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Final Fantasy XI Discussion BoardDiscussion Boards -> General

INT, MND, STR, DEX, CHR, AGI ??????

From: -tr-
Registered User

Posted: 2006-01-20 14:42:03
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Basically, can anyone explain useing acctual game "facts" not hear-say or opinions, what each of these attributes acctually does?

-what does an added 1 of each type acctually do extra?
-are there any caps per level on added attributes?
-how is damage modified by attributes and which kinds change which types of damage?

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We all know for instance that INT is what your after if your a BLM, and DEX if your a thief, MND for WHM, ect, but i want to know just how important each of these acctualy is.
Anyone that feels like taking the time to explain each of the above for each attribute has my gratitude. (as well as, many many others gratitude, im sure)

Thanks in advance,
-TR-
From: Gerkin
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Posted: 2006-01-20 15:08:40
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As far as INT goes, its extremely important for a BLM. More Int more damage... ive noticed slight differences in damage per INT, but if you have like 40 + int gear, a nuke that naked would do like 100 damage could do 250 or more. Also effects the length of Some enfeeb spells. Like SLeep, INT based, so when sleep lands it will hold longer the more int you have. whether it will land or not is based solely on ENfeebling magic skill. As for the other attributes i havent been a high level anything but mage :/
From: -tr-
Registered User

Posted: 2006-01-20 19:09:02
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Much thanks for that info on INT.

-Theres a few main things that concern me, as my fav jobs are drk and whm. both dealing with the magics, and drk severly dealing with the accuracy and damage areas. heres some more specific questions, maybe people could answer better;

-MND and the healing spells. if i had +20 mnd as a mid level white mage, would i prosper more then if i had say only +8-but had a ton of added mp points gear instead?
and depending on that answer, at what level does one come into more priority then the other?

-INT, you answered good enough for my needs :)

-DEX/sa AGI/ta theory. is there truth to the theory for one, and if there is, what are the details? does dex add damage to S.A.? and if so, to what amounts? is it slight or major? same with agi and T.A.

I'm wondering if anyone has some kind of a chart, that acctually explains all the things each attribute adds "per point" added.
From: Torzak
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Posted: 2006-01-24 19:46:44
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STR
Increases your DMG 'curve'

Imagine you have a DMG:40 Weapon ("ALL" DMG:40 weapons Cap to 156 DMG on critical hits against monsters neutral to the that weapon type).
Note: I personally tested this but if you add 3dmg to that 156 number for every DMG rating you can get really accurate numbers for what you should be able to critical for.
Example... if DMG:40 max criticals for 156... then DMG:41 max criticals for 159 etc etc.

Now pretend that '40' is a description for how tall your house is from the ground to the top of the "roof". So let's say 40 Feet Tall.

Your STR VS the monster's VIT would be the "Ceiling's" height "within" the house that's 40 Feet tall (low ceiling = low dmg 'potential'; high ceiling = high dmg 'potential'.

So let's say that whatever your STR is VS the monster's VIT allows for a 35Ft. "Ceiling" (Just an "Example")

Now you have to look at your "Attack" VS the monster's "Defense". This would be how high you can "Jump". Even though this will sound like super-human power... let's say that your Attack VS the monster's Defense allows you to 'jump' 50Ft. Even though you have the Attack to jump 50Ft... you are still limited by both your STR vs VIT ratios and the dmg rating of your weapon... and since your STR vs VIT allow for a 35Ft "Ceiling"... that's the highest you can jump even if you have the potential to go further with your attack stat.

In short:
DMG rating equals the Roof Top/Max Critical DMG
STR VS VIT equals the Ceiling
Attack VS Defense equals how high you can jump

DEX
Increases your critical hit rate.

Acts as a Multiplier for Sneak Attack(Thief Main Only)... aka the more DEX you have the more damage Sneak Attack or Sneak Attack + Weapon Skill does.
Note:If you sub THF at LV30 do not waste your time with DEX to increase the power of Sneak Attack... Thief Main Only

Some say 2DEX = 1 Accuracy others say 3DEX = 1 Accuracy... either way it definitely contributes to melee accuracy slightly.

