Character Extended Mastery Perks

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This article is about awakening characters. For awakening weapons, see Weapon Awakening.

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This article is about recruitable Characters' Perks. For the Main Character's Class Perks, see Extended Mastery Perks.

Once a character reaches their level cap, Extended Mastery is unlocked which offers a variety of bonuses through perks. The bonuses are acquired by spending Extended Mastery Points (EMP) to add stars to the perks.

  • See the Character Extended Mastery List for each individual characters' perks
  • See Extended Mastery Perks for the perks accessible to the main character
  • All characters can earn EMP and have most if not all their EMP perks available, though newly added characters typically release without their final perk. Special groups of characters (such as Eternal or Evoker characters) may have additional perks locked behind other requirements.

About EMP

  • Characters at their current level cap earn 1 EMP per 36,000 EXP, e.g. an SSR that has been uncapped two times can gain EMP once they have reached level 60, but if they are uncapped a third time, they will no longer gain EMP until reaching the cap again with the following exceptions:
    • 5★ SSR characters can earn EMP at any level
    • 5★ SR characters can earn EMP at any level above 70
  • 20 Gems can be converted to 1 EMP without limit
  • EMP and starred perks are not shared between different versions of a character, though Extended Mastery Lvl is.
  • However, 5 EMP from one version of a character can be traded for 1 EMP to another version
  • Earning EMP raises a character's Extended Mastery Lvl
  • Nothing is refunded when resetting stars

Perk Details

  • The total number of stars a character can have is determined by their current Extended Mastery Lvl (see Star Cap below)
  • Opposite the main character's Extended Mastery Perks, most character perks become less efficient with each star invested into a given perk.
  • Thus, it is usually recommended to take one star in multiple perks before investing three stars anywhere
  • In most cases, the highest priority perks are Critical Hit (if on-element), Elemental ATK, C.A. Damage Cap, and Skill Damage Cap
  • The bottom row of each character's EMP grid is always a custom set chosen specifically for that character. If you have addressed High priority items as listed below, consider investing points into the bottom row if you are unsure where to put points next.
Icon Name ★☆☆ ★★☆ ★★★ Notes
ATK 500 800 1000 Value: Medium
Much less ATK than the main character's version of the perk and usually less value than the Elemental ATK perk.
Can be considered after other perks with higher priority have been invested.
DEF 5% 8% 10% Value: Medium
More value for characters with counters, dodges, substitute, etc.
HP 250 500 750 Value: Medium
Usually less effective-HP than DEF. However, it is treated as a base HP increase and thus will be more effective when HP boosting auras or weapon skills are present.
Healing 10% 15% 20% Value: Varies
Also increases Healing Cap; viable on characters with team healing and/or targeted healing with a short cooldown.

Note that healing from RefreshHP is restored on every turn
and RevitalizeRecover HP each turn. Boost to charge bar if HP is full.
is not increased for characters without points in Healing EMP or a Healing Over Mastery Bonus, no matter the source of the buff

Elemental ATK 5% 8% 10% Value: High
Usually outperforms raw ATK
(Matches character's element)

Element Resistance 2% 4% 5% Value: Low
This is Elemental DMG Lowered (not Damage Cut)
(Matches character's elemental advantage)
Every node has its own modifier; having 2 nodes at 1★ will reduce DMG by 3.96%1-(0.98*0.98) versus 4% with a single node at 2★.[1]

Double Attack 3% 5% 6% Value: Varies
Value diminishes as weapon grid reaches higher inherent DA rates, including DA status buffs. Also loses its value for characters who have inherent guaranteed multiattacks.
Triple Attack 2% 4% 5% Value: Varies
Similar to Double Attack, the value depends on each individual character.
Unnecessary for characters who are included in a team that has consistent ways to achieve guaranteed triple attacks.
Attack Up
Defense Down
+900 ATK
-10% DEF
+1300 ATK
-15% DEF
+1500 ATK
-20% DEF
Value: Varies
Usually too risky, but one star can be viable.
Defense Up
Attack Down
+10% DEF
-900 ATK
+15% DEF
-1300 ATK
+20% DEF
-1500 ATK
Value: Varies
Much better trade than above.

