Want more Damage? Dont miss out on my follow up video going into more ways to increase your damage and damage cap! ua-cam.com/video/f8INQR9TOVc/v-deo.html
I personally think the damage cap mechanic is great. It doesn’t allow for cheese builds and will require players to actually learn the mechanics vs just bonking everything.
It certainly does help build variety. Im finding more and more ways to itemize and also uncap damage, and i think the inclusion of damage cap will help build variety. especially in online play, if there was no damage cap people would expect you to go full damage to clear faster, but dis encourages tanks and supports imo, and i myself play healer.
@@GBF_Relink_GuidesI felt the complete opposite since this game is clearly a DPS game with how bloated the HP is and objectives being time based. Them giving you 10 sigil slots but having to use half of them on damage cap is a pretty silly game design. You can opt to play a support role but it’s kind of whatever because bosses one shot you a lot of the time and none of the support abilities make up for you not running a DPS build.
@@Swillosupport is actually really good in proud difficulty, but the only issue with support (buffs especially) is that most atk+ buffs and others are still rendered useless because you will probably be at cap without them, for example in percival the only use of my atk buff is the supplementary attacks, but not the 70% atk boost. if only buffs can actually increase your dmg beyond the cap that would make supports a must have role for buff stacking
@@mleong75 im still trying to get percival terminus weapon so i don’t know sorry Because i dont know if the damage cap that come with those weapons is added or multiplied on top of lv65 dmg cap
Good to know, I'm waiting on the Steam' release and I really enjoy min-maxing and this is definitely helpful. I also checked your previous videos and I appreciate the information you provided so far, keep up with the good work and have fun :)
Aww thank you, it makes me very happy to hear people enjoy my stuff and find it helpful! i too am waiting for the steam version, excited to start over and start progressing on a different character. Its only a few more hours, once you are able to play i hope youll have a blast with the game like i do ☺
Do you know why the dmg of all hits register different numbers? For example i was testing how much dmg does the first attack of Narmaya combo (it happens with everyone) with this dummy and everytime i did the first attack it did random numbers!?
if you get random numbers youre not at the damage cap yet, and if you are at the damage cap you might be using the 'randomize damage sigil' i forgot its name
@@GBF_Relink_Guides No. I unequip everything and still the first hit of Narmaya basic combo is almost never the same number for some reason. Try it yourself with a character that u don't use. Do 1 basic attack and repeat the same attack and see if the number is random. I'm still looking for an answer.
Attacks have a minimum and maximum damage range. If havent reached the damage cap then your damage will be between those two numbers. Lets say your range is 80-100. When you attack you will do anywhere between 80 to100 damage on hit. And it will be a different number reach hit, until your minimum is higher than the damage cap. In which case all of your hits will be reduced to whatever the cap is.
I need a question or 2 answered. I kind of hit a difficulty wall on the ghanza and mageille in proud. Should I be upgrading all my tier V sigils or should I wait until I find tier V+ sigils. Also about over mastery. If I reroll over mastery, can I choose to keep any of the 4 buffs I already have or does rolling another and accepting it completely wipe the ones I already have. I ask because I got a great roll all damage cap increases and some damage.
they are needed to reach your damage cap, which is very individual and depends on the player as well as their character. generally crit is very strong until you reach actual endgame builds where you have to put a bit more effort into the build to reach the cap. but in the end, no offensive stat in the world mean anything if you dont have a high enough damage cap.
I didn't know there was a damage cap until I saw a damage cap sigil in my inventory. I was running Attack, Crit Chance, Crit Damage, Combo Damage, just everything damage increasing because was playing Ferry trying to maximize that hold Y effectiveness. I'm about to go in the training room with that Ferry loadout that's just been sitting there, and see how much of it was a waste.
No theyre not. weakpoints just increase the damage you do, but dont increase the cap. crit is the same, with the additional effect dat crits always do the maxiumum damage roll. lets say your attack does 90 to 100 damage and a crit would do 50% extra damage, it would not be 135 to 150 damage but always 150. enemy overdrive reduces the damage cap, and hitting with the correct element increases your damage cap. If you want to find out more ways how to do more damage, id suggest watching my new video on damage.
So, If my normal attack does 100k damage And my damage cap is 100k for normal attack. Will my crit of normal attack be 100k or will it be higher, cause its crit? If my attack is high enough, do I need crit? Im asking because I do not know which OVER MASTERY bonuses to go for
crits and other damage multipliers from sigils all fall under the damage cap. if you do 100k damage a crit wont make you do more damage. the only way to improve is to use one of the damage cap increases. terminus weapons, sigils, masteries and so on. i have more videos talking about these kind of things if you are curious
such a weird mechanic, that it is set individually for every attack and in no way proper displayed nor explained ingame despite beeing such a big deal, even this explanation wasn't enough for me tbh, even after testing it for 2 hours in training lol, my skills seem to be always capped while my normal attack aren't, this might be the case because the skill tree delivers quite some for standard attacks
skills are easier to cap in general. dat was like dat in the original granblue as well. generally skills are better in early game and other means of damage become better than skills later on.
