Final Fantasy XIV attributes

The following is a list of attributes in Final Fantasy XIV. All abilities can be increased with different gear and Materia.
==List of Attributes==
===Points===
Attribute	Effect
 	Health points. As damage is taken, HP will decrease; once it reaches zero, the unit is KO'd and must either be Raised or return to a home point. Regenerates over time, and can be regenerated using healing abilities. Maximum HP is increased by Vitality.Maximum HP at level 80 is calculated by the following function:Akh Morning, "How to Be a Math Wizard 3rd Edition, Shadowbringers Parameters"HP =
\begin{cases}
\lfloor LevelMod_{Lv, HP} * ( JobMod_{Job, HP} /100) \rfloor + \lfloor ( VIT - LevelMod_{Lv, MAIN} ) * 22.1 \rfloor, & \text{if role is not tank} \\
\lfloor LevelMod_{Lv, HP} * ( JobMod_{Job, HP} /100) \rfloor + \lfloor ( VIT - LevelMod_{Lv, MAIN} ) * 31.5 \rfloor, & \text{if role is tank}
\end{cases}
 	Magic points. As spells are cast, MP will decrease. Is used as any Disciple of War or Magic class, but applies mostly to Disciples of the Magic who will use MP the most. Regenerates over time. All characters have 10,000 MP and a passive MP recovery rate of 200 MP per 3 seconds (boosted by Piety for healer disciplines), or 250 MP per 3 seconds in PvP.
 	Crafting points, used in crafting for Disciples of the Hand. CP will decrease when crafting abilities are used, and once the CP runs too low, certain abilities can no longer be used. For this reason, it is wise to be conservative with CP, particularly when lower levelled. Instantly refills to full when not crafting. Replaces MP bar.
 	Gathering points, used for Disciples of the Land classes. Required to use certain abilities while gathering. Regenerates over time when not gathering. While gathering, it will increase with each gathering attempt but will not regenerate over time. Replaces MP bar.
 	Energy points, used while piloting mechs such as the G-Warrior and those found in duties. Does not regenerate naturally, instead being replenished by specific actions available to those mechs. Replaces MP bar.
===Main attributes===
The main attributes of a character for Disciples of War and Magic classes. All combat disciplines have a stat as their primary attribute that features on most of their equipment, while Vitality appears on most equipment regardless of discipline.
A character's base attributes before equipment or other outside modifiers are determined by the following function:
Attribute = \lfloor LevelMod_{Lv, MAIN} * ( JobMod_{Job, Attribute} /100 ) \rfloor + ClanMod_{Clan, Attribute} + Traits
Attribute	Classes with primary attribute	Jobs with primary attribute	Other effect
 	 	 	Increases Attack Power for all disciplines except those who use Dexterity as their primary attribute.
 	 	 	Increases Attack Power for disciplines who use it as their primary attribute.
 	 	 	Increases HP. Important for all disciplines and found on most equipment, but grants a greater HP boost to tank disciplines.
 	 	 	Increases Attack Magic Potency for all disciplines except healers.
 	 	 	Increases Healing Magic Potency. Also increases Attack Magic Potency for healers.
===Offensive Properties===
Attribute	Effect
 	Increases the chance of landing a critical hit, which greatly increases damage or healing dealt. Also increases the potency of critical hits. A character's base Critical Hit attribute is equal to LevelMod_{Lv, SUB}, which grants a base 5% chance to critically hit for 1.4x damage.Critical hit probability is determined by the following function:p(Critical Hit \%) = \lfloor 200 * ( Critical Hit - LevelMod_{Lv, SUB} ) / LevelMod_{Lv, DIV} + 50 \rfloor / 10
 	Increases damage and healing dealt. A character's base Determination is equal to LevelMod_{Lv, MAIN}.
 	Increases the chance of landing a direct hit, dealing 1.25x more damage than a normal hit.Direct hit probability is determined by the following function:p(Direct Hit \%) = \lfloor 550 * ( Direct Hit Rate - LevelMod_{Lv, SUB} ) / LevelMod_{Lv, DIV} \rfloor / 10A character's base Direct Hit Rate is equal to LevelMod_{Lv, SUB}.
