An action command that is usable when a character has 100% TP or more, comparable to special commands (Desperations, Limit Breaks, Trance, Overdrive, etc.) in previous Final Fantasy games. Weapon Skills are generally meant to deal damage, and may have additional effects depending on how much TP is available upon execution.
Generally, a player learns a Weapon Skill when his weapon'scombat skill reaches the necessary level for that Weapon Skill. If the combat skill reaches the required level for a weapon skill via equipment or merits, then you are able to use that weapon skill, regardless of if your 'true skill' is at that required level not. Some Weapon Skills are only available to certain jobs when used as Main Job or Support Job, and a few are exclusive to single jobs only. Each weapon skill has its own set of secondary modifiers (WSC) and additional effects based on TP to determine its damage and effects on an enemy.
In general, multi-hit Weapon Skills have the highest damage potential, but single-hit weapon skills are also capable of causing large amounts of damage due to their accurate nature. Note: The first hit of all single hit and multi hit melee WSs (and most ranged WSs with notable exceptions such as Sidewinder/Slug Shot) have capped accuracy by default, even on very high level and evasive targets.
If multiple Weapon Skills are used in a row they may produce a Skillchain when timed correctly. Skillchain damage is elemental in nature. The amount of damage done is based largely on the damage dealt by the weapon skill that concludes the chain, but often suffer partial resistance and result in lower damage.
There is a short delay between the initiation and the use of a weaponskill. If you initiate a weapon skill and the target moves out of range before it activates, your TP will be reduced to 0 and the skill will have no effect; you will receive a "target out of range" message when this happens.
Weapon Skills
● = Available from Main or Support Job ● = Available only from Main Job