|
For the Shinies! A Guide for Thief
By Shichishito 2021-08-30 04:32:04
Asura.Silvannesti said: »I mean I thought the number of times you can evade was capped, you’re going to get hit anyway you got a point there.
Asura.Silvannesti said: »constructive criticism about why it’s not a good idea while regal gloves net you a little TP the 5% you'd still get hit at eva cap they also increase damage taken by 20%. depending on what you chose from cape augments that throws you back to 21-26% pdt.
you decide wether that's a worthwile trade off but if you die more frequently due to unlucky volleys of spiky crits i'd go back to malignance gloves and see if it gets better.
サーバ: Leviathan
Game: FFXI
Posts: 3,753
By Leviathan.Celebrindal 2021-08-30 05:13:16
I use Regal Gloves in what I call my "first round DT set" on RNG, COR, and THF. Essentially, a "if HP > 65%". They are too dangerous I would think to use in an evasion set full time, but a little free TP on the first few hits that land I figure can't hurt too much.
By SimonSes 2021-08-30 05:49:13
TP the 5% you'd still get hit
20%
[+]
By SimonSes 2021-08-30 06:50:43
Asura.Silvannesti said: »Idk about those regal gloves silva lol.
Looks like one of those situations where someone try to fit rare item into some build, because he feels that he should use it if he was able to get the drop.
Idk was just thinking, evade get some tp, get hit get a lil tp. Just switched it in recently to test it out, haven't change it back yet. I mean I thought the number of times you can evade was capped, you’re going to get hit anyway. I was curious to try it, another little thing to min max. Instead of taking a weak stab at me how about some constructive criticism about why it’s not a good idea lol. Anyway, so far a can’t really notice a difference over Malig gloves that I was using before.
I got the hands for my dnc cure set, but always wanted to try them in this build. No flex just testing it out.
Strictly for Omen farming? You lower your PDT to like 16%? With 20-30 mobs on you it's just way to risky for no real reward. I get 3000TP anyway before I gather 20 mobs and for 2nd WS you get tp almost as fast as you can WS again. I see no point to risk getting volley of strong hits and die just to get some small amount of TP that do exactly nothing with this setup.
If you talking about evasion set for strong mobs, then Regal is a significant drop in Eva and super significant drop in PDT. It can get you one shooted.
By Shichishito 2021-08-30 07:30:49
TP the 5% you'd still get hit
20% good to know. had some hit rate cap of 95% in the back of my head thus assumed its 5% but apparently they changed that too.
yeah, with 20% of hits going thru your WHMs stoneskin better be thick wearing those +20% dmg taken gloves.
By Crossbones 2021-08-30 08:05:44
Do we even know if the dt +20 is taken away from your total dt or is it it's own multiplier?
[+]
サーバ: Asura
Game: FFXI
Posts: 40
By Asura.Silvannesti 2021-08-30 08:28:15
I've only had the gloves like a week. I slotted them into my eva set but I haven't had much playtime to test them out on many different things yet. I've only run around on them in low lvl trash stuff like Limbus, some D, VD BCNM farming and a few solo Ody runs.
I do appreciate all the info though, thanks.
Like I said before, they are firstly for my dnc cure set, though I just thought they looked interesting. So wanted to have a play around with them in some other capacity.
サーバ: Sylph
Game: FFXI
Posts: 210
By Sylph.Timepassesbye 2021-08-31 07:06:52
Geriond-
so what we do know is this regarding TH
having TH3 immediately procs TH3 on the mob when you take any action
Each additional rank of TH up to 8 behaves in this same fashion
procing additional levels of TH are increased with:
crit hits
weapon skills
sneak attack
trick attack
feint
there is no known formula for when a proc is triggered
in my personal experiences which make up for a fraction of a percentage of total TH trials across this game- stacking TH seems to increase my TH values on mobs
this is what wiki says on the matter for what it's worth
Treasure Hunter Proc System:
The Treasure Hunter proc system was introduced in the December 2010 update and applies to players using Thief main job, as well as the Ranger job ability Bounty Shot.
