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: -----

#41
User is offline   Scruphy 

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Sweet
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#42
User is offline   Goku 

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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

Any confirmation on that?
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.)

Same.
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#43
User is offline   Iresire 

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I can

confirm that the "Others" category has a subcategory limit of 4. You can max out 2 of the categories.
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#44
User is offline   Shadowkiller 

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(Falconblade)
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 importance 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.


Yo thats not right becuase I am a 75 whm

and smn, I opened Black Halo on my whm then I leveled Smn. "at" 75Smn I was able too use Black Halo on my Summoner

when I equip a club. No merits in club whatsoever btw ^^
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#45
User is offline   Falconblade 

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(Falconblade)
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 importance 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.

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#46
User is offline   Divinelight 

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A few

questions, I hope this hasn't already been said and I missed it.
If with my whitemage I cap critical hit

merits, how will it affect my melee jobs as I level them up? And, how will putting merits into enfeebling affect

my rdm as I level him? (I ask this for each because they are under different categories so I figure they may be

different.)

And for whitemage job specific (don't bash me for wondering these exact affects or tell me

where I should be putting points) does the Banish affect +2 mean 2 extra damage on every spell no mater what, or

more like the spell potency +2 you see in the blackmage line in which, as I understand it, the higher tier spells

receive a greater benefit? I think it is just worded different because this merit does not affect all of our light

based spells.
If anyone has actually put points here, I'd really like to hear your comments.

And thanks

falcon for this compilation.
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#47
User is offline   Falconblade 

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Divinelight :
A few questions, I hope this hasn't already been said and I missed it.
If with

my whitemage I cap critical hit merits, how will it affect my melee jobs as I level them up? And, how will putting

merits into enfeebling affect my rdm as I level him? (I ask this for each because they are under different

categories so I figure they may be different.)


All but the job specific merits are

permenent.
Enhancing and Critcal are not Job specific, so every job benefits.
Rdm, Whm, Thf, Drg, and hell,

even BLU

And for whitemage job specific (don't bash me for wondering these exact affects or tell me

where I should be putting points) does the Banish affect +2 mean 2 extra damage on every spell no mater what, or

more like the spell potency +2 you see in the blackmage line in which, as I understand it, the higher tier spells

receive a greater benefit? I think it is just worded different because this merit does not affect all of our light

based spells.
If anyone has actually put points here, I'd really like to hear your comments.




Potency.
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#48
User is offline   Predabeast 

  • Newbie
would

like to add something
If you are in Limit Mode and happen to cap merits i.e. 10/10 and 9999/10000,
you will

not be automatically switched to xp mode, even if xp isnt capped yet
although the opposite holds true, i.e cap

xp, you will automatically be switched to merits
hope this doesnt confuse anyone
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#49
User is offline   Spider-Dan 

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Falconblade :
(Falconblade)
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 importance 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.


BRD

NEEDS to be able to equip the Trials weapon.

Are you certain of this?

I ask because there was an

RDM/PLD/SAM player who had unlocked Savage Blade as RDM and dumped some merits into sword skill. He claimed that

as SAM, with his sword merits and a Suppanomimi (Sword Skill+5) equipped, he was able to use Savage Blade. I'd

be hard pressed to say he was intentionally and directly lying without some proof.
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#50
User is offline   Dreizehn 

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Falconblade :

All but the job specific bonuses become a permanent part of your character.


Question: Are the job specific bonuses active when you use them as a subjob?

For

example, if I were to lvl Warrior to 75, and merit double attack, would I see the double attack increase when i am

on my 75PLD/37WAR?


-Dreizehn
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#51
User is offline   kristine 

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Falconblade :
(Falconblade)
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 importance 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.


BRD

NEEDS to be able to equip the Trials weapon.


You're wrong, if you have unlocked Savage Blade

with another job and if your bard can reach the weapon skill lvl with merits and/or items, then they can use it

because it is already unlocked, doens't matter if they cannot equip the Sapara of Trials or not.
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#52
User is offline   Icywave 

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:no
you can't use savage blade as bard, even if you have 999 sword skill.
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#53
User is offline   Falconblade 

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Yes.

You're right. BRD could if it could reach it.
Can bard? No.
Is it on the Trial Weapon? No.
Everyone who

is able to us it are listed on the weapon.


Also, about the Samurai comment;
Prove it. I want to see

a screenshot. Ill say he's lieing otherwise.
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#54
User is offline   Spider-Dan 

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I'll

be testing it when my THF hits 75 (I'll have enough +marks skill from RNG to get Detonator with THF).

