Overskills

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About Weapons | Weapon Series | Weapon Lists | Weapon Skills | AX Skills | Overskills | Weapon Awakening | Sword Mastery Skills


Certain weapon skills, when exceeding a particular effect rate value, will activate Overskills.

Currently activated Overskills will be displayed under the Weapon Skill Boosts tab on the Estimated Damage window.

Critical Hit Overskills

  • When the boost to critical hit rate skill exceeds its limit, a portion of the excess value will convert into a damage boost for critical hits. Specifically, it increases the damage multiplier of critical hits that occur due to critical hit rate provided from weapon skills.
  • It will display as "Crit. DMG" in the Estimated Damage window.
  • Critical Overskill caps at 100%.
  • Formula: Damage Multiplier = 50% + (Crit. Overskill × 0.5)[1]
    • The default critical damage multiplier is 50%.
Excess Critical Conversion Rate[1]
1% → 0.5%

HP Overskills

  • When the boost to HP skill exceeds its limit of 400%, a portion of the excess value will convert into an HP boost amplifier effect. This effect acts as a multiplier on the boost to HP skill itself, allowing max HP to be increased beyond the usual limit for weapon skills.
  • It will display as "HP" in the Estimated Damage window.
  • HP Overskill caps at 20%.
  • A minimum of 20% excess HP is required for HP boost amplifier to take effect. Once the minimum threshold is met, each 1% excess is converted in 0.05% increments.
Excess HP Conversion Rate[2]
1% → 0.05%

DMG Cap Overskills

  • When the boost to Damage Cap and/or boost to Damage Cap (Special) skills exceed their limit, a portion of the excess value will convert into a damage cap penetration bonus. This effect allows more damage to be dealt after reaching a cap.
  • It will display as "DMG Cap Pen." in the pop-up.
  • Caps at 20%.
  • A minimum of 2% excess damage cap is required for DMG cap penetration to take effect. Once the minimum threshold is met, each 1% excess is converted in 0.5% increments.
  • Formula (for skill damage): Damage Cap = (Base Cap + (100000 x DMG Cap Pen.)) x Regular Cap Up
  • 1% DMG Cap Pen increases the base damage cap of skills by 1,000. For example, with 10% damage cap penetration and 50% damage cap up, a skill with a damage cap of 800,000 would first have its base damage cap increased to 810,000 before applying regular damage cap up, resulting in the final damage cap being 1,215,000. [2]
    • The penetration bonus value of 1,000 is only verified for skills and may differ for normal attacks or charge attacks.
Excess DMG Cap Conversion Rate[2]
1% → 0.5%
1% → 0.5%

Multiattack Overskills

  • When the boost to double attack rate and/or boost to triple attack rate skills exceed their limit, a portion of the excess value will convert into a chance to deal an "added hit" upon multiattacking. When this added hit occurs, it will deal a fixed fraction of the damage the normal attack that triggered it did.[3]
    • Added hits deal 20% of the normal attack.
    • An added hit is treated as a normal attack. Thus, effects such as Bonus DMG and Supplemental DMG are applied.
    • Added hits are dealt upon the last hit of multiattacks. Single attacks do not activate added hit.
    • Added hits always deal 1 hit even if FlurryNormal attacks deal multi-hit DMG to random foes
      effects are active.
  • It will display as "Added Hit" in the Estimated Damage window, and the effect rate shown indicates the chance of it activating.
  • Caps at 100%.
Excess DA/TA Conversion Rate[3]
1% → 0.4%
1% → 0.6%

References