The maximum base Treasure Hunter level that can be applied from the first action against an enemy is 8.
This includes the Treasure Hunter trait.
The Kupower "Treasure Hound" is not subject to this cap. In areas affected by Kupowers, it is possible to apply TH9 on the first action.
Treasure Hunter can be increased up to a maximum value of 12, with 0 Job Points invested into Thief Job Points or via Bounty Shot.
The 100 Job Points Gift on THF increases the maximum possible value of Treasure Hunter to 13.
The 1200 Job Points Gift on THF increases the maximum possible value of Treasure Hunter to 14.
Bounty Shot allows the initial application of TH2 (up to TH4 with Bounty Shot+2) and can also cause upgrades between TH levels with repeated usage.
Upgrading TH levels from normal attack rounds is inversely proportional to the difference between your current TH level in trait/gear and the monster's current TH level.
Example 1: If you plant TH6 on the monster by pulling with your TH gear on and then continue to use your TH gear while you kill the monster, there is a 0-level gap between your current TH level and the monster's current TH level. This makes it "easy" to proc (approximately a 6% chance per melee round).
Example 2: If you plant TH6 on the monster by pulling with your TH gear on and then swap to TH3 to kill the monster, there is a 3-level gap between your current TH level and the monster's current TH level. This makes it comparatively more difficult to proc (approximately a 2% chance per melee round).
There is a much greater chance of TH level upgrade from Sneak or Trick Attack (approximately 10x).
This is multiplicative to the TH up bonus from Feint merits.
Treasure Hunter can only proc on the first hit of an attack round.
Attacks must do damage in order to potentially upgrade Treasure Hunter effectiveness. Hits for 0 do not count.
Treasure Hunter can proc on the first hit of weaponskills, but will not display any message when it does.
this pretty heavily implies that having gear equipped over TH8, lets say 14, would increase your odds of increasing the TH proc level on the mob, with diminishing returns for each level it's upgraded until you reach the cap of 14
so basically use your own discretion as to how you want to play the job. without any "known" facts about this, there is no right and wrong answers, just what works for you.
By Sylph.Brahmsz 2021-08-31 10:34:22
Do we even know if the DT +20% is taken away from your total DT or is it it's own multiplier?
Any source of DT+ is subtracted from and DT-% you may already be wearing.
ie. If you have on DT-20% and put on the DT+20% from the gloves, they cancel out and you take normal unmitigated damage.
[+]
By FaeQueenCory 2021-09-14 08:06:04
r15 ternion +1 should still beat gleti as offhand to aeneas yes? i have aeneas and tauret mainhand to choose from and am solo skillchaining more often than not. No. The accuracy is about the same, and while the WSdmg+ is close enough to the DEX+15 for Rudra's, the (potentially) same AGI and more Triple Attack for Exenterator (such as that is) should have Gleti's be..... basically the same/ever so slightly better.
Really depends on your buff situation as to how much the massive amount of attack Gleti's is giving you is either a lot or a pittance. But either way, that attack should help Gleti's pull ahead in most situations as an offhand.
Barring ridiculous situations where you are extremely overcapped in pDIF. Then there they should be roughly equal. Roughly.
サーバ: Fenrir
Game: FFXI
Posts: 1,410
By Fenrir.Melphina 2021-09-14 08:08:03
The math shows R20 gleti's beating all other offhand options if your attack is uncapped, and even when it is capped it's still on even footing. Gleti's is just that strong. Crepuscular knife is the other notable option for high attack situations, but apart from that Gleti's is the go to offhand for everything if you have access to it. Ternion +1 is third in line, but it's still very serviceable. The difference between them isn't that big, but gletis does have the edge.
[+]
Asura.Sechs
サーバ: Asura
Game: FFXI
Posts: 10,300
By Asura.Sechs 2021-09-14 10:39:35
I guess you're not facting Air Knife there because, well, it's not exactely something everyone can aim for, right?