With a strong weapon grid the ATK penalty is relatively small for the same reason ATK perks become worse the stronger your grid is.

The more stars put into the skill the smaller the relative penalty so it's better to go for 3★ than stop at 2★.

Furthermore, rather than putting 2★ or 3★ Defense Up it's better to put 1★ here and 1★ in two Attack Up nodes.

Critical Hit Small Medium Big Value: High (and more efficient with each star!)

At Small/Medium/Big: 12/20/25% chance of 12/20/25% bonus damage. In terms of estimated damage this is one of the best EMPs, however it has issues for practical use in endgame due to inability to maintain consistent damage and inefficient usage near the damage cap. In such cases experienced players may opt for more consistent EMPs instead to guarantee their setups work.

Separate perks act independently (eg. two 3-stars offer two separate 25% chances to crit) and separate crits (from perks or otherwise) can occur on the same attack; if three 3-star procs, it'll confer 75%25%+25%+25% extra damage.[2]

Hostility Up Small Medium Big Value: Varies
At Small/Medium/Big: +5/+8/+10.
See Hostility for details.
Hostility Down Small Medium Big Value: Varies
At Small/Medium/Big: -3/-4/-5.
See Hostility for details.
Dodge Rate Up 1% 2% 3% Dodge Rate Up EMP activates on a turn basis, in contrast to Dodge Rate UpChance to dodge DMG and debuffs
which rolls per hit.
If activated, the character will dodge all attacks during the turn.[3]
Reflect 2% 4% 5% Chance to reflect 99% of the damage, thus acts as a 99% cut as well. Same effect as Narmaya's Lock Swords passive
Debuff Hit Rate 5% 8% 10% Value: Varies
Important for characters brought for their debuffs (eg. Tweyen). Generally more useful in longer battles as bosses build up resistance to debuffs.
Debuff Resistance 5% 8% 10% Value: Low
Not a very reliable bonus by itself, while strong debuffs often have too much accuracy or outright ignore resistance. In some cases, it might be a nice boost for a character that already has some strong resistances and skills to help out other party members, though in most cases a source of Veil is a far more effective countermeasure.
Overdrive Attack 5% 8% 10% Value: Medium
Great supplement to other damage perks at higher Extended Mastery Levels.
Break Attack 5% 8% 10% Value: Varies
Great supplement to other damage perks at higher Extended Mastery Levels.

Harder to see the benefits compared to Overdrive Attack perks, since many late-game enemies will have short break timers or will escape break through triggers.

Debuffs such as Break Boosted (Time)Break mode time is extended
, Break Boosted (DMG)DMG needed to switch to normal mode is boosted
, and Tien’s OnslaughtTakes effects that activate against foes in break
Local status effect
can increase the node’s value.

Overdrive Curbed 5% 8% 10% Value: Very Low
Ineffective in V2.0 battles.
Boost to Charge Bar 5% 8% 10% Values are rounded up. So for a single attack where 1★ is 10.5%, 2★ 10.8%, 3★ 11.0% all are rounded up to 11%.
[4]
Rank SASingle Attack DADouble Attack TATriple Attack
- 10% 22% 37%
1★ 11% 24% 40%
2★ 11% 24% 41%
3★ 11% 25% 42%
Mode Bar Cut 5% 8% 10% Value: Very low.
Increases the mode bar reduction from damage.

Even if it increases the mode bar reduction by several percent it will still usually take the same number of turns to break an enemy's overdrive. This can, however, be useful in Unite & Fight NM150 (which historically has the following mechanics) because it both helps hit overdrive (which fills the diamonds) before the first trigger (at 85) and then subsequently reset the diamonds with the trigger (avoiding a situation where you are hit by an ougi twice) and also with the fairly difficult race to break the boss after 85 due to the lack of triggers from 85 to 50.
Ineffective in V2.0 battles.