Just

saying, you probably don't want to declare that it's definitely false unless you know firsthand of someone who

has tested it. There is a difference between "unproven" and "disproven," and your post makes it sound like it's

"disproven."
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#55
User is offline   Ammoth 

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Awesome I

was looking for an explanation about these. Thanks smile.gif
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#56
User is offline   Fmaalex 

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wats

enmity? smile.gif
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#57
User is offline   Iresire 

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Enmity is

the game's term for what players commonly refer to as hate during a battle with a monster. Lowering your enmity

makes the monsters "less aware" of your actions during battle and thus you accrue hate more slowly. Increasing

your enmity makes the monster "more aware" of your actions during battle and thus you accrue hate more

quickly.

This is why you typically see mage armor with Enmity Decrease (like Enmity-3) and tanks

with Enmity Increase (like Enmity+3).
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#58
User is offline   Iria 

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Just would

like to post some of the less common info I have discovered about merits.

1st level modification active at

job level 10
2nd level modification active at job level 20
3rd level modification active at job level 30


4th level modification active at job level 40
5th level modification active at job level 50
6th level

modification active at job level 56 (yes it's 56, I know its counter intuitive)
7th level modification active

at job level 60
8th level modification active at job level 70? (need to confirm this, I will once my THF is

around 70)

I found these out by leveling THF from 1-60 with 8 upgrades in Enfeebling Magic Skill and noting

which level each ugrade "turned on" at. I kept note of these so I could cap Dagger Skill merits as I leveled THF

(got Dancing Edge at 57 and will get Shark Bite at 62 ^^).

For job specific upgrades (i.e. Double Attack

+1%) the upgrade is ONLY turned on if you are THAT job at the time. So a PLD/WAR with Double Attack +1% from WAR

will not have the bonus. However, even though you MUST be 75 to apply job specific upgrades for your given main

job, they will be active in level capped areas or if you delevel (to the extent of the level system I

listed).

Also, for more clarity, some upgrades can only be leveled a limited amount of times (more limited

than the combo total for the category). For instance, Dagger Skill can only be upgraded 8 times, even though the

combo total is 12. Evasion is only upgradable 4 times, so you can get both Dagger and Evasion merits capped with

12 points. I am unsure if you can say upgrade Dagger 8 times AND Sword 4 times (since they are both weapon

skills). Also, in the job specific merit upgrades, each sub category can only be raised 5 times, yet the combo

total is 10. Thus one can have 5 upgrades in Lightning Magic Potency AND 5 into Ice Magic Potency (for BLM only),

but NOT 10 into Lightning Magic Potency. I personally have decided for the RDM specific ones (I like to be

balanced/versatile):

1 upgrade into Fire Magic Accuracy
2 upgrades into Earth Magic Accuracy
1

upgrade into Water Magic Accuracy
2 upgrades into Wind Magic Accuracy
2 upgrades into Ice Magic

Accuracy
2 upgrades into Thunder Magic Accuracy

Hope this helps ^^
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#59
User is offline   Spider-Dan 

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Iria :
For job specific upgrades (i.e. Double Attack +1%) the upgrade is ONLY turned on if you

are THAT job at the time. So a PLD/WAR with Double Attack +1% from WAR will not have the bonus. However, even

though you MUST be 75 to apply job specific upgrades for your given main job, they will be active in level capped

areas or if you delevel (to the extent of the level system I listed).

Hmmm. It was my understanding

that Job Specific merits did not apply at all unless you were currently LV75 on that job.

So you're saying

that merited SAMs can get -recast on Meditate in level capped areas?
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#60
User is offline   OzZnfruitloops 

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I

guess im not following correctly, and its probally because im still 1k into level 74 and not able to start merits,

so I appologize for not understanding.

Lets say I use Merits to raise my Sword Skill on Paladin to the

cap...when I switch over to say...bard, my bard will benefit from it...that i understand.

But as a Bard, I

cant merit Sword up and raise the cap on that ALSO, right? That would be kinda overpowering, using all jobs that

use swords to raise the level of sword and go back to Paladin and have like +20 sword just from merits

@_@.

What if I level my Critical Rate on Warrior, could I raise it on Paladin also?

What im getting

at, is it possible to raise merits on many 75 jobs and stack them?

ex: 75 Paladin with max HP Merits and

rest in MP, then 75 WHM with all Merits in MP and rest in HP, then 75 Monk and as much as I can in hp...

Or

is the categories just constant for all jobs?

I hope thats worded right @_@
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