Final Fantasy XIV: Stats

There are many stats and functions of Final Fantasy XIV: A Realm Reborn that should be learned to fully understand the impact they have on any given character and situation. Learning and understanding how the stats work, function and impact a player's daily life is paramount to success in not just Final Fantasy XIV: A Realm Reborn, but any Massively Multiplayer Online Role Playing Game. These stats are not limited to just battle-related, but all stats that currently exist in the game, as well as their usefulness. To begin with we’ll go over the battle-related attributes.

Every battle class listed below in the Archetypes gets a total of 30 points by max level (50, currently) to place where the player decides.


Most games have specific archetypes for their classes or jobs and Final Fantasy XIV: A Realm Reborn is no exception to that. The common Trinity still exists, as well as a couple hybrids that aren’t necessarily fit to a particular type. Below I’ll list the types of battle classes in Final Fantasy XIV: A Realm Reborn. As more are added (which they will be) I will continually add them here. I will include the relevant Jobs and Classes to avoid any confusion, a slash “/” indicates that the two are tied together, such as Lancer and Dragoon being the same (as Lancer is the class that Dragoon comes from). To begin with I’ll use the standard “Trinity” to place jobs in to, and then below that I will list the specialized jobs that while technically part of one or the other, deserve their own category.


  • Damage Dealer / DPS
    • Lancer / Dragoon
    • Pugilist / Monk
    • Archer / Bard
    • Thaumaturge / Black Mage
    • Arcanist / Summoner


  • Healer
    • Conjurer / White Mage
    • Scholar


  • Tank
    • Gladiator / Paladin
    • Marauder / Warrior


  • Caster / Magic User
    • Thaumaturge / Black Mage
    • Arcanist / Summoner


  • Buffer / Support
    • Bard
    • Scholar Pet


  • Pet User
    • Arcanist / Summoner / Scholar

Melee Stats

These are the stats that are most associated with the melee jobs and classes.

Strength (STR)

Stat allocation points can be attributed to STR. A common stat in most games, Strength is pretty obvious as to what it does. It allows greater damage from any melee source. That is to say ranged attacks do not factor in to STR’s damage calculations. This stat can be increased through point allocation as well as gear. Every melee piece of gear increases strength as it is the second-most effective stat at increasing melee damage. However STR also has another function, and that is to decrease the damage incurred from a Parry or a Shield Block. Unlike most functions in the game the damage reduction on Parry and Shield Blocks is not linear. Instead it functions as a tiered stat, every 40.5 STR gained accounts for an additional percentage of mitigation from both Parry and Shield Block.

Strength is so useful due to its capacity to increase damage which assists every damage dealer or DPS (a common term for damage dealers / attackers, referring to the function of Damage Per Second, which many people use to gauge their effectiveness as a damage dealer). But it’s also incredibly useful for Tanks who have Enmity multipliers to their main combos and Weapon Skills. Therefore the higher damage a tank can deal, the more Enmity the gain and the better / quicker they hold hate / threat. So as you can see, STR is an incredibly useful stat to have for any melee and should always be at the forefront of any build. It is however completely useless for any non-melee which includes: Archer, Bard, Thaumaturge, Black Mage, Conjurer, White Mage, Arcanist, Summoner, and Scholar.

All it will do for those classes is possibly raise the mitigation off a Parry or Shield Block, both of which are incredibly unlikely as each of the classes is quite frail and will likely die before a Parry or Shield Block have a chance to proc. Proc is a terminology that means Process, it also tends to be used when there is a chance or probability for something to occur. Say there is a 15% chance that a skill will reset when used, when that skill resets it is called a “proc” because the function of the skill reset processed and the skill was reset.

Vitality (VIT)

Stat allocation points can also be attributed to VIT. Another common stat in most games, however it functions quite differently than even Final Fantasy XIV used to represent it as. Most games permit VIT to work as a damage reducer but in Final Fantasy XIV: A Realm Reborn it’s only utility is to increase maximum Hit Points (HP). Every Job/Class has a set amount of Hit Points allotted to it, but for every point of VIT over that amount of HP all classes gain 14.5 Hit Points. This rounds down whenever it’s not a whole number, so 1 point of VIT will be 14 Hit Points, while 2 points of VIT will be 29 Hit Points, and so on in that fashion. VIT is good for all classes as many end game bosses and difficult encounters force all players involved to take damage. And as much as being a beastly damage dealer is important, as the saying goes, “a dead damage dealer puts out zero damage” and so having enough Hit Points to survive the attacks that come the player’s way is of paramount importance.

However, just as it is important it is also far too easy to be able to over use VIT and have too much, making the class less effective due to the swapping of stats. If however adding more VIT will not harm any relevant stats that are important to that class, then it should always be used. A larger safety net is more valuable than walking a tight rope when at any moment the player could die due to being too close to the required amount of Hit Points for the specific encounter. Healers are mostly targeted for this as they are incredibly important and their gear does not give massive amounts of VIT. And so it becomes a bit of a balancing game between curing power and the ability to stay alive through area attacks and targeted damage.

Due to the way Final Fantasy XIV: A Realm Reborn processes passive HP regeneration (which is ongoing during battle, and much faster out of battle) the more HP a player has the higher their passive regeneration is which can be the difference between life or death. It also helps several specific abilities in the game. Stoneskin, which forms a barrier that nullifies damage casted on the character equivalent to 10% (18% if the caster is a White Mage) of the target’s maximum Hit Points. Thrill of Battle, which is a Warrior unique ability which increases maximum HP by 20% and heals for the same amount also greatly benefits from higher HP. Defiance stance, another Warrior exclusive ability increases maximum HP by 25%, and obviously benefits more from higher VIT as well as Stoneskin’s added efficacy. And finally, Scholar’s Lustrate which heals for a flat 20% of the target’s maximum HP. All of these abilities benefit greatly from higher HP with the White Mage and Scholar abilities making the most out of them for non-tank classes.

Dexterity (DEX)

Like STR, stat allocation points can be placed into DEX. Normally I would not include this as a Melee Stat but it is simply for the effect it has on the tanks in the game. Unlike many other games DEX does not increase accuracy or critical hit rate, or even attack speed. DEX works like STR does, in tiers. Except DEX’s tiers are closer together, operating at tiers of 30.5 DEX per tier and instead of increasing mitigation percentage of an incoming attack, they increase the rate at which one mitigates. This, like STR accounts for both Parry and Shield Block, and raising DEX to the various tiers (210 and 241 for example) will raise the total rate at which one Parries by +1% while also raising the total rate at which one can Shield Block by +1%.

As for any other use of the stat for melee, there is none. This stat is only useful for tanks of the melee category which is odd considering that there is literally zero tank gear that also has dexterity on it. Which makes little sense, but as of current standards the itemization of Final Fantasy XIV: A Realm Reborn is incredibly linear and a bit off. So perhaps the devs wanted to make things easier to begin with before allowing people to delve into the depths of the stats and wring the most out of them.

For physical ranged classes, of which there currently only two (Archer and Bard), DEX functions identical to STR, increasing damage and aiding in their DPS and damage potential. Like STR, DEX is the second most effective stat in the game to increasing their damage. As more ranged jobs and classes get added DEX items will have more utility than a single job and class subset. But for now, only Archers and Bards benefit from a damage boost by pumping DEX. I cannot truly say or understand why aside from an attempt at uniqueness. STR gains them nothing (but in Final Fantasy XIV, commonly referred to as 1.0, both stats increased their damage) and it would seem to be easier on the developers to allow them to equip the same or similar gear as other damage dealers. If only for less work on the dev team, but perhaps in the future we’ll gain an understanding as to why they felt the need to separate the job and class in such a way.

Weapon Damage (WD)

Stat allocation points cannot be placed into Weapon Damage. Weapon Damage comes in two flavors, Physical Damage and Magical Damage. Generally the player base refers to each as WD or Weapon Damage and it is simply understood or inferred as to which they’re talking about. If they use WD in reference to a mage, then obviously they mean Magical Damage and not Physical Damage. But for the sake of this article and the explanations therein the two will be separated into their respective categories. This is a special category that needs its own listing because of how influential PD and MD are respectively to their jobs / classes.

