Extended Mastery Perks

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

Main Character
About Classes | Class List | Class Skills
Player Growth Systems: Rank | EXP | Extended Mastery | Master Level | Ultimate 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

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

Important Points

  • 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 at least 100, and up to 200-400 EMP in the long run 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.
  • EMP has an upper limit of 99,999 for how much you can hold free at once. Once you reach this upper limit, you won't gain any EXP until you spend EMP, thus allowing you to earn EMP once again.

Perk list

  • Unlike other characters' Extended Mastery Perks, the third star for each perk is usually the most efficient for the Main Character.
  • 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
ATK Bonus - 500 1500 3000 ★★★★

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

DEF Bonus - 1% 3% 5% ★★

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

HP Bonus - 300 600 1000 ★★★

A good amount of health, great to keep MC alive.
High priority together with the DEF Bonus perk, or when using  Splitting SpiritConvert caster's HP to charge bar3% charge bar for every 250 HP consumed, up to 100% charge bar.
(Consumes up to 50% of current HP.)
with low-HP grids.

Heal Bonus - 1% 3% 5% ★★

A small boost to both healing and healing cap.
Most classes don't use heals, but it also affects healing from summon calls. Most notably this includes Transcended Lucifer, who is a common summon choice in hard content, and can be chosen as a friend summon even by those who don't have him.
More valuable on classes that bring their own healing as well such as Sage, Iatromantis, or Ultimate Mastery Nekomancer

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 debuff on your foes.

Overdrive Curbed Bonus - 1% 3% 5%

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

Debuff Resistance Bonus - 1% 3% 5%

Low priority since  VeilAll allies gain Veil (1 time)Debuffs will be nullified (1 time)
"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune."
.
and  ClarityRemove 1 debuff from all parties. exists.
Can be useful for Superstar when combined with a Harp,  Soul SoloistHarp: Inflict 30% Debuff Res. DownDebuff resistance is lowered
Strength: 30%Base Accuracy: 200%
on all foes.
All allies gain 30% Debuff Res. UpDebuff resistance is boosted
Strength: 30%Base Accuracy: 200%Duration: 3 turns
.
Fonic Rod: Inflict 20% Debuff Res. DownDebuff resistance is lowered
Strength: 20%Base Accuracy: 200%
on all foes.
All allies gain 20% Debuff Res. UpDebuff resistance is boosted
Strength: 20%Base Accuracy: 200%Duration: 3 turns
.
Other weapons: Inflict 5% Debuff Res. DownDebuff resistance is lowered
Strength: 5%Base Accuracy: 90%
on all foes.
All allies gain 5% Debuff Res. UpDebuff resistance is boosted
Strength: 5%Base Accuracy: 90%Duration: 3 turns
.
, 4★ Medusa (Summon) and this perk which can reach over 80% debuff resistance total.

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 Debuff Res. DownDebuff resistance is lowered
.

Elemental ATK Bonus - 1% 3% 5% ★★

Elemental ATK Bonus is situational as it only works for the specific element. The more elements a class is used with, the lower the priority of this bonus.
However, for specific cases it can be valuable, such as when a class is mostly used with one element, when using a Superlative Weapon, or during a Unite and Fight.

Elemental Resistance Bonus - 1% 3% 5%

Among the least useful perks if not the worst one. Similar to defense, it reduces incoming damage; but it only works for one element. Many bosses use off-element attacks ranging from early-game Yggdrasil (Raid) to late-game Super Ultimate Bahamut, meaning if the MC does get hit, there's a chance this perk won't work. It may have a subtle niche helping improve MC survivability in specific content like Unite and Fight or teams with Elemental Switch; but with how limited EMP stars are, there are other perks that are more worthwhile.

C.A. DMG Bonus - 1% 3% 5% ★★★

Recommended when you want to hit CA cap in HL raids with high boss DEF. Especially useful in fights without debuff like Ultimate Bahamut (Raid).
Priority increases to ★★★★ for classes that focus on maximizing CA damage, such as Chrysaor, Cavalier, Relic Buster, Kengo and Rising Force, or any class intended for one-turn-kill (OTK) while keeping skill usage minimum.

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 WeaponRandom SSR Cosmic Weapon.s.

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 WeaponRandom SSR Cosmic Weapon.s.

Double Attack Bonus
- 1% 3% 5% ★★★★

Multiattack boosts on the MC are valuable to keep their 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 with skills that consume some of their charge bar.