C.A. Damage 10% 15% 20% Value: Medium
If a character isn't reaching their Charge Attack damage cap, one star is often worth it.
C.A. Damage Cap 5% 8% 10% Value: High
Useless before a character hits the Charge Attack damage cap; an excellent way to increase damage after they do.
Skill Damage 10% 15% 20% Value: Awful
As damage skills tend to easily hit their cap, and especially since it's additive; a skill that does 500% damage will do 520% and skill that does 100% * 10 will do 120% * 10 when this node is 3★.[5]
Skill Damage Cap 5% 8% 10% Value: High
Good for characters that deal damage mainly with skills, and excellent for characters with automatic skill damage (e.g. auto-activated skills, bonus elemental damage after Charge Attack).
Enmity Small Medium Big Value: Varies
Good for characters already using enmity
Separate from weapon skill enmity.[6][7]

At Big:

100% - 75% 1% (fixed)
75% - 50% 3% to 3.5% (linear increase)
50% - 0% 3.5% to 9% (linear increase)
Stamina Small Medium Big Value: Varies
Separate from weapon skill stamina[6]

At Big: 6% damage at 100% HP and decreases linearly to 2% at 0% HP[8]

Support Skill Lvl 1 Lvl 2 Lvl 3 Grants a new passive. Effects vary by character.

ATK vs Elemental ATK

ATK offers a smaller effective damage increase as one's weapons and summons improve due to the inflation of the raw ATK stat.

  • eg. a character with 10,000 ATK gaining 1,000 ATK (3 stars in the perk) represents a 10% increase
  • alternatively: a character with 30,000 ATK (still gaining 1,000 from the perk) represents only a ~3% increase

Elemental ATK, on the other hand, increases the Elemental Modifier, scaling with raw ATK regardless of inflation.

  • ie. the 5/8/10% increase does not change whether a character has 10,000 or 30,000 ATK
  • Still encounters diminishing returns due to other contributors to the Elemental Modifier, such as most summons, carbuncle calls, or having an elemental advantage
  • On the other hand, provides exceptional value when using non-elemental summons such as Omegas, Primals, or Grand Order

Ultimately, Elemental ATK usually has priority simply because it offers more effective damage than raw ATK when the math settles, but it is still almost always worth adding one star to each before adding three stars to either.

Star Cap

The total number of stars a character can have at a time is determined by their Extended Mastery Level, which increases by gaining Extended Mastery Points. Extended Mastery Lvl, unlike EMP, is shared between all versions of the same character.

EM Lvl 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Stars 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
EMP - 10 10 10 10 10 10 10 10 10 10 10 10 10 10
EMP total - 10 20 30 40 50 60 70 80 90 100 110 120 130 140
EM Lvl 16 17 18 19 20 21 22 23 24 25 26 27 28 29 n
Stars 18 18 18 18 18 18 18 18 18 18 18 18 18 18 18
EMP 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10
EMP total 150 160 170 180 190 200 210 220 230 240 250 260 270 280 10*(n-1)
  • Current Extended Mastery Lvl cap is 999.[9]

Star Cost

Each star added increases the cost of additional stars by 1, eg.

  • The first star added for a character costs 1 EMP
  • The seventh star costs 7 EMP
  • The cumulative cost of the first through seventh stars is 1+2+3+4+5+6+7=28 EMP
  • Removing stars will similarly reduce the cost when you add stars again, making it more efficient to remove multiple stars at a time before replacing them
Star 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
EMP cost 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Gem cost 20 40 60 80 100 120 140 160 180 200 220 240 260 280 300 320 340 360
EMP total 1 3 6 10 15 21 28 36 45 55 66 78 91 105 120 136 153 171
Gem total 20 60 120 200 300 420 560 720 900 1100 1320 1560 1820 2100 2400 2720 3060 3420
Star 19 20 21 22 23 24 25 26 27 28
EMP cost 19 20 21 22 23 24 25 26 27 28
Gem cost 380 400 420 440 460 480 500 520 540 560
EMP total 190 210 231 253 276 300 325 351 378 406
Gem total 3800 4200 4620 5060 5520 6000 6500 7020 7560 8120

Perk Determination

Each character has access to perks based on their style and race, as well as perks individual to that specific character. In cases where style/race perks are impractical for a certain character, some of those perks may be individualized as well (eg. Seox).