Physical Damage

Like the above, stat allocation points cannot be placed into Physical Damage. The most influential stat for any physical class, this includes both ranged and melee classes. Unlike most games where the Weapon Damage on an item lists the average Damage Per Second (DPS) and / or the amount of damage it can likely hit for, Final Fantasy XIV: A Realm Reborn makes this a bit less boring in that respect. It offers up a DPS but that doesn’t take into account the player’s stats and only illustrates the Physical Damage divided by the Delay. Physical Damage increases the effectiveness of all other damaging stats in a non-linear function. The more Physical Damage a weapon has the more potent each point of STR or DEX will be, as well as Determination (DTR), which will be covered later as it applies to all classes.

At end game each point of Physical Damage is roughly equivalent to 8 points of the “main stat” be it DEX or STR. Which makes Physical Damage several orders of magnitude more important and stronger than either STR or DEX. It cannot be overstated how influential and useful Physical Damage is, for all classes. Only at the upper echelon of gearing and min / maxing should a class (particularly a Tank) even think about possessing a lower Physical Damage weapon.


Stat allocation points cannot be used for Delay or Delay reduction of any sort. This stat is on all weapons but only really applies to Physical classes such as; Archer / Bard, Gladiator / Paladin, Marauder / Warrior, Pugilist / Monk, and Lancer / Dragoon. That is because magical classes don’t have an Auto Attack, which is what the delay references. Delay is simply the amount of time in seconds that it takes a single Auto Attack to complete. This is useful for a few classes to take note of, but particularly the Delay on a weapon is fairly meaningless as the Auto Attack Damage on a weapon will be compensated for the speed. A slower weapon will have higher Auto Attack Damage, while a faster weapon will have less, making the two completely equal and doing away with any sort of intelligent gear choice. One day in the future it might change but for the time being Auto Attack Damage and Delay are practically meaningless stats as any two weapons are going to be equivalent despite one being much faster than the other. The only slight difference would be with Paladin’s Sword Oath skill that adds 50 Auto Attack Potency. With that skill active a Paladin with a faster (lower Delay) sword will deal more damage due to the +50 Potency on Auto Attacks from the skill, which doesn’t change linearly based on Auto Attack Damage already on the weapon. But aside from that niche utility, there is nothing else.

Auto Attack

Stat allocation does not include Auto Attack (directly). Another quick mention, Auto Attack deserves a brief overview. When the game was renovated Auto Attack was changed so that it never is interrupted. Wherein most games stop Auto Attack when a player casts a spell or uses an ability, Final Fantasy XIV: A Realm Reborn allows the Auto Attack to complete no matter what the player is doing so long as they face the monster within a 90 degree arc. So long as the monster is faced the player will never stop Auto Attacking unless afflicted with a particular sort of status. Mages also can Auto Attack albeit for less damage but if they are confident in their group and the monster in question has no requirements of the player to move, the additional damage can add up to more overall than if they were to stand at a distance and attack with magic alone. It’s a small difference, but one many people who are looking to eek the most out of their class capitalize upon.

Magic Damage

Stat allocation points cannot be used for Magic Damage. While similar to Physical Damage, Magic Damage has another function different than Physical Damage. While it operates just like Physical Damage with regards to increasing damage, the damage gained is slightly higher, at about 8 points of INT to one point of Magic Damage. And just like Physical Damage, Magic Damage is the most important stat a caster can hope to have. Unlike Physical Damage however there is absolutely no scenario where having lesser Magic Damage is acceptable or desired no matter what.

Also unlike Physical Damage, Magic Damage augments healing the same way it augments nukes (damaging spells), DOTs and any other sort of offensive spell. Spells like Cure, Regen, and Medica are heavily affected by Magic Damage and it operates in a similar way as Magic Damage does to INT but to Mind (MND) instead. The difference is less severe, more of a middle ground between Physical Damage and Magic Damage, at around 6 to 7 points of MND per each point of Magic Damage, but it is still severe enough to never eschew a higher Magic Damage weapon over a weaker one.

Magic Stats

Intelligence (INT)

Stat allocation points can be utilized for INT. Another common stat among RPGs, INT increases the damage of all magical spells, including the Damage Over Time tic of any specific spells, such as Miasma and Bio. Any and all magical spells that cause damage are increased by INT and just like with STR and DEX it is highly effective in increasing overall damage, second only to Magic Damage. INT is weighted a bit less than STR, taking a few more points (8 on average) to equal a single point of Magic Damage. This doesn’t necessarily diminish INT’s role in the damage formula and subsequent priorities but serves to make Magic Damage that much more potent.

With pet classes, the stats of the mage are taken like a snapshot and applied to the pet. For Summoners this makes INT doubly useful for magical pets like Garuda which is almost constantly used at end game events (partially due to Contagion, more on that in the Armoury Section). Higher INT will increase all magical damage a pet does in a similar way as it does for the job or class respectively. It should be noted that pets take all or a portion of the caster’s stats, and they act as a separate entity, the stats aren’t copied wholesale with the pet doing equivalent damage to the caster.

Mind (MND)

Stat allocation points can be used for MND. A bit less common among RPGs, MND is akin to stats like Will / Willpower, Divinity from other games. MND enhances Healing Magic Potency and as such MND directly affects how much Hit Points are recovered by curative spells such as Cure, Regen and Medica. As with Magic Damage and INT, MND is the second most powerful stat in increasing the amount of curing power received from a restorative spell. It does not however increase any form of damage that a healer can outfit, that alone rests with INT (a departure from some games, like Final Fantasy XI where MND could influence some spells offensive damage or attributes).

It takes about 5 points of MND to equal a single point of Magic Damage, placing MND on even footing with STR with regards to its efficacy. Scholars and White Mages should always seek to increase their MND as much as humanly possible, SCHs doubly so as they can wear specific MND enhancing gear when their pet is summoned to give them higher MND, then switch back to their basic attire. Generally that isn’t required because Final Fantasy XIV: A Realm Reborn is remarkably (perhaps boringly) linear in its stat progression and itemization. That being the case, all the best gear for Scholar and White Mage has the most MND out of any gear in the game and stats or attributes cannot be swapped out easily without resorting to Materia, Over Melding or stat allocation points.

Piety (PTY)

Stat allocation points can be used for PTY. Piety is similar to Mana in several other games of the genre (MMORPG / RPG) it increases the maximum Magic Points (MP) a player has available. Each point of PTY at max level (50) is worth 8 points of MP. Unlike VIT, PTY has a reduced role in terms of efficacy because it simply comes along with the other mage related gear and stats therein. Most players don’t have to do anything significant or special to have more than enough MP to cast to their heart’s content and never truly worry about running out. As such PTY is often relegated to tertiary or lower priority in terms of gearing and specializing a character.

Due to the way MP regeneration works, the more PTY and thus the more total MP a player has the more effective MP regeneration abilities are. Namely Shroud of Saints for WHM, Umbral Ice tiers for Black Mage and the passive MP regeneration that all players have. Because they work on a percentage of maximum MP, the more MP there is the larger each ‘tic’ will be. Which results in an easier time of maintaining high MP for when it’s needed.

General Stats

These stats are not particularly associated with any classification of job or class, they are generalized stats (for battle of course) that play a fundamental role in the function and behavior of all things battle related.

Determination (DTR)

Stat allocation points cannot be used for DTR. Determination is listed as being a well rounded and balanced attribute. It increases Auto Attack damage, Healing and general Damage. Because of it’s generalized and widespread utility the stat is one of the smallest ones in the game with a naked level 50 character having just 202 DTR compared to 300 or so of their main stats. It has been found to not have a particularly linear correlation and that there is a unique relation between DTR and Weapon / Physical / Magic Damage. The higher the damage on the weapon the more DTR is weighted with it providing greater gains to the generic Auto Attack damage than it does to Weapon Skills or Spells.

DTR scales with potency and so the higher the potency the smaller the tiers between increases in damage. So for example a skill or spell’s potency of 150 will require more DTR to see any damage or healing increase, while a potency of 300 will see bigger increases with less total DTR needed. Because of that it’s hard to say exactly how good Determination is for all classes and instead it’s more or less on a per-job or class basis. DTR is great for White Mages because the alternatives aren’t particularly potent in and of themselves. But it’s not that great for Black Mages who have better gains elsewhere. Regardless of its somewhat vague gains, it is a useful stat and most commonly regarded as the tertiary stat to prioritize for, for most classes and jobs in Final Fantasy XIV: A Realm Reborn. But due to its generalized nature, most pieces of gear have small quantities of it (despite the nebulous gains) and the stat caps on Over Melding Materia is also the lowest in the game.


