Final Fantasy XIIWeaponsThere are 3 types of overall weapon caliber in the game, plus the License Board is divided into these 3 sections. Heavy WeaponsSmall Swords, Swords, Bows, Spears, Hammers, Axes, Katanas, and Great Swords. All of the swords tend to be the best weapon to use for your primary character because they usually inflict a high and consistent amount of damage.Light WeaponsDaggers, Guns, Poles, Hand-Bombs, Crossbows, and Ninja Swords. Daggers and the Ninja Swords rely on speed and the ability to combo. Crossbows can be an excellent ranged weapon since it has a variety of ammunition it can use.Mystic WeaponsStaves, Rods, Maces, and Measures. Staves and Rods are good weapons for your mages, since they greatly enhance the character's magick power and often strengthen particular elemental attacks. Measures are an unusual weapons that often leave behind beneficial status effects. These are well suited for any character who rarely attacks and focuses mainly on supporting the other party members.SwordsSwords are perhaps the most basic one-handed weapon, offering a solid mix of speed, consistency, and power. All swords except for the Stoneblade add 5 to Evasion.
DaggersDaggers gain speed over swords at the expense of attack power. Several daggers also have useful additional effects.
Axes & HammersThe axe and hammer class offers huge attack power with a twist: the damage variance is far less consistent than compared to other weapons.
MacesThe damage a mace inflicts is based on the weapon's attack power, the magick power of the user, and the enemy's defense. Support characters geared for magick would make good use of this weapon.
MeasuresThese weapons function much like guns in the damage is calculated based solely on the weapon's attack power.
GreatswordsGreatswords don't start appearing until later in the game, but they are worth the wait. These swords are probably the most consistent and most damage-dealing weapons in the game.
KatanaWhile the Katana tends to have a lower attack rating than greatswords, they are prone to be quicker and have more combos.
Ninja SwordsA less frequently seen partner to katana, ninja swords are even more prone to combo attacks, which makes them a terrific option for damage dealers.
SpearsSpears contain perhaps the strongest weapons in the game.
PolesLike Katanas and Ninja swords, poles are easy to combo attack on a frequent basis.
RodsRods are similar to maces in that they are ideal for support or magick characters. They differe, in that their strength does not lie in actually striking the enemy but with adding magick power and extra MP to characters that equip them.
StavesStaves augment magick users as well, but in a slightly different way. Many staves power up certain types of elements.
BowsBows provide the most basic ranged damage option. These weapons allow attacks from a distance at the expense of using a shield.
CrossbowAll crossbows add 5 to evasion. While crossbows do not possess additional effects, crossbow ammunition often does.
GunsAlthough guns can be slow to fire, they compensate by being 100% accurate. All guns also add 10 to evasion.
Hand-BombsHand-bombs serve as the ranged equivalent of the axe and hammer class. They can inflict big-time damage, but sometimes they may just cause little damage.
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