Hello, this is my guide to Renkei and Magic Burst. Tactical Points: Tactical points (tp%) are gained through attack and through being attacked. They act like a 'limit break meter' and allow the fighter to use a weaponskill (players) or a tp%-ability (enemies) if he has at least 100 tp%. The amount of tp% a fighter gets depends on the delay of the weapon he uses. Lower delay means also lower tp%, so in theory all weapon-classes get nearly the same tp%-ratio over time and can use weaponskills at the same intervals. The lowest amount of tp% an attack can yield is 4.5 tp% per attack and the highest amount is 18.0 tp% per attack. When hit by the attack of an enemy, the player gains one third of the tp% the mob gained and when hit by a damaging spell, the player gains 5.0 tp%. Store TP: this trait increases the amount of tp% rewarded by a certain percentage. Store TP I is +10%, all other traits are additional +5% and equipment and food add various percentages. This trait works also on passive tp%-gain from being attacked Dual Wield / Two-handed delay down: These effects reduce the weapon-delay, so they also reduces the amount of tp% gained. Haste: Haste does not reduce delay but just increases the hitting speed, so here the amount of tp%-gained stays the same. Shield Mastery: This trait increases the tp% gained through being attacked by +1, +2 or +3.
Enemies also get tp%. Normally they have a delay of 240 (abit slower than swords) and get according to that 6.4 tp% per attack. If they are hit by players, they get +3 tp% compared to what the players get and if they are hit with a damaging spell, they gain 10 tp% (10 tp% per hit for a multi-hit blue spell). Store TP: If a player with this trait attacks an enemy, the enemy gets no additional tp%! Subtle Blow: This ability lowers the amount on tp% enemies get from being hit with attacks or spells. It caps at 50%.
There are a number of exception: Attacks or spells which deal 0 damage don't create tp%. Bloodpacts don't give the enemy tp%. Counter doesn't give the countering person tp% but the one whose attack was countered. Chi Blast doesn't give tp% Jump gives tp% just to the DRG. Multi-hit weaponskills give the attacker the normal amount of tp% for one attack with this weapon and then +1.0 tp% for each additional hit.
Icons and Attributes: In the menu weaponskills are listed with a coloured icon (like spells): If a weaponskill deals elemental damage, the colour of this icon has the colour of this element. If a weaponskill deals no elemental damage but inflicts a certain status-effect, the icon has the colour of the element associated with that status-effect. If the weaponskill deals normal physical damage without an additional enfeebling, the colour of the icon is white. Weaponskills have also a set of 1 or 2 attributes which are used for skillchains (there are exactly 3 weaponskill, which have also a third attribute). These attributes are often different from the colours of their icon, so don't confuse them. Equipment which influences 'fire based weaponskills' for example work on their skillchain-attribute and not on the colour of the icon. The Lv.1-class of attributes are elemental. They are used by the most weaponskills and approximatly two third of all weaponskills have two of these attributes, a primary and a secondary one: Liquefaction (Fire), Induration (Ice), Detonation (Wind), Scission (Earth), Impaction (Thunder), Reverberation (Water), Transfixion (Light) and Compression (Dark). The Lv.2-class of attributes are dual-elemental. They are used on higher-lvl weaponskills and they are normally the primary attribute on a weaponskill, with a secondary Lv.1-attribute: Fusion (Fire, Light), Fragementation (Wind, Thunder), Distortion (Ice, Water), Gravitation (Earth, Darkness). The Lv.3-class of attributes are quattro-elemental. They are the primary attribute on the relic weaponskill, with a secondary Lv.2-attribute: Light (Fire, Wind, Thunder, Light), Darkness (Ice, Earth, Water, Dark). Skillchains and Renkei:
(Note: skillchain and renkei are actually synonyms, but I use the term ‘skillchain’ to describe a ‘chain of certain weaponskills, while I use ‘renkei’ for the magical effect a skillchain may create.)
When two fighters use their weaponskill in a row, this is called a skillchain. Skillchains are used to create additional damaging effects to kill a enemy faster.
Every time a weaponskill is used on an enemy there is a kind of aftermath around the enemy, imagine it like a (virtual) elemental aura around it. The element of this ‘aura’ is the strongest attribute of the used weaponskill and the ‘aura’ will fade away after three or four seconds.
If a second weaponskill is used against the enemy while it is still surrounded by that aura, the elemental attribute of the second weaponskill gets added to the aura of the enemy. If two certain elemental attributes meet in this aura in a certain sequence, they create a magical effect called ‘renkei’.
Not every elemental sequence may cause a renkei, so if a weaponskill is used which cannot produce a renkei with the previous weaponskill, the elemental aura is disturbed and the element of the first added attribute will fade away. It is not possible to skip one weaponskill and create a renkei out of weaponskill #1 and weaponskill #3 of a skillchain, even if weaponskill #3 comes in time when the aura still had the attribute of weaponskill #1.
For this secondary (or tertiary) attributes are used. The first weaponskill in a skillchain will create a virtual aura with element of its strongest attribute. When the second weaponskill adds his attribute to the aura it tries to create a renkei with its primary attribute, but if this combination of elements doesn’t work, it tries to add its secondary attribute instead, so it may cause a renkei.
Example: A black mage uses a staff-weaponskill, followed by a ranger with a archery-weaponskill. Staff-weaponskills: Heavy Swing (attribute: thunder) / Starburst (attribute: dark) Archery weponskill: Flaming Arrow (primary attribute: fire, secondary attribute: light) Important note: in fact has Starburst two attributes, but because it is used first in this renkei, only the primary attribute is used.
If the skillchain goes Heavy Swing --> Flaming Arrow, the renkei will be primarily thunder --> fire and secondary thunder --> light. Because thunder --> fire creates the renkei Liquefaction and thunder --> light does not skillchain, the light-attribute is not relevant.
If the skillchain goes Starburst --> Flaming Arrow, the renkei will be primarily dark --> fire and secondary dark --> light.
Because dark --> fire cannot create a renkei, the secondary attribute will be used so dark --> light create the renkei Transfixion.
