Some of the most basic modifiers are "magna" atk, "normal" atk, and "ex" atk from the weapon grid. A simple visualization I use when working with atk modifiers in gbf is having "labeled containers" where each container corresponds to a "modifier." Modifier Level Obtained Description; Oblivion's Progression: Normal: 1: Boost to dark allies' Dark ATK based on number of turns passed. This is why these weapons are normally used in Magna grids to get a Normal modifier. Counter multiplier is the percentage value present on the Counter skill description. Unlike the season-themed weapons like Summer's Mirage, these weapons offer Normal-modifier skills which will only be boosted by rare Optimus summons like Agni, so these weapons will be a lower priority and may be skipped if you already have a complete grid; see Basic Grids for more info. The Party screen provides some insight through an \"Estimated Damage\" panel, which is becoming more and more precise, and now allows taking into account summon auras, remaining Bahamut weapons function as a normal modifier in your grid. Building Basic Grids is a good way to progress as a player, but fine-tuning complex grids can require experimentation or the use of simulators. However, here are some elements to introduce the more elaborate concepts. Elemental boosts come primarily from summon auras which we’ll talk about later. ATK is boosted (Stackable / Can't be removed), DEF is boosted (Stackable / Can't be removed). 1.Physicians Who Furnish the Entire Global Surgical Package The go-to baha weapon of earth is the Bahamut Sword. NormalOmegaEx boosts is a composite value: The different boost categories that appear in these formulas are detailed below. Seox event! The Party screen provides some insight through an "Estimated Damage" panel, which is becoming more and more precise, and now allows taking into account summon auras, remaining HP level, turn number and number of foes—but not buffs, debuffs, multiattacks or extra damage types (critical, supplemental and bonus). These are completed by other, more specific categories that will not be detailed here (see Detailed Formula to understand the full damage computation). Duration: Until recast: 20% ATK Up Normal modifier, 20% DA Up, 50% / 30% boost to critical hit rate 50% chance of dealing 30% more damage., and Defend effects don't activate. The sword has a lesser boost than most bahamut … The Weapon skills boosted by Primal Summons are also normal type. Attack Types: Normal Attack | Critical Attack | Charge Attack Note: the Japanese term for Omega is Magna. Sometimes, two modifiers will not stack with each other: in that case, priority rules appear, which depend on the type of modifiers. This page was last edited on 13 December 2020, at 23:56. Burst constant depends on the number of Charge Attacks involved in the Chain Burst: 25% for 2 CA, 33.3% for 3 CA, 50% for 4 CA and more. Modifier Description; FB : Item provided without cost to provider, supplier or practitioner, or credit received for replacement device (e.g. Jammed and Strength are character buffs originating from skills, weapons, summons or charge attacks. Crew Ship modifier is the X% [Element] ATK up effect present on the active crew airship. Base damage is a virtual damage value that is used as a basis in the computation of the actual damage values for in-game attack types (normal, counters, charge attacks, etc.). Assassin modifiers are ATK up effects that come from buffs such Salted WoundATK is boosted when foe is in break mode, DefianceATK is boosted for foes in Overdrive, Path of DestructionATK is boosted and other variants. Your EX boost will be 100% (base value) + 11% + 23% = 134%. Omega aura is the modifier from the Omega Series SSR summons aura: Colossus, Leviathan, Yggdrasil, Tiamat, Luminiera and Celeste. These summons are Agni, Varuna, Titan, Zephyrus, Zeus and Hades. at max stacks,  IndominusFire damage to a foe (Damage cap: ~510,000).Gain 10% ATK Up (Stackable / Max: 60%)ATK is boosted (Stackable / Can't be removed)Strength: 10% (Max: 60%)Multiplier: Unique StackableDuration: IndefiniteStacking: Single Target and10% DEF Up (Stackable / Max: 60%)DEF is boosted (Stackable / Can't be removed)Strength: 10% (Max: 60%)Duration: IndefiniteStacking: Single Target.Restore all allies' HP based on damage dealt (Healing cap: 2000) and remove 1 debuff. It is applied after every other modifier has been applied, on every damage instance, and also affects the character's damage cap. Let's start with some simple tips/tricks that make life a lot easier in GBF. CA Damage Up mods are boost to Charge Attack DMG effects, that can originate from EMP perks, active or passive skills or summon calls. These include for instance Feower's ForfeitDMG taken is boosted / DMG dealt is lowered and Gabriel's PureflowDMG taken