VIT
VIT Lowers the DMG 'curve' for dmg taken
The more VIT you have the lower the Ceiling you give the monster to dmg you. The more Defense compared to the monster's Attack the more you prohibit the monster from being able to jump high.
Basically... See the STR description as it will give you a good idea. Just flip things around.

VIT improves the HP recovery that "Chakra" does. Before any AF modifiers like AF body ("Enhances Chakra Effect") the simple equation for Chakra is VITx2 = HP recovered

AGI
Some say it's 2AGI = 1 Ranged Accuracy others say 3AGI = 1 Ranged Accuracy... either way it definitely contributes to ranged accuracy slightly.

Increases critical hit rate with ranged attacks

Acts as a multiplier for "Trick Attack" (Thief Main Only)... aka the more AGI you have the more damage "Trick Attack" or "Trick Attack" + Weapon Skill does.
Note:If you sub THF at LV60 do not waste your time with AGI to increase the power of Trick Attack... Thief Main Only

Increases chance to Parry, Block, Guard or Evade an Attack.

INT
Helps to increase Nuke dmg. It's your INT VS the monster's INT for nukes... and I can't remember for certain but this effect caps at 32ish INT advantage. Meaning if the monster has 30INT and you have 62INT... adding more INT gear or food won't help increase your dmg... that's why you may find that your nukes do the same dmg against a monster in West Ron. as you would against an EP... but scaling up harder than an EP and you might finally see a difference because the monster has INT closer matching your own. Just keep in mind that 32 number may or may not be fully accurate and that I don't remember the exact number the difference caps at.

Note1: Turn this around... the more INT that you have, the less damage nukes can do to you. This stat does 'not' increase 'resistance' to nukes. It 'only' lowers the maximum dmg a nuke can do to you. Very tricky to explain or understand... Please See Firaga IV example below

Note2:Elemental Staves(LV51), day of weak, weather effects, and Magic Attack Bonus Job Traits or gear with Magic Attack Bonus also effect Nuke DMG.

Some think 2 INT = 1 Magic Accuracy others think 3 INT = 1 Magic Accuracy... either way INT does help INT based spells land more successfully. An example: using a lot of INT gear while also using a lof of + Enfeebling Skill gear is best for landing Sleep(Dark Staff), Blind(Dark Staff), Dispel(Dark Staff), Bind(Ice Staff), Gravity(Wind Staff), or Poison(Water Staff)

Note: Using the correct Staff post LV51 will also help land these spells more effectively



MND
MND Increases the effectiveness of Stoneskin. Stoneskin caps at a 350HP 'buffer'. The more MND 'and' Enhancing Skill you have the better the more likely you are to reach the full 350HP buffer this spell can potentially provide.

Some think 2 MND = 1 Magic Accuracy others think 3 MND = 1 Magic Accuracy... either way MND does help MND based spells land more successfully. An example: using a lot of MND gear while also using a lof of + Enfeebling Skill gear is best for landing Slow(Earth Staff, Paralyze(Ice Staff, or Silence(Wind Staff).

Note: Using the correct Staff post LV51 will also help land these spells more effectively

MND Increases the proc rate of the Paralyze spell... aka more MND you have compared to the monster's MND the more "often" you'll see "Monster is paralyzed" and it won't be able to attack... this effect does have a behind the scenes cap and the effect of more MND only goes so far.

MND Increases the effect of Slow... aka the more MND compared to the monster's MND you have when you cast this spell... the stronger the Slow effect is.

MND Increases your "resistance" to spells in general. You have a higher chance for nukes to do partial dmg to you with more MND stat.. or higher chance to resist enfeebles. A note on this... very important to use Shock(MND down... to help lower the chance the monster resists your spells)
~~Note: Blms are the best jobs to cast Shock, Frost, etc as these are based on "Elemental Skill"... not "Enfeebling Skill"
Note: See Firaga IV example below

MND acts as a multiplier for "Chi Blast". The more MND gear and more often you "Boost" before doing "Chi Blast" the better dmg the attack will do.

