Weapon / Summon Optimisation and Progression
Dec 18, 2015 10:39:17 GMT 8
Leirya, Takurannyan, and 13 more like this
Post by ajantus on Dec 18, 2015 10:39:17 GMT 8
Table of Contents
1. Introduction
1.1. Primer
1.2. Terms
2. Base Damage
2.1. Weapon Damage
2.2. Weapon Proficiency
2.3. Upgrade Scaling
3. Weapon Skill Types
3.1. Skill Icons
3.2. Normal / Normal II Weapon Skills
3.3. Magna Weapon Skills
3.4. Unknown Weapon Skills
3.5. Strength Weapon Skills
3.6. Bahamut Weapon Skills
3.7. HL Bahamut Weapon Skills
4. Leveling Weapon Skills
4.1. SR Weapons
4.2. SSR Weapons
4.3. Bahamut Weapons
5. Weapon Modifiers
5.1. Damage Modifiers
5.2. Enmity Damage Modifiers
5.3. Double Attack Chance
5.4. Critical Attack Chance
5.5. Health Modifiers
6. Damage Calculation
7. Weapon Optimisation
7.1. Elemental Summon
7.2. Magna Summon
7.3. Double Magna Summon
7.4. Primal Summon
7.5. Double Primal Summon
7.6. Grande
7.7. Double Grande / Character Summon
7.8. Magna + Primal
7.9. Magna + Grande
7.10. Grande + Primal
7.11. Character Summon < 40%
7.12. Character Summon 50%/60%
7.13. Character Summon < 40% + Magna
7.14. Character Summon 50%/60% + Magna
7.11. Conclusion
8. Enmity Weapons and Modifiers
8.1 Category 1
8.2 Category 2
8.3 Category 3
8.4 Category 4
8.5 Conclusion
9. Gacha Summon Weapons
9.1. Narakubara - Wind Spear
9.2. Eckesachs - Fire Sword
9.3. Oberon - Water Fist
9.4. Perseus - Earth Harp
9.5. Cortana - Dark Dagger
9.6. Artemis - Light Bow
10. Cosmos Weapon
10.1. Magna Builds
10.2. Primals Builds
10.3. Elemental Builds
10.4. Grande Builds
10.5. Conclusion
11. Summon Optimisation
11.1. Low End Weapon Pool
11.2. Mid End Weapon Pool
11.3. End Game Weapon Pool
11.4. Theoretical End Game Weapon Pool
11.5. Conclusion
10.6. Graphs for Reference
12. Elemental Versus Character Summon
12.1. Low End Weapon Pool
12.2. Mid End Weapon Pool
12.3. End Game Weapon Pool
12.4. Theoretical End Game Weapon Pool
12.5. Conclusion
12.6. Graphs for Reference
13. Miscellaneous
13.1 Chevalier Sword
13.2 Odin Final Limit with Mix Dark / Light Teams
1. Introduction
This guide will be slightly advanced in terms of concepts of weapon growth such as, Leveling Weapon Skills , Magna Weapons and Summons and Bahamut Weapon. These can be read up on in the Ultimate Guide Section which will briefly cover these topics. For the basics sections 1, 2 and 3 are what you would want to look at whilst anything on wards will be for more advanced players or are looking for extra help/information.
In Granblue, that easiest indicator of progression is damage.
Your damage will grow with your weapons, summons and classes you master, your allies too will progress alongside you.
When starting, you will be content to use any weapon element or type for any party you plan to take. Eventually you will begin to hit a wall where your damage has cease to improve at a reasonable rate or is simply not high enough for the events or content you want to do. This guide will help you figure ways to past this progression wall by explaining how damage works in Granblue Fantasy and how to actively seek for ways to improve your damage.
Sections 1 - 6 of this guide will give advice about how to shape your weapon pool beyond what you currently have by teaching you about weapon types, skills and skill types.
Sections 7 and onward will focus primarily on min /maxing your weapons and summon selection to make most of what you have.
1.1 Primer
Before we start here is a quick primer on your weapons, equipment and the stats associated with them.
Weapon Pool
Main Weapon:
This weapon dictates your character’s element during battle (i.e Light Sword = Light element).
Only weapons in which your class is proficient with can be equipped in this slot.
Main weapons will be granted with a 20% stat bonus by default to your main character. (See Section 2.2). Party members will only receive a bonus if they are also proficient with that weapon.
Skills attached to this weapon will contribute to you and your characters based on its specification (i.e Race or Element).
Sub Weapon Pool:
These weapons contribute towards your final damage but will not affect your element. Any element or weapon type can be placed here.
Sub weapons can gain a 20% stat bonus based on weapon proficiency.
Skills attached to these weapons will contribute to you and your characters based on its specification (i.e Race or Element). Some skills may only work as a main hand weapon.
Damage / Health from Weapons:
Combined damage from all weapons in your sub and main pool. This number will include the 20% bonus from all weapons your class is proficient at.
Weapon’s Damage Health Stat:
Damage or health granted by that specific weapon. This number will consider the weapon’s raw stat without any bonuses.
Summon Pool
(Summons matching your main character’s element will have their initial cooldown reduced by 3 turns during the start of the battle.)
Main Summon:
Passive effect of your Main Summon will be applied to you during combat. These passives will affect damage of specific element(s), add damage or modify health based on characters’ element or modify weapon skills based on its skill type.
Your main summon will not affect your character’s element and can be used during combat to gain their active effect.
No bonuses stats are granted to main summons.
Sub Summon Pool:
Sub Summon’s passive effect has no effect on you during combat.
Sub Summons will increase your stats and can also be used during combat to gain their active effect
No bonuses stats are granted to summons.
Damage / Health from Summons:
Combined damage from all summons in your sub and main pool.
Summon’s Damage Health Stat:
Damage or health granted by that specific Summon.
Main Character
Base Damage / Health:
The total damage / health from your weapons, class bonuses, zenith skills and summons.
Applied Skills:
Indicates the different skill names and strengths that are affecting your character. Skills of similar strength will be counted as a single skill but will have a skill count (+7 means 7 instances of that skill strength). This indicator does NOT differentiate between different skill types.
Party
Base Damage / Health:
The total damage / health of the respective character based on level and character’s individual stat growth.
Characters in your party will scale alongside you.
Any bonuses from weapon proficiency will not be shown.