You get a bunch of them from first time rewards as you go through the difficulties. I think in maniac only Id can drop damage cap (4?). I also got like 2 damage cap sigils from transmutation/transmarveling but i dont know how high the chance is. you can also check a missions loot table. rewards are the drops you can get from the chest and drops are well, the drops themselves from killing the enemies.
The easiest way is just to hit something and if the damage is always the same number youre likely at the cap. either try it in combat or go to the grandcypher and fight the training dummy.
Huh.. I didn't quite understand why they'd put in a damage cap like this in the game. I guess to avoid crazy numbers, but it just seems kind of a lazy way to 'balance' it. I'm almost lvl 100 and didn't know about it.. Haha
Its the same in the original granblue, personally i think it might be a good decision because it means not everyone will just want to stack raw damage and only play full damage characters. i think it helps build diversity a little bit instead of just stacking as many multiplicators on it as humanly possible i think the damage cap is reached too easily tho, it seems poorly balanced. pretty much just finishing mastery trees will get you to the basic damage cap. but i do understand why they mightve done it. i said it multiple times on my stream while playing, the game powercreeps super hard XD
Damage cap makes no sense. It makes attack Sigils irrelevant. I still do not understand why 5 “damage cap” mods are better than 5 “attack power” mods. It should be 1 damage cap mod doing this and 4 attack sigils to help reach cap. For example, in final fantasy X, you can break the damage cap a single time, breaking the 9,999 “damage cap” to 999,999 potentially. That makes sense…Granblues Damage cap still makes no sense to me.
Want more Damage? Dont miss out on my follow up video going into more ways to increase your damage and damage cap!
ua-cam.com/video/f8INQR9TOVc/v-deo.html
I personally think the damage cap mechanic is great. It doesn’t allow for cheese builds and will require players to actually learn the mechanics vs just bonking everything.
It certainly does help build variety. Im finding more and more ways to itemize and also uncap damage, and i think the inclusion of damage cap will help build variety.
especially in online play, if there was no damage cap people would expect you to go full damage to clear faster, but dis encourages tanks and supports imo, and i myself play healer.
@@GBF_Relink_GuidesI felt the complete opposite since this game is clearly a DPS game with how bloated the HP is and objectives being time based. Them giving you 10 sigil slots but having to use half of them on damage cap is a pretty silly game design. You can opt to play a support role but it’s kind of whatever because bosses one shot you a lot of the time and none of the support abilities make up for you not running a DPS build.
@@Swillosupport is actually really good in proud difficulty, but the only issue with support (buffs especially) is that most atk+ buffs and others are still rendered useless because you will probably be at cap without them, for example in percival the only use of my atk buff is the supplementary attacks, but not the 70% atk boost.
if only buffs can actually increase your dmg beyond the cap that would make supports a must have role for buff stacking
@Aarc-Q8 Will having 5x dmg cap V sigils and a max awakened Terminus wep solve this problem? This gives you lv75 dmg cap I believe.
@@mleong75 im still trying to get percival terminus weapon so i don’t know sorry
Because i dont know if the damage cap that come with those weapons is added or multiplied on top of lv65 dmg cap
Very helpful thanks. I heard a lot of damage cap talk but this is actually helpful.
Thank you so much for this video!!!!!! Honestly it helped out a lot
Very happy to hear dat 💖
This is very nicely explained! Keep up the good work 🔥
I think they should have built in number that tells you your damage cap
Good to know, I'm waiting on the Steam' release and I really enjoy min-maxing and this is definitely helpful. I also checked your previous videos and I appreciate the information you provided so far, keep up with the good work and have fun :)
Aww thank you, it makes me very happy to hear people enjoy my stuff and find it helpful!
i too am waiting for the steam version, excited to start over and start progressing on a different character. Its only a few more hours, once you are able to play i hope youll have a blast with the game like i do ☺
Ty for the explanation. 100% Crit Rate is crazy.
Im glad people find it helpfull! 💖
100% crit is super easy to get. You get like 75% just from the skill tree.
Useful Tip: A capped damage number comes with a yellow dash line crossing it.
I have the proud weapon (Catastophe) how much sigils of damage cap do I use? up to lv 65 still?
I apologize, i didnt see your comment >_< catastrophe is independant of the damage cap sigils, so you can still get it to 65
@@GBF_Relink_Guides thank you!! ^-^
Do you know why the dmg of all hits register different numbers?
For example i was testing how much dmg does the first attack of Narmaya combo (it happens with everyone) with this dummy and everytime i did the first attack it did random numbers!?
if you get random numbers youre not at the damage cap yet, and if you are at the damage cap you might be using the 'randomize damage sigil' i forgot its name
@@GBF_Relink_Guides No. I unequip everything and still the first hit of Narmaya basic combo is almost never the same number for some reason. Try it yourself with a character that u don't use. Do 1 basic attack and repeat the same attack and see if the number is random. I'm still looking for an answer.
@@axelillo100 oh dats wat you mean. yea, attacks simply have damage rolls lol. dats all. there is a variance in most attacks
@@GBF_Relink_Guides oh ok. Thanks for responding.
