Killing Ifrit - a Final Fantasy community: Merit Points Guide/Explaination. Updated 12/12 - Killing Ifrit - a Final Fantasy community

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Merit Points Guide/Explaination. Updated 12/12 Rate Topic: -----

#1 User is offline   Falconblade Icon

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Posted 15 August 2005 - 06:46 AM

Ung. Mach 2. Deleted it while making edits. Lemme try again.

Once you attain level 75, you

can opt to start gaining limit points right away (1 exp = 1 limit point). If you hit @1 (43999 current EXP/44000

TNL EXP), you automatically gain limit points regardless of which "mode" you are in. Once you attain 10,000 limit

points, you gain a merit point. Note that if you are in merit mode, you still lose EXP upon death and regain a

portion of that EXP into your gained EXP bar if you are raised as you normally would. Also, if you die and

delevel to 74 while in merit mode, you regain EXP normally until you attain 75 again. When you hit 75 again, you

automatically go back to merit mode.

A merit point can be used to enhance a number of different areas of

your character (see below for a full listing of available upgrade areas). Each of the categories given above has

a cap on how much you can upgrade a given item. For example, you can only get 4 total combinations of stat

increases (see below for an example). In the Others and Combat Skills category, there is also a limit to how far

one can advance a certain attribute within that category (again, see below).

All but the job specific

bonuses become a permanent part of your character.
The bonuses may be reduced for lower levels. The rule

here is upgrade level times ten is the minimal level necessary to benefit from the upgrade. For example, if you

have level 3 HP modification, you would receive a total bonus of HP+10 at level 10. At level 20, you would

receive a total bonus of HP+20 and at level 30 you would receive a total bonus of HP+30. Again, this rules

applies to different jobs and for anytime you are placed under a level cap.

You can receive quest

weaponskills from adjusting your skill for that particular weapon under certain circumstances.



(Square Enix)
Depending on his/her main job, raising combat skill may not necessarily allow a player to use

certain weapon skills, which can be learned through quests.


Example: At level 75, a summoner's

club cap is 225. If they used 3 merits into club, they would have 231 skill and be elible to obtain Black Halo

(note the important that SMN is able to equip the Club of Trials). I'm basing this example on Somepage.com's

skill caps for Summoner at level 75. If it is incorrect, then just pretend it is true for the purposes of an

example.

Players can also receive weaponskills earlier through the usage of merit points as well. For

example, a Monk learns Raging Fists once his hand-to-hand skill is 125, which is only possible at Level 41;

however, if a Monk were to have a hand-to-hand modification to level 1, he could use Raging Fists inside a level

40 capped area. Any skill modifications made do not require the player to "skill up" that skill to gain those

higher values.

Finally, merit points are shared inbetween all level 75 jobs. That is to say, a player can

gain merit points on one level 75 job and spend them on another level 75 job.

They say that a picture is

worth a thousand words, so here are some pictures alongside some explanations.

http://mysite.verizon.net/iresire/ff11/image_01716.jpg

The set of buttons to the right of the

category menu are labeled "Categories" and "Mode Switch." Categories displays the categories menu (shown to the

left) and the mode switch allows you to swap between limit mode and EXP mode (mog house only).

Any thing

that you wish to configure within the merit points submenu can only be done within your Mog House. You can

however view the category menu outside your Mog House.

When you select a category, a description bar runs

across the top of the screen provides information about modifications that lie therein and also informs you how

many total combinations of upgrades are possible.

As you can see, I have 3 merit points available for

consumption and that I have currently selected the category HP/MP. Within this category, I have done one upgrade

out of a possible total of seven upgrades.

http://mysite.verizon.net/iresire/ff11/image_01717.jpg

I opened the HP/MP menu and you should see that my max HP has no modifications and my max MP has one

modification. To bring max HP up to another level, I need to use one merit point. To bring max MP up to another

level, I need to use two merit points. All of this information is read directly off the image.

http://mysite.verizon.net/iresire/ff11/image_01719.jpg

I decide to spend two merit points to move max

MP to level 2. My total combo is now two and I can do five more upgrades within this category. Note it still

costs only one merit point to upgrade max HP and that it now costs three merit points to upgrade my max MP

again.



I opened up the Combat

Skills category. Immediately you should notice that since I am a BLM, I am unable to modifiy any skill that is

not available to BLMs. For example, I cannot modify the Great Katana Skill since BLMs do not have Great Katana

skill as part of their main job.





