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  1. #81
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    Doesn't have to be double attack, could just be occasionally attacks twice. Think ridill or joytoy.

  2. #82
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    Quote Originally Posted by Khamsin
    Quote Originally Posted by VZX
    Killer bow is really similar to Staurobow in damage and delay, except the AGI+4. Possible final form = crossbow ?

    in before freeza, 2, forms, more

    Quote Originally Posted by Everlasting
    Double Axe gives double attack without /war.
    If it is, then the double attack proc rate must be insanely good. Otherwise, we have brutal earring already to do the job
    I never did understand the "we already have ____ to do the job" arguments, when they don't share the same slot.

    Now, I'm pretty sure Double Axe won't have anything to do with double attack, but if it did, why would it have to be more than brutal earring, when you can use both the axe and brutal earring?
    Because if it was a 5% double attack rate, it would suck horribly? Which leads me to believe that this is probably more true than occassionally attacks 2 times.

  3. #83
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    I bet it lets your jug pet double attack.

  4. #84
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    ^that thought crossed my mind as well

  5. #85
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    Again, I doubt the name is a clue about any hidden effects. Double Axe likely will have nothing to do with double attack or multi-hit weapon procs.

    Most of the weapons in the list are named after significant weapons in previous FF games, and while many of them had special effects, none were based solely on their name.

    e.g. Sasuke Katana = % chance of KO, Dancing Dagger = random effect (usually a 4x hit), etc. But these were their effects in previous FFs, not necessarily a prediction of what they'll be in FFXI. We know there are no "% chance of KO" effects in FFXI, so that rules that one out already.

  6. #86
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    Maybe they lock AV!

    No, I'm not serious. Someone had to say it though.

  7. #87
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    Wouldn't it be great to allow Double Axe to allow dual wield without /nin?

  8. #88
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    Quote Originally Posted by Khamsin
    Again, I doubt the name is a clue about any hidden effects. Double Axe likely will have nothing to do with double attack or multi-hit weapon procs.

    Most of the weapons in the list are named after significant weapons in previous FF games, and while many of them had special effects, none were based solely on their name.

    e.g. Sasuke Katana = % chance of KO, Dancing Dagger = random effect (usually a 4x hit), etc. But these were their effects in previous FFs, not necessarily a prediction of what they'll be in FFXI. We know there are no "% chance of KO" effects in FFXI, so that rules that one out already.
    Here's what the weapons did in previous FFs:

    WAR - Sturdy Axe = (?)
    MNK - Burning Fists = FFVI Knuckles used by Sabin (called "Fire Knuckles"). Randomly casts Fire after each attack.
    WHM - Werebuster = FFII Mace used by any character. Effective vs Were monsters.
    BLM - Mage's Staff = FFI, FFII, FFIII, FFV and FFIX Staff used by various jobs. Casts Fire II when used as an item in FFI; Casts Thunder V when used as an item in FFII. Increases elemental damage/defense in FFIII.
    RDM - Vorpal Sword = FFI Sword that Red Wizards can use. Strongest non-magical sword in game.
    THF - Swordbreaker = FFVI Dagger that many characters can use. Randomly evades attacks.
    PLD - Brave Blade = FFV Sword that mutiple jobs can use. One of the strongest weapons in game if you've never fleed from a battle (or if you've fleed from only a few... very few).
    DRK - Death Scythe = (?)
    BST - Double Axe = FFV Axe used by Berserkers. (Called "Double Ax" and "Giant's Axe") Strongest Axe in game.
    RNG - Killer Bow = FFIII and FFV Bow that are used by Hunters. Randomly kills target after contact in FFV.
    BRD - Dancing Dagger = FFIV and FFV Dagger that multiple jobs can use. Casts random status effects in FFIV. Random dance performed with each attack in FFV without needing to be on Dancer job . (ex: Jitterbug Duet)
    SMN - Scepter Staff = (?)
    SAM - Windslicer = Used in FFVI (called "Tempest") by Cyan. Randomly casts Wind Slash on enemies. Also used in FFV ("Airblade"); deals wind dmg.
    NIN - Sasuke Katana = FFV Katana used by Ninja; randomly blocks (parries) attacks. One of the 12 Legendary Weapons in the game.
    DRG - Radiant Lance = FFII, FFIII, FFIV, FFV, FFVI, and FFIX Lance used by Kain and various DRG. Casts Holy if used as an item.
    BLU -Wightslayer = FFIII Sword that Red Wizards and Ninja can use. Holy elemental.
    COR - Quicksilver = FFVII gun used by Vincent. His first weapon.
    PUP - Inferno Claws = (?)

