Fusion (Fire + Light)
Ult. Dis -> Ult. Grav = Darkness (Dark+Water+Ice+Earth)
Ult. Grav -> Ult. Frag = Frag (Thunder + Air)
Ult. Grav -> Ult. Dis = Darkness (Dark+Water+Ice+Earth)
Sorted by Ender
First Group -> Second Group = Renkei Name (Element of the Renkei)
Ice -> Blunt = Impaction (Lightning)
Condition -> Blunt = Impaction (Lightning)
Fire -> Blunt = Fusion (Fire + Light)
Blunt -> Fire = Liquification (Fire)
Slice -> Fire = Liquification (Fire)
Fire -> Slice = Scission (Earth)
Air -> Slice = Scission (Earth)
Pierce -> Slice = Distortion (Water + Ice)
Blunt -> Air = Detonation (Wind)
Slice -> Air = Detonation (Wind)
Dark -> Air = Detonation (Wind)
Condition -> Ice = Induration (Ice)
Slice -> Condition = Reverberation (Water)
Pierce -> Condition = Reverberation (Water)
Ice -> Condition = Fragmentation (Thunder + Air)
Dark -> Pierce = Transfixion (Light)
Ice -> Dark = Compression (Dark)
Pierce -> Dark = Compression (Dark)
Air -> Dark = Gravitation (Earth + Dark)
Slice (Dis) -> Ult. Fus = Fusion (Fire + Light)
Ult. Dis -> Ult. Fus = Fusion (Fire + Light)
Condition(Frag) -> Ult. Fus = Light (Light+Fire+Air+Thunder)
Ult. Frag -> Ult. Fus = Light (Light+Fire+Air+Thunder)
Dark (Grav) -> Ult. Frag = Frag (Thunder + Air)
Ult. Grav -> Ult. Frag = Frag (Thunder + Air)
Blunt (Fus) -> Ult. Frag = Light (Light+Fire+Air+Thunder)
Ult. Fus -> Ult. Frag = Light (Light+Fire+Air+Thunder)
Condition(Frag) -> Ult. Dis = Distortion (Water + Ice)
Ult. Frag -> Ult. Dis = Distortion (Water + Ice)
Dark (Grav) -> Ult. Dis = Darkness (Dark+Water+Ice+Earth)
Ult. Grav -> Ult. Dis = Darkness (Dark+Water+Ice+Earth)
Blunt (Fus) -> Ult. Grav = Gravition (Earth + Dark)
Ult. Fus -> Ult. Grav = Gravition (Earth + Dark)
Slice (Dis) -> Ult. Grav = Darkness (Dark+Water+Ice+Earth)
Ult. Dis -> Ult. Grav = Darkness (Dark+Water+Ice+Earth)
-------------------------------------------------------------------------------
X: Weapon Skill (Limit Break) List
The following list of Limit Breaks I acquired from: http://db.ffvault.ign.com/db/View.php?view=FF.Weaponskills.List and Updated with: http://home.comcast.net/~hartwickc/renkei2.gif http://files.liquid-x.net/scrap/wse.pdf http://www5.plala.or.jp/SQR/ff11/ability-weaponskill.html http://ffxi.game-host.org/eriwilde/ffxi/renkei/weaponskill.html#
StarvingArtist/Estya's Weapon skill demo videos- special thanks to hamburglar for hosting them.
I'm attempting to include the actual effects of each weapon skill as well as the attribute Reference to make chaining easier. As effect descriptions are complicated, I will detail each below the chart and list the effect of Bonus TP on the technique. Attributes are ordered by Priority, this means that any given pair of techniques will try to chain with their first attribute before trying the others. Question marks in Effect means I am guessing or uncertain of what my source was telling me, question marks in
Attributes means there is conflict between my sources on a skill's attribute, generally it means one chart omitted an attribute others had. Note that Weapon
Skill level is capped to Job Level, and different Classes have different weapon caps based on proficiency. Furthermore certain limit breaks are sealed for use only by jobs skilled with that weapon. The second to last techniques of a weapon must be unlocked by doing a quest. The quests are all fairly simliar and are explained next section.
To help you understand my description of effects, it's important to note the difference between attack multipliers and multi-hit attacks. Multi hit attacks do damage equal to your normal damage times the number of hits you connect with the technique, and you just see the total damage done. Some of the hits in a multiple hit attack can miss, dealing less damage and restoring less TP than full potential, however, this low reliablility used to be offset by the TP regained through multi-hit attacks, now you only get a hit worth of TP if the first hit lands and 1% extra TP for every other hit that lands. Double Attack and Triple Attack abilities can activate during weapons skill, thus allowing for things like 2 hit Shield Breaks and 7 hit Pentathrusts, doing much more damage than usual. I have experienced this myself, and it's a very fun occurance.