This is the others category. This category and the Combat Skills category have level upgrade limits. As

you can see, I have modified my Enmity Decrease to level 3 and I am unable to modifity Enmity Decrease any further

(as notied by the fact that "3" is in blue text). Also note that I am still able to make other modifications

within this category. I could, for example, modifity Spell Interruption Rate if I so desired because I have three

modifications remaining.


Categories:

HP/MP
Maximum combination of 7.
Modifications causes

an increase in increments of 10.
Merits needed for nth upgrade: 1>2>3>4>5>5>5.

Modification

Areas:

HP
MP

Notes

The maximum combination of 8 refers to the number you see in the

Combo Total/Max portion of the screen. This is the overall limit on the total number of modifications you can

make within HP/MP. You can figure this number out by adding up the upgrade levels. From the screen shot, you can

see I am at Lv0 HP and Lv2 HP, so I am at Combo level 0 + 2 = 2.
When a player modifies HP or MP, their HP or

MP will increase by 10, respectively. So, Level 8 MP means that a player has a bonus 8*10 = 80 MP at level 75.

That it is to say, modifications occur in increments in 10 (the final modification, Level 8, occurs at

75).
Suppose a player wanted to get level 8 MP. To do so, he would need to spend 1 merit point for Level 1 MP,

2 merit points for Level 2 MP, 3 merit points for Level 3 MP, etc. Levels 5, 6, 7, and 8 all require 5 merit

points. This is the meaning of the notation "Merits needed for nth upgrade: 1>2>3>4>5>5>5>5." From the

screenshot, you can see I am at Level 2 MP and, to upgrade to Level 3 MP, I need to spend 3 merit points to do

so.




Attributes
Maximum combination of 5.
Modifications causes an increase in increments

of 1.
Merits needed for nth upgrade: 3>6>9>9>9.

Modification

Areas:

STR
DEX
AGI
VIT
INT
MND
CHR

Combat Skills
Maximum combination of

12.
Modifications causes an increase in increments of 2.
Maximum increase in all weapon related skills is

level 8.
Maximum increase in all other related skills (parrying, evasion, etc) is level 4.
Merits needed for

nth upgrade: 1>2>3>3>3>3>3>3
Skills may only be modified if it is a skill from your current level 75 main

job.

Modification Areas ~ Weapon Skills:

Archery
Axe
Club
Dagger
Great Axe
Great

Katana
Great Sword
Hand-to-

Hand
Katana
Marksmanship
Polearm
Scythe
Staff
Sword
Throwing

Modification Areas ~

Boxing Skills

Evasion
Guarding
Parrying
Shield

Magic Skills
Maximum combination of

8.
Modifications causes an increase in increments of 2.
Merits needed for nth upgrade: 1>2>3>3>3>3>3>3


Skills may only be modified if it is a skill from your current level 75 main job.

Modification

Areas:

Dark Magic
Divine Magic
Elemental Magic
Enfeebling Magic
Enhancing

Magic
Ninjutsu
Singing
Stringed Insturment
Summoning Magic
Wind Insturment

Others
Maximum

combination of 8.
Maximum increase in any given area is level 4
Modifications effects vary depending on the

selection.
Merits needed for nth upgrade: 1>2>3>4.
Presumably you can max out at most 2

areas.


Modification Areas:

Enmity Increase (+1 Enmity)
Enmity Decrease (-1 Enmity)


Critical Hit Rate (+1% critical hit rate)
Fewer Received Critical Hits (-1% received critial hits)
Spell

Interrupt Rate Down (-2% spell interrupt rate)

Job Abilities
Maximum combination of 10.
Modifications

effects vary depending on the selection.
Merits needed for nth upgrade: 1>2>3>4>5.
As noted in the update

page, to set these updates in the categories below, you must have your main job set to the respective job and it

must be level 75. Job specific are not active on other jobs under any circumstance.
Subcategory 1 has a limit

of 5. Presumably the next subcategory has a limit of 5.
(i.e. you can max out two skills. This may not be the

case as it may be set so that you can max out one skill, get to at most level 3 in another, then get to at most

level 2 in the final.)


