Final Fantasy XII
Weapons Analysis
Version 1.30
Last updated July 25, 2007
Written by Arthellinus, with contributions from maltzsan
Copyright (c) Arthellinus (arthellinus@yahoo.com) 2007, all rights reserved.


===============================================================================
 Legal Stuff
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reason. It CANNOT be placed neither in part nor in its entirety on any website 
other than the following:

http://www.gamefaqs.com/

or otherwise distributed publicly without advance written permission from the 
author. Use of ANY part of this guide on any other website or as a part of any 
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===============================================================================
 Version History
===============================================================================

All names taken from Final Fantasy XII listed in this document are copyrighted 
by Square-Enix.

Any direct reproduction of information provided by the Final Fantasy XII *Game
Mechanics FAQ by maltzsan* on GameFAQs is copyrighted by its author and is 
included here solely for convenient reference.

Future
- What's left to do? Who knows.

07/25/07
Version 1.30
- Fixed some erroneous DMG values in the Yiazmat tables.
- Finalized DPS terminology, redid DPS values for Tables 9-12 to account for 
  more accurate CS-MOD values and more realistic settings (e.g. all Swiftness 
  licenses accounted for), fixed other errors in DPS calculations.
- Some very minor additions to the Section 4b commentary.
- Added some fun info on Max DMG/HIT.

06/27/07
Version 1.15
- Various minor updates.

06/26/07
Version 1.10
- Expanded the weapon usefulness section.

06/25/07
Version 1.00
- First version. Copied over stuff from Power Walkthrough 1.2 and started from
  there.


===============================================================================
 Contents
===============================================================================

 -- By Section --

 1. Introduction ........................................................ [010]

 2. Weapons Explained ................................................... [020]
    2a. Weapon Damage ................................................... [02a]
    2b. Weapon Speed .................................................... [02b]
    2c. Combos and Critical Hits ........................................ [02c]
    2d. Recap / Finalized Variables ..................................... [02d]
    2e. Weapon Power Ratings ............................................ [02e]
    2f. Case Studies .................................................... [02f]

 3. Character-Weapon Proficiencies ...................................... [030]
    3a. Overview ........................................................ [03a]
    3b. Physical Damage Stat Modifiers .................................. [03b]
    3c. Proficiency Rankings ............................................ [03c]
    3d. Discussion ...................................................... [03d]

 4. Miscellaneous ....................................................... [040]
    4a. Armor Modifiers ................................................. [04a]
    4b. Weapon Usefulness ............................................... [04b]
    4c. Other ........................................................... [04c]

 5. Credits ............................................................. [050]

_______________________________________________________________________________


 -- By Table --

 1. Base Weapon Damage Parameter Derivations ...................... [Table 01.]

 2. Base Weapon Damage Status Effect Modifiers
    2a. Statuses Affecting Attacker ............................... [Table 02a]
    2b. Statuses Affecting Target ................................. [Table 02b]

 3. Base Weapon Speed Parameters
    3a. General Formula ........................................... [Table 03a]
    3b. CS-MOD Values ............................................. [Table 03b]
    3c. Status Effect Modifiers ................................... [Table 03c]
    3d. Action Time ............................................... [Table 03d]

 4. Base Weapon Speed Calculations ................................ [Table 04.]

 5. Weapon Combo and Critical Rates
    5a. Combo Rates ............................................... [Table 05a]
    5b. Critical Rates ............................................ [Table 05b]
    5c. Average Hits Per Combo .................................... [Table 05c]

 6. Average Number of Hits by Weapon, HP/Max HP > 25% ............. [Table 06.]

 7. Base Weapon Damage Critical Modifier .......................... [Table 07.]

 8. Expected Weapon Speed Calculations, HP/Max HP > 25% ........... [Table 08.]

 9. Case Study 1 Weapon Damage and Power Ratings: LLC
    a. Without Genji Gloves ....................................... [Table 09a]
    b. With Genji Gloves .......................................... [Table 09b]

10. Case Study 2 Weapon Damage and Power Ratings: Endgame
    a. Without Genji Gloves ....................................... [Table 10a]
    b. With Genji Gloves .......................................... [Table 10b]

11. Case Study 3 Weapon Damage and Power Ratings: Postgame
    a. Without Genji Gloves ....................................... [Table 11a]
    b. With Genji Gloves .......................................... [Table 11b]

12. Case Study 4 Weapon Damage and Power Ratings: Yiazmat
    a. Without 9999 Damage Cap .................................... [Table 12a]
    b. With 9999 Damage Cap ....................................... [Table 12b]

13. Character Stats
    a. Vaan ....................................................... [Table 13a]
    b. Balthier ................................................... [Table 13b]
    c. Fran ....................................................... [Table 13c]
    d. Basch ...................................................... [Table 13d]
    e. Ashe ....................................................... [Table 13e]
    f. Penelo ..................................................... [Table 13f]

14. Base Weapon Damage / Character Stat Modifier Derivations ...... [Table 14.]

15. Base Weapon Damage / Character Stat Modifers
    a. For LLC .................................................... [Table 15a]
    b. At Level 10 ................................................ [Table 15b]
    c. At Level 20 ................................................ [Table 15c]
    d. At Level 30 ................................................ [Table 15d]
    e. At Level 40 ................................................ [Table 15e]
    f. At Level 50 ................................................ [Table 15f]
    g. At Level 60 ................................................ [Table 15g]
    h. At Level 70 ................................................ [Table 15h]
    i. At Level 80 ................................................ [Table 15i]
    j. At Level 90 ................................................ [Table 15j]
    k. At Level 99 ................................................ [Table 15k]

16. Character Weapon Proficiency Rankings
    a. For LLC .................................................... [Table 16a]
    b. At Level 10 ................................................ [Table 16b]
    c. At Level 20 ................................................ [Table 16c]
    d. At Level 30 ................................................ [Table 16d]
    e. At Level 40 ................................................ [Table 16e]
    f. At Level 50 ................................................ [Table 16f]
    g. At Level 60 ................................................ [Table 16g]
    h. At Level 70 ................................................ [Table 16h]
    i. At Level 80 ................................................ [Table 16i]
    j. At Level 90 ................................................ [Table 16j]
    k. At Level 99 ................................................ [Table 16k]

_______________________________________________________________________________

Use Ctrl+F plus the Section Code (the [####] tag) to skip to a section quickly.
This works for the various tables I have included throughout the sections as 
well (use [Table ###]).


===============================================================================
1. Introduction                                                           [010]
===============================================================================

Q: What is the purpose of this guide?
A: The purpose of this guide is to utilize Final Fantasy XII game mechanics 
   information in order to provide a clear and (hopefully) concise, but 
   thorough analysis of weapons. This includes how effective weapons are 
   compared to each other as well as how effective they are when equipped by 
   one character compared to the others.

   There is quite a bit of math here. I think the explanations I have provided 
   should be clear enough for those of you who have an interest in this stuff. 
   DO NOT write me to ask me to explain anything if you don't understand it 
   UNLESS I have VERY OBVIOUSLY neglected to spell something out.

Q: Why does a lot of the content (tables, etc.) look familiar?
A: Because I had a large portion of an older version (pre-2.0) of my other 
   FFXII FAQ on gamefaqs.com, the Power Walkthrough, devoted to it. A lot of 
   the things that I have there have been retained for this document. Also, I
   make a number of direct references to maltzsan's Game Mechanics FAQ, also
   available on GameFAQs.

Q: Should I just skip around to whatever section I want?
A: I recommend reading this guide from beginning to end, since I start with 
   a foundation and slowly build upon it. Later on, I make repeated references
   to concepts and parameters that I have defined myself throughout the course
   of this document. Section 2d sums up 2a-2c pretty well, though, and if you 
   don't care how I got the numbers and just want to see them, you can peruse
   the tables at your leisure.

Q: How much difference does all of this actually make?
A: Short answer? Not ALL that much. It's mostly just info for number-crunchers
   who enjoy this kind of stuff. Long answer? Read the guide and find out ...


===============================================================================
2. Weapons Explained                                                      [020]
===============================================================================
_______________________________________________________________________________

2a. Weapon Damage                                                         [02a]


Let us first consider weapons on their own in relation to each other, without 
any regard for character proficiencies.

Before we get into any numbers, let's lay out the basics as they are provided 
by official documentation. Each weapon type depends on certain factors in 
determing how much damage is done when it is used. I would like to credit Aeana
from GAF for originally posting these formulae from the FFXII Battle Ultimania, 
as well as maltzsan for his outstanding Game Mechanics FAQ, which already goes
over much of this, albeit presented differently.

We start with the general and slowly venture into the more specific.

Damage formulae for all weapons hold a general form:

  BDMG  = AD x SMOD x XMOD

where

  BDMG  = base damage done in one (1) hit
  AD    = attack/defense differential
  SMOD  = net modifier from attacker's statistics
  XMOD  = net modifier from attacker's and defender's current status effects

Let's ignore XMOD for now and concentrate on the first two terms (AD and SMOD)
and how they are derived for each weapon.

For raw damage calculations, there are eight different classes of weapons. As 
we will see later, this number fluctuates when we are dealing with weapon 
speed or combo rates, but for now, we have eight. Technically, there are seven,
since "Unarmed" wouldn't actually be a weapon class, but whatever.

The following table details the derivation of AD and SMOD values for each 
weapon class. Abbreviations I will use are:

  ATK   = the attacker's Attack
  DEF   = the target's Defense
  MDEF  = the target's Magick Defense
  RAND1 = randomness factor with a MINIMUM value of 1 and a MAXIMUM value of
          1.125
  RAND2 = randomness factor with a MINIMUM value of 0 and a MAXIMUM value of 
          1.111
  STR   = the attacker's Strength
  MAG   = the attacker's Magick Power
  VIT   = the attacker's Vitality
  SPD   = the attacker's Speed
  LV    = the attacker's Level


  --------------------------------------------------------
 |                       [Table 01.]                      |
  ===================== ==================================
 |    Damage Class     |      Parameter Derivations       |
  ===================== ==================================
 | 1. Unarmed          | AD1a* = 11 x RAND1 - DEF         |
 |                     | AD1b* = (LV+STR)/2 x RAND1 - DEF |
 |                     | SMOD1 = STR x (LV+STR)/256       |
  --------------------- ----------------------------------
 | 2. Swords (1H)      | AD2   = ATK x RAND1 - DEF        |
 |    Greatswords (2H) | SMOD2 = 1 + STR x (LV+STR)/256   |
 |    Spears           |                                  |
 |    Crossbows        |                                  |
 |    Rods**           |                                  |
  --------------------- ----------------------------------
 | 3. Poles            | AD3   = ATK x RAND1 - MDEF       |
 |                     | SMOD3 = 1 + STR x (LV+STR)/256   |
  --------------------- ----------------------------------
 | 4. Maces            | AD4   = ATK x RAND1 - DEF        |
 |                     | SMOD4 = 1 + MAG x (LV+MAG)/256   |
  --------------------- ----------------------------------
 | 5. Katanas          | AD5   = ATK x RAND1 - DEF        |
 |    Staves           | SMOD5 = 1 + STR x (LV+MAG)/256   |
  --------------------- ----------------------------------
 | 6. Daggers          | AD6   = ATK x RAND1 - DEF        |
 |    Ninja Swords     | SMOD6 = 1 + STR x (LV+SPD)/218   |
 |    Bows             |                                  |
  --------------------- ----------------------------------
 | 7. Axes             | AD7   = ATK x RAND2 - DEF        |
 |    Hammers          | SMOD7 = 1 + STR x (LV+VIT)/128   |
 |    Hand-bombs       |                                  |
  --------------------- ----------------------------------
 | 8. Guns             | AD8   = (ATK x RAND1)^2          |
 |    Measures         | SMOD8 = 1                        |
 |    Healing Rod      |                                  |
 |    Rod of Faith     |                                  |
  --------------------- ----------------------------------

*   AD1a applies without the license Brawler learned, with ATK = 11. AD1b 
    applies with the license Brawler learned, with ATK = (LV+STR)/2.
**  Except for Healing Rod and Rod of Faith.
+   Notice that these terms are a little different from how they appear in
    the Game Mechanics FAQ. I have not changed the equation at all; I have 
    merely chosen to redistribute a 1 between the two terms. My reason for
    doing so will become clear later.

You can check out the RAND values for yourself by doing a test run and 
averaging out the damage done by a string of hits using one weapon type. You 
will see that the value of RAND1 will average out to about 1.0625, or exactly 
halfway between the minimum and maximum values.

Thus, from now on, for the purposes of making future calculations simpler, I 
will assume:

  RAND1 = 1.0625
  RAND2 = 0.5555

Now let's turn to XMOD. XMOD values can stack, which means that if two or 
more of the statuses in the following chart are in effect, the net value of
XMOD is the product of the individual XMOD values of all of the effects.

  ------------------------------------------------
 |                   [Table 02a]                  |
  ======================= ========================
 | Status in Effect      |     Value of XMOD      |
 | (Attacker)            |                        |
  ======================= ========================
 | Bravery               |          1.3           |
 | Berserk               |          1.5           |
 | Focus*                |          1.2           |
 | Adrenaline**          |          2.0           |
 | Petrify               | 0.1 x (time remaining) |
 | Elemental Enhancement |          1.5           |
  ----------------------- ------------------------

*  License granting bonus damage at HP Max status.
** License granting bonus damage at HP Critical status.

  ------------------------------------------------
 |                   [Table 02b]                  |
  ======================= ========================
 | Status in Effect      |     Value of XMOD      |
 | (Target)              |                        |
  ======================= ========================
 | Protect*              |          0.75          |
 | Last Stand**          |          0.5           |
 | Sleep                 |          1.5           |
 | Oil                   |          3.0 (Fire)    |
 | Petrify               | 0.1 x (time remaining) |
 | Elemental Weakness    |          2.0           |
 | Elemental Resistance  |          0.5           |
 | Elemental Immunity    |          0.0           |
 | Elemental Absorption  | -1.0 (sometimes -2.0)  |
  ----------------------- ------------------------

*  This is Shell if the attacker is using a Damage Class 3 weapon.
** License granting bonus damage reduction during HP Critical status.


_______________________________________________________________________________

2b. Weapon Speed                                                          [02b]


Now we have to factor in weapon speed. Here is where things get a bit murky,
because the differences here are in the range of tenths of seconds, especially 
when we consider any evaluation done during the faster game speeds. On top of
everything, there are some rather ugly formulae and trendlines when it comes 
to speed mechanics, so we have to get a little dirtier here.

Be aware that I will make repeated references to maltzsan's Game Mechanics FAQ
on GameFAQs, which I will refer to from now on as the GMFAQ, so I give him 
full credit for all of the starting information that I provide. I am merely 
taking his data a step further with extrapolations with the intention of 
producing some realistic numbers that we can use later on.

First, there are, effectively, two separate times that we need to consider 
for weapon speed. As mentioned in the GMFAQ, they are Charge Time and Action
Time.