    (?) = Can't find info.

  9. #89
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    Quote Originally Posted by Sho
    Quote Originally Posted by Khamsin
    Again, I doubt the name is a clue about any hidden effects. Double Axe likely will have nothing to do with double attack or multi-hit weapon procs.

    Most of the weapons in the list are named after significant weapons in previous FF games, and while many of them had special effects, none were based solely on their name.

    e.g. Sasuke Katana = % chance of KO, Dancing Dagger = random effect (usually a 4x hit), etc. But these were their effects in previous FFs, not necessarily a prediction of what they'll be in FFXI. We know there are no "% chance of KO" effects in FFXI, so that rules that one out already.
    Here's what the weapons did in previous FFs:

    WAR - Sturdy Axe = (?)
    MNK - Burning Fists = FFVI Knuckles used by Sabin (called "Fire Knuckles"). Randomly casts Fire after each attack.
    WHM - Werebuster = FFII Mace used by any character. Effective vs Were monsters.
    BLM - Mage's Staff = FFI, FFII, FFIII, FFV and FFIX Staff used by various jobs. Casts Fire II when used as an item in FFI; Casts Thunder V when used as an item in FFII. Increases elemental damage/defense in FFIII.
    RDM - Vorpal Sword = FFI Sword that Red Wizards can use. Strongest non-magical sword in game.
    THF - Swordbreaker = FFVI Dagger that many characters can use. Randomly evades attacks.
    PLD - Brave Blade = FFV Sword that mutiple jobs can use. One of the strongest weapons in game if you've never fleed from a battle (or if you've fleed from only a few... very few).
    DRK - Death Scythe = (?)
    BST - Double Axe = FFV Axe used by Berserkers. (Called "Double Ax" and "Giant's Axe") Strongest Axe in game.
    RNG - Killer Bow = FFIII and FFV Bow that are used by Hunters. Randomly kills target after contact in FFV.
    BRD - Dancing Dagger = FFIV and FFV Dagger that multiple jobs can use. Casts random status effects in FFIV. Random dance performed with each attack in FFV without needing to be on Dancer job . (ex: Jitterbug Duet)
    SMN - Scepter Staff = (?)
    SAM - Windslicer = Used in FFVI (called "Tempest") by Cyan. Randomly casts Wind Slash on enemies. Also used in FFV ("Airblade"); deals wind dmg.
    NIN - Sasuke Katana = FFV Katana used by Ninja; randomly blocks (parries) attacks. One of the 12 Legendary Weapons in the game.
    DRG - Radiant Lance = FFII, FFIII, FFIV, FFV, FFVI, and FFIX Lance used by Kain and various DRG. Casts Holy if used as an item.
    BLU -Wightslayer = FFIII Sword that Red Wizards and Ninja can use. Holy elemental.
    COR - Quicksilver = FFVII gun used by Vincent. His first weapon.
    PUP - Inferno Claws = (?)

    (?) = Can't find info.
    Hm, did I confuse Sasuke with Assassin's? I think I did! Oh well. It's been awhile since I played FF5 (translated SNES emulator version). However, in my experience, Dancing Dagger did more 4x attacks than the other stuff (MP drain, confuse, etc.). Though thinking about Dancing Dagger in FF4 made me think of a random question. Was Rydia meant to be Rydia (Rye-Dee-Uh), or was she really meant to be Lydia (Lih-Dee-Uh)?

