Help! Whats VIT, DEX, INT, etc.?

NaughtyMithra

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Hey guys, i need to know what these terms are :

VIT - Vitality
DEX - Dextarity?

And the rest, but what does VIT DEX INT MND, and the others do? can anyone help me out? ALSO, what jobs need them? i know a Black mage needs INT the most, and a WHM needs MND the most, but what about the others? if anyone can help me out, i'd be really happy and appreciate it alot! thanks

NaughtyMithra
 
STR - Strength - increases attack damage and the percentage of it doing a high end damage kinda thingy
DEX - Dextarity - increases accuracy of melee attacks and can be a modifier for WS damage
AGI - Agility - increase ranged accuracy. Also increases chance of shield block, parrying, and evade I believe.
INT - Intelligence - increase magical damage
MND - Mind - increases magical defenses (I think) and chance of a -na spells from removing a buff. I think it supposedly helps cures but I've never noticed a difference. Also increases chi blast damage.
CHR - Charisma - increases chance of successfully charming a mob if you are a BST. Increases length of songs (I believe) for a BRD. Supposedly makes Provoke more effective.. this one is still out on debate D:
 
Thanks but what jobs need the STR, DEX and etc. can u give me a list of that too?
 
Chr does not increse length of songs it lowers the resist rates on songs. Also dont spread the provoke CHR rumor that is a myth.
 
the general rule of thumb is that everyone needs stats they use.

my RDM for instance, has a lot of gear for INT and (to a lesser extend MND). INT keeps my parties alive, since it helps with BLM-related spells (such as Sleep2 and nukes) MND for WHM spells, etc.

When i melee (for raw stats at least) I go for STR or AGI (depending on the mob, and whether i'm the one taking the hits)

STR helps me do damage (always a bonus-- rdm don't do a whole lot of melee damage naturally), while AGI helps me evade hits.

Generally, you want stat gear that helps you do one thing: to help you do your job better.

some examples:

DRK hit very hard, and while extra STR gear helps them land harder hits, sometimes accuracy is a big issue. You need a balance; sometimes DRK need all the accuracy+ gear they can get (one example is for Toramas in Onzozo), other times they have no problem hitting at all (go for STR here).

THF hit relatively light for regular attacks, but their WS'es are what make them great DDs in any party: they need TP to do a WS, and accuracy (DEX dependent) only helps here. Another factor for THF is the fact that SA+TA is both DEX and AGI dependent, so the more you have, the harder the SATA is.

PLD are tanks, and as tanks, they have to be able to take hits very well. Many PLDs go with VIT galore, since it does three things: higher HP, higher DEF, and VIT's real attribute: lowering the whole scale of damage taken. (def only lowers the cap)

Generally, ask around; for instance at 75, you'd never expect a melee WHM, but they can be great DD's and people to make great SCs with. WHMs at that level are loaded with MND gear, which is what boosts many of their SCs' effectiveness.

Other attributes to remember are [put skill here]+ gear. +evasion helps many soloers, +accuracy helps many melee out there. +healing mp helps a mage get mp faster, and +attack helps land harder hits. Some of these have stat tie-ins (evasion is only helped by +agi gear), others don't (such as +enfeebling magic and +accuracy, which are either skills or hidden attributes)

If you're looking for a comprehensive list of what gear helps which job at which level, you're asking more than i know; nobody has all of the answers. Generally, know what you need, and know what helps the most, and you'll do fine.

~Rei
 
btw, CHR only helps Provoke wear off slower... but +enmity helps a PLD snap back hate faster. As such, it can be argued both ways that both can kinda suck if they're not used right.

In a long fight (2+ hrs), you'll want a PLD with CHR, since that PLD will keep hate like a whore, but for exp, you don't want to take up 30 minutes building up enmity just to tank it, so +enmity {Yes, Please.} for exp.