サーバ: Fenrir
Game: FFXI
Posts: 1,410
By Fenrir.Melphina 2021-09-14 10:53:03
Mog bonanza only rewards aren't really worth discussing. And for what it's worth, I think R20 gleti's beats air knife too. They created air knife in November of 2000, and gleti's was released in February of this year. Air knife was BiS offhand at release, but I don't think that's the case any more. I certainly don't feel as disappointed not having access to it now that gletis is out. Dagger is crazy good.
By Zubis 2021-09-19 09:24:04
Is Tauret worth making if you have a Twashtar, Aeneas, and Naegling?
Are there situations where it's better than any of the above three.
[+]
By FaeQueenCory 2021-09-19 10:55:02
Tauret Aeolian Edge cleaving is definitely worth making it. Especially in a month like this (at the time of writing) where you can possibly AFK all your points.
Only "downside" would be if you don't have one of the other ambuscade weapons which would be better to get over the hipponipple dagger.
Naegling and Shining One are the two big standouts. (I realize you already have Naegling, Zubis)
Namely since pulse weapons are the limiting reagent in making a weapon.
[+]
By Crossbones 2021-09-19 13:18:26
Tauret with evis spam is solid in lower attack situations. I use tauret a lot more often than Aeneas, personally. Karambits are also 100% worth having.
サーバ: Fenrir
Game: FFXI
Posts: 1,410
By Fenrir.Melphina 2021-09-20 22:48:24
Quote: Tauret Aeolian Edge cleaving is definitely worth making it....
...
...
Namely since pulse weapons are the limiting reagent in making a weapon.
If gil or pulse weapons are a problem and all you want is an aeolian edge cleaving weapon then malevolence from sinister reign actually does more damage than tauret. Tauret has 217 magic damage, 15 int, and 15 dex, and while that is a lot of magic damage, magic damage as a stat is one of the least impactful things you can gear for in a magic weaponskill. Malevolence on the other hand still has 118 magic damage, but it also has 34 magic attack on the base version, and augments can add an additional 10 Int and 10 more magic attack.
The difference of 44 magic attack far outweighs the 100 odd magic damage difference between tauret and malevolence, so if you're looking for an economical and powerful option for cleaving that's what you would want. Tauret of course has utility as an evisceration piece whereas malevolence does not, but as far as aeolian edge goes, malevolence produces the highest damage of all our dagger options.
By Guyford 2021-09-21 02:17:37
Tauret does have 16 MAB too but you're still right
サーバ: Sylph
Game: FFXI
Posts: 210
By Sylph.Timepassesbye 2021-10-01 06:38:56
so is there a working spreadsheet for thief like there is for warrior gear? I've tried to download the one under the "working dps spreadsheets" but it never loads properly and I 'm not able to edit anything
サーバ: Sylph
Game: FFXI
Posts: 210
By Sylph.Timepassesbye 2021-10-04 13:23:45
Zubis,
that all depends on what exactly you're doing. if you're doing anything solo, and you have access to trusts so you have sufficient magic haste to solo skill-chain, then aeneas will me your go to main hand as you can solo radiance or umbra for significant damage.
If you're in a group setting where you're simply contributing a single weapon skill to a skill-chain and that weapon skill is Rudra's storm, then your answer is Twashtar all the way.
the same goes for vajra, though those situations will be few and far between
tauret would be go to if you're being required to provide the gravitation side of the skill-chain
of these daggers, twashtar has the highest white damage with AM running. honestly, none of them are designed to be off handed, but that being said, if you had to pick a "best" overall combo, then Aeneas/Twashtar would probably be the meta as the dex bonus from Twash is still very high for Aeneas rudra's, and if you upgrade both, the agl bonus is still higher that then on tauret for exen.
it's also worth noting, that tauret would be better in a situation where you need increased acc, since it does have +40, and Evis is a multi hit, so there's less chance of it flat out missing, but, thieves don't often flat out miss weapon-skills thanks to SA and TA being guaranteed
[+]
By SimonSes 2021-10-17 07:33:41
I was curious how Gleti's set stacks against glass cannon white build for THF with Twashtar and apparently, if you can cap attack with PDL body, legs and hands are an option (overall dps drops by 2%, but white damage actually goes up by almost 6%). The significant thing here is jump in survivability against Glass set: +24% PDT, +26MDB, +53meva, +38HP, +55evasion, +30VIT, +155DEF
Necro Bump Detected!