The GMFAQ gives us this equation for Charge Time of an action:

  ---------------------------------------------------------------
 |              [Table 03a] (reproduced from GMFAQ)              |
  ---------------------------------------------------------------
 | Charge Time = [CT x CS-MOD + RAN0.5] x L-MOD x B-MOD x ST-MOD |
 |                                                               |
 | where      CT = Charge Time Factor (CT)                       |
 |        CS-MOD = Character's Speed Modifier                    |
 |        RAN0.5 = Random number between 0 and 0.5 (seconds)     |
 |         L-MOD = License "Swiftness" Modifier                  |
 |         B-MOD = Battle Speed Modifier                         |
 |        ST-MOD = Stats Modifier                                |
  ---------------------------------------------------------------

Let's ignore L-MOD, B-MOD, and ST-MOD for the moment. Now, if we skip ahead 
in the GMFAQ to the section detailing CS-MOD, we find that its definition is
a bit nebulous and entirely dependent on a character's SPD. I have calculated
all possible CS-MOD values by extrapolation from the chart in the GMFAQ 
(which lists all possible CT x CS-MOD values for CT = 35):

  ----------------
 |   [Table 03b]  |
  ------- --------
 |  SPD  | CS-MOD |
  ------- --------
 |   23  |  0.136 |
 | 24-25 |  0.133 |
 | 26-28 |  0.130 |
 | 29-31 |  0.127 |
 | 32-35 |  0.124 |
 | 37-40 |  0.121 |
 | 41-46 |  0.119 |
 | 47-56 |  0.116 |
 | 57-72 |  0.113 |
 | 73-93 |  0.110 |
 | 94-99 |  0.107 |
  ------- --------

Since we don't want to deal with character stats as a variable right now, 
I will, for the moment, fix CS-MOD at 1.2 seconds. This seems like a reasonable
choice (it gives us SPD ~40) and gives us a nice number to work with. I will 
also assume the "RAN0.5" term to be a nice, even 0.

Now let's go back and consider the other factors. The GMFAQ says L-MOD is 
dependent on the number of Swiftness licenses learned. The starting value of
L-MOD is 1. For every Swiftness license acquired, L-MOD decreases by 0.12. 
Since the mostly likely in-game scenario is that you'll have all of the 
Swiftness licenses learned, let's go ahead and assume that. Therefore, L-MOD
is equal to 0.64.

B-MOD is the battle speed modifier. Let's change things up a bit here. I know
that most people will probably be playing on Fastest, but in order to accent 
the differences between weapons as much as possible, let's put the game on 
Slowest. According to the GMFAQ, B-MOD = 1 when this is the case.

ST-MOD is another modifier based on status effects, just like EMOD was for 
damage. Its default value is 1, but it can take on other values depending on 
what sort of statuses are in effect. I will simply reproduce the chart in the 
GMFAQ here.

  ---------------------------------------
 |  [Table 03c] (reproduced from GMFAQ)  |
  =======================================
 | Status                 | ST-MOD       |
 |------------------------|--------------|
 | Berserk                | 1/2.0  (50%) |
 | Haste                  | 1/1.5  (67%) |
 | Slow                   | 1/0.5 (200%) |
 |------------------------|--------------|
 | Berserk + Haste        | 1/3.0  (33%) |
 | Berserk + Haste + Slow | 1/2.0  (50%) |
 | Berserk + Slow         | 1/1.0 (100%) |
 | Haste + Slow*          | 1/1.0 (100%) |
 |------------------------|--------------|
 | Sleep                  | Paused       |
 | Stop                   | Paused       |
  =======================================

We won't use any of these values now, leaving ST-MOD at 1, but we'll come back
to this later when we're putting everything together.

Anyway, let's recap what we have so far for our Charge Time formula:

  CT      = variable
  CS-MOD  = depends on character's SPD, but 0.12 in our calculations
  RAND0.5 = 0
  L-MOD   = 0.64
  B-MOD   = 1
  ST-MOD  = 1

Using the table of CT values corresponding to specific weapons from the GMFAQ,
we can now derive reference values for Charge Time for every weapon in the 
game.

But wait. We still have to deal with Action Time, which combines both the time 
it takes for the attack animation to occur and the subsequent stun time after 
the attack hits (and the damage pops up). A second attack may not begin until 
the stun time has fully passed.

So, here is the relevant information from the Action Time chart in the GMFAQ:

  ----------------------------------------
 |   [Table 03d] (reproduced from GMFAQ)  |
  ========================================
 | Action Type    | Action Time (seconds) |
 |----------------|-----------------------|
 | Melee Attacks  |         1.2           |
 |      if Combo  |        +0.5 each      |
 |                |     or +0.9 each      | <- Rare
 |----------------|-----------------------|
 | Ranged Attacks |         1.4           |
 |    *exceptions |         1.6           |
  ========================================

* The exceptions are:
  - Balthier with a bow, crossbow, or gun equipped
  - Fran with a bow equipped
  - Penelo with a crossbow or gun equipped

For now, we will only deal with the first row of values for each of the action
types, which are 1.2 and 1.4 seconds respectively. We'll worry about combos
later.

Finally, we can now come up with a chart for relative Base Weapon Speed (BWS)
in seconds, adding together Charge Time and Action Time, using the CT values 
provided by the GMFAQ. Weapons are generally listed in order from fastest to
slowest, with melee weapons separated from ranged weapons. Remember, we are 
still assuming CS-MOD = 0.12 here.

  --------------------------------------------------------
 |                       [Table 04.]                      |
  ================ ==== ============= ============= ======
 | Weapon Type    | CT | Charge Time | Action Time |  BWS |
  ================ ==== ============= ============= ======
 | EXAMPLE        | 35 |     2.88    |     1.20    | 4.08 |
  ---------------- ---- ------------- ------------- ------
 | Daggers 1*     | 21 |     1.73    |     1.20    | 2.93 |
 | Daggers 2*     | 22 |     1.81    |     1.20    | 3.01 |
 | Daggers 3*     | 23 |     1.89    |     1.20    | 3.09 |
 | Daggers 4*     | 24 |     1.97    |     1.20    | 3.17 |
 | Ninja Swords   | 24 |     1.97    |     1.20    | 3.17 |
 | Daggers 5*     | 25 |     2.06    |     1.20    | 3.26 |
 | Spears         | 26 |     2.14    |     1.20    | 3.34 |
 | Unarmed**      | 26 |     2.14    |     1.20    | 3.34 |
 | Axes           | 29 |     2.39    |     1.20    | 3.59 |
 | Katanas        | 29 |     2.39    |     1.20    | 3.59 |
 | Greatswords*** | 30 |     2.47    |     1.20    | 3.67 |
 | Poles          | 30 |     2.47    |     1.20    | 3.67 |
 | Crossbows      | 28 |     2.30    |     1.40    | 3.70 |
 | Hammers        | 32 |     2.63    |     1.20    | 3.83 |
 | Maces          | 32 |     2.63    |     1.20    | 3.83 |
 | Measures       | 32 |     2.63    |     1.20    | 3.83 |
 | Rods           | 33 |     2.72    |     1.20    | 3.92 |
 | Staves         | 34 |     2.80    |     1.20    | 4.00 |
 | Swords         | 35 |     2.88    |     1.20    | 4.08 |
 | Hand-bombs     | 34 |     2.80    |     1.40    | 4.20 |
 | Bows           | 36 |     2.96    |     1.40    | 4.36 |
 | Guns           | 51 |     4.20    |     1.40    | 5.60 |
 | Wyrmhero Blade | 99 |     8.15    |     1.20    | 9.35 |
  ---------------- ---- ------------- ------------- ------

*   Daggers 1: Danjuro
    Daggers 2: Zwill Crossblade
    Daggers 3: Platinum Dagger, Orichalcum Dirk, Avenger
    Daggers 4: Gladius, Main Gauche, Chopper
    Daggers 5: Assassin's Dagger, Mage Masher, Dagger
**  CT for Unarmed is unconfirmed
*** Except for Wyrmhero Blade

By the way, if you check out Section 1c in the GMFAQ, you will see that the 
in-game timings provided by TimeMage fit pretty well, so he deserves kudos.
The fact that the values I have provided here are a little faster is due to 
the CS-MOD value that I chose, which would correspond to a SPD stat of 
around 40, while TimeMage's tests were done at SPD 31.


_______________________________________________________________________________

2c. Combos and Critical Hits                                              [02c]


We're on our way to coming up with some definitive weapons analysis tables. The
last step is to account for combos and critical hits.

First, let's again turn to the GMFAQ. It tells us that each weapon has an 
innate percent chance to combo or critical. However, if the weapon is one that
can combo, that same percent chance tells us nothing abou the number of hits
that will occur. That is an independent distribution based on how much HP the
character currently has as a percentage of his or her max HP. As HP/Max HP
decreases, the likelihood of scoring more hits increases.

The GMFAQ provides us with a neat chart with combo/critical percent chances. 
It also says that the stated values are multiplied by 1.8 with the Genji 
Gloves equipped and by 0.7 without, so I have done the calculations and 
provided a chart here to reflect those values (it is a modified version of 
the chart in the GMFAQ) in general order from most combo-friendly to least:

  -------------------------------------------------
 |                   [Table 05a]                   |
  ======================= ============= ===========
 | Combo-type Weapon     | Rate (no GG)| Rate (GG) | 
  ======================= ============= ===========
 | Ninja Swords          |             |           |
 | - Yagyu Darkblade     |    15.4%    |   39.6%   |
 | - Orochi              |    14.0%    |   36.0%   |
 | - Iga Blade           |    13.3%    |   34.2%   |
 | - Koga Blade          |    12.6%    |   32.4%   |
 | - Kagenui             |    11.9%    |   30.6%   |
 | - Sakura-saezuri      |    11.2%    |   28.8%   |
 | - Ashura              |    10.5%    |   27.0%   |
  ----------------------- ------------- -----------
 | Katanas               |             |           |
 | - Masamune            |    28.0%    |   72.0%   |
 | - All others          |     9.1%    |   23.4%   |
  ----------------------- ------------- -----------
 | Poles                 |     8.4%    |   21.6%   |
  ----------------------- ------------- -----------
 | Greatswords           |             |           |
 | - Wyrmhero Blade*     |    56.0%    |  100.0%   |
 | - Sword of Kings      |    17.5%    |   45.0%   |
 | - Treaty-Blade        |    17.5%    |   45.0%   |
 | - Tournesol           |     8.4%    |   21.6%   |
 | - Defender            |     3.5%    |    9.0%   |
 | - All others          |     4.9%    |   12.6%   |
  ----------------------- ------------- -----------
 | Daggers               |             |           |
 | - Danjuro             |     7.0%    |   18.0%   |
 | - All others          |     4.9%    |   12.6%   |
  ----------------------- ------------- -----------
 | Hammers               |     4.9%    |   12.6%   |
  ----------------------- ------------- -----------
 | Unarmed               |     3.5%    |    9.0%   |
 | Swords                |             |           |
  ----------------------- ------------- -----------
 | Maces                 |     2.8%    |    7.2%   |
 | Spears                |             |           |
  ----------------------- ------------- -----------
 | Axes                  |     2.1%    |    5.4%   |
  ----------------------- ------------- -----------
 | Rods                  |             |           |
 | Staves                |     0.0%    |    0.0%   |
 | Hand-bombs            |             |           |
  ----------------------- ------------- -----------

* The Wyrmhero Blade is at 80% before the 0.7-or-1.8 multiplier. It would 
  have a 144% chance to combo with the Genji Gloves, which makes no sense.
  Either the real value w/ GG is 100% or maybe the Genji Gloves have no 
  effect at all. For the sake of argument, I will assume the former. In the
  end, it doesn't matter much anyway since the Wyrmhero Blade has zero 
  practical use.

  -------------------------------------------------
 |                   [Table 05b]                   |
  ======================= ============= ===========
 | Critical-type Weapon  | Rate (no GG)| Rate (GG) | 
  ======================= ============= ===========
 | Crossbows             |     4.9%    |   12.6%   |
  ----------------------- ------------- -----------
 | Measures              |             |           |
 | Bows                  |     3.5%    |    9.0%   |
 | Guns                  |             |           |
  ----------------------- ------------- -----------

Just as a reminder, I give you the following ratio:

   Rate (GG)/Rate (no GG) = 18/7
   -> except when both rates are at 0, of course

Now we turn to the number of hits you can get for weapons that combo. I have
already explained how this is determined. Here again is the chart that is 
provided in the GMFAQ, and it will be the last that I will quote directly.

  ------------------------------------------------------------------------
 |                  [Table 05c] (reproduced from GMFAQ)                   |
  ========================================================================
 | Number of Hits     |     HP     |     HP     |     HP     |     HP     |
 | When Combo Occurs  |    > 25%   |  12.5-25%  | 6.25-12.5% |   < 6.25%  |
 |--------------------|------------|------------|------------|------------|
 |          2         |    40.0%   |    14.7%   |     1.4%   |      0%    |
 |          3         |    38.2%   |    30.8%   |     7.5%   |      0%    |
 |          4         |    16.6%   |    29.3%   |    17.5%   |    0.2%    |
 |          5         |     4.3%   |    16.7%   |    24.7%   |    1.2%    |
 |--------------------|------------|------------|------------|------------|
 |          6         |     0.8%   |     6.4%   |    23.3%   |    4.3%    |
 |          7         |       0%   |     1.7%   |    15.3%   |   10.8%    |
 |          8         |       0%   |     0.3%   |     7.2%   |   19.2%    |
 |          9         |       0%   |       0%   |     2.4%   |   24.4%    |
 |--------------------|------------|------------|------------|------------|
 |         10         |       0%   |       0%   |     0.6%   |   21.7%    |
 |         11         |       0%   |       0%   |       0%   |   12.8%    |
 |         12         |       0%   |       0%   |       0%   |    5.3%    |
 |    Average Hits    |    2.873   |    3.752   |    5.509   |   9.028    |
  ========================================================================

But wait a minute. The "Average Hits" values are conditional; they only apply
IF THE COMBO ACTUALLY OCCURS, which is, of course, not all of the time. We 
need to perform some additional calculations. So these numbers actually 
represent Average Hits Per Combo as a function of current HP/Max HP 
percentage [AHPC(HP%)].

Let's assume that HP > 25%, which is indeed what your HP will be most of the
time. This means that you average 2.873 hits when you combo with a weapon that 
can combo. We'll use the Masamune, the weapon with the highest combo rate, for 
this example, and without the Genji Gloves equipped. We still have to account 
for the average number of hits when you DON'T combo. That, of course, is 1.

So the Masamune, sans Genji Gloves, combos 28% of the time, which means that 
it does not combo 72% of the time. The REAL average number of hits we can 
expect from one attack with the Masamune is (1 x 0.72) + (2.873 x 0.28) = 
1.524 hits.

