Extended Mastery Perks

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About classes | Class list | Skill list | Extended Mastery


Once a class reaches level 20, its Extended Mastery is unlocked, offering a variety of bonuses through perks. The bonuses are acquired by spending Extended Mastery Points (EMP) to add stars to the perks. The total number of stars you can apply to each class at once is based on your current rank.

Obtaining EMP[edit]

  • You gain 1 EMP per 36,000 EXP acquired on a Level 20 class.
  • 50 CP square.jpg CP or 20 Gems can be converted to 1 EMP without limit.
  • No resources are refunded when removing stars.

Important Points[edit]

  • EMP are shared between classes; gaining EMP on one class does not restrict where you spend it.
  • On the other hand: Stars/Bonuses are not shared between classes (eg. buying the ATK perk on Fighter will not affect ATK on Berserker)
  • You will need 40-100 EMP for each Row IV class you unlock, so do not spend too many on Row III classes.
  • Never spend EMP on Row I or Row II classes as they see very little use compared to Row III and IV.

Perk list[edit]

  • Unlike other characters' Extended Mastery Perks, the third star for each perk is usually the most efficient.
  • Thus, it is usually worth investing three stars anywhere you're willing to invest one star.
  • For general use, the highest priority perks are ATK, Double Attack, Debuff Success (if relevant) and HP.
Icon Name Rank ☆1 ☆2 ☆3 Prio Notes
ZenithAtk.png ATK Bonus - 500 1500 3000 ★★★

Free 3000 base ATK with no strings attached. Should always be your first purchase.

ZenithDef.png DEF Bonus - 1% 3% 5% ★★

A solid perk combined with the HP perk.
Recommended for classes you bring to challenging content and HL.

ZenithHP.png HP Bonus - 300 600 1000 ★★

Quite a large amount of health, great to keep MC alive.
High priority when using Splitting Spirit or together with the DEF Bonus perk.
Not recommended for Sword Master as increased HP interferes with slime blasting.

ZenithHeal.png Heal Bonus - 1% 3% 5%

Limited usefulness since most classes don't use heals.
Most useful for party heals so Bishop, Sage and Superstar with Nine-Realm Harp may want to consider obtaining this perk.

ZenithSkillDmg.png Skill DMG Bonus - 1% 3% 5%

Low priority.
Most useful for Sidewinder and Hermit until near the damage cap. Will allow reaching damage cap with less debuffs on your foes.

ZenithModeBar.png Overdrive Curbed Bonus - 1% 3% 5%

Low priority.
Mode bar will increase less in normal mode and decrease more in overdrive mode.

ZenithDebuffRes.png Debuff Resistance Bonus - 1% 3% 5%

Low priority since Veil and Clarity exists.
Can be useful for Superstar when combined with a Harp, Soul Soloist, 4★ Medusa (Summon) and this perk which can reach over 80% debuff resistance total.

ZenithDebuffAcc.png Debuff Success Bonus - 1% 3% 5% ★★★

High priority on classes where you cast debuffs.
Excellent from Omega battles and onward. As the debuff resistance of bosses keeps increasing this perk becomes more and more valuable. Even if 5% sounds small it can be the difference between winning and losing.
Performs even better when combined with Status DebuffResDown.pngDebuff Resistance Down.