Most games have this stat in one form or another, and just like DTR, Crit is not a stat that can be altered with stat allocation points. Crit influences the percentage change / rate of scoring a Critical Hit, which when obtained will display with an exclamation mark at the end of the damage (for example: 301!). Whereas normal damage lacks that distinguishing feature. Critical Attacks gain a bonus of 50% (1.5x original damage) damage and currently there is no way to increase this damage gain. It takes about 14 points of Crit to raise the percentage chance 1% to score a Critical Hit. While this stat is often chased, many forget that even with an exceptionally high Crit Rate in Final Fantasy XIV: A Realm Reborn, the general chance is still below 18% and that players often have to overlook other stats such as Skill Speed, Spell Speed or Determination in order to get that much Crit Rate which often leads to an overall reduction in total damage with large flashy spike numbers that mislead the player into thinking they’re doing greater damage or DPS than they are.

Crit Rate works for healing and Damage Over Time spells (DOT) as well, and there are a few unique traits and skills that affect Crit Rate and apply particular buffs. Scholars and Summoners for example have a passive that gives them a chance to have 30% faster casting if their pet scores a Critical Hit, whether healing or damage dealing. Bards have River of Blood which gives them a 50% chance to reset their damaging ability Bloodletter if their Windbite or Poison Arrow DOT crits. There are others as well which revolve around Crit Rate and those will be explained in detail, as well as their utility in the Jobs and Classes section within the Armoury System link on the main page.

Skill Speed

Final Fantasy XIV: A Realm Reborn does not have a Haste stat as Final Fantasy XI did, or many Final Fantasies prior, neither does it have an ATB gauge and Delay on weapons only serves to inform how often a weapon Auto Attacks. Final Fantasy XIV: A Realm Reborn uses a function called Global Cool Down or GCD for short. The GCD for Final Fantasy XIV: A Realm Reborn is set at 2.5 seconds, that is the length of time a player must wait before executing another Weapon Skill, and this timer applies only to Weapon Skills. Abilities can be used when the GCD is active and barring a Weapon Skill from being used. In fact that is the most useful time in which to use an ability. As with Critical, Skill Speed cannot be added to through the Stat Allocation system. Skill Speed only comes from gear and Materia.

Skill Speed works by reducing the GCD per point. Every 10.5 points lowers the GCD 0.01 seconds. So 352 Skill Speed will reduce GCD to about 2.49 seconds. In reality every point lowers the GCD by a set amount -0.0009523 seconds per point of Skill Speed (truncated of course). Though the game doesn’t readily display it unfortunately, the speed at which the GCD is lowered is linear and each point lowers it further even if the tooltip and the User Interface does not show it. This is because the UI truncates the values to the nearest 0.00 place and until the attribute ticks over to the nearest number it won’t show anything else. For example: 2.4812 GCD is more than 2.48 but less than 2.49, in this case the game will display 2.49s GCD to the user because it is not yet 2.48 exactly, despite it being incredibly close.

The downside to Skill Speed and one of the major hampers to its productivity is that Tactical Points (TP) do not regenerate at a faster rate despite the player being capable of using TP at a much faster rate. This inevitably leads to a bottoming out of TP and unfortunately in long fights means Skill Speed can be a rather double edged attribute, causing just as much DPS loss (or greater) than if adds. Running out of TP is just about the worst thing a Damage Dealer can do as their whole rotation is thrown out of order, various buffs and debuffs fall off at the wrong time and only Auto Attack damage is being applied to the monster, which is quite small comparatively (around 30% total damage). If the stat ever changes to provide faster TP regeneration on par with the reduction in Skill Speed, then this stat will take the prize as one of the best, of the fourth priority stats, if not taking the crown of tertiary stat from DTR itself. Until that point, gearing specifically for Skill Speed with the sole exception of Warrior’s buffs coming in patch 2.1: A Realm Awoken is a fool’s errand and on end game fights (such as Twintania and Turn 4) will result in a loss of DPS and overall damage.

That being said, Skill Speed is not a bad stat by any stretch, it is just best used in moderation and in conjunction with other stats such as Critical Rate and Determination. By no means should a player see this and decide to completely eschew Skill Speed, as it is still an effective means to boost damage. This should only serve as a warning to not go overboard and use too much Skill Speed.

Spell Speed

Sibling to Skill Speed it has similar effects except a bit more complex and more useful for certain jobs such as Black Mage and White Mage. Spell Speed cannot be boosted by Stat Allocation and though Skill Speed works on a flat 2.5 second GCD, Spell Speed works on a variable based on the particular spell. There are four categories of Spell GCD based upon the spell and how long it takes to cast (which is also it’s Cool Down period). Spells like Cure and Blizzard are 2 second cast, Spells like Aero II are 2.5 second cast, Thunder II and Holy are examples of 3 second cast spells and Medica II is a 3.5 second cast time. The longer the cast time the more Spell Speed affects the reduction, requiring less Spell Speed to lower the Cool Down and Cast Time 0.01s.

As alluded to in the last sentence, Spell Speed has a doubly effective use in that by lowering the casting time of the spell, it also lowers the cool down period of the spell. For example, reducing the casting speed of a spell by 0.01 seconds also reduces the cool down of that spell by an equal amount, effectively saving 0.02 seconds in total. This is what makes the stat particularly effective for Black Mage and in part for White Mage. Black Mage who has effectively limitless MP does not have to worry about the increased speed of their casting eliminating their MP pool earlier than they had hoped. However for other jobs such as Summoner, Scholar and White Mage, the concern of bottoming out MP is still a very real one and requires effective use of the job or class and all its spells and abilities in order to prevent that from occurring. Because Spell Speed speeds up the rate at which MP is exhausted for classes that don’t get great benefits out of it (Summoner, Arcanist and Scholar) it is inadvisable to use excessive quantities of the stat (just like Skill Speed’s warning) to avoid emptying the player’s pool of MP too soon.

But for jobs like Black Mage which have long cast times and a near limitless pool of MP, they can make great use out of Spell Speed to the point that it becomes their tertiary stat after INT and Magic Damage.


Stat allocation doesn’t work for Accuracy either and like the stats above this one it is only found on gear, weapons and Materia. Unlike most other games where Accuracy is capped at a set rate, like 95% in Final Fantasy XI, Final Fantasy XIV: A Realm Reborn allows the user to go up to 100% (it used to be thought that the cap was really 99% but this has been proven false). As should be evident, Accuracy is the ability to hit the monster in question (and later Player once PvP opens up in Patch 2.1: A Realm Awoken). The higher Accuracy a player has the higher chance they have in order to land an attack, all the way up to a guaranteed landing rate of 100%. Which means that Accuracy can easily be ‘wasted’ by having too much of it and striking the proper balance of having the most damaging offensive stats while maintaining 100% accuracy (without going over the cap any more than is necessary) is a game every end game player will eventually have to play and figure out in order to acquire and devise their BiS (Best in Slot, refers to gear that is the best for that particular slot of armor, such as Necklace, Weapon, Boots, etc.)

Maximizing Accuracy is of paramount importance to every class that can except for Healers and Tanks. Healers need focus primarily on the ability to heal, and nuking or damaging the boss comes second to that. Accuracy should never be gained for a loss of healing capability. While Tanks need high accuracy, having 100% at the loss of mitigation stats and capacity is not advised but such tinkering and gearing is best left for min / maxers and those who wish to get the absolute most from their job and gear.

For everybody else, capping Accuracy is a requirement. When a combo is interrupted due to a missed attack from low accuracy, the entire combo chain is reset. That means if a player is on step 3 of a 3 part combo, rather than being able to retry step 3 they have to go back to the beginning of the combo at step 1. This results in a massive loss of both overall damage and DPS as the strongest abilities are most often at the end of a combo. For Mages this is just as crucial as spells can miss exactly the same as Weapon Skills can. Abilities however seem to have 100% accuracy and never can miss but most jobs and classes utilize Spells and Weapon Skills far more than the off GCD abilities they have. In each of the Job and Class guides I’ll list the required Accuracy caps for the current hardest content in the game: The Binding Coil of Bahamut, Turn 5 Twintania.