Applied Skills:
Indicates the different skill names and strengths that are affecting the character. Skills of similar strength will be counted as a single skill but will have a skill count (+7 means 7 instances of that skill strength). This indicator does NOT differentiate between different skill types.
1.2 Terms
Base Damage - The damage that appears on your character during party screen.
Character Summon – Summons that give bonus damage to Characters of said Element (Dark Angel Olivia, Colow etc).
Elemental Summon – Summons that gives bonus damage to Elements (Lucifer, Bahamut, Baal etc).
Free Summon – The bonus summon you can select before joining battle.
Magna Summon – Summons that multiply your magna weapon modifiers (Colossus, Leviathan, Tiamat, Yggdrasil, Celeste, and Chevalier).
Player Summon – The summon that is held in the main slot by the player.
Primal Summon – Summons that multiply your normal weapon modifiers (Zues, Hades, Agnis, Varuna, Titan and Zephyros).
Special Summon - A summon that is not an elemental summon.
Weapon Modifier – The percent bonus gained from a weapon based on its skill and skill level. This will specifically refer to Damage. For non-damage Weapon Modifiers, they might be referred to as Enmity Modifier, Health Modifier etc.
Damage Modifiers - The total perfect bonus gained from your summons, weapons, buffs and any other effect. This will be multiplied directly to your base damage to give your outgoing damage.
2. Base Damage
2.1 Weapon Damage
Your character's base damage will depend on your weapon pool, summon pool and attack damage granted by your class (such as Warrior / Valkyrie etc.).
Weapons will be the easiest to increase as summons are far and few inbetween during progression. Summons are also generally harder to max level due to the amount of fodder you get for summons compared to weapons.
When it comes to increasing base damage, you can upgrade your weapons and find weapons of greater rarity. SR weapons are easier to obtain but will cap out at lvl 75, whilst SSRs can go up to 100 and 150 (may required heavy investment in terms of materials). For an easy damage increase you can level your Zenith skill for an additional 3,000 Attack. 3,000 Attack is strong early in the game as it equates to more than two level 75 SRs.
Damage increase from mastering classes are also an easy source of damage. You will initially have a Fighter Class which grants 1% attack upon reaching level 20 and the follow-up classes from the Fighter tree (Warrior and Weapon Master) will also give an additional 2% and 3% respectively.
To maximize your base damage you will need to know a few things about weapon types and why they are important.
The general hierarchy for weapon type base damage and health in order of highest to lowest is as follows (based on Guild Weapon and Master class weapons):
This is the general tier list for weapon stats, the two weapons with the highest attack in the game are guns. However the third highest is a Sword. Similarly two highest health weapons in the game is a Staff and a Spear. However third highest is a Fist. Exceptions do apply to this rule.
Note that within the weapon types, weapons from Gacha will normally have higher base damage than similar weapons that are obtainable in-game. The trend is normally Gacha > Magna > Event.
2.2. Weapon Proficiency
There is also another consideration, using weapon types in which your class is proficient in will boost the weapon's stats by 20% for both HP and Attack. Characters in your party will also grow in strength alongside your main character, they too will gain a boost based on their weapon proficiency. For characters in your party, the boost only applies a bonus 20% to attack from weapons that they are proficient at.
For an example, here is how the game optimised my weapons.
Notice how the SR Tiamat Sword is considered stronger than the Gun or the Axe (even though they are all lvl 6), this is because the 20% bonus makes it 1650 (1375 * 1.2) attack, which is stronger than the gun and axe but weaker than the Normal SR bow (also level 6).
Each class will be proficient in two weapons (except Orge and Gunslinger), the proficiencies for each class are as follows:
You can imply a class' stats based on this chart and the weapon stats hierarchy, a Bishop uses Staves and Spears they will generally end up being the class with the highest health. Sidewinder uses Bows and Guns, they will generally end up with high base damage.
Weapon proficiency for SSR characters are as follows:
Note:
Sarasa and Aoidos are proficient in two weapons.
When it comes to optimising base damage, it is important to consider what classes you plan to use with that element or what characters you plan to have.
Further down this guide, you will notice that Yggdrasil has a SSR Sword and Leviathan has a SSR dagger. Daggers and Sword are weapons in which a large amount of classes are proficient with, therefore people might have preference for farming SSR Sword from Yggdrasil for Holy Saber / Warrior / Dark Fencer / Sword Master or SSR Dagger for Hawkeye / Superstar / Sorcerer / Alchemist / Dark Fencer. Though this is a consideration it should not be your ultimate goal.
2.3 Upgrade Scaling
Each weapon and summon indicates a maximum damage from said weapon / summon at max level (75 for SR and 100 for SSR). This section will detail how their damage will change over the course of limit breaking and leveling up. You can use this section to estimate your weapon or summon damage at various points of limit breaking. These values will change from weapon to weapon so I will give a range and a suitable value for estimating the damage of any weapon.
SR Weapons / Summons
SSR Weapons / Summons
Notice how you will be able to gain half of a weapon's maximum damage without limit breaking it. Whilst each limit breaks yields roughly 16.3% increase until you reach 100%. Weapons that can be final limit broken will have their capped increase to 150 but leveling it to 150 will only yield a 20% additional damage to your weapon for a large investment.
Base damage however, is not the only factor in damage calculation To fully optimise your weapon pool, you will need to understand the skills that are attached to your weapon.
3. Weapon Skills
This section will cover the differences between various skill types and modifiers and where to find them.
Weapon skills are skills attached to your weapon that will normally only work on a particular element or race. (Bahamut).
This is why there is an emphasis on focusing on elements early on. Aiming for Magna drops (see later section) from a single element will allow you to gain multiple skills for a single element. This will provide a backbone for a strong element that you can then use to gain weapons of other elements (i.e Build a Wind team and use it to beat Earth Bosses).
At the start you will have a small weapon pool and will mostly bolster your Base Damage before dealing with weapon skills. As you gain more and more weapons, you will begin to shape weapon sets for specific elements in which you can start to skill up. At a certain point, skills will take precedent over Base Damage in terms of effectiveness. As an example here is one setup that is maximized for Base Damage and one setup maximized for both Base Damage and Skill.