First Row (Style)

Style 1 2 3 4 5

Second Row (Race)

Style 1 2 3 4 5
  • Light ATK and Dark DMG Down change elements to match the character's element and elemental advantage respectively

Third Row (Individual)

Specific to each individual character: see Character Extended Mastery List or an individual character page.

Over Mastery

Over Mastery Bonuses are unlocked using Over Mastery RingsOver Mastery Rings. Rings are obtained from the Pendant Shop using Renown Pendants and Prestige Pendants, as event rewards, as a drop from Arcarum: The World Beyond, and in blue chests from Grand Order (Raid).

The first and second Over Mastery Bonus stats are always ATK and HP . The third and fourth bonuses are randomly picked from a list of possible stats (excluding ATK and HP) and is the same list for all characters. For example, it is possible for a character with no innate healing skills to obtain a Healing Over Mastery Bonus.

A character's Over Mastery Bonuses can be overwritten by using another ring. After using another ring, the game will give you the choice of keeping a character's current bonuses or the newly generated bonuses. The ring is not refunded if you keep the current bonuses.

Possible Ring Rolls1 [10]
Intricacy Ring
Lineage Ring
Coronation Ring
ATK 300 600 900 1200 1500 1800 2100 2400 2700 3000
HP 150 300 450 600 750 900 1050 1200 1350 1500
Debuff Success 6% 7% 8% 9% 10% 11% 12% 13% 14% 15%
Skill DMG Cap 6% 7% 8% 9% 10% 11% 12% 13% 14% 15%
C.A. DMG 10% 12% 14% 16% 18% 20% 22% 24% 27% 30%
C.A. DMG Cap 6% 7% 8% 9% 10% 11% 12% 13% 14% 15%
Critical Hit
(+30% DMG)[11]
10% 12% 14% 16% 18% 20% 22% 24% 27% 30%
Enmity 2 1 2 3 4 5 6 7 8 9 10
Stamina 3 1 2 3 4 5 6 7 8 9 10
DEF 6% 7% 8% 9% 10% 12% 14% 16% 18% 20%
Healing 3% 6% 9% 12% 15% 18% 21% 24% 27% 30%
Debuff Resistance 6% 7% 8% 9% 10% 11% 12% 13% 14% 15%
Dodge 1% 2% 3% 4% 5% 6% 7% 8% 9% 10%
Double Attack 6% 7% 8% 9% 10% 11% 12% 13% 14% 15%
Triple Attack 1% 2% 3% 4% 5% 6% 7% 8% 9% 10%
1 Each ring is guaranteed ATK and HP. In addition, there is a chance a ring will gain 1 stat of each color. Lineage rings guarantee a third stat, Intricacy Rings guarantee four.
2 Enmity activates at 75% HP where ATK increases slowly until 50% HP, where it increases steeply. For a graph with values, we refer to the top image within Google spreadsheet.
3 Stamina either decreases linearly, or is constant until a certain HP breakpoint and then decreases linearly. For a graph with values, we refer to the bottom image within Google spreadsheet.

Over Mastery Ring Stat Probabilities

In general, higher quality rings have better chances for higher stat values.

ATK & HP Combination Probabilities (254 / 172 / 0 Sample size)[10]
ATK HP Coronation Prob. Lineage Prob. Intricacy Prob.
300 150 28.3%Verification needed. 0%Verification needed. ?%
600 300 20.5%Verification needed. 0%Verification needed. ?%
900 450 13.4%Verification needed. 18.0%Verification needed. ?%
1200 600 10.6%Verification needed. 18.6%Verification needed. ?%
1500 750 8.7%Verification needed. 18.6%Verification needed. ?%
1800 900 5.9%Verification needed. 14.5%Verification needed. ?%
2100 1050 5.9%Verification needed. 10.5%Verification needed. ?%
2400 1200 3.1%Verification needed. 8.7%Verification needed. ?%
2700 1350 2.8%Verification needed. 7.6%Verification needed. ?%
3000 1500 0.8%Verification needed. 3.5%Verification needed. ?%

Permanent Mastery

Ring icon

A Perpetuity Ring is a power-up item that unlocks permanent bonuses for a character. A ring icon will appear on a character's thumbnail if a perpetuity ring has been used for them.

