Light Party vs Full Party – FandomSpot

As you work your way through FFXIV, you’ll notice there are two types of groups or groups you could end up joining:
- A “light party” consisting of 4 to 7 players
- Or a “full party” of 8 members
Light meal commonly used for guildhests and dungeons, while full parties used in tests and raids. When using the Duty Finder, you’ll automatically be grouped into a group of four or eight depending on the type of content you want to do.
While the number of members in each setting is the most obvious difference between the two, there are some details to keep in mind between light and full parties.
Break Limits

After you join a party, your team will have access to the “Limit Break” gauge and start filling it up. Limit Breaks are powerful abilities that change depending on the role of the party member using it.
There are three limit breakout levels that one side can use.
The higher the Limit Break’s level, the stronger it will be.
Using a higher level Limit Break will require using more bars from the Limit Break gauge. Access to the number of bars in the gauge will depend on the type of party you’re in and where you’re on quests.
- Light groups will initially have access to 1 Limit Break bar, with a second bar becoming available during the fight with the dungeon’s final boss.
- Full parties will start with 2 Limit Break bars and gain a 3rd when facing the final boss of a raid.

Cases that fully require the parties involved only in one fight, such as testing and certain Normal Raids will start with 3 bars of Limit Breaks in an instant.
The Limit Break gauge is a shared resource among team members. This means that when one person uses a Limit Break, the gauge will need to be refilled before anyone else can use another one.
Note: using Limit Break will deplete the gauge. This includes any bars that are not filled.
The effect of the Limit Break will depend on the role of the member using it. Each job will have its own unique animation when using Limit Break level 3 (LB3).
Additionally, healers will gain an extra effect when using LB3.

Here’s a quick rundown of the effects of using Limit Breaks for each class:
Role | Job | Effect |
---|---|---|
Tank | Paladin, Warrior, Dark Knight, Gunbreaker | Reduces damage taken by all party members. |
Doctor | White Mage, Scholar, Astrologian, Sage | Restore some HP for all party members. Also revives any KO ally when cast at level 3. |
Melee DPS | Dragoon, Monk, Ninja, Samurai, Reaper | Attack a target |
Physical DPS with scope | Bard, Mechanic, Dancer | Straight line AoE attack |
DPS magic range | Black Mage, Summoner, Red Mage | Target AoE Attack |
Party bonus effect

Joining a party will also give a bonus to each member’s stats depending on the party’s composition.
For each unique role in the party, the player will gain 1% increase in strength, vitality, dexterity, mind and intelligence up to a maximum of 5%.
This means that running dungeons with a standard format of 1 tank, 1 healer, and 2 DPS will guarantee a stat bonus of at least 3% and capped at 4%.
Full parties will also have a guaranteed 3% bonus, but they have the potential to reach the 5% bonus limit depending on the type of DPS class joining the group.

Full sides in Alliance Raid have a better chance of getting the 5% bonus because they don’t follow the typical setup of 2 tanks, 2 healers, and 4 DPS classes. Instead, the default composition for these raids will be more damage dealers, going with 1 tank, 2 healers, and 5 DPS classes for each side.
You can check your current party rewards by opening the party menu and looking at the bottom of the window (see screenshot above).
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