is boosted / DMG dealt is loweredLocal status effect (10% each, but don't stack). All the EX weapons bonuses then stack additively. Absolute modifiers of the ATK computation, such as the 15% ATK cut from Qinglong Manewhip. The cap used is dependent on highest active effect. Critical mods is the sum of every multiplier linked to the critical skills that have successfully triggered for this damage instance (since critical damage only has a fixed chance to happen for each critical skill). It is another instance of damage present alongside the normal attacks. Critical attacks have a chance to replace Normal attacks when using an element-superior team (or under certain field effects). : Good boost to DA and ATK with a cost of sword's defensive skill. and Satyr (Summon) will have 60% + 30% = 90%). Side stories are a great source of basic ex weapons, look for one that has a reward based off the element you want, for example the shadowverse side story has a very good wind bow ex weapon. Qilin Bow offers Massive Tyranny (25.5% Normal ATK @ slvl20 and -10% HP) as well as 10% DMG Cap Up. Mainhands. They are present on Normal, Omega and EX weapons. Elemental ATK buffs and debuffs are the [Element] ATK up/down effects that can come from skills, weapons, enemies or summon calls. Attacks made with elemental superiority have a chance to deal boosted DMG / Double attack rate is boosted / ATK is boosted / Debuff resistance is boosted / Charge bar is boosted, Light magic is amplified (Max: 5 / Can't be removed), Recovers once from a knockout while in effect /, http://gbf.wiki/index.php?title=Damage_Formula&oldid=279315, Creative Commons Attribution-NonCommercial-ShareAlike. You can identify them thanks to the Ω present in the top left of the weapon skill icon. The Eternals are a powerful group that rule the far reaches of the sky, and are seen as a threat to the entire skydom. Other Damage Types: Plain Damage | Bonus Damage | Supplemental Damage Earth has a lot of everyone, but its primary attackers are both human and draph. GBF.xzz – Easy to use since it provides visuals, but Japanese only and isn’t able to compare your grids. DMG taken is boosted / DMG dealt is lowered, Can't use special attack / Chance that attacks are inhibited / Takes big DMG, Can't attack and takes big DMG (Ends upon taking DMG), Boost to DMG taken / HP is lowered on every turn (Can't be removed), Weapon / Summon Optimization and Progression, http://gbf.wiki/index.php?title=Damage_Formula/Detailed_Damage_Formula&oldid=394765, Creative Commons Attribution-NonCommercial-ShareAlike. They are directly added without taking into account Base Damage or Defense. Burst boost is the sum of all stacking Boost to Chain burst DMG effects from skills, weapons or summons. Since Normal and Unknown weapons are staying the same, we can remove them from the formula to avoid mistakes, but here is the formula: (100% + Omega * 200%) * (100% + 60%) = (100% + Omega) * (100% + 120%) Colossus Omega 3★ doubles your Omega modifier, so that's Omega * 200%. Additionally, some summons, such as Grand Order, directly add a modifier to your Normal boost. These modifiers come from weapon skills, what element is used, character bonuses, character skills, etc. Normal Enmity, Normal Stamina, Omega Enmity, Omega Stamina, EX Enmity, Seraphic Weapons skills. – Consider an Atma/Ultima Weapon if your team consists of characters that share weapon proficiencies in order to benefit from a Gauph Key or if you can utilize the DMG Cap option from its Ultima Key. Damage Formula: Basic Concepts | Detailed Formula | Damage Cap | Examples and Guidelines. Remember to balance your weapon modifiers for maximum damage. Your Elemental boost is computed additively as 100% (base value) + 50% + 40% + 140% = 330%. Fire damage to a foe (Damage cap: ~510,000). Now that we know how to compute the Base Damage, there remains to transform that into actual damage values. Total Char Unique ATK boosts is the product of all the Unique ATK up effects present on a character. If Lunalu copies  IndominusFire damage to a foe (Damage cap: ~510,000).Gain 10% ATK Up (Stackable / Max: 60%)ATK is boosted (Stackable / Can't be removed)Strength: 10% (Max: 60%)Multiplier: Unique StackableDuration: IndefiniteStacking: Single Target and10% DEF Up (Stackable / Max: 60%)DEF is boosted (Stackable / Can't be removed)Strength: 10% (Max: 60%)Duration: IndefiniteStacking: Single Target.Restore all allies' HP based on damage dealt (Healing cap: 2000) and remove 1 debuff. ^4 This is annecdotal, but I find that it is underappreciated how important the 1 MH + 9 Other weapons constraint is when it comes to grid construction. Bonus Supplemental Damage might be different from the Normal Supplemental Damage, for instance on Hollowsky Weapons Covenant effects. grid atk ~ Normal mod x Magna