Warrior Gearing and Mechanics

This section is for those looking for advanced understanding and in-depth mechanics as pertaining to WAR and particularly to how best gear a WAR now that Inner Beast has changed so dramatically. The changes to WAR in general are manifold and have greatly increased their utility and strengths but ultimately they are still played in roughly the same way as we’ll find out below with additional discussion. Please feel free to follow along as I explain the ins and outs of Warrior’s relevant stats and deconstruct Parry, Skill Speed and Vitality all while providing handy formulae and conversions for you, the reader (and hopefully player), to be able to use this knowledge to your own benefit and help release your own Inner Beast! For those that don’t like delving into the depths of mechanics or mucking around in the guts of systems such as this and only care about the results, please feel free to scroll down to the end titled “All You Really Need to Know” by clicking on the Table of Contents to the right!

Proposed Best In Slot Gear List

The following is a gear list that has been proposed and a prevailing theory is that higher Skill Speed permits faster capability to put Inner Beast up and the faster that can be up the more often Inner Beast’s -20% mitigation will be active, therein boosting Effective HP more than stacking VIT will. Below this gear list we’ll delve into the mathematics and functions of Effective HP, Skill Speed, VIT and WAR’s unique mechanics. I always suggest and personally live by the motto that every function should be taken at its lowest value. What I mean by this is simple: Every possible bonus should be stripped away, every lucky happenstance stricken until we come away with the bare bones of the function, or as some call a “Worst Case Scenario” which you will find yourselves in often. You never want to stat build or gear build around a Best Case Scenario because that is the pinnacle of what you’re trying to achieve. It is not what you will achieve consistently and it’s better for your gear to function at a higher capacity than for it to dip below. That is why building for Worst Case Scenarios provides the best outlook and most realistic translation to real world values from the paper values and / or theory crafting values we’ll be using here. I’ll list the Mythology cost for tomes as well as the general timeline to get each piece assuming you cap out to the newer (as of Patch 2.1) mythology cap of 450 every week and spend it solely on WAR.

Weapon: Bravura +1
Head: Warrior's Burgeonet(495Myth)
Body: Warrior's Cuirass(825Myth)
Hands: Warrior's Gauntlets(495Myth) 
Waist: Allagan Plate Belt
Legs: Warrior's Breeches(825Myth) 
Feet: Warrior's Jackboots(495Myth)
Necklace: Hero's Necklace of Fending
Earrings: HQ Rose Gold Ear Screws [8Vit | 6Par | 6Sks | 6Sks | 2Vit]
Wrists: HQ Gryphonskin Wristbands [8Vit | 6Par | 6Sks | 6Sks | 2Vit]
Ring: HQ Gryphonskin Ring [8Vit | 6Par | 6Par | 3Sks | 2Vit]
Ring: HQ Gryphonskin Ring [8Vit | 6Par | 6Par | 3Sks | 2Vit]
This gives a total, base stat build of (Seeker of Sun Miqote):
Def/Mdef: 754 (-33.176% Mitigation)
HP: 6,373
Defiance: 7,966
Strength: 405 (-25% Parry Mitigation Tier)
Dexterity: 229 (Hits 210DEX Tier for +1% Parry Rate)
Parry: 529 (25~26% Total Parry Rate)
Accuracy: 466
Skillspeed: 446 (2.40s GCD)
Determination: 253
•	Food: Sauteed Couerl
Defiance HP: 8,238
Accuracy: 475
Skillspeed: 463 (2.38s GCD)
Total Tomestone Expenditure (if 0/2 Allagan): 3,135 ~7 Weeks
Total Tomestone Expenditure (if 1/2 Allagan Hands): 2,640 ~6 Weeks
Total Tomestone Expenditure (if 1/2 Allagan Pants): 2,310 ~5 Weeks
Total Tomestone Expenditure (if 2/2 Allagan): 1,815 ~4 Weeks