Example: Now a dragoon starts the skillchain with Double Trust and the black mage finishes with Starburst Polearm weponskill: Double Trust (attribute: light) Staff-weaponskill: Starburst (primary attribute: dark, secondary attribute: water) Important note: this time the two attributes of Starburst are important, because it is the second weaponskill
Double Trust --> Starburst will produce primarily light --> dark and secondary light--> water. Light--> dark causes the renkei Compression, while light --> water causes the renkei Reverberation, so both renkei-effects are possible. But because the attribute dark of the Starburst is stronger then the attribute water this skillchain will create the effect of Compression instead of Reverberation. Please note, that attributes just chain with other attributes of their own Lv.
Renkei-levels:
There are three levels of renkei, which corresponded to the level of the attribute classes of the weaponsskill and have also the same name as these attributes. If you create a Lv.1-renkei, you will deal elemental damage according to the attribute of the second weaponskill. The damage is around 50% of the weaponskill damage, which means, it is better to start with a weak weaponskill (like from a dagger) and close with a strong weaponskill (like from a great sword) to maximize the damage of the renkei. Because the damage on renkei is magical, the enemy may resist it partly.
There are two ways to create a Lv.2-renkei. The first way is to chain certain Lv.1-attributes and the second way is to chain Lv.2-attributes. In the first case, the elements of renkei is not necessarily related to the attributes used to create the renkei, while in the second case the elements of the renkei are the elements of the attribute of the skillchain-closing weaponskill. The damage is around 60% of the damage of the closing weaponskill. Half of the damage is dealt by the first element of the attribute and the other half is dealt by the second element and the enemy has to resist both seperate. A Lv.3-renkei can just be created when two Lv.2-attributes are linked or if two weaponskills with the same Lv.3-attribute are used together. Contrary to the other two levels, here the order of the weaponskills is not important. The damage is 100% of the damage of the closing weaponskill and it is calculated by the damage of four elemental attacks.
Renkei-chains: It is possible to use a renkei-effect as the 'opening weaponskill' for a skillchain. If that is done, the following renkei will get stronger. Renkei can get just stronger but not weaker, so it is possible to use a Lv.1-renkei to create a Lv.2-renkei with a weaponskill, but then you have to create other Lv.2-renkei (or a Lv.3) or the skillchain will end. Each additional renkei will deal more damage, instead of the normal 50%, 60% or 100% a renkei will create: Level | 2 WS | 3 WS | 4 WS | 5 WS | 6 WS | Lv.1 | 50% | 60% | 70% | 80% | 90% | Lv.2 | 60% | 75% | 100% | 125% | 150% | Lv.3 | 100% | 150% | 175% | 200% | 225% |
So it is for example possible to do a Lv.1-renkei (50% damage), use the renkei-effect to create another Lv.1-renkei (60% damage), use this renkei-effect to create a Lv.2-renkei (100% damage), use a Lv.2-attribute to create a Lv.3-renkei (200% damage) and close with a relic weaponskill to repeat the Lv.3-renkei (225%). An example for this skillchain: A NINs open with Blade:Chi (Light/Thunder) and a PLD follows with Circle Blade (Water/Thunder) which creates Reverberation (Water, 50% dmg). A SAM uses Meikyo Shisui and uses the Reverberation (Water) and his Tachi:Yukikaze (Ice/Wind) to create Induration (Ice, 60% dmg). The a DRK follows the Induration (Ice) with Spinning Scythe (Water/Earth), which creates Fragmentation (Wind/Thunder, 100% dmg). The SAM uses now Tachi:Kasha (Fusion/Dark), which combines with the Fragmentation to Light (Fire/Wind/Thunder/Light, 200% dmg). The third weaponskill of the SAM is Tachi:Kaiten (Light/Fusion), which repeats the Light-renkei (Fire/Wind/Thunder/Light, 225% dmg). (And I still wanna see what damage an alliance of 18 SAM can do, when they all use Meikyio Shisui and make a 54 part-skillchain with Tachi: Yukikaze / Tachi: Kasya / Tachi: Yukikaze / Tachi: Jinpu / Tachi: Gekko / repeat. Hmm … 22x increased damage + blind, 11x increased damage + paralyze, 16,5x wind damage, 10x increased damage + silence, 11x Compression, 11x Detonation, 11x Scission, 10x Reverberation, 10x Induration … and now imagine Dynmais-Xarcabard against the Dynamis-Lord where another alliance of BLMs magic bursts the 53 renkei.)
Weaponskill and Renkei damage: Weaponskills may cause physical damage or elemental damage, while renkei cause magical damage every time. Physical weaponskills may be resisted through VIT, def and the spell protect buy the power of this weaponskills can be increased through things like trick attack, sneak attack or other attack-improving abilities. Magical weaponskills and renkei may be resisted through MND, magical def and the spell shell and the power of magical weaponskills cannot be increased through things like trick attack, sneak attack or other attack-improving abilities.
Timing of Weaponskills and Magic for Renkei and Magic Burst:
To create a renkei, some things are needed: - two ore more weaponskills, which can be chained together - enough (100%+) tp% for every character participating in the skillchain
The meele-players could make a macro like [/p Melee1: TP < tp >] to inform other memebers of the skillchain, how much tp% they have. Please don’t spam this macro from 10% tp till 90% tp every two seconds. It’s annoying …
More important is a macro like this [/p Melee1: TP < tp >, ready for Skillchain < some-funny-call-sound >] to inform the other players that you are ready.
As soon as everyone has enough tp% the first player (Melee1) starts the skillchain with this macro: [/p Skillchain in 3 sec < some-other-funn... -call-sound> ] [/wait 3] [/ws “weaponskill1name” < t >]
As soon as “Melee1 readies weaponskill” appears in the log-window, or the blue circle-like special effect appears around Melee1, Melee2 waits 3 seconds and starts his own macro: [/ws „weaponskill2name“ < t >]
Instead of counting seconds he can also use a macro like [/wait 3] [/ws „weaponskill2name“ < t >] right when the other player uses his weaponskill.
BAMMM! The second weponskill will hit right in time to create a renkei.