Notice how the based damage of the Weapon Master is 49,316 whilst Dark Fencer is 37,333. However, if you look at the weapon pool for Weapon Master, he has a random array of weapons whilst Dark Fencer has weapons with light skills and Bahamut Weapon. Ignoring any special bonuses from summons the outgoing damage from each are as follows:
Weapon Master: 49,316 * (1 + 0.15 + 0.16 ) = 64,603
Dark Fencer: 37,333 * (1 + 0.11 + 0.11 + 0.11 + 0.07 ) * ( 1 + 0.15 + 0.15 + 0.15 + 0.07 + 0.3) = 95,124
(For calculation method refer to Section 6)
When optimising using the in-game function, they will most often not take into account varying skill types and will prioritise Base Damage above skills. A good sign of progress on skill levels is when you can take a hit on your Base Damage and still end up with more outgoing damage. Since skills you'd want to max to 10 (or 15) are tied to SSR weapons, you will rarely have them in a fully limit broken state. As shown in the Base Damage section, a non-limit broken SSR has half of the weapon's maximum damage. Once your skills are set and you begin to find extra copies of these SSRs, the small increase you get from Base Damage will result in large changes in your overall damage.
As recommendation, for persistent farmable SSRs such as Magna Weapons, you should focus on skills first as the drops can be far and few in between.
For limited farmable SSRs such as events or Guild Wars, Max Limit Break them first before taking their skill levels further.
As for Gatcha Weapons, it is up to your own discretion.
Some weapons may have multiple skills that affect different elements. For example, Silva's Gun is a Water Element Gun that increases attack damage for both Light and Water characters.
The next section I will talk about different Skill types, this is important when it comes to maximizing your skills.
For reading skill icons you can use these as an indicator to find out what skills your weapons have:
3.1 Skill Icons
3.2. Normal / Normal II Weapon Skills
Normal weapons skills are skills with modifiers ending with [Element Prefix]の[Skill Suffix], these modifiers are on the majority of weapons and will vary in strength from small (小), medium (中) and large (大). Normal weapons will normally be obtained from Gatcha, Events and Guild Wars.
Normal II weapons skills are SSR weapons which gain an additional percent damage than their Normal weapon counterparts. These will require you to 4* a weapon obtained from Legend Gatcha / Event but some Legend Gatcha weapons will not require limit breaking to get Normal II skill. All SSR Main Story Characters, Rosetta, Rakamu, Io, Catalina will give you a Normal II weapon from their respective element and weapon proficiency.
By definition Normal skills are skills that are enhanced by Primal Summons (Zues, Agnis etc), therefore by looking at the text from these summons you will be able to find out the category of your weapon skill.
For an example, here is Varuna's summon text and a comparison along side with my Fenrir Axe.
As you can see, the two skills on the Fenrir Axe, DA Up and Attack Up are both called 霧氷の二 手and 水の攻刃 respectively. In the table above, both of these skill titles are enhanced by Varuna. Hence these are classified as a normal weapon skill. 二手 is the suffix for attack speed modifier whilst 攻刃 is for attack damage. Notice how the 水 is a small skill whilst 霧氷 is a large skill as mentioned in the chart above. You should be able to identify the strength of your weapon skills easily this way.
Notice that there are some special cases such as Chevalier SSR Axe. This Axe has a Chevalier Magna skill for +HP on light character but also has a + atk (large) for water characters. This water attack skill is considered a normal weapon skill and will be improved by Varuna.
For brevity, all Normal weapons will not be listed.
The following table shows the list of currently available Normal II weapons with damage skills:
3.3. Magna Weapon Skills
Magna weapons are normally more straight forward and will have skills ending in [Magna Title]方陣・[Skill Suffix] or [Magna Title]方陣・[Skill Suffix]II. II will normally indicate a large skill strength (大) whilst [Magna Title]方陣・[Skill Suffix]II. indicates either a medium or small strength (小/中). Magna weapons are exclusive to their respective raids and is the only way to obtain them as a drop. As of now you can obtain points from contributing to multibattles to exchange for a magna weapon of your choosing. Magna weapons from each Magna are as follows:
3.4. Unknown Weapon Skills
Unknown Weapons Skills are currently only available via events, if you are planning to fully optimise your weapon pool, be weary of any Unknown weapons that are available in upcoming events.
3.5. Strength Weapon Skills
Strength Weapons Skills are currently only available via events, if you are planning to fully optimise your weapon pool, be weary of any Strength weapons that are available in upcoming events. Note that these are not affected by Ranko Summon.
Unknown weapons are for minor optimisation of damage, for Magna / Primal summons the first addition of Unknown weapons will increase your damage by approximately 4% the second will be a 1.5% increase (overall 5-6% from optimisation). In the case of Elemental / Character and Grande Summons you will get approximately 5%, 3% and 1% from first, second and third respectively (overall 9-10% increase in damage).
In the grand scheme of things, as your base damage gets higher and higher the initial Unknown Weapon will be a boon but anything after that is arguable, depending on the weapons you have at your disposal.
3.6. Bahamut Weapon Skills
Bahamut Weapons Skills are skills that will boost the damage of a particular race.
The specific bonuses from each Weapon are as follows:
These weapons will normally be obtained via two methods,
Obtaining an SR Bahamut Weapon from Proto-Bahamut Raid.
Getting your weapon this way will save you from having to use a Bahamut Horn. However the only way to make this weapon 3* is to try your luck at 3 more or limit breaking it using SR limit break stone from Casino (3 x 500k Medals).
Obtaining a Rusty Weapon from Proto-Bahamut Raid / Angel Halo Dungeon and upgrade it using a Bahamut Horn.
Rusty Weapons are easier to find and once you limit break them to 3*, you can upgrade using a single Bahamut Horn which gives you a ready 3* Bahamut Weapon.
Once you have upgraded your SR Bahamut Weapon skill to level 10, you can upgrade it to SSR which will allow you to boost your base damage.
Be weary that Bahamut Weapon skills are 5 times as demanding than SSR weapons when it comes to leveling their Skills. Bahamut Weapons however do start out very strong and do not required much leveling to gain a large boost to damage. The effectiveness of your Bahamut Weapon varies as follows:
Unknown Races, Main Character and Bonus Stacking
Unknown race and the Main Character are considered as ALL RACES and will gain benefit from any Bahamut Weapon in your Weapon pool.
The list of current characters considered as unknown race are as follows:
Here is an example of a weapon load-out with only two Bahamut Weapons, Dagger and Axe.
The party consists of Will (Human), Narumea (Doraf), Vampy (Unknown), Dark Sarunan (Erun) and Cerberus (Unknown).