===Defensive Properties===
Attribute	Effect
 	Reduces damage taken from physical attacks.
 	Reduces damage taken from magical attacks.
===Physical Properties===
Attribute	Effect
 	Increases the amount of damage dealt by auto-attacks for all disciplines. Also increases damage and healing dealt by Disciple of War spells, abilities, and weaponskills. Attack Power is equal to Strength or Dexterity depending on discipline.
 	Reduces the cast and recast times of weaponskills, including their global cooldown, increases damage dealt by auto-attacks, and increases damage and healing done by Attack Power-based damage/healing over time effects. A character's base Skill Speed is equal to LevelMod_{Lv, SUB}.
===Mental Properties===
Attribute	Effect
 	Increases the amount of damage dealt by Disciple of Magic spells, abilities, and weaponskills. Also increases healing done by Red and Blue Mages. Attack Magic Potency is equal to Intelligence or Mind depending on discipline.
 	Increases the amount of healing done by all Disciples of Magic except Red and Blue Mages. Healing Magic Potency is equal to Mind.
 	Reduces the cast and recast times of spells, including their global cooldown, and increases damage and healing done by Attack/Healing Magic Potency-based damage/healing over time effects. A character's base Skill Speed is equal to LevelMod_{Lv, SUB}.
===Role Properties===
Attribute	Effect
 	Increases MP regeneration rate. Only functions for healing disciplines.Piety's increase to MP regeneration is determined by the following function: \text{Additional MP per tick} = \lfloor 150 * ( Piety - LevelMod_{Lv, MAIN} ) / LevelMod_{Lv, DIV} \rfloorA character's base Piety is equal to LevelMod_{Lv, MAIN}.
 	Increases damage and healing done, and reduces damage taken. Only functions for tank disciplines. A character's base Tenacity is equal to LevelMod_{Lv, SUB}.
===Crafting===
Used in Synthesis for Disciples of the Hand. Replaces Mental Properties.
Attribute	Effect
 	Increases the amount of progress that can be gained when using abilities such as Basic Synthesis, and helps finish the item faster.
 	Increases the amount of Quality that will be gained when using abilities such as Basic Touch. Ideally, both stats should be raised as high as possible to make the process much faster, as this allows the Adventurer to gain more value for each ability that uses up Durability, in addition to more value out of their CP.
===Gathering===
Used in Gathering for Disciples of the Land. Replaces Mental Properties.
Attribute	Effect
 	Increases the likelihood of receiving an item during gathering.
 	Increases the probability of the item you receive to be high quality while gathering.
===Weapon properties===
Attribute	Effect
 	Increases damage and healing done by all Attack Power-based actions. Is only visible on Disciple of War weapons.
 	Increases damage and healing done by all Attack/Healing Magic Potency-based actions. Is only visible on Disciple of Magic weapons.
 	The time between auto-attacks, measured in seconds.
 	The average amount of damage auto-attacks deal before modifiers.Calculated as Auto\text{-}attack = (Delay/3) * Physical Damage
===Shield properties===
The following properties only appear on shields. Characters can only block when equipped with a shield.
Attribute	Effect
 	Reduces damage received on a successful block. Successful blocks have a base 10% damage reduction before Block Strength is factored in.
 	Increases chance of successfully blocking. Shield-bearing characters have a base 10% chance to block before Block Rate is factored in.Block probability is determined by the following function:p(Block \%) = \lfloor ( 30 * Block Rate ) / LevelMod_{Lv, DIV} + 10 \rfloor
===Regional Effects===
The following properties only appear on equipment acquired from Field Operations, and only function within their associated zones and instances. Elemental Bonus only appears on equipment associated with The Forbidden Land, Eureka, while Haste appears on equipment from all current Field Operations zones as of Endwalker. 
These properties are region-specific; for example, Haste acquired from Save the Queen: Blades of Gunnhildr equipment is disabled in Eureka content (and vice-versa).
Attribute	Effect
 	Increases damage dealt and decreases damage taken.
 	Reduces the cast time and cooldown of weaponskills and spells, and reduces the delay of auto-attacks.
