Damage Cap

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Attack Types: Normal Attack | Charge Attack
Other Damage: Plain Damage | Destruction Damage | Bonus Damage | Critical Damage | Supplemental Damage | DMG Taken Amplified
Damage Formula: Basic Concepts | Detailed Formula | Damage Cap


This article is about the damage cap of various battle actions. For the status effects and weapon skills, see Damage Cap Up.

Damage cap is an upper limit on how much damage can be dealt under various circumstances. Nearly all forms of damage cap in the game work on a system of tiered reductions instead of fixed cut-offs. This results in damage values fluctuating around the cap rather than hitting a specific value ceiling. Normal attacks, charge attacks, and skills have various individual caps based on the source, these are commonly referred to as soft damage caps.

There are various ways to temporarily increase soft caps, such as with the DMG Cap UpMaximum amount of DMG that can be dealt per hit is boosted
and similar buffs or with weapon skills. Sharp ATK UpATK is sharply boosted
Assassin buffs are notable for increasing ATK while also significantly increasing the soft cap for normal attacks and charge attacks.

Besides individual soft damage caps there are also special damage caps; the two most common special damage caps in the game are 13.1 million or 6.6 million depending on the battle. Unlike soft caps, special caps cannot be increased or surpassed by a significant amount under normal circumstances.

How Damage Cap Works

Damage Cap works by lowering your initial "raw" damage input through multiple tiers of reduction modifiers. Every damage source has its own corresponding damage cap table of thresholds and reduction modifiers, which is where the corresponding soft damage cap comes from.

For example, normal attacks use the following damage cap table:

Damage Thresholds Reduction
0 - 300,000 0%
300,000 - 400,000 20%
400,000 - 500,000 40%
500,000 - 600,000 95%
600k - 99%
  • This table shows that normal attacks will keep 300,000 of your raw damage before any reduction occurs, and any raw damage beyond 600,000 is reduced by 99%
    • Character skill data accessed via the browser developer console will list the complementary percentage of the reduction modifiers- the % of damage that "makes it through" the tier and assumes the first tier of 0% reduction
  • Damage per tier can be calculated by multiplying the difference of the tier's thresholds with the complementary percentage of the reduction multiplier
    • e.g. the second tier of normal attacks, 300,000 - 400,000 with a 20% reduction:
400,000 - 300,000 = 100,000
          1 - 20% =     80%
          
    100,000 * 80% =  80,000
  • The soft cap can thus be calculated by totaling the damage that makes it through each of the first 4 threshold ranges:
300,000 * 100% = 300,000
100,000 *  80% =  80,000
100,000 *  60% =  60,000
100,000 *   5% =   5,000
          ----------
                 445,000
  • Normal attacks have a soft cap of 445,000 achieved at 600,000 raw damage, any raw beyond that has greatly diminishing returns
    • 1,000,000 raw damage will result in ~449,000 normal attacks
    • 2,000,000 raw damage will result in ~459,000 normal attacks

An updated table to reflect this would look like this:

Damage Thresholds Reduction Damage From Tier Cumulative Damage
0 - 300,000 0% 300,000 300,000
300,000 - 400,000 20% 80,000 380,000
400,000 - 500,000 40% 60,000 440,000
500,000 - 600,000 95% 5,000 445,000
600k - 99% N/A
Soft Cap: 445,000

The massive reduction in damage after the final threshold can be overcome by excessive amounts of raw damage, however the easier and more reliable method to increase damage output is to increase the soft cap of the damage source with Damage Cap Up effects.

Damage Cap Up

Most sources of damage cap up will stack additively with each other if they are from different types of sources (e.g. weapon skills, character passives, and buffs will stack but some character passives are mutually exclusive and only the higher value will take effect). The sum of all damage cap up is then multiplied with the damage cap thresholds for a given damage source to produce an adjusted damage cap table.

Alongside generic damage cap up, each damage type has its own sources of damage type specific damage cap up effects which stack additively with generic cap up. See N.A. DMG Cap Up, Skill DMG Cap Up, C.A. DMG Cap Up, and C.B. DMG Cap Up for more information.

