Dexterity: Difference between revisions

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(Replaced content with "{{otheruses|the gameplay statistic}} __NOTOC__ Abbreviation: DEX A stat that is compared with an enemy's agility to determine the likelihood that a character's blow will be a critical. === Offensive === * '''DEX''' directly impacts the accuracy of melee attacks and rate of critical hits. ** For all weapons: '''DEX''' increases Accuracy at a rate of 3 Accuracy per 4 DEX. *** Accuracy from DEX = floor( DEX×0.75 ) **** E.g. If a player has +6 DEX they will g...")
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* '''DEX''' directly impacts the accuracy of melee attacks and rate of critical hits.
* '''DEX''' directly impacts the accuracy of melee attacks and rate of critical hits.
** For all weapons: '''DEX''' increases Accuracy at a rate of 3 Accuracy per 4 DEX.
** For '''two-handed weapons''': DEX increases Accuracy at a rate of 0.70 Accuracy per 1 DEX.
*** Accuracy from DEX = floor( DEX×0.75 )
*** Accuracy from DEX = floor( DEX * 0.70 )
**** E.g. If a player has +6 DEX they will gain +4 accuracy as the .5 is dropped. If they added another 6 DEX they would instead gain 9 accuracy instead of 8.
**** E.g. If a player has +6 DEX they will gain +4 accuracy (6 * 0.7 = 4.2, and the .2 is dropped).
** For '''one-handed weapons and [[Hand-to-Hand]]''': DEX increases Accuracy at a rate of 0.65 Accuracy per 1 DEX.
*** Accuracy from DEX = floor (DEX * 0.65)
* As '''DEX''' is added, melee Critical Hit Rate increases.
* As '''DEX''' is added, melee Critical Hit Rate increases.
** The amount of the increase is dependent on dDEX (see dDEX for the full table), with a maximum impact of +15% critical hit rate.
** The amount of the increase is dependent on dDEX (see dDEX for the full table), with a maximum impact of +15% critical hit rate.

Revision as of 14:37, 22 July 2025


Abbreviation: DEX

A stat that is compared with an enemy's agility to determine the likelihood that a character's blow will be a critical.

Offensive

  • DEX directly impacts the accuracy of melee attacks and rate of critical hits.
    • For two-handed weapons: DEX increases Accuracy at a rate of 0.70 Accuracy per 1 DEX.
      • Accuracy from DEX = floor( DEX * 0.70 )
        • E.g. If a player has +6 DEX they will gain +4 accuracy (6 * 0.7 = 4.2, and the .2 is dropped).
    • For one-handed weapons and Hand-to-Hand: DEX increases Accuracy at a rate of 0.65 Accuracy per 1 DEX.
      • Accuracy from DEX = floor (DEX * 0.65)
  • As DEX is added, melee Critical Hit Rate increases.
    • The amount of the increase is dependent on dDEX (see dDEX for the full table), with a maximum impact of +15% critical hit rate.
      • Compared with an enemy's agility to determine the likelihood that a character's blow will be a critical. The higher an attacker's DEX, the greater their Critical Hit Rate against an opponent is.


Dexterity also plays a significant role in determining the damage caused by Sneak Attack when used by a Thief.

Associated with the element of Lightning. Many thunder-based items add DEX to a Player's Stats. Example: Ramuh's Staff, Thunder Staff, Jupiter's Staff and Byakko's Haidate.

Breakdown of Level 1 to 90 Dexterity Stats by Race and Job Sorted Highest to Lowest

Based off Thief dexterity score

Race Lv.1 Lv.75
Mithra 10 70
Galka 8 63
Hume 8 63
Tarutaru 8 63
Elvaan 8 60

Level 1 stats taken from FFXI official strategy guide, spring 2004 version.
Level 75 stats gathered from Allakhazam.com and do not include stat bonuses from sub jobs

DEX Rankings Based on Job

1. Thief
2. (Tied) Monk
2. (Tied) Ninja
2. (Tied) Puppetmaster
5. (Tied) Beastmaster
5. (Tied) Black Mage
5. (Tied) Corsair
5. (Tied) Dancer
5. (Tied) Dark Knight
5. (Tied) Samurai
5. (Tied) Warrior
12. (Tied) Bard
12. (Tied) Blue Mage
12. (Tied) Dragoon
12. (Tied) Ranger
12. (Tied) Red Mage
12. (Tied)
12. (Tied) Scholar
19. (Tied) Paladin
19. (Tied) Summoner
21. White Mage