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The Sealed Dagger: A Ninja Guide
Sylph.Oraen
Server: Sylph
Game: FFXI
Posts: 2,087
By Sylph.Oraen 2016-10-02 06:41:53
100% positive on 6 FC with Fern.
Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10,611
By Asura.Sechs 2016-10-02 07:34:29
Magical Path, correct?
Sylph.Oraen
Server: Sylph
Game: FFXI
Posts: 2,087
By Sylph.Oraen 2016-10-02 07:35:29
Yeah, magic path.
By Verda 2016-10-02 09:00:06
According to research submitted to the wiki by Byrth any fern stone category has a 3% chance to be capped out, this is divided among 8, so your chance of seeing the capped fern augment of your choice is .03 / 8 = .00375, or about 1 in 264, if you want that accompanied with other good augs then it's no wonder you see people saying they spent 3-5k stones for one augment they wanted and still aren't totally satisfied with.
I've seen both TA 4 and FC 6 on herc. Getting a FC max aug is far easier than getting a TA 4 aug with good acc/attack and hopefully some dex on it though.
Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10,611
By Asura.Sechs 2016-10-02 10:03:17
Dunno, never seen FC higher than 4, whereas I've seen plentyful of TA+4 (now if we're talking about TA+4 AND some good stats no, that only happened twice for me so far)
Fenrir.Snaps
Server: Fenrir
Game: FFXI
Posts: 1,139
By Fenrir.Snaps 2016-10-02 10:35:15
According to research submitted to the wiki by Byrth any fern stone category has a 3% chance to be capped out, this is divided among 8, so your chance of seeing the capped fern augment of your choice is .03 / 8 = .00375, or about 1 in 264, if you want that accompanied with other good augs then it's no wonder you see people saying they spent 3-5k stones for one augment they wanted and still aren't totally satisfied with.
I've seen both TA 4 and FC 6 on herc. Getting a FC max aug is far easier than getting a TA 4 aug with good acc/attack and hopefully some dex on it though.
I've heard the 3% thing before and I don't believe it. I see 5% Critical Hit Rate/Critical Hit Damage/WSD and 4% TA on Herculean on a fairly regular basis. I think the distribution properties are different for each category. That said, I have never seen a 4% TA Kanaria.
By Verda 2016-10-02 10:54:34
YMMV would be nice to see the data set that was taken from though. A nice rule of thumb is whatever the average, multiply it by 2.5 and that is a not unheard of worst case scenario.
And yes TA and FC should have the same chance of being capped, the harder part was you don't really care about FC augs other than FC most the time, but for TA you want it all.
Fenrir.Snaps
Server: Fenrir
Game: FFXI
Posts: 1,139
By Fenrir.Snaps 2016-10-02 12:24:27
YMMV would be nice to see the data set that was taken from though. A nice rule of thumb is whatever the average, multiply it by 2.5 and that is a not unheard of worst case scenario.
And yes TA and FC should have the same chance of being capped, the harder part was you don't really care about FC augs other than FC most the time, but for TA you want it all.
Do you have data that stratifies the capped rates for different augments? The only data I saw just assumed that the rate was the same for all of them and lumped them all together.
By Verda 2016-10-02 12:40:24
Just what's on bg-wiki but as I said whether it's even distribution or not which it probably is, you're going to get cases like you're saying.
Fenrir.Snaps
Server: Fenrir
Game: FFXI
Posts: 1,139
By Fenrir.Snaps 2016-10-02 13:07:12
I don't think Fern stones have an even distribution, I think it's more like the following (for any augment).
r = floor(f()*(b + s))
r - The resulting augment.
f() - A (0, 1) random number generator with a uniform distribution for Pellucid/Taupe augments and a normal skewed distribution for Fern augments.
b - The base cap for the stat
s - The stone bonus (1 for Fern, 5 for Taupe, unknown for Pellucid)
Fern augments with lower caps (including the bonus) would have a higher chance of getting a capped roll, particularly those with 5 or less.
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By Verda 2016-10-02 13:18:50
Well I didn't do the testing or see raw data for it and you're gonna have to burn stones if you want the aug either way so I don't really see much point in discussing it further. You are right tho that ones that have more values may see less caps but I really don't like talking in probablies, especially since I'm not planning to test it so at that point it's not much removed from feels so gonna drop this convo, hope you take no offense. I've got capped FC on two items by the way if that helps you in any way and seen it other times I didn't keep it.
