[Update 3/17]
The modifications to weapon damage variance and jump damage calculation as detailed below have been implemented in-game.
We have also updated the equipment Fixed Dice (FFVI):
Fixed Dice (FFVI)
- |
Before |
After |
ATK |
1 |
123 |
Variance |
1.20~6.50 |
0.30~1.90 |
Opportunities to enhance Fixed Dice (FFVI) will be made available in the near future. Stay tuned for more details!
Currently, physical attacks receive a small weapon damage modifier when the weapon's ATK parameter is equal to or higher than 181 and a small weapon damage decrease when the weapon's ATK parameter is equal to or lower than 180. In the hopes of making weapon strength more intuitive, we will discontinue this system on 3/17 and adjust the damage variance of most weapons so that both high/low ATK weapons will have ample opportunity to shine.
Certain two-handed weapons that did not have any accuracy related effects will be updated to offer bonuses to accuracy. (Some two-handed weapons may be excluded from the update. See list below for details.)
Furthermore, the calculation of jump damage when equipped with a two-handed weapon will also be updated. Regardless of weapon type, two-handed jump damage will now be calculated either based on the equipment's weapon damage variance or at a flat rate of 2.30~2.60, whichever is higher.
The update should result in overall higher average damage output for players.
Below is a summary of updated weapon damage variance for two-handed and one-handed weapons:
For standard two-handed weapons
Weapon |
Before |
After |
Sword |
1.05~1.55 |
1.25~1.75 |
Large Sword |
1.00~1.60 |
1.25~1.75 |
Katana |
1.05~1.55 |
1.25~1.75 |
Rod |
- |
1.25~1.75 |
Bow |
1.25~1.75 |
1.35~1.85 |
Axe |
1.10~1.90 |
1.15~1.95 |
Hammer |
1.10~1.90 |
1.15~1.95 |
Spear |
1.00~1.60
1.00~1.50 |
1.25~1.75 |
Instrument |
1.30~1.70 |
1.35~1.75 |
Whip |
1.05~1.55 |
1.30~1.70 |
Throwing Weapon |
1.05~1.55 |
1.30~1.70 |
Gun |
1.30~1.70
1.35~1.65 |
1.35~1.75 |
Mace |
1.10~1.50
1.00~1.60 |
1.40~1.60 |
Fist |
1.40~1.60 |
1.45~1.65 |
For standard one-handed weapons
Weapon |
Before |
After |
Dagger |
0.95~1.05 |
1.10~1.20 |
Sword |
0.90~1.10 |
1.05~1.25 |
Large Sword |
0.85~1.15 |
1.00~1.30 |
Katana |
0.90~1.10 |
1.05~1.25 |
Staff |
0.95~1.05 |
1.10~1.20 |
Rod |
0.95~1.05 |
1.10~1.20 |
Axe |
0.70~1.30 |
0.85~1.45 |
Hammer |
0.80~1.20 |
0.95~1.35 |
Spear |
0.85~1.15 |
1.00~1.30 |
Instrument |
0.90~1.10 |
1.05~1.25 |
Whip |
0.90~1.10 |
1.05~1.25 |
Throwing Weapon |
0.90~1.10 |
1.05~1.25 |
Gun |
0.95~1.05 |
1.10~1.20 |
Mace |
1.00~1.00 |
1.10~1.20 |
Fist |
1.00~1.00 |
1.15~1.15 |
The following equipment will not have their weapon damage variance updated:
Angel Slayer |
0.01~1.10 |
Soul Sabre (FFVI) |
1.30~1.70 |
Red Sword (FFII) |
1.30~1.70 |
Zile Cannon |
0.30~1.70 |
Zile Cannon+ |
0.30~1.70 |
Excalipoor (FFV) |
1.00~1.50 |
Coeurl Whip |
1.05~1.55 |
The following equipment will have unique weapon damage variance:
Tinkererbow |
1.00 ~ 1.30 |
Astraea |
1.30 ~ 1.80 |
Onimaru+ |
1.20 ~ 1.80 |
Fiery Spirit Sword |
1.25 ~ 1.85 |
Radiant Sunbreaker |
1.15 ~ 1.25 |
* We are also planning to implement changes to the equipment Fixed Dice (FFVI). More details to come.