Inner Beast and Skill Speed

We will be ignoring the 100% HP absorb on Inner Beast because oftentimes, as is their duty, a Healer will have you, the player, topped off or nearly so every time. And a 300-400HP heal, while not insignificant is too random to be able to count on for the HP heal alone. So please bear that in mind while we go ahead. BiS 2.38s GCD in worst case scenario grants five (5) stacks of Wrath in a minimum of 19.04 seconds. That is if there is no lag and no alterations to the way in which the player utilizes their Weapon Skills and it assumes “Worst Case” in that there is no Infuriate and no ability that grants Wrath up, such as Vengeance or Berserk both of which are on 120 and 90 second recast respectively. The former you would not wish to use at will on high-end fights simply because it completely takes out the major defensive skill a WAR has at their disposal aside from Inner Beast which is not capable of being up all the time. Back to the point at hand, BiS trying to balance Skill Speed, Parry and Maximizing Vitality leads to a Global Cool Down of 2.38 seconds (with Coeurl Sautee as food). This comes out to 19.04 seconds per Five Wrath Stacks compared to 20 seconds per Five Wrath Stacks for the default Global Cool Down of 2.5 seconds. This means that in a worst case scenario where Berserk/Infuriate/Vengeance are either down, or incapable of being used (which will be the case with the relatively long Cool Down times on them, Infuriate aside which is 60 seconds, we’ll have (with the BiS set) Inner Beast’s -20% damage mitigation up for 31.51% of the time, compared to 30% of the time with a full Vitality / Parry build without any focus on Skillspeed whatsoever. To find our total increased mitigation we multiply the known mitigation of Inner Beast (-20%) times the percentage increase of its uptime. See the following:

 0.2 x 0.0151 = 0.00302 

Which works out to be an increase to Total Mitigation by +0.302%. Working out how much Total Mitigation Inner Beast provides in the same “Worst Case Scenario” we arrive at the following formula:

 6 / 19.04 = 0.3151 

Expressing this as a percentage we get that with the Global Cool Down of 2.38 seconds we’re able to keep Inner Beast up (again in a Worst Case Scenario) 31.51% of the time. This is versus the standard 2.5 second Global Cool Down which results in a 30% up keep of Inner Beast and therefore the difference between them is only 1.51%. The purpose of a Total Mitigation Value allows us to convert it into Effective HP. Effective HP is simply the amount of HP you “effectively” have (but not literally) based on the amount of averaged out mitigation you possess. We try to rule out luck based things as much as possible such as rare evades and the like, but things like Inner Beast where you can easily see and math out the up time versus the cost we can see how often Inner Beast’s -20% mitigation will be up (30% to 31.51%) and then express that out as a formula and come up with the Effective Hit Points it grants us as a player. In this instance we have 6% total mitigation for the 2.5 second GCD, and we have 6.302% for the higher Skill Speed Best In Slot set. An average WAR at 50 will have roughly 8,000HP but usually higher. So let’s assume that you only have 8,000 an Effective HP increase of 6% from the standard GCD will provide us with an increase of our Effective HP to 8,480. Effectively providing us with an increase of 480HP, this is a fairly large amount. Now the difference between the base GCD and the BiS set that specializes with Skill Speed leads us to having an increase in Effective HP by +0.302%. Which would give us a total amount of HP at 8,000 base; 8,504 HP. An increase of 24HP for a massive boost to Skill Speed really feels like a lackluster result. The HP that is given up on the jewelry slots in order to obtain this is 5 VIT per piece of jewelry. At five pieces of jewelry that’s a 25 VIT loss. Normally VIT is worth 14.5 HP per but with Defiance we get a 25% multiplier to our HP (1.25x). This makes each point of VIT worth 18.125 HP. At 25 VIT loss that results in a net loss of 453 HP. A staggering amount, even more lost than the Effective HP gain of Inner Beast. While this method pales in comparison to the better VIT stacking method, and is more expensive by far (material overmelding can be quite expensive and grow exponentially more as you approach penta melds) it does away largely with lucky drops from The Binding Coil of Bahamut, which is highly irregular and random at best. It could be weeks or months until a single piece of Fending Jewelry that is needed drops and Hero Jewelry, while a stop gap is not really as effective as the Allagan Jewelry is. The above simply illustrates that in no case should VIT and by proxy HP, be sacrificed for higher Skill Speed. This moves in Anti-thesis to Paladin which receives great gains from higher PAR, STR and DEX from swapping out all five jewelry pieces for Penta Melded crafted i70 jewelry. However that’s also due to the fact that Paladin’s can both Parry and Shield Block, as well as heavily increase their frequency by which they block by 60%.

