This ability gives incredible skill with all weapons, without any need for specific training. It gives instinctive knowledge of knife, sword, gun and projectile fighting, and of archery. The individuals often have a particular interest in the use of a particular weapon, and even more skill in using this one. In Eve's case, this weapon is the kris she took from Primatech's vault, and the ability also drew her to it. The ability also enables people to quickly improvise and create a weapon from any at-hand materials, and to infer information about any weapon even if they've never seen or heard of it before.
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rdfs:label
| - Weapon Skill
- Weapon skill
- Weapon Skill
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rdfs:comment
| - This ability gives incredible skill with all weapons, without any need for specific training. It gives instinctive knowledge of knife, sword, gun and projectile fighting, and of archery. The individuals often have a particular interest in the use of a particular weapon, and even more skill in using this one. In Eve's case, this weapon is the kris she took from Primatech's vault, and the ability also drew her to it. The ability also enables people to quickly improvise and create a weapon from any at-hand materials, and to infer information about any weapon even if they've never seen or heard of it before.
- Ένα από τα 8 στατιστικά του χαρακτήρα. Αυξάνει την πιθανότητα να επιτύχετε κρίσιμο χτύπημα (critical hit) σε σώμα με σώμα επιθέσεις (melee) και την πιθανότητα να αποκρούσετε (parry) εχθρικές επιθέσεις. Μειώνει την πιθανότητα οι επιθέσεις σας να μπλοκαριστούν (block), να αποκρουστούν (parry) ή να αποφευχθούν (evade) από τον εχθρό.
- Weapon Skill is a Common spell.
- Weapon Skill (WS) determines a character's ability to fight in hand-to-hand combat, reflecting natural aggression, disposition, and training. It is expressed in 'percentage' terms; i.e., from 01 to 100%. The higher the WS, the easier it is to strike a blow in hand-to-hand combat or to parry an opponent's blow. For tests, WS reflects hand-to-hand combat ability; it might be used in non-combat situations when a character is using something like an axe or sledgehammer. Remember that a target that isn't moving counts as prone.
- Weapon skill represents your proficiency with a particular weapon. The basic formula for your maximum weapon skill at a particular level is (5 * level). Each attack which is not evaded has a chance to increase weapon skill, with low weapon skill, the skill gain rate is at or near 100%, however the skill gain change begins to sharply decrease once the weapon skill cap is approached. At 10% away from the cap, the skill gain chance is roughly 50%, and gaining the final skill point can take hundreds of swings. The chance per swing seems to be unrelated to weapon speed, making low spead weapons better. Instant attacks like Sinister Strike and Hamstring help to increase your weapon skill faster. Note that attacking Evading enemies will not increase your weapon skill.
- Weapon skill reflects the character's familiarity with certain types of weapons, melee or missile, as well as shields. The weapon skill screen, accessible with Ctrl-"w", will display the character's weapon skills, including the benefits they provide and how many marks are needed to achieve the next weapon skill level. There are 16 levels, ranging from unskilled to Grand Mastery. Increasing skill in using a certain type of equipment will grant the PC passive bonuses:
- Weapon Skills are abilities in Final Fantasy XI that can be used once the player has acquired at least 100% Tactical Points (TP), which is generated by taking or dealing damage with a weapon in combat. In this sense, they are similar to the Limit Breaks of other games in the series. Some weapon skills can only be used when specific high-level weapons are equipped. These weapon skills do not require any combat skill to use, but the weapons themselves are limited to very few jobs.
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Level
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dcterms:subject
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ability to
| - be skilled in using and making weapons
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Element
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Characters
| - Eve Kings
Peter Petrelli World 3
Daniel Vaughan-Reist-Greene
Faye Petrelli
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Name
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Type
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Caption
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SkillDesc
| - The use of hand-held weapons.
- The use of heavy weaponry.
- The use of melee weapons.
- The use of rifles.
- The use of thrown, explosive devices.
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trainedDesc
| - Accuracy and damage increases slightly, while reloading and movement is somewhat faster.