Permanent Mastery Bonuses

  • Extended Mastery Star Cap +10
  • ATK +10%
  • HP +10%
  • DMG Cap +5%

Notes:

  • Permanent mastery bonuses are predetermined.
  • Over mastery bonuses from coronation, lineage, and intricacy rings can still be unlocked on top of the permanent mastery bonuses.
  • A perpetuity ring can only be given once to each character. A perpetuity ring won't unlock permanent mastery bonuses for other versions of the same character.
  • 10% ATKPerpetuity modifier Up stacks additively with Shield of Eternal Splendor

Where to obtain Perpetuity Rings

History

Rings available from Treasure Trade:

No Date Wait Cost Notes
- - 227 days ??? Time since last ring
16 2023-11-02 330 days Four Symbols Stone ×5
15 2022-12-07 218 days Four Symbols Stone ×5
14 2022-05-03 179 days Cloud Commendation ×3
13 2021-11-05 302 days Four Symbols Stone ×5
12 2021-01-07 62 days Four Symbols Stone ×5
11 2020-11-06 11 days Gold Nugget ×20
10 2020-10-26 227 days Cloud Commendation ×3
9 2020-03-13 87 days Gold Nugget ×20
8 2019-12-17 22 days Gold Nugget ×20
7 2019-11-25 136 days Cloud Commendation ×3
6 2019-07-12 33 days Gold Nugget ×20
5 2019-06-09 135 days Gold Nugget ×20
4 2019-01-25 131 days Gold Nugget ×20
32018-09-16- Gold Nugget ×20Initial stock of 3
Average 144 days between rings

Other sources:

Aetherial Mastery

Characters can get a random bonus on stats by using bonus-unlocking items for aetherial mastery bonuses.

Different versions of the same character can have their own individual aetherial mastery bonuses.

Characters that already have aetherial mastery bonuses can have their current aetherial mastery bonuses replaced with new ones.

Items used to replace bonuses will not be returned even if you decide to cancel.

Unlocking Aetherial Mastery Bonuses

Each item that unlocks aetherial mastery bonuses is usable on characters of its corresponding element.

The following items will unlock aetherial mastery bonuses when used:

Any of these can be used on characters whose element changes depending on the main character's element.

Only one of the following bonuses is unlocked upon using an earring.

Possible Aetherial Mastery Bonuses[12]
Bonus MinimumCurrent known values MaximumCurrent known values
Double Attack 10% 17%
Triple Attack 5% 12%
Element ATK UpMatches the element of the earring. 15% 22%
Element ResistanceThe element that the earring element is strong against. 5% 12%
Stamina 5 12
Enmity 5 12
Supplemental DMG 5 12
Critical Hit 18% 35%
Counters on Dodge 5% 12%
Counters on DMG 10% 17%
Aetherial Bonus Supplemental DMG Cap[12]
+5 +6 +7 +8 +9 +10 +11 +12
10,000 12,000 14,000 16,000 18,000 20,000 22,000 24,000
  • Supplemental damage is based on 1% of the foe's max HP, capped based on the bonus value.
  • For more information, see the Supplemental Damage page.

Uncapped Mastery Bonuses

See also: Cages
Cages are used in the character's Extended Mastery screen

An item called a Cage can be used to give a character an uncapped mastery bonus and raise their EM Star Cap by 2.

Up to 5 cages can be used per character. Cage usage is unique to each version of a character, and therefore cages used on one version of a character will not carry over to another.