CHR won't help any pld get hate quickly, since it can just be yanked right back, but with enough hate, a horde of BLMs would have a hard time yanking aggro. (time is a big factor here, sometimes you don't have that kind of time). +enmity is for yanking back hate, where it needs to be, away from that occasional ballistic blm.
 
i suppose i'm running away with myself again, but i'm bored lol; i'm waiting for my check to clear before i get back on ; ;

MND doesn't help a whm as much as +MP gear, simply because of the fact that while MND does help (mainly for enfeebs, less so for cures, but they it does help), mp will help a whm cure longer and more efficiently for the exp.

Most Cure spells have an effectiveness "soft cap".

Cure1 - 30 HP
Cure2 - 90
Cure3 - 180
Cure4 - 360
Cure5 - no cap

MND will help push that cap a little, but you tell me; at the newbie levels, in dunes for instance, would you prefer a whm who can cure 35 hp, or a whm who can give two cure1s?
 
What Elemmire said but there is more to it. Its a little easier to explain what stats benefit each job more. If you were to pick a specific job and ask what stats you should focus on it might seem a little bit easier to grasp. Here is a short description as I know it and which jobs benfit from each stat.

STR - Strength is good for all physical attack jobs. It increases the ammount of damage each swing of your weapon or shot from an ranged weapon does. Mages do benefit from added strangth; however, in parties they are prefered not to be meleeing.

DEX - Dexterity helps with accuracy but its effects are not as pronounced as +accuracy equipment. However, that does not mean it is unimportant. DEX is often the only sources of boosts at low levels and helps a lot to land hits when accuracy is needed. DEX also has the added bonus of increasing the amount of critical hits(or is it the amount of damage done by the critical?). It is important for all thiefs to load up on dexterity stats as this the major factor in damage done by Sneak Attack(you will learn more about this in parties). Other melee jobs are aided by DEX, but STR or +accuracy would probably come first.

AGI - Agility, much like Elemmire said is very good for increasing chances of parry, shield block, or evasion. Jobs that often tank should load up on this stat if at all possible especially ninjas as they use evasion to make tanking possible. AGI also has the ability to increase ranged accuracy making it a good stat for rangers, but much like DEX, ranged accuracy comes first. A thief can also use some added agility since it is the direct modifier for trick attack although most thiefs prefer to add more dexterity.

VIT - Vitality is a very important stat for tanks. It is directly linked to defense and after a certain point more defense will not not decrease the amount of damage taken. Although I am not certain of the actual equations and would rather not bore you with it, I will just say vitality is good for paladins and warriors who tank at early levels(Warriors stop tanking at about level 30-32).

INT - Intelligence is for increased magic attack and helps reduce magic resistance. It also has the added effect of magic defense on black magic spells but as far as I can see its not very significant. Black Mages and Red Mages benefit most from INT since they both use elemental spells and red mage also is helped debuffing with extra intelligence on black magic based debuffs.

MND - Mind helps increase potency of cures. Status ailment spells all have a 100% cure rate so they are not benefitted by mind except possibly for Cursna to try and remove Death(although I have never seen it succeed). After a certain point, cure spells max out and are only slightly increased by more MND and at this point its probably better to have more +MP gear than +MND. Mind also acts like INT in that it increases potency of WHM attack spells(Holy/Banish), helps with white mage debuff spells and magic defense versus white mage spells, thus RDM should also have some +MND gear as well.

CHR - I am not as familiar with charisma as I am with other stats but they are most beneficial for a beastmaster or bard. It helps with charming mobs and a songs effectiveness. Beyond that I cannot help more.

As I said, each job is benefitted most by certain stats and those are the ones you should focus on in equipment. The game itself has set forth a standard of which armors and stats are superior for each job, so really there isn't much variation and most players are equipped almost the same as another given they are the same job. If you have more specific questions feel free to ask but sometimes I feel its easier to ask my linkshell game specific question since you can get a real and rapid response from someone with actual experience and professional knowledge of the game/job. Not only that, you can get first hand experience in a party or with someone in your linkshell and I often find someone demonstrating a solution or method much easier to understand.
 
NaughtyMithra said:
Thanks but what jobs need the STR, DEX and etc. can u give me a list of that too?

