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Final Fantasy XI has a number of stats for every character, monster, and battle object in the game. The sheer size and complexity of the game means that it has more stats than most games. This is an attempt at a comprehensive list and a brief description of what they do (more comprehensive information, when known, should be found on the linked stat pages).
Caps subjob level at half main job level, rounded down (minimum 1). With job, subjob, and race, determines base HP, MP, STR, DEX, VIT, AGI, INT, MND, CHR, and Combat Skill caps. Determines job abilities from main job. Influences Attack versus Defense calculations ("cRatio"). Is a modifier for some Breath-type Blue Magic.
Subjob Level
With job, subjob, and race, determines base HP, MP, STR, DEX, VIT, AGI, INT, MND, CHR, and Combat Skill caps. Determines job abilities from subjob.
Increases Attack and Ranged Attack. Base physical damage is modified by the difference between the attacker's STR and the defender's VIT ("fSTR"). Also used as an additional modifier ("WSC") for some Blue Magic and Weapon Skills. The difference between this stat in the Puppetmaster and their Automaton influences Burden.
Increases Accuracy. Base critical hit Rate is based on the difference between the attacker's DEX and the defender's AGI. Also used as a modifier ("WSC") for Sneak Attack and some Blue Magic and Weapon Skills. The difference between this stat in the Puppetmaster and their Automaton influences Burden.
Increases Defense. Base physical damage is modified by the difference between the attacker's STR and the defender's VIT ("fSTR"). The ability user's VIT increases the HP restored of healing magic and Chakra and the HP of damage blocked of Rampart. The target's VIT increases the HP restored of Dancer'sWaltzes. Increases the power of Jump. Also used as a modifier ("WSC") for some Blue Magic and Weapon Skills. The difference between this stat in the Puppetmaster and their Automaton influences Burden.
Increases Evasion and Ranged Accuracy. Base critical hit Rate and is based on the difference between the attacker's DEX and the defender's AGI. Modifies the amount of TP the target receives when struck (versus monsters only). The difference between the attacker's AGI and the defender's AGI ("dAGI") determines the accuracy of Quick Draw. Also used as a modifier ("WSC") for some Blue Magic and Weapon Skills. The difference between this stat in the Puppetmaster and their Automaton influences Burden.
Magic Accuracy and damage done with Black Magic, Ninjutsu, and some Blue Magic are influenced by the difference between the caster's INT and the target's INT ("dINT"). Also used as an additional modifier for ("WSC") some Blue Magic and Weapon Skills. The difference between this stat in the Puppetmaster and their Automaton influences Burden.
The caster's MND increases the HP restored of healing magic and the HP of damage blocked by Stoneskin. Magic Accuracy and damage done with White Magic and some Blue Magic are influenced by the difference between the caster's MND and the target's MND ("dMND"). Increases the power of Chi Blast and additional effect: light damage. Also used as a modifier for ("WSC") some Blue Magic and Weapon Skills. The difference between this stat in the Puppetmaster and their Automaton influences Burden.
Increases power of Dancer's Waltzes. Magic Accuracy of Songs and Charm as well as chance to intimidate with Killer traits are influenced by the difference between the ability user's CHR and the target's CHR ("dCHR"). Also used as a modifier for ("WSC") some Blue Magic and Weapon Skills. The difference between this stat in the Puppetmaster and their Automaton influences Burden.
Ratio of attacker's Attack to defender's Defense determines which set of upper and lower bound multipliers are used to calculate melee physical attack damage.
Ranged Attack
Ratio of attacker's Ranged Attack to defender's Defense determines which set of upper and lower bound multipliers are used to calculate ranged physical attack damage.
Ratio of attacker's Attack or Ranged Attack to defender's Defense determines which set of upper and lower bound multipliers are used to calculate physical attack damage.
The chance to intimidate Vermin, causing them to lose their melee attack round.
Miscellaneous Job Trait-Related Stats[]
Note that equipment that increases these stats will cause them to take effect even without the associated job trait.
Also note that not every job trait is a stat; many job traits are just static modifiers to a stat (for example, Clear Mind is just a bonus to the MP recovered while healing stat).
Reduces the delay between melee attack rounds when wielding two weapons. Without any Dual Wield, it is impossible to even equip a second weapon to begin with.
Also reduces the delay in between fishing attempts.
Goldsmithing skill
Determines what Goldsmithing recipes can be attempted, Rate of synthesis success%, and Rate of high-quality item synthesis success%.
Leathercraft skill
Determines what Leathercraft recipes can be attempted, Rate of synthesis success%, and Rate of high-quality item synthesis success%.
Smithing skill
Determines what Smithing recipes can be attempted, Rate of synthesis success%, and Rate of high-quality item synthesis success%.
Synergy skill
Woodworking skill
Determines what Woodworking recipes can be attempted, Rate of synthesis success%, and Rate of high-quality item synthesis success%.
Invisible Player-Only Stats[]
All of these stats are invisible. None of them need to be on monsters.
Learning-Related Stats[]
Stat
Effect
Blue Magic learning rate
The chance a Blue Mage has of learning a Blue Magic when an enemy is killed.
Combat skill gain rate
Fishing skill gain rate
Magic skill gain rate
Synthesis skill gain rate
Pet-Related Stats[]
Monster pets are not handled the same way as player pets are and therefore have no need of these stats. Monster avatars, for example, do not consume their Summoner's MP. The dev team even admitted that Astral Flow doesn't do anything at all for monsters and their apparent use of it is actually all just monster scripting.
Note that just like other stats, these stats are affected by the player's CURRENT equipment, not the equipment worn when the pet was called. There ARE some equipment pet bonuses that only matter at pet calling time, but they are for the most part not numerical in nature. Changes to the pet's stats effected by equipment changes seem to take place within a tick.
Although the exact inner workings of the game's calculations are not known (and can't ever be known, unless the server's code is released to the public somehow), attempts at figuring out the game's workings have resulted in discovering certain formula and order of steps that have been broadly agreed on. There are therefore certain intermediate quantities that are agreed to exist, but have no official names, since there are no game effects whose description refers to them directly. And since they are variables lasting less than the length of a single attack, you can't look them up in the stats screen either. Therefore, the playerbase has managed to more or less agree on the given intermediate names.