Defensive Stats

These subset of attributes correspond to how damage received is calculated and ultimately they help to paint a picture as to how to best refrain from absorbing the highest damage possible. For most classes this is easy enough to achieve by avoiding Area of Effect damage moves, tail swipes and either watching your enmity (if you have a bad tank or something unexpected happened) or making sure to have a proper tank with you at the time. Some times this is unavoidable if there is a hate reset ability, or if the damage dealer or healer in question decides to take it upon themselves to engage before the tank is ready or has sufficiently engaged and / or moved the boss / mob into proper position. Such tactics will be covered fully in the Enmity section which will be linked to as that section is far too large to cover on a single page such as this.

There are three primary attributes which help to reduce what you could consider “true” or “full” damage. That is, damage that is unmitigated by other factors such as Stoneskin, Adloq or a Parry or Block chance. These attributes are; Physical Defense, Magical Defense and Elemental Defense (also called Elemental Resistance). We will also cover Parry, Shield Block Rate and Shield Block Strength.

To break it down there are three types of damage in Final Fantasy XIV: A Realm Reborn. These types are; Physical, Magical and Unaspected. Physical Damage is easy enough to understand and explain, it is simply the damage that occurs from a physical hit (ranged or otherwise). All Auto Attacks are considered physical damage even from a mage and all are mitigated by DEF but unaffected by Magical Defense or Elemental Resistance / Elemental Defense.

Physical attacks are also the only known type of attack that can be blocked or parried as well. Physical Damage can also be evaded, though it is not alone in that aspect. Physical Damage also exclusively covers Abilities that deal damage from physical classes and sources, while exclusively handling all Weapon Skills as Physical Damage. Unlike previous games and other MMORPGs, Physical Defense / Physical Damage Received is not mitigated by VIT, which serves as stated above to increase the maximum Hit Points so the player can absorb more damage before being Knocked Out. Physical damage is capable of being mitigated by protective spells like Aloq and Stoneskin, as well as mitigating abilities like Shield Oath, Rampart, Sentinel, etc.

Magical Damage is currently not capable of being Auto Attacked and comes from any sort of spell cast, which can be charged or instant. This is not to be confused with physically sourced abilities which are all physical. However there are a few abilities from magical sources and classes as well as bosses / monsters that are an ability but are keenly magical in nature. Generally this is easiest to understand when the animation plays out as most if not all physical damaging abilities are clearly physical by their animation, either a physical hit or swipe or ranged attack of some sort – but never elemental in nature or design. Magical Abilities often look like other sorts of magic and are definitively not animated in such a way as to make the player suspect that the ability is physical in any way shape or form. Such an ability that is magical would be Energy Drain from Arcanist / Summoner / Scholar which clearly looks like a spell leaving the caster.

Magical Damage is mitigated primarily by Magical Defense but also by Elemental Defense / Elemental Resistance depending on the type of the damage incoming. Only if the damage is, in fact elementally based, and a fair few sources of damage are of the non-elemental variety. For every other type of magical damage, Elemental Defense / Elemental Resistance plays a significantly large role (larger than Magical Defense).

Unaspected Damage is that which has no other source. It’s not magical and it’s not physical, meaning Magical Defense, Elemental Defense nor does Physical Defense mitigate the damage. It cannot be parried or blocked or even evaded. Not even mitigating sources affect it, such as Shield Oath’s -20% damage taken, or Sentinel’s -40% damage taken. But it is mitigated by shields such as Adloq and Stoneskin. This is a rare type of damage and currently the only known example of this damage comes from Wanderer’s Palace. Where the final boss, Tonberry King casts a skill called Everybody’s Grudge that does a flat amount of damage based on how many tonberries were killed, represented by a small Rancor icon that lists the number of stacks. This damage is unmitigatable and the only known ways of mitigating are through the use of proactive Adloq, Stoneskin or Hallowed Ground


There are two types of Defense, Physical Defense and Magical Defense. For the sake of simplicity we will call Physical Defense, simply Defense or shortened to DEF. Defense is the only way to reduce incoming damage by way of gear (currently at least). This means that in order to diminish incoming damage DEF is the player’s best bet in terms of minimizing damage taken from a physical source. DEF plays no role in Magical or Unaspected Damage calculations.

DEF is subject to the same plus, minus 5% variation that damage is subject to. It’s the way that the game allows for some variation around the “true” value that is indicated by the stat formulae. It’s more or less just a way of creating a pseudo random number generator bound by a small range (in this case 5% up or down). Mostly because it’d be really boring to know precisely the damage you’ll get hit with every single time and it just adds a bit of spice and variety to the battle without making things unfair. Though this can have the unfortunate side effect of happening on a Critical Attack, which would then take the damage further, such that 105% of normal damage became multiplied by 1.50, becoming 157.5% damage instead of 150% damage (1.5x) as Critical Attacks normally are.

Each point of DEF reduces the amount of physical damage taken by a set amount (0.044% per point). The formula for Percentage of Physical Damage Mitigation, using Physical Defense is as follows:

 (0.044 x DEF)

For example, let’s take a look at an average end-game DEF for a Paladin, which is 758 (currently the highest attainable DEF rating in the game, WAR has access to the same DEF). Placing that number into the calculation we get the following result:

 (0.044 x 758) = 33.352%

Using the above as a basis, we can assume that a Paladin with all Item Level 90 armor will mitigate 33.352% damage from every physical attack that comes their way. What gets tricky is when we start moving into stacking abilities, and that will be covered in another section called Mitigation. But for our current understanding of the way the game works, this serves as a good metric for incoming damage for all classes, and helps to serve to illustrate how a Tank such as a Paladin or Warrior (or their equivalents, Gladiator and Marauder respectively) can take such a smaller portion of damage than another class with much less defense. Remember that every 100 DEF is another 4.4% mitigation, and every 10 DEF being nearly half a percent (0.44%) of mitigation.

With Blocking, Parrying, Protect, Foresight and various other skills, and spells in the game the matter of mitigation becomes quite complex and satisfyingly deep as well as allowing for staggeringly high amounts of mitigation to be performed by well lettered and clever Tanks. For the sake of simplicity, in the capacity of this article I will list the priority Final Fantasy XIV: A Realm Reborn uses to prioritize the incoming damage. To clarify so that there is no confusion, I’ll be using a nested bullet point list, which reads top to bottom. Every time a new bullet point is nested further in (further to the right from any point above it), it means that particular attribute or function is of a lower priority. If two or more bullet points are on the same nest (meaning neither point is further left or right than the other) then that means they are of the same priority and are counted together rather than in descending order. Example follows:

  • Top Priority
  • Top Priority as well
    • Secondary Priority
      • Tertiary Priority
        • Quaternary Priority
          • Quinary Priority
            • Senary Priority

Now that the formatting is clear, let’s proceed to the actual list! For the sake of ease, I’m going to include Magic Defense as well instead of including it after the explanation. This priority list can be referenced for a full understanding of Final Fantasy XIV: A Realm Reborn’s take on how damage is calculated, such as what gets calculated first and so on. As some people may get confused and become unsure when Stoneskin, Adloq or Parry may get factored in, please feel free to consult the priority list below:

  • Defense (Includes DEF enhancing abilities/spells such as Protect and Foresight)
  • Magical Defense (Includes MDEF enhancing abilities / spells such as Protect and Apocatastasis)
  • Elemental Resistance (Includes Elemental Resistance enhancing abilities / Items such as Apocatastasis and Resistance Potions or gear with Resistance on them)
  • Physical Resistance (Including Physical Resistance enhancing items such as White Ravens and Ring of Lasting Shelter)
  • Evasion (If a player evades, all damage is avoided, but this is practically impossible at end-game without a specific ability being used such as Flash / Featherfoot)
    • Mitigating Abilities (Such as: Shield Oath, Sentinel, Rampart)
      • Mitigating Actions (Such as: Parrying, Blocking)
        • Shield Spells (Such as: Adloquium (Adloq), Succor, Stoneskin)

Magical Defense(MDEF)

Just as Physical Defense works to reduce incoming damage from Physical sources, so too does Magical Defense work in the same way. The major exception is that unlike Physical Damage, it is impossible to Block or Parry magical damage. There are only four ways to reduce damage: Evasion, Magical Defense, Elemental Resistance and Mitigating Abilities. For the sake of future referencing, Magical Defense will be abbreviated to MDEF, as most people in game will refer to it as.