Every spell, magical bloodpact, song and ninjutsu is burstable if the renkei has the right element. Of course … a bursted Dia won't do much damage even if it’s bursted through a Lv.3-Light-renkei. A magic burst increases damage of the spell by 30% and increases the magical accuracy noticable, so resists are less likely to happen. To get a magic burst, Caster1 has to start casting 3 seconds after “Melee2 readies weaponskill” appears in the log-window, or the blue circle-like special effect appears around Melee1. Instead of counting secs he can use this macro: [/wait 3] [/ma „magicburstingspell1“ < t >]
BAMM²! Magic Burst! {Fun} + {Excitement}
Timing of Bloodpacts and Ancient Magic for Renkei and Magic Burst: Because Ancient spells (Flare, Freeze, Tornado, Quake, Burst, Flood) have such a long casting time, Caster1 has to start the skillchain. He should use a macro like this for it: [/ma “ancientspell” < t >] [/p Casting “ancientspell” at < t >in 19 sec!] [/wait 6] [/p “ancientspell” inn 13 sec, start Skillchain now!]
When Melee1 and Melee2 do their weaponskill, the renkei should form right in time to get bursted by the ancient spell. But the bursting of ancient magic is very difficult and takes some practice.
Bloodpacts can be used as weaponskills or can magic burst renkei. Because bloodpacts gets readied over 7 seconds and not over 3 secs, the timing is different for them. Summoner1 has to start every skillchain because of the loner time needed for the avatars.
If an avatar starts the skillchain, the macro of Summoner1 should look like this: [/p Skillchain in 3 sec < even-another-funny-call-sound >] [/wait 3] [/ws “bloodpact” < t >] [/wait 7] [/p Start weaponskill now]
If the avatar closes the skillchain, the macro should look like this: [/p Skillchain in 3 sec < i-run-out-of-funny-sounds-call >] [/wait 3] [/ws “bloodpact” < t >] [/wait 1] [/p Start weaponskill now]
If the avatar is only there to magic burst the renkei, then Summoner1 has to start the bloodpact at the same time as Melee2 starts his weaponskill (so: as soon as “Melee1 readies weaponskill” appears in the log-window, or the blue circle-like special effect appears around Melee1).
List of weaponskills
There are two versions of weaponskills, exclusive and special. Exclusive: These skills can just be used if a certain job is the main- or the sub-job as long as the skill-level is high enough. Special: These skills can just be used if a certain job is the mainjob. (There are no 'normal' weaponskills which are usable by all players who have - merited? - skill regardless of job.) The second-to-last weaponskill of each category is always quested. The character has to have the skill at a certain high level (225 or more) and has to be Lv.71 so he can equip the ‘weapons of trial’. If the character meets the requirements, a NPC will give him the weapon of trial and start the quest. With the weapon of trial he has to do a lot of weaponskills and gain ws-points (1 for an weaponskill or starting a Lv.1-skillchain, 2 for closing a Lv.1-skillchain or starting a Lv.2-skillchain, 3 for for closing a Lv.2-skillchain or starting a Lv.3-skillchain, 5 for closing a Lv.3-skillchain) until he has 300 pts. After the character got 300 pts. the NPC orders him to kill a certain NM to get a writing of trial. This writing of trial he can trade in for the weaponskill, which is always a Special Weaponskill. Excluded from these categories are always the relic weaponskills, which are always usable by every job who can use the according relic weapon regardless of actual skill-lvl.
Weaponskills go stronger with every single point of tp% but for better overview I have listed just the effects of 100 tp% (weakest version) and 300 tp% (strongest version). Like also described above, weaponskills which deal elemental damage are magical and are therefore treated like spells. So they aren’t improved by warcry, SATA and so on. Exclusive (RNG): Flaming Arrow, Piercing Arrow, Dulling Arrow, Sidewinder Special (RNG): Blast Arrow, Arching Arrow, Empyreal Arrow Quest - From Saplings Drow (Empyreal Arrow): Perih Vashai, Windurst Woods Relic Weapon (RNG / SAM - Namas Arrow): Futatokoroto (Lv. 4), Yoichinoyumi (Lv. 5) Weaponskill | Skill | 100 tp% | 300 tp% | DMG-modifiers | Attributes | Flaming Arrow | 10 | 100% fire damage | --- | 16% STR, 25% AGI | Fire, Light | Piercing Arrow | 40 | ignores 0% defense | 50% | 16% STR, 25% AGI | Ice, Light | Dulling Arrow | 80 | lowers INT | Crit up | 16% STR, 25% AGI | Fire, Light | Sidewinder | 175 | 500% dmg | Acc up | 16% STR, 25% AGI | Water, Light, Wind | Blast Arrow | 200 | 200 % melee dmg | Acc up | 16% STR, 25% AGI | Ice, Light | Arching Arrow | 225 | 350% dmg | Crit up | 16% STR, 25% AGI | Fusion | Empyreal Arrow | 250q | 200% dmg | 300% dmg | 16% STR, 25% AGI | Fusion, Light | Namas Arrow | Relic | 275% dmg, Increases R.Acc | Duration up | 40% STR/AGI | LIGHT, Distortion |