- Accuracy and damage increases slightly, while reloading is faster.
- Accuracy, damage and rate of attack all increase slightly
- Grenade accuracy and damage increases slightly, as does the safety margin for disarming proximity devices.
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masterPoints
| - 3000(xsd:integer)
- 4500(xsd:integer)
- 5250(xsd:integer)
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advancedPoints
| - 1800(xsd:integer)
- 2700(xsd:integer)
- 3150(xsd:integer)
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masterDesc
| - An agent can render most opponents unconscious or dead with a single blow.
- An agent is an expert in all forms of demolition.
- An agent is lethally precise with pistols.
- An agent is a walking tank when equipped with heavy weaponry.
- An agent can take down a target a mile away with one shot.
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untrainedDesc
| - An agent can use heavy weaponry, but their accuracy is low and movement is difficult.
- An agent can use melee weaponry.
- An agent can use pistols.
- An agent can use rifles.
- An agent can throw grenades, attach them to a surface as a proximity device, or attempt to disarm and remove a previously armed proximity device.
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trainedPoints
| - 900(xsd:integer)
- 1350(xsd:integer)
- 1575(xsd:integer)
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advancedDesc
| - Grenade accuracy and damage increases moderately, as does the safety margin for disarming proximity devices.
- Accuracy and damage increases moderately, while reloading is even more rapid.
- Accuracy and damage increases moderately, while reloading and movement is even more rapid.
- Accuracy, damage and rate of attack all increase moderately.
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Icon
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Description
| - Increases the damage inflicted by weapons.
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SkillName
| - Weapons: Demolition
- Weapons: Heavy
- Weapons: Low-Tech
- Weapons: Pistol
- Weapons: Rifle
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abstract
| - This ability gives incredible skill with all weapons, without any need for specific training. It gives instinctive knowledge of knife, sword, gun and projectile fighting, and of archery. The individuals often have a particular interest in the use of a particular weapon, and even more skill in using this one. In Eve's case, this weapon is the kris she took from Primatech's vault, and the ability also drew her to it. The ability also enables people to quickly improvise and create a weapon from any at-hand materials, and to infer information about any weapon even if they've never seen or heard of it before.
- Weapon Skills are abilities in Final Fantasy XI that can be used once the player has acquired at least 100% Tactical Points (TP), which is generated by taking or dealing damage with a weapon in combat. In this sense, they are similar to the Limit Breaks of other games in the series. Weapon skills are tied to the weapon used, not the job. Most weapon skills are learned by raising the combat skill with the weapon in question to a certain level. This level varies between jobs based on their skill ranking. For example, Spinning Attack is a hand-to-hand weapon skill which requires 150 combat skill to learn. The Monk, which has an A+ skill ranking with hand-to-hand weapons, can reach 150 hand-to-hand combat skill at level 49, while the Puppetmaster, with a B+ skill ranking, must wait until at least level 50 to reach 150. Note that since support jobs cannot be higher than level 50, a weapon skill that requires higher than level 50 for a particular job cannot be used by that support job. Some weapon skills can only be used when specific high-level weapons are equipped. These weapon skills do not require any combat skill to use, but the weapons themselves are limited to very few jobs. When used, weapon skills are affected by a few factors. TP can be raised to up to 300%, but despite needing only 100% to use a weapon skill, all TP is used. Any excess TP instead improves the weapon skill, such as increasing its damage or critical strike chance. The damage dealt by weapon skills is also modified by a percentage of one or two stats—which stats depends on the skill. Also note that on multi-hit weapon skills, the first hit is the most accurate. Each subsequent hit has a higher chance to miss. Most weapon skills have a least one skillchain element. If two or more weapon skills are used on a target in the proper sequence, a skillchain is produced, increasing the damage of each subsequent weapon skill as long as the chain is maintained, and rendering the target vulnerable to Magic Bursts. Weapon skills are a central aspect of melee jobs, as well as Corsairs and Rangers. However, due to the nature of gaining TP, and their comparatively low skill ranking with most weapons, weapon skills are rarely used by caster jobs such as Black Mages.
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