By the way I ended up using Dread Jupon for NIN fastcast body slot, though for utsusemi you have either relic body or passion jacket as options, even for midcast it works to lower recast. Legs and head would be the two best options for herc augs for utsusemi.
Fenrir.Snaps
Server: Fenrir
Game: FFXI
Posts: 1,139
By Fenrir.Snaps 2016-10-02 14:35:28
250 Fern Stones on Herculean Boots - 5 Triple Attack +4% augments
250 Fern Stones on Kanaria - 0 Triple Attack +4% augments
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Bismarck.Gippali
Server: Bismarck
Game: FFXI
Posts: 590
By Bismarck.Gippali 2016-10-02 16:10:55
I'm still trying to get that Elusive Lino's with the Tachi: Fudo augment...
I threw about 1250ish+ fern and best I have seen is DMG +15/TA +3/ACC & ATT +15
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Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10,611
By Asura.Sechs 2016-10-02 17:57:22
Keep in mind weapons tend more often than not to be kinda special and different to sets when it comes to augment types and caps.
Wouldn't be surprised if Kanaria caps at 3% TA instead of 4%.
I'm not saying this is the case since 250 is quite a small sample, but then again it wouldn't surprise me if it were.
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Server: Asura
Game: FFXI
Posts: 1,329
By Asura.Azagarth 2016-10-02 18:09:42
im at around 1500~ fern on kanaria, never seen past 3% and never heard of it. IMO doesnt go past 3.
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Fenrir.Snaps
Server: Fenrir
Game: FFXI
Posts: 1,139
By Fenrir.Snaps 2016-10-02 18:45:15
Thanks for your testimony Azagarth. I threw another 200 Fern Stones at Kanaria, I did not see 4% TA. I don't think it's possible at this point (except for maybe Dark Matter.) I was wondering if this is some kind of property of Reisenjima weapons, so I decided to mess around with Colada magic path for a bit. The most Refresh I ever saw using Pellucid was 1, yet after switching over to Fern I very quickly got a 2. So the Fern Stone seems to function for that weapon/path. I've also never seen 3% Triple Attack on Skinflayer but I have not spent as many stones on those as Kanaria.
I think all this lends credit towards the distribution properties I mentioned earlier with the added information that Triple Attack +4% is not possible to roll on Kanaria (and probably Skinflayer). I am not sure if Fern stones have no effect on the Melee path for these weapons (other than forcing the slot), or if it's just Triple Attack in particular.
I think we can conclude that Fern stones are a waste of time on Kanaria and you should probably use Taupe. The +5 DEX is going to boost Blade: Ten and Blade: Shun whereas there is almost no apparent benefit to using Fern stones. Within just 250 Taupe stones, I got a 6 DMG 15 DEX 3 TA 17 Accuracy augment. I know that's not the best but I think it's fairly good, better than any of the augments I received with the 600+ Fern Stones I've used.
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Server: Asura
Game: FFXI
Posts: 1,329
By Asura.Azagarth 2016-10-02 19:14:40
Thanks for your testimony Azagarth. I threw another 200 Fern Stones at Kanaria, I did not see 4% TA. I don't think it's possible at this point (except for maybe Dark Matter.) I was wondering if this is some kind of property of Reisenjima weapons, so I decided to mess around with Colada magic path for a bit. The most Refresh I ever saw using Pellucid was 1, yet after switching over to Fern I very quickly got a 2. So the Fern Stone seems to function for that weapon/path. I've also never seen 3% Triple Attack on Skinflayer but I have not spent as many stones on those as Kanaria.
I think all this lends credit towards the distribution properties I mentioned earlier with the added information that Triple Attack +4% is not possible to roll on Kanaria (and probably Skinflayer). I am not sure if Fern stones have no effect on the Melee path for these weapons (other than forcing the slot), or if it's just Triple Attack in particular.
I think we can conclude that Fern stones are a waste of time on Kanaria and you should probably use Taupe. The +5 DEX is going to boost Blade: Ten and Blade: Shun whereas there is almost no apparent benefit to using Fern stones. Within just 250 Taupe stones, I got a 6 DMG 15 DEX 3 TA 17 Accuracy augment. I know that's not the best but I think it's fairly good, better than any of the augments I received with the 600+ Fern Stones I've used.
I have a skinflayer with 3 TA, so just keep your head up!!! I have never seen 4% on skinflayer though either, which makes me thing weapon TA caps at 4.
also your aug is very good on kanaria, better than mine. I have never got a 3 TA with high acc together..... has me dropping millions a month trying.