[36 days between previous and next post]
サーバ: Asura
Game: FFXI
Posts: 112
By Asura.Buffyslyph 2021-11-21 18:37:36
Anyone have a link to maintained WS sets?
Looking for across the board, but these primarily:
Evsiceration, Aeolian Edge, Savage Blade.
Also apparently /mnk is useful now? So Karambit/Asuran Fists?
Asura.Bippin
サーバ: Asura
Game: FFXI
Posts: 1,093
By Asura.Bippin 2021-11-21 18:45:20
By Crossbones 2021-11-22 07:57:47
You don't use asura fists if you sub mnk. The main reason for doing it is access to raging fists. I like to go thf/mnk for omen so I can cover all 3 weapon types for the midboss. Thinker goes down pretty quick on thf/mnk. Karambit works really well with thf, especially in glass cannon tp set.
[+]
Phoenix.Iocus
サーバ: Phoenix
Game: FFXI
Posts: 1,869
By Phoenix.Iocus 2021-11-22 13:46:12
You don't use asura fists if you sub mnk. The main reason for doing it is access to raging fists. I like to go thf/mnk for omen so I can cover all 3 weapon types for the midboss. Thinker goes down pretty quick on thf/mnk. Karambit works really well with thf, especially in glass cannon tp set.
That clarifies so many questions. Asuran Fists didn't make any sense for THF when I was looking at it.
Completely different topic. I'm messing around with THF/DRG now that Super Jump and potentially more WS bonus DMG is incoming. Is this viable and if so, is there any consensus on what Jump/High Jump sets should look like?
By Nariont 2021-11-22 14:06:51
Your TP set basically. Jumps arent any good for /drg beyond the hate decay on HJ for survivability purposes and sj isnt an attack
Phoenix.Iocus
サーバ: Phoenix
Game: FFXI
Posts: 1,869
By Phoenix.Iocus 2021-11-22 15:31:15
yes thf/drg is pretty standard, you can use malignance for all the store tp for jumps.
and its nice to help your non/drg buddies in long fights with accomplice > super jump
i may be wrong and its only multi attack that wworks on jump not store tp
I'm going to have to test it out. The thought process was Dual Wield bad, Store TP + Multi Attacks good. THF sitting at 19% TA by just being mastered means I would try to put more Store TP on unless there was a lot more TA per slot that Store TP, but if Store TP doesn't do anything then it's pretty obvious which way you'd go.
I'm just using them before WSing to add more TP and not slow down my auto attacks with animation delays.
For the Shinies! A Guide for Thief
Last updated Sep 2024!

Introduction Hiya! So I noticed people are posting guides for jobs, and I was like ME TOO :3 I ended up creating this back in March 2013, and although it's been a long, bumpy ride, I learned a ton about THF. Hopefully you will too!
I stopped playing around 2014, and this guide straight up died :(
But I'm kinda back? I at least want this guide to be better than useless. I can't be a THF authority - I haven't played in 10 years and I don't know claw from tail anymore. But I need to write down how to return to competent THFness, so I might as well do it here! So this will now be a THF's Returner's Guide, compiling multiple sources to streamline the path to endgame.
Sources! BG Wiki Community THF Guide: a merge of the old Rogue's Gallery guide that is now defunct, and several author contributions. I would stick to the Equipment Sets - these are objective DPS calculations instead of opinion writing.
A Rogue's Guide to the Precious: last updated in late 2020
Endgame Progression Guide: not specific to THF, but a valuable source of information on what happens at 99.
OK, let's get started!
Traits and AbilitiesGilfinder
Gets you 50% more gil on gil-dropping monsters. It's enhanced by your relic legs, but this has never been a relevant source of gil.