In general, the formula becomes:

  HITS      = (1 x NCB%) + [AHPC(HP%) x CB%]

where

  HITS      = average number of hits per attack
  NCB%      = percent chance that no combo is performed
  AHPC(HP%) = average hits per combo as a function of current HP/Max HP
  CB%       = percent chance that combo is performed

If we then come up with a new chart to derive the average number of hits for 
all weapons that combo for a particular HP/Max HP value, we get this:

  ---------------------------------------------------------
 |                      [Table 06.]                        |
  ======================= ================= ===============
 | Combo-type Weapon     |   HITS (no GG)  |    HITS (GG)  |
  ======================= ================= ===============
 | Ninja Swords          |                 |               |
 | - Yagyu Darkblade     |      1.288      |     1.742     |
 | - Orochi              |      1.262      |     1.674     |
 | - Iga Blade           |      1.249      |     1.641     |
 | - Koga Blade          |      1.236      |     1.607     |
 | - Kagenui             |      1.223      |     1.573     |
 | - Sakura-saezuri      |      1.210      |     1.539     |
 | - Ashura              |      1.197      |     1.506     |
  ----------------------- ----------------- ---------------
 | Katanas               |                 |               |
 | - Masamune            |      1.524      |     2.349     |
 | - All others          |      1.170      |     1.438     |
  ----------------------- ----------------- ---------------
 | Poles                 |      1.157      |     1.405     |
  ----------------------- ----------------- ---------------
 | Greatswords           |                 |               |
 | - Wyrmhero Blade      |      2.049      |     2.873     |
 | - Sword of Kings      |      1.328      |     1.843     |
 | - Treaty-Blade        |      1.328      |     1.843     |
 | - Tournesol           |      1.157      |     1.405     |
 | - Defender            |      1.066      |     1.169     |
 | - All others          |      1.092      |     1.236     |
  ----------------------- ----------------- ---------------
 | Daggers               |                 |               |
 | - Danjuro             |      1.131      |     1.337     |
 | - All others          |      1.092      |     1.236     |
  ----------------------- ----------------- ---------------
 | Hammers               |      1.092      |     1.236     |
  ----------------------- ----------------- ---------------
 | Unarmed               |      1.066      |     1.169     |
 | Swords                |                 |               |
  ----------------------- ----------------- ---------------
 | Maces                 |      1.052      |     1.135     |
 | Spears                |                 |               |
  ----------------------- ----------------- ---------------
 | Axes                  |      1.039      |     1.101     |
  ----------------------- ----------------- ---------------
 | Rods                  |                 |               |
 | Staves                |      1.000      |     1.000     |
 | Hand-bombs            |                 |               |
  ----------------------- ----------------- ---------------

But remember, this is only when HP > 25% of Max HP.

What about critical-type weapons? They don't get any extra hits. The number of
average hits for them is 1. Duh. They always only hit once. Instead, they have
access to critical hits. When a critical hit occurs, the net calculated damage 
is simply doubled. That's it. Criticals almost act like status effect modifiers 
(XMOD values, for those of you who've been keeping up with the jargon in this 
document). It's time to define a new modifier, CMOD, which stands for (guess 
what) Critical Modifier. Its value is 1 for any weapon that cannot strike for 
critical hits (i.e. combo-type weapons). What is its value for weapons that 
can? Refer back to the Critical Rate chart. We can do the same sort of 
extrapolation that we've already done for combo-type weapons.

Let's take a crossbow as an example, without the Genji Gloves equipped. Its
critical rate is 4.9%. This means that 4.9% of the time, CMOD = 2. The rest 
of the time (95.1%), CMOD = 1. So it's average CMOD value is (1 x 0.951) + 
(2 x 0.049) = 1.049. Again, we can construct a new chart. It's much simpler
this time around. The general formula is:

  CMOD = (1 x NCR%) + (2 x CR%)

where

  CMOD = net critical hit modifier
  NCR% = percent chance that no critical hit is performed
  CR%  = percent chance that a critical hit is performed

In fact, the numbers just happen to work out such that the average CMOD value
is simply 1 + CR%.

  ---------------------------------------------------------
 |                      [Table 07.]                        |
  ======================= ================= ===============
 | Critical-type Weapon  |   CMOD (no GG)  |    CMOD (GG)  | 
  ======================= ================= ===============
 | Crossbows             |      1.049      |     1.126     |
  ----------------------- ----------------- ---------------
 | Measures              |                 |               |
 | Bows                  |      1.035      |     1.090     |
 | Guns                  |                 |               |
  ----------------------- ----------------- ---------------

But I'll keep the general formula around because it's always good to have one.

We are just about ready to rumble. There is one more thing that we need to 
address, and this goes back to combo-type weapons again. Recall the Action 
Time chart from the GMFAQ. It states that when combo attacks, each additional
hit adds 0.5 seconds to Action Time, and sometimes adds 0.9 seconds instead,
although this is rare. Thus, we will neglect the 0.9 seconds factor in our 
studies, but the additional 0.5 seconds per hit should be accounted for in our
Weapon Speed (WS) calculations, for the sake of being as accurate as possible.

To do this, we merely add on an extra term: Expected Combo Action Time, or
ECAT, which is determined by:

  ECAT = (HITS - 1) x 0.5

for each weapon, where HITS is equal to the average number of hits that we 
just calculated not long ago. We use (HITS - 1) because the first hit is 
already accounted for by our original Charge Time + Action Time. With all of
this in hand, we combine our combo rate table with our WS table by factoring
in ECAT values. This allows us to obtain final Expected Weapon Speed (EWS) 
values for all weapons by simply adding together BWS and ECAT:

  EWS  = BWS + ECAT

I added one more decimal place to EWS values (as opposed to BWS values) to 
highlight the differences. The final results are as follows (remember, CS-MOD
is still 0.12):

  ------------------------------------------------------
 |                    [Table 08.]                       |
  ======================== ==== ============= ==========
 | Weapon Type            | CT | EWS (no GG) | EWS (GG) |
  ======================== ==== ============= ==========
 | Daggers 1*             | 21 |    2.994    |   3.097  |
 | Daggers 2*             | 22 |    3.056    |   3.128  |
 | Daggers 3*             | 23 |    3.138    |   3.211  |
 | Daggers 4*             | 24 |    3.221    |   3.293  |
 | Daggers 5*             | 25 |    3.303    |   3.375  |
  ------------------------ ---- ------------- ----------
 | Ninja Swords           | 24 |             |          |
 | - Ashura               |    |    3.273    |   3.428  |
 | - Sakura-saezuri       |    |    3.280    |   3.445  |
 | - Kagenui              |    |    3.286    |   3.461  |
 | - Koga Blade           |    |    3.293    |   3.478  |
 | - Iga Blade            |    |    3.299    |   3.495  |
 | - Orochi               |    |    3.306    |   3.512  |
 | - Yagyu Darkblade      |    |    3.319    |   3.546  |
  ------------------------ ---- ------------- ----------
 | Spears                 | 26 |    3.366    |   3.407  |
  ------------------------ ---- ------------- ----------
 | Unarmed**              | 26 |    3.372    |   3.424  |
  ------------------------ ---- ------------- ----------
 | Crossbows              | 28 |    3.704    |   3.704  |
  ------------------------ ---- ------------- ----------
 | Axes                   | 29 |    3.606    |   3.637  |
  ------------------------ ---- ------------- ----------
 | Katanas                | 29 |             |          |
 | - Masamune             |    |    3.849    |   4.261  |
 | - All others           |    |    3.672    |   3.805  |
  ------------------------ ---- ------------- ----------
 | Poles                  | 30 |    3.747    |   3.871  |
  ------------------------ ---- ------------- ----------
 | Greatswords            | 30 |             |          |
 | - Defender             |    |    3.701    |   3.753  |
 | - Tournesol            |    |    3.747    |   3.871  |
 | - Sword of Kings       |    |    3.832    |   4.090  |
 | - Treaty-Blade         |    |    3.832    |   4.090  |
 | - All others***        |    |    3.714    |   3.787  |
  ------------------------ ---- ------------- ----------
 | Measures               | 32 |    3.833    |   3.833  |
  ------------------------ ---- ------------- ----------
 | Maces                  | 32 |    3.859    |   3.901  |
  ------------------------ ---- ------------- ----------
 | Hammers                | 32 |    3.879    |   3.951  |
  ------------------------ ---- ------------- ----------
 | Rods                   | 33 |    3.915    |   3.915  |
  ------------------------ ---- ------------- ----------
 | Staves                 | 34 |    3.998    |   3.998  |
  ------------------------ ---- ------------- ----------
 | Hand-bombs             | 34 |    4.198    |   4.198  |
  ------------------------ ---- ------------- ----------
 | Swords                 | 35 |    4.113    |   4.164  |
  ------------------------ ---- ------------- ----------
 | Bows                   | 36 |    4.362    |   4.362  |
  ------------------------ ---- ------------- ----------
 | Guns                   | 51 |    5.597    |   5.597  |
  ------------------------ ---- ------------- ----------
 | Wyrmhero Blade         | 99 |    9.871    |  10.283  |
  ------------------------ ---- ------------- ----------

*   Daggers 1: Danjuro
    Daggers 2: Zwill Crossblade
    Daggers 3: Platinum Dagger, Orichalcum Dirk, Avenger
    Daggers 4: Gladius, Main Gauche, Chopper
    Daggers 5: Assassin's Dagger, Mage Masher, Dagger
**  CT for Unarmed is unconfirmed
*** Except for Wyrmhero Blade

Again, this is conditional based on current HP%, since ECAT depends on HITS,
which depends on AHPC, which is a function of current HP%.

_______________________________________________________________________________

2d. Recap / Finalized Variables                                           [02d]


I know that's a lot to take in, so let's go over everything we've formulated, 
step by step.


    Section 2a Recap
    ----------------

Let's start with the amount of damage that we can expect from a single hit by 
any weapon, known as Base Damage or BDMG.

  BDMG  = AD x SMOD x XMOD

where

  BDMG  = base damage done per hit in an attack
  AD    = attack/defense differential (see [Table 01.])
  SMOD  = net modifier from attacker's stats (see [Table 01.])
  XMOD  = net modifier from attacker's and target's current status effects
          (see [Table 02.])

and AD and SMOD differ from weapon to weapon.


    Section 2b Recap
    ----------------

Parallel to this, we can determine the speed of the first hit of a particular
weapon by doing the following:

  Charge Time = [CT x CS-MOD + RAN0.5] x L-MOD x B-MOD x ST-MOD
  Action Time = (select a value from [Table 03c])
  BWS         = Charge Time + Action Time
 
where

  CT          = Charge Time factor (CT)
  CS-MOD      = character's SPD modifier, for which we'll use 0.12 here
                (see Game Mechanics FAQ for full CT x CS-MOD chart)
  RAN0.5      = random number between 0 and 0.5 in seconds
  L-MOD       = Swiftness license modifier
  B-MOD       = battle speed modifier
  ST-MOD      = net status effects modifier (see [Table 03b])
  BWS         = base weapon speed


    Section 2c Recap
    ----------------

Now we have to factor in combos and critical hits.

To account for combos, we do the following:

  HITS      = (1 x NCB%) + [AHPC(HP%) x CB%]

where

  HITS      = average number of hits per attack
  NCB%      = percent chance that no combo is performed (see [Table 05a])
  AHPC(HP%) = average hits per combo as a function of current HP/Max HP
              (see [Table 05c])
  CB%       = percent chance that combo is performed (see [Table 05a])

Combos also modify our weapon speed, since it takes an additional 0.5 seconds
worth of Action Time per hit after the first one. So, our final expected 
weapon speed is:

  EWS  = BWS + ECAT

where

  ECAT = (HITS - 1) x 0.5
  ECAT = expected combo action time

Now, to account for critical hits, we do the following:

  CMOD      = (1 x NCR%) + (2 x CR%)

where

  CMOD      = net critical hit modifier (see [Table 07.])
  NCR%      = percent chance that no critical hit is performed
  CR%       = percent chance that a critical hit is performed

The good thing about CMOD is that it is unconditional (aside from whether or
not the Genji Gloves are equipped), as opposed to HITS and EWS, the other two 
variables that carry over from this section.


    Finalized Variables
    -------------------

In the end, only two variables matter in our weapon ratings: 

  1. DMG
  2. EWS

EWS has already been defined, while DMG is the average expected damage per 
ATTACK (not hit) with the equipped weapon. As you might expect, DMG takes 
into account both combos and critical hits. Its formula looks like this:

  DMG = BDMG x CMOD x HITS

So, hopefully now we're all on the same page and we can move on.


_______________________________________________________________________________

2e. Weapon Power Ratings                                                  [02e]


After such an arduous setup, we are finally ready to get to the fun parts.
They are what I call Final Fantasy XII's weapon power ratings (DPS).

DPS stands for Damage Per Second (DPS) and is a genre staple as far as 
terminology goes, but DPS values are not absolute in FFXII the way its system
is set up. In the end, the numbers that you will see in the following tables 
are still strictly conditional because I have had to set a fair number of 
conditions on how I arrived at them, but as far as being a RELATIVE comparison 
of weapons to each other, they should suffice.

Remember, we are still dealing with weapons only, so we want as little to do 
with character differences as possible and compare the weapons to themselves, 
all other things being equal.

The formula is simple:

  DPS = DMG/EWS

You can calculate this for any weapon, equipped on any character at any level 
with any set of stats and add on as many status effects as you want.

Obviously, I'm not going to tabulate all possible DPS values because it would 
take me an unreasonable amount of time and space to do so. I have given you 
the hard-to-obtain numbers; you can plug in the rest and figure things out for 
yourself.

_______________________________________________________________________________

2f. Case Studies                                                          [02f]


Of course, I wouldn't go through all this trouble if I didn't give you SOME
tables. Everyone likes comparisons among the strongest weapons, so let's do
those. The weapons in question are:

  - Zodiac Spear (+150)
  - Tournesol (+140)
  - Scorpion Tail (+119)
  - Whale Whisker (+108)
  - Durandal (+99)
  - Sagittarius (+93) with Assassin's Arrows (+3)
  - Masamune (+93)
  - Volcano (+85) with Castellanos (+6)
  - Yagyu Darkblade (+80)
  - Danjuro (+80)
  - Gastrophetes (+76) with Grand Bolts (+4)
  - Grand Mace (+72)
  - Fomalhaut (+50) with Stone Shot (+3)
  - Unarmed with Brawler license [+(LV+STR)/2]

The following will not be considered: Rods, Staves, Measures, or the Wyrmhero
Blade. The first three weapon types are clearly not made for attacking, while 
the Wyrmhero Blade has no practical use. As for my selection of ammunition, I 
equipped the strongest non-elemental ammo available to keep things as 
streamlined as possible.

For the character stats that we need, let's use Vaan for now. He's the best 
all-around character in the game, so why not.

With this in mind, there are the following variables to consider, at least 
for the first three case studies:

  - Vaan's LV and accompanying stats with Battle Lore or Magick Lore licenses
  - Vaan's stat modifiers from equipment
  - Whether or not Vaan has Genji Gloves (GG) equipped
  - Vaan's current HP/HP Max percentage (affects HITS)
  - Target's DEF (or MDEF) at either 0 or 30
  - Status effects (XMOD)

That's still a lot of variables to handle, and I won't tackle all of them at 
once. The examples that I will provide are the most applicable ones that I can
think of.

NOTE: I will assume all realistic conditions. That means that all Swiftness 
licenses are learned, battle speed is at fastest, and weapon speeds are 
properly calculated (meaning appropriate values for CT and CS-MOD are chosen).