I also came to the came conclusion that taupe > fern for that reason. I get 3 TA with taupe already, so why not go for an extra 5 dex too. Though I think pellucid has a higher acc cap (25?) while I think taupe maxed at 20? I honestly use fern so much idk, but this is what i have seen.normally'
I have a 25 acc / 25 attack 1 QA dark matter aug, I was so sad it didnt get 3QA like the odys legs I did right ater, that would have been just amazing on a katana with the acc/att... oh to await next dark matter campign!!
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Fenrir.Snaps
Server: Fenrir
Game: FFXI
Posts: 1,139
By Fenrir.Snaps 2016-10-02 19:19:45
Oh, sorry I meant I've never seen 4% Skinflayer. I also have 3%.
By eliroo 2016-10-03 14:07:07
What is the consensus on a Path B Mijin? It has less accuracy than Shigi but also offers STP +5, Dex + 5 and Agi +5 while still at 190 delay.
Asura.Nilats
By Asura.Nilats 2016-10-03 16:44:20
What is the consensus on a Path B Mijin? It has less accuracy than Shigi but also offers STP +5, Dex + 5 and Agi +5 while still at 190 delay.
You miss out on the Ninjutsu skill, recast and NIN tool exp. I don't think I'd use it for TP over Shigi however looking at it for path C as an alt for magic damage when Ochu isn't dropping might be worth it?
Achiuchikapu and Shigi from what I've been told are top two off-hands with shigi being better if you are needing accuracy.
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Server: Asura
Game: FFXI
Posts: 1,329
By Asura.Azagarth 2016-10-03 16:46:42
sell the elixirs from mijin, and start working on shigi, anyone wanting to call themselves a nin needs it.
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By eliroo 2016-10-03 16:50:46
Yea, Shigi is a clear winner if you need more Accuracy and are potentially tanking.
I was just wondering for more of an offensive role at accuracy cap but it looks like Achiuchikapu is really good with less delay.
Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10,611
By Asura.Sechs 2016-10-03 16:55:02
If you don't need acc, or need less, Taka is an excellent option as well, often underestimated.
Kanaria with really good augment is the best overall offhand (altough different situations make different offhand weapons the "best").
There's an in-detail discussion about "best offhands" some pages ago with some very nice posts from me, Capuchin and other people as well.
The best four as far as I recall are Shigi, Kanaria (with really good augments), Taka and... perfect Ochu?
I seem to recall it was those four.
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Bismarck.Gippali
Server: Bismarck
Game: FFXI
Posts: 590
By Bismarck.Gippali 2016-10-03 17:03:38
What Sechs said.
Not to say Mijin isn't good, because it's a decent middle ground katana. But the argument is that if you can do Nosoi, then Giant is even easier for a Kanaria. Plus he drops stones that you can throw at it. Even with just "okay" augs kanaria pull ahead of Mijin.
By Verda 2016-10-04 00:04:02
I like the zi'tah dagger and katana both have magic evasion in very large amounts with path D to me that's their greatest use these days. Having enmity +4 and evasion on it too makes it suited for niche tanking, or an extreme magic evasion set.
Does anyone have an up to date NIN spreadsheet they will share please? Thank you.
Also, what is your take on Aizushintogo?
Bismarck.Gippali
Server: Bismarck
Game: FFXI
Posts: 590
By Bismarck.Gippali 2016-10-04 11:09:41
Think Langly updated the sheets recently, it should a few pages back.
The only time I use Aizushintogo is in salvage while certain armor slots are locked. Path B is probably the way to go.
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By eliroo 2016-10-04 11:34:13
Yea Aizushintogo's biggest weakness is the DW on it, which is also its strength.
I'm not familiar when it comes to working with DPS spreadsheets but I had a question regarding Single WS's like Ten/Metsu/Hi and WS Gorgets/Belts.
I understand how they contribute to the FTP of a skill (.1) and how something like Metsu with a high FTP it is only adding like 2% or something to the overall damage, so I am not confused on that.
I'm just generally curious how much more does a Caro/Grunfeld Combination add over the the gorgets/belts and if there is a situation where the Ele belt/gorge would win out?
My lack of understanding of the Weapon skill formula and how WSC works is where I am a bit lacking.
My assumption is that a certain Dex level it will be more beneficial to use Ele Gorget/belt but I have no idea what that threshold is.