===Miscellaneous===
The following properties are rare and in many cases irrelevant to modern gameplay, but are still present on some equipment or consumables.
Attribute	Effect
 	Increases EXP earned by a percentage. All food buffs grant 3% EXP Bonus.
 	Increases the rate at which players Spiritbond with their equipment.
 	Improves the amount by which desynthesis skill level increases when desynthesizing an item
 	Reduces the rate at which equipment is damaged.
 	Reduces the duration of the status.
 	Reduces the duration of the status.
 	Reduces the duration of the status.
 	Reduces the duration of the status.
 	Reduces the duration of the status.
 	Reduces the duration of the status.
 	Reduces the duration of the status.
 	Reduces the duration of the status.
 	Reduces damage from Slashing attacks.
 	Reduces damage from Piercing attacks.
 	Reduces damage from Blunt attacks.
===Deprecated===
The following attributes have been removed from the game.
Attribute	Effect
 	Tactical points. Required to use various weaponskills. Removed in Final Fantasy XIV: Shadowbringers, and relevant skills no longer require it.
 	Affects the accuracy of both physical and magical attacks. The higher the rating, the better chance your attack will have of landing. Removed in Final Fantasy XIV: Stormblood and replaced by Direct Hit Rate.
 	Increases the probability of parrying an attack. Removed in Final Fantasy XIV: Stormblood and replaced by Tenacity.
 	Replaced Defense and Magic Defense in reducing damage taken, and increased damage dealt. Only functioned in PvP. Removed in Stormblood.
 	Reduces damage from Fire attacks. Removed in patch 4.2.
 	Reduces damage from Ice attacks. Removed in patch 4.2.
 	Reduces damage from Wind attacks. Removed in patch 4.2.
 	Reduces damage from Earth attacks. Removed in patch 4.2.
 	Reduces damage from Lightning attacks. Removed in patch 4.2.
 	Reduces damage from Water attacks. Removed in patch 4.2.
 	Increased chance of successfully desynthesizing an item. Removed in patch 5.1 and replaced by Desynthesis Skill Gain.
==Pets==
Pet attributes are based on their owner's, with some variation:Akh Morning, "How to Be a Math Wizard 3rd Edition, Shadowbringers Pets & Misc Info"
*They do not receive the attribute bonuses from being in a party.
*They do not benefit from their owner's hidden attribute traits.
*Pet action cast and recast times are unaffected by Skill and Spell Speed, though the class/job actions that order them to execute may benefit, such as .
*Their job attribute modifiers are 100 rather than those of their owner's job.
*, , , and pets do not have racial modifiers.
*'s and 's receives the same racial modifiers as their owner.
*'s has the racial modifiers of a Midlander Hyur regardless of its owner's race.
==Damage and healing formulae==
===FunctionsAkh Morning, "How to Be a Math Wizard 3rd Edition, Shadowbringers Functions"===
In order to simplify the damage formulae, several components are broken down into smaller functions:
====f(MAINDMG)====
Function changes depending on the user's level and role:
*Level 71+ non-tanks:
:f(MAIN_{DMG}) = \frac{\lfloor ( Level - 70 ) * 4 + 125 \rfloor * ( Main Attribute - LevelMod_{Lv, MAIN} )/LevelMod_{Lv, MAIN} \rfloor + 100}{100}
*Level 51 to 70 non-tanks:
:f(MAIN_{DMG}) = \frac{\lfloor ( Level - 50 ) * 2.5 + 75 \rfloor * ( Main Attribute - LevelMod_{Lv, MAIN} )/LevelMod_{Lv, MAIN} \rfloor + 100}{100}
*Level 1 to 50 non-tanks:
:f(MAIN_{DMG}) = \frac{\lfloor 75 * ( Main Attribute - LevelMod_{Lv, MAIN} )/ LevelMod_{Lv, MAIN} \rfloor + 100}{100}
*Level 80 tanks:
:f(MAIN_{DMG}) = \frac{\lfloor 115 * ( Main Attribute - LevelMod_{Lv, MAIN} )/ LevelMod_{Lv, MAIN} \rfloor + 100}{100}
*Level 80 Summoner pets:
:f(MAIN_{DMG}) = \frac{\lfloor 180 * ( Main Attribute - LevelMod_{Lv, MAIN} )/ LevelMod_{Lv, MAIN} \rfloor + 100}{100}
Where Main Attribute (MAIN) is Strength (STR), Dexterity (DEX), Intelligence (INT), or Mind (MND) depending on the action used. These attributes are equal to the Attack Power or Attack Magic Potency attributes, and determine the effect these attributes have on damage.