mod x Ex mod x Elemental mod. If a weapon skill is neither EX nor Omega, it is a Normal weapon skill. Without going too much into detail, stacking multiplicative boosts is usually more beneficial than just adding modifiers to an existing boost, as long as all these boosts have roughly the same potency. But due to the respective strengths of their Omega weapons, Wind teams usually contain 6 to 7, while Fire often does with just 5. IT'S BUSY DANGIT If … If your element is strong against the enemy's element, your Elemental boost gains +50%. For simplicity's sake in this section, we will consider that characters are neither buffed nor debuffed. The base damage is based on the character's ATK stat, modified by a boost factor. Omega weapon skills are present on several farmable weapons, mainly dropped from Omega Raids and Impossible Omega II Raids. In that case and with no other buffs/debuffs, the actual enemy defense drops to 10 × 50% = 5. In Light the Dark Opus can simply replace either a Luminiera Bolt/Sword Omega. Omega grids usually have 5-6 Omega weapons, 1-2 Normal weapons, 1-3 EX weapons, and 0-1 Seraphic weapon. 350%-450% Water damage to a foe (Damage cap: ~630,000). Additionally, in most situations, players will try to apply maximal DEF down to the enemy (50%) while dispelling DEF up buffs. If you’re looking to get a mixture of modifiers in a Primal grid, you want to be splashing for Magna and Unknown modifiers instead. Event weapons before November 2016 have Normal-modifier skills. Hatred's Enmity: Normal: 150: Medium boost to dark allies' ATK based on how low HP is. Attack Types: Normal Attack | Critical Attack | Charge Attack Contrablade Gain Lethal Attack Dodged (25% HP) (1 time) Can withstand lethal DMG if HP is 25% or higher (Leaves 1 HP) What's this about multiplication and addition? Elemental boosts come primarily from summon auras which we’ll talk about later. These are different from other stackable ATK boosts, like Assassin's Motivating Draft, which are under the Normal ATK modifier. Bahamut weapons use NORMAL modifiers. EX weapon skills are mainly present on event weapons or side story weapons. Elemental boost is the simplest to explain : Example: you use a Fire team against a Wind enemy (+50%), with a 0★ Ifrit main summon (+40%) and a 3★ Shiva support summon (+140%). Some contribute to the 4 main Boost categories by complexifying the formulas, e.g. GBF players didn't understand much of the duels anyway and Shadowverse players got no satisfaction from it â ¦ They also tend to be split into two parts. However, given the complexity of the system, trial-and-error for grid optimization can quickly become tedious. The Metal Destroyers in the graphs can be treated as flexweapons which can be replaced by (almost) any other weapon grid piece. The attack-focused Omega weapons skills will increase your Omega boost. Therefore, in all the following subsections describing the different instances of damage, the final damage will be computed as such if a Seraphic modifier is present: Normal damage is the damage of one hit of a normal attack. Example: If you have two level 150 Ixaba at skill level 15 (massive modifier, +22% each) and one 0★ Agni main summon (+80%), your Normal weapon boost is 44%, your Normal summon modifier is 180%, resulting in a Normal boost of 100% + (44% × 180%) = 179.20%. CA weapon mods are boost to Charge Attack DMG effects present on certain weapon skills, in particular Sentence or Mystery. Essentially, each Unique ATK up effect behaves like its own boost category, applied multiplicatively in the damage formula. Apart from fixed damage instances, all damage in Granblue Fantasy is based on the characters' ATK stat, which is then affected by a series of modifiers coming from skills effects, weapon skills, summon calls, etc. ATK down modifier encompasses all non-elemental X% ATK down debuffs present on the character. Crew Skill boost is the X% [Element] ATK up effect triggered by certain crew skills. For detailed information, check the Detailed Formula article. Perpetuity modifiers are ATK up effects originating from the Perpetuity Ring, the Shield of Eternal Splendor Wonder, and rarely some buffs, such as Heavenly HowlATK, DMG cap, and triple attack rate are boosted (Can't be removed). You may notice that I didn’t mention any Elemental atk modifier before now and that’s because there are no weapons that have weapon skills that provide elemental modifier type boosts. ^3 I use Gislas as the main example here, but the same is true for Blutgang since it is a highly concentrated form of Normal modifier with exceptional stats. The boost depends on the status: Stared StiffCan't use special attack / Chance that attacks are inhibited / Takes big DMGTakes 10% more damageLocal status effect = 10%, SleepCan't attack and takes big DMG (Ends upon taking DMG)Takes 25% more damage = 25%, ComatoseCan't attack and takes big DMG(Chance to end upon taking DMG)Takes 50% more damageLocal status effect = 50%. EMP modifiers and Ring modifiers respectively come from the EMP perks and the Coronation Rings, Lineage Rings, and Intricacy Rings associated to the character. Usual EX ATK modifiers encompass all the EX weapon skills that increase ATK with no requirement on character HP level, excluding the iDOLM@STER event weapon Mysterious EX skills. In addition to this, if a main or support summon aura is, The bonus provided by each weapon depends on the "strength" of its Omega skill (, Moreover, the six Omega Series SSR summons (, Your final Omega boost will be 100% (base value) + [45% (weapons) × 270% (summons)] =, the total modifiers to the enemy defense, either debuffs (DEF down) or buffs (DEF up). Details unknown and to be updated during the event! For multiattacks, each hit will be computed independently. GBVS coming to NA! Every enemy has an innate defense stat, which is then modified by the DEF up buffs and DEF down debuffs. Usually a magna weapon grid will be made out of a Mainhand, 6-7 magna weapons, 1 bahamut weapon, 1-2 unknown, or 1 normal modifier weapon. If you need other modifiers for your grid, slot in Magna or Unknown weapons. This makes them much less attractive versus in a Magna grid, where they are an incredibly slot efficient way to get a Normal type modifier. Normal ATK modifier encompasses all the Normal weapon skills that increase ATK with no requirement on character HP level. Similarly, Unique skills are very sought for, since they will stack multiplicatively to the Base damage and therefore amplify the effect of all other boosts. The character skills (active or passive) are very diverse and their impact on the damage formula depends on their type. If a weapon matches the character's weapon specialty, it contributes at 120% of its base ATK instead of 100%. Make sure your grid has a mix of both Normal and Omega modifier weapons in it (eg. Finally, the ±5% corresponds to a random variation of the actual output, computed per hit, to introduce some variability in the numbers you will see on screen. The attack-focused Normal weapon skills will increase your Normal boost. DEF up mods are all the DEF up effects present on the enemy. Bonus Damage, colloquially referred to as "echo", originates from certain skills, charge attacks, summons or weapons. You can identify them if there is nothing in the top left of the weapon skill icon, or if there is a II or III. 5 times then  Blade Impulse350%-450% Water damage to a foe (Damage cap: ~630,000).At level 55:Damage increased to 400%-500%.At level 100:Also inflict 10% ATK Down (Stackable / Max: 40%)ATK is lowered (Stackable)Strength: 10% (Max: 40%)Base Accuracy: 90%Duration: 180 seconds and 10% DEF Down (Stackable / Max: 40%)DEF is lowered (Stackable)Strength: 10% (Max: 40%)Base Accuracy: 90%Duration: 180 seconds.Gain 10% ATK Up (Stackable / Max: 50%)ATK is boosted (Stackable / Can't be removed)Strength: 10% (Max: 50%)Multiplier: Unique StackableDuration: IndefiniteStacking: Single. The value of each boost category is computed using all the modifiers of that category. Damage Cuts and Repel effects are not taken into account. Based on what your current weapons are and what summons are available to you, what ultimately increases your damage and overall strength will depend. Example: You have one Chop-Chop skill level 6 (big modifier) and one True Phantom Demon Blade skill level 15 (massive modifier) in your grid. Knowing your overall strength level isn't trivial in Granblue Fantasy. Innate DEF has a nominal value of 10, with high defense enemies using higher values and low defense enemies using lower values. The attack-focused EX weapons skills will increase your EX boost. Within a boost category, the modifiers always stack additively. Normal boost works the same way as Omega boost: the weapons modifiers are found in the the Normal table in the Weapon Skills page, and the Optimus Series summons drawn from the Premium Draw (and their Demi Optimus counterparts) will modify the Normal weapon modifiers. Would coding with V22.2 (pregnant state, incidental) as a secondary diagnosis possibly alleviate this issue? Therefore, in order to better understand how to build the optimal grid with given resources, as well as how to determine which resources should next be worked towards, it is very useful to know the basic principles behind damage computation. The damage formula is important to understand once you have completed your first weapon grid and find a new Omega SSR weapon, or draw one in a Premium Draw. It can be viewed as 10% of the average amount of damage a character will do for each hit of a normal attack, on a normal defense enemy