Excluive #1 (BST, DRK, RNG, WAR): Raging Axe, Smash Axe, Gale Axe, Avalance Axe Exclusive #2 (BST, DRK, WAR): Spinning Axe Special #1 (BST, DRK, RNG, WAR): Rampage, Decimation Special #2 (BST, WAR): Calamity, Mistral Axe Quest – Scattered into Shadow (Decimation): Brutus, Upper Jeuno Relic Weapon (BST – Onslaught): Ogre Killer (Lv. 4), Guttler (Lv. 5) Weaponskill | Skill | 100 tp% | 300 tp% | DMG-modifiers | Attributes | Raging Axe | 10 | 100% dmg | 200% dmg | 30% STR | Wind,Thunder | Smash Axe | 40 | 100% dmg, Stun | Duration up | 30% STR | Ice, Water | Gale Axe | 70 | 100 % dmg, Choke | Duration up | 30% STR | Thunder | Avalance Axe | 100 | 150% dmg | 250% dmg | 30% STR | Earth, Thunder | Spinning Axe | 150 | 200% dmg | 300% dmg | 35% STR | Fire, Earth, Thunder | Rampage | 175 | 5 hits, 50% dmg | 40% Crit. | 30% STR | Earth | Calamity | 200 | 100% dmg | 400% dmg | 32% STR/VIT | Earth, Thunder | Mistral Axe | 225 | ranged 250% dmg | 350% dmg | 50% STR | Fusion | Decimation | 240q | 3 hits, 125% dmg | Acc up | 50% STR | Fusion, Water | Onslaugt | Relic | 275% dmg, Att +10% Enemy Acc down | --- | 60% DEX | DARKNESS Gravitation |
Excluive #1 (all jobs except COR): Shining Strike, Brainshaker, Starlight Exclusive #2 (BLU, DRK, PLD, SAM, WAR, WHM): Seraph Strike, Moonlight, Judgement Exclusive #3 (SCH): Black Halo Special #1 (all except COR): Skullbreaker, True Strike Special #2 (BLM, BLU, MNK, PLD, SMN, WAR, WHM): Black Halo Special #3 (WHM): Hexastrike Quest – Orastery Woes (Black Halo): Kuroido-Moido, Port Windurst Relic Weapon (WHM – Randgrith): Gullintani (Lv. 4), Mjollnir (Lv. 5) Weaponskill | Skill | 100 tp% | 300 tp% | DMG-modifiers | Attributes | Shining Strike | 10 | 100% light dmg | 250% light dmg | 20% STR/MND | Thunder | Seraph Strike | 40 | 100% light dmg | 300% light dmg | 30% STR/MND | Thunder | Brainshaker | 70 | 100% dmg, Stun | Duration up | 30% STR | Water | Starlight | 100 | restores MP | triple MP | (Skill-100)/9+10 | --- | Moonlight | 125 | restores MP, Aoe | double MP | ((Skill-100)/9+10)*5/party | --- | Skullbreaker | 150 | 100% dmg, lowers INT | less INT | 35% STR | Ice, Water | True Strike | 175 | 100% dmg, Crit | Acc up | 50% STR | Wind, Thunder | Judgement | 200 | 200% dmg | 400% dmg | 32% STR/MND | Thunder | Hexastrike | 220 | 6 hits, 100% dmg | Crit up | 20% STR/MND | Fusion | Black Halo | 230q | 2 hits, 150% dmg | 300% dmg | 30% STR, 50% MND | Fragmentation, Dark | Randgrith | Relic | 275% dmg, Acc up, Enemy Eva -40 | --- | 40% STR/MND | LIGHT, Fragmentation |
Exclusive #1 (all jobs except BLU, MNK, WHM): Wasp Sting, Gust Slash, Shadowstitch Exclusive #2 (BRD, DNC, NIN, RDM, RNG, THF): Viper Bite, Cyclone, Energy Drain Exclusive #3 (SCH): Cyclone Special #1 (all except BLU, MNK, WHM): Energy Steal Special #2 (BRD, BST, COR, DNC, NIN, RDM, RNG, THF, WAR): Evisceration Special #3 (DNC, THF): Dancing Edge, Shark Bite Quest – Cloak and Dagger (Evisceration): Jakoh Wahcondalo, Kazham Relic Weapon (THF, RDM, BRD – Mercy Strike): Batardeau (Lv. 4), Mandau (Lv. 5) Weaponskill | Skill | 100 tp% | 300 tp% | DMG-modifiers | Attributes | Wasp Sting | 10 | 100% dmg, Poison | Duration up | --- | Earth | Gust Slash | 40 | ranged 100% wind dmg | 250% dmg | 20% DEX/INT | Wind | Shadowstitch | 70 | 100% dmg, Bind | Duration up | 30% CHR | Water | Viper Bite | 100 | 100% dmg, Poison | Duration up | 30% DEX | Earth | Cyclone | 125 | ranged 100% AoE wind dmg | 288% dmg | 30% DEX, 20% INT | Wind, Thunder | Energy Steal | 150 | steals MP | steals more MP | --- | --- | Energy Drain | 175 | steals more MP | steals even more MP | --- | --- | Dancing Edge | 200 | 5 hits, 119% dmg | Accuracy up | 30% DEX, 40% CHR | Earth, Thunder | Shark Bite | 225 | 2 hits, 200% dmg | 300% dmg | 50% DEX | Fragmentation | Evisceration | 230q | 5 hits, 100% dmg | Crit up | 30% DMG | Gravitation, Light | Merci Stroke | Relic | 300% dmg, Crit rate up, Poisons enemy | --- | 60% STR | DARKNESS, Gravitation |
Exclusive (DRK, WAR): Shield Break, Iron Tempest, Sturmwind, Armor Break Special #1 (DRK, WAR): Keen Edge, Weapon Break, Steel Cyclone Special #2 (WAR): Raging Rush, Full Break Quest – Wight of your Limits (Steel Cyclone): Iron Eater, Bastok Metalworks Relic Weapon (WAR – Metatron Torment): Abaddon Killer (Lv. 4), Bravura (Lv. 5) Weaponskill | Skill | 100 tp% | 300 tp% | DMG-modifiers | Attributes | Shield Break | 10 | 100% dmg, -40 Eva | Duration up | 20% STR/VIT | Ice | Iron Tempest | 40 | 100% dmg | dmg up | 30% STR | Earth | Sturmwind | 70 | 2 hits, 10% dmg | dmg up | 30% STR | Water, Earth | Armor Break | 100 | 100% dmg, -25% Def | Duration up | 20% STR/VIT | Wind | Keen Edge | 150 | 100% dmg | Crit up | 35% STR | Dark | Weapon Break | 175 | 100% dmg, -25% Att | Duration up | 32% STR/VIT | Thunder | Raging Rush | 200 | 3 hits, 100% dmg | Crit up | 35% STR | Ice, Water | Full Break | 225 | 100% dmg, -20 Eva/Acc, -12.5% Def/Att | Duration up | 50% STR/VIT | Distortion | Steel Cyclone | 240q | 150% dmg | 300% dmg | 50% STR/VIT | Distortion, Thunder | Metatron Torment | Relic | 275% dmg, lowers dmg taken, -12.5% Def | --- | 60% STR | LIGHT, Fusion |