Will and Narumea
Vampy and Dark Sarunan
Notice how Narumea recieves a damage boost which states that it is for Doraf, you can also see this on Will which says damage boost for humans. However if you look at Vampy and the Main character, the bonus does not specify a race and instead shows up as ??? which means they are considered as the same. Since Vampy is of Unknown Race, you can assume that the Main Character is also treated as such. Additionally only one bonus applies as they do not get the bonus damage from the Axe AND the Dagger. Dark Sarunan gets no special bonuses for either of the weapons.
The rules of stacking are as follows:
30% bonuses will not stack with each other.
15% bonuses will not stack with each other.
15% bonuses will stack with 30% bonuses.
Therefore the most Attack and Health boost you can get from Bahamut weapons is 45%.
For parties that cannot fully utilise Bahamut Weapons, if half of your team cannot benefit from your Bahamut weapon then you will end up with average damage modifiers similar to that of using a Normal Weapon in its stead.
Using more than 2 Bahamut weapons will decrease your damage regardless of if it will buff all the races in your party, if this is the case it is advised to use Normal Weapons instead or stick with at least 3 characters that can benefit from your 30% Attack weapon.
3.7. HL Bahamut Weapon Skills
As of the 2nd Anniversary of Granblue you can now further upgrade Bahamut weapons after already upgrading them to SSR.
Further upgrading your weapon this way, will make it become 4* and unlock the ability to increase its level to 150 and its skill level to 15.
For rebalancing, each attack or attack / health weapon will have its effect changed to affect two races.
All 30% Health Bahamut weapons are to be converted to improve continuous attack rate for a specific race.
The new specific bonuses from each Weapon are as follows:
The benefit from increasing the skill level to further as as follows:
What does this mean for bahamut weapons?
Due to the damage increase being minimal (2%), optimal builds have NOT changed. Since each weapon now affects two races, race diversity in teams have been encouraged.
With the inclusion of secondary races, values of Races such as Erun and Harvin have increased. Bahamut Dagger (Erun / Human) will influence builds for fire, dark and light teams. With values of characters such as Yuel, Seruel, Feri and Six increasing. Bahamut gun might influence Water teams, which have the largest group of Harvins in their SSR pool. Swords will most likely still be the go-to for Earth and Dark teams.
For stacking rules, there is a limit on damage increase from bahamut weapons (50%), you can stack two HL Bahamut weapons to give a mono race maximum bonus of 50% Damage and 36% Health. You can also stack a HL Bahamut Weapon with another Bahamut Weapon.
Some examples are below:
HL Bahamut Spear and HL Bahamut Dagger
Erun : 50% Damage / 36% Health
Human : 32% Damage / 18% Health
Harvin : 32% Damage / 18% Health
Doarf : none
HL Bahamut Dagger and Bahamut Sword
Human : 47% Damage / 33% Health
Erun : 32% Damage / 18% Health
Doraf : 15% Damage / 15% Health
Harvin : none
HL Gun and Bahamut Dagger
Human : 50% Damage / 18% Health
Harvin : 32% Damage / 18% Health
Erun : none
Doarf : none
4. Leveling Weapon Skills
Once you have identified and obtained these weapons you will need to upgrade their skill levels. This will allow you to maximize the weapon's potential. How to get points and how many points required are detailed in the Ultimate Guide. This section will detail the recommended fodder for SR Weapons, SSR Weapons and Bahamut Weapons. The notations are (Quantity) x (Item Type)(Skill level). For example 3 x SSR3 will mean 3 SSRs with skill level 3.
The tables for each weapon category are as follows:
The general philosophy for using fodder is based on how many SSRs or SRs you have. For example, if you plan to upgrade an SSR from level 9 to level 10. You can either use 18 SRs, 2 SSRs or SSR2. Ideally, SSR2 will consume the least amount of items as it only requires 2 SRs to upgrade an SSR to level 2. However if you have no SSRs spare, then 18 SRs is only option you have, if you have tones of SSRs to spare but no SRs (and are impatient) you can use 2 SSRs instead.
4.1 SR Weapons
4.2 SSR Weapons
4.3 Bahamut Weapons
5. Weapon Modifiers
Modifiers and bonuses granted from weapon skills from variation skill types, strengths and levels are as follows:
Credit goes to: Greatsundome Blog and Japanese GBF Wiki
NOTE: All values with 1 are considered as indicative only and is not 100% verified. These value however can be used as a rough estimate.
5.1. Damage Modifiers
The damage bonuses granted by weapons are as follows:
5.2. Enmity Damage Modifiers
Last stand modifiers give more damage as your health decreases, these weapons are considered good due to them sharing a separate modifier to normal attack skills.
The amount of last stand weapons you use will depend on how low you are comfortable attacking at. Generally at 50% HP using 3 - 4 large last stand weapons is optimal. For weapons such as Tiamat Gun which has a small last stand modifier and medium attack, using at least one can be considered at 75% HP.
The damage modifiers at various health granted by weapons are as follows:
5.3. Double Attack Chance
Additional double attack chance granted by weapons are as follows:
5.4. Critical Attack Chance
Critical attacks granted by weapon skills only work on elements that you are strong against (i.e Water attacking Fire). A critical hit granted this way will give an additional 50% damage.
