RACE
Race has nothing to do with a person's effectiveness. However, for the people who demand to know if Taru's any good for DRK, here I go.
1st: Galka/Elvaan.
Galka have large HP which is a nice bonus to souleater, high STR, and good DEX. Elvaan have the 2nd highest HP which is also a nice bonus, the highest STR, and just look damn good. However Galka and Elvaan suffer with the smallest MP pools, whereas you don't need much MP to be effective, it's always nice to have enough.
2nd: Mithra/Hume.
Mithra and Hume both have a larger MP pool than Elvaan or Galka, however they suffer from less STR and HP. Still a very good choice.
3rd: Tarutaru.
Tarutaru are technically the job least fitted to play the role of a DRK. High MP and INT (a nice bonus), and good DEX. However they are the race with the least strength and HP, which is somewhat of a handicap.
However, you can play DRK as any race and still do well. DRK is very much so about skill and equip (more so equip :X).
EQUIP
The 4 things that you will want to focus on for DRK are these in this order. ACC STR = ATK DEX. Get as much ACC as possible, if you can't get ACC somewhere, try to get STR or ATK in second priority. If none of the above are possible, try and get DEX.
DRK is the master of both Great Swords and Scythes, for the love of God keep them both capped because I know I didn't, and I'm regretting it now.
DRK is not cheap, nor is it really expensive. 50-60 you will have to slow down a lot to gain money, but after that it becomes much more smooth sailings.
When levelling from 1-40, you should start hording money. 1-40 DRK is not very expensive. Don't skimp out on good equip, but don't go overboard. Get what is financially and logically best.
ITEMS
Here is a list of sought after items. If you want to be good, get these:
Haubergeon Lv.59 (I noticed a huge acc and dmg increase when I got this).
Sniper's ringsx2/Woodsmanx2 Lv.40 (+10 acc if both are on at the same time, this helps monstrously).
Amemit Mantle +1 Lv.61 (This is VERY expensive, and the regular version is only -1STR and -5ATK and RATK, but if you have the money for it, go nuts).
Bomb Core Lv.63 (+12 ATK I believe, a nice addition into the RATK slot... Don't throw it like I did ^^)
RANGED ATTACK
Very useful as well. Keep your marksmanship capped if you can, it comes in handy for pulls, and debuffing the mob with acid bolts (-DEF).
MAGIC
Dark Knight is a fairly efficient user of magic. Attempt to keep Enfeebling magic and Dark Magic capped. After you learn Stun, skill ups with Dark Magic will come quickly, however try and keep up to date with your magic, Drain and Aspir are very good to keep your MP up, and if you have extra MP to blow, ask the RDM if you can cast Bio to debuff.
Enfeebling is incredibly helpful. The ability to Sleep a link, bind mobs, etc etc is a great asset to have. Don't just let this fall behind because it does and will come in handy. Try to skill it up in Skillup PTs
ABSORB SPELLS
A handy asset to DRK. Absorb-spells can benefit the entire PT greatly.
AGI VIT STR MND are the 3 most commonly used. DEX most people consider to be a waste of money.
This is what I generally do in a PT. When the mob is being pulled, do a ABS-AGI, when it hits the camp, swing once and do an ABS-VIT. Before SC if you have 100TP and the other member does not (or even if he does some times) do ABS-STR. People use ABS-MND when they are failing to get enfeebles to stick.
SOULEATER
This is the most powerful buff in the entire game. However it is also incredibly deadly. To master Dark Knight you must first master Souleater.
Souleater produces a large amount of hate, just using the buff. It then proceeds to do 10% of your HP added per swing of damage. When you obtain certain equip that enhances Souleater, you gain the ability to do 12% damage with only 10% HP loss (I believe, confirmation please).
First of all, Souleater is hard to pull off with a Ninja tank. You can not often use it to its full potential when you have a NIN tank, as their hate is held much weaker. Souleater is to make the chain 4 a chain 5.