Warrior:

Berserk Recast shortened by 10 seconds
Defender Recast

shortened by 6 seconds
Warcry Recast shortened by 10 seconds
Aggressor Recast shortened by 10

seconds
Double Attack Rate increased by 1%

Monk:

Focus Recast shortened by 10 seconds
Dodge

Recast shortened by 10 seconds
Chakra Recast shortened by 10 seconds
Counter Rate increased by 1%
Kick

Attack Rate increased by 1%

White Mage:

Divine Seal Recast shortened by 20 seconds
Cure Cast Time

shortened by 4%
Bar Spell Effect increased by 2 points & Magic Defense Bonus is increased by 2 points
Banish

Effect damage increased by 2, and length of defense down increased by 2 seconds
Regen Effect increased HP

regenernation by 1 point per interval

Black Mage:

Elemental Seal Recast shortened by 20

seconds
Fire Magic Potency increased by 2
Ice Magic Potency increased by 2
Wind Magic Potency increased

by 2
Earth Magic Potency increased by 2
Lightning Magic Potency increased by 2
Water Magic Potency

increased by 2
Potency adds +2 Magic Attack Bonus to the respective element. Whether or not potency is

strictly Magic Attack Bonus or if it is more general (i.e. applies to other areas, such as increasing ice magic

for the purposes of the spell paralyze) is speculation at best.

Red Mage:

Convert Recast shortened

by 20 seconds
Fire Magic Accuracy increased by 3
Ice Magic Accuracy increased by 3
Wind Magic Accuracy

increased by 3
Earth Magic Accuracy increased by 3
Lightning Magic Accuracy increased by 3
Water Magic

Accuracy increased by 3

Thief:

Flee Recast shortened by 10 seconds
Hide Recast shortened by 10

seconds
Sneak Attack Recast shortened by 2 seconds
Trick Attack Recast shortened by 2 seconds
Triple

Attack Rate increased by 1%

Paladin:

Shield Bash Recast shortened by 10 seconds
Holy Circle

Recast shortened by 20 seconds
Sentinel Recast shortened by 10 seconds
Cover Effect duration increased by 4

seconds
Rampart Recast shortened by 10 seconds

Dark Knight:

Souleater Recast shortened by 12

seconds
Arcane Circle Recast shortened by 20 seconds
Last Resort Recast shortened by 10 seconds
Last

Resort Effect increases attack by 2%, lowers defense by 2%
Weapon Bash Recast shortened by 10

seconds

Beastmaster:

Killer Effects increased by 1%
Reward Recast shortened by 6 seconds
Call

Beast Recast shortened by 10 seconds
Sic Recast shortened by 4 seconds
Tame Recast shortened by 20

seconds

Bard:

Lullaby Recast shortened by 1 second
Finale Recast shortened by 1 second
Minne

Effect enhanched by 1 point
Minuet Effect enhanched by 1 point
Madrigal Effect enhanched by 1

point

Ranger:

Scavenge Recast shortened by 10 seconds
Camouflage Recast shortened by 10

seconds
Sharpshot Recast shortened by 10 seconds
Unlimited Shot Recast shortened by 6 seconds
Rapid Shot

Rate increased by 1%

Samurai:

Third Eye Recast shortened by 2 seconds
Warding Circle Recast

shortened by 20 seconds
Store TP Effect increases TP stored by 2
Meditate Recast shortened by 6

seconds
Zanshin Attack Rate increased by 1%

Ninja:

Subtle Blow Effect increased by 1
Katon

Effect damage increased by 2, length of water resist down increased 2 seconds
Hyoton Effect damage increased by

2, length of fire resist down increased 2 seconds
Huton Effect damage increased by 2, length of ice resist down

increased 2 seconds
Doton Effect damage increased by 2, length of wind resist down increased 2

seconds
Raiton Effect damage increased by 2, length of earth resist down increased 2 seconds
Suiton Effect

damage increased by 2, length of lightning resist down increased 2 seconds

Dragoon:

Ancient Circle

Recast shortened by 20 seconds
Jump Recast shortened by 3 seconds
High Jump Recast shortened by 6

seconds
Super Jump Recast shortened by 10 seconds
Spirit Link Recast shortened by 6

seconds

Summoner:

Avatar Physical Accuracy increased by 3
Avatar Physical Attack increased by 2


Avatar Magical Accuracy increased by 3
Avatar Magical Attack increased by 2
Elemental MP Cost decreased

by 1

Credits to Iresire of Seraph, because he rocks that hard.
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#2 User is offline   Smurfxxx Icon

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Posted 15 August 2005 - 06:38 PM

Nice

info. I think this topic and the Relic upgrade topic should be sticky.
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#3 User is offline   Falconblade Icon

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Posted 16 August 2005 - 04:53 AM