Critical chance granted by weapons are as follows:
5.5. Health Modifiers
Additional Health granted by health skills are as follows:
1. Introduction
1.1. Primer
1.2. Terms
2. Base Damage
2.1. Weapon Damage
2.2. Weapon Proficiency
2.3. Upgrade Scaling
3. Weapon Skill Types
3.1. Skill Icons
3.2. Normal / Normal II Weapon Skills
3.3. Magna Weapon Skills
3.4. Unknown Weapon Skills
3.5. Strength Weapon Skills
3.6. Bahamut Weapon Skills
3.7. HL Bahamut Weapon Skills
4. Leveling Weapon Skills
4.1. SR Weapons
4.2. SSR Weapons
4.3. Bahamut Weapons
5. Weapon Modifiers
5.1. Damage Modifiers
5.2. Enmity Damage Modifiers
5.3. Double Attack Chance
5.4. Critical Attack Chance
5.5. Health Modifiers
6. Damage Calculation
7. Weapon Optimisation
7.1. Elemental Summon
7.2. Magna Summon
7.3. Double Magna Summon
7.4. Primal Summon
7.5. Double Primal Summon
7.6. Grande
7.7. Double Grande / Character Summon
7.8. Magna + Primal
7.9. Magna + Grande
7.10. Grande + Primal
7.11. Character Summon < 40%
7.12. Character Summon 50%/60%
7.13. Character Summon < 40% + Magna
7.14. Character Summon 50%/60% + Magna
7.11. Conclusion
8. Enmity Weapons and Modifiers
8.1 Category 1
8.2 Category 2
8.3 Category 3
8.4 Category 4
8.5 Conclusion
9. Gacha Summon Weapons
9.1. Narakubara - Wind Spear
9.2. Eckesachs - Fire Sword
9.3. Oberon - Water Fist
9.4. Perseus - Earth Harp
9.5. Cortana - Dark Dagger
9.6. Artemis - Light Bow
10. Cosmos Weapon
10.1. Magna Builds
10.2. Primals Builds
10.3. Elemental Builds
10.4. Grande Builds
10.5. Conclusion
11. Summon Optimisation
11.1. Low End Weapon Pool
11.2. Mid End Weapon Pool
11.3. End Game Weapon Pool
11.4. Theoretical End Game Weapon Pool
11.5. Conclusion
10.6. Graphs for Reference
12. Elemental Versus Character Summon
12.1. Low End Weapon Pool
12.2. Mid End Weapon Pool
12.3. End Game Weapon Pool
12.4. Theoretical End Game Weapon Pool
12.5. Conclusion
12.6. Graphs for Reference
13. Miscellaneous
13.1 Chevalier Sword
13.2 Odin Final Limit with Mix Dark / Light Teams
1. Introduction
This guide will be slightly advanced in terms of concepts of weapon growth such as, Leveling Weapon Skills , Magna Weapons and Summons and Bahamut Weapon. These can be read up on in the Ultimate Guide Section which will briefly cover these topics. For the basics sections 1, 2 and 3 are what you would want to look at whilst anything on wards will be for more advanced players or are looking for extra help/information.
In Granblue, that easiest indicator of progression is damage.
Your damage will grow with your weapons, summons and classes you master, your allies too will progress alongside you.
When starting, you will be content to use any weapon element or type for any party you plan to take. Eventually you will begin to hit a wall where your damage has cease to improve at a reasonable rate or is simply not high enough for the events or content you want to do. This guide will help you figure ways to past this progression wall by explaining how damage works in Granblue Fantasy and how to actively seek for ways to improve your damage.
Sections 1 - 6 of this guide will give advice about how to shape your weapon pool beyond what you currently have by teaching you about weapon types, skills and skill types.
Sections 7 and onward will focus primarily on min /maxing your weapons and summon selection to make most of what you have.
1.1 Primer
Before we start here is a quick primer on your weapons, equipment and the stats associated with them.
Weapon Pool
Main Weapon:
This weapon dictates your character’s element during battle (i.e Light Sword = Light element).
Only weapons in which your class is proficient with can be equipped in this slot.
Main weapons will be granted with a 20% stat bonus by default to your main character. (See Section 2.2). Party members will only receive a bonus if they are also proficient with that weapon.
Skills attached to this weapon will contribute to you and your characters based on its specification (i.e Race or Element).
Sub Weapon Pool:
These weapons contribute towards your final damage but will not affect your element. Any element or weapon type can be placed here.
Sub weapons can gain a 20% stat bonus based on weapon proficiency.
Skills attached to these weapons will contribute to you and your characters based on its specification (i.e Race or Element). Some skills may only work as a main hand weapon.
Damage / Health from Weapons:
Combined damage from all weapons in your sub and main pool. This number will include the 20% bonus from all weapons your class is proficient at.
Weapon’s Damage Health Stat:
Damage or health granted by that specific weapon. This number will consider the weapon’s raw stat without any bonuses.
Summon Pool
(Summons matching your main character’s element will have their initial cooldown reduced by 3 turns during the start of the battle.)
Main Summon:
Passive effect of your Main Summon will be applied to you during combat. These passives will affect damage of specific element(s), add damage or modify health based on characters’ element or modify weapon skills based on its skill type.
Your main summon will not affect your character’s element and can be used during combat to gain their active effect.
No bonuses stats are granted to main summons.
Sub Summon Pool:
Sub Summon’s passive effect has no effect on you during combat.
Sub Summons will increase your stats and can also be used during combat to gain their active effect
No bonuses stats are granted to summons.
Damage / Health from Summons:
Combined damage from all summons in your sub and main pool.
Summon’s Damage Health Stat:
Damage or health granted by that specific Summon.
Main Character
Base Damage / Health:
The total damage / health from your weapons, class bonuses, zenith skills and summons.
Applied Skills:
Indicates the different skill names and strengths that are affecting your character. Skills of similar strength will be counted as a single skill but will have a skill count (+7 means 7 instances of that skill strength). This indicator does NOT differentiate between different skill types.
Party
Base Damage / Health:
The total damage / health of the respective character based on level and character’s individual stat growth.
Characters in your party will scale alongside you.
Any bonuses from weapon proficiency will not be shown.
Applied Skills:
Indicates the different skill names and strengths that are affecting the character. Skills of similar strength will be counted as a single skill but will have a skill count (+7 means 7 instances of that skill strength). This indicator does NOT differentiate between different skill types.
1.2 Terms
Base Damage - The damage that appears on your character during party screen.
Character Summon – Summons that give bonus damage to Characters of said Element (Dark Angel Olivia, Colow etc).
Elemental Summon – Summons that gives bonus damage to Elements (Lucifer, Bahamut, Baal etc).
Free Summon – The bonus summon you can select before joining battle.
Magna Summon – Summons that multiply your magna weapon modifiers (Colossus, Leviathan, Tiamat, Yggdrasil, Celeste, and Chevalier).
Player Summon – The summon that is held in the main slot by the player.
Primal Summon – Summons that multiply your normal weapon modifiers (Zues, Hades, Agnis, Varuna, Titan and Zephyros).
Special Summon - A summon that is not an elemental summon.
Weapon Modifier – The percent bonus gained from a weapon based on its skill and skill level. This will specifically refer to Damage. For non-damage Weapon Modifiers, they might be referred to as Enmity Modifier, Health Modifier etc.