CHR
Effects certain WS like Dancing Edge. Doesn't effect a lot of WS... this is mostly restricted to thieves. I believe two or three of their WS are effect by this stat. Outside of that CHR effects Charm in both success and duration for beast job. Lastly this stat effects Bard's songs.




INT and MND VS Firaga IV (for example)

Let's say you are fighting Suzaku... A NM god that uses a decent amount of fire magic.

You have 65MND and 105INT as a BLM and you get hit by Firaga IV. In this particular case your MND stat is so low that it's very doubtful that you would get a partial or what is called a full 'Resist' on the dmg that you endure. But because you have so much INT, instead of taking 700dmg like everyone else... you might take 620dmg.

You have 105MND and 65INT as a WHM and you get hit by Firaga IV. In this particular case your MND stat is high enough that's it's 'possible' that you would get a partial or what's known as full "Resist" on the dmg you endure. Meaning that you might get lucky and either get hit for one of 3 numbers:
1)Full DMG = 700dmg
2)Partial Resist = 360dmg
3)Full Resist = 82dmg

So basically more MND = chance to 'Resist'
more INT= direct dmg mitigation off the full load of the attack... I hope this is a decent explanation... vet BLMs and RDMs I think would understand more what I'm trying to say.

I don't expect that I covered everthing... but I think this covers a majority of it.

Some of these Stats effect Weapon Skills... I'd suggest you check this page out for more details on what stats you should be concentrating on when you use your WS. Just scroll down a bit.
http://wiki.ffxionline.com/index.php?title=Calculating_Weapon_Skill_Damage

~~~~~~~~~~
Torzak of Carbuncle
75RDM/62MNK/52THF
From: Licoge
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Posted: 2006-01-25 04:41:24
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MND has also another effect besides all the listed already. It decreases your enmity, i.e. you can cure as whm longer without getting hate when you have a high mind boost.
From: Anarkrist
Registered User

Posted: 2006-01-31 23:25:37
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The damage calculation for normal melee hits would look something like this (not 100% correct, the game has a very cruel and unpredictable randum number generator):

Damage: (DMG x (yourSTR / mobVIT)) x (yourATT / mobDEF)

SA has a 100% DEX modifier which adds 100% of your total DEX to your DMG.

TA has a 100% AGI modifier which adds 100% of your total AGI to your DMG.

Weaponskills has differing modifiers (some don't have any) in addition to TP modifiers. These modifiers behave sort of like the SA and TA modifiers, but will diminish as you level. They will add a certain percentage of one or two stats multiplied by a level based integer to your DMG. Shark Bite (50% DEX) at 75 (.83) for instance would add 50 x .83 = 41.5% to the weapons base DMG (only for SB of course).
From: mad sic
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Posted: 2006-02-18 20:21:28
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i mean high mnd and int
From: Nibbs on Midgardsorm
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Posted: 2006-02-25 09:13:06
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Wow thanks Torzak, I've been trying to find this information out for ages...

I assume all the INT based enfeebles are the blackmagic ones, and MND the white magic ones

Many Thanks
Nibbs (43rdm)
From: Kojikaze
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Posted: 2006-02-27 16:08:12
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The overall damage equation is something like this.

Damage = W.Damge * (ySTr - mVit) * (yAtk/mDef)

There are unknown modifiers to each part of this equation, thus giving you a random spread over time.

There are also some limits placed on this equation.

(yAtk/mDef) is capped at 2, and can be found by /check ing the mob. (ie: low def = you atk is higher then def and closer to 1.5 to 2 / hi def = their def is higher then your atk and less then 0.5 / and nothing = your atk is about the same has their def and is around 0.5 - 1.5)

(ySTr - mVit) has a cap to, but can be greater then 2. Making your str the most important stat to raise at higher levels. (most DD would aggree w/ this observation)

W.Damge is your weapons damage writtin in the text multiplied by (your weapons skill / 10). For Thief main job, you can add dex to this part for SA and Agi for TA.

I pulled most of this information from the following website. Of course, his equations are not precise damage you will deal to a mob. But will give you idea of what stats you should invest in.

http://www.moonlight.gr.jp/~el/ffxi/ab_calc.html.en
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