Often its not(atleast at low levels) a choice of which stat to load up on since choices are limited and a single answer is not always the best. For example, physical melee jobs would benefit greatly by added strangth but there is not a large amount of choices at low levels with the exception of rings. So instead a warrior can get gear to boost attack, accuracy, dexterity or even agility if they have those options available. Not to mention you have a wide variety of food choices to enhance your stats as well.

You must also realize there are other choices besides just STR, DEX, AGI, etc. You have evasion, accuracy, ranged accuracy, etc. These are important as well. Added STR is useless if you swings do not land and that where more accuracy comes in. You could hit for slightly less damage each hit but if you land more hits. Plus, you not only will do more damage over all, but will also build TP faster which in most cases will allow for a Skill Chain sooner for the bulk of the damage done to mobs.
 
Added note on Vit:

Every 2 pts of Vit adds 1 pt of def.
 
Elemmire said:
STR - Strength - increases attack damage and the percentage of it doing a high end damage kinda thingy
DEX - Dextarity - increases accuracy of melee attacks and can be a modifier for WS damage
AGI - Agility - increase ranged accuracy. Also increases chance of shield block, parrying, and evade I believe.
INT - Intelligence - increase magical damage
MND - Mind - increases magical defenses (I think) and chance of a -na spells from removing a buff. I think it supposedly helps cures but I've never noticed a difference. Also increases chi blast damage.
CHR - Charisma - increases chance of successfully charming a mob if you are a BST. Increases length of songs (I believe) for a BRD. Supposedly makes Provoke more effective.. this one is still out on debate D:

Let me expand on this:

STR: Increases your minimum/maximum damage dealt range. While theoretically having an unlimited potential to help, once you're hitting for your damage cap, any more is pretty pointless outside of Weaponskills.
VIT: Decreases your minimum/maximum damage taken range. Unlimited potential. If you're getting hit for 0s, thats a good thing.
DEX: Accuracy and Critical Hit increase.
AGI: Evasion and Enemy Critical Hit decrease, as well as Ranged Accuracy.
MND: Black Magic defense, White magic efficiency.
INT: Black Magic Efficiency, supposedly White Magic(Banish & Holy) defense.
CHR: The tricky stat. Outside of Bard song efficiency, and BST Charm rate, no one knows it's other applications. There might be some, there might not. Theories around Provoke efficiency, Enmity decrease rate, and other things, are just that. Theories. They aren't 100% tested.
 
By the way, have you started playing already? It might be a little easier to explain things to you in game than answer individual questions as they come up. Plus this will also make it easier for us to peruse the auction house for equipment choices and decide which would be the most beneficial piece of equipment for each slot and for each job.

I would also like to stress that early on you should make a concerted effort to farm gil while you level your low level jobs. That means collecting all crystals, targeting specific mobs for their valuable drops and constantly sorting items. Items are not sorted automatically and you must sort every time your inventory is full. Only at low levels is it possibly to make enough gil to buy equipment and other various items without making farming your sole purpose while playing. Also, you will get items that are have circular symbols with EX or RARE in them which are often for quests. I suggest you hold onto these items until you are able to discover what the use is for these items or do the quests connected with them. Beastmen Seals are one of these items and you should hold onto them for future use as they will become very important and could possibly get you gil/armor/spells in the future.
 
Dejavu said:
Chr does not increse length of songs it lowers the resist rates on songs. Also dont spread the provoke CHR rumor that is a myth.

Wrong, CHR does effect provoke.

Have a 75 brd/war do soul voice then use both chr songs, then provoke a mob. Have a pld then provoke the mob without the chr buffs and use invicible, and if the brd has enough chr, invincible will not pull the mob off. I have seen this first hand.
 
Braydon said:
Added note on Vit:

Every 2 pts of Vit adds 1 pt of def.

this is true for every stat..