  Case 1: LLC
  -----------
  Vaan
  LV   1     Armor:           Golden Skullcap, Maximillian
  STR 37     B.Lores/M.Lores: 5/5
  MAG 35     HP/HP Max:       26-99%
  VIT 24     Status:          None
  SPD 33

  -------------------------------------------------------
 |                      [Table 09a]                      |
  ================= ================== ==================
 | Weapon          | Target DEF = 0   | Target DEF = 30  |
 |  (without GG)   |   DMG  |   DPS   |   DMG  |   DPS   |
  ================= ======== ========= ======== =========
 | Unarmed (w/Br.) |  118.1 |   62.83 |    0.0 |    0.00 |
 | Volcano         |  415.9 |  180.72 |  169.1 |   73.47 |
 | Grand Mace      |  476.8 |  225.75 |  289.8 |  137.22 |
 | Scorpion Tail   |  593.7 |  278.53 |  324.3 |  152.12 |
 | Gastrophetes    |  578.9 |  280.59 |  374.6 |  181.56 |
 | Sagittarius     |  714.8 |  300.27 |  504.5 |  211.95 |
 | Durandal        |  727.7 |  325.20 |  520.1 |  232.45 |
 | Danjuro         |  651.0 |  379.60 |  421.2 |  245.63 |
 | Yagyu Darkblade |  741.5 |  387.71 |  479.8 |  250.87 |
 | Masamune        |  934.4 |  419.21 |  650.7 |  291.94 |
 | Whale Whisker   |  862.2 |  413.51 |  636.8 |  305.40 |
 | Tournesol       | 1117.7 |  535.55 |  892.2 |  427.92 |
 | Zodiac Spear    | 1089.0 |  581.12 |  884.0 |  471.73 |
 | Fomalhaut       | 3282.1 | 1102.97 | 3282.1 | 1102.97 |
  ----------------- -------- --------- -------- ---------

  -------------------------------------------------------
 |                      [Table 09b]                      |
  ================= ================== ==================
 | Weapon          | Target DEF = 0   | Target DEF = 30  |
 |  (with GG)      |   DMG  |   DPS   |   DMG  |   DPS   |
  ================= ======== ========= ======== =========
 | Unarmed (w/Br.) |  129.6 |   67.06 |    0.0 |    0.00 |
 | Volcano         |  415.9 |  180.72 |  169.1 |   73.47 |
 | Grand Mace      |  514.1 |  238.77 |  312.5 |  145.13 |
 | Scorpion Tail   |  672.2 |  305.00 |  367.1 |  166.58 |
 | Gastrophetes    |  621.4 |  301.19 |  402.1 |  194.89 |
 | Sagittarius     |  752.8 |  316.22 |  531.4 |  223.22 |
 | Durandal        |  798.0 |  348.62 |  570.4 |  249.19 |
 | Danjuro         |  769.5 |  423.32 |  497.9 |  273.91 |
 | Yagyu Darkblade | 1002.4 |  468.57 |  648.6 |  303.19 |
 | Whale Whisker   | 1046.4 |  473.75 |  772.8 |  349.90 |
 | Masamune        | 1439.5 |  545.07 | 1002.5 |  379.59 |
 | Tournesol       | 1356.4 |  614.13 | 1082.8 |  490.27 |
 | Zodiac Spear    | 1174.2 |  613.14 |  953.2 |  497.72 |
 | Fomalhaut       | 3456.5 | 1161.58 | 3456.5 | 1161.58 |
  ----------------- -------- --------- -------- ---------

  Relevance: Here you can clearly see the superiority of the Fomalhaut at 
             lower levels. It is well-documented that Fomalhauts are the key 
             to success in LLC (Low Level Challenge) ventures. Golden Skullcap
             and Maximillian were chosen for their relatively even spread of
             stat bonuses.


  Case 2: Endgame
  ---------------
  Vaan
  LV  60     Equipment:       Golden Skullcap, Maximillian
  STR 72     B.Lores/M.Lores: 5/5
  MAG 61     HP/HP Max:       26-99%
  VIT 46     Status:          None
  SPD 41

  -------------------------------------------------------
 |                      [Table 10a]                      |
  ================= ================== ==================
 | Weapon          |  Target DEF = 0  |  Target DEF = 30 |
 |  (without GG)   |   DMG  |   DPS   |   DMG  |   DPS   |
  ================= ======== ========= ======== =========
 | Volcano         | 3064.6 | 1366.89 | 1245.9 |  555.69 |
 | Grand Mace      | 2401.8 | 1167.99 | 1459.9 |  709.96 |
 | Unarmed (w/Br.) | 2774.1 | 1511.52 | 1587.3 |  864.88 |
 | Fomalhaut       | 3282.1 | 1136.83 | 3282.1 | 1136.83 |
 | Gastrophetes    | 3399.4 | 1687.57 | 2199.6 | 1091.96 |
 | Sagittarius     | 3627.2 | 1564.83 | 2560.3 | 1104.58 |
 | Danjuro         | 3303.3 | 1968.19 | 2137.4 | 1273.54 |
 | Scorpion Tail   | 4375.4 | 2107.56 | 2389.7 | 1151.09 |
 | Yagyu Darkblade | 3762.8 | 2011.28 | 2434.7 | 1301.42 |
 | Durandal        | 4273.2 | 1963.08 | 3054.4 | 1403.20 |
 | Masamune        | 5276.9 | 2422.20 | 3674.8 | 1686.81 |
 | Whale Whisker   | 5063.1 | 2490.56 | 3739.4 | 1839.43 |
 | Tournesol       | 6563.3 | 3228.01 | 5239.6 | 2577.37 |
 | Zodiac Spear    | 6394.8 | 3496.88 | 5191.1 | 2838.64 |
  ----------------- -------- --------- -------- ---------

  -------------------------------------------------------
 |                      [Table 10b]                      |
  ================= ================== ==================
 | Weapon          |  Target DEF = 0  |  Target DEF = 30 | 
 |  (with GG)      |   DMG  |   DPS   |   DMG  |   DPS   |
  ================= ======== ========= ======== =========
 | Volcano         | 3064.6 | 1366.89 | 1245.9 |  555.69 |
 | Grand Mace      | 2589.9 | 1234.71 | 1574.3 |  750.51 |
 | Unarmed (w/Br.) | 3042.2 | 1612.39 | 1740.7 |  922.60 |
 | Fomalhaut       | 3456.5 | 1197.24 | 3456.5 | 1197.24 |
 | Sagittarius     | 3819.9 | 1647.98 | 2696.4 | 1163.28 |
 | Gastrophetes    | 3648.9 | 1811.44 | 2361.1 | 1172.11 |
 | Danjuro         | 3905.0 | 2192.15 | 2526.8 | 1418.45 |
 | Scorpion Tail   | 4953.4 | 2305.87 | 2705.4 | 1259.40 |
 | Yagyu Darkblade | 5086.5 | 2425.07 | 3291.3 | 1569.16 |
 | Durandal        | 4686.3 | 2103.11 | 3349.7 | 1503.29 |
 | Whale Whisker   | 6144.8 | 2849.34 | 4538.3 | 2104.42 |
 | Masamune        | 8129.6 | 3138.10 | 5661.4 | 2185.36 |
 | Tournesol       | 7965.4 | 3693.59 | 6359.0 | 2948.67 |
 | Zodiac Spear    | 6895.6 | 3687.61 | 5597.6 | 2993.47 |
  ----------------- -------- --------- -------- ---------

  Relevance: Normal playthrough, towards end of the game story-wise, without
             or just before any serious power-leveling, maybe when you're just
             starting out on those high-rank hunts.


  Case 3: Postgame
  ----------------
  Vaan
  LV  99     Equipment:       Golden Skullcap, Maximillian
  STR 94     B.Lores/M.Lores: 5/5
  MAG 79     HP/HP Max:       100%
  VIT 61     Status:          Focus
  SPD 46

  ---------------------------------------------------------
 |                      [Table 11a]                        |
  ================= =================== ===================
 | Weapon          |   Target DEF = 0  |  Target DEF = 30  |
 |  (without GG)   |   DMG   |   DPS   |   DMG   |   DPS   |
  ================= ========= ========= ========= =========
 | Volcano         |  7188.3 | 3206.13 |  2922.3 | 1303.40 |
 | Fomalhaut       |  3938.5 | 1364.19 |  3938.5 | 1364.19 |
 | Grand Mace      |  5403.6 | 1597.25 |  3284.5 | 1597.25 |
 | Sagittarius     |  8047.3 | 2450.67 |  5680.5 | 2450.67 |
 | Gastrophetes    |  7689.6 | 2470.06 |  4975.7 | 2470.06 |
 | Danjuro         |  7328.8 | 4366.71 |  4742.2 | 2825.52 |
 | Yagyu Darkblade |  8348.3 | 4462.31 |  5401.8 | 2887.37 |
 | Scorpion Tail   | 10262.8 | 4943.42 |  5605.2 | 2699.96 |
 | Durandal        |  9666.1 | 4440.59 |  6909.3 | 3174.11 |
 | Unarmed (w/Br.) |  9290.9 | 5062.40 |  6572.5 | 3581.17 |
 | Masamune        | 11995.2 | 5506.03 |  8353.5 | 3834.37 |
 | Whale Whisker   | 11453.1 | 5633.76 |  8458.8 | 4160.88 |
 | Tournesol       | 12371.0 | 6085.26 | 11852.3 | 5830.14 |
 | Zodiac Spear    | 14465.4 | 7910.12 | 11742.5 | 6421.15 |
  ----------------- --------- --------- --------- ---------

  ---------------------------------------------------------
 |                      [Table 11b]                        |
  ================= =================== ===================
 | Weapon          |   Target DEF = 0  |  Target DEF = 30  |
 |  (with GG)      |   DMG   |   DPS   |   DMG   |   DPS   |
  ================= ========= ========= ========= =========
 | Volcano         |  7188.3 | 3206.13 |  2922.3 | 1303.40 |
 | Fomalhaut       |  4147.8 | 1436.68 |  4147.8 | 1436.68 |
 | Grand Mace      |  5826.7 | 2777.83 |  3541.7 | 1688.49 |
 | Sagittarius     |  8475.0 | 3656.27 |  5982.3 | 2580.90 |
 | Gastrophetes    |  8254.1 | 4097.57 |  5340.9 | 2651.37 |
 | Scorpion Tail   | 11618.5 | 5408.57 |  6345.7 | 2954.02 |
 | Danjuro         |  8663.8 | 4863.58 |  5606.0 | 3147.02 |
 | Durandal        | 10600.6 | 4757.33 |  7577.3 | 3400.51 |
 | Yagyu Darkblade | 11285.1 | 5380.34 |  7302.1 | 3481.40 |
 | Unarmed (w/Br.) | 10189.1 | 5400.26 |  7207.9 | 3820.18 |
 | Whale Whisker   | 13899.8 | 6445.35 | 10265.8 | 4760.29 |
 | Masamune        | 18479.8 | 7133.38 | 12869.2 | 4967.65 |
 | Tournesol       | 18018.2 | 8355.09 | 14384.3 | 6670.03 |
 | Zodiac Spear    | 15598.1 | 8341.56 | 12662.0 | 6771.39 |
  ----------------- --------- --------- --------- ---------

  Relevance: Normal playthough, after you've fully leveled, but without any
             special conditions except for Focus (DMG x 1.2).


Now, some general comments before I go on.

  - I know damage is capped at 9999 per hit. DMG does not represent the 
    average damage done per hit. It represents the average damage done per 
    ATTACK, which may consist of more than one hit. Nevertheless, there is
    plenty of overflow in Tables 11a-b, but I kept all values uncapped to 
    highlight the differences.
  - AD values (in the BDMG formula) become more and more important as the 
    target's DEF increases.
  - In general, the Tournesol and Zodiac Spear are pretty much neck-and-neck
    in their fight for the title of best weapon (highest DPS). The Tournesol
    combos more often, but the Zodiac Spear is faster. It's ultimately a 
    matter of preference, and I certainly prefer the Tournesol, because combos
    look cool, and the Zodiac Spear's design is pretty boring. The spear is, 
    however, far easier to obtain.
  - The Masamune is unimpressive without the Genji Gloves (though I'm sure 
    everyone knew that already), about as good as the Whale Whisker with all 
    other things being the same. Even with the Genji Gloves, the Masamune's 
    combos actually slow it down to the point where it has a lower DPS than the 
    WW, even though with the damage cap, it doesn't matter that much. On that 
    note, the Whale Whisker is pretty underrated, although there is no reason 
    to use it over, say, even an Ultima Blade, which you can get much more 
    easily.
  - Check out unarmed combat during the postgame. Not too shabby, huh? Pretty
    much as good as a Durandal, even better than one if you max out STR.
  - Breakers (axes/hammers/hand-bombs) really lose their effectiveness as you
    progress through the game. The inconsistency in DMG values hurts. In 
    fact, hand-bombs are completely useless and deserve Mr. Yuck stickers all
    around.

I have given you tables detailing DPS under several fairly common conditions 
throughout the course of the game. What about the good stuff? What about 
special conditions? I want to see some MAX damage potential numbers, you say. 
Well, yes, let's get to that now.


  Case 4: Yiazmat
  ---------------

Appendix B of GMFAQ details a method for defeating Yiazmat in under an hour, 
obtained from Ultimania. It involves two damage-dealers equipped with 
Masamunes, both with Berserk, Bravery, Haste, and Adrenaline activated, while 
the other four characters act as leaders/decoys/buffers. maltzsan admits 
that he is surprised that the Masamune is used and not Yagyu Darkblade, since 
Yiazmat is weak against Dark (giving Yagyu Darkblade an automatic DMG x 2 
bonus).

This method works, people. Go look for some videos if you don't believe me.
Watch and be in awe of the Masamune's power.

But let's dig into this setup some more. We'll switch from Vaan to Basch now,
since Basch is the best character suited for damage-dealing duty in the 
Yiazmat fight. We'll outfit him as the Ultimania method dictates.

  Basch
  LV  99     Equipment:       Celebrant's Miter, Brave Suit, Genji Gloves
  STR 78     B.Lores/M.Lores: 5/5
  MAG 69     HP/HP Max:       Below 6.25% (for max HITS)
  VIT 45     Status:          Berserk, Bravery, Haste, Adrenaline
  SPD 40

As for his weapon, we'll do a comparison across the board like before, just 
to really hammer the message home. I will also do two separate entries for 
the Yagyu Darkblade, both with and without the DMG x 2 Dark bonus.

Since Basch is below 6.25% of his max HP, our AHPC (average hits per combo) 
value surges to a whopping 9.028.

Berserk, Bravery, and Adrenaline stack for an XMOD value of 1.3 x 1.5 x 2.0,
which ends up being 3.9.

Remember, Berserk and Haste also factor into calculating EWS. Remember way 
back when we were discussing Charge Time? A combined Berserk and Haste effect
cuts this to one-third of its original value. At this point, I won't detail 
how I factor that into calculations. You can just trust me on this one that I
did it correctly. We're still at the fastest battle speed, with all Quickness
licenses acquired.