ZenithFireAtk.png Fire ATK Bonus - 1% 3% 5% Elemental ATK Bonuses are fairly poor as they pigeonhole users into playing a specific element. Due to elemental resistances becoming meta, this perk will become less and less favorable until everything else has been purchased. If users only play one element, then this perk becomes fairly powerful.
ZenithWaterAtk.png Water ATK Bonus - 1% 3% 5%
ZenithEarthAtk.png Earth ATK Bonus - 1% 3% 5%
ZenithWindAtk.png Wind ATK Bonus - 1% 3% 5%
ZenithLightAtk.png Light ATK Bonus - 1% 3% 5%
ZenithDarkAtk.png Dark ATK Bonus - 1% 3% 5%
ZenithFireRes.png Fire Elemental DMG Cut Bonus - 1% 3% 5% Arguably the worst EMP perk set, Elemental DMG Cut Bonus is an investment that only works when MC has Hostility Up as it only applies to MC. However, assuming it stacks additively, means that those unfortunate enough to not have Carbuncles can live without an MLB summon - but the rest of their team will still die. Extremely unrecommended.
ZenithWaterRes.png Water Elemental DMG Cut Bonus - 1% 3% 5%
ZenithEarthRes.png Earth Elemental DMG Cut Bonus - 1% 3% 5%
ZenithWindRes.png Wind Elemental DMG Cut Bonus - 1% 3% 5%
ZenithLightRes.png Light Elemental DMG Cut Bonus - 1% 3% 5%
ZenithDarkRes.png Dark Elemental DMG Cut Bonus - 1% 3% 5%
ZenithCADmg.png C.A. DMG Bonus - 1% 3% 5% Most elements can hit C.A. DMG Cap with finished grids.
ZenithSpecWpnDmg1.png Specialty WPN 1 DMG Bonus - 1% 3% 5%  ? All Specialty WPN DMG Bonuses can be extremely powerful or borderline useless, depending on the grid used. Very powerful when used with Cosmic Rifle square.jpg
Cosmic WeaponRandom SSR Cosmic Weapon.
s.
ZenithSpecWpnDmg2.png Specialty WPN 2 DMG Bonus - 1% 3% 5%  ? All Specialty WPN DMG Bonuses can be extremely powerful or borderline useless, depending on the grid used. Very powerful when used with Cosmic Rifle square.jpg
Cosmic WeaponRandom SSR Cosmic Weapon.
s.
ZenithDA.png Double Attack Bonus
- 1% 3% 5% ★★★

Multiattack boosts on the MC are valuable to keep his charge bar ahead of the party or to keep up with characters who have boosts to their own multiattack rate, enabling chain bursts sooner. Especially useful for classes that use some of their charge bar for some of their abilities.

ZenithEnergy.png Energy Bonus - 1 2 3

Sword Master only. Usefulness is based on energy cost of mainhand used. Generally considered poor.

ZenithBulletCasting.png Bullet Casting Bonus - Lvl 2 Lvl 3 Lvl 4 ★★★ Gunslinger only. Gains access to superior Bullet Casting, allowing forging of superior bullets.
Can be removed after desired bullets are casted.Verification needed.
ZenithCritHit.png Critical Hit Bonus 151 1% 3% 5% ★★ Unlike Elemental ATK Boosts, this is recommended because of the rainbow meta. 5% chance to crit for
150%Verification needed.
damage is a free damage boost. However, it's unboostable and is only 5%.
ZenithTotalHP.png Total Party HP Bonus 155 300 600 1000 ★★★ A direct upgrade to the HP Perk. Always useful.

Not recommended for Sword Master as increased HP interferes with slime blasting.

ZenithDef2.png DEF Bonus II 155 1% 3% 5% ★★ Extra DEF. Always a safe choice for HL.
ZenithSpecWpnDmg12.png Specialty WPN 1 DMG Bonus II 160 1% 3% 5%  ? All Specialty WPN DMG Bonuses can be extremely powerful or borderline useless, depending on the grid used. Very powerful when used with Cosmic Rifle square.jpg
Cosmic WeaponRandom SSR Cosmic Weapon.
s.
ZenithSpecWpnDmg22.png Specialty WPN 2 DMG Bonus II 160 1% 3% 5%  ? All Specialty WPN DMG Bonuses can be extremely powerful or borderline useless, depending on the grid used. Very powerful when used with Cosmic Rifle square.jpg
Cosmic WeaponRandom SSR Cosmic Weapon.
s.
ZenithSkillDmg2.png Skill DMG Bonus II 160 1% 3% 5% By the time users have access to this, they will already be hitting skill damage cap with prior EMP bonuses.
ZenithDA2.png Double Attack Bonus II
165 1% 3% 5% ★★★ Increased charge bar gain is always useful.
ZenithTA.png Triple Attack Bonus
165 1% 3% 5% ★★★ Increased charge bar gain is always useful.
ZenithCADmg2.png C.A. DMG Bonus II 170 1% 3% 5% Most elements can hit C.A. DMG Cap with finished grids.
ZenithDmgCap.png DMG Cap Bonus 170 3% 6% 10% ★★★ Increases the maximum amount of damage that the MC can do by 10%. Extremely powerful.
ZenithBurstDmg.png Chain Burst DMG Bonus 175 1% 3% 5% Chain Bursts often hit damage cap with finished grids.
ZenithDodge.png Dodge 176 1% 2% 3% 3% Dodge rate can be powerful, but it's too inconsistent to be recommended.
ZenithCritHit2.png Critical Hit Bonus II 180 1% 3% 5% ★★ Extra crit. Unknown how it stacks with Critical Hit Bonus I. Could be very powerful if it stacks multiplicatively.
ZenithTotalHP2.png Total Party HP Bonus II 185 300 600 1000 ★★★ Even more HP.

