Overskills

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About Weapons | Weapon Series | Weapon Lists | Weapon Skills | AX Skills | Befoulments | 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, excess HP boost is converted at a 20:1 ratio to HP Overskill.
Excess HP Conversion RateExcess HP boost lower than 1% is still converted at the corresponding ratio.[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.
  • Damage cap penetration increases overall damage by reducing the amount of damage lost due to damage cap being applied. For more detailed information refer to Damage Cap.
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