Finally, the Ultimania method requires the party leader to use the Expose 
technick five times on Yiazmat successfully, cuttings its DEF by about half. 
Its starting DEF is 36, so with the five Exposes in place, it becomes ~18. 
This is the DEF value we will use.

  -----------------------------------------
 |               [Table 12a]               |
  =================== =====================
 | Weapon            |   Target DEF = 18   |
 |  (with GG)        |   DMG    |   DPS    |
  =================== ========== ==========
 | Volcano           |  11266.5 |  6682.94 |
 | Fomalhaut         |  13480.3 |  7081.99 |
 | Grand Mace        |  16662.4 |  9410.54 |
 | Gastrophetes      |  16161.6 | 10044.10 |
 | Sagittarius       |  18116.3 | 10585.24 |
 | Unarmed (w/Br.)   |  27545.4 | 15597.09 |
 | Danjuro           |  32413.4 | 15709.32 |
 | Scorpion Tail     |  33492.3 | 16852.62 |
 | Durandal          |  32172.9 | 17101.78 |
 | Yagyu Darkblade   |  55401.2 | 18661.51 |
 |   (no Dark bonus) |          |          |
 | Whale Whisker*    |  55495.4 | 24393.56 |
 | Masamune          | 111519.2 | 25735.51 |
 | Zodiac Spear      |  47792.1 | 28215.75 |
 | Tournesol         |  76580.7 | 32965.97 |
 | Yagyu Darkblade   | 110802.5 | 37323.02 |
 |   (Dark bonus)    |          |          |
  ------------------- ---------- ---------- 

*  Yiazmat's starting MDEF is 40. You'd use Shear instead of Expose to bring 
   it down to 20, not 18. This is reflected in our calculations.


Whoa, whoa, hold the phone. Not only is the Yagyu Darkblade better than the
Masamune, but the Tournesol AND Zodiac Spear have better DPS values as well? 
And those numbers can't possibly be right. They're too big.

Of course, I've been ignoring the 9999 damage cap per hit all this time. It's
time to finally put it to use. To do this, we need to recalculate our DMG 
values. Let's go back to the formulae:

  DMG  = BDMG x CMOD x HITS
  DPS  = DMG/EWS

Basically, if "BDMG x CMOD" (the net average damage per hit) turns out to be 
greater than 9999, we have to cap it and bring it back down to 9999. Guess what 
happens when you do that? EVERY single weapon on our list gets capped to 9999 
per hit. Every single one. That's not that big of a surprise, though, given the 
ridiculous modifiers we have active. So basically, the only values that matter 
anymore are HITS and EWS. Since the Masamune handily beats every other weapon 
when it comes to HITS, are we smelling a victory for the Masamune now?

Here is the revised chart:

  ----------------------------------------
 |               [Table 12b]              |
  =================== ====================
 | Weapon            |   Target DEF = 18  |
 |  (with GG)        |   DMG   |    DPS   |
  =================== ========== ==========
 | Volcano*          |  9999.0 |  5842.36 |
 | Scorpion Tail*    | 20113.3 | 10120.58 |
  ------------------- --------- ----------
 | Fomalhaut         |  9999.0 |  5253.05 |
 | Sagittarius       |  9999.0 |  5842.36 |
 | Gastrophetes      |  9999.0 |  6214.16 |
 | Grand Mace        | 15778.6 |  8911.39 |
 | Durandal          | 17223.5 |  9155.29 |
 | Zodiac Spear      | 15778.6 |  9315.45 |
 | Unarmed (w/Br.)   | 17223.5 |  9752.49 |
 | Whale Whisker**   | 27337.7 | 11768.17 |
 | Tournesol         | 27337.7 | 11768.17 |
 | Danjuro           | 24448.0 | 11848.84 |
 | Yagyu Darkblade   | 41786.7 | 14075.55 |
 |   (no Dark bonus) |         |          |   
 | Yagyu Darkblade   | 41786.7 | 14075.55 |
 |   (Dark bonus)    |         |          |
 | Masamune          | 67794.8 | 15645.15 |
  ------------------- --------- ----------

*  Because of the sucky RAND2 value for these weapons (go all the way back to 
   [Table 01.] if you've forgotten), the values listed here tend to be grossly
   overestimated, as you'll likely do far less than 9999 per hit most of the 
   time.
** Yiazmat's starting MDEF is 40. You'd use Shear instead of Expose to bring 
   it down to 20. This time, however, it doesn't affect our calculations.


Look at that. The order is all messed up! It's better to fight Yiazmat unarmed
with this setup than with the Zodiac Spear! What a riot. But we can also see 
now that the Masamune does hold a distinct advantage over every other weapon, 
even the Yagyu Darkblade. Why is that? The DMG x 2 bonus granted by the Yagyu 
Darkblade's Dark element has absolutely no effect. Zilch. The calculated 
damage per hit already far exceeds 9999 before the bonus even takes effect. 
It's just a waste.

By the way, because of this, we don't have to bother taking into effect the 
Fomalhaut with Dark Shot equipped, either. That bonus ends up being wasted as 
well in this case. However, this wouldn't be in an LLC game.

So, at last, we have come to the end. What have we learned from this? If you 
stack on enough modifiers and if your level and stats are high enough, weapon 
effectiveness changes dramatically thanks to the damage cap, and raw DMG and 
DPS values become useless. Too bad; if the damage cap were not in place, it 
would've been fun to exploit some of this stuff against any number of Yiazmats
the game might've thrown at us.

You can essentially use the Yiazmat table as a reference for max damage 
potential.


===============================================================================
3. Character-Weapon Proficiencies                                         [030]
===============================================================================
_______________________________________________________________________________

3a. Overview                                                              [03a]


Now that you know more than you could ever want to know about how much damage 
physical attacks do, you might be wondering who is best at what weapon. Well, 
wonder no more, because we'll get into that as well. Thankfully, this is a 
much simpler analysis.

Let's revisit our character stat tables. HP and MP are not considered because 
they are irrelevant. I won't factor in the Battle Lore and and Magick Lore 
licenses.

  ------------------------
 |    Vaan [Table 13a]    |
  ---- ---- ---- ---- ----
 | LV | St | Ma | Vi | Sp |
  ---- ---- ---- ---- ----
 |  1 | 23 | 20 | 24 | 24 |
 | 10 | 28 | 24 | 27 | 25 |
 | 20 | 33 | 28 | 31 | 26 |
 | 30 | 39 | 33 | 35 | 28 |
 | 40 | 44 | 37 | 39 | 29 |
 | 50 | 50 | 42 | 42 | 31 |
 | 60 | 55 | 46 | 46 | 32 |
 | 70 | 61 | 51 | 50 | 33 |
 | 80 | 66 | 55 | 54 | 35 |
 | 90 | 72 | 60 | 57 | 36 |
 | 99 | 77 | 64 | 61 | 37 |
  ---- ---- ---- ---- ----

  ------------------------
 |  Balthier [Table 13b]  |
  ---- ---- ---- ---- ----
 | LV | St | Ma | Vi | Sp |
  ---- ---- ---- ---- ----
 |  2 | 25 | 17 | 24 | 24 |
 | 10 | 29 | 20 | 27 | 25 |
 | 20 | 34 | 24 | 31 | 26 |
 | 30 | 39 | 28 | 34 | 28 |
 | 40 | 44 | 32 | 38 | 29 |
 | 50 | 50 | 36 | 41 | 31 |
 | 60 | 55 | 40 | 45 | 32 |
 | 70 | 60 | 44 | 48 | 34 |
 | 80 | 65 | 48 | 52 | 35 |
 | 90 | 71 | 52 | 55 | 37 |
 | 99 | 75 | 56 | 58 | 38 |
  ---- ---- ---- ---- ----

  ------------------------
 |    Fran [Table 13c]    |
  ---- ---- ---- ---- ----
 | LV | St | Ma | Vi | Sp |
  ---- ---- ---- ---- ----
 |  2 | 23 | 18 | 20 | 23 |
 | 10 | 27 | 22 | 23 | 24 |
 | 20 | 32 | 26 | 26 | 25 |
 | 30 | 37 | 30 | 30 | 27 |
 | 40 | 42 | 34 | 33 | 28 |
 | 50 | 47 | 39 | 36 | 30 |
 | 60 | 52 | 43 | 40 | 31 |
 | 70 | 57 | 47 | 43 | 32 |
 | 80 | 62 | 51 | 46 | 34 |
 | 90 | 67 | 55 | 50 | 35 |
 | 99 | 71 | 59 | 53 | 36 |
  ---- ---- ---- ---- ----

  ------------------------
 |    Basch [Table 13d]   |
  ---- ---- ---- ---- ----
 | LV | St | Ma | Vi | Sp |
  ---- ---- ---- ---- ----
 |  3 | 26 | 21 | 20 | 23 |
 | 10 | 30 | 23 | 22 | 24 |
 | 20 | 35 | 27 | 25 | 25 |
 | 30 | 40 | 31 | 28 | 26 |
 | 40 | 46 | 35 | 31 | 28 |
 | 50 | 51 | 39 | 34 | 29 |
 | 60 | 56 | 43 | 36 | 30 |
 | 70 | 62 | 47 | 39 | 31 |
 | 80 | 67 | 51 | 42 | 33 |
 | 90 | 72 | 55 | 45 | 34 |
 | 99 | 77 | 58 | 47 | 35 |
  ---- ---- ---- ---- ----

  ------------------------
 |    Ashe [Table 13e]    |
  ---- ---- ---- ---- ----
 | LV | St | Ma | Vi | Sp |
  ---- ---- ---- ---- ----
 |  3 | 22 | 22 | 24 | 23 |
 | 10 | 26 | 25 | 26 | 24 |
 | 20 | 31 | 30 | 29 | 25 |
 | 30 | 36 | 35 | 33 | 26 |
 | 40 | 42 | 40 | 36 | 28 |
 | 50 | 47 | 45 | 40 | 29 |
 | 60 | 52 | 50 | 43 | 30 |
 | 70 | 58 | 55 | 47 | 32 |
 | 80 | 63 | 60 | 50 | 33 |
 | 90 | 68 | 65 | 53 | 34 |
 | 99 | 73 | 69 | 57 | 36 |
  ---- ---- ---- ---- ----

  ------------------------
 |   Penelo [Table 13f]   |
  ---- ---- ---- ---- ----
 | LV | St | Ma | Vi | Sp |
  ---- ---- ---- ---- ----
 |  3 | 21 | 19 | 24 | 24 |
 | 10 | 25 | 23 | 26 | 25 |
 | 20 | 30 | 28 | 30 | 26 |
 | 30 | 35 | 33 | 34 | 27 |
 | 40 | 40 | 38 | 38 | 29 |
 | 50 | 45 | 43 | 41 | 30 |
 | 60 | 50 | 48 | 45 | 31 |
 | 70 | 55 | 54 | 49 | 32 |
 | 80 | 60 | 59 | 53 | 34 |
 | 90 | 65 | 64 | 56 | 35 |
 | 99 | 70 | 69 | 60 | 36 |
  ---- ---- ---- ---- ----

Now, let's go all the way back to Section 2 and check out our first few tables
again. The variable we're worrying about now is SMOD. Now that we have 
character stats to compare, we can derive SMOD values for any weapon of any 
damage class at ten-level intervals. I will reproduce the damage class chart 
here, except that I will only list the SMOD formulae, since they are all we 
care about.

  --------------------------------------------------------
 |                      [Table 14.]                       |
  ===================== ==================================
 |    Damage Class     |         SMOD Derivations         |
  ===================== ==================================
 | 2. Swords (1H)      |                                  |
 |    Greatswords (2H) |                                  |
 |    Spears           | SMOD2 = 1 + STR x (LV+STR)/256   |
 |    Crossbows        |                                  |
 |    Rods*            |                                  |
  --------------------- ----------------------------------
 | 3. Poles            | SMOD3 = 1 + STR x (LV+STR)/256   |
  --------------------- ----------------------------------
 | 4. Maces            | SMOD4 = 1 + MAG x (LV+MAG)/256   |
  --------------------- ----------------------------------
 | 5. Katanas          | SMOD5 = 1 + STR x (LV+MAG)/256   |
 |    Staves           |                                  |
  --------------------- ----------------------------------
 | 6. Daggers          |                                  |
 |    Ninja Swords     | SMOD6 = 1 + STR x (LV+SPD)/218   |
 |    Bows             |                                  |
  --------------------- ----------------------------------
 | 7. Axes             |                                  |
 |    Hammers          | SMOD7 = 1 + STR x (LV+VIT)/128   |
 |    Hand-bombs       |                                  |
  --------------------- ----------------------------------

* Except for Healing Rod and Rod of Faith

Note that SMOD2 and SMOD3 are identical. Exactly the same.

You will notice that I have omitted Classes 1 and 8. While SMOD1 is simply 
equal to SMOD2 or SMOD3 minus 1, unarmed attacks with the Brawler license 
(the only ones that are worth any damage) use LV and STR to determine AD as 
well. For simplicity's sake, I won't bother with that and instead ask you 
to accept that characters with better STR fare better with unarmed attacks.

As for SMOD8, it's always equal to 1, which means that character stats don't 
matter at all. So you'd think that all characters are just as good with Class
8 weapons, but this isn't true. When discussing Action Time, I mentioned that 
the following characters take 0.2 additional seconds to attack with ranged 
weapons:

- Balthier with a bow, crossbow, or gun equipped
- Fran with a bow equipped
- Penelo with a crossbow or gun equipped

So as you can see, Balthier and Penelo are actually a little bit less 
proficient with guns than the other characters are at all levels.

As for bows and crossbows, the 0.2 additional seconds are insignificant 
compared to the effects of SMOD values, so we will forget about trying to gimp
Balthier, Fran, and Penelo any further.

_______________________________________________________________________________

3b. Physical Damage Stat Modifiers                                        [03b]


In the following tables, I provide thorough SMOD calculations and 
distinguish the tables by level so you can compare the characters to each 
other at ten-level intervals.

Again, I have omitted Classes 1 and 8 from these charts. No need for them. The
first table, LLC, compares stats at the lowest possible levels corresponding
to a low-level challenge (1/2/2/3/3/3).