Damage Modifiers - The total perfect bonus gained from your summons, weapons, buffs and any other effect. This will be multiplied directly to your base damage to give your outgoing damage.
2. Base Damage
2.1 Weapon Damage
Your character's base damage will depend on your weapon pool, summon pool and attack damage granted by your class (such as Warrior / Valkyrie etc.).
Weapons will be the easiest to increase as summons are far and few inbetween during progression. Summons are also generally harder to max level due to the amount of fodder you get for summons compared to weapons.
When it comes to increasing base damage, you can upgrade your weapons and find weapons of greater rarity. SR weapons are easier to obtain but will cap out at lvl 75, whilst SSRs can go up to 100 and 150 (may required heavy investment in terms of materials). For an easy damage increase you can level your Zenith skill for an additional 3,000 Attack. 3,000 Attack is strong early in the game as it equates to more than two level 75 SRs.
Damage increase from mastering classes are also an easy source of damage. You will initially have a Fighter Class which grants 1% attack upon reaching level 20 and the follow-up classes from the Fighter tree (Warrior and Weapon Master) will also give an additional 2% and 3% respectively.
To maximize your base damage you will need to know a few things about weapon types and why they are important.
The general hierarchy for weapon type base damage and health in order of highest to lowest is as follows (based on Guild Weapon and Master class weapons):
Max Attack | Max Health |
Gun | Staff |
Katana | Spear |
Axe | Harp |
Bow | Dagger |
Sword | Fist |
Dagger | Bow |
Fist | Sword |
Spear | Axe |
Harp | Katana |
Staff | Gun |
This is the general tier list for weapon stats, the two weapons with the highest attack in the game are guns. However the third highest is a Sword. Similarly two highest health weapons in the game is a Staff and a Spear. However third highest is a Fist. Exceptions do apply to this rule.
Note that within the weapon types, weapons from Gacha will normally have higher base damage than similar weapons that are obtainable in-game. The trend is normally Gacha > Magna > Event.
2.2. Weapon Proficiency
There is also another consideration, using weapon types in which your class is proficient in will boost the weapon's stats by 20% for both HP and Attack. Characters in your party will also grow in strength alongside your main character, they too will gain a boost based on their weapon proficiency. For characters in your party, the boost only applies a bonus 20% to attack from weapons that they are proficient at.
For an example, here is how the game optimised my weapons.
Notice how the SR Tiamat Sword is considered stronger than the Gun or the Axe (even though they are all lvl 6), this is because the 20% bonus makes it 1650 (1375 * 1.2) attack, which is stronger than the gun and axe but weaker than the Normal SR bow (also level 6).
Each class will be proficient in two weapons (except Orge and Gunslinger), the proficiencies for each class are as follows:
Class Group | Weapon Proficiency ( Primary / Secondary) |
Fighter Warrior Weapon Master Berserker | Sword / Axe |
Knight Fortress Holy Saber | Sword / Spear |
Priest Cleric Bishop Sage | Staff / Spear |
Wizard Sorcerer Hermit | Staff / Dagger |
Thief Raider Hawkeye | Dagger / Gun |
Grappler Kung Fu Orge | Fist |
Ranger Marksman Sidewinder | Bow / Gun |
Harpist Minstrel Superstar | Harp / Dagger |
Lancer Dragoon Valkyrie | Spear / Axe |
Alchemist | Dagger / Gun |
Ninja | Katana / Fist |
Samurai | Katana / Bow |
Swordmaster | Sword / Katana |
Gunslinger | Gun |
Wiseman | Staff |
Assassin | Dagger |
You can imply a class' stats based on this chart and the weapon stats hierarchy, a Bishop uses Staves and Spears they will generally end up being the class with the highest health. Sidewinder uses Bows and Guns, they will generally end up with high base damage.
Weapon proficiency for SSR characters are as follows:
Sword | Dagger | Spear | Axe | Staff | Gun | Fist | Bow | Harp | Katana |
Siete | Carmelina Rosetta | Nezahualpilli | Gwain | Rena Petra Anchira | Christina | Metera Feena | Henrietta Nio | ||
Yuel Agielba Percival Aoidos | Anira Zeta Heles | Magisa Io (Summer) Claris Zaruhamerina | Esser Rakamu | Gandagouza | Metera (Fire) | Aoidos | |||
Charlotte Catalina Lancelot Yodalaharl | Quatre | Uno | Altair Lily | Silva | Sochie | Riruru | |||
Sarasa Altheia Siegfried Vira (Summer) | Meru | Sarasa | Cagliostro Arurumeya Clarice (Xmas) | Eustace Catherine Eugene | Sara | Okuto | |||
Les Fie Les Fie (Summer) Seruel Albel Charlotte (Halloween) | Feri | Zeta (Summer) Jeanne d'Arc | Sarunan Io Funfu | Amira | Sorng | ||||
Vira Beatrix | Rosetta (Xmas) Danua (Summer) | Lady Grey | Bazaraga | Dark Sarunan Vampy Cagliostro (Halloween) | Cerberus Six | Narumea |
Note:
Sarasa and Aoidos are proficient in two weapons.
When it comes to optimising base damage, it is important to consider what classes you plan to use with that element or what characters you plan to have.
Further down this guide, you will notice that Yggdrasil has a SSR Sword and Leviathan has a SSR dagger. Daggers and Sword are weapons in which a large amount of classes are proficient with, therefore people might have preference for farming SSR Sword from Yggdrasil for Holy Saber / Warrior / Dark Fencer / Sword Master or SSR Dagger for Hawkeye / Superstar / Sorcerer / Alchemist / Dark Fencer. Though this is a consideration it should not be your ultimate goal.
2.3 Upgrade Scaling
Each weapon and summon indicates a maximum damage from said weapon / summon at max level (75 for SR and 100 for SSR). This section will detail how their damage will change over the course of limit breaking and leveling up. You can use this section to estimate your weapon or summon damage at various points of limit breaking. These values will change from weapon to weapon so I will give a range and a suitable value for estimating the damage of any weapon.