For example, with 20% damage cap up, damage thresholds for normal attacks would be each by multiplied by 1.2 (1 + 20%)

300,000 * 1.2 = 360,000
400,000 * 1.2 = 480,000
500,000 * 1.2 = 600,000
600,000 * 1.2 = 720,000

Which produces the new damage cap table for normal attacks:

0% Damage Cap Up
Damage Thresholds Reduction Damage From Tier Cumulative Damage
0 - 300,000 0% 300,000 300,000
300,000 - 400,000 20% 80,000 380,000
400,000 - 500,000 40% 60,000 440,000
500,000 - 600,000 95% 5,000 445,000
600k - 99% N/A
Soft Cap: 445,000
20% Damage Cap Up
Damage Thresholds Reduction Damage From Tier Cumulative Damage
0 - 360,000 0% 360,000 360,000
360,000 - 480,000 20% 96,000 456,000
480,000 - 600,000 40% 72,000 528,000
600,000 - 720,000 95% 6,000 534,000
720,000 - 99% N/A
Soft Cap: 534,000
  • The new boosted soft damage cap of normal attacks is 534,000
    • 1,000,000 raw damage now results in ~536,800 normal attacks
    • 2,000,000 raw damage now results in ~546,800 normal attacks

Boosted soft cap can also be calculated by multiplying the original soft cap by the damage cap up modifier:

445,000 * 1.2 = 534,000

However this method of determining the new soft damage cap will not work if there is damage cap penetration from the grid.

Damage Cap Penetration

Damage Cap Penetration is an overskill gained when Damage Cap or Damage Cap (Special) in the grid reach values above 20%. Unlike damage cap up, which increases the damage thresholds of the damage cap table, damage cap penetration increases the damage from each tier by lowering the Reduction modifier.[1]

For example, 5% (1.05) damage cap penetration would lower the Reduction modifiers of normal attacks as follows:

1 - ((1 - 20%) * 1.05) = 16%
1 - ((1 - 40%) * 1.05) = 37%
1 - ((1 - 95%) * 1.05) = 94.75%
1 - ((1 - 99%) * 1.05) = 98.95%
  • Note that damage cap penetration cannot decrease the Reduction modifier below 0%, thus it will never affect the amount of damage before damage cap's reduction begins

Which would produce the new damage cap table for normal attacks:

20% Damage Cap Up
Damage Thresholds Reduction Damage From Tier Cumulative Damage
0 - 360,000 0% 360,000 360,000
360,000 - 480,000 20% 96,000 456,000
480,000 - 600,000 40% 72,000 528,000
600,000 - 720,000 95% 6,000 534,000
720,000 - 99% N/A
Soft Cap: 534,000
20% Damage Cap Up +
5% Damage Cap Penetration
Damage Thresholds Reduction Damage From Tier Cumulative Damage
0 - 360,000 0% 360,000 360,000
360,000 - 480,000 16% 100,800 460,800
480,000 - 600,000 37% 75,600 536,400
600,000 - 720,000 94.75% 6,300 542,700
720,000 - 98.95% N/A
Soft Cap: 542,700
  • The new soft damage cap of normal attacks is 542,700
    • 1,000,000 raw damage now results in ~545,640 normal attacks
    • 2,000,000 raw damage now results in ~556,140 normal attacks

Special Damage Caps

Special Damage Caps, colloquially referred to as Hard Damage Caps, function the same way as soft caps- reducing damage gradually through multiple reduction steps- but are applied to the damage values after soft cap, and have much more aggressive reduction modifiers. This results in damage caps that become incredibly difficult to surpass significantly through normal means.

Beelzebub summon call dealing more than 13.1m damage by an insignificant amount.

Unlike soft caps, special caps are not affected by damage cap up and damage cap penetration modifiers; the only way to modify them is through Special C.A. DMG Cap UpMaximum amount of DMG that can be dealt per C.A. to foes who cap C.A. DMG is boosted
effects which only affect charge attack damage (Note: Some weapons provide Damage Cap (Sp.) which is just used to differentiate their stacking and maximum value from regular Damage Cap. They do not affect the special damage cap).

The special cap is applied at different points in the damage formula depending on the damage type. For skills and charge attacks, the special cap is applied as the last step in the formula. For normal attacks it is applied before supplemental damage and DMG Taken AmplifiedDMG taken is amplified (Can't be removed / Can't be extended)
Local status effect
are accounted for, allowing normal attacks to theoretically surpass the special cap by a non-insignificant amount.[2]

6.6 Special Cap

Damage Thresholds Reduction Damage From Tier Cumulative Damage
6,000,000 - 7,000,000 50% 500,000 6,500,000
7,000,000 - 8,000,000 90% 100,000 6,600,000
8,000,000 - 99.999% N/A
Special Cap: 6,600,000[3]

13.1 Special Cap

Damage Thresholds Reduction Damage From Tier Cumulative Damage
12,000,000 - 14,000,000 50% 1,000,000 13,000,000
14,000,000 - 15,000,000 90% 100,000 13,100,000
15,000,000 - 99.999% N/A
Special Cap: 13,100,000[3]