Like all forms of damage and just like Physical Defense, damage taken through Magical sources will also be subject to the plus or minus 5% variation. As explained above in the Physical Defense section, this can either be a blessing or a curse when Critical Hits factor in. If the damage incoming is only 95% then a 1.5x Critical Hit won’t hurt quite as much as it should, however it is I 105% then a Critical Hit will hurt quite a bit more. And as luck would have it, Magical Damage tends to be on the high side compared to Physical Attacks (but not always).

The formula for Magical Defense and the Percentage of Magical Damage Mitigation taken is the same as for Physical Damage (thankfully) which simplifies things quite a lot. As if that wasn’t enough of a boon or curse if you’re into min / maxing gear and prefer various gear sets for different situations, all tanking sets of gear have identical amounts of MDEF and DEF, making a departure from several other MMORPGs where there are multiple tanks that specialize in different sections. Such as a plate oriented Tank that excels with physical enemies but is weaker against magic, and a leather or chain oriented Tank which excels at mitigating Magic but is weaker to physical attacks. For the sake of easy reading I’ll place the formula for Percentage of Magical Damage Mitigation below:

 (0.044 x MDEF)

Since the difference is non-existent, I won’t bother to do an example. If an example is needed to help clarify things, please look up to the Physical Defense section and refer to the example therein.

Magical Damage tends to be on the higher side particularly because it cannot be Parried or Blocked, which when a Paladin is sufficiently geared in their Best In Slot gear, they have practically a 50% rate of mitigating all incoming Physical attacks with either a Parry or Shield Block. Because Magic is incapable of being either Parried or Blocked, it appears as if the damage sustained from Magic is often higher, it’s not really in the grand scheme of things, it’s just harder to mitigate and therefore its base damage is almost constantly affecting those that are targeted.

Elemental Resistance / Elemental Defense (EDEF)

In the Character / Profile window in game, the attribute section is referred to as Elemental Resistance, but for the sake of keeping things neat and tidy with our abbreviations and with the current trend of defense oriented attributes being assigned a DEF label we’ll rename Elemental Resistance to Elemental Defense and appropriately abbreviate it to EDEF.

EDEF is a similar, but very different attribute than either Magical or Physical Defenses and it works only on Magical or Elemental sources of damage. There are six categories for EDEF: Fire Resistance, Ice Resistance, Wind Resistance, Earth Resistance, Lightning Resistance and Water Resistance. As should be plainly evident, each of the six elements present in the game are represented here and function quite as one would expect. The higher a particular resistance is (EDEF) the less damage a player incurs from spells of that particular alignment. Currently the major focuses on EDEF are Primals, as their very nature is elementally based and the vast majority of their attacks are elementally charged. Potions are largely ineffectual due to their meager usage time and the additional matter that they add very little in terms of EDEF to any particular element and those two issues combined make for a relatively poor mitigating force.

Any attack that is elementally based is influenced by the character’s EDEF of that corresponding element. This is likely to have a much greater impact in PvP when players can specifically pump Lightning, Ice, Wind, Earth and Fire resists to help combat the magic casters (primarily Black Mage, but White Mage also commands Wind and Earth and a meager water spell). With Leviathan and Ramuh coming out soon we may see a boost to the utility of Resist Materia but that’s also unlikely due to – again – the rather minimal effects they have on damage intake. Currently knowledge puts each resist at 25% stronger than a single point of DEF or MDEF, the formula can be found below in a similar vein to DEF and MDEF:

 (0.055 x EDEF) 

As we can see here, there is a 0.011 gain (25%) over that of the 0.044 of DEF and MDEF. This makes each point of EDEF more potent, but not drastically so, considering how low character’s EDEF already is, even if their deity / guardian specifically has a higher boost towards it. Even ten points is a tiny bit over half a percent of additional mitigation. And current Tier IV material resists cap out at a measly 6 resist. And none of the higher-end potions come close to hitting their cap for the potions either, making them even more obviously ineffective.

Due to the minimally effective means of acquiring EDEF, and the staggeringly low quantities that can be stacked, EDEF is often passed up because of this and instead other attributes are increased in its place which often results in better more effective gains for the player. Perhaps eventually Square Enix will realize that they’re letting a beautiful stat go to waste by making it too ineffective and will either make Materia or Potions that dramatically increase it so that it can be used appropriately, or they will increase its utility closer to double or more MDEF and DEF.

Mitigating Actions

Below will introduce the only three mitigating actions in the game; Parry, Shield Block, and Evasion. These are the only actions a player make take in which their character automatically reacts and cannot be forced to proc (though they can be increased).


Parry is the capacity to mitigate a physical incoming blow (whether it’s Area of Effect or not) from any class so long as they are facing the source of the damage within a 90 degree arc. The sole exception being Area of Effect attacks from the attacker, to which the direction does not matter. Such abilities include, but are not limited to; Puk’s Tail Chase Weapon Skill, their Somersault Weapon Skill, Twintania’s Plummet Weapon Skill, and a Pugil’s Screwdriver Weapon Skill. These all have to be physical of course, since magical cannot be parried. Every class has a base Parry Rate percentage of 10% and every point of Parry above the baseline at 50 of 341 gains 0.076% Parry Rate. Base Parry Mitigation is set at a rather high 20% with STR increasing it every 40.5 (easier to round to 41) points by 1%.

In terms of priority of procs between Evasion, Shield Block and Parry, one cannot proc if the other procs and there is a clear priority from strongest mitigating ability to weakest, though this can be skewed by equipping particularly weak Block Rate shields, dipping Shield Block mitigation to that of less than Parry’s. The priority is as follows, using the same nesting pattern as used above under the Defense section:

  • Evasion
    • Shield Block
      • Parry

In such a way, because Evasion is the strongest mitigating force, it is the first to potentially proc, as it can completely eliminate any and all damage received, from either physical or magical which would make it a great stat if it could be pumped or influenced in the slightest beyond a single ability (Featherfoot) which by itself was quite weak. In a roundabout way Evasion can be further enhanced by Flash as it has a blind effect which lowers the mob’s accuracy, but it’s unlikely considering that one of the first mini patches of Final Fantasy XIV: A Realm Reborn altered the strength of Flash’s blindness but never left it as a developer note. Though several Paladin’s and many party members noticed the difference immediately after the patch, it has still never been officially stated for reasons unknown. That being said, Flash is still incredibly good to keep on due to the long effect and the additional enmity gained from it, though for fights where you want to take maximum damage to build Limit Break, Flash and abilities that increase Evasion are actually a detriment. More information will be provided below in the Limit Break segment of this attributes article.

Obviously if a character evades, then they automatically fail the following check. What the game does is it goes down the list and asks “Did this character evade?” the game then replies through a formula checking the pseudo random number generator paired with the player’s current evasion (which is level based) versus the accuracy of the monster attacking them (which is also largely level based for most monsters and bosses with few exceptions) and the result is returned as a “Yes” or a “No” and then the game moves onto its next question. “Did this character Shield Block?” the game then runs the character’s current Block Rate, which is a function of DEX and Shield Block Rate.

The game returns with a response of either “Yes” or “No” and if no then the game moves onto its final question: “Did this character Parry?” and the same happens, except this time the game looks at the PAR stat of the character and their DEX to see where they fall in terms of their chances to parry, then the game runs that possible chance through a pseudo random number generator to determine if they actually proc a Parry or not. The game returns with a “Yes” or a “No” and if no, the game provides the player with full damage of the attack, without being avoided or mitigated by Shield Block or Parry.

In reality the coding and process is a bit more like:

  • “Did this character evade?”
    • “If yes, then calculate damage received and stop here.”
    • “If no, continue onto next check.”

What this exchange means is that if at any point from Evasion to Shield Block to Parry to Full Damage, if any of those first three attributes proc as a positive, netting you either an Evade, a Shield Block or a Parry, then the game stops looking to see if the player’s character can perform the next function. It stops wherever a “Yes” or a positive proc was accomplished. This means that you cannot both Evade and Shield Block, and in the same vein you cannot Shield Block and Parry at the same time. They are mutually exclusive and if you do one you cannot do the other. In this way a Paladin may often look back on their parsed results and wonder why, compared to a Warrior their Parry Rate is so much lower.