Evasion Bonus
Increases your evasion, up to +72 by level 99. This, coupled with your best-in-Vana'diel evasion skill, and naturally high AGI, makes evading attacks a viable form of damage mitigation.
Treasure Hunter
So important, it has its own section in the guide! See section IV.
Resist Gravity
You have up to 30% resist against gaining Weight. Sometimes you can use Flee to remove it as well. Just like in real life!
Triple Attack
You have a base 6% chance to triple attack at 99. With merits, it goes up to 11! With job gifts, up to 19!! We stack this as much as we can on TP gear.
Assassin
Guarantees that a correctly lined up Trick Attack will crit. This is a standard feature of Sneak Attack. While mainjob THFs have no more reason to ever think about this job trait, if you're /THF this means your Trick Attacks are not guaranteed crits.
Ambush (Merited)
Adds accuracy and ranged accuracy when behind a monster, 3 per merit. Relic chest augments give +1% triple attack per merit.
Aura Steal (Merited)
Adds a dispel effect to your Steal ability, IF you didn't steal anything. Extra merits increase the possibility by ~20% per merit that you GAIN the dispelled buff, but beware: you never quite get a 100% absorb rate, and repeated usage of this ability against a single enemy will greatly reduce its effectiveness.
Relic head augments make it dispel+steal two effects instead of one. (ty Calamity)
Crit Attack Bonus
+14% Critical Hit Damage, kapow!
Dual Wield
Gives you up to 25% dual wield delay reduction, which is the same as subbing Ninja! Back when level 75 was the cap and we didn't have this job trait, /NIN was the subjob of choice for the dual wield trait, but now that is no longer a factor. Note that there is a delay cap - your combined actual weapon delay, modified by Dual Wield and Haste, cannot be less than 20% of your base weapon delay, so there is a limit on how much of this you can stack under heavy buff conditions.
Perfect Dodge
This allows you to dodge all melee attacks for 30 seconds. It does NOT affect ranged attacks or spell damage. It may save your life! But pay attention to your target's attack types before you find yourself dead and without your 1-hour.
Augmented relic hands will give you another 10 seconds.
Larceny
Dispels one buff from the enemy and gives it to you, like Aura Steal. What makes it interesting is if the enemy is using a 1-hour ability (original 1-hours, not new ones) you will automatically steal that 1-hour ability. Works great with Mighty Strikes, Hundred Fists, Blood Weapon, or even defensive abilities like Invincible or Perfect Dodge.
Steal
Mostly used these days for Aura Steal, which we recommend you merit at least once.
This is one of your few Job Abilities (besides Mug, Bully, and Despoil) that actively targets an enemy, making it a possible proc against Job Ability-proc monsters.
It does have niche use for actually stealing items, so you can theoretically get up to +38% success rate! Realistically you won't have Rogue's Bonnet (because you upgraded it) or Gorney Ring +1 (because there are much better choices for that quest), so a total of +34.
ItemSet 394782
Sneak Attack
Makes your next melee attack a guaranteed critical hit, and adds your total DEX to the base weapon damage for that hit (/THF does not add the DEX to base weapon damage, only guarantees the crit). You must be behind the target unless you have Hide or Bully up. If you miss, it's because you weren't behind the target. Empyrean gloves increases the DEX bonus to damage, but you will generally use SA only with weaponskills, so you'll focus on weaponskill-damage gloves. The likelihood of Treasure Hunter increasing is also greater on a Sneak Attack: this is the best reason to solo SA and you'll want to use TH gear then.
Flee
Gives you 60% (capped) increased movement speed for 30 seconds, 45+ if activated with AF feet on (they only need to be on for activation). Works well for mass pulling / aggroing, or for crossing Jeuno REALLY QUICKLY.
Trick Attack
The same as Sneak Attack, except it adds your total AGI to the base weapon damage, and you need to be behind an ALLY. All enmity from the attack is transferred to said ally. /THF does not get the AGI bonus to damage, or the guaranteed critical hit, just the hate transfer. Allies include NPCs that are tied to you, such as trusts and pets, but not other people's pets/fellows. AF hands increase the AGI bonus to damage, but like with Sneak Attack you're saving this for weaponskills. There is no way to ignore the positioning requirement on this one.
