Bahamut weapons use NORMAL modifiers. A.Procedure Codes and Modifiers Use of the modifiers in this section apply to both major procedures with a 90-day postoperative period and minor procedures with a 10-day postoperative period (and/or a zero day postoperative period in the case of modifiers “-22” and “-25”). If a weapon matches the character's weapon specialty, it contributes at 120% of its base ATK instead of 100%. 1.Physicians Who Furnish the Entire Global Surgical Package Other Damage Types: Plain Damage | Bonus Damage | Supplemental Damage These are completed by other, more specific categories that will not be detailed here (see Detailed Formula to understand the full damage computation). Bahamut weapons function as a normal modifier in your grid. However, given the complexity of the system, trial-and-error for grid optimization can quickly become tedious. Additionally, some summons, such as Grand Order, directly add a modifier to your Normal boost. 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. 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. Unique Stackable boosts that use the same frame will stack additively and count toward the same cap. Knowing your overall strength level isn't trivial in Granblue Fantasy. It is applied after every other modifier has been applied, on every damage instance, and also affects the character's damage cap. 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. Total Char Unique ATK boosts is the product of all the Unique ATK up effects present on a character. 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. IT'S BUSY DANGIT If … However, their actual computation involves notions of multipliers, critical chance, number of participants, so refer to the Detailed Formula article for details. If your element is weak to the enemy's element, your Elemental boost gets -25%. EX weapon skills are mainly present on event weapons or side story weapons. The cap used is dependent on highest active effect. Bonus Damage, colloquially referred to as "echo", originates from certain skills, charge attacks, summons or weapons. Unknown modifiers are a special modifier on their own. CA Damage Up mods are boost to Charge Attack DMG effects, that can originate from EMP perks, active or passive skills or summon calls. Unique DEF down mods are DEF down effects that are not affected by the hard DEF down cap. As for weapon skills, some skills create new multiplicative Boost categories, some contribute to the existing Boosts. 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. What is your grid filled with? The attack-focused Normal weapon skills will increase your Normal boost. The sword has a lesser boost than most bahamut … grid atk ~ Normal mod x Magna mod x Ex mod x Elemental mod. Bonus multiplier is the X% Bonus Damage description of the echo-providing skills. Fire damage to a foe (Damage cap: ~510,000). 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). 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. Fixed CA damage is present in very small amounts (2000 for Shiva) on all Charge Attacks and in large amounts on certain characters' Charge Attacks, such as Yodarha (SSR). ATK is simply the sum of all the grid weapons' and summons ATK values, each weapon ATK being modified by an increased 20% if it matches that character's proficiency. 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 Ranko Kanzaki aura affects the Mysterious EX ATK modifiers from iDOLM@STER event EX weapons. GBVS coming to NA! That’s right, NORMAL modifiers. 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%). The reason for that is because skills within one type stack additively, but skills between different types stack multiplicatively. Normal ATK modifier encompasses all the Normal weapon skills that increase ATK with no requirement on character HP level. Remember to balance your weapon modifiers for maximum damage. EMP modifiers and Ring modifiers respectively come from the EMP perks and the Coronation Rings, Lineage Rings, and Intricacy Rings associated to the character. What about Charge Attacks, Chain Bursts, critical hits, counterattacks? The go-to baha weapon of earth is the Bahamut Sword. Sometimes, two modifiers will not stack with each other: in that case, priority rules appear, which depend on the type of modifiers. 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. This means that for most grids, players will try to fit at least one EX, one Normal and one Omega weapon, independently of what summon they use. Counter multiplier is the percentage value present on the Counter skill description. Change Log & Intro. Love Eternal (Grand Weapon, Rosetta’s) and Reunion (Grand Weapon, Lecia’s) both have three Normal modifiers (one is massive ATK, 22% @ Slvl 15) that are boosted by Zephyrus: LE provides more offense (Medium ATK and DA, 14.5% ATK and 5% DA) while Reunion gives less damage but with added HP (Small Majesty, 12% ATK and HP). Other Damage Types: Plain Damage | Bonus Damage | Supplemental Damage Therefore, in very simple terms, the base damage formula is as follows: The Total Boost factor is the multiplication of 4 main boost categories, usually called Elemental, Omega, EX, and Normal. 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 … Damage Cuts and Repel effects are not taken into account. Therefore, maximizing your Base Damage will always be a good idea. gbf.wiki page. Damage Formula: Basic Concepts | Detailed Formula | Damage Cap | Examples and Guidelines. ATK is boosted (Stackable / Can't be removed), DEF is boosted (Stackable / Can't be removed). Normal summon aura is the X% boost to Normal ATK modifer from summons such as Grand Order. They are described by a chance and a multiplier, usually labeled X% chance to deal Y% supplemental damage. Normal buffs/debuffs are the ATK up/down effects that can come from skills, enemies or summon calls. There are four main types of weapon skills: Omega, Normal, EX (Unknown), and Seraphic. NormalOmegaEx boosts is a composite value: The different boost categories that appear in these formulas are detailed below. Earth has a lot of everyone, but its primary attackers are both human and draph. Elemental superiority is 50% when the character is element-superior to the enemy, -25% when element-inferior, 0% otherwise. 