  10. #90

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    Here's some random info for the thread:


    • First, the bottom right corner of the picture above is in fact the runic key. カギ=key and the 幻灯 part is what we translated to "Runic" in "Runic Portal". Literally means: Illusionary Light or something
      [/*:m:dd71f]
    • Going by the name to figure out the function probably won't work. Still something to try, but in the case of the Vorpal Blade for RDM, in JP it's "Sharp Blade", while the WS itself has always been Vorpal.
      [/*:m:dd71f]
    • As for trading AF weapons, some of them don't match. While people may not care about PUP, there's still WAR (Axe > Great Axe), BLM (rod > staff).
      [/*:m:dd71f]

  11. #91
    Sho
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    YOU BLACK, MIDNIGHT, EVIL MOTHERFUCKERS!!! BLACK MAGIC, DARKNESS!!! YOU RAW, DARKNESS!!! YOU, FUCKING, DELIRIOUS MOTHERFUCKER!
    You were cold as ice.

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    Quote Originally Posted by Khamsin
    Quote Originally Posted by Sho
    Quote Originally Posted by Khamsin
    Again, I doubt the name is a clue about any hidden effects. Double Axe likely will have nothing to do with double attack or multi-hit weapon procs.

    Most of the weapons in the list are named after significant weapons in previous FF games, and while many of them had special effects, none were based solely on their name.

    e.g. Sasuke Katana = % chance of KO, Dancing Dagger = random effect (usually a 4x hit), etc. But these were their effects in previous FFs, not necessarily a prediction of what they'll be in FFXI. We know there are no "% chance of KO" effects in FFXI, so that rules that one out already.
    Here's what the weapons did in previous FFs:

    WAR - Sturdy Axe = (?)
    MNK - Burning Fists = FFVI Knuckles used by Sabin (called "Fire Knuckles"). Randomly casts Fire after each attack.
    WHM - Werebuster = FFII Mace used by any character. Effective vs Were monsters.
    BLM - Mage's Staff = FFI, FFII, FFIII, FFV and FFIX Staff used by various jobs. Casts Fire II when used as an item in FFI; Casts Thunder V when used as an item in FFII. Increases elemental damage/defense in FFIII.
    RDM - Vorpal Sword = FFI Sword that Red Wizards can use. Strongest non-magical sword in game.
    THF - Swordbreaker = FFVI Dagger that many characters can use. Randomly evades attacks.
    PLD - Brave Blade = FFV Sword that mutiple jobs can use. One of the strongest weapons in game if you've never fleed from a battle (or if you've fleed from only a few... very few).
    DRK - Death Scythe = (?)
    BST - Double Axe = FFV Axe used by Berserkers. (Called "Double Ax" and "Giant's Axe") Strongest Axe in game.
    RNG - Killer Bow = FFIII and FFV Bow that are used by Hunters. Randomly kills target after contact in FFV.
    BRD - Dancing Dagger = FFIV and FFV Dagger that multiple jobs can use. Casts random status effects in FFIV. Random dance performed with each attack in FFV without needing to be on Dancer job . (ex: Jitterbug Duet)
    SMN - Scepter Staff = (?)
    SAM - Windslicer = Used in FFVI (called "Tempest") by Cyan. Randomly casts Wind Slash on enemies. Also used in FFV ("Airblade"); deals wind dmg.
    NIN - Sasuke Katana = FFV Katana used by Ninja; randomly blocks (parries) attacks. One of the 12 Legendary Weapons in the game.
    DRG - Radiant Lance = FFII, FFIII, FFIV, FFV, FFVI, and FFIX Lance used by Kain and various DRG. Casts Holy if used as an item.
    BLU -Wightslayer = FFIII Sword that Red Wizards and Ninja can use. Holy elemental.
    COR - Quicksilver = FFVII gun used by Vincent. His first weapon.
    PUP - Inferno Claws = (?)

    (?) = Can't find info.
    Hm, did I confuse Sasuke with Assassin's? I think I did! Oh well. It's been awhile since I played FF5 (translated SNES emulator version). However, in my experience, Dancing Dagger did more 4x attacks than the other stuff (MP drain, confuse, etc.). Though thinking about Dancing Dagger in FF4 made me think of a random question. Was Rydia meant to be Rydia (Rye-Dee-Uh), or was she really meant to be Lydia (Lih-Dee-Uh)?
    Yeah, the 4x dmg from Swordance was pretty epic. Hella proc on that as well. I always thought of it as Ree-Dee-Uh. ><

  12. #92
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    Quote Originally Posted by Elmer the Pointy
    Radiant Lance - グローランス - Glow Lance
    Polearm D90 Delay 492
    Lv75 DRG
    That's interesting. While there hasn't been a "Glow Lance" that I can remember, I do recall there being a "Grow Lance" in a past FF. Not exactly the same, but never know.

