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
- ↑ 1.0 1.1 GameWith Twitter, Critical Overskill. https://twitter.com/Granblue_GW/status/1766822022393569529
- ↑ 2.0 2.1 2.2 GameWith, Overskills. https://xn--bck3aza1a2if6kra4ee0hf.gamewith.jp/article/show/440222
- ↑ 3.0 3.1 GameWith Twitter, Added Hit. https://twitter.com/Granblue_GW/status/1766856107090473291