Damage Formula/Detailed Damage Formula
Attack Types: Normal Attack | Charge Attack
Other Damage: Plain Damage | Bonus Damage | Critical Damage | Supplemental Damage
Damage Formula: Basic Concepts | Detailed Formula | Damage Cap | Examples and Guidelines
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.
For computations, the notion of Base Damage is useful to factor in all these modifiers. It is then used to compute actual damage values such of normal attacks, charge attacks, etc.
- 1 Base damage
- 1.1 Character total ATK
- 1.2 Elemental boost
- 1.3 Normal ATK boost
- 1.4 Omega ATK boost
- 1.5 EX ATK boost
- 1.6 Normal/Omega/EX Enmity and Stamina boosts
- 1.7 Fixed ATK Modifiers
- 1.8 Char Enmity/Stamina boost
- 1.9 Perpetuity boost
- 1.10 Unique Stackable boost
- 1.11 Assassin boost
- 1.12 Total Char Unique ATK boosts
- 1.13 Crew Ship boost / Crew Skills boost
- 1.14 ATK down debuff effect
- 2 Final Damage
- 3 Links
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.).
It can be expressed as:
Base damage = Character total ATK × Elemental boost × NormalOmegaEx boosts × Char Enmity boost × Char Stamina boost × Perpetuity boost × Unique Stackable boost × Assassin boost × Total Char Unique ATK boosts × Crew Ship boost × Crew Skills boost × ATK down debuff effect
NormalOmegaEx boosts is a composite value:
NormalOmegaEX boosts = ( Normal ATK boost × Normal Enmity boost × Normal Stamina boost × Omega ATK boost × Omega Enmity boost × Omega Stamina boost × EX ATK boost × EX Enmity boost ) - Fixed ATK Modifiers
The different boost categories that appear in these formulas are detailed below. Within a boost category, the modifiers always stack additively. Sometimes, two modifiers will not stack with each other: in that case, priority rules appear, which depend on the type of modifiers.[Citation needed]
Character total ATK
The sum of the character's base ATK, grid weapons' ATK values, and summon ATK values. If a weapon matches the character's weapon specialty, it contributes at 120% of its base ATK instead of 100%.
Elemental boost = 1 + Elem superiority + Elem summon mod + Elem EMP buffs + Elem ATK buffs - Elem ATK debuffs
Elemental superiority is 50% when the character is element-superior to the enemy, -25% when element-inferior, 0% otherwise.
Elemental summon modifiers are auras of the type X% boost to [Element] Elemental ATK.
Elemental EMP buffs are EMPs of the type [Element] ATK up.
Elemental ATK buffs and debuffs are the [Element] ATK up/down effects that can come from skills, weapons, enemies or summon calls.
Normal ATK boost
Normal ATK boost = 1 + Norm ATK mod × (1 + Optimus aura) + Bahamut mod + Ultima mod + NormSummon aura + Norm buffs - Norm debuffs
Normal ATK modifier encompasses all the Normal weapon skills that increase ATK with no requirement on character HP level.
Normal summon aura is the X% boost to Normal ATK modifer from summons such as Grand Order.
Normal buffs/debuffs are the ATK up/down effects that can come from skills, enemies or summon calls.
Omega ATK boost
Omega ATK boost = 1 + Omega ATK mod × (1 + Omega aura)
Omega ATK modifiers encompass all the Omega weapon skills that increase ATK with no requirement on character HP level.
EX ATK boost
EX ATK boost = 1 + Usual EX ATK mod + Mysterious EX ATK mod × (1 + Ranko aura)
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.
The Ranko Kanzaki aura affects the Mysterious EX ATK modifiers from iDOLM@STER event EX weapons.
Normal/Omega/EX Enmity and Stamina boosts
Normal Enmity boost = 1 + Norm Enmity mod × (1 + Optimus aura) Normal Stamina boost = 1 + Norm Stamina mod × (1 + Optimus aura) Omega Enmity boost = 1 + Omega Enmity mod × (1 + Omega aura) Omega Stamina boost = 1 + Omega Stamina mod × (1 + Omega aura) EX Enmity boost = 1 + EX Enmity mod EX Stamina boost = 1 + EX Stamina mod
Normal and Omega Enmity/Stamina modifiers are affected by the Optimus/Omega auras, but not the EX modifiers.
Fixed ATK Modifiers
Absolute modifiers of the ATK computation, such as the 15% ATK cut from Qinglong Manewhip.
Char Enmity/Stamina boost
Char Enmity boost = 1 + Jammed mod + Enmity EMP mod + Ring Enmity mod + AX Enmity mod Char Stamina boost = 1 + Strength mod + Stamina EMP mod + Ring Stamina mod + AX Stamina mod
Jammed and Strength are character buffs originating from skills, weapons, summons or charge attacks.
AX modifiers come from AX skill in the grid that's currently being used and is added to all characters.