with no buffs or debuffs. The former uses a graphical interface and is much easier to use yet is only in Japanese while the latter is bilingual, more advanced and … What is your grid filled with? Bonus multiplier is the X% Bonus Damage description of the echo-providing skills. The usual grid setup is 5-6 Omega, 2-3 Normal (this includes Bahamut Weapons, the Normal II Celestial Weapons, and Atma/Ultima Weapons), and 1-2 EX weapons. The most common innate defense value is 10. Unique Stackable boosts in separate frames count toward separate caps (e.g. Standard M1/M2. Some weapon skills contribute to completely separate Boost categories, e.g. If your element is weak to the enemy's element, your Elemental boost gets -25%. grid atk ~ Normal mod x Magna mod x Ex mod x Elemental mod. Supplemental Damage is an effect present on certain skills, such as Halluel and Malluel's EverbaneBoost to DMG taken / HP is lowered on every turn (Can't be removed)Local status effect debuff or the Hollowsky Weapons's Covenant skills. Normal summon aura is the X% boost to Normal ATK modifer from summons such as Grand Order. Bahamut Weapons and Ultima Weapons skills. If the order of copied skills is switched, she will have a 60% boost.) That’s right, NORMAL modifiers. For computations, the notion of Base Damage is useful to factor in all these modifiers. The bonus provided by each EX weapon depends on the "strength" of its EX skill (small, medium, big or massive) and the weapon's skill level, following the EX table in the Weapon Skills page. Random Modifier is a random number between 0.95 and 1.05 (step size 0.01); in other words, there is a 5% variance in the expected value for each hit. Primal Gacha. The reason for that is because skills within one type stack additively, but skills between different types stack multiplicatively. Unique Stackable modifiers are ATK up effects that come from ATK Up (Stackable)ATK is boosted while active (Stackable)Multiplier: Unique Stackable and its variants. These skills are identifiable by the Sword icon at the bottom right of the weapon skill icon. Unique DEF down mods are DEF down effects that are not affected by the hard DEF down cap. Enmity and Stamina modifiers are the ATK up weapon skill modifiers that depend on the HP level of the character. However, making the most benefits out of the weapon also requires having the summon Hades, as Gisla uses a Normal modifier as a counterpart to Celeste Claw Omega's Omega modifier. Optimus aura is the modifier from the Optimus Series summons aura (and their Demi Optimus counterparts): Agni, Varuna, Titan, Zephyrus, Zeus and Hades. They are described by a chance and a multiplier, usually labeled X% chance to deal Y% supplemental damage. Normal Damage = (Base Damage × Sleeping boost × Random Modifier / Enemy DEF) + Supplemental Damage Random Modifier is a random number between 0.95 and 1.05 (step size 0.01); in other words, there is a 5% variance in the expected value for each hit. If the Celeste Omega summon boosts Omega modifiers, Hades is the counterpart for Normal Modifiers. In addition to the boost, all known assassin boosts also increase the damage cap. Thunder's Might and Horus's Might) Remember to skill up and level up everything! These skills give stat bonuses to certain types of characters, or provide other bonuses based on the skill. Duration: Until recast: 20% ATK Up Normal modifier, 20% DA Up, 50% / 30% boost to critical hit rate 50% chance of dealing 30% more damage., and Defend effects don't activate. Omega ATK modifiers encompass all the Omega weapon skills that increase ATK with no requirement on character HP level. Unknown modifiers are a special modifier on their own. Normal buffs/debuffs are the ATK up/down effects that can come from skills, enemies or summon calls. covered under warranty, replaced due to defect, free samples). Seraphic boost is an effect present on some characters' passive skills (Eternals and Lancelot (Wind), for instance), and on the Seraphic Weapons skills. Moreover, we will only take into account "flat ATK up" weapon skills, such as Might, which just contribute to the damage boost without taking into account the character's HP level. Normal and Omega Enmity/Stamina modifiers are affected by the Optimus/Omega auras, but not the EX modifiers. Free Eternal! (Detailed values or link). Weapon Skills are modifiers found on Rare and higher weapons. However, keep in mind that these are only generic rules, and it can be hard to find the optimal setup when taking into account all the possible weapons skills, character skills and summons. Lvl 1: ATK +1000 Total: ATK +3000 HP +1000 Speed up charge bar during one-foe attacks +1: Lvl 5: HP +1000: Lvl 10 ATK +1000: Lvl 15: Speed up charge bar during one-foe attacks +1
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