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Submitted by System on 09/03/2006, 09:50. Print file.
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area attack Causes Sleep.  Seems to be really good for dealing with links/Chain Farming.

Crescent Moon- 1 hit, 2x Damage @ 100 TP

Sickle Moon- 2 hits, 1.5x damage @ 100 TP

Spinning Slash- 1 hit, 3x? Damage @ 100TP, 3.5x? @ 200, 4x? @ 300

Ground Strike- 1 hit, 3x? Damage @ 100TP, 6x? @ 300?

Scourge- Special Limit Break that can only be used by equipping
Valhalla (in Dynamis) or Ragnarok (anywhere).

Comment: the Great Sword doesn't seem to get a lot of attention, probably because no class has it as its Number 1 or AF Weapon.  In fact, some are traumatized by the Dark Knight Flag quest which requires you to wield the worst weapon in the entire game(Chaosbringer GreatSword)!  These weapons are on the lower end delay of Two Handed Weapons (when not the Chaosbringer) and usually have nice stat bonuses and effects in them.  The techniques may not be very impressive early on (finding info on them has been tough due to few users), but show promise for the later game.

Hand to Hand.  Dominant Group- Blunt(Lightning)
Name            Skill Lvl TP Effect                     Attributes
Combo           10        Bonus Damage                  B
Shoulder Tackle 40        Stun Duration                 C, B
One Inch Punch* 75        Ignores more Defense          D
Backhand Blow   100       Chance of Critical            A
Raging Fists*   125       Bonus Damage                  B
Spinning Attack 150       AOE Range                     F, B
Howling Fist+   200       Bonus Damage                  P, B
Dragon Kick+    225       Bonus Damage                  Ult- Frag
Asuran Fist+    250       Hit Accuracy                  Ult- Grav, F
Final Heaven    ---       ???                           ???
*Must be MNK in main or subjob
+Must be MNK in main

Combo- 3 hit, 1x damage @100, 1.5x @200, and back to 1x @300.

Shoulder Tackle- 1 hit for 1x Damage and briefly Stuns enemy.  Stunning enemies cancels special attacks like Goblin Bomb toss if you do it fast enough.

One Inch Punch- 1 hit (Dark elemental?) that ignores a percentage of enemy defense.  I'm guessing it start at 50% def?

Backhand Blow- 2 hit (looks like one), each criticals for 2x or fails for 1x.

Raging Fists- 5 hits, 1x Damage @ 100TP.

Spinning Attack-  Hits all enemies around you for 2x? damage.

Howling Fist- 1 hit, 6x damage

Dragon Kick- either 1 hit, 7x damage attack or 2 hits for 3x damage @ 100TP

Asuran Fists- 8 hits, 1x damage.

Final Heaven- Special Limit Break that can only be used by equipping Caestus (in Dynamis) or Spharai (anywhere) (MNK).

Comments: Hand to Hand is primarily used by Monks, who make up low damage per hit with lots and lots of hits over time.  Other classes like Thief can enjoy these weapons for very powerful Limit Breaks and some status causing effects as well.  Hand to Hand has also proven to be very effective versus the undead.
Only jobs with H2H skill and either H2h type weapons or Nothing in either hand can use H2h Limit Breaks (unskilled jobs only use 1 hand when unarmed).

Katana.  Dominant Attributes- Balanced
Name                     Skill Lvl TP Effect                Attributes
Blade:Rin(Critical)      10        Critical Chance          P
Blade:Retsu(Burn)        30        Paralysis Duration       S
Blade:Teki(Dripping Water)70       Bonus Damage             C
Blade:To(Freeze)         100       Bonus Damage             I, A
Blade:Chi(Earth)         150       Bonus Damage             P, B
Blade:Ei(Shadow)         175       Bonus Damage             D
Blade:Jin(Rapid)+        200       Critical Chance          A, B
Blade:Ten(Heaven)+       225       Bonus Damage             Ult- Grav
Blade:Ku(Sky)            250       Hit Accuracy             Ult- Grav, P
Blade:Metsu(AllLivingsThingsMustDie)--- ???                 ???
+Must be NIN in main

Special Thanks to Ajora and the other Ninjas on KI for their help.

Blade:Rin- One hit that criticals for 3x damage or fails for 1x.

Blade:Retsu- 2 hit attack for 1.5x damage.  Causes Paralysis

Blade:Teki- 1 hit, 1.5x Water Elemental damage

Blade:To- 1 hit, 1.5x Ice Elemental damage

Blade:Chi- 2 hit, 1.5x Earth elemental.

Blade:Ei- 1 hit, 1.5x Dark Elemental damage

Blade:Jin- 3 hit, 1.5x Damage, criticals for 2x

Blade:Ten- 1 hit? 5x? damage, possibly does direct damage based on TP

Blade:Ku- 5 hits, 1x damage per hit

Blade: Metsu- Special technique that can only be used while equipping
Yoshimitsu (in Dynamis) or Kikoku (Anywhere) (NIN).

Comment: Katanas can only be used by Ninjas (which is odd when Dual wielding
Samurais existed in history).  The weapons themselves are quick but weak and the techniques often use elements and statuses over straight Damage.  Like
G Katana, Katanas have chain attributes all over the chart (except Ninjas have
a Dark tech, but don't have a Fire Tech).

