Attack Types: Normal Attack | Critical Attack | Charge Attack
Other Damage Types: Plain Damage | Bonus Damage | Supplemental Damage
Damage Formula: Basic Concepts | Detailed Formula | Damage Cap | Examples and Guidelines
Other Damage Types: Plain Damage | Bonus Damage | Supplemental Damage
Damage Formula: Basic Concepts | Detailed Formula | Damage Cap | Examples and Guidelines
Damage is the amount of harm that is inflicted with attack-oriented skills and debuffs.
- 1Attacking
- 1.1Damage Types
- 1.1.3Damage Subtypes
- 1.4Offensive Factors
- 1.1Damage Types
- Infernal's Rage: When main weapon (MC only): Fire damage to all foes at end of turn upon taking damage (Specs enhanced upon each activation) Hidden Edge Immolation: Massive Fire damage to a foe. All allies gain 25% ATK Up ATK is boosted Strength: 25% Multiplier: Normal Duration: 3.5 turns Applied during the.
- Weapon Specialty. Weapon Specialty is an attribute that allows a character to gain 20% more ATK from weapons of that type in a Weapon Grid. A character can have up to two weapon specialties. The Main Character's weapon specialty is based on their current class. Certain Weapon Skills use weapon specialty as a requirement for special effects.
- The Ultima Weapon appears in the Dawn of Souls and subsequent remakes. Besides the Masamune, it is the only weapon that can be equipped by all upgraded classes.Its damage is based on the user's HP, having a maximum Attack power of 100 (rounded up from 99.9). The Attack and Accuracy increases are equal to the wielder's max HP divided by 10.
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Attacking[edit | edit source]
Attacking deals damage to your enemies. Once all the Health Points of your enemies drops to 0, you win. Dealing more damage allows you to contribute more in Raids. The most common method of dealing damage is through Attacks.
Damage Types[edit | edit source]
Every single damage source in the game has a type and a subtype.
Elemental[edit | edit source]
Elemental damage is the default type of damage dealt. It is generally the same element as the damage source. It can be mitigated by character buffs such as Phalanx, and can be reduced or amplified by elemental weaknesses or resistances.
Plain[edit | edit source]
![Weapon Weapon](/uploads/1/3/4/3/134342343/571124135.png)
Dmg glass. Plain (or White) damage is a special type of damage. It can not be mitigated by any status effects. It is often seen through turn-based damage debuffs, special skills, or enemy Charge Attacks. The only known exceptions are turn-based damage debuffs, which can be mitigated with a shield.
Damage Subtypes[edit | edit source]
Dynamic[edit | edit source]
Dynamic damage is the default subtype of all damage. Dynamic damage has +/- spread post-damage calculation, and is often unwritten due to the large quantity of dynamic damage sources in the game.
Static[edit | edit source]
Static damage is the only other subtype of damage in Granblue Fantasy. Static damage has pre-defined damage values and does not have any kind of damage spread. Most player's first encounter with static damage is Proto Bahamut's Skyfall, which does 9,999,999 static Dark damage - requiring a 100% Damage Cut to survive.
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Cap[edit | edit source]
The damage cap is an upper limit on how much player-inflicted damage can be dealt in various circumstances, before damage spread is applied. In general, each instance of normal attack damage is softcapped to 420,000 damage. Google earth app für mac. Attacks such as Charge Attacks and Chain Bursts are softcapped to 1,700,000 damage. After this threshold, excess damage is reduced from 30% to 99%, depending on how much overflow from the softcap. Buffs such as Echo count as their own separate damage instance. Skills and damaging debuffs such as also has their own individual damage cap.
There are various ways to temporarily increase the damage cap, such as the summon or Ferry's Grausam skill. Most notably, the Hawkeye skill Crack Shot II and similar Break Assassin or OD Assassin skills raise the normal attack damage cap to 1,160,000 damage.