Another matter is how one hit ATK up bonuses like Boost and Sneak Attack apply to a multihit tech. Initial theory held that Sneak attack only effected the first hit, but experiences with my thief main suggest that, at least for thief main, Sneak Attack works on all hits. I will experiment with subbbed Sneak
Attack once I get my warrior to 30. Trick attack definately carries over multiple hits of a technique. Many multi-hit techniques also have multipliers especially at higher TP. The chart's effects and damage multipliers are either guesses based on vague official descriptions (i.e. from in game or the strategy guide) or observations at 100 TP. I've also started to mention the difference between 100 and 300 TP when I have been able to experiment.
Recent TP research suggests that some techniques actually get WEAKER when taken all the way to 300 TP. I have noticed this with multiple techniques, and list it where I have personally observed it. However I'm getting conflicting evidence for 300 TP failures so I'll need to reinvestigate.
A possible reason for observing weakened techniques at 300 was that Magic based
Limit Breaks like Gust Slash have shown cases where they get magically resisted by the enemies. The effect of INT on such techniques requires further exploration.
I've also started noticing that based on a character's stats, there is a certain Damage cap to what you do regardless of the monster's defense. You can experience it yourself when you get in the 30's and 40's and kill newb level enemies. Attack multiplying techniques like Viper Bite do not let you rise above these caps, thus observation on very weak enemies can give flat results.
If some of my multipliers are low, I may have observed a capped technique.
Likewise, when submitting approximations, keep caps in mind and test on enemies with relative okay defense.
Axe. Dominant Attributes- Air + Blunt (Lightning) + Slice (Earth)
Name Skill Lvl Tp Effect Attributes
Raging Axe 10 Bonus damage A, B
Smash Axe 40 Stun Duration I, C
Gale Axe 70 Choke Duration A
Avalanche Axe 100 Bonus damage S, B
Spinning Axe* 150 Bonus damage F, S, B
Rampage 175 Critical Chance S
Calamity+ 200 Bonus damage S, B
Mistral Axe+ 225 Bonus damage Ult- Fus
Decimation 240 Hit accuracy Ult- Fus, C
Onslaught --- ??? ???
*Must be a WAR/BST/DRK in main or subjob
+Must be a WAR/BST in main
Special Thanks to Lilyanne for all her help with Axe techniques
Raging Axe- 2 hits, 1x Damage @ 100TP, 1.5x Damage @ 200TP, weakens (1x) @300
Smash Axe- 1 hit attack, 1x damage that causes Stun, cancels enemy techniques.
Gale Axe- 1 hit, 1x damage, causes Choke condition (Defense Down and Damage over time. Overwrites Rasp, gets overwritten by Frost)
Avalanche Axe- 1 hit, 2x damage @100TP. More reliable than Raging Axe.
Spinning Axe- Area attack, for x? damage, centered on user?
Rampage- 5 hits, 1x damage. Hits can "critical" for extra damage.
Calamity- 1 hit, 3x damage per hit @ 100 TP.
Mistral Axe- 1 hit? ?x damage per hit
Decimation- 3 hits, 2x? damage per hit
Onslaught- Special Limit Break that can only be used while equipping the Ogre
Killer(in Dynamis) or Guttler (anywhere) (BeastMaster only).
Comments- Axes became one of my favorite weapons after trying out the Light Axe that I received from a Sandorian Quest. Their Damage to Delay Ration is top notch (WAY better than Sword) and have a nice mix of skills for a variety of situations. I recommend every warrior use axe when holding shield while tanking, you'll hold hate much better than a sword warrior.
Bow. Dominant Attribute- Pierce (Light)
Name Skill Lvl TP Effect Attributes
Flaming Arrow* 10 Bonus Damage F, P
Piercing Arrow* 40 Ignores more Defense C, P
Dulling Arrow* 80 Critical Chance F, P
Sidewinder* 175 Hit Accuracy C, P, A
Blast Arrow+ 200 Hit Accuracy I, P
Arching Arrow+ 225 Critical Chance Ult- Fus
Emperial Arrow 250 Bonus Damage Utl- Fus, P
Namas Arrow --- ??? ???
*Must be RNG in main or subjob
+Must be RNG in main
Note: my Damage observations for later techniques may be inaccurate do to damage caps.
