Oh, shut up and help me remodel the Final Fantasy XIV attributes page!
- Full Attack formula for tanks. Currently only covers level 80.
- Full Healing Magic Potency formula. Currently only covers levels 70 and 80.
This request can be discussed on the associated discussion page. Remove this notice upon completion.
- 1 List of Attributes
- 2 Pets
- 3 Damage and healing formulae
- 3.1 Functions
- 3.2 Direct damage
- 3.3 Physical damage over time
- 3.4 Magic damage over time
- 3.5 Auto-attacks
- 3.6 Damage taken
- 3.7 Direct healing
- 3.8 Healing over time
- 3.9 Cast and recast time
- 3.10 PvP
- 4 Base modifiers
- 5 External Links
- 6 Notes
List of Attributes
|HP||Health points. As damage is taken, HP will decrease; once it reaches zero, the unit is KO'd and must either be Raised or return to a home point. Regenerates over time, and can be regenerated using healing abilities. Maximum HP is increased by Vitality.|
Maximum HP at level 80 is calculated by the following function:
|MP||Magic points. As spells are cast, MP will decrease. Is used as any Disciple of War or Magic class, but applies mostly to Disciples of the Magic who will use MP the most. Regenerates over time. All characters have 10,000 MP and a passive MP recovery rate of 200 MP per 3 seconds (boosted by Piety for healer disciplines), or 250 MP per 3 seconds in PvP.|
|CP||Crafting points, used in crafting for Disciples of the Hand. CP will decrease when crafting abilities are used, and once the CP runs too low, certain abilities can no longer be used. For this reason, it is wise to be conservative with CP, particularly when lower levelled. Instantly refills to full when not crafting. Replaces MP bar.|
|GP||Gathering points, used for Disciples of the Land classes. Required to use certain abilities while gathering. Regenerates over time when not gathering. While gathering, it will increase with each gathering attempt but will not regenerate over time. Replaces MP bar.|
|EP||Energy points, used while piloting mechs such as the G-Warrior and those found in Rival Wings duties. Does not regenerate naturally, instead being replenished by specific actions available to those mechs. Replaces MP bar.|
The main attributes of a character for Disciples of War and Magic classes. All combat disciplines have a stat as their primary attribute that features on most of their equipment, while Vitality appears on most equipment regardless of discipline.
A character's base attributes before equipment or other outside modifiers are determined by the following function:
|Attribute||Classes with primary attribute||Jobs with primary attribute||Other effect|
|Increases Attack Power for all disciplines except those who use Dexterity as their primary attribute.|
|Increases Attack Power for disciplines who use it as their primary attribute.|
|Increases HP. Important for all disciplines and found on most equipment, but grants a greater HP boost to tank disciplines.|
| Black Mage
|Increases Attack Magic Potency for all disciplines except healers.|
|Mind||Conjurer|| White Mage
|Increases Healing Magic Potency. Also increases Attack Magic Potency for healers.|
|Critical Hit||Increases the chance of landing a critical hit, which greatly increases damage or healing dealt. Also increases the potency of critical hits. A character's base Critical Hit attribute is equal to , which grants a base 5% chance to critically hit for 1.4x damage.|
Critical hit probability is determined by the following function:
|Determination||Increases damage and healing dealt. A character's base Determination is equal to .|
|Direct Hit Rate||Increases the chance of landing a direct hit, dealing 1.25x more damage than a normal hit.|
Direct hit probability is determined by the following function:
A character's base Direct Hit Rate is equal to .
|Defense||Reduces damage taken from physical attacks.|
|Magic Defense||Reduces damage taken from magical attacks.|
|Attack Power||Increases the amount of damage dealt by auto-attacks for all disciplines. Also increases damage and healing dealt by Disciple of War spells, abilities, and weaponskills. Attack Power is equal to Strength or Dexterity depending on discipline.|
|Skill Speed||Reduces the cast and recast times of weaponskills, including their global cooldown, increases damage dealt by auto-attacks, and increases damage and healing done by Attack Power-based damage/healing over time effects. A character's base Skill Speed is equal to .|
|Attack Magic Potency||Increases the amount of damage dealt by Disciple of Magic spells, abilities, and weaponskills. Also increases healing done by Red and Blue Mages. Attack Magic Potency is equal to Intelligence or Mind depending on discipline.|
|Healing Magic Potency||Increases the amount of healing done by all Disciples of Magic except Red and Blue Mages. Healing Magic Potency is equal to Mind.|
|Spell Speed||Reduces the cast and recast times of spells, including their global cooldown, and increases damage and healing done by Attack/Healing Magic Potency-based damage/healing over time effects.|
|Piety||Increases MP regeneration rate. Only functions for healing disciplines.|
Piety's increase to MP regeneration is determined by the following function:
A character's base Piety is equal to .