Perpetuity boost = 1 + Perpetuity mod
Unique Stackable boost
Unique Stackable boosts = 1 + Unique Stackable mod
Unique Stackable modifiers are ATK up effects that come from Normal ATK modifier.and its variants. Unique Stackable boosts that use the same frame will stack additively and count toward the same cap. The cap used is dependent on highest active effect. Unique Stackable boosts will only count to the cap if it is applied while the current boost is below its individual cap (e.g. If copies 5 times then 1 time, she will have a 50% boost. If the order of copied skills is switched, she will have a 60% boost.) Unique Stackable boosts in separate frames count toward separate caps (e.g. at max stacks, and will have 60% + 30% = 90%). These are different from other stackable ATK boosts, like 's Motivating Draft, which are under the
- See also: Assassin (Buff)
Assassin boosts = 1 + Assassin mod
Assassin modifiers are ATK up effects that come from buffs such, , and other variants. In addition to the boost, all known assassin boosts also increase the damage cap.
Total Char Unique ATK boosts
Total Char Unique ATK boosts is the product of all the Unique ATK up effects present on a character. Essentially, each Unique ATK up effect behaves like its own boost category, applied multiplicatively in the damage formula.
Each Char Unique ATK boost = 1 + Unique ATK mod
Crew Ship boost / Crew Skills boost
Crew Ship boost = 1 + Crew Ship mod Crew Skill boost = 1 + Crew Skill mod
Crew Ship modifier is the X% [Element] ATK up effect present on the active crew airship.
Crew Skill boost is the X% [Element] ATK up effect triggered by certain crew skills.
ATK down debuff effect
ATK down debuff effect = 1 - ATK down mod
ATK down modifier encompasses all non-elemental X% ATK down debuffs present on the character.
Supplemental Damage is an effect present on certain skills, such as Halluel and Malluel's debuff or the Hollowsky Weapons's Covenant skills and are directly added without taking into account Base Damage or Defense.
Please refer to Supplemental Damage for more information.
It is applied after every other modifier has been applied, on every damage instance, and also affects the character's damage cap. However, Supplemental Damage is only boosted by Seraphic boosts for skill damage and C.A. Damage. Normal Attacks will not get their Supplemental Damage increased by a Seraphic boost.
Therefore, in all the following subsections describing the different instances of damage (excluding the exception described above), the final damage will be computed as such if a Seraphic modifier is present:
Final Damage = Instance Damage × (1 + Seraphic mod) Final Damage cap = Instance Damage cap × (1 + Seraphic mod)
Normal damage is the damage of one hit of a normal attack. For multiattacks, each hit will be computed independently.
Normal Damage = (Base Damage × Sleeping boost × Random Modifier / Enemy DEF)
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.
Every enemy has an innate defense stat, which is then modified by the DEF up buffs and DEF down debuffs.
Enemy DEF = Innate DEF × Total DEF mods Total DEF mods = 1 + DEF up mods - DEF down mods - Unique DEF down mods
Innate DEF has a nominal value of 10, with high defense enemies using higher values and low defense enemies using lower values.
DEF down mods encompass all the DEF down or [Element] DEF down debuffs present on the enemy.
Note that the total value of DEF up and DEF down mods is hard capped at 50%.
Sleeping boost is associated to the, and status effects applied to the enemy. The boost depends on the status: = 10%, = 25%, = 50%.
Critical attacks have a chance to replace Normal attacks when using an element-superior team (or under certain field effects). They are described by a chance and a multiplier, usually labeled X% chance to deal Y% supplemental damage.
Critical Damage = Normal Damage × (1 + Critical mods)
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).
Bonus Damage = Normal Damage without Supplemental × Bonus multiplier
Bonus Damage, colloquially referred to as "echo", originates from certain skills, charge attacks, summons or weapons. It is another instance of damage present alongside the normal attacks. Each echo is computed independently.
Bonus multiplier is the X% Bonus Damage description of the echo-providing skills.
Counterattack Damage = Normal Damage × (1 + Counter multiplier)
Counter multiplier is the percentage value present on the Counter skill description.
Charge Attack damage
Charge Attack damage = ( Normal Damage × CA multiplier × CA buff boost × CA weapon boost ) + Fixed CA damage
CA buff boost = 1 + CA Damage Up mods CA weapon boost = 1 + CA weapon mods
Charge Attack multiplier is a percentage value associated to the "strength" of the Charge Attack (medium, big, massive, otherworldly). (Detailed values or link)
CA Damage Up mods are boost to Charge Attack DMG effects, that can originate from EMP perks, active or passive skills or summon calls.
CA weapon mods are boost to Charge Attack DMG effects present on certain weapon skills, in particular Sentence or Mystery.
Chain Burst damage
Burst damage = Total party Charge Attack damage × Burst constant × Elem superiority × Burst boost
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.
Element superiority is the same modifier as in the Elemental boost: +50%, -25% or 0%.
Burst boost is the sum of all stacking Boost to Chain burst DMG effects from skills, weapons or summons.