Skill Speed Vs. Parry Vs. VIT

In this section we’ll go over and quantify just how much mitigation each provides. Now that we know the Melded Jewelry is out of the question, we’ll also know that the Parry Mitigation for WAR will drop from 25% down to 24%. Not a huge drop, but still worth noting. As well, Parry Rate will drop 2% due to 2 tiers of DEX being lost. Putting us back at the base rate of Parry Rate of +0%. For WAR this is less significant because they can only Parry, whereas it’s doubly effective for PLD because they can both Parry and Shield Block which makes their rates much more important as Shield Block is one of the major things Paladin has over Warrior that doesn’t get used like a spell or skill would.

Parry / PAR

If you’ve been reading from the Primer Guides and the Getting Started section (which you should! Go read it now, I’ll wait, no seriously go on!) we already know that one point of Parry equals 0.076% additional Parry Rate. But what we don’t know is how this relates to actual mitigation. If we know that each point of PAR provides an additional 0.076% of Parry Rate and we know that Parry Mitigation will be -24% we can create a function and express it to come to an answer that will tell us how much Mitigation we get out of each point of PAR added. We’ll do the same with Skill Speed later on and compare! The difference however is that Parrying is something of a luck-based thing. Square Enix sadly went with a cryptographically weak Pseudo Random Number Generator that makes strings of improbable to impossible events happen when they shouldn’t. Such things like failing a Materia Overmeld with a success rate of 24% eighteen times, or repeatedly succeeding a Materia Overmeld of 6% without a single fail. These things should be far and few between but in Final Fantasy XIV: A Realm Reborn it happens with all too much frequency. This makes things like Parry and Shield Block fickle beasts because while they may have a 25% chance to proc, it can be far lower than that and a massive sample size of 10,000+ hits would be required (if not more) to actually see that 25% properly expressed. It does not under ANY circumstances mean that if you get hit 4 times, one of those will always be a block. That being said, let’s get on with the maths:

 0.24 x 0.00076 = 0.0001824 

Keep in mind that the 0.076 was a percentage and expressing it as a decimal to work through results in adding two additional places of 0’s. This results in a total mitigation value of 0.01824% per point of PAR. A touch under one fifth of a percentage per point. Of course this is an average and very likely it can take dozens if not hundreds of battles to be able to get this value to properly express itself due to their pRNG and the faults therein. This is abysmally small, many orders of magnitude weaker than DEF or MDEF of course and well beneath VIT’s efficacy.

Skill Speed

We know that roughly (the first step of SkS given a Passover for the way the UI handles it) that it takes 10.5 points of Skill Speed to lower the Global Cool Down for Weapon Skills 0.01 second. In order to find out how much a single point of Skill Speed lowers the Global Cool Down of Weapon Skills we need to divide the reduction per 10.5 points into the reduction in seconds to discern how much each point of Skill Speed reduces the Global Cool Down in fractions of a second.

Skill Speed Conversion to GCD Reduction

 0.01 / 10.5 = 0.0009523 seconds 

As we can see the amount a single point of Skill Speed reduces the GCD is vanishingly small. Which makes perfect sense as even 10.5 points only reduces it a hundredth of a second. But now that we have our data we can continue on with the next step, which is finding out how much reducing the GCD by 0.0009523 seconds increases the mitigation factor and up time of Inner Beast. This could be done a number of circuitous ways but we’ll delve straight into the heart of the matter. We’ll simply reduce the known standard of 2.5 seconds for the GCD and subtract 0.0009523 from it, and multiply it by 8 (the number of Weapon Skills starting from Heavy Swing that will build five stacks of Wrath).