Energy Bonus - 1 2 3 ★★★★

Sword Master / Glorybringer only.
The extra energy mitigates the high cost of Glorybringer's Ultimate Mastery skills,  Glorious VowGrant a Sabre- or Katana-specialty ally Glorious VowATK is boosted / DEF is boosted / Double attack rate is boosted / Attacks made with elemental superiority have a chance to deal boosted DMG / Maximum amount of DMG that can be dealt per hit is boosted (Can't be removed)
Multiplier: NormalDuration: Indefinite
.
(Consumes 8 EnergizedWeapon skills are expanded from Awakening Blade. These skills can be uses from Resonating Blade skill or DEF effects for ATK and DMG cuts.
Energy.)
and particularly  Mastery's EdgeSabre- and katana-specialty allies gain Double StrikeAttacks twice each turn
Duration: 1 turn
.
(Consumes 15 EnergizedWeapon skills are expanded from Awakening Blade. These skills can be uses from Resonating Blade skill or DEF effects for ATK and DMG cuts.
Energy.)
. Only ★★ priority without UM Glorybringer.

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.

Bullet Casting Bonus - Lvl 2 Lvl 3 Lvl 4 ★★★★

Soldier only. Gains access to superior Bullet Casting, allowing forging of superior bullets. Can be removed after desired bullets are casted.Verification needed.

Critical Hit Bonus 151 1% 3% 5%

Unlike the character perk version which is very powerful, this only adds 5% damage bonus with a 5% chance to occur which is terrible.

Total Party HP Bonus 155 300 600 1000 ★★★★

A direct upgrade to the HP Perk. Always useful.

DEF II Bonus 155 1% 3% 5% ★★

Extra DEF. Always a safe choice for HL raids.

Specialty WPN 1 DMG II Bonus 160 1% 3% 5% ★★

See Specialty WPN 1 DMG Bonus.

Specialty WPN 2 DMG II Bonus 160 1% 3% 5% ★★

See Specialty WPN 2 DMG Bonus.

Skill DMG II Bonus 160 1% 3% 5%

By the time users have access to this, they will already be hitting skill damage cap with prior EMP bonuses.

Double Attack II Bonus
165 1% 3% 5% ★★★★

Increased charge bar gain is always useful.

Triple Attack Bonus
165 1% 3% 5% ★★★★

Increased charge bar gain is always useful.

C.A. DMG II Bonus 170 1% 3% 5% ★★★

Priority increases to ★★★★ for classes that focus on maximizing CA damage, or any class intended for one-turn-kill (OTK) while keeping skill usage minimum.

DMG Cap Bonus 170 3% 6% 10% ★★★★

Increases the maximum amount of damage that the MC can do by 10%. Extremely powerful.

Chain Burst DMG Bonus 175 1% 3% 5%

Chain Bursts often hit damage cap with finished grids.

Dodge 176 1% 2% 3%

3% Dodge rate can be powerful, but it's too inconsistent to be recommended.

Critical Hit II Bonus 180 1% 3% 5%

Extra crit. It stacks directly with Critical Hit Bonus I, bringing total bonus to 10% chance to deal 10% additional damage.

Total Party HP II Bonus 185 300 600 1000 ★★★★

Even more HP.

C.A. DMG III Bonus 190 1% 3% 5% ★★★

See C.A. DMG II Bonus.

DMG Cap II Bonus 195 1% 3% 5% ★★★★

Although it does not provide as much as the first DMG Cap Bonus node, it is still worthwhile to acquire.

Specialty WPN 1 DMG III Bonus 200 1% 3% 5% ★★

See Specialty WPN 1 DMG Bonus.

Specialty WPN 2 DMG III Bonus 200 1% 3% 5% ★★

See Specialty WPN 2 DMG Bonus.

Elemental ATK II Bonus 205 1% 3% 5% ★★

See Elemental ATK Bonus.

Total Party HP III Bonus 210 300 600 1000 ★★★★

Even more HP.

Chain Burst DMG II Bonus 215 1% 3% 5%

Chain Bursts often hit damage cap with finished grids.

Elemental Resistance II Bonus 220 1% 3% 5%

See Elemental Resistance Bonus.

DEF III Bonus 225 1% 3% 5% ★★

Extra DEF. Always a safe choice for HL raids.

Skill DMG Cap Bonus 230 3% 5% 10% ★★★★

As damage cap for skill damages is also often hit with finished grids, it is a solid upgrade.
Very high priority for classes that focus on skill damages, such as Nighthound, Lumberjack, Monk and Robin Hood.

Chain Burst DMG Cap Bonus 240 1% 3% 5% ★★★★

Chain Bursts often hit damage cap, it is very useful.

Specialty WPN (1 and 2) DMG Bonus 250 1% 3% 5% ★★

See Specialty WPN 1 DMG Bonus.

EXP and RP Bonus 255 1% 3% 5% ★★★★

Permanent boost to EXP and RP gain is always welcomed, particularly for classes that will be used regularly.

Triple Attack II Bonus
265 1% 3% 5% ★★★★

Increased charge bar gain is always useful.