Exclusive (NIN, SAM): Tachi:Enpi, Tachi:Hobaku, Tachi:Goten, Tachi:Kagero Special #1 (NIN, SAM): Tachi:Jinpu, Tachi:Goki Special #2 (SAM): Tachi:Yukikaze, Tachi:Gekko, Tachi:Kasha Quest – The Potential Within (Tachi: Kasha): Jaucribaux, Norg Relic Weapon (SAM – Tachi: Kaiten): Tosukanotsurugi (Lv. 4), Amanomurakumo (Lv. 5) Weaponskill | Skill | 100 tp% | 300 tp% | DMG-modifiers | Attributes | Tachi: Enpi | 10 | 2 hits, 100% dmg | 200% dmg | 30% STR | Light, Earth | Tachi: Hobaku | 30 | 100% dmg, Stun | Duration up | 30% STR | Ice | Tachi: Goten | 70 | 100% thunder dmg | Dmg up | 30% STR | Light, Thunder | Tachi: Kagero | 100 | 100% fire dmg | Dmg up | 50% STR | Fire | Tachi: Jinpu | 150 | 100% wind dmg | Dmg up | 30% STR | Earth, Wind | Tachi: Koki | 175 | 100% light dmg | Dmg up | 50% STR, 30% MND | Water, Thunder | Tachi: Yukikaze | 200 | 175% dmg, Blind | 250% dmg | 75% STR | Ice, Wind | Tachi: Gekko | 225 | 175% dmg, Silence | 250% dmg | 75% STR | Distortion, Water | Tachi: Kasha | 250q | 175% dmg, Paralyze | 250% dmg | 75% STR | Fusion, Dark | Tachi: Kaiten | Relic | 300% dmg, Store TP+7 | Duration up | 60% STR | LIGHT, Fragmentation |
Exclusive (DRK, PLD, WAR): Hard Slash, Power Slash, Frostbite, Freezebite Special #1 (DRK, PLD, WAR): Shockwave, Crescent Moon, Groundstrike Special #2 (DRK, PLD): Sickle Moon, Spinning Slash Quest – Inheritance (Ground Strike): Gumbah, Bastok Mines Relic Weapon (WAR, PLD, DRK – Scourge): Valhalla (Lv. 4), Ragnarok (Lv. 5)
Weaponskill | Skill | 100 tp% | 300 tp% | DMG-modifiers | Attributes | Hard Slash | 10 | 150% dmg | 200% dmg | 30% STR | Earth | Power Slash | 30 | 100% dmg | Crit up | 20% STR/VIT | Light | Frostbite | 70 | 100% ice dmg | 250% dmg | 20% STR/INT | Ice | Freezebite | 100 | 100% ice dmg | 300% dmg | 30% STR, 20% INT | Ice, Wind | Shockwave | 150 | 100% AoE Dmg, Sleep | Duration up | 30% STR/MND | Water | Crescent Moon | 175 | 100% dmg | 250% dmg | 35% STR | Earth | Sicklemoon | 200 | 2 hits, 150% dmg | 275% dmg | 20% STR/AGI | Earth, Thunder | Spinning Slash | 225 | 250% dmg | 350% dmg | 30% STR/INT | Fragmentation | Groundstrike | 250q | 150% dmg | 300% dmg | 50% STR/INT | Fragmentation, Distortion | Scourge | Relic | 300% dmg, Crit Rate up | Duration up | 40% MND/CHR | LIGHT, Fusion |
Exclusive #1 (DNC, MNK, NIN, PUP, THF, WAR): Combo, Shoulder Tackle Exclusive #2 (MNK, PUP, WAR): Backhand Blow Exclusive #3 (MNK, PUP): One Inch Punch, Raging Rush Special #1 (DNC, NIN, THF): Backhand Blow Special #2 (DNC, MNK, NIN, PUP, THF, WAR): Spinning Attack Special #3 (MNK, PUP): Howling Fist, Dragon Kick Special #4 (MNK): Asuran Fist Quest – The Walls of your Mind (Asuran Fist): Oggbi, Port Bastok Relic Weapon (MNK – Final Heaven): Caestus (Lv. 4), Spharai (Lv. 5)
Weaponskill | Skill | 100 tp% | 300 tp% | DMG-modifiers | Attributes | Combo | 10 | 3 hits, 100% dmg | 200% dmg | 20% STR/DEX | Thunder | Shoulder Tackle | 40 | 100% dmg, Stun | Duration up | 30% VIT | Water, Thunder | One Inch Punch | 75 | 100% dmg, ignores Def | ignores more Def | 40% VIT | Dark | Backhand Blow | 100 | 100% dmg, Crit +40% | Crit +80% | 30% STR/DEX | Wind | Raging Fist | 125 | 5 hits, 100% dmg | 200% dmg | 20% STR/DEX | Thunder | Spinning Attack | 150 | 100% AoE dmg | larger radius | 35% STR | Fire, Thunder | Howling Fist | 200 | 250% dmg | 300% dmg | 20% STR, 50% VIT | Light, Thunder | Dragon Kick | 225 | 200% dmg | 350% dmg | 50% STR/VIT | Fragmentation | Asuran Fist | 250q | 8 hits, 100% dmg | Acc up | 10% STR/VIT | Gravitation, Fire | Final Heaven | Relic | 300% dmg, Subtle Blow +10 | Duration up | 60% VIT | LIGHT, Fusion |
Special (NIN): all Quest – Buji Soden (Blade: Ku): Ryoma, Norg Relic Weapon (NIN – Blade: Metsu): Yoshimitsu (Lv. 4), Kikoku (Lv. 5)
Weaponskill | Skill | 100 tp% | 300 tp% | DMG-modifiers | Attributes | Blade: Rin | 10 | 100% dmg | Crit. up | 20% STR/DEX | Light | Blade: Retsu | 30 | 2 hits, 100% dmg, Paralyze | Duration up | 20% STR/DEX | Earth | Blade: Teki | 70 | 50% water dmg | 100% dmg | 20% STR/INT | Water | Blade: To | 100 | 50% ice dmg | 100% dmg | 30% STR/INT | Ice, Wind | Blade: Chi | 150 | 2 hits, earth dmg | Dmg up | 30% STR/INT | Thunder, Light | Blade: Ei | 175 | dark dmg | Dmg up | ??? | Dark | Blade: Jin | 200 | 3 hits, 100% dmg | Crit. up | 30% STR/DEX | Wind, Thunder | Blade: Ten | 225 | 250% dmg | 300% dmg | 30% STR/DEX | Gravitation | Blade: Ku | 250q | 5 hits, 100% dmg | Acc up | 10% STR/DEX | Gravitation, Light | Blade: Metsu | Relic | 300% dmg, Subtle Blow +10 | Duration up | 60% DEX | DARKNESS, Fragmentation |
Exclusive (COR, RNG): Hot Shot, Split Shot, Sniper Shot, Slug Shot Special #1 (COR, RNG): Detonator Special #2 (RNG): Blast Shot, Heavy Shot Quest – Shot First, Ask Questions Later (Detonator): Cid, Bastok Metalworks Relic Weapon (RNG – Coronach): Ferdinand (Lv. 4), Annihilator (Lv. 5)
Weaponskill | Skill | 100 tp% | 300 tp% | DMG-modifiers | Attributes | Hot Shot | 10 | 50% fire dmg | 100& dmg | 30% AGI | Fire, Light | Split Shot | 40 | ignores 0% defense | 50% | 30% AGI | Water, Light | Sniper Shot | 80 | lowers INT | Crit up | 30% AGI | Fire, Light | Slugshot | 175 | 500% dmg | Acc up | 30% AGI | Water, Light, Wind | Blast Shot | 200 | 200 % melee dmg | Acc up | 30% AGI | Ice, Light | Heavy Shot | 225 | 350% dmg | Crit up | 30% AGI | Fusion | Detonator | 250q | 200% dmg | 300% dmg | 30% AGI | Fusion, Light | Coronach | Relic | 300% dmg, Lowers Enmity | Duration up | 40% DEX/AGI | LIGHT, Fragmentation |