 2.5 - 0.0009523 = 2.4990477 

We already know from earlier sections that for calculations SE doesn’t truncate the value, only when representing it in the UI does it truncate and round for purposes of easy viewing. For all intents and purposes a viewer looking at the UI would read a single point of Skill Speed as 2.5 seconds GCD and think it did nothing. In reality it did reduce the GCD, only in such a small amount as to be nigh invisible to anything but a program. Now we know our new GCD we can express it against the eight required Weapon Skills. I’ll express the Weapon Skills out below to illustrate how many it takes to get a wrath stack. Remember that only Skull Sunder, Butcher’s Block, Maim, Storm’s Eye and Storm’s Path provide a single Wrath Stack with each execution. Moreover only two of those Weapon Skills can be used in a three-part combo. Which needs almost three whole combos before Five Wrath Stacks can be met. The Weapon Skills would go in order as follows:

  • Heavy Swing: 0 / 5 Wrath Stacks
  • Skull Sunder / Maim: 1 / 5 Wrath Stacks
  • Butcher’s Block / Storm’s Eye / Storm’s Path: 2 / 5 Wrath Stacks
  • Heavy Swing: 2 / 5 Wrath Stacks
  • Skull Sunder / Maim: 3 / 5 Wrath Stacks
  • Butcher’s Block / Storm’s Eye / Storm’s Path: 4 / 5 Wrath Stacks
  • Heavy Swing: 4 / 5 Wrath Stacks
  • Skull Sunder / Maim: 5 / 5 Wrath Stacks → Infuriate Mode Active

As you can see it takes eight Weapon Skills in order to build it up, now if Heavy Swing was capable of granting Wrath, that would be another thing entirely and we’d hardly need two full combos to pull it off. As it is each combo under normal GCD conditions is about 7.5 seconds long depending on player speed, lag and other small errors that would result in each ability not being pressed or used as soon as it was up. With eight (8) total Weapon Skills being used, that amounts to a hefty twenty (20) seconds for Inner Beast to be up. By the time two more Weapon Skills are executed (which would be a single point of Wrath) Inner Beast is nearly worn off, and 1.5 seconds before the third Weapon Skill is used (which would provide the second stack of Wrath) Inner Beast would have completely worn off. Now let’s take our knowledge and express it in a formula to reap the data we desire:

 2.4990477 x 8 = 19.9923816 seconds 

Now we can go back up to the top where we worked out Inner Beast and Skill Speed to use the same formula there to find the total amount of up time as expressed in a percentage with this change in GCD:

 6 / 19.9923816 = 0.3001143195466017 

This would be expressed at 30.01143195466017% or an increase of, 0.01143195466017% worth of up time. Once again following the examples outlined in the Inner Beast and Skill Speed section we can work it out to find the total increase to Effective HP / Total Mitigation:

 0.2 x 0.3001143195466017 = 0.0600228639093203 

Expressed as a percentage this becomes: 6.00228639093203% or an increase of: 0.00228639093203%. From this we can compare that one point of Skill Speed proportionally increases Effective HP / Total Mitigation derived from Inner Beast by 0.00228639093203%. While each point of PAR increases Effective HP / Total Mitigation by 0.01824%. I’ll put those one above each other so we can see just how drastically the two are compared to one another:

 PAR: 0.01824% 
 SkS: 0.00228639093203% 

Using this we can find how much Skill Speed roughly equates to a single point of Parry:

 0.01824 / 0.00228639093203 = 7.977638357673766 

As we can see above, nearly 8 points of Skill Speed equals a SINGLE point of Parry. Absolutely ridiculous if you ask me. Of course Parry is more random and luck based than the Skill Speed would provide but the numbers simply do not lie. Parry is nearly EIGHT TIMES as strong as Skill Speed in increasing a WAR’s overall defensive capabilities and their Effective HP / Total Mitigation. So we can see that in just about any and every case, Parry should be taken over Skill Speed whenever the chance arises simply because additional Parry does not come in such small doses as to allow Skill Speed to EVER reach an equivalence.