Quetzalcoatl.Langly
Server: Quetzalcoatl
Game: FFXI
Posts: 691
By Quetzalcoatl.Langly 2016-10-04 16:45:52
Think Langly updated the sheets recently, it should a few pages back.
The only time I use Aizushintogo is in salvage while certain armor slots are locked. Path B is probably the way to go.
And still linked on the Node in post 1. I will always keep it in the same place even with changes.
Phoenix.Capuchin
Server: Phoenix
Game: FFXI
Posts: 3,831
By Phoenix.Capuchin 2016-10-04 17:04:45
Aizushintogo is not terrible, but doesn't really seem to have a place with RMEA/Kanaria/Ochu/Shigi. Was more of a thing pre-Reisenjima.
As mentioned, the DW is the most interesting part of the weapon (whether it helps or hurts)... but NIN has enough other good DW gear that you can hit capped delay reduction without too much difficulty even with no magical haste and no DW on weapon.
FWIW, need 38~39 DW to cap delay with no magical haste. Could hit that with a variety of setups, one example (my personal max DW set for zero buffs):
- Ryuo Somen NQ (DW+8)
- Suppa/Eabani (DW+9)
- Adhemar Jacket NQ (DW+5)
- Floral Gloves (DW+5)
- Patentia Sash (DW+5)
- Hizamaru +1 feet (DW+7)
Total: DW+39
So, yeah, assuming you have access to gear, probably best to hit delay cap without sacrificing weapon. Very few exceptions like Salvage with locked slots - but really, who farms Salvage on NIN anyway when it's so much more efficient with jobs with better AoE?
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Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10,611
By Asura.Sechs 2016-10-05 02:20:37
Aizushintogo is not terrible, but doesn't really seem to have a place with RMEA/Kanaria/Ochu/Shigi. And Taka!
Why do you guys keep on shitting over Taka!
I swear it's not that bad, in some circumstances it's an excellent offhand Q_Q
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Last Update: 05/05/2020
Last Gearset Update: 5/01/2020 | By: Langly |
Year: 2021 - This style of guide seems to have outlived it's usefulness. It will not receive any further constructive updates. Please get a hold of me if you would like any information from this node. I do not know if anyone else with access is still available on this site. - Langly
The Ninja guide is a community driven resource, if there are errors or improvements please discuss them in the thread. The spreadsheet repository hosted by Logical can be found here: Ninja Spreadsheets
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Thank You's
I would like to lead off with a few important thank yous. First, to those who came before us, like Kincard, thank you. Second, those who research and test the mechanics of the world we call Vanadiel, Hotsoups and Bahadir, thank you. Third, and finally, anyone who contributes through discussion, thank you. And to everyone else I've not named, you can be sure you have contributed somehow to the culmination of this guide.
Comment on Playstyles
Before you tell me that it's your 12.95 and you're allowed to play how you want, know that I won't argue. Should you find that your playstyle is vastly different from mine you may not receive much insight from this guide. The information on abilities and gearsets contained within are that of an attentive player wishing to mix/max their capacity within FFXI.
Intention of this Guide
The prime intention of this guide is to outline the tools this job has available. To keep up to date on available gearsets. As well as to encourage this authors style of play. Should you find gaps of information missing, I hope I have done my part in giving you the tools to deduce the answers.
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Resources
For those of you new to FFXI, welcome. Let me be the first to say that Ninja is the best job in the entirety of FFXI. With that out of the way, let's get down to bringing you up to speed.
There is a wealth of online resources available to you including this one (ffxiah.com). The first I wish to point out is the Returning to Vana'diel article on BG-Wiki.
This article will cover changes you may not be familiar with to jobs, mechanics, zones, and environments. As well as give you access to diving into the current state of level 99 activities.
The next article is the Quickstart 1-119 guide on BG-Wiki.
This article covers your characters trek from level 1 to the current iLvl world of today.
Gearsets and Considerations
While there are many levels other than level 99, this guide focuses on level 99. You won't see this more than within the Equipment section. Don't worry, as I will include gearsets for those of you who may be returning or may be fresh 99's.
Each equipset shown will have 3 grades presented. I have arbitrarily chosen these 3 grades based on access to end-game events and gear.
The first grade should be accessible by anyone with minimal effort.
The second grade should be accessible by anyone with the ability to clear some Escha content and moderate RoV completion.
The third grade is designed with no limitations present. All gear is considered.
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Katanas
When it comes to deciding on which Katana you'd like to use, you are going to need to decide what style of play fits you and your group best. Each of the D.R.E.M.A. weapons have their own particular uses and will often urge you into a specific weaponskill and playstyle.