2 vit = 1 def
2 str = 1 attk
2 dex = 1 acc
2 agi = 1 eva
2 int = 1 magic accuracy (means you'll get resisted less)
2 mnd = 1 (im not sure?)

ok let me also say..
the STAT sets the bar..
the SKILL is the placement on that bar..

Reishu said:
THF hit relatively light for regular attacks, but their WS'es are what make them great DDs in any party: they need TP to do a WS, and accuracy (DEX dependent) only helps here. Another factor for THF is the fact that SA+TA is both DEX and AGI dependent, so the more you have, the harder the SATA is.

this is half true..
no job needs any specific stat 24/7
all jobs need multiple sets of armor to xp with..

example: THF..
while SA is effected by DEX and TA is effected by AGI.. you *should not* wear DEX/AGI all the time in the party..
use /equip macros to switch armor durring fights..

the basic fight for a thf should go something like this..

pull enemy back to camp
activate TASA (ta/sa activates smoother than sa/ta, and doesnt error with a /wait 1, or hasnt ever for me)
/equip AGI/DEX gear..
*deal dmg*
/equip MELEE gear (eg: accuracy and atkk)
*deal melee dmg*
fight for 1min..
/equip AGI/DEX gear..
activate TASA
*deal dmg*
rinse and repete..

its not entirely *needed* to carry multiple sets of armor.. but it helps.. makes things more complicated too.. but again.. it helps..

thf i carry:
melee gear (acc/haste/atkk, to build tp)
tasa gear (dex/agi for maximum dmg)
steal gear (all my +steal items)
evasion gear (pulling, or incase things get to thick and i need to survive, and my 2hr/warp scroll isnt ready)
*note* im working on getting eva gear -.- craps expen$ive..

warrior:
melee gear (acc, attk, str for maximum melee)
tank gear (enmity, defense, agility [i love being a mithra ^.~])
weaponskill gear (str str str str str and attk.. but str!)

ninja:
night time gear (everything that activates at night)
daytime gear (when its not night, try to get the best stats i can)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
anyhow since i know someone is going to see something wrong in anything i said.. rip it up and have fun.. im always open for debates.. just keep this from becomming a flame.. if something i said is wrong.. give reasons.. you might open my eyes to something i overlook.. heh.. even i make mistakes..

~nib

p.s. if anyone carries multiple sets of gear on pld.. plz tell me what types and items you switch to.. my all out defense strategy is working for me.. everything is used for its +DEF but.. i also use that +7 agi necklace (i eat up those charges lol) and i use tavz tacos.. so.. yea.. but.. um.. yea tell me what other type of armor i should carry? +def is what i currently have..
 
Dejavu said:
...dont spread the provoke CHR rumor that is a myth.

Myth? More like educated guess. Most Paladin oriented items contain Chr. And a Lv 5 War can't provoke a mob and keep hate after a Lv 75 War or Pld/War...
 
_Neosquall_ said:
Dejavu said:
...dont spread the provoke CHR rumor that is a myth.

Myth? More like educated guess. Most Paladin oriented items contain Chr. And a Lv 5 War can't provoke a mob and keep hate after a Lv 75 War or Pld/War...

That may be true; however, that test proves nothing. All stats are significantly increased versus a level 5 warrior and it could be any one of those stats that affects provoke. A better trial would be a 14 war with no armor and a 14 war with +chr rings. Also its very hard to determine if it works or not, since the mob will have to chose one over the other even if they are equal in all stats and the mob obviously can't attack both. More than likely if you had two people, same race, stats, armor, jobs both provoke a mob, it would depend which one voked last most likely. Time is also a very important factor since I have seen mobs that get kited lose interest in attacking one person randomly and go after someone else.
 
JSE is probably a decent measure for what stats are useful to a certain job, as for CHR to a tank, I don't know. It could have something to do with hate, but if it does, then why don't mage classes get CHR- equipment?

I'd consider this rumour false until proven otherwise, and until someone can be bothered to go out and run some hardcore tests on this, it's unproven.
 
Ah, who gives a fuck anyway. It's such a retard stat, I'd never even bother focusing on it as any job besides Bst and Brd.
 
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