Now that we know how much each of these increase Effective HP / Total Mitigation per point we can compare this against our average WAR HP (with Defiance up!) of 8,000HP. This is where things become highly applicable to the real world and gearing properly so pay attention! Each point of PAR increases Effective HP by 0.01824%. At an HP of 8,000 this results in the following:

Parry to HP Conversion

 8,000 + 0.01824% = 8001.4592 

Using the above we can now equate a single point of PAR to a point of HP. One point of PAR is worth 1.4592 Hit Points. To put this in another frame of mind it takes about 12.42 points of PAR to equal a single point of VIT (as a WAR with Defiance up, 18.125 points of HP per VIT). And we can start to see a pattern develop where the game is pushing hard to become remarkably linear and simple to gear. Stack VIT and tank gear and you’re done pretty much it seems. But let’s continue regardless and see what we can find. Without having to reevaluate the amount of HP increased from a single point of Skill Speed we can simply go straight to the source: the amount of HP increased by a single point of PAR and divide that by the amount of Skill Speed it takes to equal one point of Parry. In this case we know it takes 7.977638357673766 Skill Speed to equal a single point of PAR, so dividing the HP increase of a single point of PAR will tell us how much HP we would gain from a single point of Skill Speed. Again, all of this is assuming Worst Case Scenario, and while Infuriate, Vengeance and Berserk use would increase the rate of which you could gain Wrath Stacks it also has nothing to do unfortunately with the rate at which a WAR can execute Weapon Skills and therefore has no real bearing on our math of Skill Speed Vs. Parry Vs. Vitality, as weaving in those abilities with a 2.5 second GCD would have the same effect regardless of GCD.

Skill Speed to HP Conversion

 1.4592 / 7.977638357673766 = 0.1829112745624 HP 

So here we can see the real Effective HP value of a single point of Skill Speed; which is a horrendously low 0.1829112745624 points of HP. Equating this to a single point of VIT we arrive at: 99.09175934267887 Skill Speed to equal a SINGLE point of VIT. Which just goes to show how absolutely, horribly useless and ineffectual Skill Speed really is for WAR. Now on paper and at first blush Skill Speed makes loads of sense. It would increase the frequency of Inner Beast and therefore greater amounts of Mitigation and Effective HP would be gained, but working it out we see that’s not the case at all.

Even if magically Skill Speed's efficacy was doubled (such that it took only 5 points of Skill Speed in order to decrease the GCD, it would therefore be equivalent to roughly 0.36 HP per point, around 3.98 points of Skill Speed would equal one single point of Parry, and it'd take around 49.6 points of Skill Speed to equal a single point of Vitality under Defiance. Which simply goes to show how terrible this stat is for Warrior. Now you may read this and think that knowing all these numbers is well and good but what exactly do they mean, without any real examples it can be difficult to discern in what ways a WAR could utilize this knowledge to wring every last bit out of your job and make it shine like it was meant to. For this example we’ll compare two weapons that receive a lot of heated debate as pertaining to WAR. The Allagan Battleaxe and the Bravura Zenith. I’ll list the relevant stats below of each so that we can see what we’re working with. Remember, only relevant stats will be shown so things like Weapon Damage, Accuracy and anything that’s not VIT, PAR or Skill Speed will not be shown.

  • Bravura Zenith
    • VIT: 35
    • Skill Speed: 26
    • Parry: 37

Now we’ll look at Allagan Battleaxe and while it doesn’t have the slew of additional stats like Parry and Skill Speed, it is a stronger axe with five Item Levels in its favor.

  • Allagan Battleaxe
    • VIT: 39

While the Determination and Accuracy do help, they don’t do much on their own and neither directly impacts the defensive stats since any WAR worth their salt will have effectively capped their accuracy anyways before debating how to best strengthen their job. Let’s convert these values to something that makes a bit more sense. Below I’ll list out the stats for both axes, but this time I’ll list them out as equivalents to HP using the above values that we found. For the ease of reading we’ll truncate the values to the thousandth’s place.

  • Bravura Zenith (eHP Comparison)
    • VIT (HP Conversion): 634.375
    • Skill Speed (HP Conversion): 4.755
    • Parry (HP Conversion): 53.990
      • Total HP for Bravura Zenith: 693.12

Now onto Allagan Battleaxe, which by all points seems to be sorely lacking the capacity to make up the extra 58 HP awarded by the Bravura Zenith’s PAR and Skill Speed bonuses. However, if it is close enough the Allagan Battleaxe COULD be utilized in such a way as to allow more pieces with Parry / Skill Speed on them and in so doing allow a higher Best In Slot Effective HP. But we’ll get into that later in an article specifically about WAR’s Best In Slot list.