Unlocking Uncapped Mastery Bonuses

Cages corresponding to a character's element are required to unlock uncapped mastery bonuses. Here is a list of each cage and its matching element.

Any of these can be used on characters whose element changes depending on the main character's element.

Awakening

This section is about awakening characters. For awakening weapons, see Weapon Awakening.

Characters' stats are boosted based on their awakening level. Awakening level can be raised once their character level reaches a certain level, which depends on the character's rarity.

  • SSR: Lvl 80
  • SR: Lvl 70 (60 for certain characters)
  • R: Lvl 50

Awakening Bonuses

There are four types of Awakening Bonuses, with each type granting different bonuses. Balanced is the default for all characters, but Awakening types can be changed after reaching Awakening level 2 or higher and requires an Awakening Orb of the corresponding type.

Awakening levels are kept when changing between types, and players may switch back to the default of Balanced at any time for no cost.

All characters start at Awakening level 1 which provides no bonus.

Balanced (Default)

  1. Level 1 provides no bonus.
  2. ATK +1000
  3. HP +500
  4. C.A. DMG +5%
  5. Multiattack +2% (+2% Double Attack Rate and +2% Triple Attack Rate)
  6. ATK +2000 (Requires clearing Chapter 63 Story: Boundless Joy to unlock)
  7. HP +1000 (Requires clearing Chapter 110 Story: Protector of Truth to unlock)
  8. C.A. DMG +15% (Requires clearing Chapter 148 Story: A Tale of Two Souls to unlock)
  9. Multiattack +2% (Requires clearing Chapter 164 Story: Harsh Reality Part 2 to unlock)

Attack (Requires Ruby Awakening Orb)

  1. Level 1 provides no bonus.
  2. ATK +1000
  3. ATK +1000
  4. C.A. DMG +5%
  5. C.A. DMG +5%
  6. ATK +2000 (Requires clearing Chapter 63 Story: Boundless Joy to unlock)
  7. ATK +2000 (Requires clearing Chapter 110 Story: Protector of Truth to unlock)
  8. C.A. DMG +15% (Requires clearing Chapter 148 Story: A Tale of Two Souls to unlock)
  9. ATK +2000 (Requires clearing Chapter 164 Story: Harsh Reality Part 2 to unlock)

Defense (Requires Sapphire Awakening Orb)

  1. Level 1 provides no bonus.
  2. ATK +1000
  3. HP +500
  4. HP +500
  5. DEF +5%
  6. HP +1000 (Requires clearing Chapter 63 Story: Boundless Joy to unlock)
  7. HP +1000 (Requires clearing Chapter 110 Story: Protector of Truth to unlock)
  8. DEF +15% (Requires clearing Chapter 148 Story: A Tale of Two Souls to unlock)
  9. HP +1000 (Requires clearing Chapter 164 Story: Harsh Reality Part 2 to unlock)

Multiattack (Requires Citrine Awakening Orb)

  1. Level 1 provides no bonus.
  2. ATK +1000
  3. Double Attack +4%
  4. C.A. DMG +5%
  5. Triple Attack +2%
  6. ATK +2000 (Requires clearing Chapter 63 Story: Boundless Joy to unlock)
  7. Double Attack +6% (Requires clearing Chapter 110 Story: Protector of Truth to unlock)
  8. Triple Attack +3% (Requires clearing Chapter 148 Story: A Tale of Two Souls to unlock)
  9. N.A. DMG Amplify +5% (Requires clearing Chapter 164 Story: Harsh Reality Part 2 to unlock)

Raising Awakening Level

Awakening lvl can be raised by consuming treasure or gems. The treasure used is based on the character's rarity and element. Characters that have dynamic elements, such as Lyria, have a unique treasure requirement.

To access the Awakening menu, go to the character details screen, tap Add Bonuses, and tap the Awakening Lvl tab.

General Awakening materials for each rarity are as follows:

SSR Awakening Materials

SR Awakening Materials

R Awakening Materials

Lvl 4


Current characters with support skills

No TTier Name ElElement Style Race Support Skill

References