Heishi Shorinken
Befitting it's visage, it is perhaps the gold standard of Ninja damage dealing as of today. The aeonic weapons, which come from completing the entirety of Gaeas Fete content in Escha, all come with Store TP +10 and TP Bonus +500. If there's anything we've learned from the past with TP Bonus Magian weapons and weapons like the familiar Hagun, it's that TP Bonus can add a lot of damage to weaponskills whose damage multiplication rises quickly in conjuction with TP above 1000. This katana will see you mostly using Blade: Ten as it has incredible fTP scaling. Though you may find yourself straying to Blade: Shun for gaining this weapons aftermath, and other WS's in order to create the Ultimate Skillchain Radiance.
Kikoku
Our tried and true relic. It's gotten Ninjas through many years of clawing their way to being counted among the top DD's in merit parties and end game. While acquiring the base version of this is very quick, you will have many magian trials to complete and fetch quests to let it ascend to it's 119 version. Should you be able to complete the Dynamis Divergence zones and open access to augmenting this weapon, it's augment will increase it's base dmg as well as give it an additional 20% damage on top of the 119's 40% bump to Metsu. Metsu by itself is a weaponskill with great skillchain properties, a good DEX mod, and a fair fTP . When using Metsu with the 119 version, you will also gain a 10% attack bonus. In cases where your acc may be fine, you might wish to throw this weapon into your main slot to make up some of your attack deficiency.
Kannagi
The weapon any Abyssea born Ninja should be familiar with. It gave us access to one of our coolest looking weaponskills. The 119 version's aftermath has also changed from the abyssea era, moving from an Occasionally Deals Double Damage to Occasionally Deals Triple. This weapon serves a lot of damage any time you find your white damage contributing more to your overall damage ratio. Whether you are amnesia'd, holding TP for other party members weaponskills, or just have a seriously inflated crit rate and crit damage you will be very happy with this old friend. You will certainly be using Blade: Hi to enable the 3000 TP aftermath, but after that you may find you'll stray from Hi in order to accommodate other party members skillchains or even your own.
Nagi
Were you looking for Kikoku or Kannagi or Heishi Shorinken?
All jokes aside, while this may have once been an interesting weapon it certainly underperforms as a katana for damage dealing purposes. Tying it's aftermath to a weaponskill that has not aged well definitely hasn't helped this katana at all. Square-Enix has had a history of introducing changes to the Ninja repertoire that seems to see each small niche of this weapon shrink even further. If you were looking for an Enmity Katana, please look at the next one.
Fudo Masamune
Touting unparalleled accuracy, this Katana is crafted using materials found in and outside of the newest Dynamis adventure, Dynamis Divergence. This is a leathercraft synth open only to those leathercrafters who have completed their crafting Escutcheon. This is also the only 'ultimate' katanas that can be bought off of the Auction House should you have the gil. It is an Su5 piece of gear, meaning you will have to be a Job Master Ninja with your stars over your head before you can equip it. Each Divergence weapon is able to be augmented with three different paths. One that mimics an empyrean, one that somewhat mimics a mythics multi-attack, and a third path that will give you access to more enmity than you would have ever found even on the Nagi. This weapon has a lot of flexibility depending on your capacity to acquire the previously mentioned katanas. It can function as a Mainhand katana for you, or as an offhand for a large jump in overall accuracy and white damage.
Shigi
The Shigi is a very convenient and accessible offhand to anyone who has cleared a HTMB or similar tier content. Purchased by trading materials to Oboro in Port Jeuno, it too can be augmented further with more accuracy and DT-. If you're looking for a quick fix to your offhand choices, this is going to be number one on your list due to it's sheer simple availability.
Ochu
Picked up from Sinister Reign, this katana tries it's best to be our empyrean we never had. Best used as an offhand anytime you're looking for more punch on your weaponskills or nuking, this is one of the easiest offhands to acceptably use in almost any scenario. Provided you have the capped augments on the katana, it will outperform most anything else unless they too are sporting their maximum augments. It also gives you a bit of everything from accuracy, ranged accuracy, pure stats, as well as nuking oomph.
Kanaria
If you're feeling particularly lucky, or rather masochistic, you can subject yourself to Oseem and his augment system. This katana comes from Reisenjima Gaeas Fete and is further augmented by Oseem's random system using stones also found from the same zone. This katana can become incredibly powerful as an offhand for nearly any main hand. Or if you're hurting for a main hand it can serve as your mainhand as well. Easy enough to find a few falling to the ground in Reisenjima if a lot of groups are killing NM's. You'll be looking to get augments similar to: DMG18+, DEX8+, Acc/Attk 20+, and Triple Attack 3%.