This is because a Shield Block has a higher proc priority and generally a higher, or equivalently high proc rate. But due to Shield Blocks taking precedent over Parries, there appear to be less Parries overall. Which is the direct result of an attack when a Parry could occur, but doesn’t because a Shield Block proc’d instead. When utilizing a smaller shield this can easily skew the total mitigation into the negative instead of having a positive effect. That is, in the event that the shield in question has a sufficiently low Block Strength to be a few points below Parry’s mitigation potential and strength. Because more Shield Blocks would occur and therefore would take place of a potential Parry which would reduce more damage than the minimal Shield Block would.

Parry is the primary tool of Warriors and Paladins, both of which excel in mitigating as is their job as Tanks. Though Warriors only have Parry while Paladins have both Shield Block and Parry, the priority system helps to make it so that if a Warrior and Paladin with equal stats would both have 30% Parry Rate, the Paladin wouldn’t be able to stack that 30% on top of their 27% Block Rate giving them a grand total possible Mitigation Rate of 57% which would be staggeringly unfair to Warriors.

Instead Shield Blocks take priority and because of that they reduce the number of Parries a Paladin can possibly get. The current working theory is that by multiplying Parry Rate by Block Rate, we get the value that the game trims off of Parry Rate. This is partially tested by myself but I have not had the time to fully work out all the kinks or make a regression line to assure that this works. With that being said, the formula will be placed below with the intent that this is a Work In Progress and will change as new information comes to light. This formula includes the total formula for Block Rate and Parry Rate as well. This is for a Level 50 character, thus the 341 which is the “stat base” for Level 50 characters, both monsters and player characters.

Parry Rate Adjustment Formula

 {[(PAR – 341) x 0.076] + DEX Tier +10} x [(Block Rate x 0.0876) + DEX Tier +10] 

For those that are confused, the order of operations goes ( ) then [ ] then { }. So in this case assume we have a character with 441 PAR, they have 243DEX so they are at +2 DEX Tier, and they have a Holy Shield Zenith which has a Block Rate of 181. I’ll solve it in steps so it’s easier to follow. If there are any problems following this or you know of a better way to type this out so it’s easier to read, please feel free to message me. Example follows below:

{[(441 – 341) x 0.076] + DEX Tier + 10} x [(Block Rate x 0.0876) + DEX Tier +10] 

Here we know that our PAR is 441, and now we can work out the first part of the formula which resolves itself to be:

{[100 x 0.076] + DEX Tier + 10} x [(Block Rate x 0.0876) + DEX Tier +10] 

Working that out we can easily see (without even busting a calculator out!) that 100 points of PAR is equal to 7.6% Parry Rate (two zeros for 100, move the 76 two spaces to the left like they taught us in elementary school). We know that our DEX Tier is +2 so we can proceed to that step and insert it into both sides of the equation.

{ 7.6 + 2 +10} x [(Block Rate x 0.0876) + 2 +10] 

Working our way through we can quickly get to the Block Rate portion, plugging in 181 for Holy Shield Zenith in place of the Block Rate placeholder:

 19.6 x [(181 x 0.0876) + 2 +10] 

Then when we figure out the Block Rate Percentage by working out the above formula we arrive at the penultimate step to finding out an adjusted parry rate while factoring in the Shield Blocking.

 19.6 x [15.8556 + 2 +10] 

Adding it all together get the final formula of Parry Rate Percentage x Shield Block Rate Percentage, as illustrated below:

 19.6% x 27.8556% 

To make it easier to work out mathematically we just express the percentage as a decimal, turning it into the following:

 0.196 x 0.278556 = 0.054596976

This value is the amount we subtract from the total Parry Rate to come up with the Adjusted Parry Rate (to take into account the priority of Shield Blocks). This value becomes: 0.141403024, but generally we truncate to the 0.00 place and no further after expressing it as a percentage. Therefore the Adjusted Parry Rate is: 14.14% instead of the “True” 19.6% which would only be possible if the Paladin didn’t equip a Shield, or we were discussing Warrior.


Evasion is a stat that cannot be altered except with two skills in the game. Those are Featherfoot by Pugilist and Flash by Gladiator. Both work in different ways but when combined, have a stronger effect and like many different abilities in the game work out to have a good synergy. Featherfoot raises the player’s Evasion by a set percentage (in this case, 15% for 15 seconds) while Flash lowers the accuracy of monsters or the other team in PvP by a currently unknown amount.

It’s suggested that Flash’s Blind effect is no greater than a 10% reduction in accuracy. This would mean that the two would combine to be about 25% chance for Evasion during that 12 second window and since Flash lasts 12 seconds for the first, unresisted exposure the two match up quite well and provide a decent chance at mitigating all incoming damage. This is only capable of being paired on Gladiator (the class, and not Paladin the Job) as Gladiator gets a unique trait that Blinds all enemies affected by Flash. Which makes it a very niche and practically never used combination, the likeliest reason is that it would make Paladin or Warrior overpowered by allowing them to have another powerful mitigation force. A 25% chance to evade is an incredibly powerful tool and would just be too much in the hands of a skilled Tank it would seem.

This relegates Evasion to something that “just happens” and isn’t something that can be specifically counted on or geared for like a lot of other Tanking attributes and tactics. It doesn’t mean Evasion is useless, only that it’s hard to count on it and it’s used as an additional layer of protection. For fights where the Paladin is trying to minimize all damage received, then constantly reapplying Flash when the Blind added effect wears off provides a good chunk of added mitigation for practically no cost. This is especially useful when gathering groups of monsters during Speed Runs as a Paladin no only uses Flash as their primary means of Enmity Control, but the Blind effect spreads to all affected enemies and therefore lowers the damage intake of the Paladin substantially until resistance builds to the point of a complete resist where Blind is not applied.

Shield Block

Shield Block is often considered a more powerful version of Parry. While Parry often is higher with Best In Slot gear and the most amount of PAR / DEX possible, it is unfortunately reduced (as mentioned above and illustrated with the formula) by having a Shield and therefore by Shield Blocking. Shield Block Rate and Shield Block Strength are both found by the following formula (it works for either stat).

 (Shield Block Rate x 0.0876) + STR Tier + 10 

Using the above formula you can find the accurate amount of Shield Block Rate Percentage and Shield Block Mitigation Percentage. To find Total Mitigation (useful when comparing shields for example) you would do the following:

 Shield Block Rate Percentage x Shield Block Mitigation Percentage 

We’ll go back to using Holy Shield Zenith as an example which has equal stats of 181 and 181 for Block Rate and Block Strength respectively. Inputting those into the formula to decipher the Percentages of each we get the following:

 0.258556 x 0.258556 = 0.066851205136

As before we truncate the final value and turn it back from a decimal into a full percentage. Doing so we come up with a Total Mitigation value of: 6.68% This doesn’t factor in the DEX Tiers or the STR Tiers, nor does it factor in the Paladin ability Bulwark which raises the Block Rate by 60% for 15 seconds. It looks pretty small and will likely only grow by fractions of a percent per major patch. Which, with the rate that Square Enix is going with patches and end game content, we’re looking at 4 to 6 months between true end game gear is replaced and / or updated. This was done intentionally in part to combat what’s known as Power Creep which naturally happens in any MMORPG and even in just about every RPG out there, including table top varieties like Dungeons & Dragons.

We can apply this function to Parry as well, utilizing the formula used in the Parry Section, if we assume 441 PAR we get a total Parry Rate of 17.6%. Remember, we’re not factoring in additional Tiers from DEX or STR. If we assume from base STR @ Level 50, 22% Parry Mitigation then we can continue onto finding the Adjusted Parry Percentage, since we’ve been going all this time using a Paladin for an example, we might as well continue. Using the below formula (for finding Adjusted Parry Percentage from above) and plugging in our numbers we get:

 0.176 x 0.258556 = 0.045505856 

When we express this out in percentage form we get an Adjusted Parry Percentage of: 13.04%. Now that we have our Adjusted Parry Percentage and our Parry Mitigation Rate we can continue to find our Total Parry Mitigation. Using the same formula as above for Total Shield Mitigation we get the following expression:

 0.130494144 x 0.22 = 0.02870871168 

In other words, our Total Parry Mitigation is 2.87%. Add this to our Total Shield Mitigation and we arrive at a Total Mitigation of 9.55%. Which quite honestly isn’t too bad. Compare this to a Warrior who would only have Parry, albeit a Parry Rate that is not reduced by Shield Block Rate and utilizing the same steps expressed above a Warrior with the same Parry Rate and Parry Mitigation would have a Total Mitigation of 3.87%. And while we can see that the addition of a Shield does indeed carry a bit of reduction to Parry, in this instance it’s only the loss of about 1% worth of Total Parry Mitigation.

