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This article is about the Main Character's Extended Mastery Perks. For recruitable characters' Extended Mastery Perks, see Character Extended Mastery Perks.
Jan 21, 2020 Increase PHY Evasion by 20%. Increase Critical DMG by 20%. True weapon – True “NANASHI” 5☆ PHY. 70s CT – 12500% Dark DMG (PHY). If user is Dark, increase own DMG by 50% for 10s. When equipped by Dark Kane, increase DMG by 20% and Arts by 1/s. Does not stack with Abilities of the same name. Increase Critical Rate by 20%.
About classes | Class list | Skill list | Extended Mastery
Once a class reaches level 20, its Extended Mastery is unlocked, offering a variety of bonuses through perks. The bonuses are acquired by spending Extended Mastery Points (EMP) to add stars to the perks. The total number of stars you can apply to each class at once is based on your current rank.
Obtaining EMP[edit]
Important Points[edit]
Perk list[edit]
Star Cap[edit]Increase Limit Burst Dmg 50 Plus
The total number of stars that can be added to each class at a time is determined by Extended Mastery Level, which is a function of your Rank.
Star Cost[edit]
Dmg mori nlx 2500. Each star added to a perk increases the cost of additional stars, eg.
Retrieved from 'http://gbf.wiki/index.php?title=Extended_Mastery_Perks&oldid=327861'
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
The damage cap is an upper limit on how much damage can be dealt in various circumstances. It is not a hard limit - damage values seem to fluctuate around the perceived cap rather than hitting a specific value ceiling, but they cannot significantly surpass it. In general, normal attack damage is capped to 440,000 (440k) damage and Charge Attack damage is capped to 1,650,000 (1.65M) damage. 5★ Eternals have a higher cap Charge Attack cap at 2,020,000 (2.02M). Each character skill also has a damage cap, but the cap varies based on the individual skill.
The 1.65M value is a final damage cap - if a charge attack involves multiple hits during the animation, the final total will not significantly surpass 1.65M. However, normal multiattacks are each separate, so each hit in a triple attack can deal 440k damage. Bonus 'echo' damage also is counted separately from normal attacks (see: Warlock's Chaser or Narmaya's Butterfly Effect), so it does not contribute towards the cap.
There are various ways to temporarily increase the damage cap, such as the Kaguya summon or Ferry's Grausam. Most notably, the Hawkeye skill Crack Shot II and similar Break Assassin or OD Assassin skills raise the normal attack damage cap to 1.16M. This means end-game team building is increasingly focused on increasing multiattack rate in order to circumvent damage caps.
Some weapon skills and support skills (most notably Seraphic Weapons) can also raise the damage cap if conditions are met. Conversely, enemies with elemental resistances such as Xeno Showdown bosses take a lower damage cap (up to 50% less) for any element other than their weakness.
Besides the damage cap described above, there is a certain point where damage will no longer increase even when utilising buffs and debuffs. In general, this point is just below 13,000,000 (13M) but this can be lower for certain foes (e.g. the Campaign-Exclusive Quest is know to have a cap of 30,000 (30K).
Normal Attack Damage Cap[edit]
C.A. Damage Cap[edit]Normal Characters[edit]
5★ Eternals Characters[edit]
Chain Burst Damage Cap[edit]2 Chain[edit]
3 Chain[edit]
4 Chain[edit]Increase Limit Burst Dmg 50 0
References[edit]Increase Limit Burst Dmg 500
Increase Limit Burst Dmg 50 Free
Retrieved from 'http://gbf.wiki/index.php?title=Damage_cap&oldid=328918'
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