In Final Fantasy XI, combat is a dynamic dance of abilities, and at the heart of offensive synergy lies the Skillchain. Skillchains are a crucial mechanic that allows players to chain specific weapon skills together to unleash powerful follow-up attacks or spells. Mastering skillchains is essential for maximizing damage output, debuffing enemies effectively, and coordinating with party members.
How Skillchains Work
A skillchain is initiated when a player uses a weapon skill. If the conditions are met (often determined by the type of weapon skill used and its timing relative to the previous action), a skillchain is created. Subsequent weapon skills can then be used to advance or complete the skillchain. Each skillchain has a specific "tier" and a name that indicates its potential effect.
Skillchain Tiers and Progression
Skillchains progress through tiers. A basic skillchain might be Tier 1. Using another appropriate weapon skill can advance it to Tier 2, and so on. The type of weapon skill used determines the progression. For example, a "Slash" type weapon skill might be followed by a "Pierce" type weapon skill to create a "Dismay" skillchain.
Skillchain Effects
Completing a skillchain unleashes a specific effect. These effects range from raw damage amplification (like "Vorpal" or "Annihilation") to powerful debuffs (like "Dismay" which reduces enemy accuracy) or even unique elemental effects. The effectiveness of a skillchain is influenced by factors such as the damage dealt by the contributing weapon skills and the accuracy of the attacks.
The Role of Damage and Accuracy
In this calculator, we consider the primary factors that influence the potential outcome of a skillchain: the damage dealt by the weapon skills and their accuracy. Higher damage values generally lead to more impactful skillchain effects, especially for those focused on raw damage. Similarly, higher accuracy increases the chance that the contributing attacks will land, thus ensuring the skillchain is successfully triggered and completed.
Accuracy Modifier
The accuracy inputs represent the percentage of hits achieved with each weapon skill. A higher percentage means more reliable execution of the skillchain. The calculator uses these values to give a general indication of the skillchain's potential, as missing attacks can break a chain or reduce its potency.
Using the Skillchain Calculator
This calculator helps you estimate the potential of a skillchain based on the damage and accuracy of the contributing weapon skills. Select the type of skillchain you are aiming for from the dropdown menu, input the relevant damage and accuracy values for your weapon skills, and click "Calculate Skillchain." The result will provide an estimated outcome, taking into account the chosen skillchain type and your inputs.
Example: Let's say you're aiming for a "Dismay" skillchain. Your first weapon skill hit for 500 damage with 70% accuracy. Your second weapon skill hit for 750 damage with 80% accuracy. Your third weapon skill hit for 1000 damage with 90% accuracy. Inputting these values into the calculator for "Dismay" will give you an estimated outcome for this skillchain combination.
function calculateSkillchain() {
var damage1 = parseFloat(document.getElementById("damage1").value);
var damage2 = parseFloat(document.getElementById("damage2").value);
var damage3 = parseFloat(document.getElementById("damage3").value);
var accuracy1 = parseFloat(document.getElementById("accuracy1").value);
var accuracy2 = parseFloat(document.getElementById("accuracy2").value);
var accuracy3 = parseFloat(document.getElementById("accuracy3").value);
var skillchainType = document.getElementById("skillchainType").value;
var resultDiv = document.getElementById("result");
var totalDamage = 0;
var averageAccuracy = 0;
var skillchainEffect = "Unknown";
var modifier = 1;
// Basic validation
if (isNaN(damage1) || isNaN(damage2) || isNaN(damage3) ||