====f(MAINHEAL)====
Function changes depending on the user's level:
*Level 80:
:f(MAIN_{HEAL}) = \frac{\lfloor 100 * ( Main Attribute - LevelMod_{Lv, MAIN} ) / 304 \rfloor + 100}{100}
*Level 70:
:f(MAIN_{HEAL}) = \frac{\lfloor 100 * ( Main Attribute - LevelMod_{Lv, MAIN} ) / 264 \rfloor + 100}{100}
*Level 80 Scholar pets:
:f(MAIN_{HEAL}) = \frac{\lfloor 106 * ( Main Attribute - LevelMod_{Lv, MAIN} ) / 304 \rfloor + 100}{100}
Where Main Attribute (MAIN) is Strength (STR), Dexterity (DEX), Intelligence (INT), or Mind (MND) depending on the action used. These attributes are equal to the Attack Power, Attack Magic Potency, or Healing Magic Potency attributes, and determine the effect these attributes have on healing.
====f(WD)====
f(WD) = \frac{\lfloor ( LevelMod_{Lv, MAIN} * JobMod_{Job, Attribute} / 1000 ) + Weapon Damage \rfloor}{100} 
Where Weapon Damage (WD) is either a weapon's Physical Damage (PD) or Magic Damage (MD) depending on the action used. Determines the effect these attributes have on damage and healing. If the action scales off of Attack Power, Physical Damage is used, if it scales off of Attack or Healing Magic Potency, Magic Damage is used. The attribute called by JobMod is either Strength, Dexterity, Intelligence, or Mind, depending on the action. 
====f(DET)====
f(DET) = \frac{\lfloor 130 * ( Determination - LevelMod_{Lv, MAIN} ) / LevelMod_{Lv, DIV} + 1000 \rfloor}{1000}
Determines the effect Determination (DET) has on damage and healing.
====f(TNC)====
f(TNC) =
\begin{cases}
\text{If role is tank} & = \frac{\lfloor 100 * ( Tenacity - LevelMod_{Lv, SUB} / * LevelMod_{Lv, DIV} + 1000 \rfloor}{1000} \\
\text{Else} & = 1 \\
\end{cases}
Determines the effect Tenacity (TNC) has on damage, healing, and mitigation. Only applicable to tanks.
====f(SPD)====
f(SPD) = \frac{\lfloor 130 * ( Speed - LevelMod_{Lv, SUB} / * LevelMod_{Lv, DIV} + 1000 \rfloor}{1000} 
Where Speed (SPD) is either Skill Speed (SKS) or Spell Speed (SPS) depending on the action used. In damage over time calculations, determines the effect these attributes have on damage and healing. If the action scales off of Attack Power, Skill Speed is used, if it scales off of Attack or Healing Magic Potency, Spell Speed is used. When determining cast and recast time, it is instead dependent on the action type: Skill Speed for Weaponskills, and Spell Speed for Spells.
====f(CRIT?)====
f(CRIT?) =
\begin{cases}
\text{YES} & = \frac{\lfloor 200 * ( CriticalHit - LevelMod_{Lv, SUB} ) / LevelMod_{Lv, DIV} + 1400 \rfloor}{1000} \\
\text{NO} & = 1 \\
\end{cases}
Determines the effect the critical hits (CRIT) and the Critical Hit attribute have on damage.
====f(DH?)====
f(DH?) =
\begin{cases}
\text{YES} & = 1.25 \\
\text{NO} & = 1 \\
\end{cases}
Determines the effect direct hits (DH) have on damage.
====f(DEF)====
f(DEF) = \frac{\lfloor 15 * Defense / LevelMod_{Lv, DIV} \rfloor}{100}
Where Defense (DEF) can be substituted with Magic Defense (MDEF) depending on the incoming damage type. Determines the effect these attributes have on incoming damage.