Exclusive #1 (DRG, PLD, SAM, WAR): Double Thrust, Thunder Thrust Exclusive #2 (DRG, PLD, WAR): Raiden Thrust Exclusive #3 (DRG, SAM, WAR): Leg Sweep Special #1 (PLD): Leg Sweep Special #2 (DRG, PLD, SAM, WAR): Penta Thrust, Vorpal Thrust Special #3 (DRG, SAM, WAR): Impulse Drive Special #4 (DRG): Skewer, Wheeling Thrust Quest – Methods Create Madness (Impulse Drive): Balasiel, Southern San d’Oria Relic Weapon (DRG – Geirskogul): Gae Assail (Lv. 4), Gungir (Lv. 5) Weaponskill | Skill | 100 tp% | 300 tp% | DMG-modifiers | Attributes | Double Thrust | 10 | 2 hits, 100% dmg | 200% dmg | 30% STR | Light | Thunder Thrust | 30 | 150% thunder dmg | 250% dmg | 20% STR/INT | Light, Thunder | Raiden Thrust | 70 | 100% thunder dmg | 300% dmg | 30% STR/INT | Light, Thunder | Leg Sweep | 100 | 100% dmg, Stun | Duration up | 30% STR | Thunder | Penta Thrust | 150 | 5 hits, 100% dmg | Acc up | 20% STR/DEX | Dark | Vorpal Thrust | 175 | 100% dmg | Crit up | 20% STR/AGI | Water, Light | Skewer | 200 | 3 hits, 100% dmg | Crit up | 35% STR | Light, Thunder | Wheeling Thrust | 225 | 175% dmg, ignores Def | ignores more Def | 50% STR | Fusion | Impulse Drive | 240q | 2 hits, 100% dmg | 250% dmg | 50% | Gravitation, Ice | Geirskogul | Relic | 300% dmg, Shock Spikes | Duration up | 60% AGI | LIGHT, Distortion |
Exclusive #1 (BLM, BST, DRK, WAR): Slice, Dark Harvest Exclusive #2 (DRK, WAR): Shadow of Death Exclusive #3 (BST, DRK, WAR): Nightmare Scythe Special #1 (BLM): Nightmare Scythe Special #2 (BLM, BST, DRK, WAR): Spinning Scythe, Vorpal Scythe Special #3 (BST, DRK, WAR): Spiral Hell Special #4 (DRK): Guillotine, Cross Reaper Quest – Souls in Shadow (Spiral Hell): Novalmauge, Bostaunieux Oubliette Relic Weapon (DRK – Catastrophe): Bec de Faucon (Lv. 4), Apocalypse (Lv. 5)
Weaponskill | Skill | 100 tp% | 300 tp% | DMG-modifiers | Attributes | Slice | 10 | 150% dmg | 200% dmg | 30% STR | Earth | Dark Harvest | 30 | 100% dark dmg | 250% dmg | 20% STR/INT | Water | Shadow of Death | 70 | 100% dark dmg | 300% dmg | 20% STR/INT | Ice, Water | Nightmare Scythe | 100 | 100% dmg, Blind | Duration up | 30% STR/MND | Dark, Earth | Spinning Scythe | 150 | 100% AoE dmg | larger radius | 30% STR | Water, Earth | Vorpal Scythe | 175 | 100% dmg | Crit up | 35% STR | Light, Earth | Guillotine | 200 | 4 hits, 83% dmg, Silence | Duration up | 25% STR/MND | Ice | Cross Reaper | 225 | 2 hits, 200% dmg | 250% dmg | 30% STR/MND | Distortion | Spiral Hell | 240q | 138% dmg | 363% dmg | 50% STR/MND | Distortion, Earth | Catastrophe | Relic | 275% dmg, 30 sec 10% Haste, drains HP | 60 sec | 40% AGI/INT | DARKNESS, Gravitation |
Exclusive #1 (BLM, BRD, DRG, MNK, PLD, SCH, SMN, WAR, WHM): Heavy Swing, Rock Crusher, Starburst Exclusive #2 (MNK, PLD, SCH, WAR, WHM): Earth Crusher, Sunburst Special #1 (BLM, BRD, DRG, MNK, PLD, SCH, SMN, WAR, WHM): Shell Crusher, Full Swing, Spirit Taker, Retribution Quest – Blood and Glory (Retribution): Shantotto, Windurst Walls Relic Weapon (BLM, SMN – Gate of Tartarus): Thyrus (Lv. 4), Claustrum (Lv. 5)
Weaponskill | Skill | 100 tp% | 300 tp% | DMG-modifiers | Attributes | Heavy Swing | 10 | 100% dmg | 225% dmg | 30% STR | Thunder | Rock Crusher | 40 | 100% earth dmg | 250% dmg | 20% STR/INT | Thunder | Earth Crusher | 70 | 100% AoE earth dmg | 363% dmg | 30% STR/INT | Wind, Thunder | Starburst | 100 | 100% light or dark dmg | 250% dmg | --- | Dark, Water | Sunburst | 150 | 100% light or dark dmg | 400% dmg | --- | Dark, Water | Shell Crusher | 175 | 100% dmg, lowers Def | Duration up | 35% STR | Wind | Full Swing | 200 | 100% dmg | 500% dmg | 50% STR | Fire, Thunder | Spirit Taker | 215 | converts 100% dmg to MP | 200% dmg | 50% INT/MND | --- | Retribution | 230q | 200% dmg | 300% dmg | 30% STR, 50% MND | Gravitation, Water | Gate of Tartarus | Relic | 300% dmg, 8 MP / 20 Ticks, lowers att | 60 Ticks | 60% CHR | DARKNESS, Distortion |
Exclusive #1 (all jobs except BLM, MNK, PUP, SMN, WHM): Fast Blade, Burning Blade, Flat Blade Exclusive #2 (BLU, DRK, PLD, WAR): Red Lotus Blade, Seraph Blade, Vorpal Blade Exclusive #3 (all jobs except BLM, BST, MNK, PUP, SMN, WHM): Shining Blade Special #1 (BST): Shining Blade Special #2 (all jobs except BLM, MNK, PUP, SMN, WHM): Circle Blade, Spirits Within Special #3 (BLU, COR, DRK, PLD, RDM, WAR): Savage Blade Special #4 (PLD): Swift Blade Quest – Old Wounds (Savage Blade): Ourilla, Chateau d’Oraguille Relic Weapon (PLD, RDM – Knights of the Round): Caliburn (Lv. 4), Excalibur (Lv. 5)