Fixed Damage Cap

Fixed damage cap is an uncommon mechanic that unlike soft and harp caps, does not use tiered reductions; instead all damage beyond the set cap is ignored. This effect is mostly commonly see in Unite and Fight raids through DMG FixedElemental DMG taken is reduced from the 11th hit of each turn (Can't be removed)
buffs, Dark Rapture (Hard)'s Wings of the WordDMG taken is capped, and HP is restored every turn, based on number of classes in battle (Can't be removed)
Local status effect
, and Siegfried (Raid)'s Black Dragon ScaleElemental DMG taken is capped based on lvl (Can't be removed / Max: 10)
. Some characters and classes have access to fixed damage cap such as the ward buffsIgnis WardBonus Fire DMG effect / Cap wind DMG taken at 10,000 per hit / C.A. DMG, C.A. DMG cap, and charge bar gain are boosted (Can't be removed / Ends upon taking DMG 3 times)

Glacies WardBonus Water DMG effect / Cap fire DMG taken at 10,000 per hit / DEF and triple attack rate are boosted (Can't be removed / Ends upon taking DMG 3 times)

Terra WardBonus Earth DMG effect / Cap water DMG taken at 10,000 per hit / ATK and skill specs are boosted (Can't be removed / Ends upon taking DMG 3 times)

Tempestas IudiciumBonus Wind DMG effect / Cap earth DMG taken at 10,000 per hit / Dodge rate is boosted / Charge bar is boosted on every turn (Can't be removed / Ends upon taking DMG 3 times)
provided by the tetra element primarchs Michael
Gabriel
Uriel
Raphael
or Paladin's passive  Best Offense Is A Good DefenseCap damage taken at 10,000.
Boost to attack specs based on number of shields acquired.
.

Fixed Damage Cap is not affected by any effects that increase soft caps or the special cap.

Normal Attack Damage Cap

Standard

Damage Thresholds Reduction Damage From Tier Cumulative Damage
0 - 300,000 0% 300,000 300,000
300,000 - 400,000 20% 80,000 380,000
400,000 - 500,000 40% 60,000 440,000
500,000 - 600,000 95% 5,000 445,000
600k - 99% N/A
Soft Cap: 445,000[4]

Assassin

While under the effects of Sharp ATK UpATK is sharply boosted
Assassin buffs, normal attack soft cap is drastically boosted.

Damage Thresholds Reduction Damage From Tier Cumulative Damage
0 - 1,000,000 0% 1,000,000 1,000,000
1,000,000 - 1,200,000 40% 120,000 1,120,000
1,200,000 - 1,300,000 70% 30,000 1,150,000
1,300,000 - 1,500,000 95% 10,000 1,160,000
1,500,000 - 99% N/A
Soft Cap: 1,160,000[3]

Normal Attack Damage Cap Up

C.A. Damage Cap

Standard

Damage Thresholds Reduction Damage From Tier Cumulative Damage
0 - 1,500,000 0% 1,500,000 1,500,000
1,500,000 - 1,700,000 40% 120,000 1,620,000
1,700,000 - 1,800,000 70% 30,000 1,650,000
1,800,000 - 2,500,000 95% 35,000 1,685,000
2,500,000 - 99% N/A
Soft Cap: 1,685,000[4]
  • Includes Main Character
  • Unaffected by character or mainhand rarity
    • Characters and weapons with Unwordly charge attack damage modifiers use a variety of different damage cap tables
  • Unlike normal attacks, Sharp ATK UpATK is sharply boosted
    assassin buffs do not cause charge attacks to use a separate damage cap table; instead they provide a static 30% boost to damage cap.

5★ Eternals Characters

Damage Thresholds Reduction Damage From Tier Cumulative Damage
0 - 1,800,000 0% 1,800,000 1,800,000
1,800,000 - 2,000,000 40% 120,000 1,920,000
2,000,000 - 2,200,000 70% 60,000 1,980,000
2,200,000 - 3,000,000 95% 40,000 2,020,000
3,000,000 - 99% N/A
Soft Cap: 2,020,000[4]

6★ 110 Eternals Characters

  • Upon acquiring first stage of Transcendence, the Eternal's charge attack cap is raised to 2,305,000.
Damage Thresholds Reduction Damage From Tier Cumulative Damage
0 - 2,100,000 0% 2,100,000 2,300,000
2,100,000 - 2,300,000 40% 2,300,000 2,500,000
2,300,000 - 2,500,000 70% 2,500,000 3,000,000
2,500,000 - 3,000,000 95% 3,000,000
3,000,000 - 99% N/A
Soft Cap: 2,305,000[5]