So we can see that Shields add quite a bit to the Mitigation table per se and the fact that we have lost only 1% Total Parry Mitigation is a small price to pay for the nearly 7% Total Shield Mitigation we’ve earned in its place. With the additional stats that Shields carry with them, it’s relatively easy to see how valuable they are as a Tanking tool and how it is important to choose the right shield set up that works best for a player’s particular style.

Tactical Points

Tactical Points, which is commonly shortened to TP is like MP but for Weapon Skills. Every Weapon Skill has a TP requirement and TP naturally regenerates over time in combat, but is drastically faster when disengaged from an enemy and not on any Enmity List. No stat influences TP regeneration or amount, which is a static 1,000 points. Weapon Skills run the gamut from as low as 40 TP per use to over 120 TP. Due to the way TP regeneration is, most classes will run out of TP in a prolonged encounter without any rest. Luckily, all melee Damage Dealers have access to Invigorate which restores a portion of TP, 400 points of TP for cross-classed Invigorate such as on Monk or Bard and 500 points of TP for Dragoon. Which can be applied every 120 seconds (2 minutes) and helps to combat the TP loss that occurs from being in constant combat.

This is however worse for a job like MNK which has a high amount of skill speed added with their ability Greased Lightning. It permits them the capacity to execute their attacks faster but because a decreased Global Cool Down / increased Skill Speed does not permit faster TP regeneration (which would seem fair and would balance the stat to be useful in this author’s opinion) they end up running out of TP as an accelerated pace even with the application of Invigorate. This constant bottoming out of TP brings up the necessity of having a boss perform some move that makes the Damage Dealer in question incapable of attacking, this can be as simple as Ifrit’s Rushes, Titan’s Geocrush or Garuda’s Teleportation. Anything that provides them with a small respite with which they can rebuild TP without costing their damage allows them to renew their assault without fear of completely emptying their TP pool and therein drastically lowering their overall damage.

As a DPS, TP is a very important stat, it is as well for tanks such as WAR and PLD both of which need to execute Enmity Building actions in order to keep the monster’s attention planted firmly upon themselves. This is made more difficult by the fact that both PLD and WAR lack any access to Invigorate, though both have access to GCD attacks that cost little to no TP and provides them with some breathing room in order to rebuild their TP back. For Warrior this is mostly executed by way of Inner Beast which allows the WAR to heal back a modest chunk of HP (300-1,000 HP depending on crits and buffs at the time – Blood Bath also heals an additional 25% of damage dealt) deal a hefty unmitigated 300 Potency attack and reduce incoming damage by 20% for 6 seconds all while resetting the Global Cool Down to give them breathing room in order to rebuild their TP. As Inner Beast is capable of being brought to bear every ~23 seconds it greatly helps WAR to keep their TP at full, even when using the TP costly Fracture (80 TP).

PLD however doesn’t have the luxury of Inner Beast but instead has Shield Swipe which deals low damage and unfortunately does not provide any gainful benefit against any sort of End Game Encounters currently in the game as of Patch 2.1. However Shield Swipe does cost only a mere 40 TP and resets the GCD without interrupting chains – similar to how Inner Beast does not interrupt a Chain but still resets the GCD. With a proper build a PLD who shield blocks often can weave in Shield Swipe often enough to regain their TP even when using Fracture for a bit of added damage and / or enmity build-up. Unfortunately for Off Tanks, especially PLDs, this isn’t an option and even without using Fracture a PLD Off Tank can quickly bottom out their TP if there aren’t sufficient breaks in the battle.


Enmity is known by many different names, it is also commonly called Threat or Hate, either of the three are acceptable synonyms for each other in the MMO world. Enmity is how it’s referred to in Final Fantasy XIV: A Realm Reborn and so we’ll be using the proper wording for this article. Enmity is the amount of attention you have of a particular target. The role and duty of a Tank is to generate more Enmity than any other class so that the target in question stays focused on them, where the target deals less damage than it can to any of the other classes or jobs in play. That’s the general use of Enmity in any game and the role of Tank in just about any / every MMO out there.

In Final Fantasy XIV: A Realm Reborn, Enmity is equal to a single point of damage. One point of Enmity is equivalent to one point of damage. In this way Tanks manipulate this formula by modifying their actions and Weapon Skills in order to multiply their Enmity value without raising their damage done (as that would unfairly skew Tanks to being the best Damage Dealers as well as Tanks). For example, a Paladin under the effect of Shield Oath doubles their Enmity output, while at the same time reducing Incoming Damage by 20% and reducing their Damage Output the same, by 20%. This leads to a total increase of Enmity for all damaging actions by 1.6x (0.8 x 2 = 1.6x). So an attack that generally would deal 200 damage without Shield Oath would deal 160 damage under Shield Oath and generate 320 Enmity, or (200 x 1.6). WAR has a similar setup with Defiance, except they have Maim and Storm’s Eye which allows them to keep a constant 30% damage buff, negating their 20% damage loss and gaining a constant 10% damage lead over an unbuffed normal WAR all while increasing their Enmity by double.

In this way it becomes clear how a Tank is capable of maintaining Enmity and focus of the target in question, but they have more abilities that facilitate their role and their main Enmity Combo has multipliers for their enmity so that they deal even more Enmity and are capable of pulling and keeping focus off the best DPS.

Healers get a nice break from Enmity for a number of reasons though. A single heal amounts to half a point of Enmity, which helps them to keep healing people without the worry or threat of constantly building up so much Enmity that they become the unwary target of scorn and end up melting beneath the steely eyed gaze of an angry mob. After all, Healers are quite squishy and without them a party would soon find itself littering the floor of whatever dungeon or lair they find themselves in. Spells that Heal Over Time, or HOTs are subject to a slightly higher Enmity Modifier of 0.6E per point of HP healed. Additionally, Healing is split between all engaged mobs on the field. If five mobs are engaged then that 0.5E per HP is split up amongst each mob making it 0.1E per mob.

So for example, say a WHM heals a WAR for 2,000 HP and the WAR is tanking a single mob, which would amount to a grand total of 1,000 Enmity. If the WAR were tanking two mobs, that would amount to 500 Enmity each, three mobs would be 333 Enmity each, four would be 250 Enmity each and so on and so forth (I’m sure you get the idea by now!) until the amount of Enmity per mob is so low that a Healer would have to try extra special hard to pull focus through Healing. Or the Tank would have to be doing an enormously bad job. This is in stark contrast to AOE abilities like Flash, Steel Cyclone or Overpower which all give 100% Enmity to each mob and the rift that develops between Healers and Tanks on tanking multiple mobs at once helps the Tank to keep hate without having to perform a time intensive Enmity Combo on each and every one just to prevent the WHM from stealing focus from the target.

More on Enmity and its advanced uses will be covered in Final Fantasy XIV Advanced Tactics - Enmity

Non-Combat Stats

Below we’ll explore the final types of stats in Final Fantasy XIV: A Realm Reborn, that is the stats that don’t apply to Combat Classes or Jobs at all. These are stats that revolve around either Gathering (Disciple of Land) or Crafting (Disciple of Hand) of which there are almost an equal amount of classes as the Combat side of things. We’ll start first with Disciple of Land stats (referred to as DOL from here on out).

Gathering Points (GP)

GP limits the amount of Gathering Actions that can be performed. This works the same way as TP or MP in that GP is a finite resource through which a DOL Gatherer will execute their actions. Regeneration outside of gathering is 5 GP per tic (a tic in Final Fantasy XIV: A Realm Reborn stands for the amount of time it takes for the game to generate anything and in this case it’s 3 seconds) and 5 GP per successful strike or gather. Abilities are often highly expensive necessitating the use of long delays between gathering or a Cordial which is a potion that restores 300 GP instantly and is unfortunately only gotten through DOL Leves.

Aside from its ability to limit some of the strongest abilities for Gathering in the game, GP has little use. That isn’t to say it’s useless by any stretch, many abilities are incredibly useful for Gatherers and ignoring GP would be an ill advised action. With abilities that can double the amount of items, drastically increase HQ chance or boost the success of gathering an item, GP is a fantastic resource that regenerates glacially slow.