Trick Attack does not remove any form of Invisible, including Hide.
Mug
You can take a generally pitiful amount of gil from an enemy that normally drops gil.
However, it is also a JA proc, it's a very quick, very low hate method of aggroing something (along with Steal), and with Job Points it becomes a self-cure! It gains a bonus from your relic head.
Hide
A widely misunderstood ability, this allows you to do three things:
Give yourself the Invisible effect for a short amount of time. This works in the same manner as the Invisible spell.
Allows you to remove yourself entirely from the enmity list of a monster if you are at the top. This generally works for sight AND sound-based monsters, but does not give you protection against scent. This means you can be fighting a monster, pop Hide, and the monster will stop attacking you. However, if it's aggressive and sound-based, you have a limited amount of time before it will re-aggro you if you are in its aggro radius, so run away! Great for removing unwanted aggro in solo situations.
While the Hide buff is on, Sneak Attacks can be used from any direction. However, activating Sneak Attack itself will remove Hide, so remember to use Sneak Attack first. Trick Attack doesn't remove Hide, but isn't affected by it either.
Your AF body increases the duration of Hide, but since the most common usages of Hide are #2 and 3 this is not a necessary macro swap.
Accomplice
The 5 minute cooldown, 50% hate stealing cousin of Collaborator. More about this in the next paragraph...
Collaborator
Allows you to steal 25% of the hate of an ally, as long as you're within 20 yalms of your mutual enemy. Only 1 minute cooldown, yet it shares the cooldown with Accomplice. This is GREAT for keeping your squishy mages alive, and if you're in hate-sensitive situations you should spam this ability on your mages. The only time I would ever use Accomplice over this is if your squishy mage would die if hate was not off him/her RIGHT NOW, and you're not expecting your mage to do anything dangerous in the next five minutes.
Another interesting way to use Collaborator is targeting whichever primary DD currently has the most hate. If this makes you the primary hate target, this can work to your advantage: the primary DD can DD harder and not die, while you can swap in some evasion gear and save your healers some MP. However, if for whatever reason you're not better than the DDs at tanking - for example, if your gear is not up to par - this is probably not a good strategic option. This can also horribly backfire if the new primary hate target, thanks to you reducing the melee hate by 25%, is a mage. It is also very bad for you if your mages do something hate-intensive in the minute that Collaborator is down. So, please, exercise caution using Collaborator this way.
Your Empyrean head piece increases hate stolen substantially, for both Accomplice and Collaborator.
Assassin's Charge (Merit)
Your next attack will be a triple attack. We TP too quick to use this for generation, and because we TP so quick we WS too often for this to have substantial DPS gain. Put merit points elsewhere!
Feint (Merit)
After using this ability, your next hit will apply a 30 second, 50% Evasion Down debuff to the target. Meriting this to 5/5 increases the chance of the Feint hit applying a Treasure Hunter increase by 100%, from a base 20% increase. This means your chance is doubled, NOT guaranteed. Best used with a Sneak Attack or a Trick Attack (but not with a weaponskill, it doesn't apply on weaponskills) to both guarantee the next hit landing and to greatly increase a Treasure Hunter increase.
Your relic pants will increase the evasion down by 10 per merit level.
Despoil
This does the same thing as Steal, but adds a random status debuff if you succeed and generally steals a different item. You'll basically never use this for stealing things.
But it's also a JA proc, and with job points, it becomes a TP drain, which is pretty fantastic!
Conspirator
Grants Subtle Blow and Accuracy to party members, except for the player highest on the hate list, for an amount scaling up relative to party size. Your Empyrean chestpiece makes this also grant attack bonus, but it's not worth swapping in - the effect is applied per hit, not when first activated. Great for lowering monster TP gain!
Bully
Applies an intimidation effect to the monster! Very cool, and it works as a monster enfeeble instead of a player buff, so the monster target doesn't matter. Even more cool is that it removes the positioning requirement for Sneak Attack, allowing you to use it when you are the monster target!