====f(BLK)====
f(BLK) = \frac{\lfloor 15 * Block Strength / LevelMod_{Lv, DIV} \rfloor + 10}{100}
Determines the effect Block Strength has on incoming damage. Only applicable on blocked attacks.
===Direct damageAkh Morning, "How to Be a Math Wizard 3rd Edition, Shadowbringers Damage & Healing"===
D^1 = \lfloor Potency * f(MAIN_{DMG}) * f(DET) \rfloor * f(TNC) \rfloor * f(WD) \rfloor * Trait \rfloor
D^2 = \lfloor D^1 * f(CRIT?)\rfloor * f(DH?) \rfloor
Damage = \lfloor D^2 * rand(95,105) / 100 \rfloor * Buff^1 \rfloor * Buff^2 \rfloor * Buff^\text{∞} \rfloor
===Physical damage over time===
D^1 = \lfloor Potency * f(MAIN_{DMG}) * f(DET) \rfloor * f(TNC) \rfloor * f(SPD) \rfloor * f(WD) \rfloor * Trait \rfloor + 1
D^2 = \lfloor D^1 * rand(95,105) / 100 \rfloor
Damage = \lfloor D^2 * f(CRIT?) \rfloor * f(DH?) \rfloor * Buff^1 \rfloor * Buff^2 \rfloor * Buff^\text{∞} \rfloor
===Magic damage over time===
D^1 = \lfloor Potency * f(WD) \rfloor * f(MAIN_{DMG}) \rfloor * f(SPD) \rfloor * f(DET) \rfloor * f(TNC) \rfloor * Trait \rfloor + 1
D^2 = \lfloor D^1 * rand(95,105) / 100 \rfloor
Damage = \lfloor D^2 * f(CRIT?) \rfloor * f(DH?) \rfloor * Buff^1 \rfloor * Buff^2 \rfloor * Buff^\text{∞} \rfloor
===Auto-attacks===
D^1 = \lfloor Potency * f(MAIN_{DMG}) * f(DET) \rfloor * f(TNC) \rfloor * f(SPD) \rfloor
D^2 = \lfloor D^1 * \lfloor f(WD) * (Delay / 3) *100 \rfloor / 100 \rfloor * Trait \rfloor
D^3 = \lfloor D^2 * f(CRIT?) \rfloor *f(DH?) \rfloor
Damage = \lfloor D^3 * rand(95,105) / 100 \rfloor * Buff^1 \rfloor * Buff^2 \rfloor * Buff^\text{∞} \rfloor
===Damage taken===
D^1 = \lfloor Raw Damage * ( 1 - f(DEF) ) \rfloor * ( 2 - f(TNC) ) \rfloor * ( 1 - f(BLK?) ) \rfloor
Damage = \lfloor D^1 * rand(95,105) / 100 \rfloor * ( 1 - Buff^1 ) \rfloor * (1 - Buff^2) \rfloor * (1 - Buff^\text{∞} ) \rfloor
===Direct healing===
H^1 = \lfloor Potency * f(MAIN_{HEAL}) * f(DET) \rfloor * f(TNC) \rfloor * f(WD) \rfloor * Trait \rfloor
H^2 = \lfloor H^1 * f(CRIT?) \rfloor
Healing= \lfloor H^2 * rand(97,103) / 100 \rfloor * Buff^1 \rfloor * Buff^2 \rfloor * Buff^\text{∞} \rfloor
===Healing over time===
H^1 = \lfloor Potency * f(MAIN_{HEAL}) * f(DET) \rfloor * f(TNC) \rfloor * f(SPD) \rfloor * f(WD) \rfloor * Trait \rfloor
H^2 = \lfloor H^1 * rand(97,103) / 100 \rfloor
Healing= \lfloor H^2 * f(CRIT?) \rfloor * Buff^1 \rfloor * Buff^2 \rfloor * Buff^\text{∞} \rfloor
===Cast and recast timeAkh Morning, "How to Be a Math Wizard 3rd Edition, Shadowbringers Speed"===
Cast^1 = \lfloor ( 2 - f(SPD) ) * Action Delay \rfloor / 1000 
Cast^2 = \lceil \lfloor Type Y * (100 - Haste) \rfloor * Type Z \rceil
Cast = \lfloor Cast^2 * Cast^1 \rfloor * Astral Umbral III \rfloor / 100
Where Action Delay is the base cast or recast time in milliseconds (eg. a 2.5s cast is 2500ms). Astral Umbral III is 0.5 when casting Ice during Astral Fire III, or when casting Fire during Umbral Ice III, or 1 otherwise. Type Y and Z are one of the following values depending on the active effect, or 1 for no effect:
Type Y	Value 	Type Z	Value
 	0.85 	 	0.85
 	0.8 	 	0.95, 0.9, 0.85
 	0.9, 0.87	 	0.96, 0.92, 0.88, 0.84
 	0.9 	 	
===PvP===
PvP content seems to use the same formulae as PvE content, but due to attribute normalization and the removal of critical and direct hits all of the smaller functions can be treated as being equal to 1. This in essence causes the damage and healing done by PvP actions to be equal to their potency before standard randomization and buffs are applied.