Flaming Arrow - 1 hit, 2x Fire Elemental damage @100, 3x @200, low cap
Piercing Arrow- 1 hit, Ignores enemy defense (starts at 50%?), low cap
Dulling Arrow- 1 hit, that criticals for 3x? damage, lowers enemy Int, low cap
Sidewinder- 1 hit attack (consumes 1 arrow), 4x Damage. Very High Damage Cap
Blast Arrow- 2? hit attack (consumes 1 arrow), Must be executed in melee range as it starts with a melee combo, has twice the cap of the first 3.
Arching Arrow- 1 hit, Criticals for 5x? Damage. Cap three times first 3.
Emperial Arrow- 1 hit, 5x? Damage
Namas Arrow- Special Limit Break that can only be used while equipping the
Futatokoroto(in Dynamis) or Yoichinoyumi (Yoichi's Bow) (anywhere) (Ranger and
Samurai)
Comments- All Ranged Limit Breaks require at least a ranger sub to use, so don't expect to see these used for a while. Due to the very high power of
Ranged Attacks, these techniques often do tons of damage, making great skillchain enders (and they draw lots of hate). The weakness of ranged limit breaks is that unlike their melee counterparts, which are generally highly accurate, they tend to miss a good portion of the time without Sharpshoot or
Plus Ranged Accuracy Gear. If a weaponskill misses it does not contribute to the chain, making it a bad idea to place it in middle where it might ruin everything. Being Piercing Weapons, they do 20% or so bonus damage against flying creatures, but do less against the undead.
Club. Dominant Attributes- Blunt(Lightning) + Condition (Water)
Name Skill Lvl TP Effect Attributes
Shining Strike 10 Bonus Damage B
Seraph Strike* 40 Bonus Damage B
Brain Shaker 70 Stun Duration C
Star Light 100 More MP recovered - Doesn't Chain
Moon Light* 125 More MP recovered - Doesn't Chain
Skull Breaker 150 Int down Duration I, C
Condition(Frag) -> Ult. Dis = Distortion (Water + Ice)
Condition(Frag) -> Ult. Fus = Light (Light+Fire+Air+Thunder)
Pierce -> Condition = Reverberation (Water)
Pierce -> Dark = Compression (Dark)
Pierce -> Slice = Distortion (Water + Ice)
Dark -> Air = Detonation (Wind)
Dark -> Pierce = Transfixion (Light)
Dark (Grav) -> Ult. Frag = Frag (Thunder + Air)
Dark (Grav) -> Ult. Dis = Darkness (Dark+Water+Ice+Earth)
Ult. Fus -> Ult. Grav = Gravition (Earth + Dark)
Ult. Fus -> Ult. Frag = Light (Light+Fire+Air+Thunder)
Ult. Frag -> Ult. Dis = Distortion (Water + Ice)
Ult. Frag -> Ult. Fus = Light (Light+Fire+Air+Thunder)
Ult. Dis -> Ult. Fus = Fusion (Fire + Light)
Ult. Dis -> Ult. Grav = Darkness (Dark+Water+Ice+Earth)
Ult. Grav -> Ult. Frag = Frag (Thunder + Air)
Ult. Grav -> Ult. Dis = Darkness (Dark+Water+Ice+Earth)
Sorted by Ender
First Group -> Second Group = Renkei Name (Element of the Renkei)
Ice -> Blunt = Impaction (Lightning)
Condition -> Blunt = Impaction (Lightning)
Fire -> Blunt = Fusion (Fire + Light)
Blunt -> Fire = Liquification (Fire)
Slice -> Fire = Liquification (Fire)
Fire -> Slice = Scission (Earth)
Air -> Slice = Scission (Earth)
Pierce -> Slice = Distortion (Water + Ice)
Blunt -> Air = Detonation (Wind)
Slice -> Air = Detonation (Wind)
Dark -> Air = Detonation (Wind)
Condition -> Ice = Induration (Ice)
Slice -> Condition = Reverberation (Water)
Pierce -> Condition = Reverberation (Water)
Ice -> Condition = Fragmentation (Thunder + Air)
Dark -> Pierce = Transfixion (Light)
Ice -> Dark = Compression (Dark)
Pierce -> Dark = Compression (Dark)
Air -> Dark = Gravitation (Earth + Dark)
Slice (Dis) -> Ult. Fus = Fusion (Fire + Light)
Ult. Dis -> Ult. Fus = Fusion (Fire + Light)
Condition(Frag) -> Ult. Fus = Light (Light+Fire+Air+Thunder)
Ult. Frag -> Ult. Fus = Light (Light+Fire+Air+Thunder)
Dark (Grav) -> Ult. Frag = Frag (Thunder + Air)
Ult. Grav -> Ult. Frag = Frag (Thunder + Air)
Blunt (Fus) -> Ult. Frag = Light (Light+Fire+Air+Thunder)
Ult. Fus -> Ult. Frag = Light (Light+Fire+Air+Thunder)
Condition(Frag) -> Ult. Dis = Distortion (Water + Ice)
Ult. Frag -> Ult. Dis = Distortion (Water + Ice)
Dark (Grav) -> Ult. Dis = Darkness (Dark+Water+Ice+Earth)
Ult. Grav -> Ult. Dis = Darkness (Dark+Water+Ice+Earth)
Blunt (Fus) -> Ult. Grav = Gravition (Earth + Dark)
Ult. Fus -> Ult. Grav = Gravition (Earth + Dark)
Slice (Dis) -> Ult. Grav = Darkness (Dark+Water+Ice+Earth)
Ult. Dis -> Ult. Grav = Darkness (Dark+Water+Ice+Earth)
