Supplemental Damage

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Attack Types: Normal Attack | Critical Attack | Charge Attack
Other Damage Types: Plain Damage | Bonus Damage | Supplemental Damage
Damage Formula: Basic Concepts | Detailed Formula | Damage Cap | Examples and Guidelines


Supplemental Damage refers to damage that is added to certain damage instances. The generic status associated to supplemental damage is Status DmgUp.pngDMG SupplementedDMG dealt is supplemented
.

Supplemental damage activations follow certain rules:

  • Status DmgUp.pngDMG SupplementedDMG dealt is supplemented
    is applied additively to each damage instance.
    • Skills that hit foes for multiple times (e.g. Ability Attack2.png Stardust10-hit, 80% Fire damage to a foe (Damage cap: ~82,000Does not include Peacemaker. per hit).
      At level 95:
      Also gain Status Bonus Damage.png30% Bonus Fire DMGDeals bonus fire DMG for one-foe one-ally attacks
      Strength: 30%Duration: 2 turns
      and Status TripleUp.pngGuaranteed TAGuaranteed Triple Attack regardless of Triple Attack Lowered debuffs
      Duration: 2 turns
      .
      ) will apply the supplemental damage per damage instance.
    • Every Status Bonus Damage.pngBonus DMGDeals bonus DMG for one-foe one-ally attacks
      instance will be treated as a separate damage instance.
    • Charge Attacks are treated as a single damage instance, even if the extended animation shows multiple hits.
    • Certain characters will show multiple damage instances per normal attack (e.g. Ilsa). For Supplemental Damage purposes, these are treated as a single damage instance.
  • Status DmgUp.pngDMG SupplementedDMG dealt is supplemented
    typically ignores DMG Cuts, except for 100% DMG Cut and is not affected by soft capping mechanics.[1]
  • Status DmgUp.pngDMG SupplementedDMG dealt is supplemented
    is boosted by any multiplier that increases Final Damage (e.g. Seraphic multiplier).
  • Status DmgUp.pngDMG SupplementedDMG dealt is supplemented
    is applicable to the following: [2]
Does apply Does not apply
Normal Attack Damage Counter Damage
Normal Attack Bonus Damage
(e.g. Status Bonus Damage.pngBonus DMGDeals bonus DMG for one-foe one-ally attacks
)
Standard Plain Damage
(e.g. Ability Attack.png Eclipse20%-25% Plain damage to a foe. Inflict 25% Mode Bar CutCut to foe's mode bar
Strength: 25%
.
At level 75:
Effect increased to 33% Mode Bar CutCut to foe's mode bar
Strength: 33%
.
)
C.A. Damage Fixed Plain Damage
(e.g. Ability Gravity 1.png Atomic ResolutionPlain damage to a foe based on 1%-5% of its current HP and remove 1 buff (Damage cap: ~710,000).)
C.A. Damage Bonus Damage
(e.g. Romeo)
C.A. Fixed Damage
(e.g. Yodarha (SSR))
Skill Damage
Summon Call Damage
Chain Burst Damage
  • The supplemental damage value usually has a cap, and it is dependent on the source of the effect. However, the actual damage is usually based on a formula , which can take different forms, for instance:
  • When the supplemental damage is a non-integer, the damage is rounded up.
  • A quick way to test stacking for a given setup is to enter a Trial Battle with an empty weapon/summon grid, as the Supplemental damage will represent most of the damage and provide a clearer visual.

References[edit | edit source]