Attacks have a minimum and maximum damage range. If havent reached the damage cap then your damage will be between those two numbers.
Lets say your range is 80-100. When you attack you will do anywhere between 80 to100 damage on hit.
And it will be a different number reach hit, until your minimum is higher than the damage cap. In which case all of your hits will be reduced to whatever the cap is.
I need a question or 2 answered.
I kind of hit a difficulty wall on the ghanza and mageille in proud.
Should I be upgrading all my tier V sigils or should I wait until I find tier V+ sigils.
Also about over mastery. If I reroll over mastery, can I choose to keep any of the 4 buffs I already have or does rolling another and accepting it completely wipe the ones I already have.
I ask because I got a great roll all damage cap increases and some damage.
If you roll Over Mastery and not satisfied with the new roll, you can cancel it and return to your previous one
So attack, stun, crit, and crit damage sigil arent really needed?
they are needed to reach your damage cap, which is very individual and depends on the player as well as their character. generally crit is very strong until you reach actual endgame builds where you have to put a bit more effort into the build to reach the cap.
but in the end, no offensive stat in the world mean anything if you dont have a high enough damage cap.
I didn't know there was a damage cap until I saw a damage cap sigil in my inventory.
I was running Attack, Crit Chance, Crit Damage, Combo Damage, just everything damage increasing because was playing Ferry trying to maximize that hold Y effectiveness.
I'm about to go in the training room with that Ferry loadout that's just been sitting there, and see how much of it was a waste.
Are weakpoint damage and crit damage also on the same damage cap or would they exceed it?(AKA their own damage cap)
No theyre not. weakpoints just increase the damage you do, but dont increase the cap. crit is the same, with the additional effect dat crits always do the maxiumum damage roll.
lets say your attack does 90 to 100 damage and a crit would do 50% extra damage, it would not be 135 to 150 damage but always 150.
enemy overdrive reduces the damage cap, and hitting with the correct element increases your damage cap.
If you want to find out more ways how to do more damage, id suggest watching my new video on damage.
So,
If my normal attack does
100k damage
And my damage cap is 100k for normal attack.
Will my crit of normal attack be 100k or will it be higher, cause its crit?
If my attack is high enough, do I need crit?
Im asking because I do not know which OVER MASTERY bonuses to go for
crits and other damage multipliers from sigils all fall under the damage cap.
if you do 100k damage a crit wont make you do more damage. the only way to improve is to use one of the damage cap increases. terminus weapons, sigils, masteries and so on. i have more videos talking about these kind of things if you are curious
such a weird mechanic, that it is set individually for every attack and in no way proper displayed nor explained ingame despite beeing such a big deal, even this explanation wasn't enough for me tbh, even after testing it for 2 hours in training lol, my skills seem to be always capped while my normal attack aren't, this might be the case because the skill tree delivers quite some for standard attacks
skills are easier to cap in general. dat was like dat in the original granblue as well. generally skills are better in early game and other means of damage become better than skills later on.
why use statue atk to measure the cap, then use different atk on the last to say that changed?
i used mimic doll before and after. first it did 107k damage and then 153k.
Where do you farm your damage caps? I just got to maniac difficulty
You get a bunch of them from first time rewards as you go through the difficulties. I think in maniac only Id can drop damage cap (4?). I also got like 2 damage cap sigils from transmutation/transmarveling but i dont know how high the chance is.
you can also check a missions loot table. rewards are the drops you can get from the chest and drops are well, the drops themselves from killing the enemies.
@@GBF_Relink_Guides i haven't had luck with the transmutation but I got one farming id so I guess I will keep bullying him! 🤣
@@Id-EXTRA XD oh no, poor id. good luck with the grind!
Thanks a lot dude.
How can you tell if your damage capped?
The easiest way is just to hit something and if the damage is always the same number youre likely at the cap. either try it in combat or go to the grandcypher and fight the training dummy.
Use an attack Buff, if your dmg is the Same with or without the Buff your dmg reached its cap
I play on PS5 & you help me 🤭 Thank You❤
Huh.. I didn't quite understand why they'd put in a damage cap like this in the game. I guess to avoid crazy numbers, but it just seems kind of a lazy way to 'balance' it. I'm almost lvl 100 and didn't know about it.. Haha
Its the same in the original granblue, personally i think it might be a good decision because it means not everyone will just want to stack raw damage and only play full damage characters.
i think it helps build diversity a little bit instead of just stacking as many multiplicators on it as humanly possible
i think the damage cap is reached too easily tho, it seems poorly balanced. pretty much just finishing mastery trees will get you to the basic damage cap. but i do understand why they mightve done it. i said it multiple times on my stream while playing, the game powercreeps super hard XD
❤
Yeah although it does have it's advantages it's definitely flawed
Damage cap makes no sense. It makes attack Sigils irrelevant. I still do not understand why 5 “damage cap” mods are better than 5 “attack power” mods. It should be 1 damage cap mod doing this and 4 attack sigils to help reach cap. For example, in final fantasy X, you can break the damage cap a single time, breaking the 9,999 “damage cap” to 999,999 potentially. That makes sense…Granblues Damage cap still makes no sense to me.