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Weapon Skills vs Retail

Like Gear vs Retail, this page tracks where the server's weapon-skill mechanics intentionally differ from retail FFXI. Two things change: how far a weapon skill's damage can go, and which weapon skills you're allowed to use.


Damage is uncapped for you and your pets

On retail, a single hit — a weapon skill, a melee swing, a pet's attack — can never register more than 131,071 damage. That's a hard limit of the game's 17-bit damage packet, not a balance choice; anything above it is simply lost.

On this server that ceiling is lifted for player-controlled damage:

  • Your weapon skills and melee hits land their full value on the target's HP, even when a hit is worth 200,000, 500,000, or more.
  • The same applies to damage from your pets, trusts, avatars, and automatons — anything whose master is you.
  • The floating number over the enemy still maxes out at 131,071 (no client field is wide enough to draw a bigger one), so the game whispers the true total to you in chat — a pet or trust hit is prefixed so you know whose it was (e.g. [Automaton WS] 250000).
  • Enemy damage stays capped. A monster can't punch through the ceiling onto you — the uncap is one-directional, players only.

Why the on-screen number looks wrong

When a weapon skill over-caps, the big yellow number on the mob is the packet limit, not what you actually dealt. Trust the chat readout — that's the real damage the target lost.

Two related tweaks build on this:

  • Prime Aftermath grants a Damage Limit +% bonus on several Prime weapons, which raises the ceiling further before the uncap even matters — see Prime Armory.
  • Automatons get a small flat outgoing-damage multiplier so a level-99-capped puppet can still contribute against the server's level-150 NMs. PUP's automaton hits land modestly harder here than on retail — headroom for high-level NMs, not a DD-tier boost.

Weapon skills retail won't let you use

Retail ships a number of weapon skills purely as monster abilities — the animations and effects exist, but no player can ever execute them. The Prime weapon overhaul turns a roster of these on as real player weapon skills, granted by equipping the matching Prime weapon.

The server enables 16 weapon skills that retail FFXI ships as monster-only skills — here they are usable by players wielding the listed Prime weapon. (Stock LandSandBoat leaves these commented out in sql/weapon_skills.sql; the Prime weapon overhaul turns them on.)

Weapon skill Weapon Prime weapon On retail On this server
Sarv Archery Prime Bow Monster skill only Usable weapon skill
Blitz Axe Prime Pickaxe (Axe) Monster skill only Usable weapon skill
Dagda Club Prime Maul Monster skill only Usable weapon skill
Merciless Strike Dagger Mpu Gandring Monster skill only Usable weapon skill
Disaster Great Axe Prime Great Axe Monster skill only Usable weapon skill
Tachi: Mumei Great Katana Kusanagi-no-Tsurugi Monster skill only Usable weapon skill
Fimbulvetr Great Sword Prime Blade (Great Sword) Monster skill only Usable weapon skill
Dragon Blow Hand-to-Hand Prime Fists Monster skill only Usable weapon skill
Maru Kala Hand-to-Hand Varga Purnikawa Monster skill only Usable weapon skill
Zesho Meppo Katana Monster skill only Usable weapon skill
Terminus Marksmanship Prime Gun Monster skill only Usable weapon skill
Diarmuid Polearm Prime Lance Monster skill only Usable weapon skill
Origin Scythe Prime Scythe Monster skill only Usable weapon skill
Oshala Staff Prime Staff Monster skill only Usable weapon skill
Fast Blade II Sword Naegling Monster skill only Usable weapon skill
Imperator Sword Prime Sword Monster skill only Usable weapon skill

Everything else about weapon skills — the fTP tables, hit counts, stat modifiers, and skillchain properties — follows stock LandSandBoat, which mirrors retail. Only the two areas above are changed.


Last updated: 2026-08-13 16:15 PDT