|Tenacity||Increases damage and healing done, and reduces damage taken. Only functions for tank disciplines. A character's base Tenacity is equal to .|
Used in Synthesis for Disciples of the Hand. Replaces Mental Properties.
|Craftmanship||Increases the amount of progress that can be gained when using abilities such as Basic Synthesis, and helps finish the item faster.|
|Control||Increases the amount of Quality that will be gained when using abilities such as Basic Touch. Ideally, both stats should be raised as high as possible to make the process much faster, as this allows the Adventurer to gain more value for each ability that uses up Durability, in addition to more value out of their CP.|
Used in Gathering for Disciples of the Land. Replaces Mental Properties.
|Gathering||Increases the likelihood of receiving an item during gathering.|
|Perception||Increases the probability of the item you receive to be high quality while gathering.|
|Physical Damage||Increases damage and healing done by all Attack Power-based actions. Is only visible on Disciple of War weapons.|
|Magic Damage||Increases damage and healing done by all Attack/Healing Magic Potency-based actions. Is only visible on Disciple of Magic weapons.|
|Delay||The time between auto-attacks, measured in seconds.|
|Auto-attack||The average amount of damage auto-attacks deal before modifiers.|
The following properties only appear on shields. Characters can only block when equipped with a shield.
|Block Strength||Reduces damage received on a successful block. Successful blocks have a base 10% damage reduction before Block Strength is factored in.|
|Block Rate||Increases chance of successfully blocking. Shield-bearing characters have a base 10% chance to block before Block Rate is factored in.|
Block probability is determined by the following function:
The following properties only appear on equipment acquired from The Forbidden Land, Eureka and Save the Queen duties, and only function in those areas. They are also exclusive to each area—Haste can be found on equipment in both areas, but Haste on Eureka equipment will not function in Save the Queen areas, and vice versa.
|Elemental Bonus||Increases damage dealt and decreases damage taken.|
|Haste||Reduces the cast time and cooldown of weaponskills and spells, and reduces the delay of auto-attacks.|
The following properties are rare and in many cases irrelevant to modern gameplay, but are still present on some equipment or consumables.
|EXP Bonus||Increases EXP earned by a percentage. All food buffs grant 3% EXP Bonus.|
|Increased Spiritbond Gain||Increases the rate at which players Spiritbond with their equipment.|
|Desynthesis Skill Gain||Improves the amount by which desynthesis skill level increases when desynthesizing an item|
|Reduced Durability Loss||Reduces the rate at which equipment is damaged.|
|Slow Resistance||Reduces the duration of the Slow status.|
|Silence Resistance||Reduces the duration of the Silence status.|
|Blind Resistance||Reduces the duration of the Blind status.|
|Poison Resistance||Reduces the duration of the Poison status.|
|Stun Resistance||Reduces the duration of the Stun status.|
|Sleep Resistance||Reduces the duration of the Sleep status.|
|Bind Resistance||Reduces the duration of the Bind status.|
|Heavy Resistance||Reduces the duration of the Heavy status.|
|Slashing Resistance||Reduces damage from Slashing attacks.|
|Piercing Resistance||Reduces damage from Piercing attacks.|
|Blunt Resistance||Reduces damage from Blunt attacks.|
The following attributes have been removed from the game.
|TP||Tactical points. Required to use various weaponskills. Removed in Final Fantasy XIV: Shadowbringers, and relevant skills no longer require it.|
|Accuracy||Affects the accuracy of both physical and magical attacks. The higher the rating, the better chance your attack will have of landing. Removed in Final Fantasy XIV: Stormblood and replaced by Direct Hit Rate.|
|Parry||Increases the probability of parrying an attack. Removed in Final Fantasy XIV: Stormblood and replaced by Tenacity.|
|Morale||Replaced Defense and Magic Defense in reducing damage taken, and increased damage dealt. Only functioned in PvP. Removed in Stormblood.|
|Fire Resistance||Reduces damage from Fire attacks. Removed in patch 4.2.|
|Ice Resistance||Reduces damage from Ice attacks. Removed in patch 4.2.|
|Wind Resistance||Reduces damage from Wind attacks. Removed in patch 4.2.|
|Earth Resistance||Reduces damage from Earth attacks. Removed in patch 4.2.|
|Lightning Resistance||Reduces damage from Lightning attacks. Removed in patch 4.2.|
|Water Resistance||Reduces damage from Water attacks. Removed in patch 4.2.|
|Careful Desynthesis||Increased chance of successfully desynthesizing an item. Removed in patch 5.1 and replaced by Desynthesis Skill Gain.|
Pet attributes are based on their owner's, with some variation:
- They do not receive the attribute bonuses from being in a party.