Not recommended for Sword Master as increased HP interferes with slime blasting.

ZenithCADmg3.png C.A. DMG Bonus III 190 1% 3% 5% MC's charge attacks generally hit cap easier than all other characters, making this perk pale in comparison to others due to the comparatively low damage cap.
ZenithDmgCap2.png DMG Cap Bonus II 195 1% 3% 5% ★★ Not as useful as DMG Cap Bonus, it's still a solid pick as it's 5% increased damage cap.
ZenithSpecWpnDmg13.png Specialty WPN 1 DMG Bonus III 200 1% 3% 5%  ? All Specialty WPN DMG Bonuses can be extremely powerful or borderline useless, depending on the grid used. Very powerful when used with Cosmic Rifle square.jpg
Cosmic WeaponRandom SSR Cosmic Weapon.
s.
ZenithSpecWpnDmg23.png Specialty WPN 2 DMG Bonus III 200 1% 3% 5%  ? All Specialty WPN DMG Bonuses can be extremely powerful or borderline useless, depending on the grid used. Very powerful when used with Cosmic Rifle square.jpg
Cosmic WeaponRandom SSR Cosmic Weapon.
s.

Star Cap[edit]

The total number of stars that can be added to each class at a time is determined by Extended Mastery Level, which is a function of your Rank.

EM Lvl 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Rank - 20 30 40 50 60 70 80 90 100 105 110 115 120 125
Star cap 1 2 3 4 6 8 10 12 14 20 21 22 23 24 25
EM Lvl 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
Rank 130 135 140 145 150 155 160 165 170 175 180 185 190 195 200
Star cap 26 27 28 29 30 31 32 33 34 36
37Verification needed.
38Verification needed.
39 40 42

Star Cost[edit]

Each star added to a perk increases the cost of additional stars, eg.

  • The first star you add costs 1 EMP; the second and third each cost 2 EMP; 26 through 30 each cost 11 EMP
  • Removing stars will similarly reduce the cost, making it more efficient to remove multiple stars at a time before replacing them
  • Check the table below for the cost of a given star
Star 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
EMP cost 1 2 2 3 3 4 4 5 5 5 6 6 6 7 7
Gem cost 20 40 40 60 60 80 80 100 100 100 120 120 120 140 140
EMP total 1 3 5 8 11 15 19 24 29 34 40 46 52 59 66
Gem total 20 60 100 160 220 300 380 480 580 680 800 920 1040 1180 1320
Star 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
EMP cost 7 8 8 8 9 9 9 10 10 10 11 11 11 11 11
Gem cost 140 160 160 160 180 180 180 200 200 200 220 220 220 220 220
EMP total 73 81 89 97 106 115 124 134 144 154 165 176 187 198 209
Gem total 1460 1620 1780 1940 2120 2300 2480 2680 2880 3080 3300 3520 3740 3960 4180
Star 31 32 33 34 35 36 37 38 39 40 41 42
EMP cost 12 12 12 12 13 13 13 13 14 14 14 14
Gem cost 240 240 240 240 260 260 260 260 280 280 280 280
EMP total 221 233 245 257 270 283 296 309 323 337 351 365
Gem total 4420 4660 4900 5140 5400 5660 5920 6180 6460 6740 7020 7300