Malevolence
I would be remiss to not include a few daggers in the list of weapons even though they are not katanas. You will get more mileage out of a couple capped Malevolences than any Katana for nuking Ni and San nukes. Again received from Sinister Reign, like the aforementioned Ochu, at capped augments it will have more Magic Attack Bonus and INT than you'll know what to do with. Dual wield these and nuke the world.
Ternion Dagger +1
If you're looking for a physical focused dagger, you'll find that the Ternion Dagger +1 clocks in at a fairly moderate dmg base with a blazingly fast delay. Accompanied with Triple Attack and added Agility for ranged crit rate, lower tp feed, or a stronger Blade: Hi. You will need to farm a Unity NM for this dagger, but it is one of those items you can get in a single outing depending on your playgroup.

Ambuscade Items
Ambuscade is an event that has brought a lot of accessibility to newly returning players as well as an outlet for veterens to snag some easy loot. There are two gearsets from Ambuscade you will want to look into picking up. Equally important for new players, there is access to a iLvl 119 katana from Ambuscade that will stop-gap you into better things. The penultimate reward of course are the augmentable capes.
Andartia's Mantle
You will find this cape listed in a LOT of sets down below. The ambuscade augment system will give you access to a cape that can be many things. Which do you make first? It's a difficult choice depending on your playstyle and weapon choices, but below are the ones I'd tend to get before any others. You will find some in the gearlists that are not listed here. They could be capes you never make or capes you make first, I'll leave that decision to you.
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#1 The Double Action |
• DEX+20, Accuracy/Attack +30, DA+10
• Easy choice for TP and Blade: Shun |
#2 Your First WS Cape |
• DEX+30, Accuracy/Attack +20, WSD+10
• Drives single hit WS like Blade: Metsu
• Choose STR for Blade: Ten
• Choose AGI for Blade: Hi |
#3 Cast Quicker and be Safe |
• HP+60, Fast Cast +10, Evasion/MEva +20, MEva +10, MEva +15
• Delicious fast cast and MEva for avoiding enemy magic. |
#4 Cast Harder |
• INT+20, MAttkBonus +10, MAcc/MDmg +20, MAcc+10
• A magic damage focused cape for Ni and San nukes. |

Melee TP Gearsets
As stated previously, there are three tiers to the Melee TP gearsets pertaining to availability. These gearsets focus on reducing cycle time as well as rounds-to-ws pushing you to your next WS faster. The gearsets are further broken down into haste recieved sets. You will want to leverage something like a lua script in order to equip these sets automatically based on in-game variables. Or you may wish to find your own solution through the use of EquipSets.

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Entry Level |
Intermediate |
Advanced Sets |
• 0 Magical/JA Haste Recieved (~39DW In Gear To Reach Cap) |
ItemSet 363537
• 25% Total Dual Wield
• Upgraded Relic/Artifact/Empy.
• AH-able or questable. |
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ItemSet 344568
• Andartia: DEX/Acc/Attk/DA
• Ryuo: Path A
• Adhemar: Path A |
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ItemSet 344567
• Andartia: DEX/Acc/Attk/DA
• Ryuo: Path A
• Adhemar: Path A
• Base TP Rnds: 3.01
• Base TP Time: 393.44 |
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• 15% Magical/JA Haste Recieved (~32DW In Gear To Reach Cap) |
ItemSet 363537
• 25% Total Dual Wield
• Upgraded Relic/Artifact/Empy.
• AH-able or questable. |
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ItemSet 344574
• Andartia: DEX/Acc/Attk/DA
• Ryuo: Path A
• Adhemar: Path A |
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ItemSet 344573
• Andartia: DEX/Acc/Attk/DA
• Ryuo: Path A
• Adhemar: Path A
• Base TP Rnds: 2.91
• Base TP Time: 390.31 |
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• 30% Magical/JA Haste Recieved (~21DW In Gear To Reach Cap) |
ItemSet 363537
• 25% Total Dual Wield
• Upgraded Relic/Artifact/Empy.