  ---------------------------------------------------------------------------
 |                               [Table 15a]                                 |
  ======= ==== ==== ==== ==== ======= ======= ======= ======= ======= =======
 |  LLC  | St | Ma | Vi | Sp | SMOD2 | SMOD3 | SMOD4 | SMOD5 | SMOD6 | SMOD7 |
  ======= ==== ==== ==== ==== ======= ======= ======= ======= ======= =======
 | Vaan  | 23 | 20 | 24 | 24 |  3.16 |  3.16 |  2.64 |  2.89 |  3.64 |  2.75 |
 | Balth | 25 | 17 | 24 | 24 |  3.64 |  3.64 |  2.26 |  2.86 |  3.98 |  3.04 |
 | Fran  | 23 | 18 | 20 | 23 |  3.25 |  3.25 |  2.41 |  2.80 |  3.64 |  2.48 |
 | Basch | 26 | 21 | 20 | 23 |  3.95 |  3.95 |  2.97 |  3.44 |  4.10 |  2.84 |
 | Ashe  | 22 | 22 | 24 | 23 |  3.15 |  3.15 |  3.15 |  3.15 |  3.62 |  2.82 |
 | Pen   | 21 | 19 | 24 | 24 |  2.97 |  2.97 |  2.63 |  2.80 |  3.60 |  2.71 |
  ------- ---- ---- ---- ---- ------- ------- ------- ------- ------- -------

  ---------------------------------------------------------------------------
 |                               [Table 15b]                                 |
  ======= ==== ==== ==== ==== ======= ======= ======= ======= ======= =======
 | Lv 10 | St | Ma | Vi | Sp | SMOD2 | SMOD3 | SMOD4 | SMOD5 | SMOD6 | SMOD7 |
  ======= ==== ==== ==== ==== ======= ======= ======= ======= ======= =======
 | Vaan  | 28 | 24 | 27 | 25 |  5.16 |  5.16 |  4.19 |  4.72 |  5.50 |  4.55 |
 | Balth | 29 | 20 | 27 | 25 |  5.42 |  5.42 |  3.34 |  4.40 |  5.66 |  4.69 |
 | Fran  | 27 | 22 | 23 | 24 |  4.90 |  4.90 |  3.75 |  4.38 |  5.21 |  3.98 |
 | Basch | 30 | 23 | 22 | 24 |  5.69 |  5.69 |  3.96 |  4.87 |  5.68 |  4.25 |
 | Ashe  | 26 | 25 | 26 | 24 |  4.66 |  4.66 |  4.42 |  4.55 |  5.06 |  4.16 |
 | Pen   | 25 | 23 | 26 | 25 |  4.42 |  4.42 |  3.96 |  4.22 |  5.01 |  4.02 |
  ------- ---- ---- ---- ---- ------- ------- ------- ------- ------- -------

  ---------------------------------------------------------------------------
 |                               [Table 15c]                                 |
  ======= ==== ==== ==== ==== ======= ======= ======= ======= ======= =======
 | Lv 20 | St | Ma | Vi | Sp | SMOD2 | SMOD3 | SMOD4 | SMOD5 | SMOD6 | SMOD7 |
  ======= ==== ==== ==== ==== ======= ======= ======= ======= ======= =======
 | Vaan  | 33 | 28 | 31 | 26 |  7.83 |  7.83 |  6.25 |  7.19 |  7.96 |  7.07 |
 | Balth | 34 | 24 | 31 | 26 |  8.17 |  8.17 |  5.13 |  6.84 |  8.17 |  7.27 |
 | Fran  | 32 | 26 | 26 | 25 |  7.50 |  7.50 |  5.67 |  6.75 |  7.61 |  6.25 |
 | Basch | 35 | 27 | 25 | 25 |  8.52 |  8.52 |  5.96 |  7.43 |  8.22 |  6.65 |
 | Ashe  | 31 | 30 | 29 | 25 |  7.18 |  7.18 |  6.86 |  7.05 |  7.40 |  6.43 |
 | Pen   | 30 | 28 | 30 | 26 |  6.86 |  6.86 |  6.25 |  6.63 |  7.33 |  6.36 |
  ------- ---- ---- ---- ---- ------- ------- ------- ------- ------- -------
  ---------------------------------------------------------------------------
 |                               [Table 15d]                                 |
  ======= ==== ==== ==== ==== ======= ======= ======= ======= ======= =======
 | Lv 30 | St | Ma | Vi | Sp | SMOD2 | SMOD3 | SMOD4 | SMOD5 | SMOD6 | SMOD7 |
  ======= ==== ==== ==== ==== ======= ======= ======= ======= ======= =======
 | Vaan  | 39 | 33 | 35 | 28 | 11.51 | 11.51 |  9.12 | 10.60 | 11.38 | 10.40 |
 | Balth | 39 | 28 | 34 | 28 | 11.51 | 11.51 |  7.34 |  9.84 | 11.38 | 10.25 |
 | Fran  | 37 | 30 | 30 | 27 | 10.68 | 10.68 |  8.03 |  9.67 | 10.67 |  9.17 |
 | Basch | 40 | 31 | 28 | 26 | 11.94 | 11.94 |  8.39 | 10.53 | 11.28 |  9.56 |
 | Ashe  | 36 | 35 | 33 | 26 | 10.28 | 10.28 |  9.89 | 10.14 | 10.25 |  9.36 |
 | Pen   | 35 | 33 | 34 | 27 |  9.89 |  9.89 |  9.12 |  9.61 | 10.15 |  9.25 |
  ------- ---- ---- ---- ---- ------- ------- ------- ------- ------- -------

  ---------------------------------------------------------------------------
 |                               [Table 15e]                                 |
  ======= ==== ==== ==== ==== ======= ======= ======= ======= ======= =======
 | Lv 40 | St | Ma | Vi | Sp | SMOD2 | SMOD3 | SMOD4 | SMOD5 | SMOD6 | SMOD7 |
  ======= ==== ==== ==== ==== ======= ======= ======= ======= ======= =======
 | Vaan  | 44 | 37 | 39 | 29 | 15.44 | 15.44 | 12.13 | 14.23 | 14.93 | 14.08 |
 | Balth | 44 | 32 | 38 | 29 | 15.44 | 15.44 | 10.00 | 13.38 | 14.93 | 13.91 |
 | Fran  | 42 | 34 | 33 | 28 | 14.45 | 14.45 | 10.83 | 13.14 | 14.10 | 12.48 |
 | Basch | 46 | 35 | 31 | 28 | 16.45 | 16.45 | 11.25 | 14.48 | 15.35 | 13.26 |
 | Ashe  | 42 | 40 | 36 | 28 | 14.45 | 14.45 | 13.50 | 14.13 | 14.10 | 12.97 |
 | Pen   | 40 | 38 | 38 | 29 | 13.50 | 13.50 | 12.58 | 13.19 | 13.66 | 12.69 |
  ------- ---- ---- ---- ---- ------- ------- ------- ------- ------- -------

  ---------------------------------------------------------------------------
 |                               [Table 15f]                                 |
  ======= ==== ==== ==== ==== ======= ======= ======= ======= ======= =======
 | Lv 50 | St | Ma | Vi | Sp | SMOD2 | SMOD3 | SMOD4 | SMOD5 | SMOD6 | SMOD7 |
  ======= ==== ==== ==== ==== ======= ======= ======= ======= ======= =======
 | Vaan  | 50 | 42 | 42 | 31 | 20.53 | 20.53 | 16.09 | 18.97 | 19.58 | 18.47 |
 | Balth | 50 | 36 | 41 | 31 | 20.53 | 20.53 | 13.09 | 17.80 | 19.58 | 18.27 |
 | Fran  | 47 | 39 | 36 | 30 | 18.81 | 18.81 | 14.56 | 17.34 | 18.25 | 16.29 |
 | Basch | 51 | 39 | 34 | 29 | 21.12 | 21.12 | 14.56 | 18.73 | 19.48 | 17.23 |
 | Ashe  | 47 | 45 | 40 | 29 | 18.81 | 18.81 | 17.70 | 18.44 | 18.03 | 17.02 |
 | Pen   | 45 | 43 | 41 | 30 | 17.70 | 17.70 | 16.62 | 17.35 | 17.51 | 16.50 |
  ------- ---- ---- ---- ---- ------- ------- ------- ------- ------- -------

  ---------------------------------------------------------------------------
 |                               [Table 15g]                                 |
  ======= ==== ==== ==== ==== ======= ======= ======= ======= ======= =======
 | Lv 60 | St | Ma | Vi | Sp | SMOD2 | SMOD3 | SMOD4 | SMOD5 | SMOD6 | SMOD7 |
  ======= ==== ==== ==== ==== ======= ======= ======= ======= ======= =======
 | Vaan  | 55 | 46 | 46 | 32 | 25.71 | 25.71 | 20.05 | 23.77 | 24.21 | 23.27 |
 | Balth | 55 | 40 | 45 | 32 | 25.71 | 25.71 | 16.63 | 22.48 | 24.21 | 23.06 |
 | Fran  | 52 | 43 | 40 | 31 | 23.75 | 23.75 | 18.30 | 21.92 | 22.71 | 20.81 |
 | Basch | 56 | 43 | 36 | 30 | 26.38 | 26.38 | 18.30 | 23.53 | 24.12 | 21.50 |
 | Ashe  | 52 | 50 | 43 | 30 | 23.75 | 23.75 | 22.48 | 23.34 | 22.47 | 21.42 |
 | Pen   | 50 | 48 | 45 | 31 | 22.48 | 22.48 | 21.25 | 22.09 | 21.87 | 21.01 |
  ------- ---- ---- ---- ---- ------- ------- ------- ------- ------- -------

  ---------------------------------------------------------------------------
 |                               [Table 15h]                                 |
  ======= ==== ==== ==== ==== ======= ======= ======= ======= ======= =======
 | Lv 70 | St | Ma | Vi | Sp | SMOD2 | SMOD3 | SMOD4 | SMOD5 | SMOD6 | SMOD7 |
  ======= ==== ==== ==== ==== ======= ======= ======= ======= ======= =======
 | Vaan  | 61 | 51 | 50 | 33 | 32.21 | 32.21 | 25.11 | 29.83 | 29.82 | 29.09 |
 | Balth | 60 | 44 | 48 | 34 | 31.47 | 31.47 | 20.59 | 27.72 | 29.62 | 28.16 |
 | Fran  | 57 | 47 | 43 | 32 | 29.28 | 29.28 | 22.48 | 27.05 | 27.67 | 25.66 |
 | Basch | 62 | 47 | 39 | 31 | 32.97 | 32.97 | 22.48 | 29.34 | 29.72 | 26.90 |
 | Ashe  | 58 | 55 | 47 | 32 | 30.00 | 30.00 | 27.86 | 29.32 | 28.14 | 27.01 |
 | Pen   | 55 | 54 | 49 | 32 | 27.86 | 27.86 | 27.16 | 27.64 | 26.73 | 26.07 |
  ------- ---- ---- ---- ---- ------- ------- ------- ------- ------- -------

  ---------------------------------------------------------------------------
 |                               [Table 15i]                                 |
  ======= ==== ==== ==== ==== ======= ======= ======= ======= ======= =======
 | Lv 80 | St | Ma | Vi | Sp | SMOD2 | SMOD3 | SMOD4 | SMOD5 | SMOD6 | SMOD7 |
  ======= ==== ==== ==== ==== ======= ======= ======= ======= ======= =======
 | Vaan  | 66 | 55 | 54 | 35 | 38.64 | 38.64 | 30.00 | 35.80 | 35.82 | 35.05 |
 | Balth | 65 | 48 | 52 | 35 | 37.82 | 37.82 | 25.00 | 33.50 | 35.29 | 34.02 |
 | Fran  | 62 | 51 | 46 | 34 | 35.39 | 35.39 | 27.10 | 32.73 | 33.42 | 31.02 |
 | Basch | 67 | 51 | 42 | 33 | 39.47 | 39.47 | 27.10 | 35.29 | 35.73 | 32.43 |
 | Ashe  | 63 | 60 | 50 | 33 | 36.19 | 36.19 | 33.81 | 35.45 | 33.66 | 32.49 |
 | Pen   | 60 | 59 | 53 | 34 | 33.81 | 33.81 | 33.04 | 33.58 | 32.38 | 31.67 |
  ------- ---- ---- ---- ---- ------- ------- ------- ------- ------- -------

  ---------------------------------------------------------------------------
 |                               [Table 15j]                                 |
  ======= ==== ==== ==== ==== ======= ======= ======= ======= ======= =======
 | Lv 90 | St | Ma | Vi | Sp | SMOD2 | SMOD3 | SMOD4 | SMOD5 | SMOD6 | SMOD7 |
  ======= ==== ==== ==== ==== ======= ======= ======= ======= ======= =======
 | Vaan  | 72 | 60 | 57 | 36 | 46.56 | 46.56 | 36.16 | 43.19 | 42.61 | 41.84 |
 | Balth | 71 | 52 | 55 | 37 | 45.65 | 45.65 | 29.84 | 40.38 | 42.36 | 40.71 |
 | Fran  | 67 | 55 | 50 | 35 | 42.09 | 42.09 | 32.15 | 38.95 | 39.42 | 37.14 |
 | Basch | 72 | 55 | 45 | 34 | 46.56 | 46.56 | 32.15 | 41.78 | 41.95 | 38.47 |
 | Ashe  | 68 | 65 | 53 | 34 | 42.97 | 42.97 | 40.36 | 42.17 | 39.68 | 38.48 |
 | Pen   | 65 | 64 | 56 | 35 | 40.36 | 40.36 | 39.50 | 40.10 | 38.27 | 37.57 |
  ------- ---- ---- ---- ---- ------- ------- ------- ------- ------- -------

  ---------------------------------------------------------------------------
 |                               [Table 15k]                                 |
  ======= ==== ==== ==== ==== ======= ======= ======= ======= ======= =======
 | Lv 99 | St | Ma | Vi | Sp | SMOD2 | SMOD3 | SMOD4 | SMOD5 | SMOD6 | SMOD7 |
  ======= ==== ==== ==== ==== ======= ======= ======= ======= ======= =======
 | Vaan  | 77 | 64 | 61 | 37 | 53.94 | 53.94 | 41.75 | 50.03 | 49.04 | 48.63 |
 | Balth | 75 | 56 | 58 | 38 | 51.98 | 51.98 | 34.91 | 46.41 | 48.13 | 46.50 |
 | Fran  | 71 | 59 | 53 | 36 | 48.15 | 48.15 | 37.41 | 44.82 | 44.97 | 42.66 |
 | Basch | 77 | 58 | 47 | 35 | 53.94 | 53.94 | 36.57 | 48.22 | 48.33 | 44.41 |
 | Ashe  | 73 | 69 | 57 | 36 | 50.05 | 50.05 | 46.28 | 48.91 | 46.21 | 44.98 |
 | Pen   | 70 | 69 | 60 | 36 | 47.21 | 47.21 | 46.28 | 46.94 | 44.35 | 43.98 |
  ------- ---- ---- ---- ---- ------- ------- ------- ------- ------- -------


  Note: All SMOD7 values are half of their actual values. This is because 
        Class 7 weapons have the potential to deal essentially 200% base 
        damage, due to the 1/128 factor. Thus, comparative SMOD7 values are 
        one-half of actual SMOD7 values.

It is interesting to see that at low levels and with equivalent ATK scores,
Class 6 weapons are actually the most effective (highest SMOD values). This is 
due to the fact that the weight factor is 1/218 and not 1/256. Therefore, Class
6 weapons are better than they initially seem. Nevertheless, their SMOD values 
drop off as SPD growth slows to a crawl.