SR Weapons / Summons
Weapon / Summon Level | Percent damage relative to Max Level | Suitable Estimate |
Minimum Damage Level 0 | 16-17% | 16.25% |
No Limit Break Level 30 | 49-51% | 50% |
1st Limit Break Level 45 | 65-68% | 66.67% |
2nd Limit Break Level 60 | 82-86% | 83.33% |
3rd Limit Break Level 75 | 100% | 100% |
SSR Weapons / Summons
Weapon / Summon Level | Percent damage relative to Max Level | Suitable Estimate |
Minimum Damage Level 0 | 16-17% | 16.25% |
No Limit Break Level 40 | 49-51% | 50% |
1st Limit Break Level 60 | 65-68% | 66.67% |
2nd Limit Break Level 80 | 82-86% | 83.33% |
3rd Limit Break Level 100 | 100% | 100% |
Final Limit Break Level 150 | 118-122% | 120% |
Notice how you will be able to gain half of a weapon's maximum damage without limit breaking it. Whilst each limit breaks yields roughly 16.3% increase until you reach 100%. Weapons that can be final limit broken will have their capped increase to 150 but leveling it to 150 will only yield a 20% additional damage to your weapon for a large investment.
Base damage however, is not the only factor in damage calculation To fully optimise your weapon pool, you will need to understand the skills that are attached to your weapon.
3. Weapon Skills
This section will cover the differences between various skill types and modifiers and where to find them.
Weapon skills are skills attached to your weapon that will normally only work on a particular element or race. (Bahamut).
This is why there is an emphasis on focusing on elements early on. Aiming for Magna drops (see later section) from a single element will allow you to gain multiple skills for a single element. This will provide a backbone for a strong element that you can then use to gain weapons of other elements (i.e Build a Wind team and use it to beat Earth Bosses).
At the start you will have a small weapon pool and will mostly bolster your Base Damage before dealing with weapon skills. As you gain more and more weapons, you will begin to shape weapon sets for specific elements in which you can start to skill up. At a certain point, skills will take precedent over Base Damage in terms of effectiveness. As an example here is one setup that is maximized for Base Damage and one setup maximized for both Base Damage and Skill.
Base Damage & Base Damage and Skill
Notice how the based damage of the Weapon Master is 49,316 whilst Dark Fencer is 37,333. However, if you look at the weapon pool for Weapon Master, he has a random array of weapons whilst Dark Fencer has weapons with light skills and Bahamut Weapon. Ignoring any special bonuses from summons the outgoing damage from each are as follows:
Weapon Master: 49,316 * (1 + 0.15 + 0.16 ) = 64,603
Dark Fencer: 37,333 * (1 + 0.11 + 0.11 + 0.11 + 0.07 ) * ( 1 + 0.15 + 0.15 + 0.15 + 0.07 + 0.3) = 95,124
(For calculation method refer to Section 6)
When optimising using the in-game function, they will most often not take into account varying skill types and will prioritise Base Damage above skills. A good sign of progress on skill levels is when you can take a hit on your Base Damage and still end up with more outgoing damage. Since skills you'd want to max to 10 (or 15) are tied to SSR weapons, you will rarely have them in a fully limit broken state. As shown in the Base Damage section, a non-limit broken SSR has half of the weapon's maximum damage. Once your skills are set and you begin to find extra copies of these SSRs, the small increase you get from Base Damage will result in large changes in your overall damage.
As recommendation, for persistent farmable SSRs such as Magna Weapons, you should focus on skills first as the drops can be far and few in between.
For limited farmable SSRs such as events or Guild Wars, Max Limit Break them first before taking their skill levels further.
As for Gatcha Weapons, it is up to your own discretion.
Some weapons may have multiple skills that affect different elements. For example, Silva's Gun is a Water Element Gun that increases attack damage for both Light and Water characters.
The next section I will talk about different Skill types, this is important when it comes to maximizing your skills.
For reading skill icons you can use these as an indicator to find out what skills your weapons have:
3.1 Skill Icons
Skill Icon | Skill Type |
Normal | |
Normal II | |
Magna | |
Unknown | |
Bahamut |
Skill Icon | Skill Strength |
Small | |
Medium | |
Large |
Skill Icon | Skill Modifier |
Attack | |
Health | |
Enmity | |
Double Attack | |
Critical Attack | |
Counter | |
Recovery |
3.2. Normal / Normal II Weapon Skills
Normal weapons skills are skills with modifiers ending with [Element Prefix]の[Skill Suffix], these modifiers are on the majority of weapons and will vary in strength from small (小), medium (中) and large (大). Normal weapons will normally be obtained from Gatcha, Events and Guild Wars.
Normal II weapons skills are SSR weapons which gain an additional percent damage than their Normal weapon counterparts. These will require you to 4* a weapon obtained from Legend Gatcha / Event but some Legend Gatcha weapons will not require limit breaking to get Normal II skill. All SSR Main Story Characters, Rosetta, Rakamu, Io, Catalina will give you a Normal II weapon from their respective element and weapon proficiency.
By definition Normal skills are skills that are enhanced by Primal Summons (Zues, Agnis etc), therefore by looking at the text from these summons you will be able to find out the category of your weapon skill.
Element | Primal Summon | Skill Title 1 (Small) | Skill Title 2 (Medium) | Skill Title 3 ( Large) |
Zephyros | Wind | Whirlwind | Ventosus | |
Agnis | Fire | Hellfire | Inferno | |
Varuna | Water | Tsunami | Hoarfrost | |
Titan | Earth | Mountain | Terra | |
Zeus | Light | Thunder | Zion | |
Hades | Dark | Hatred | Oblivion |
For an example, here is Varuna's summon text and a comparison along side with my Fenrir Axe.
Notice that there are some special cases such as Chevalier SSR Axe. This Axe has a Chevalier Magna skill for +HP on light character but also has a + atk (large) for water characters. This water attack skill is considered a normal weapon skill and will be improved by Varuna.
For brevity, all Normal weapons will not be listed.