6★ 150 Eternals Characters

  • Upon reaching level 150, the Eternal's charge attack damage is increased to an Unwordly1305% modifier and the charge attack damage cap is increased to 3,370,000.
Damage Thresholds Reduction Damage From Tier Cumulative Damage
0 - 3,000,000 0% 3,000,000 3,400,000
3,000,000 - 3,400,000 40% 3,400,000 3,600,000
3,400,000 - 3,600,000 70% 3,600,000 5,000,000
3,600,000 - 5,000,000\ 95% 5,000,000
5,000,000 - 99% N/A
Soft Cap: 3,370,000[6]

C.A. Damage Cap Up

  • C.A. Damage Cap weapons skills stack additively with each other up to a maximum of 100%. Detailed information about which weapons and weapon skills contribute to the shared cap be read about on the Weapon Skills page.
  • Special C.A. Damage Cap weapon skills and buffs do not affect the soft cap of charge attacks, instead they affect the special cap. This allows charge attacks to deal significant amounts of damage beyond the regular special cap.

Chain Burst Damage Cap

2 Chain

Damage Thresholds Reduction Damage From Tier Cumulative Damage
0 - 1,000,000 0% 1,000,000 1,000,000
1,000,000 - 1,200,000 40% 120,000 1,120,000
1,200,000 - 1,300,000 70% 30,000 1,150,000
1,300,000 - 1,500,000 95% 10,000 1,160,000
1,500,000 - 99% N/A
Soft Cap: 1,160,000[4]

3 Chain

Damage Thresholds Reduction Damage From Tier Cumulative Damage
0 - 1,250,000 0% 1,250,000 1,250,000
1,250,000 - 1,450,000 40% 120,000 1,370,000
1,450,000 - 1,500,000 70% 15,000 1,385,000
1,500,000 - 2,000,000 95% 25,000 1,410,000
2,000,000 - 99% N/A
Soft Cap: 1,410,000[4]

4 Chain

Damage Thresholds Reduction Damage From Tier Cumulative Damage
0 - 1,500,000 0% 1,500,000 1,500,000
1,500,000 - 1,700,000 40% 120,000 1,620,000
1,700,000 - 1,800,000 70% 30,000 1,650,000
1,800,000 - 2,500,000 95% 35,000 1,685,000
2,500,000 - 99% N/A
Soft Cap: 1,685,000[4]

Chain Burst Damage Cap Up

  • C.B. Damage Cap weapon skills stack additively with each other up to a maximum of 100%. Detailed information about which weapons and weapon skills contribute to the shared cap be read about on the Weapon Skills page.

Skill Damage Cap

Skill damage is reduced in the same way as Normal Attack, Charge Attack and Chain Burst Damage however the thresholds and reduction modifiers are specific to each skill and its level of upgrade when applicable.

The following are two examples:

  • Wilnas's thresholds for Hadron Smash1200% Fire damage to all foes (Damage cap: ~1,300,000) and remove 1 buff.:
Damage Thresholds Reduction Damage From Tier Cumulative Damage
0 - 1,100,000 0% 1,100,000 1,100,000
1,100,001 - 1,300,000 60% 80,000 1,180,000
1,300,001 - 1,700,000 70% 120,000 1,300,000
1,700,001 - 1,800,000 95% 5,000 1,305,000
1,800,001 and above 99% N/A
Damage Cap: 1,305,000
Damage Thresholds Reduction Damage From Tier Cumulative Damage
0 - 700,000 0% 700,000 700,000
700,001 - 800,000 30% 70,000 770,000
800,001 - 900,000 60% 40,000 810,000
900,000 - 1,000,000 90% 10,000 820,000
1,000,001 and above 99% N/A
Damage Cap: 820,000

Additional Skill Damage Reduction

Unlike Normal Attack, Charge Attack and Chain Burst Damage, Skill Damage is subject to another reduction if the damage after the soft cap reductions meets a certain threshold.[7][8] This value is dependent on the damage multiplier of the skill itself. However, buffs such as Skill DMG UpSkill DMG is boosted
which change the damage multiplier will not change the threshold. Skills with multipliers of 601% or higher are exempt from this additional attenuation.

  • If the damage exceeds Threshold 1, any damage between Threshold 1 and 2 will be reduced by 80%.
  • If the damage exceeds Threshold 2, any damage past Threshold 2 will be reduced by 99.9%.
Skill DMG Multiplier Threshold 1 Threshold 2 Practical Hard CapThe observed damage when reaching Threshold 2.
Final damage will not exceed this value significantly.
100% and below 3,000,000 4,500,000 3,300,000
101 - 200% 5,000,000 7,500,000 5,500,000
201 - 300% 6,000,000 9,000,000 6,600,000
301 - 400% 7,000,000 10,500,000 7,700,000
401 - 500% 8,000,000 12,000,000 8,800,000
501 - 600% 12,000,000 15,000,000 12,600,000
601% and above N/A N/A N/A

Skill Damage Cap Up

References