==Base modifiers==
The following modifiers are used in determining base HP and attributes, as well as parameters such as MP recovery and block, direct hit, and critical hit probability.
===JobMod===
Job 	HP 	STR	DEX	VIT	INT	MND
Adventurer 	100	100	100	100	100	100
Gladiator 	130	95 	90 	100	50 	95
Pugilist 	105	100	100	95 	45 	85
Marauder 	135	100	90 	100	30 	50
Lancer 	110	105	95 	100	40 	60
Archer 	100	85 	105	95 	80 	75
Conjurer 	100	50 	100	95 	100	105
Thaumaturge	100	40 	95 	95 	105	70
Carpenter 	100	90 	100	105	90 	90
Blacksmith 	100	100	90 	105	90 	90
Armorer 	100	100	90 	105	90 	90
Goldsmith 	100	90 	105	90 	100	90
Weaver 	100	90 	105	90 	90 	100
Alchemist 	100	90 	90 	90 	105	90
Alchemist 	100	90 	90 	90 	105	90
Culinarian 	100	90 	90 	90 	90 	105
Miner 	100	100	90 	90 	90 	100
Botanist 	100	90 	100	90 	100	90
Fisher 	100	100	100	100	100	100
Paladin 	140	100	95 	110	60 	100
Monk 	110	110	105	100	50 	90
Warrior 	145	105	95 	110	40 	55
Dragoon 	115	115	100	105	45 	65
Bard 	105	90 	115	100	85 	80
White Mage 	105	55 	105	100	105	115
Black Mage 	105	45 	100	100	115	75
Arcanist 	100	85 	95 	95 	105	75
Summoner 	105	90 	100	100	115	80
Scholar 	105	90 	100	100	105	115
Rogue 	103	80 	100	95 	60 	70
Ninja 	108	85 	110	100	65 	75
Machinist 	105	85 	115	100	80 	85
Dark Knight	140	105	95 	110	60 	40
Astrologian	105	50 	100	100	105	115
Samurai 	109	112	108	100	60 	50
Red Mage 	105	55 	105	100	115	110
Blue Mage 	105	70 	110	100	115	105
Gunbreaker 	140	100	95 	110	60 	100
Dancer 	105	90 	115	100	85 	80
Reaper 	115	115	100	105	80 	40
Sage 	105	60 	100	100	115	115
===LevelModAkh Morning, "Level Modifiers"===
Lv.	MAIN	SUB	DIV 	HP 	+
1 	20 	56 	56 	86 	
2 	21 	57 	57 	101 	
3 	22 	60 	60 	109 	
4 	24 	62 	62 	116 	
5 	26 	65 	65 	123 	
6 	27 	68 	68 	131 	
7 	29 	70 	70 	138 	
8 	31 	73 	73 	145 	
9 	33 	76 	76 	153 	
10 	35 	78 	78 	160 	
11 	36 	82 	82 	174 	
12 	38 	85 	85 	188 	
13 	41 	89 	89 	202 	
14 	44 	93 	93 	216 	
15 	46 	96 	96 	230 	
16 	49 	100	100 	244 	
17 	52 	104	104 	258 	
18 	54 	109	109 	272 	
19 	57 	113	113 	286 	
20 	60 	116	116 	300 	
21 	63 	122	122 	333? 	