Weaponskill | Skill | 100 tp% | 300 tp% | DMG-modifiers | Attributes | Fast Blade | 10 | 2 hits, 100% dmg | 200% dmg | 20% STR/DEX | Earth | Burning Blade | 30 | 100% fire dmg | 250% dmg | 20% STR/INT | Fire | Red Lotus Blade | 50 | 100% fire dmg | 300% dmg | 30% STR 20% INT | Fire, Thunder | Flat Blade | 75 | 100% dmg, Stun | Duration up | 30% STR | Thunder | Shining Blade | 100 | 100% light dmg | 250% dmg | 20% STR/MND | Earth | Seraph Blade | 125 | 100% light dmg | 300% dmg | 30% STR/MND | Earth | Circle Blade | 150 | 100% AoE dmg | larger radius | 35% STR | Water, Thunder | Spirits Within | 175 | 4/32 current HP dmg (regardless of the physical damage it is treated as a magical weaponskill, so it ignores all physical defenses and evasion but may be resisted) | 15/32 | --- | --- | Vorpal Blade | 200 | 4 hits, 100% dmg | Crit up | 30% STR | Earth | Swift Blade | 225 | 3 hits, 150% dmg | Acc up | 30% STR/MND | Gravitation | Savage Blade | 240q | 2 hits, 100% dmg | 350% dmg | 30% STR, 50% MND | Fragmentation, Scission | Knights of Round | Relic | 300% dmg, Regen | --- | 40% STR/MND | LIGHT, Fusion |
Some of the 'Rage'-type bloodpacts can be used to create a skillchain. These bloodpacts have always a single Lv.1-attribute and their damage type might be different from the normal hand-to-hand damage that avatars deal. The physical bloodpacts don't need tp% to be used and the accuracy on these goes up if the summoning skill of the summoner is above the current cap for that level (through merits and/or equipment). The physical lv.65/70-bloodpacts (Flaming Crush, Rush, Predator Claw, Mountain Buster, Chaotic Strike, Spinning Dive, Eclipse Bite) don't have a skillchain-attribute so they cannot be used for a skillchain. Avatars get full 8 tp% per hit of a bloodpact. Avatar: Bloodpact | Level | Effect | Attribute | Ifrit: Punch | 1 | deals physical damage to the target | Liquefaction | Shiva: Axe Kick | 1 | deals physical damage to the target | Induration | Garuda: Claw | 1 | deals physical damage to the target (piercing) | Detonation | Titan: Rock Throw | 1 | a ranged attack, that deals physical damage and slows the target (blunt) | Impaction | | 1 | deals physical damage and stuns the target (blunt) | Scission | Leviathan: Barracuda Dive | 1 | deals physical damage to the target (slash) | Reverberation | Diabolos: Camisado | 1 | deals physical damage to the target (blunt) | Compression | Carbuncle: Poison Nails | 5 | deals physical damage and poisons the target (piercing) | Transfixion | Fenrir: Moonlit Charge | 5 | deals physical damage and paralyzesthe target (blunt) | Compression | Fenrir: Crescent Fang | 10 | deals physical damage and blinds the target (piercing) | Transfixion | Diabolos: Somnolence | 20 | deals physical damage and gravitys the target (blunt) | Compression | Titan: Rock Buster | 21 | deals physical damage and binds the target (blunt) | Reverberation | Ifrit: Burning Strike | 23 | deals fire damage to the target | Impaction | Leviathan: Tail Whip | 26 | deals physical damage and gravitys the target (blunt) | Detonation | Ifrit: Double Punch | 30 | deals two hits with physical damage to the target | Compression | Titan: Megalith Throw | 35 | a ranged attack, that deals physical damage and slows the target (blunt) | Induration | Shiva: Double Slap | 50 | deals two hits with physical damage to the target | Scission |
The 'Rage'-bloodpacts which deal elemental damage (except Ifrit's Burning Strike) can magic burst a renkei. They will use up the tp% of the avatar and their strength goes up with the amount of tp% used (Healing Bloodpacts also use tp% to become stronger). The weaponskills of matons deal the same damage type as the according frame (Harlequin/Stormwaker: hand-to-hand, Sharpshot: piercing, Valoredge: slashing) and the first 4 weaponskills are usable from the start. The other 3 weaponskills are learned around Lv.50 and they are normally used instead of the lower-level weaponskills except when certain maneuvers are up or the Maton uses the inhibitor to close a skillchain properly. Knockout is used when equal/more wind maneuvers are used than thunder maneuvers. Daze is used when equal/more thunder maneuvers are used than fire maneuvers. Cannibal Blade is used when equal/more dark maneuvers used than earth/wind maneuvers. Frame: Weaponskill | Skill | Effect | Attribute | Harlequin / Stormwaker: Slapstick | 0 | deals physical damage | Reverberation, Impaction | Sharpshot: Arcuballista | 0 | ranged attack, deals physical damage | Liquefaction, Fusion | Valoredge: Chimera Ripper | 0 | | Detonation, Induration | Valoredge: String Clipper | 0 | | Scission | Harlequin / Stormwaker: Knockout | 145 | deals physical damage, lowers target evasion | Detonation, Scission | | 150 | ranged attack, deals physical damage and stuns the target | Transfixion, Impaction | Valoredge: Cannibal Blade | 150 | deals physical damage and restores HP according to the damage (regardless of the physical damage it is treated as a magical weaponskill, so it ignores all physical defenses and evasion but may be resisted) | Compression, Reverberation, Scission |