Merits and Job Points
Flee Recast
Shorten recast time by 10 seconds. |
Skip!
Flee doesn't have enough utility to merit cooldown reduction. |
Hide Recast
Shorten recast time by 10 seconds. |
Skip!
Hide doesn't have enough utility to merit cooldown reduction. |
Sneak Attack Recast
Shorten recast time by 2 seconds. |
0-5/5
Your remaining merits go between Sneak Attack and Trick Attack cooldown. Whatever works for you! |
Trick Attack Recast
Shorten recast time by 2 seconds. |
0-5/5 |
Triple Attack Rate
Increase triple attack rate by 1 percent. |
5/5
We want as much triple attack as we can get! Takes us from 6% base to 11% before job gifts. |
Assassin's Charge
Triples your next attack. Recast: 5 min. Additional merits each increase chance of quadruple attack by 5%. |
Skip!
Assassin's Charge is out of favor since our TP generation is much quicker than it used to be. Getting a small weaponskill bonus isn't worthwhile when it's only every 5 minutes. |
Feint
Next attack greatly reduces enemy evasion. Recast: 2 min. Additional merits increase chance of TH level up by 25%. |
5/5
More evasion reduction when used with relic pants, and better chance of TH gain! Both are extremely useful. |
Aura Steal
Adds a Dispel effect to Steal. Each merit increases chance of absorbing dispelled effect by 20%. Somehow does not add up to 100%. |
1-5/5
At least one to get the Dispel effect. Add more at your leisure if you really like stealing effects! |
Ambush
Grants +3 accuracy bonus per merit to melee and ranged attacks from behind an enemy. |
0-4/5
Put remaining merits here. I guess we have actual tanks these days, sounds nice! Back in my day bosses would spin constantly but I'm an old cat ;; |
Job Points
you get all of these, but some are more useful than others
I've ordered them by general importance per sub-category
listed effect is after all 20 tiers are bought, divide by 20 for effect per tier |
DPS Gain |
Triple Attack |
Increases physical attack of Triple Attack by 20. |
Sneak Attack |
Increases DEX bonus to Sneak Attack by 20%. |
Trick Attack |
Increases AGI bonus to Trick Attack by 20%. |
Conspirator |
Increases physical accuracy while under Conspirator by 20. |
Despoil |
Steals 40% of target's TP when using Despoil. |
Bully |
Increases intimidation chance of Bully by 20%. |
Steal |
Reduces recast time of Steal by 40 seconds. |
Larceny |
Increases duration of effects stolen with Larceny by 20 seconds. |
Mug |
Steals HP equal to 100% of DEX and AGI when using Mug. Does not work on undead. |
Perfect Dodge |
Increases magic evasion when using Perfect Dodge by 60. |
Job Gifts
you also get all of these! Some important bonuses at:
80/405/980/1805 total Job Points: TH proc chance +5-7%
125/450/1050/1900 total Job Points: triple attack +2%
550 total Job Points: reduce Dual Wield attack delay by 5%
this changes equipment loadouts!
2100 total Job Points: you are now the shiny |
Superior 5 |
Can equip items marked as Superior 5 (Su5). |
Physical Defense Bonus |
Increases physical defense by 28. |
Physical Attack Bonus |
Increases physical attack by 50. |
Physical Evasion Bonus |
Increases physical evasion by 70. |
Physical Accuracy Bonus |
Increases physical accuracy by 36. |
Magic Evasion Bonus |
Increases magic evasion by 36. |
Magic Accuracy Bonus |
Increases magic accuracy by 36. |
Treasure Hunter Bonus |
Increases chance of TH increasing on hit by 23%. |
Max Treasure Hunter Value |
Increases maximum TH value by 2, to a cap of 14. |
Triple Attack Chance |
Increases triple attack chance by 8%, for a total of 19% with merits. |
Critical Damage Bonus |
Increases critical damage dealt by 8%, for a total of 22%. |
Dual Wield Effect |
Reduces Dual Wield attack delay by 5%, for a total of 30%. |
|
|