• AH-able or questable. |
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ItemSet 344571
• Andartia: DEX/Acc/Attk/DA
• Ryuo: Path A
• Adhemar: Path A
• Herculean: DEX/Acc/Attk/TA |
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ItemSet 344572
• Andartia: DEX/Acc/Attk/DA
• Ryuo: Path A
• Adhemar: Path A
• Base TP Rnds: 2.64
• Base TP Time: 359.97 |
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• 35 Magical/JA Haste Recieved (~12DW In Gear To Reach Cap) |
ItemSet 363538
• Mostly Ambuscade Voucher Gear
• Upgraded Relic. |
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ItemSet 344570
• Andartia: DEX/Acc/Attk/DA
• Adhemar: Path A
• Herculean: DEX/Acc/Attk/TA |
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ItemSet 344569
• Andartia: DEX/Acc/Attk/DA
• Adhemar: Path A
• Herc: DEX/Acc/Attk/TA Max
• Base TP Rnds: 2.6
• Base TP Time: 356.05 |
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• Capped Magical/JA Haste Recieved (~1DW In Gear To Reach Cap) |
ItemSet 363539
• Mostly Ambuscade Voucher Gear |
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ItemSet 344566
• Andartia: DEX/Acc/Attk/DA
• Adhemar: Path A
• Herculean: DEX/Acc/Attk/TA |
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ItemSet 344565
• Andartia: DEX/Acc/Attk/STP
• Adhemar: Path B
• Herc: DEX/Acc/Attk/TA Max
• Base TP Rnds: 2.5
• Base TP Time: 350.4 |
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Physical WS Gearsets
Along with the gearset the specifics for the weaponskill will be given. Use the information to decide if your gearset works for you and your targets. Remember these sets focus mostly on the mod of the weaponskill while taking in little consideration to accuracy or attack needs. I encourage you to discuss your own changes and swaps depending on your attack to defense ratio. Please don't forget to include the ratio (or other environment variables) when bringing a discussion forward about alternates.
Blade: Ten |
ItemSet 344074 |
Stat Mod: STR30/DEX30
TP Mod: 1000 - 4.5fTP, 2000 - 11.5fTP, 3000 - 15.5fTP
Skillchain: Gravitation
Herculean Gear: STR10+, Acc/Attk, WSD4~5%
Andartia: STR30, Acc/Attk, WSD10%
Moonshade: TPBonus +250
Alternates: Ishvara Earring
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Blade: Hi |
ItemSet 344601 |
Stat Mod: AGI80
TP Mod: 1000 - 15%Crit, 2000 - 20%Crit, 3000 - 25%Crit
Skillchain: Darkness / Gravitation
Andartia: AGI30, Acc/Attk, WSD10%
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Blade: Metsu |
ItemSet 344599 |
Stat Mod: DEX80
TP Mod: 1000 - SB+, 2000 - SB+, 3000 - SB+
Skillchain: Darkness / Gravitation
Herculean Gear: DEX10+, Acc/Attk, WSD4~5%
Andartia: DEX30, Acc/Attk, WSD10%
Alternates: Ishvara Earring Brutal Earring
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Magical WS Gearsets
Purely magical weaponskills rely heavily on your magic attack bonus. If you find yourself 'cleaving' with a dagger and using Aeolian Edge, or using a katana ws like Blade: Ei or Blade: Yu, focus first on your MAB, then the other supporting stats.
Magical WS |
ItemSet 344236 |
Sets tend to focus on MAB + Stat Mod
Aeolian Edge: 40DEX/40INT
Blade: Yu: 40DEX/40INT
Andartia: DEX30, MAcc/MDmg, WSD10%
Save space and use your Nuking Cape!
Andartia: INT, MAcc/MDmg, MAB10
Herculean: INT/DEX, MAB+Macc, WSDMG%
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Hybrid WS Gearsets
Hybrid weaponskills are a somewhat funky animal. They have two parts to their calculations, the first being a physical damage component. The second being an 'added effect' whose damage is calculated based on a function of the damage done in the physical part. One thing to note is that weaponskill damage is applied in both steps so it's doubly important for us. You may surprise yourself that in the right scenario your hybrid weaponskill might just outperform your other more favorite weaponskill!
Hybrid WS |
ItemSet 363513 |
Sets tend to focus on WSD/MAB/Attack/Stat
Blade: Chi: 30STR/30INT (Two-Hit)
Blade: To: 40STR/40INT (One-Hit)
Andartia: STR30, MAcc/MDmg, WSD10%
Herculean: STR/INT, MAB+Macc, WSDMG%
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Utility Gearsets
Utility gearsets are things you will probably look to build after you've fleshed out your melee TP and chosen weaponskill set. These sets are defensive in nature and can prove to be useful in stemming your premature death in difficult content.
