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Class Stats

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In FFXIV: A Realm Reborn, the stats that each class uses were simplified, this means that your classes have less which they need to focus on. But it also removes concepts such as Archer requiring Piety. The following is a full list of stats and what they do in FFXIV: ARR.

Stat Description
Strength (STR) Increases melee attack power and the percentage of damage mitigated by block and parry.
Dexterity (DEX) Increases ranged attack power and the chance of blocking or parrying an attack.
Vitality (VIT) Increases maximum HP.
Intelligence (INT) Increases attack magic potency.
Mind (MND) Increases healing magic potency.
Piety (PIE) Increases maximum MP.
Fire Reduces the amount of damage received from fire-aspected attacks.
Ice Reduces the amount of damage received from ice-aspected attacks.n
Wind Reduces the amount of damage received from wind-aspected attacks.
Earth Reduces the amount of damage received from earth-aspected attacks.
Lightning Reduces the amount of damage received from lightning-aspected attacks.
Water Reduces the amount of damage received from water-aspected attacks.
Accuracy Increases the accuracy of physical and magical attacks.
Critical Hit Rate Increases the probability that an attack will deal critical damage.
Determination Increases the amount of damage dealt by all attacks and the amount of HP recovered by spells.
Attack Power Increases the amount of damage dealt by physical attacks.
Skill Speed Reduces the recast time of weaponskills.
Attack Magic Potency Increases the amount of damage dealt by spells.
Healing Magic Potency Increases the amount of HP recovered by spells.
Spell Speed Reduces the cast and recast times of spells.
Defense Reduces the amount of damage received from physical attacks.
Parry Increases the probability that an attack will be blocked or parried.
Magic Defense Reduces the amount of damage received from magical attacks.
Slashing Reduces the amount of damage received from slashing attacks.
Piercing Reduces the amount of damage received from piercing attacks.
Blunt Reduces the amount of damage received from blunt attacks.
Morale Reduces the amount of damage received from other players' attacks. (PvP stat)


Attribute Points


From level 10 onwards as you level up you will gain attribute points which you can assign to the six main stats of STR, DEX, VIT, INT, MND and PIE. It is important to understand where to put these attribute points as they will significantly affect your performance in battle.

As a general guide the primary stats for each class should be as follows:

Class Primary Stat
Archer Dexterity (DEX)
Gladiator Vitality (VIT), Strength (STR), Dexterity (DEX)
Lancer Strength (STR)
Marauder >Strength (STR), Vitality (VIT)
Pugilist Strength (STR)
Arcanist Intelligence (INT)
Conjurer Mind (MND)
Thaumaturge Intelligence (INT)



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Anonymous
Aug 12, 2013 - 16:47:33 | Location: Nowhere, In a Box

Can't argue with that, and i like you, i rarely to never play tank.I just happen to like looking at the differents mechanics a game propose and speak only of what i understand from them rather than experiencing it.
 
Xenor
Aug 12, 2013 - 07:21:27 | Location: Durham, United Kingdom

I think the main problem is we know so little about how tanking at end-game works in ARR that it's hard to pinpoint the best setup. Admittedly I rarely play tanking classes myself so I'll be following this one closely and asking the tanks in my FC what they're doing. Most tanks will probably have their own opinion on what is best and then respec once the optimal setup has been discovered.
 
Anonymous
Aug 12, 2013 - 05:58:49 | Location: Nowhere, In a Box

Don't get me wtrong, i understand how Str is important and all you said is true. My point is, in a Lvl 50 party, assuming everyone is equally geared and skilled, i seriously doubt that a +20 Str through attribute allocation will be a major boost in either enmity generation ( both tanks got very good enmity generation skill/Combo to begin with and good dps will be looking to not pull threat ) or Dmg mitigation, as i said earlier, the % of dmg mitigation is breaking by tier, without a proper table im only theorizing but from one i've seen lately about blocking, it takes a lot to gain an extra 1 or 2 % blocking while vitality will always gives the same amount per point so i dunno, if i were to start a Glad now, i'd probably spent my 10 first in str and rest in vit but then again i might be wrong.
 
KazumiAmano
Aug 12, 2013 - 04:58:17 | Location: Unknown, United States

For tanks:

STR gives better DPS (usually irrelevant), better enmity gains (very relevant), and more damage mitigation (very relevant).

VIT gives more HP, which will help survive burst damage situations (boss does a mega attack, or a mob packs on damage faster than crowd control can happen, etc).

In an ideal situation, STR will always be more useful than VIT. More damage mitigation = more mileage for your heals and protection buffs, so in a long fight the tank taking less damage with less HP will last far longer than a tank taking more damage with higher HP. However, that's not how it always works in practice, and there might be key points in fights where the tank has to take on a billion damage quickly.

I'm going to recommend to my tank friends to go full STR initially, and if it comes to light that DEX or even VIT give more gains they can respec it then.
 
Anonymous
Aug 11, 2013 - 20:40:16 | Location: Nowhere, In a Box

Aug 11, 2013 - 01:01 by Ares [Anon]
"I really Don't see GLD's main stat being VIT. The bonus damage mitigation would lead to strength. His natural growth leans harder on STR as well."


Definitely vit, GLD/PLD already have very good dmg mitigation with high armor/skills/shield i doubt the extra str would add much endgame, lvl 50 gear is already capped Str/Vit and just looking a the sword/shield DB they all have actually good dmg/speed + adding blockstr blockchance

also stats seems to work by tier so for exemple, you could end up having put all your points into STR but in the end not even or very slightly boosting %Dmgblocked/parry
My opinion tho might be totally off


 
Xenor
Aug 11, 2013 - 10:12:15 | Location: Durham, United Kingdom

I recently changed the recommendation for PLD to VIT, STR and DEX on the PLD page and forgot to update this page as well as the GLA page. I agree that just stacking VIT is probably a bad idea, however I don't think ignoring it completely is smart either as you could run into trouble on hard hitting difficult end-game bosses.

VIT only is a bad suggestion for MRD too. These days I lean towards VIT and STR for MRD because it tanks through high damage, and more STR helps with that. It doesn't get the damage mitigation from it like GLA does due to not using a shield however.

In reality for both classes you'll probably be leaning towards the gear that boosts for VIT and STR anyway.

I'll make some changes today, thanks for highlighting this.
 
Ares [Anon]
Aug 11, 2013 - 01:01:37 | Location: Nowhere, In a Box

I really Don't see GLD's main stat being VIT.
The bonus damage mitigation would lead to strength. His natural growth leans harder on STR as well.

 
Vint [Anon]
Aug 10, 2013 - 16:10:07 | Location: Nowhere, In a Box

I've defined the character stats as the mental and physical attributes of the characters I will create. I don't like the idea of having an attribute for the mind only be for a character who uses magic. I think a Monk would have to have strong Piety and Mind attributes or GLD not having the Intelligence in battle. IMO
 
Anonymous
Jul 16, 2013 - 13:31:37 | Location: Nowhere, In a Box

It would be interesting to see for the stats, how much they increase damage crit speed etc. (also how much more damage a crit does).
It would be also interesting to see the formulas how the damage (or healing) for an attack is calculated.
(And it would be interesting to know if an attack which is from another class will use the mainstat of the current class for damage or the mainstat from the class the skill is from).