-------------------------------------------------------------------------------
X: Weapon Skill (Limit Break) List
The following list of Limit Breaks I acquired from: http://db.ffvault.ign.com/db/View.php?view=FF.Weaponskills.List and Updated with: http://home.comcast.net/~hartwickc/renkei2.gif http://files.liquid-x.net/scrap/wse.pdf http://www5.plala.or.jp/SQR/ff11/ability-weaponskill.html http://ffxi.game-host.org/eriwilde/ffxi/renkei/weaponskill.html#
StarvingArtist/Estya's Weapon skill demo videos- special thanks to hamburglar for hosting them.
I'm attempting to include the actual effects of each weapon skill as well as the attribute Reference to make chaining easier. As effect descriptions are complicated, I will detail each below the chart and list the effect of Bonus TP on the technique. Attributes are ordered by Priority, this means that any given pair of techniques will try to chain with their first attribute before trying the others. Question marks in Effect means I am guessing or uncertain of what my source was telling me, question marks in
Attributes means there is conflict between my sources on a skill's attribute, generally it means one chart omitted an attribute others had. Note that Weapon
Skill level is capped to Job Level, and different Classes have different weapon caps based on proficiency. Furthermore certain limit breaks are sealed for use only by jobs skilled with that weapon. The second to last techniques of a weapon must be unlocked by doing a quest. The quests are all fairly simliar and are explained next section.
To help you understand my description of effects, it's important to note the difference between attack multipliers and multi-hit attacks. Multi hit attacks do damage equal to your normal damage times the number of hits you connect with the technique, and you just see the total damage done. Some of the hits in a multiple hit attack can miss, dealing less damage and restoring less TP than full potential, however, this low reliablility used to be offset by the TP regained through multi-hit attacks, now you only get a hit worth of TP if the first hit lands and 1% extra TP for every other hit that lands. Double Attack and Triple Attack abilities can activate during weapons skill, thus allowing for things like 2 hit Shield Breaks and 7 hit Pentathrusts, doing much more damage than usual. I have experienced this myself, and it's a very fun occurance.
Another matter is how one hit ATK up bonuses like Boost and Sneak Attack apply to a multihit tech. Initial theory held that Sneak attack only effected the first hit, but experiences with my thief main suggest that, at least for thief main, Sneak Attack works on all hits. I will experiment with subbbed Sneak
Attack once I get my warrior to 30. Trick attack definately carries over multiple hits of a technique. Many multi-hit techniques also have multipliers especially at higher TP. The chart's effects and damage multipliers are either guesses based on vague official descriptions (i.e. from in game or the strategy guide) or observations at 100 TP. I've also started to mention the difference between 100 and 300 TP when I have been able to experiment.
Recent TP research suggests that some techniques actually get WEAKER when taken all the way to 300 TP. I have noticed this with multiple techniques, and list it where I have personally observed it. However I'm getting conflicting evidence for 300 TP failures so I'll need to reinvestigate.
A possible reason for observing weakened techniques at 300 was that Magic based
Limit Breaks like Gust Slash have shown cases where they get magically resisted by the enemies. The effect of INT on such techniques requires further exploration.
I've also started noticing that based on a character's stats, there is a certain Damage cap to what you do regardless of the monster's defense. You can experience it yourself when you get in the 30's and 40's and kill newb level enemies. Attack multiplying techniques like Viper Bite do not let you rise above these caps, thus observation on very weak enemies can give flat results.
If some of my multipliers are low, I may have observed a capped technique.
Likewise, when submitting approximations, keep caps in mind and test on enemies with relative okay defense.