  • Allagan Battleaxe (eHP Comparison)
    • VIT (HP Conversion): 706.875
      • Total HP for Allagan Battleaxe: 706.875

As we can see, Final Fantasy XIV: A Realm Reborn is pretty tricky with first impressions! Allagan Battleaxe, despite having ZERO additional Effective HP stats simply rolls over the Bravura Zenith by over 13eHP (in this case, literal HP too). So save those 900 mythology and work Twintania over until she gives up a Battleaxe! By using the Battleaxe we get a huge chunk of Accuracy (39!) with which we can adjust a Best in Slot around, taking out pieces that exchanged Parry or Skill Speed for more Accuracy. Using the Best in Slot that was posted at the start of this, we can find out that all the Overmelded Materia Item Level 70 items are complete garbage. Five points of VIT lost per piece is equivalent to ~90 HP gained by equipping any Item Level 90 piece and the best pieces available are Hero’s Ring of Fending and Allagan Ring of Fending. The head piece, the WAR AF2 helm is shown to be effectively worthless with barely over 2 Effective HP granted from the 15 Skill Speed which pales in comparison to the 21 Parry (and ~28HP gained from that Parry). So in essence we’ve learned that Skill Speed sucks, particularly for Warrior’s who are looking to get an edge on tanking and become better tanks and stronger backbones to their team. The short of this places the following strengths in descending order from Strongest to Weakest.

  • VIT
  • PAR
  • Skill Speed
  • Strength
  • Dexterity

All You Really Need to Know

Vitality is by far the most potent stat for tanking as Warrior, despite their alterations in patch 2.1 they are and will continue to strive with more HP. There’s nothing like VIT with Defiance, which provides a whopping 18.125 points of HP per point of VIT. No increase to DEX, STR, PAR, or Skill Speed can make that up. It’d take just over 12 points of Parry to equal a SINGLE point of VIT, and Skill Speed is orders of magnitude worse, at slightly over 99 points of Skill Speed needed to equal a single point of VIT. WAR’s use their massive HP pools to soak up damage and keep going, the changes to Inner Beast make them more resilient but they are NOT Paladin’s. Their goal is to take a full-force hit to the face and keep swinging, the Mitigation King is still Paladin and will continue to be for the foreseeable future. This isn’t bad news for WARs by any stretch of the imagination though. The changes to Inner Beast allows Warriors to have some handy mitigation for hard hitting attacks that their HP just won’t suffer, or they would prefer not to.

For bosses like Twintania however with the use of Inner Beast and Infuriate it should be an easy matter of keeping Inner Beast’s mitigation buff up for Death Sentence which should allow for Warrior to weather said damage. With Skillful Play a WAR can even keep up the 10% damage debuff on Twintania while keeping themselves buffed up and with little difficulty. However WAR plays completely differently than PLD and that needs to be accounted for, they are more reactive than proactive and they have quite a bit more skills handy to use. Of course you would know all this if you had read the WAR Primer Guide in the Getting Started section which covers all Jobs of Final Fantasy XIV: A Realm Reborn! If you haven’t, I suggest you head on over, it details all the things that have changed with WAR in patch 2.1 and their ascension from Bench Warmer to Capable Tank as they always should have been.

Skill Speed Effective HP Values

 0.182 HP per point of Skill Speed 
 7.977 Points of Skill Speed = 1 Point of Parry 
 99.091 Points of Skill Speed = 1 Point of VIT under Defiance 

Parry Effective HP Values

 1.459 HP per Point of Parry 
 12.42 Points of Parry = 1 Point of VIT under Defiance 

Handy Conversions (Parry)

 16 Parry = 1.311 VIT 
 16 Parry = 23.344 Effective HP 
 16 Parry = 127.632 Skill Speed 
 5 Parry = 39.885 Skill Speed 

Handy Conversions (Skill Speed)

 16 Skill Speed = 0.161 VIT 
 16 Skill Speed = 2.005 Parry 
 11 Skill Speed = 1.375 Parry 

Article By: Penguin Writer

Games | Role Playing Game

QR Code
QR Code final_fantasy_xiv_advanced_tactics_-_warrior_mechanics_and_analysis_for_advanced_players (generated for current page)

Advertise with Anonymous Ads