The physical spells of a Blue Mage can be used to create a skillchain. They are just able to use that specific power of a physical blue spell after they used the jobability "Chain Affinity". This jobability will also allow physical blue spells to consume tp% and enhance certain parameters of the spells. It is possible for a BLU to chain weaponskill > physical spell, to create a skillchain without a second player (in that case the spell is just enhanced by the tp% the BLU got from the weaponskill). Additional effects of physical blue spells are never guaranteed. Blue Spell | Level | Effect | Tactical Points | DMG-modifiers | Attributes | Foot Kick | 1 | critical slash damage | Critical Rate up | 10% STR/DEX | Detonation | Power Attack | 1 | critical blunt damage | Critical Rate up | 10% STR/VIT | Reverberation | Sprout Smack | 4 | blunt damage, effect: Slow | Duration up | 30% VIT | Reverberation | Wild Oats | 4 | ranged piercing damage, effect: VIT down | Duration up | 30% AGI | Transfixion | Queasyshroom | 8 | ranged piercing attack, effect: Poison | Duration up | 20% INT | Compression | Battle Dance | 12 | AoE slash damage, effect: DEX down | Duration up | 30% STR | Impaction | Feather Storm | 12 | ranged piercing damage, effect: Poison | Poison chance up | 30% AGI | Transfixion | Head Butt | 12 | blunt damage, knockback, effect: Stun | Damage up | 20% STR/INT | Impaction | Helldive | 16 | blunt damage, knockback | Damage up | 30% AGI | Transfixion | Bludgeon | 18 | triple hits, blunt damage | Accuracy up | 30% CHR | Liquefaction | Claw Cyclone | 20 | double hit, AoE slash damage | Damage up | 30% DEX | Scission | Screwdriver | 26 | critical piercing damage | Critical Rate up | 20% STR/MND | Transfixion, Scission | Grand Slam | 30 | AoE blunt damage | Damage up | 30% VIT | Induration | Smite of Rage | 34 | slash damage | Damage up | 20% STR/DEX | Detonation | Pinecone Bomb | 36 | ranged piercing damage, effect: Sleep | Duration up | 20% STR/AGI | Liquefaction | Jet Stream | 38 | triple hit, blunt damage | Accuracy up | 30% AGI | Impaction | Uppercut | 38 | blunt damage | Damage up | 35% STR | Liquefaction, Impaction | Terror Touch | 40 | blunt damage, effect: Attack down | Accuracy up | 20% DEX/INT | Compression, Reverberation | Mandibular Bite | 44 | slash damage | Damage up | 20% STR/INT | Induration | Sickle Slash | 48 | critical piercing damage | Critical Rate up | 50% DEX | Compression | Death Scissors | 60 | slash damage | Damage up | 60% STR | Compression, Reverberation | Dimensional Death | 60 | blunt damage | Damage up | 50% STR | Impaction | Body Slam | 62 | AoE blunt damage | Damage up | 40% VIT | Impaction | Frenetic Rip | 63 | triple hits, blunt damage | Damage up | 20% STR/DEX | Induration | Frypan | 63 | AoE blunt damage, effect: Stun | Accuracy up | 20% STR/MND | Impaction | Hydro Shot | 63 | ranged blunt damage, effect: enmity down | Effect Chance up | 30% AGI | Reverberation | Spinal Cleave | 63 | slash damage, ignores shadows | Accuracy up | 30% STR | Scission, Detonation | Hysteric Barrage | 69 | five hits, blunt damage | Damage up | 30% DEX | Detonation | Tail Slap | 69 | AoE blunt damage, effect Stun | Damage up | 20% STR, 50% VIT | Reverberation | Cannonball | 70 | ranged blunt damage | Damage up | 50% STR/VIT, Def | Fusion | Disseverment | 72 | five hits, piercing damage, effect: Poison | Accuracy up | 20% STR/DEX | Distortion | Ram Charge | 73 | blunt damage | Damage up | 30% STR, 50% MND | Fragmentation | Vertical Cleave | 75 | slash damage, ignores shadows | Damage up | 50% STR | Gravitation |
The job Dancer has two flourishes which are useful for skillchains. Note that the effect pf Building Flourish can be used by anyone in the party, while the effect of Wild Flourish can just be used by the Dancer. Flourish | Level | Finishers | Effect | Attribute | Building Flourish | 50 | 1-3 | 1 Finisher: next weaponskill on enemy has Accuracy up 2 Finishers: next weaponskill on enemy has Accuracy / Attack up 3 Finishers: next weaponskill on enemy has Accuracy / Attack / Critical Rate up | --- | Wild Flourish | 60 | 2 | works as a starter for a skillchain; the next weaponskill the dancer uses will create a Renkei of the primary attribute of the weaponskill | --- |
Elemental Gorgets The female hume Yurim on the upper floor of the Tavnazian Safehold offers a quest named "In the Name of Science". Eight of the rewards of these quests are the elemental gorgets. These gorgets increase the damage and the accuracy of a weaponskill with the according attribute. Flame Gorget: influences weaponskills with the attributes Liquefaction and Fusion Snow Gorget: influences weaponskills with the attributes Induration and Distortion Breeze Gorget: influences weaponskills with the attributes Detonation and Fragmentation Soil Gorget: influences weaponskills with the attributes Scission and Gravitation Thunder Gorget: influences weaponskills with the attributes Impaction and Fragmentation Aqua Gorget: influences weaponskills with the attributes Reverberation and Distortion Light Gorget: influences weaponskills with the attributes Transfixion and Fusion Shadow Gorget: influences weaponskills with the attributes Compression and Gravitation Aden's Renkei Chart
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