There's a simple rule to souleater, don't use it at the start of a fight. Use it just before Skillchain and if you have a PLD tank, run right behind him for cover. I use Souleater from after the WS until it's over with a PLD tank (the mob should be dead by now). With a NIN tank take Souleater off IMMEDIATELY after WS. If hate is shaky in the first place I honestly can't suggest using it in the first place.
ATTITUDE
This is most likely the most key point in being a DRK.
First of all, we aren't the key DD in the game, we have the ability to do a whole lot of burst damage, but we can't keep our DoT in the #'s of a WAR/NIN's, a RNG/NIN's, or a MNK/WAR's.
Via parsers that I have created multiple times, with optimal equip, I have come to the conclusion that we are a tier 2 DD.
We have the ability to do a whole hell of a lot of damage in a single attack, and do a whole hell of a lot of damage in a minute. However, this does not make us the greatest.
Don't ever gloat about your job, you'll only look like an idiot. Be proud of being a DRK, but realize our limits and leave it at that.
SUBJOBS
I am not very informed with lower level subjobs, but I have been given the idea that this is the best way to level 1-75.
DRK/WHM 1-10
DRK/WAR 10-20
DRK/DRG/RNG 20-30
DRK/WAR 30-65
DRK/THF 65-75
Of course, it's all based on your playstyle.
WS MODIFIERS (Thanks to Callidus)
This text is from Callidus: it's how to read WS modifiers.
Source Formulae Information: http://www.ffxionline.com/forums/showthrea...apon+skill+data
Physical WS Damage Calculation:
WD: Base damage of your WS
D: Base damage of your weapon
_____e.g.: Deathscythe+1 = 98
fSTR: difference between your STR and target's VIT. This can be capped.
WSC: Secondary attribute(s) like STR_30 (30% of your STR).
_____WSC = integer(any secondary attributes) x @ (@ at lv75 = .83)
_____Therefore, WSC = .83xIntegerxAttributes.
__________e.g.: WSC = .83x(50% of INT & STR)
fTP: Multiplier.
_____See WS-modifier chart; fTP = the specific multiplier at your TP.
PDIF: (your ATK/target’s DEF) Caps at 2.4 for melee attacks.
The charts are a relative thing, as most charts are. They aren't meant (and won't) inform of DoT or the exact numbers your weaponskills WILL do, as that information requires the mob's exact DEF and VIT values, which we don't have. So, we'll simply use what is applicable in the comparison/contrast sense (see underlined above). Basically, the above charts used the formula of [red]WD * PDIF = ((D plus fSTR plus WSC) * fTP) * PDIF[/red] but omitted PDIF (divides out) and fSTR (relative numbers, fSTR isn't entirely relevant, but will generally favor martial weapons due to it being another, non-WeaponDMG source to apply fTP to), which devolves into [blue]WD = (D[/blue] plus [blue]WSC) * fTP[/blue]. The WeaponDMG is straightfoward in the formulae (being a static number), same with the WSC (because the information is as 75DRK/THF with 131STR, 69INT). However, the fTP is dynamic and changes as your TP progresses. So, using the charts, I did a stat regression to find the best-matching equation for fTP in regards to TP for each WS and substituted it in for fTP. So, the graphs are X: TP; Y: Relative WeaponskillDMG.
In addition to this, I took the liberty of applying a 25% dmg rating hike from the induced critical hit of sneak attack.
To address some commonly asked questions (is it better to raise STR or INT or MND, etc for modifiers?), STR is ALWAYS the best modifier to increase, in that it affects the formulae in three instances: PDIF (str allocates into attack, as well), fSTR and the WS modifier. If you cannot raise str, feel free to raise another secondary attribute or throw in a ton of ATK, if at all possible.
Best weapon with endgame WS (thanks to Callidus again for giving these as a source of info and hosting the pictures):
I'll add more as it comes across my mind/forums.
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