Skill DMG Cap II Bonus 275 1% 3% 5% ★★★★

Another solid upgrade.
Very high priority for classes that focus on skill damages.

Heal II Bonus 280 5% 10% 15% ★★★

Three times more effective than the first Heal Bonus. Worth picking up on any class that will call Lucifer, including as friend summon.

C.A. DMG IV Bonus 290 2% 4% 8% ★★★

See C.A. DMG II Bonus.

Debuff Success II Bonus 300 2% 4% 8% ★★★★

High priority on classes where you cast debuffs.
Extremely valuable, in particular in HL raids like Lucilius (Hard), Beelzebub (Raid) and Belial (Raid) that have high debuff resistance and small margin for error.

Specialty WPN (1 and 2) DMG II Bonus 305 1% 3% 5% ★★ See Specialty WPN 1 DMG Bonus.
DEF IV Bonus 315 1% 3% 5% ★★ Extra DEF. Always a safe choice for HL raids.
Critical Hit III Bonus 325 1% 3% 5% Extra crit. It stacks directly with Critical Hit Bonus I and 2, bringing total bonus to 15% chance to deal 15% additional damage.
EXP and RP II Bonus 330 1% 3% 5% ★★★★ Permanent boost to EXP and RP gain is always welcomed, particularly for classes that will be used regularly.
Heal III Bonus 340 5% 10% 15% ★★★ See Heal II Bonus.
Double Attack III Bonus 350 1% 3% 5% ★★★★ Increased charge bar gain is always useful.
HP II Bonus 355 300 600 1000 ★★★ See HP Bonus.
Debuff Resistance II Bonus 365 1% 3% 5% See Debuff Resistance Bonus.
Chain Burst DMG Cap II Bonus 375 1% 3% 5% ★★★★

Chain Bursts often hit damage cap, it is very useful.

Star Cap

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 16 17 18 19 20
Rank - 20 30 40 50 60 70 80 90 100 105 110 115 120 125 130 135 140 145 150
Star cap 1 2 3 4 6 8 10 12 14 20 21 22 23 24 25 26 27 28 29 30
EM Lvl 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40
Rank 155 160 165 170 175 180 185 190 195 200 205 210 215 220 225 230 235 240 245 250
Star cap 31 32 33 34 36 37 38 39 40 42 43 44 45 46 48 49 50 51 52 54
EM Lvl 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60
Rank 255 260 265 270 275 280 285 290 295 300 305 310 315 320 325 330 335 340 345 350
Star cap 55 56 57 58 60 61 62 63 64 66 67 68 69 70 72 73 74 75 76 78
EM Lvl 61 62 63 64 65
Rank 355 360 365 370 375
Star cap 79 80 81 82 84

Star Cost

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 10 11 11 11 11
Gem cost 140 160 160 160 180 180 180 200 200 200 200 220 220 220 220
EMP total 73 81 89 97 106 115 124 134 144 154 164 175 186 197 208
Gem total 1460 1620 1780 1940 2120 2300 2480 2680 2880 3080 3280 3500 3720 3940 4160
Star 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45
EMP cost 12 12 12 12 13 13 13 13 14 14 14 14 15 15 15
Gem cost 240 240 240 240 260 260 260 260 280 280 280 280 300 300 300
EMP total 220 232 244 256 269 282 295 308 322 336 350 364 379 394 409
Gem total 4400 4640 4880 5120 5380 5640 5900 6160 6440 6720 7000 7280 7580 7880 8180
Star 46 47 48 49 50 51 52 54 54 55 56 57 58 59 60
EMP cost 15 16 16 16 16 17 17 17 17 18 18 18 18 19 19
Gem cost 300 320 320 320 320 340 340 340 340 360 360 360 360 380 380
EMP total 424 440 456 472 488 505 522 539 556 574 592 610 628 647 666
Gem total 8480 8800 9120 9440 9760 10100 10440 10780 11120 11480 11840 12200 12560 12940 13320
Star 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75
EMP cost 19 19 20 20 20 20 21 21 21 21 22 22 22 22 23
Gem cost 380 380 400 400 400 400 420 420 420 420 440 440 440 440 460
EMP total 685 704 724 744 764 784 805 826 847 868 890 912 934 956 979
Gem total 13700 14080 14480 14880 15280 15680 16100 16520 16940 17360 17800 18240 18680 19120 19580
Star 76 77 78 79 80 81 82 83 84
EMP cost 23 23 23 24 24 24 24 25 25
Gem cost 460 460 460 480 480 480 480 500 500
EMP total 1002 1025 1048 1072 1096 1120 1144 1169 1194
Gem total 20040 20500 20960 21440 21920 22400 22880 23380 23880