Formula[edit | edit source]
The basic damage formula is as follows:
Damage Dealt = (100-s)% * Skill Multiplier * Damage Spread% * ATK * Critical Hit Bonus (if attack is Critical) / ( + (Victim's Defense + Buffs))
ATK = Base Attack * (Normal Multiplier * Omega Multiplier * Ex Multiplier * Elemental Multiplier)
Offensive Factors[edit | edit source]
Skills[edit | edit source]
Each instance of damage in the game has its own multiplier. Normal attacks have a multiplier of . Skills generally have their multipliers written in their tooltips.
Normal[edit | edit source]
Formula:
(1 + ((Normal Multiplier * Normal Summon Multiplier) + Bahamut Weapon Skills + Character Summon Multiplier + In-combat Buffs)) * (1 + (Normal Enmity Multiplier)*(Normal Summon Multiplier))
Normal damage and enmity multipliers are gained from using Normal Weapon Skills.
Normal Summon multipliers are gained from using summons such as or .
Bahamut Weapon Skills can be gained from Bahamut Weapons, up to a cap of 50%.
Gbf Specialty Weapon Dmg Free
Character Summon Multiplier is gained from summons such as or .
Buffs can be gained from Status Effects.
Omega[edit | edit source]
Formula:
(1 + (Omega Damage Multiplier * Omega Summon Multiplier))*(1 + (Omega Enmity Multiplier * Omega Summon Multiplier))
Omega damage and enmity multipliers are gained form using Omega weapons.
Omega Summon Multipliers can be obtained by using Omega summons.
Ex[edit | edit source]
Samples:
Formula:
1 + Ex Skill Multiplier + (Mysterious Skill Multiplier * Mysterious Summon Multiplier)
Omsi bus simulator download for mac.Ex skills, colloquially known as Unknown skills, can be obtained from weapons such as .
Mysterious multiplier for the Idolm@ster collaboration event weapons can be boosted using .
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Elemental[edit | edit source]
Formula:
1 + Elemental Affinity + Elemental Summon Multiplier + Elemental Buffs
Elemental Affinity is determined whether the victim's element is weak, neutral or strong to your element. These values are -0.25, 0 and 0.5 respectively.
Elemental Summon Multiplier is obtained from using summons such as .
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Elemental Buffs are bonuses to element-based damage such as .
All entities in the game have an Innate Defense value, which determines the entity's resilience to damage. The most common defense value is 10. This stat can be modified by buffs such as and Elemental DMG Lowered buffs. It can't be lowered by more than 50% of its base value against enemy NPCs. Damage types such as Plain damage and Static damage generally ignore defense, and sometimes ignore .
Retrieved from 'http://gbf.wiki/index.php?title=Damage&oldid=242675'
- Member
Post by primula on Mar 27, 2016 8:48:02 GMT 8
I just started to really delve into getting my weapon pools working correctly, don't have too much to work with yet but getting there!
The one thing I'm unsure about is whether I should sacrifice attack power in favour of attack skills of same element?
Example case:
In my Earth pool I have a Earth weapon that offers 900 AP and has 'middle' attack skill.
When using the auto-optimize button, it switches out this weapon in favour of a Fire based weapon that has around 1100 AP, so around 200 AP increase.
Does auto-optimize take into account the weapon's skill or does it base its decision on AP alone?
I read the weapon optimization guide here:
gbf-english.proboards.com/thread/595/weapon-summon-optimisation-progression
At '5.1. Damage Modifiers' I'm assuming 'Else' means any other weapon. All of my weapons are either skill lv 1 or 2 at the moment. Does this bonus get added to the AP provided by the weapon only, or your total AP?
The one thing I'm unsure about is whether I should sacrifice attack power in favour of attack skills of same element?
Example case:
In my Earth pool I have a Earth weapon that offers 900 AP and has 'middle' attack skill.
When using the auto-optimize button, it switches out this weapon in favour of a Fire based weapon that has around 1100 AP, so around 200 AP increase.
Does auto-optimize take into account the weapon's skill or does it base its decision on AP alone?
I read the weapon optimization guide here:
gbf-english.proboards.com/thread/595/weapon-summon-optimisation-progression
At '5.1. Damage Modifiers' I'm assuming 'Else' means any other weapon. All of my weapons are either skill lv 1 or 2 at the moment. Does this bonus get added to the AP provided by the weapon only, or your total AP?