[red]Still editing it for spacing and trying to make some more important parts stand out so they dont need to be

slammed by Text for 1 point. and thanks.[/red]
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#4 User is offline   Iniin Icon

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Posted 16 August 2005 - 06:51 AM

great.. i

have been wondering what this was all about.. i knew u could modify but not where and how etc.. thanks for great

info
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#5 User is offline   Dezzimal Icon

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Posted 16 August 2005 - 07:36 AM

Do you

get job specific merit bonuses from your subjob? I merited Thunder potency once as BLM, so I would be eligeable to

recieve that bonus as a level 10 BLM (if I had thunder, since it is the first level upgrade). Would I recieve that

bonus from being RDM30/BLM15? I noticed my thunder hitting harder than the BLM next to me while in Yhoator as

RDM.

An easy way to test this might be to merit elemental seal and then check it out as RDM30/BLM15, though

I'm not necessarily volunteering.
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#6 User is offline   quezac Icon

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Posted 16 August 2005 - 12:35 PM

yes
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#7 User is offline   Simkin Icon

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Posted 16 August 2005 - 05:58 PM

stickied.
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#8 User is offline   Koryuu Icon

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Posted 25 August 2005 - 10:51 PM

I cant

believe I have to write this again bloody forums
Questions:
1. Whats @1?
2. If I put all points in a Job

specific ability (eg Double Attack) Then decided to Sub warrior on a level 50+ job (Enough to recieve Double

Attack trait) would I recieve the bonus? If I do would it be reduced? and would it still be reduced when the Main

job reaches 75 or would it be reduced as if warrior was capped at 37
3.Are merit points permenently placed in

stat points and such? it would blow if it was impossible to remove them If you were a White Mage that suddenly

decided Black Mage would be more fun all those stat points wasted in Mind and being unable to put any in

Intelligence
All in all this guide rocks
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#9 User is offline   Fiction Icon

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Posted 26 August 2005 - 02:32 AM

omg ty so

much i was like wtf?! merits?! im so confused .cry
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#10 User is offline   Scarier Icon

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Posted 27 August 2005 - 04:00 PM

I would

also like to add that you cannot use merit points earned from 2 lvl 75 jobs. For some unknown reason, i tried to

use 3 points from my pld, and 3 points from bst.......and I only raised critical hits up twice, 1+2, and then both

of my jobs got their merit points set to 0. So basically i wasted 30k of xp........
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#11 User is offline   Falconblade Icon

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Posted 29 August 2005 - 01:55 PM

[red]Updated 8/29. Added a few things, clarified a few things. Ya know, regular upate stuff.[/red]
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#12 User is offline   Koryuu Icon

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Posted 02 September 2005 - 01:26 AM

I still

dont know what @1 is or If Merit points can be removed after placing them
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#13 User is offline   Falconblade Icon

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Posted 02 September 2005 - 02:58 PM

[red]@1 is 1 tnl to 76. Once you are @1 to 76, you automadicly gain Limit Points. And it does say in there but

ill put it here for you.[/red]

(Falconblade)
All but the job specific bonuses become a permanent

part of your character.

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#14 User is offline   blackassasin Icon

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Posted 06 September 2005 - 11:16 PM

nice

job!
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#15 User is offline   Ryknow Icon

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Posted 09 September 2005 - 02:05 PM

yea

nice job!
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#16 User is offline   walks Icon

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Posted 13 September 2005 - 11:46 PM

Great

explanation!! I was actually thinking of making a post myself since I didn't completely understand the system

until i was able to do it myself. No need to now though, great job!
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#17 User is offline   RikkuYuna Icon

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Posted 24 September 2005 - 11:57 PM

Thanks

for info, I've always wanted to see the different attribute levels, for how much merits you need^^
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#18 User is offline   Falconblade Icon

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Posted 25 September 2005 - 03:42 AM

Hey

guys, If some of you 75's Could post what merits would be ideal for their jobs(such as xx>xx>xx>xx) So i could

update this and make it better.
Dont worry. Ill credit ya. Just want to improve this.
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#19 User is offline   DigiDude Icon

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Posted 25 September 2005 - 03:52 AM

SMN club

caps at 225? i coulda swore my smn friend used black halo pre merit update...
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#20 User is offline   Koryuu Icon

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Posted 29 September 2005 - 05:24 PM

Thats

unfair SE should allow us to remove merits even if it means losing those merit points
Imagine if someone wanted

to play both Black Mage and White Mage to 75 what do you merit? Int or Mnd?
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