Axe. Dominant Attributes- Air + Blunt (Lightning) + Slice (Earth)
Name Skill Lvl Tp Effect Attributes
Raging Axe 10 Bonus damage A, B
Smash Axe 40 Stun Duration I, C
Gale Axe 70 Choke Duration A
Avalanche Axe 100 Bonus damage S, B
Spinning Axe* 150 Bonus damage F, S, B
Rampage 175 Critical Chance S
Calamity+ 200 Bonus damage S, B
Mistral Axe+ 225 Bonus damage Ult- Fus
Decimation 240 Hit accuracy Ult- Fus, C
Onslaught --- ??? ???
*Must be a WAR/BST/DRK in main or subjob
+Must be a WAR/BST in main
Special Thanks to Lilyanne for all her help with Axe techniques
Raging Axe- 2 hits, 1x Damage @ 100TP, 1.5x Damage @ 200TP, weakens (1x) @300
Smash Axe- 1 hit attack, 1x damage that causes Stun, cancels enemy techniques.
Gale Axe- 1 hit, 1x damage, causes Choke condition (Defense Down and Damage over time. Overwrites Rasp, gets overwritten by Frost)
Avalanche Axe- 1 hit, 2x damage @100TP. More reliable than Raging Axe.
Spinning Axe- Area attack, for x? damage, centered on user?
Rampage- 5 hits, 1x damage. Hits can "critical" for extra damage.
Calamity- 1 hit, 3x damage per hit @ 100 TP.
Mistral Axe- 1 hit? ?x damage per hit
Decimation- 3 hits, 2x? damage per hit
Onslaught- Special Limit Break that can only be used while equipping the Ogre
Killer(in Dynamis) or Guttler (anywhere) (BeastMaster only).
Comments- Axes became one of my favorite weapons after trying out the Light Axe that I received from a Sandorian Quest. Their Damage to Delay Ration is top notch (WAY better than Sword) and have a nice mix of skills for a variety of situations. I recommend every warrior use axe when holding shield while tanking, you'll hold hate much better than a sword warrior.
Bow. Dominant Attribute- Pierce (Light)
Name Skill Lvl TP Effect Attributes
Flaming Arrow* 10 Bonus Damage F, P
Piercing Arrow* 40 Ignores more Defense C, P
Dulling Arrow* 80 Critical Chance F, P
Sidewinder* 175 Hit Accuracy C, P, A
Blast Arrow+ 200 Hit Accuracy I, P
Arching Arrow+ 225 Critical Chance Ult- Fus
Emperial Arrow 250 Bonus Damage Utl- Fus, P
Namas Arrow --- ??? ???
*Must be RNG in main or subjob
+Must be RNG in main
Note: my Damage observations for later techniques may be inaccurate do to damage caps.
Flaming Arrow - 1 hit, 2x Fire Elemental damage @100, 3x @200, low cap
Piercing Arrow- 1 hit, Ignores enemy defense (starts at 50%?), low cap
Dulling Arrow- 1 hit, that criticals for 3x? damage, lowers enemy Int, low cap
Sidewinder- 1 hit attack (consumes 1 arrow), 4x Damage. Very High Damage Cap
Blast Arrow- 2? hit attack (consumes 1 arrow), Must be executed in melee range as it starts with a melee combo, has twice the cap of the first 3.
Arching Arrow- 1 hit, Criticals for 5x? Damage. Cap three times first 3.
Emperial Arrow- 1 hit, 5x? Damage
Namas Arrow- Special Limit Break that can only be used while equipping the
Futatokoroto(in Dynamis) or Yoichinoyumi (Yoichi's Bow) (anywhere) (Ranger and
Samurai)
Comments- All Ranged Limit Breaks require at least a ranger sub to use, so don't expect to see these used for a while. Due to the very high power of
Ranged Attacks, these techniques often do tons of damage, making great skillchain enders (and they draw lots of hate). The weakness of ranged limit breaks is that unlike their melee counterparts, which are generally highly accurate, they tend to miss a good portion of the time without Sharpshoot or
Plus Ranged Accuracy Gear. If a weaponskill misses it does not contribute to the chain, making it a bad idea to place it in middle where it might ruin everything. Being Piercing Weapons, they do 20% or so bonus damage against flying creatures, but do less against the undead.
Club. Dominant Attributes- Blunt(Lightning) + Condition (Water)
Name Skill Lvl TP Effect Attributes
Shining Strike 10 Bonus Damage B
Seraph Strike* 40 Bonus Damage B
Brain Shaker 70 Stun Duration C
Star Light 100 More MP recovered - Doesn't Chain
Moon Light* 125 More MP recovered - Doesn't Chain
Skull Breaker 150 Int down Duration I, C
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