_______________________________________________________________________________

3c. Proficiency Rankings                                                  [03c]


So now if we rank the characters by their SMOD values:

  ----------------------------------------------------------------
 |                        [Table 16a]                             |
  ==== ========= ========= ========= ========= ========= =========
 | Lv | Class 2 | Class 3 | Class 4 | Class 5 | Class 6 | Class 7 |
  ==== ========= ========= ========= ========= ========= =========
 | LLC| 1-Basch | 1-Basch | 1-Ashe  | 1-Basch | 1-Basch | 1-Balth |
 |    | 2-Balth | 2-Balth | 2-Basch | 2-Ashe  | 2-Balth | 2-Basch |
 |    | 3-Fran  | 3-Fran  | 3-Vaan  | 3-Vaan  | 3-Vaan  | 3-Ashe  |
 |    | 4-Vaan  | 4-Vaan  | 3-Pen   | 4-Pen   | 3-Fran  | 4-Vaan  |
 |    | 5-Ashe  | 5-Ashe  | 5-Fran  | 5-Fran  | 5-Ashe  | 5-Pen   |
 |    | 6-Pen   | 6-Pen   | 6-Balth | 6-Balth | 6-Pen   | 6-Fran  |
  ---- --------- --------- --------- --------- --------- ---------

  ----------------------------------------------------------------
 |                        [Table 16b]                             |
  ==== ========= ========= ========= ========= ========= =========
 | Lv | Class 2 | Class 3 | Class 4 | Class 5 | Class 6 | Class 7 |
  ==== ========= ========= ========= ========= ========= =========
 | 10 | 1-Basch | 1-Basch | 1-Ashe  | 1-Basch | 1-Basch | 1-Balth |
 |    | 2-Balth | 2-Balth | 2-Vaan  | 2-Vaan  | 2-Balth | 2-Vaan  |
 |    | 3-Vaan  | 3-Vaan  | 3-Basch | 3-Ashe  | 3-Vaan  | 3-Basch |
 |    | 4-Fran  | 4-Fran  | 3-Pen   | 4-Balth | 4-Fran  | 4-Ashe  |
 |    | 5-Ashe  | 5-Ashe  | 5-Fran  | 5-Fran  | 5-Ashe  | 5-Pen   |
 |    | 6-Pen   | 6-Pen   | 6-Balth | 6-Pen   | 6-Pen   | 6-Fran  |
  ---- --------- --------- --------- --------- --------- ---------

  ----------------------------------------------------------------
 |                        [Table 16c]                             |
  ==== ========= ========= ========= ========= ========= =========
 | Lv | Class 2 | Class 3 | Class 4 | Class 5 | Class 6 | Class 7 |
  ==== ========= ========= ========= ========= ========= =========
 | 20 | 1-Basch | 1-Basch | 1-Ashe  | 1-Basch | 1-Basch | 1-Balth |
 |    | 2-Balth | 2-Balth | 2-Vaan  | 2-Vaan  | 2-Balth | 2-Vaan  |
 |    | 3-Vaan  | 3-Vaan  | 3-Pen   | 3-Ashe  | 3-Vaan  | 3-Basch |
 |    | 4-Fran  | 4-Fran  | 4-Basch | 4-Balth | 4-Fran  | 4-Ashe  |
 |    | 5-Ashe  | 5-Ashe  | 5-Fran  | 5-Fran  | 5-Ashe  | 5-Pen   |
 |    | 6-Pen   | 6-Pen   | 6-Balth | 6-Pen   | 6-Pen   | 6-Fran  |
  ---- --------- --------- --------- --------- --------- ---------

  ----------------------------------------------------------------
 |                        [Table 16d]                             |
  ==== ========= ========= ========= ========= ========= =========
 | Lv | Class 2 | Class 3 | Class 4 | Class 5 | Class 6 | Class 7 |
  ==== ========= ========= ========= ========= ========= =========
 | 30 | 1-Basch | 1-Basch | 1-Ashe  | 1-Vaan  | 1-Vaan  | 1-Vaan  |
 |    | 2-Vaan  | 2-Vaan  | 2-Vaan  | 2-Basch | 1-Balth | 2-Balth |
 |    | 2-Balth | 2-Balth | 2-Pen   | 3-Ashe  | 3-Basch | 3-Basch |
 |    | 4-Fran  | 4-Fran  | 4-Basch | 4-Balth | 4-Fran  | 4-Ashe  |
 |    | 5-Ashe  | 5-Ashe  | 5-Fran  | 5-Fran  | 5-Ashe  | 5-Pen   |
 |    | 6-Pen   | 6-Pen   | 6-Balth | 6-Pen   | 6-Pen   | 6-Fran  |
  ---- --------- --------- --------- --------- --------- ---------

  ----------------------------------------------------------------
 |                        [Table 16e]                             |
  ==== ========= ========= ========= ========= ========= =========
 | Lv | Class 2 | Class 3 | Class 4 | Class 5 | Class 6 | Class 7 |
  ==== ========= ========= ========= ========= ========= =========
 | 40 | 1-Basch | 1-Basch | 1-Ashe  | 1-Basch | 1-Basch | 1-Vaan  |
 |    | 2-Vaan  | 2-Vaan  | 2-Pen   | 2-Vaan  | 2-Vaan  | 2-Balth |
 |    | 2-Balth | 2-Balth | 3-Vaan  | 3-Ashe  | 2-Balth | 3-Basch |
 |    | 4-Fran  | 4-Fran  | 4-Basch | 4-Balth | 4-Fran  | 4-Ashe  |
 |    | 4-Ashe  | 4-Ashe  | 5-Fran  | 5-Pen   | 4-Ashe  | 5-Pen   |
 |    | 6-Pen   | 6-Pen   | 6-Balth | 6-Fran  | 6-Pen   | 6-Fran  |
  ---- --------- --------- --------- --------- --------- ---------

  ----------------------------------------------------------------
 |                        [Table 16f]                             |
  ==== ========= ========= ========= ========= ========= =========
 | Lv | Class 2 | Class 3 | Class 4 | Class 5 | Class 6 | Class 7 |
  ==== ========= ========= ========= ========= ========= =========
 | 50 | 1-Basch | 1-Basch | 1-Ashe  | 1-Vaan  | 1-Vaan  | 1-Vaan  |
 |    | 2-Vaan  | 2-Vaan  | 2-Pen   | 2-Basch | 1-Balth | 2-Balth |
 |    | 2-Balth | 2-Balth | 3-Vaan  | 3-Ashe  | 3-Basch | 3-Basch |
 |    | 4-Fran  | 4-Fran  | 4-Fran  | 4-Balth | 4-Fran  | 4-Ashe  |
 |    | 4-Ashe  | 4-Ashe  | 4-Basch | 5-Pen   | 5-Ashe  | 5-Pen   |
 |    | 6-Pen   | 6-Pen   | 6-Balth | 6-Fran  | 6-Pen   | 6-Fran  |
  ---- --------- --------- --------- --------- --------- ---------

  ----------------------------------------------------------------
 |                        [Table 16g]                             |
  ==== ========= ========= ========= ========= ========= =========
 | Lv | Class 2 | Class 3 | Class 4 | Class 5 | Class 6 | Class 7 |
  ==== ========= ========= ========= ========= ========= =========
 | 60 | 1-Basch | 1-Basch | 1-Ashe  | 1-Vaan  | 1-Vaan  | 1-Vaan  |
 |    | 2-Vaan  | 2-Vaan  | 2-Pen   | 2-Basch | 1-Balth | 2-Balth |
 |    | 2-Balth | 2-Balth | 3-Vaan  | 3-Ashe  | 3-Basch | 3-Basch |
 |    | 4-Fran  | 4-Fran  | 4-Fran  | 4-Balth | 4-Fran  | 4-Ashe  |
 |    | 4-Ashe  | 4-Ashe  | 4-Basch | 5-Pen   | 5-Ashe  | 5-Pen   |
 |    | 6-Pen   | 6-Pen   | 6-Balth | 6-Fran  | 6-Pen   | 6-Fran  |
  ---- --------- --------- --------- --------- --------- ---------

  ----------------------------------------------------------------
 |                        [Table 16h]                             |
  ==== ========= ========= ========= ========= ========= =========
 | Lv | Class 2 | Class 3 | Class 4 | Class 5 | Class 6 | Class 7 |
  ==== ========= ========= ========= ========= ========= =========
 | 70 | 1-Basch | 1-Basch | 1-Ashe  | 1-Vaan  | 1-Vaan  | 1-Vaan  |
 |    | 2-Vaan  | 2-Vaan  | 2-Pen   | 2-Basch | 2-Basch | 2-Balth |
 |    | 3-Balth | 2-Balth | 3-Vaan  | 3-Ashe  | 3-Balth | 3-Ashe  |
 |    | 4-Ashe  | 4-Ashe  | 4-Fran  | 4-Balth | 4-Ashe  | 4-Basch |
 |    | 5-Fran  | 5-Fran  | 4-Basch | 5-Pen   | 5-Fran  | 5-Pen   |
 |    | 6-Pen   | 6-Pen   | 6-Balth | 6-Fran  | 6-Pen   | 6-Fran  |
  ---- --------- --------- --------- --------- --------- ---------

  ----------------------------------------------------------------
 |                        [Table 16i]                             |
  ==== ========= ========= ========= ========= ========= =========
 | Lv | Class 2 | Class 3 | Class 4 | Class 5 | Class 6 | Class 7 |
  ==== ========= ========= ========= ========= ========= =========
 | 80 | 1-Basch | 1-Basch | 1-Ashe  | 1-Vaan  | 1-Vaan  | 1-Vaan  |
 |    | 2-Vaan  | 2-Vaan  | 2-Pen   | 2-Ashe  | 2-Basch | 2-Balth |
 |    | 3-Balth | 2-Balth | 3-Vaan  | 3-Basch | 3-Balth | 3-Ashe  |
 |    | 4-Ashe  | 4-Ashe  | 4-Fran  | 4-Pen   | 4-Ashe  | 4-Basch |
 |    | 5-Fran  | 5-Fran  | 4-Basch | 5-Balth | 5-Fran  | 5-Pen   |
 |    | 6-Pen   | 6-Pen   | 6-Balth | 6-Fran  | 6-Pen   | 6-Fran  |
  ---- --------- --------- --------- --------- --------- ---------

  ----------------------------------------------------------------
 |                        [Table 16j]                             |
  ==== ========= ========= ========= ========= ========= =========
 | Lv | Class 2 | Class 3 | Class 4 | Class 5 | Class 6 | Class 7 |
  ==== ========= ========= ========= ========= ========= =========
 | 90 | 1-Vaan  | 1-Vaan  | 1-Ashe  | 1-Vaan  | 1-Vaan  | 1-Vaan  |
 |    | 1-Basch | 1-Basch | 2-Pen   | 2-Ashe  | 2-Balth | 2-Balth |
 |    | 3-Balth | 3-Balth | 3-Vaan  | 3-Basch | 3-Basch | 3-Ashe  |
 |    | 4-Ashe  | 4-Ashe  | 4-Fran  | 4-Balth | 4-Ashe  | 4-Basch |
 |    | 5-Fran  | 5-Fran  | 4-Basch | 5-Pen   | 5-Fran  | 5-Pen   |
 |    | 6-Pen   | 6-Pen   | 6-Balth | 6-Fran  | 6-Pen   | 6-Fran  |
  ---- --------- --------- --------- --------- --------- ---------

  ----------------------------------------------------------------
 |                        [Table 16k]                             |
  ==== ========= ========= ========= ========= ========= =========
 | Lv | Class 2 | Class 3 | Class 4 | Class 5 | Class 6 | Class 7 |
  ==== ========= ========= ========= ========= ========= =========
 | 99 | 1-Vaan  | 1-Vaan  | 1-Ashe  | 1-Vaan  | 1-Vaan  | 1-Vaan  |
 |    | 1-Basch | 1-Basch | 1-Pen   | 2-Ashe  | 2-Basch | 2-Balth |
 |    | 3-Balth | 3-Balth | 3-Vaan  | 3-Basch | 3-Balth | 3-Ashe  |
 |    | 4-Ashe  | 4-Ashe  | 4-Fran  | 4-Pen   | 4-Ashe  | 4-Basch |
 |    | 5-Fran  | 5-Fran  | 5-Basch | 5-Balth | 5-Fran  | 5-Pen   |
 |    | 6-Pen   | 6-Pen   | 6-Balth | 6-Fran  | 6-Pen   | 6-Fran  |
  ---- --------- --------- --------- --------- --------- ---------

Since Class 4 weapons depend only on Magick Power, you can also use the Class 
4 listings to determine how good of a mage a particular character would be at
the corresponding level.

In terms of chart movers, it seems like Basch does very well at low levels 
before eventually being overtaken by others in half of the weapon categories. 
The other four characters hold pretty steadily throughout. If you need cold, 
hard proof of Vaan having the best overall stats in the game, look no further.

Poor Fran. She has the unenviable distinction of being the only character not 
to be in the top 3 in ANY of those charts. On the other hand, Vaan is NEVER 
in the bottom 3 in any of those charts. The exception in both cases is the LLC 
chart, but that's not really relevant, since you're mostly going to be using
guns in LLC games anyway.

_______________________________________________________________________________

3d. Discussion                                                            [03d]


But ultimately, how much difference does this really make?

Well, if you read the Yiazmat section, you know that with enough levels and 
status effects, it makes practically no difference. But what about when you're
not being capped all the time?

Consider a fight between a Lv 99 character wielding the Zodiac Spear (ATK 
+150 Class 2 weapon) and Omega Mk. XII (DEF +38). We want to compare base 
damage values for Basch and Penelo. Let's turn to our trusty formula again:

  BDMG          =    AD x  SMOD x XMOD

AD is equal to 121.4. Let's assume no status effects in play, so XMOD = 1. We 
can use the SMOD values we've calculated.

  BDMG (Basch)  = 121.4 x 53.94 = 6548.32
  BDMG (Penelo) = 121.4 x 47.21 = 5731.29

  Difference    =  817.03
  Average       = 6139.81

Not the best test for significance, I know, but I think most would agree that 
it DOES show a fair amount of significance. Just to make sure that this isn't 
a fluke, let's do another contextually appropriate example. Let us now use as
the test weapon a Demonsbane (ATK +59) against Mateus (DEF +21) at Lv 30. Our 
weapon is still classified as Class 2. Our new AD value is 41.69. Let's again 
take the difference between the largest and smallest BM values, which are 
again Basch's and Penelo's.

  BDMG (Basch)  =  41.69 x 11.94 = 497.78
  BDMG (Penelo) =  41.69 x  9.89 = 412.31

  Difference    =   85.47
  Average       =  455.05

I think one more test should be good. Let's go back to Lv 99 and equip our 
good friend, Mr. Masamune (ATK +93, Class 5) against the Hell Wyrm (DEF 32).
We'll compare the best katana user at Lv 99 to the worst. Vaan and Fran, 
that means you.

Assume the following for both characters:

  All Battle Lore augment licenses learned .......  +5 Str
  All Magick Lore augment licenses learned .......           +5 Mag
  Magepower Shishak equipped ..................... +11 Str   +5 Mag
  Lordly Robes equipped ..........................  +5 Str  +15 Mag
  Total .......................................... +21 Str  +25 Mag

This improves our base statistics to:

  Vaan: STR 98, MAG 89
  Fran: STR 92, MAG 84

Let's add in both a Bravery and Berserk effect for fun, so now we have an 
XMOD term of 1.3 x 1.5 = 1.95. Our new AD is 66.81.