isNaN(accuracy1) || isNaN(accuracy2) || isNaN(accuracy3)) {
resultDiv.innerHTML = "Please enter valid numbers for all inputs.";
return;
}
if (accuracy1 100 || accuracy2 100 || accuracy3 100) {
resultDiv.innerHTML = "Accuracy must be between 0 and 100.";
return;
}
totalDamage = damage1 + damage2 + damage3;
averageAccuracy = (accuracy1 + accuracy2 + accuracy3) / 3;
var baseEffect = "";
switch (skillchainType) {
case "liberator":
baseEffect = "Physical damage amplification.";
modifier = 1.5;
break;
case "dismay":
baseEffect = "Reduces enemy Accuracy.";
modifier = 0.8; // Placeholder, Dismay effect is often debuff strength, not direct damage
break;
case "vorpal":
baseEffect = "Increases critical hit chance and damage.";
modifier = 1.2;
break;
case "tribulation":
baseEffect = "Magic damage amplification (elemental).";
modifier = 1.3;
break;
case "fusion":
baseEffect = "High elemental damage.";
modifier = 1.6;
break;
case "blackout":
baseEffect = "Reduces enemy Magic Defense.";
modifier = 0.9;
break;
case "disruption":
baseEffect = "Reduces enemy Attack (physical).";
modifier = 0.9;
break;
case "ultimatum":
baseEffect = "High physical damage, some elemental.";
modifier = 1.7;
break;
case "sedition":
baseEffect = "Reduces enemy Evasion.";
modifier = 0.8;
break;
case "annihilation":
baseEffect = "Massive physical damage.";
modifier = 1.8;
break;
case "distortion":
baseEffect = "High magic damage (non-elemental).";
modifier = 1.5;
break;
case "shatter":
baseEffect = "Reduces enemy Defense.";
modifier = 0.9;
break;
case "light":
baseEffect = "Holy elemental damage.";
modifier = 1.4;
break;
case "darkness":
baseEffect = "Dark elemental damage.";
modifier = 1.4;
break;
case "rupture":
baseEffect = "Physical damage, chance of stun.";
modifier = 1.2;
break;
case "spark":
baseEffect = "Lightning elemental damage.";
modifier = 1.3;
break;
case "detonation":
baseEffect = "Fire elemental damage.";
modifier = 1.3;
break;
case "inferno":
baseEffect = "Massive fire elemental damage.";
modifier = 1.7;
break;
case "supernova":
baseEffect = "Massive non-elemental magic damage.";
modifier = 1.9;
break;
case "piercing":
baseEffect = "Physical damage, armor penetration.";
modifier = 1.3;
break;
case "shattering":
baseEffect = "Physical damage, critical hits.";
modifier = 1.3;
break;
case "reverberation":
baseEffect = "Magic damage, potential silence.";
modifier = 1.2;
break;
case "shockwave":
baseEffect = "Earth elemental damage.";
modifier = 1.3;
break;
case "collapse":
baseEffect = "High physical damage.";
modifier = 1.4;
break;
case "gravitation":
baseEffect = "High magic damage, pulls enemies.";
modifier = 1.5;
break;
case "molecular_fusion":
baseEffect = "High elemental damage, chance of debuff.";
modifier = 1.6;
break;
case "mana_burst":
baseEffect = "Magic damage, drains MP.";
modifier = 1.2;
break;
case "ion_strike":
baseEffect = "Lightning elemental damage.";
modifier = 1.3;
break;
case "phalanx":
baseEffect = "Physical damage, defense buff.";
modifier = 1.1;
break;
case "impact":
baseEffect = "Physical damage, high potency.";
modifier = 1.4;
break;
case "resonance":
baseEffect = "Magic damage, chance to debuff.";
modifier = 1.2;
break;
case "precision":
baseEffect = "Physical damage, high accuracy focus.";
modifier = 1.2;
break;
case "reaper":
baseEffect = "Physical damage, high critical.";
modifier = 1.3;
break;
case "counter_attack":
baseEffect = "Physical damage, counter-based.";
modifier = 1.1;
break;
default:
baseEffect = "Unknown effect.";
modifier = 1.0;
}
// A very simplified damage calculation for illustrative purposes.
// Actual FFXI damage is far more complex.
var estimatedDamage = totalDamage * modifier;
var reliability = averageAccuracy.toFixed(1) + "%";
skillchainEffect = "Estimated Damage: " + estimatedDamage.toFixed(0) + "";
skillchainEffect += "Reliability (Avg Accuracy): " + reliability + "";
skillchainEffect += "Primary Effect: " + baseEffect;
resultDiv.innerHTML = skillchainEffect;
}