Hybrid DT/TP Gain |
ItemSet 344016 |
The Andartia's mantle is augmented with DT/PDT/or MDT.
The goal is to substitute a small amount of gear to decrease our damage taken enough to not be a liability to the mages.
In total the suggested changes shown can net you near 47% DT- without sacrificing ~too much~.
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DT Options |
ItemSet 344598 |
I've excluded any Herculean Gear, but do know that they can net DT-4~5%.
Keep in mind that Physical or Magical damage taken for players caps at 50%.
A Shadow Mantle, while not having pdt specifically, will nullify physical damage 6% of the time outside of the -50% Damage Taken cap.
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Magic Evasion |
ItemSet 347612 |
A lot of the most debilitating actions taken against your player can and will be magic based.
Switching to a magic evasion set before being hit with a crippling move or spell is a smart way to give yourself the upper hand.
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Enmity Options |
ItemSet 344185 |
Should you feel the need to push Ninja's tanking role you will want to find as much Enmity gear as possible.
The options shown at the right are the largest enmity pieces for the time being ignoring Dark Matter Augments.
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Casting Gearsets
Casting equipment can get pretty intense. There are a lot of pieces dedicated to casting faster and lowering your interrupts. Do note that you will get 20% casting time reduction from completion of a job point category. This is additive to the fast cast you may already have(need confirmation). Shown below are the precasts and midcasts for the three main types of casting you may end up doing on Ninja.
Precast (Fast Cast) |
ItemSet 344605 |
Herculean gear can be augmented with 6% Fast Cast using a Fern Stone.
The Taeon Tabard can net 5% Fast Cast on an augment, bringing the body's total to 9%.
Depending on the type of spell you're casting, you may find pieces like Magoraga Beads or Mochizuki Chainmail can aid you in lowering the casting time of Utsusemi.
It is also smart to precast your Utsusemi with Iga Kyahan +2 or it's iLvl equivilant. If you have any amount of quickcast, you will want to be sure that you gain your extra shadow!
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Midcast with Magic Accuracy |
ItemSet 344604 |
This set focuses on magic accuracy to land our ninjutsu debuffs.
The stikini rings +1 may be a bit pricey for your taste, but there are other available magic accuracy pieces available. A good example is the Weatherspoon Ring, a questable item.
The Andartia Mantle is augmented with as much magic accuracy as you can cram on it!
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Midcast with Magic Attack Bonus |
ItemSet 344602 |
When landing Ni or San nukes you will want to push your Magic Attack Bonus while not ignoring your magic accuracy so much as to get resists.
The Herculean Gear shown is expected to have INT/MAB/Macc/Magic Burst Damage.
You may find you need to equip two Ambuscade weapons to gain the large punch you're needing for hitting Omen objectives.
If you are bursting your ninjutsu, there are a few pieces that may aid your damage as shown below.
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Midcast with Magic Attack Bonus Conditional |
ItemSet 344603 |
Two Ambuscade weapons can carry your damage quite a ways.
A Donar Gun will give you Lightning Elemental specific MAB which will multiply your dmg by a separate term!
When bursting, you can use the Samnuha Coat, Locus Ring, Mujin Band, and Hachiya Kyahan +3 to increase your burst dmg.
And don't forget to include your Hattori Tekko when using Futae to multiply your magic damage even further.
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Lua/Windower Resources
-To be written.-
Discussion
The more we discuss the more we learn. We should all hope to find the absolute truth in regards to the games idiosyncrasies. I welcome anyone to join in the discussion and bring your ideas and playstyles forward. Please do so without judgement of other players and their playstyles. Keep arguments factual, attack ideas, not people.
DPS Spreadsheet
The DPS spreadsheet is now a community project and maintained by Quetzalcoatl.Langly many of us, credit originally goes to Motenten. Put simply, it does a lot of the already understood math for you instead of you needing to figure out every last bit of minutae. Is it 100% accurate in modeling in game damage output? No, it isn't perfect, but there is a lot of good information to be gleaned from the spreadsheet. Fields like cycle time, base tp rounds, avg weaponskill damage, and average cRatio's can get you a long way in understanding your damage ouput in a vacuum. If there are any issues with the spreadsheets or you have found errors, please make a post and discuss what you believe to be an error. I will move to fix the error as fast as possible.
You've made it this far, you truly do love Ninja!
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