  BDMG (Vaan)   = 66.81 x 72.97 x 1.95 = 9506.50
  BDMG (Fran)   = 66.81 x 66.77 x 1.95 = 8698.76

  Difference    =   807.74
  Average       =  9102.63

You get the picture. At this point, I will leave the reader to make whatever 
further extrapolations he or she wants with Genji Gloves or Adrenaline or 
whatever else. The bottom line? I do think there's significance, but not 
enough to force you to confine any one character to any specific weapon class.
The game's not hard enough nor particular enough for it to affect the 
experience. Just do whatever you want.


===============================================================================
4. Miscellaneous                                                          [040]
===============================================================================

_______________________________________________________________________________

4a. Armor Modifiers                                                       [04a]


As sort of an addendum, I will now consider the effects of armor. By the 
postgame, the amount of damage you're doing won't change very much with 
different armor setups if you're trying to max it out (see the previous
section). On the other hand, if you're doing an LLC game, you'll be more 
worried about tacking on as much HP as you can, so it's a no-brainer that you
will be using light armor almost exclusively. The only worthwhile study occurs
somewhere in between.

Let's go back to Case Study 2: the endgame, when you're not THAT high up in 
levels and you don't have to worry about a STR cap for the moment (yes, STR is 
capped at 99, in addition to MAG/VIT/SPD, so if your armor bonuses put you over 
99, they're wasted). We'll look at Vaan's stats without any equipment or 
Battle/Magick Lores, so I can just port over his SMOD values for different 
weapon damage classes.

  Vaan
  LV  60     ------- ------- ------- ------- ------- ------- -------
  STR 55    |  SM1  |  SM2  |  SM3  |  SM4  |  SM5  |  SM6  |  SM7  |
  MAG 46    | 24.71 | 25.71 | 25.71 | 20.05 | 23.77 | 24.21 | 23.27 |
  VIT 46     ------- ------- ------- ------- ------- ------- -------
  SPD 32

Now let's consider how different armor setups change things. For Classes 1-4,
this is a no-brainer: heavy armor all the way for 1-3 to max STR, and mystic 
armor all the way for 4 to max MAG (mace + shield + mystic armor is a fairly 
good setup for a mage character). The issue lies with the last three classes,
where we have to factor in MAG, SPD, and VIT for 5, 6, and 7, respectively.

Let's just use Class 5 as an example. If we want to maximize damage, we would 
equip the Magepower Shishak and Lordly Robes, which gives us +16 STR and +20 
MAG (for net values of 71 and 66, respectively). Our new SM5 value would be 
35.95, which is a huge jump from our starting point. But this armor setup 
gives us terrible DEF and MDEF. What if we tried to maximize our defensive 
stats instead and flip the armor types? Let's try a Circlet and Grand Armor. 
This gives us a huge boost to DEF/MDEF, but only raises STR/MAG by 14/10 (to 
69/56). Our new SM5 value now is 32.27. That's a difference of 3.68.

Consider a Class 5 weapon. Let's use (what else) the Masamune. If the target 
DEF is ~20, our AD value is around 80. Multiply that by the difference in SMOD
(3.68) and you get 290, which would be the difference in BDMG without any 
additional statuses. Add on Bravery, Berserk, and Adrenaline, which gives us
XMOD = 3.9, and now you're at 1131. 

Okay, now we can't help ourselves and it's a slippery slope from here. If 
you're below 6.25% max HP, AND you have the Genji Gloves, you average 6.78 
hits per attack, so your total potential damage differential is 7668.18 per 
attack. So yes, the differences do stack up. 

But come on, that's not realistic. If you take the lower SM5 value we 
calculated (32.27) and calculate BDMG x XMOD, we're already doing over 9900 
per hit. 9918.79, to be exact. And we're only at STR 69! So the real 
difference in damage is only (9999 - 9918.79) x 6.78 = 543.83.

See how much the damage cap hurts us? The difference in stats provided by 
different armor setups are only significant to a certain degree. Once the 
damage cap takes over, a lot of potential damage gets tossed out the window.
So the difference in damage potential widens for a little bit, then closes up
again.

Conclusion? It's probably more practical to equip heavy armor anyway (at least 
for the body, for the DEF), since STR will always be the primary factor in 
determining SMOD values and, as we've seen, it doesn't make all that much 
difference in the end.

Taking this a little further, it probably isn't an overly fruitful exercise to
calculate the difference between, say, Zodiac Spear + Grand Helm + Grand Armor
versus Masamune + Magepower Shishak + Lordly Robes + Genji Gloves. You may or
may not get significant differences from the values you see in [Table 10a] or
[Table 10b]; I won't bother doing the calculations myself. But once you start 
down the path of trying to maximize the damage potential of everything, the 
9999 cap will be there to stop you from making anything significant of it. So 
in practice, it just doesn't matter that much.

_______________________________________________________________________________

4b. Weapon Usefulness                                                     [04b]


Of course, when it comes to how useful weapons actually are, most of the 
"ultimate" weapons aren't even under consideration (more reason as to why the
stuff discussed in Section 4a just isn't overly useful). Things like 
availability and other properties come into play here. What are my thoughts on 
the issue? I thought you'd never ask. Here they come: assorted weapon 
evaluations, first the good, then the okay, then the bad, with star ratings.

  Zodiac Spear (*****)
  If you get this early, it's cheap, cheap, cheap. It makes the game even
  easier than it is because you get it about 30 hours before you're supposed
  to. Actually, the completely arbitrary requirements for getting it (you 
  know, the whole not opening chests thing) make it seem like you're not 
  really supposed to get it at all. The Zodiac Spear does seem like a fairly
  special case in this regard. Anyway, it comes up a bit short in the postgame 
  due to its bad combo rate, but before you get there, it doesn't really have 
  any serious competition.

  Main Gauche (*****)
  Another cheap weapon. I wonder if the programmers made a typo, because it 
  provides a ludicrous evasion rate. It's easily the best defensive weapon 
  in the game, and once you get it, a Thief/Mage build becomes one of your 
  best options. Just equip Main Gauche, your best shield, and mystic armor,
  and you have a natural party leader, pilfering and casting away.

  Masamune and Tournesol (*****)
  We don't really have to go into why these weapons rock. Pretty obvious by now.

  Greatswords (*****)
  Greatswords are (or should be) everyone's favorite weapon type. Even the Sword
  of Kings is actually a decent weapon when you first get it, due to its 
  comparable attack score, a very nice combo rate, and sizeable evasion bonus. 
  There are also ways to get Defender, Save the Queen, and Ultima Blade fairly 
  early on in the game (though ingredient-farming takes a while).

  Poles (****)
  Poles are very underrated. Think of them as greatswords before you actually
  have access to greatswords. They also have much better evasion (+25) than 
  most of them. Heck, all poles have better evasion than most SHIELDS. You can 
  think of poles as weaker versions of the Tournesol. The evasion bonus and 
  combo rates are the same. The only wild card is the uses-target-MDEF-instead-
  of-DEF factor. The truth is that on average, enemies tend to have a few more
  MDEF points than they do DEF points, with some exceptions (flans are THE 
  major exception to this), so in reality, you should subtract about 3-5 points
  from a pole's attack score to get a "better" comparative value against other
  weapons. Not a big deal, though.

  Crossbows (****)
  Another underrated weapon type! Well, I think so. The distinct advantage in 
  speed is what attracts me to crossbows. They are, by a significant margin, 
  the fastest ranged weapons in the game. Furthermore, the status effects 
  inflicted by various bolts (Slow, Disable, Immobilize, Blind, or Sap) can 
  prove to be very useful. Finally, they tend to critical a bit more than guns
  or bows, which is often overlooked. Later on, crossbows can't match the raw 
  power of regular bows, but you can offset this somewhat with buffs and 
  equipment, especially since crossbows are STR-dependent only. If you're 
  running postgame errands, the Gastrophetes becomes a fairly good choice for 
  one-shotting or two-shotting enemies, and you can get as many of them as you 
  want. The time you save from a) the speed of the weapon itself, and b) not 
  having to run up to the enemy to whack it, adds up when you're sinking a few 
  hours into completing those blasted bestiary entries. Crossbows are my ranged 
  weapons of choice during the postgame.

  Guns (****)
  Guns are rather nice. They're very reliable, except against flans and certain
  other enemies, and they give your weakest characters, who may be lagging 
  behind in levels, a big boost in damage output. Also, it's very easy to farm 
  Fomalhauts. Alas, guns lose their effectiveness in the postgame, but before 
  then, they do the job nicely. Plus, they're GUNS. Come on! Also, as I've said 
  before, guns are THE key to getting through LLC games.

  Axes and Hammers (*** 1/2)
  Axes and hammers are pretty good early on, especially since you can equip a  
  shield, light helmet, and heavy armor, making for a very good tank. They 
  are less useful later on, though, since the damage inconsistencies become a
  burden. So basically, good early and not so good later on. You can get the 
  best hammer (Scorpion Tail) as early as your first visit to the Henne Mines, 
  though, if you want to take the time to farm some ingredients.

  Bows (***)
  Bows are kind of boring. If you play through the game normally, they're 
  slightly stronger and significantly faster than guns, although not as 
  accurate. Shrug.

  Katanas (except Masamune) (***)
  Yeah, I don't know about katanas. They certainly have the cool factor going 
  for them, but if they're not named Masamune, they don't hold a particularly
  huge advantage over any other weapon type, Genji Gloves or not (and of course,
  once you get the Genji Gloves, there's no reason to use any other katana). It
  is ultimately better to stick to STR-based weapons in this case.

  Spears (except Zodiac Spear) (***)
  There isn't much to say about spears. They're fast and they hit hard. They're
  your prototypical two-handed weapons for most of the game. Of course, all of 
  this becomes entirely irrelevant if you get the Zodiac Spear early on. If you
  don't, I prefer poles until you gain access to greatswords.

  Swords (***)
  I don't really like swords. They're pretty slow. I prefer axes or hammers 
  early and greatswords later on, when offensive characters shouldn't bother 
  with shields. However, if you're trying to power through the game, 
  Demonsbanes and Deathbringers are great tools for doing so, and they're 
  swords, so ...

  Rods, Staves, and Maces (***)
  I'm pretty indifferent when it comes to mage-type weapons because I never use
  them, but if you really want to play sorcerer (or sorceress) and go around 
  with one of these on, they do have their uses. Here's my recommendation. Give
  rods to Balthier and Basch, staves to Vaan and Fran, and maces (or anything, 
  really) to Ashe and Penelo. Balthier and Basch have really poor MP totals and
  need the boost, and you can get in a good whack with rods occasionally 
  (better for them since they have decent STR). Vaan and Fran have good MP 
  totals, so they can use staves to buff up their Magick Power and stack on any 
  elemental bonuses you want. Ashe and Penelo are, by far, the best mages in
  the game and you can really do whatever you want with them. They get the most 
  mileage out of maces.

  Daggers (except Main Gauche and Danjuro) (**)
  Daggers aren't really that good in this game. They're fast, sure, but one-
  handed weapons are strongest in the early going, and there's no real reason 
  to use a dagger over an axe/hammer or a sword. Later on, one-handed weapons 
  become obsolete altogether.

  Ninja swords (**)
  Pretty useless, I think. The combo rates and speed values are very nice, but
  most late-game enemies laugh off Dark-elemental damage, and against the one 
  major enemy that doesn't (Yiazmat), ninja swords aren't even the best. 
  Caveat: The Orochi is a good investment against Yiazmat in terms of expected 
  returns compared to the time required to get it, since both the 50-minute 
  strategy and farming for Yagyu Darkblade can get awfully tedious). Ninja 
  swords also seem like they were supposed to come in pairs. Dual-wielding 
  would've probably given them a major boost in the coolness department, but 
  nope.

  Measures (*)
  Useless. Measures are supposed to fill two purposes. The first is as buffing
  tools; with their low attack power, you can hit your own guys in order to 
  give them buffs without using MP. This is far more trouble than it's worth
  for those of you who enjoy saving time and not having to bother with any 
  useless micromanagement, since MP isn't much of an issue once you start 
  filling out those MQ licenses and MP-recharging augments. The other supposed 
  benefit of measures is the +25 evasion bonus for a one-handed weapon. Thanks 
  to the Main Gauche, this can be laughed off.

  Danjuro (0)
  Utterly fails because of what you have to do in order to get one. Total waste
  of time. Don't bother unless you're a completionist.

  Hand-bombs (0)
  I said Mr. Yuck stickers! Why anyone would ever use these is beyond me. I was
  told that the default weapon for one ASHELIA BLARGIN DALMASCA in Revenant 
  Wings is one of these suckers. WTF?


And that's it. Voila.

_______________________________________________________________________________

4c. Other                                                                 [04c]


Unsorted randomness goes here.


  Max DMG/HIT
  -----------

This is, as of this version, the maximum amount of theoretical damage you can 
inflict via a regular attack in FFXII if the damage cap were not in place. 
There's no practical use for this, it's just fun to know. Maybe. This write-up 
is not attributed to me; rather, it is courtesy of Jedisensei and Deedlit00. I 
just replaced some of the variable names with my own to make things consistent 
with this guide.

Lv 99 VAAN vs. GIZA RABBIT (Weak vs. Fire, DEF 4)
- Vaan with all Battle Lores learned
- Vaan equipped with Burning Bow, Fiery Arrows, Winged Helm, Maximillian, 
  Cat-ear Hood

BDMG  = [ATK * RAND1 - DEF] * [1 + STR * (LV + SPD)/218]
HITS  = 1

ATK   = 64 (63+1)
RND   = 1.125
DEF   = 4
STR   = 98 (77 base + 5 from Battle Lores + 7 from Winged Helm + 9 from
        Maximillian)
SPD   = 97 (37 base + 4 from Winged Helm + 6 from Maximillian + 50 from Cat-ear 
        Hood)
BDMG  = [64 * 1.125 - 4] * [1 + 98 * (99 + 97)/218]
BDMG  = 6059


We assume a critical hit, so CMOD = 2. Now we tack on almost every positive 
XMOD value possible:

Berserk                1.5
Bravery                1.3
Adrenaline             2.0
Fire enhancement
  (from Burning Bow)   1.5
Sleep                  1.5
Oil                    3.0
Fire-weak              2.0

Net XMOD              52.65 (!)


So now we have:

DMG = BDMG x CMOD x HITS x XMOD
    = 6059 x 2.0 x 1 x 52.65
    = 638013


Isn't the damage cap a wonderful thing?


===============================================================================
5. Credits                                                                [050]
===============================================================================

Here are all the people that made any sort of contribution to the crafting of 
this guide at any point in its conception.

Author
- Arthellinus

Special Thanks
- maltzsan, to whose Game Mechanics FAQ this guide owes a LOT
- TimeMage
- Aeana
- rmdsc, EiEi, thrakkemarn, and everyone else from the "Damage from non-STR 
  based weapons" thread on GameFAQs (a relic of the past)
- Jedisensei and Deedlit00 for the Max DMG/HIT contributions
- CJayC