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. Bonus Supplemental Damage might be different from the Normal Supplemental Damage, for instance on Hollowsky Weapons Covenant effects. 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. Make sure your grid has a mix of both Normal and Omega modifier weapons in it (eg. Damage Formula: Basic Concepts | Detailed Formula | Damage Cap | Examples and Guidelines. Event weapons before November 2016 have Normal-modifier skills. You can identify them thanks to the Ω present in the top left of the weapon skill icon. Most weapon skills have 2 parts: the base skill, and the skill level. 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%. If the Celeste Omega summon boosts Omega modifiers, Hades is the counterpart for Normal Modifiers. Crew Ship modifier is the X% [Element] ATK up effect present on the active crew airship. The below modifiers should not be used for services January 1, 2014, or after. For detailed information, check the Detailed Formula article. Elemental EMP buffs are EMPs of the type [Element] ATK up. Normal and Omega Enmity/Stamina modifiers are affected by the Optimus/Omega auras, but not the EX modifiers. GBF.xzz – Easy to use since it provides visuals, but Japanese only and isn’t able to compare your grids. The Eternals are a powerful group that rule the far reaches of the sky, and are seen as a threat to the entire skydom. The domain gbf.wiki uses a Commercial suffix and it's server(s) are located in US with the IP number 45.79.32.96 and it is a .wiki. Some contribute to the 4 main Boost categories by complexifying the formulas, e.g. Improving the grid Armor Break 100% elemental damage to … Note: the Japanese term for Omega is Magna. – 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. Standard M1/M2. 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. Would coding with V22.2 (pregnant state, incidental) as a secondary diagnosis possibly alleviate this issue? 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. Now that we know how to compute the Base Damage, there remains to transform that into actual damage values. Crew Skill boost is the X% [Element] ATK up effect triggered by certain crew skills. Hatred's Enmity: Normal: 150: Medium boost to dark allies' ATK based on how low HP is. Knowing your overall strength level isn't trivial in Granblue Fantasy. 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. 1 time, she will have a 50% boost. Element superiority is the same modifier as in the Elemental boost: +50%, -25% or 0%. Some weapon skills contribute to completely separate Boost categories, e.g. If the order of copied skills is switched, she will have a 60% boost.) You can identify them thanks to the EX present in the top left of the weapon skill icon. Jammed and Strength are character buffs originating from skills, weapons, summons or charge attacks. 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. ^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. 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. ATK down modifier encompasses all non-elemental X% ATK down debuffs present on the character. 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. In addition to the boost, all known assassin boosts also increase the damage cap. and Satyr (Summon) will have 60% + 30% = 90%). GBF: Simugu - 6th Anniversary is almost here! Pooky’s GBF Weapon Grid Resource – Light. 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%. Within a boost category, the modifiers always stack additively. Bahamut Weapons and Ultima Weapons skills. Qilin Bow offers Massive Tyranny (25.5% Normal ATK @ slvl20 and -10% HP) as well as 10% DMG Cap Up. 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.). 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. 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). Additionally, in most situations, players will try to apply maximal DEF down to the enemy (50%) while dispelling DEF up buffs. Unique Stackable boosts in separate frames count toward separate caps (e.g. 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. The character skills (active or passive) are very diverse and their impact on the damage formula depends on their type. Charge Attack multiplier is a percentage value associated to the "strength" of the Charge Attack (medium, big, massive, otherworldly). : Good boost to DA and ATK with a cost of sword's defensive skill. If you need other modifiers for your grid, slot in Magna or Unknown weapons. Let's start with some simple tips/tricks that make life a lot easier in GBF. Elemental boosts come primarily from summon auras which we’ll talk about later. Just lookout for the EX symbol at the skill icon. 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). Omega aura is the modifier from the Omega Series SSR summons aura: Colossus, Leviathan, Yggdrasil, Tiamat, Luminiera and Celeste. The base damage of a character is a virtual damage value, used for further computations. Elemental summon modifiers are auras of the type X% boost to [Element] Elemental ATK. But due to the respective strengths of their Omega weapons, Wind teams usually contain 6 to 7, while Fire often does with just 5. Elemental ATK buffs and debuffs are the [Element] ATK up/down effects that can come from skills, weapons, enemies or summon calls. Sleeping boost is associated to the Stared StiffCan't use special attack / Chance that attacks are inhibited / Takes big DMGTakes 10% more damageLocal status effect, SleepCan't attack and takes big DMG (Ends upon taking DMG)Takes 25% more damage and ComatoseCan't attack and takes big DMG(Chance to end upon taking DMG)Takes 50% more damageLocal status effect status effects applied to the enemy. These summons are Agni, Varuna, Titan, Zephyrus, Zeus and Hades. Each echo is computed independently. The value of each boost category is computed using all the modifiers of that category. A simple visualization I use when working with atk modifiers in gbf is having "labeled containers" where each container corresponds to a "modifier." 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. 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. 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. Mainhands. These are different from other stackable ATK boosts, like Assassin's Motivating Draft, which are under the Normal ATK modifier.
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