Marksmen.  Dominant Group- Pierce (Light)

Name            Skill Lvl TP Effect                     Attributes
Hot Shot*       10        Bonus Damage                  F, P
Split Shot*     40        Ignores more defense          C, P
Sniper Shot*    80        Critical Chance               F, P
Slug Shot*      175       Hit Accuracy                  C, P, A
Blast Shot+     200       Hit Accuracy                  I, P
Heavy Shot+     225       Critical Chance               Ult- Fus
Detonator       250       Bonus Damage                  Ult- Fus, P
Coronach        ---       ???                           ??
*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.
Hot Shot- 1 hit 2x Fire Elemental damage @ 100TP, 3x @200TP. Low Cap

Split Shot- 1 hit, Ignores enemy defense (starts at 50%?). Low Cap

Sniper Shot- 1 hit, that criticals for 3x? damage, lowers enemy Int. Low Cap

Slug Shot- 1 hit attack (consumes 1 ammo) 4x Damage. Very High Cap

Blast Shot- 2? hit attack (consumes 1 ammo), Must be executed in melee range as it starts with a melee hit. Damage cap is twice cap of first three.

Heavy Shot- 1 hit, Criticals for 5x? Damage Cap Three times first three.

Detonator- 1 hit, 5x? Damage

Coronach- Special Limit Break that can only be used by equipping
Ferdinand (in Dynamis) or Annihilator (anywhere) (RNG).

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.

Scythe.  Dominant Attributes- Slice(Earth) + Condition (Water)
Name            Skill Lvl TP Effect                     Attributes
Slice            10       Bonus Damage                  S
Dark Harvest     40       Bonus Damage                  C
Shadow of Death* 70       Bonus Damage                  I, C
Nightmare Scythe 100      Blindness Duration            D, S
Spinning Scythe  125      Area Radius                   C, S
Vorpal Scythe    150      Critical Chance               P, S
Guillotine+      200      Silence Duration              I
Cross Reaper+    225      Bonus Damage                  Ult- Dis
Spiral Hell      240      Bonus Damage                  Ult- Dis, S
Catastrophe      ---      ???                           ???
* Must be WAR/DRK in main or subjob
+ Must be DRK in main

Special thanks to Godchain for all his help with Scythe techs
Slice- 1 hit, 1.5 damage @100TP, 2x @200, 2x @ 300

Dark Harvest- 1 hit, 1x Dark Damage.  Weak unless fighting enemies weak to darkness.

Shadow of Death- 1 hit, 1.5x Dark Damage.  Better than Dark Harvest.

Nightmare Scythe- 1 hit, 2x Damage, Causes Blindness

Spinning Scythe- 1 hit, frontal area wedge deals 1x damage to main target,
1.5x to extra targets.

Vorpal Scythe- 1 hit that criticals for 3x damage or fails for 1x damage

Guillotine- 4 hits, 1x damage per hit.  Causes Silence.

Cross Reaper- 2 hit, 2x Damage @ 100 TP

Spiral Hell- 1 hit, 3x? damage @ 100TP, 6x? @ 300 TP

Catastrophe- Special Limit Break that can only be used by equipping
Bec de Faucon (in Dynamis) or Apocalypse (anywhere)(DRK).

Comments: Scythes are mainly a Dark Knight's Weapon, though Wars and
Beastmasters sometimes use them as well.  Scythes are pretty much the slowest weapons in the game, but have very high damage numbers.  Early weapon skills are fairly weak but later ones prove quite powerful.  Scythes occupy less common chain groups such as Ice, Condition, and Dark.

Spear.  Dominant Attributes- Pierce(Light) + Blunt (Lightning)
Name            Skill Lvl TP Effect                     Attributes
Double Thrust   10        Bonus Damage                  P
Thunder Thrust  30        Bonus Damage                  P, B
Raiden Thrust*  70        Bonus Damage                  P, B
Leg Sweep       100       Stun Duration                 B
Penta Thrust    150       Bonus Damage                  D
Vorpal Thrust   175       Critical Chance               C, P
Skewer+         200       Bonus Damage                  D, P
Wheeling Thrust+225       Ignores More Defense          Ult- Fus
Impulse Drive   240       Bonus Damage                  Ult- Grav, I
Geirskogul      ---       ???                           ???
* Must be WAR/PLD/DRG in main or subjob
+ Must be DRG in main

Special thanks to GOdchain for all his help with Spear techs

Double Thrust- 2 hits for 1x damage @ 100TP

Thunder Thrust- 1 hit, 1.5x Thunder Elemental damage

Raiden Thrust- 1 hit, 2x Thunder Elemental damage

Leg Sweep- 1 hit, 1x damage, Stuns enemy, cancels enemy techniques

Penta Thrust- 5 hit attack, .75x damage per hit @ 100TP, 1x @ 200, 1.25x @ 300

Vorpal Thrust- 1 hit that criticals for 3x damage or fails for 1x damage

Skewer- 3 hit, 1.5x damage per hit @ 100TP

Wheeling Thrust- 1 hit, 1x? damage, Ignores enemy defense, starts at 50%? Not very damaging when compared to other WS at this level.

Impulse Drive- 2 hit, 2x damage @ 100TP.  Sadly reffered to as the "pretty
Double Thrust"

Geirskogul- Special Limit Break that can only be used by equipping
Gae Assail (in Dynamis) or Gungnir (anywhere) (DRG).

Comments: The Spear is unquestionably dominated by Dragoons, but Samurais and
Warriors dabble with these as well.  A good Damage/Delay ratio and lots of nice techniques like Double Thrust and Penta Thrust make this weapon very popular early on, but there is large concern that the Skills after the infamous Penta
Thrust are comparitively weak to others at that level, so many Dragoons go through a end-game Job Crisis.  Being Piercing Weapons, they do 20% or so bonus damage against flying creatures, but do less against the undead.

Staff.  Dominant Group- Blunt(Lightning) + Dark
Name            Skill Lvl TP Effect                     Attributes
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