22 	67 	127	127 	366 	
23 	71 	133	133 	399 	
24 	74 	138	138 	432 	
25 	78 	144	144 	465 	
26 	81 	150	150 	498? 	
27 	85 	155	155 	531 	
28 	89 	162	162 	564 	
29 	92 	168	168 	597? 	
30 	97 	173	173 	630 	
31 	101 	181	181 	669 	
32 	106 	188	188 	708 	
33 	110 	194	194 	747 	
34 	115 	202	202 	786 	
35 	119 	209	209 	825 	
36 	124 	215	215 	864 	
37 	128 	223	223 	903 	
38 	134 	229	229 	942 	
39 	139 	236	236 	981 	
40 	144 	244	244 	1020 	
41 	150 	253	253 	1088 	
42 	155 	263	263 	1156 	
43 	161 	272	272 	1224 	
44 	166 	283	283 	1292 	
45 	171 	292	292 	1360?	
46 	177 	302	302 	1428?	
47 	183 	311	311 	1496 	
48 	189 	322	322 	1564?	
49 	196 	331	331 	1632 	
50 	202 	341	341 	1700 	
51 	204 	342	393 	1774 	
52 	205 	344	444 	1851 	
53 	207 	345	496 	1931?	
54 	209 	346	548 	2015 	
55 	210 	347	600 	2102 	
56 	212 	349	651 	2194 	
57 	214 	350	703 	2289 	
58 	215 	351	755 	2388 	
59 	217 	352	806 	2492 	
60 	218 	354	858 	2600 	
61 	224 	355	941 	2700 	
62 	228 	356	1032	2800 	
63 	236 	357	1133	2900 	
64 	244 	358	1243	3000 	
65 	252 	359	1364	3100 	
66 	260 	360	1497	3200 	
67 	268 	361	1643	3300 	
68 	276 	362	1802	3400 	
69 	284 	363	1978	3500 	
70 	292 	364	2170	3600 	
71 	296 	365	2263	?? 	
72 	300 	366	2360	?? 	
73 	305 	367	2461	?? 	
74 	310 	368	2566	?? 	
75 	315 	370	2676	?? 	
76 	320 	372	2790	?? 	
77 	325 	374	2910	?? 	
78 	330 	376	3034	?? 	
79 	335 	378	3164	?? 	
80 	340 	380	3300	4400 	
===ClanMod===
Race 	Clan 	STR	DEX	VIT	INT	MND
Au Ra 	Raen 	-1 	2 	-1 	0 	3
Au Ra 	Xaela 	3 	0 	2 	0 	-2
Elezen 	Duskwight 	0 	0 	-1 	3 	1
Elezen 	Wildwood 	0 	3 	-1 	2 	-1
Hrothgar	Helion 	3 	-3 	3 	-3 	3
Hrothgar	Lost 	3 	-3 	3 	-3 	3
Hyur 	Highlander 	3 	0 	2 	-2 	0
Hyur 	Midlander 	2 	-1 	0 	3 	-1
Lalafell	Dunesfolk 	-1 	1 	-2 	2 	3
Lalafell	Plainsfolk 	-1 	3 	-1 	2 	0
Miqote 	Keeper of the Moon	-1 	2 	-2 	1 	3
Miqote 	Seeker of the Sun 	2 	3 	0 	-1 	-1
Roegadyn	Hellsguard 	0 	-2 	3 	0 	2
Roegadyn	Sea Wolf 	2 	-1 	3 	-2 	1
Viera 	Rava 	0 	3 	-2 	1 	1
Viera 	Veena 	-1 	0 	-1 	3 	2
==Notes==
===Annotations===
===Citations===
All formulae on this page are derived from research conducted at Allagan Studies on Akh Morning, a theorycraft website dedicated to Final Fantasy XIV.
Category:Attributes in Final Fantasy XIV
Category:Stat lists