Perception is one of the three Gatherer stats to remain from 1.0. Perception, as it was in 1.0, increases the odds that a HQ item will be gathered. The game handily shows the Player’s HQ rate next to the item being gathered, resulting in a readily viewable UI element informing the player how much their additional Perception awards them in terms of HQ chance. This is further affected by abilities that increase the likelihood of finding a HQ item, boosting it by a flat percentage (such that 10% HQ chance + 15% HQ ability equals 25% total chance). There is a cap however on how much Perception can increase and at the same time there has to be a minimum amount of Perception met to even have a chance to discover a HQ item at a rate of 1%. This varies per grade of node and is something we’ll get into in the Gathering Section of these wiki articles.

However, it should be noted that as of Patch 2.1, crafting is so ridiculously easy that aiming for HQ items is useless unless the player in question is doing it for a quest or leve of some sort and not directly in order to sell or use in crafting. Due to how easily it is to HQ 100% of the time on a Crafter with minimal investment and time spent, making Perception quite lackluster and unnecessary as far as building for a stat goes. Coupled with how terrible the economy has been and SE’s insistent use of Dungeons for premier gear instead of integrating the Gatherers or Crafters at all and we’re left with a stat that could have been very interesting or great and instead is less than lackluster. If not for gear that naturally had a plethora of Perception on it coupled with Gathering, I would suggest to avoid any Perception piece of gear due to the weakness of the stat.


Gathering is pretty simple, it increases the chance of gathering an item. Super simple stuff. Gathering is present on just about every DOL piece of gear and the cap on Success is 100% so as long as Success is below 100% then adding additional Gathering will of course make a difference. Higher end items generally require more Gathering, and Unspoiled nodes (which are counted as higher than the highest Grade node, which is Grade 5 as of Patch 2.1) require yet more than that. Overall it is Gathering that is the most useful stat – not surprisingly – due to the ability to permit a 100% success rate on gathering.

It’s easy enough to cap out Gathering for all nodes, Unspoiled or not with the Unique or Luminary tool, a High Quality Off Hand Tool and High Quality Unique Armor with appropriate High Quality jewelry. And as it is a simple affair to High Quality anything with a properly specialized Crafter, outfitting oneself with the requisite gear is far from difficult or expensive. Though one has to question, if everything is easy to get then what is the point of doing it?

To that I have no answer, because of the casual nature of the game however it permits all people to max out and allows them the capacity that if they so choose, they can be entirely self-reliant and self-sufficient without ever needing anything from another person, which may be beneficial to certain groups of people who prefer to stay separated from the economy or requiring to buy or sell items in order to make what they want. But for those that wish to sell and make gil, there’s woefully small margins to be had, particularly because everything is so easily done and attaining the gear and required stats to mine, log, or fish items is so simply done that everybody already has and the markets possess more supply than demand leading to shrinking profit margins.

Crafting Points (CP)

Like MP, TP or GP, Crafting Points (CP) are a resource that the DOH or Crafter uses in order to execute almost all actions possible while Crafting. There are a few actions that require no CP expenditure but they are far and few between. However the major benefit of CP is that after a synth is completed they restore to full instantly. This allows people to chain craft without any concern or worry of their overall CP and permits people to synth at their leisure for as long as they want without any degradation to their performance. As previously said, almost all actions require CP and boosting CP to 371 total for the most difficult synths is the way people are capable of attaining a 100% High Quality rate without any sort of randomness or luck involved. It’s quite easy and the preferred (and cheapest / easiest!) method will be outlined in the Crafting Section of these articles.

The more CP a character has the more crafting actions they can use per synth, many of the best actions use a lot of CP and for good reason. Master’s Mend II for example uses 160 CP but restores 60 Durability which is almost doubling many synths durability, or at the very least increasing the amount significantly. Without abilities like these crafting would be much more difficult and 100% High Quality would be impossible to attain.


Craftsmanship is the main stat for DOH just like Gathering is for DOL. Unlike in 1.0 where the utility and use of it was nebulous at best, Craftsmanship in Final Fantasy XIV: A Realm Reborn has a clear and evident purpose. Craftsmanship affects the amount of Progress that is gained through the synth. All actions have a percentage of how much Progress is gained, such as Careful Synthesis II having a 100% amount, while other abilities such as Rapid Synthesis have a 250% amount. By increasing Craftsmanship it becomes easier to complete a synth and doing so in less actions which saves Durability and allows for not only a faster synth to be accomplished but also for more quality to be snuck into the synth in lieu of that extra Progress action.

Many recipes at the high end require a certain amount of Craftsmanship to be capable of crafting them and if it would not be for that case, the required Craftsmanship would be quite a lot lower for a 100% High Quality setup. This is because for more difficult recipes (one and two stars specifically) utilizing Ingenuity II lowers the synth difficulty and thereby increases the amount of Progress and Quality gained through all actions that generate them. This only lasts five turns and is temporary but it’s enough that Craftsmanship could be sacrificed if it wasn’t required for certain recipes.


Not present in 1.0 (thankfully the mysterious Magic Craftsmanship is gone), Control is a new stat present in Final Fantasy XIV: A Realm Reborn that influences the amount of Quality gained per generating action. With Crafting an action can generate either Progress which completes a synth once the Progress Bar is filled, or Quality which affects the High Quality rating of the synth. When Quality actions are applied an amount of Quality is filled in the Quality Bar and once it reaches completion the synth will guarantee a High Quality item. Control is one of the most useful stats for Crafters because they can pump Quality on all normal quality synths and easily reach the end of the synth with 100% Quality rating and guarantee a High Quality product which has better stats, higher Spirit Bond rate and generally always sells for more.


Quality is a function of a synth or recipe and not exactly a stat that can be directly manipulated but it can be manipulated through the use of higher Control gear and / or food. Quality builds slowly towards the beginning of a synth up to around 50% Quality. Quality is represented by a bar below Progress and by a numerical value that needs to be filled in order to attain 100% High Quality chance. Every synth begins with Zero Quality (if using all Normal Quality Items) and has a base High Quality Chance of 1%.

The percentage indicator on the UI informs the player what their current High Quality Percentage is at. If it is below 100% then once the item is completed the game will perform a ‘roll’ that checks if the percentage of High Quality will result in a High Quality item or a Normal Quality item. Therefore even an item of a 99% High Quality chance can turn up Normal Quality and it is therefore highly advisable to reach for 100% Quality on every synth possible. Thanks to how easily it is to attain Materia and High Quality things already, there exists multiple ways of making sure every player that is properly geared can achieve 100% High Quality on everything they make.

Quality builds slowly up to around 50% High Quality rate, after which the percentage rate grows inversely, granting more Quality Percentage per point of Quality gained than before up until around 90% at which it slows down again for the last bits of Quality. This is in part a design mechanic to make sure people can’t just pump a certain amount of Quality and then mass produce an item hoping for a 20% High Quality chance and using the mass produced items to churn out a 1 out of 5 High Quality item. It makes getting to 50% Quality a lot harder than 50% to 100% is and for the reason highlighted. However it doesn’t really work because High Quality is so easy to attain that it’s completely unnecessary the way they built the system as everybody can simply get 100% Quality on every item without breaking a sweat. In the future however it is possible that they will make it more difficult to High Quality and therein this system and the mechanics of it will make more sense at a later date in time.


Progress is represented by a number that needs to be filled. Each Progress Gaining Action increases this amount and thus fills up the Progress Bar. When the Progress amount is met, the Progress Bar is also summarily filled and the synth ends in completion. This results in a completed item and a chance at rolling for High Quality if under 100%. So far every synth is easily completed without issue, owing in part to Ingenuity making the synth easier and the ability to meld materia to Crafting Gear resulting in an easy completion and 100% High Quality synth.

Recipe Difficulty

The higher a Recipe Difficulty is the less Quality and Progress will be granted by Control and Craftsmanship respectively. Ingenuity lowers the difficulty based on whether it’s Ingenuity or Ingenuity II, allowing for a boost in both Quality and Progress to be gained at the same static values. As Recipe Difficulty increases it requires more actions to reach completion and more actions and intricate use of abilities to reach 100% High Quality. Highly difficult recipes often have a requirement of Craftsmanship or Control that the player must have met in order to even begin the synth, which is often quite a lot more than would be required to hit 100% High Quality and / or to complete the synth reliably.

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