- They do not benefit from their owner's hidden attribute traits.
- Pet action cast and recast times are unaffected by Skill and Spell Speed, though the class/job actions that order them to execute may benefit, such as Egi Assault.
- Their job attribute modifiers are 100 rather than those of their owner's job.
- Arcanist, Summoner, Scholar, and Machinist pets do not have racial modifiers.
- Ninja's Bunshin and Astrologian's Earthly Star receives the same racial modifiers as their owner.
- Dark Knight's Living Shadow has the racial modifiers of a Midlander Hyur regardless of its owner's race.
Damage and healing formulae
In order to simplify the damage formulae, several components are broken down into smaller functions:
Function changes depending on the user's level and role:
- Level 71+ non-tanks:
- Level 51 to 70 non-tanks:
- Level 1 to 50 non-tanks:
- Level 80 tanks:
- Level 80 Summoner pets:
Where Main Attribute (MAIN) is Strength (STR), Dexterity (DEX), Intelligence (INT), or Mind (MND) depending on the action used. These attributes are equal to the Attack Power or Attack Magic Potency attributes, and determine the effect these attributes have on damage.
Function changes depending on the user's level:
- Level 80:
- Level 70:
- Level 80 Scholar pets:
Where Main Attribute (MAIN) is Strength (STR), Dexterity (DEX), Intelligence (INT), or Mind (MND) depending on the action used. These attributes are equal to the Attack Power, Attack Magic Potency, or Healing Magic Potency attributes, and determine the effect these attributes have on healing.
Where Weapon Damage (WD) is either a weapon's Physical Damage (PD) or Magic Damage (MD) depending on the action used. Determines the effect these attributes have on damage and healing. If the action scales off of Attack Power, Physical Damage is used, if it scales off of Attack or Healing Magic Potency, Magic Damage is used. The attribute called by JobMod is either Strength, Dexterity, Intelligence, or Mind, depending on the action.
Determines the effect Determination (DET) has on damage and healing.
Determines the effect Tenacity (TNC) has on damage, healing, and mitigation. Only applicable to tanks.
Where Speed (SPD) is either Skill Speed (SKS) or Spell Speed (SPS) depending on the action used. In damage over time calculations, determines the effect these attributes have on damage and healing. If the action scales off of Attack Power, Skill Speed is used, if it scales off of Attack or Healing Magic Potency, Spell Speed is used. When determining cast and recast time, it is instead dependent on the action type: Skill Speed for Weaponskills, and Spell Speed for Spells.
Determines the effect the critical hits (CRIT) and the Critical Hit attribute have on damage.
Determines the effect direct hits (DH) have on damage.
Where Defense (DEF) can be substituted with Magic Defense (MDEF) depending on the incoming damage type. Determines the effect these attributes have on incoming damage.
Determines the effect Block Strength has on incoming damage. Only applicable on blocked attacks.
Physical damage over time
Magic damage over time
Healing over time
Cast and recast time
Where Action Delay is the base cast or recast time in milliseconds (eg. a 2.5s cast is 2500ms). Astral Umbral III is 0.5 when casting Ice during Astral Fire III, or when casting Fire during Umbral Ice III, or 1 otherwise. Type Y and Z are one of the following values depending on the active effect, or 0 for no effect:
|Type Y||Value||Type Z||Value|
|Presence of Mind||0.8||Greased Lightning||0.95, 0.9, 0.85|
|Shifu||0.9, 0.87||Army's Paeon||0.96, 0.92, 0.88, 0.84|
PvP content seems to use the same formulae as PvE content, but due to attribute normalization and the removal of critical and direct hits all of the smaller functions can be treated as being equal to 1. This in essence causes the damage and healing done by PvP actions to be equal to their potency before standard randomization and buffs are applied.
The following modifiers are used in determining base HP and attributes, as well as parameters such as MP recovery and block, direct hit, and critical hit probability.
|Miqote||Keeper of the Moon||-1||2||-2||1||3|
|Seeker of the Sun||2||3||0||-1||-1|
- Strength is also considered a primary attribute for tank disciplines, but Vitality is treated as their primary attribute by the Recommended Gear function.