Damage Cap

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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

Status DamageCapUp.png

The damage cap is an upper limit on how much damage can be dealt in various circumstances. It is not a hard limit - damage values seem to fluctuate around the perceived cap rather than hitting a specific value ceiling, but they cannot significantly surpass it. In general, normal attack damage is capped to 440,000 (440k) damage and Charge Attack damage is capped to 1,650,000 (1.65M) damage. 5★ Eternals have a higher cap Charge Attack cap at 2,020,000 (2.02M). Npc s 3030182000 01.jpg Lyria (Event) also has an unusually high charge attack cap of ~2,150,000. Each character skill also has a damage cap, but the cap varies based on the individual skill.

The 1.65M value is a final damage cap - if a charge attack involves multiple hits during the animation, the final total will not significantly surpass 1.65M. However, normal multiattacks are each separate, so each hit in a triple attack can deal 440k damage. Bonus "echo" damage also is counted separately from normal attacks (see: Warlock's Chaser or Narmaya's Butterfly Effect), so it does not contribute towards the cap.

There are various ways to temporarily increase the damage cap, such as the Kaguya summon or Ferry's Grausam. Most notably, the Hawkeye skill Crack Shot II and similar Break Assassin or OD Assassin skills raise the normal attack damage cap to 1.16M. This means end-game team building is increasingly focused on increasing multiattack rate in order to circumvent damage caps.

Some weapon skills and support skills (most notably Seraphic Weapons) can also raise the damage cap if conditions are met. Conversely, enemies with elemental resistances such as Xeno Showdown bosses take a lower damage cap (up to 50% less) for any element other than their weakness.

Besides the damage cap described above, there is a certain point where damage will no longer increase even when utilising buffs and debuffs. In general, this point is just below 13,000,000 (13M) but this can be lower for certain foes (e.g. the Campaign-Exclusive Quest is known to have a cap of 30,000 (30K).

Normal Attack Damage Cap

Damage Reduction Normal
0 - 300k 0% 300k
300k - 400k 20% 380k
400k - 500k 40% 440k
500k - 600k 95% 445k
600k - 99%
  • Source[1]
  • 1m raw DMG would thus be corrected to 449k DMG.

C.A. Damage Cap

Normal Characters

Damage Reduction Normal
0 - 1.50m 0% 1.50m
1.50m - 1.70m 40% 1.62m
1.70m - 1.80m 70% 1.65m
1.80m - 2.50m 95% 1.685m
2.50m - 99%
  • Source[2]
  • 3m raw DMG would thus be corrected to 1.69m DMG.

5★ Eternals Characters

Damage Reduction Normal
0 - 1.80m 0% 1.80m
1.80m - 2.00m 40% 1.92m
2.00m - 2.20m 70% 1.98m
2.20m - 3.00m 95% 2.02m
3.00m - 99%
  • 5m raw DMG would thus be corrected to 2.04m DMG.

Chain Burst Damage Cap

2 Chain

Damage Reduction Normal
0 - 1.00m 0% 1.00m
1.00m - 1.20m 40% 1.12m
1.20m - 1.30m 70% 1.15m
1.30m - 1.50m 95% 1.16m
1.50m - 99%

3 Chain

Damage Reduction Normal
0 - 1.25m 0% 1.25m
1.25m - 1.45m 40% 1.37m
1.45m - 1.50m 70% 1.385m
1.50m - 2.00m 95% 1.41m
2.0m - 99%

4 Chain

Damage Reduction Normal
0 - 1.50m 0% 1.50m
1.50m - 1.70m 40% 1.62m
1.70m - 1.80m 70% 1.65m
1.80m - 2.50m 95% 1.685m
2.50m - 99%