  13. #93
    Sho
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    YOU BLACK, MIDNIGHT, EVIL MOTHERFUCKERS!!! BLACK MAGIC, DARKNESS!!! YOU RAW, DARKNESS!!! YOU, FUCKING, DELIRIOUS MOTHERFUCKER!
    You were cold as ice.

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    Quote Originally Posted by Khamsin
    Quote Originally Posted by Elmer the Pointy
    Radiant Lance - グローランス - Glow Lance
    Polearm D90 Delay 492
    Lv75 DRG
    That's interesting. While there hasn't been a "Glow Lance" that I can remember, I do recall there being a "Grow Lance" in a past FF. Not exactly the same, but never know.
    Oooh, interesting. Grow Lance sounds like one of Cid's lances from FFVII... can't remember, lol.

  14. #94
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    I thought initially, that these all unlocked a WS,

    Vorpal Sword -> Vorpal Blade
    Double Axe -> Onslaught
    Swordbreaker -> Mercy Stroke

    The ease of obtaining them in comparison with Relic weapons was mitigated by the lack of the other stats [attk+20, acc+20, triple damage] that the Relics have, and the weapons were lackluster otherwise.

    Now that that's proven false, I'm going to go with the "in the Future" upgrade options.

  15. #95
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    [qupte]Rydia shenanigans[/quote]

    I always said "Rih-dee-uh" personally <_<

  16. #96
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    Could be they merge with stage 5 relics to make a stage 6 relic.

    Just need a NA relic holder to hurry up and win floor 100, get the drop and go try it. :wink:

  17. #97
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    Quote Originally Posted by Croaker
    Could be they merge with stage 5 relics to make a stage 6 relic.

    Just need a NA relic holder to hurry up and win floor 100, get the drop and go try it. :wink:
    You mean something other than Aegis/Gjallarhorn might actually become useful?

  18. #98
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    Quote Originally Posted by Thevaultdweller
    Quote Originally Posted by Croaker
    Could be they merge with stage 5 relics to make a stage 6 relic.

    Just need a NA relic holder to hurry up and win floor 100, get the drop and go try it. :wink:
    You mean something other than Aegis/Gjallarhorn might actually become useful?
    They're considered useful because they do something other than damage. You can damage a mob in many different ways, but you can't get +2 MP/tick per ballad or -25% magic damage with high block rates and high block damage reduction in any other way.

    The continuation of light/darkness SCs are the only thing relic weapons provide that you can't get any other way. However, in the big picture, it won't allow you to really do anything different strategy-wise that you couldn't before; it's just more damage which could have been made up any number of ways.

    In order for an actual weapon to be useful on the scale of Gjallarhorn or Aegis, rather than just epeen or "a little extra damage", is to make them do things that you can't do any other way. Things such that, even if they weren't the strongest damaging weapon, you'd still rather use them than another for their additional effects. For example, if there were a weapon that ignored special resistances (like Tomahawk, i.e. does normal damage to skeletons, JoT in all modes, Energetic Eruca, elementals, slimes, etc.) then it'd be useful. If there were a weapon that did not give a monster TP, then it'd be useful. If there were a weapon that ignored defense (like Formless Strikes), then it'd be useful.

    But simply making a weapon do a little more damage, or putting a little more accuracy or attack, or increased critical hits, etc. won't make them anything more than epeen that couldn't have been easily overcome in other ways.

  19. #99
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    lol i like that no tp theory... someone should test that.

    and to throw out the relic + nyzul weapon theory... some of them don't match up like brd and no blu/cor/pup and greatsword and stuff

  20. #100
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    Pretty sure Formless Strikes just makes it magical damage, that isn't exactly the same as ignoring defense.

    But yea, that's pretty much the reason Horn & Shield are considered the most practical.
    Giving all relics a Ridill effect (to varying degrees) wouldn't be unreasonable, but to really make relic weapons seem worth the money/effort, they'd have to do something along the lines of creating a massive damage taken+ effect (ala Sable set) on the mob when you attack or use a WS or something.
    That way, having a relic will cause the mob to die faster without centering all of the damage on one player.

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