Damage
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
Damage is the amount of harm that is inflicted with attack-oriented skills and debuffs.
Attacking
Attacking deals damage to your enemies. Once all the Health Points of your enemies drops to 0, you win. Dealing more damage allows you to contribute more in Raids. The most common method of dealing damage is through Attacks.
Damage Types
Every single damage source in the game has a type and a subtype.
Elemental
Elemental damage is the default type of damage dealt. It is generally the same element as the damage source. It can be mitigated by character buffs such as Phalanx, and can be reduced or amplified by elemental weaknesses or resistances.
Plain
Plain (or White) damage is a special type of damage. It can not be mitigated by any status effects. It is often seen through turn-based damage debuffs, special skills, or enemy Charge Attacks. The only known exceptions are turn-based damage debuffs, which can be mitigated with a shield.
Damage Subtypes
Dynamic
Dynamic damage is the default subtype of all damage. Dynamic damage has +/- 3%Verification needed. spread post-damage calculation, and is often unwritten due to the large quantity of dynamic damage sources in the game.
Static
Static damage is the only other subtype of damage in Granblue Fantasy. Static damage has pre-defined damage values and does not have any kind of damage spread. Most player's first encounter with static damage is Proto Bahamut's Skyfall, which does 9,999,999 static Dark damage - requiring a 100% Damage Cut to survive.
Cap
The damage cap is an upper limit on how much player-inflicted damage can be dealt in various circumstances, before damage spread is applied. In general, each instance of normal attack damage is softcapped to 420,000 damage. Attacks such as Charge Attacks and Chain Bursts are softcapped to 1,700,000 damage. After this threshold, excess damage is reduced from 30% to 99%, depending on how much overflow from the softcap. Buffs such as
count as their own separate damage instance. Skills and damaging debuffs such as
also have their own individual damage cap.
There are various ways to temporarily increase the damage cap, such as the
Formula
The basic damage formula is as follows:
Damage Dealt = (100-
Damage Cut reducing damage taken for all elements.
Warning! Does not work for Plain Damage!s)% * Skill Multiplier * Damage Spread% * ATK * Critical Hit Bonus (if attack is Critical) / (Victim's Defense +
Buffs))
ATK = Base Attack * (Normal Multiplier * Omega Multiplier * Ex Multiplier * Elemental Multiplier)
Offensive Factors
Skills
Each instance of damage in the game has its own multiplier. Normal attacks have a multiplier of 100%Verification needed. . Skills generally have their multipliers written in their tooltips.
Normal
Formula: (1 + ((Normal Multiplier * Normal Summon Multiplier) + Bahamut Weapon Skills + Character Summon Multiplier + In-combat Buffs)) * (1 + (Normal Enmity Multiplier)*(Normal Summon Multiplier))
Normal damage and enmity multipliers are gained from using Normal Weapon Skills.
Normal Summon multipliers are gained from using summons such as
Bahamut Weapon Skills can be gained from Bahamut Weapons, up to a cap of 50%.
Character Summon Multiplier is gained from summons such as
Buffs can be gained from Status Effects.
Omega
Formula: (1 + (Omega Damage Multiplier * Omega Summon Multiplier))*(1 + (Omega Enmity Multiplier * Omega Summon Multiplier))
Omega damage and enmity multipliers are gained from using Omega weapons.
Omega Summon Multipliers can be obtained by using Omega summons.
Ex
Formula: 1 + Ex Skill Multiplier + (Mysterious Skill Multiplier * Mysterious Summon Multiplier)
Ex skills, colloquially known as Unknown skills, can be obtained from weapons such as
Mysterious multiplier for the Idolm@ster collaboration event weapons can be boosted using
Elemental
Formula: 1 + Elemental Affinity + Elemental Summon Multiplier + Elemental Buffs
Elemental Affinity is determined whether the victim's element is weak, neutral or strong to your element. These values are -0.25, 0 and 0.5 respectively.
Elemental Summon Multiplier is obtained from using summons such as
Elemental Buffs are bonuses to element-based damage such as
.
Defending
All entities in the game have an Innate Defense value, which determines the entity's resilience to damage. The most common defense value is 10. This stat can be modified by buffs such as
and
.