The following table shows the list of currently available Normal II weapons with damage skills:
Weapon | Weapon Type | Element | Attack Skill Upgrade Condition | Secondary Skill | Source |
Sword | | Limit Break to 4* and Reach Level 101 | Double Attack (Medium) [Level 120] | Gold Moons | |
| Dagger | | None | - | SSR Rosetta |
| Bow | | Limit Break to 4* and Reach Level 101 | Counter (Medium) [Level 120] | Gold Moons |
| Katana | | Limit Break to 4* and Reach Level 101 | Health (Medium) [Level 120] | Gold Moons |
Spear | Limit Break to 4* and Reach Level 101 | None | Battle of Seiryu Event | ||
| Gun | | Limit Break to 4* and Reach Level 101 | Double Attack (Medium) [Level 120] | Gold Moons |
| Gun | | None | - | SSR Rakamu |
| Bow | | Limit Break to 4* and Reach Level 101 | Double Attack (Medium) [Level 120] | Gold Moons |
| Katana | | Limit Break to 4* and Reach Level 101 | Water Attack (Large II) [Level 120] | Gold Moons |
| Katana | | Limit Break to 4* and Reach Level 101 | - | Battle of Suzaku Event |
Fist | Limit Break to 4* and Reach Level 101 | Enmity (Medium) [Level 120] | Gold Moons | ||
| Sword | | Limit Break to 4* and Reach Level 101 | Critical (Medium) [Level 120] | Gold Moons |
| Sword | | None | - | SSR Catalina |
| Axe | | Limit Break to 4* and Reach Level 101 | - | Battle of Genbu Event |
Axe | Limit Break to 4* and Reach Level 101 | Double Attack (Medium) [Level 120] | Gold Moons | ||
Katana | Limit Break to 4* and Reach Level 101 | Health (Medium) [Level 120] | Gold Moons | ||
| Gun | | Limit Break to 4* and Reach Level 101 | Counter (Medium) [Level 120] | Gold Moons |
| Bow | | Limit Break to 4* and Reach Level 101 | Critical (Medium) [Level 120] | Gold Moons |
Fist | | Limit Break to 4* and Reach Level 101 | - | Battle of Byakko Event | |
Gun | None | - | SSR Eugene | ||
| Staff | | None | - | SSR Io |
| Fist | | Limit Break to 4* and Reach Level 101 | Counter (Medium) [Level 120] | Gold Moons |
| Dagger | | Limit Break to 4* and Reach Level 101 | Double Attack (Medium) [Level 120] | Gold Moons |
| Spear | Limit Break to 4* and Reach Level 101 | Enmity (Medium) [Level 120] | Gold Moons |
3.3. Magna Weapon Skills
Magna weapons are normally more straight forward and will have skills ending in [Magna Title]方陣・[Skill Suffix] or [Magna Title]方陣・[Skill Suffix]II. II will normally indicate a large skill strength (大) whilst [Magna Title]方陣・[Skill Suffix]II. indicates either a medium or small strength (小/中). Magna weapons are exclusive to their respective raids and is the only way to obtain them as a drop. As of now you can obtain points from contributing to multibattles to exchange for a magna weapon of your choosing. Magna weapons from each Magna are as follows:
Tiamat Magna
Weapon | Weapon Type | Weapon Rarity | Skill and Modifier Strength #1 | Skill and Modifier Strength #2 | Maximum Weapon Damage (4th Limit Break) |
Fist | SSR | Damage (Large) | - | 2130 (2530) | |
Axe | SSR | Health (Large) | - | 2390 (2870) | |
Spear | SSR | Health (Large) | - | 2085 (2500) | |
Gun | SSR | Damage (Medium) | Enmity (Small) | 2445 (2930) | |
Gun | SR | Damage (Medium) | - | 1475 | |
Axe | SR | Damage (Medium) | - | 1440 | |
Sword | SR | Damage (Medium) | - | 1375 |
Colossus Magna
Weapon | Weapon Type | Weapon Rarity | Skill and Modifier Strength #1 | Skill and Modifier Strength #2 | Maximum Weapon Damage (4th Limit Break) |
Staff | SSR | Damage (Large) | - | 1960 (2290) | |
Gun | SSR | Health (Large) | - | 2450 (2860) | |
Fist | SSR | Counter (Large) | - | 2135 (2490) | |
Katana | SSR | Enmity (Large) | - | 2425 (2830) | |
Axe | SR | Damage (Medium) | - | 1470 | |
Dagger | SR | Damage (Medium) | - | 1340 | |
Fist | SR | Damage (Medium) | - | 1310 |
Leviathan Magna
Weapon | Weapon Type | Weapon Rarity | Skill and Modifier Strength #1 | Skill and Modifier Strength #2 | Maximum Weapon Damage (4th Limit Break) |
Dagger | SSR | Damage (Large) | - | 2155 (2520) | |
Bow | SSR | Health (Large) | - | 2255 (2640) | |
Staff | SSR | Increase Healing (Large) | - | 1940 (2270) | |
Spear | SSR | Critical (Large) | - | 2070 (2420) | |
Gun | SR | Damage (Medium) | - | 1505 | |
Dagger | SR | Damage (Medium) | - | 1340 | |
Spear | SR | Damage (Medium) | - | 1285 |
Yggdrasil Magna
Weapon | Weapon Type | Weapon Rarity | Skill and Modifier Strength #1 | Skill and Modifier Strength #2 | Maximum Weapon Damage (4th Limit Break) |
Sword | SSR | Damage (Large) | - | 2270 (2650) | |
Dagger | SSR | Health (Large) | - | 2160 (2520) | |
Bow | SSR | Enmity (Large) | - | 2260 (2640) | |
Staff | SSR | Damage (Medium) | Health (Small) | 1945 (2270) | |
Fist | SR | Damage (Medium) | - | 1315 | |
Sword | SR | Health (Medium) | - | 1410 | |
Staff | SR | Health (Medium) | - | 1205 |
Chevalier Magna
Weapon | Weapon Type | Weapon Rarity | Skill and Modifier Strength #1 | Skill and Modifier Strength #2 | Maximum Weapon Damage (4th Limit Break) |
Gun | SSR | Damage (Large) | Normal Earth Skill Health (Large) | 2440 (2850) | |
Harp | SSR | Damage (Large) | Normal Fire Skill Health (Large) | 2005 (2340) | |
Axe | SSR | Health (Large) | Normal Water Skill Damage (Large) | 2385 (2790) | |
Sword | SSR | Damage & Health (Small) | Normal Light Skill Damage (Small) [Level 120] | 2275 (2660) | |
Axe | SR | Health (Medium) | - | 1480 | |
Sword | SR | Health (Medium) | - | 1415 | |
Spear | SR | Health (Medium) | - | 1295 |
Celeste Magna
Weapon | Weapon Type | Weapon Rarity | Skill and Modifier Strength #1 | Skill and Modifier Strength #2 | Maximum Weapon Damage (4th Limit Break) |
Axe | SSR | Damage (Large) | Normal Water Skill Counter (Large) | 2405 (2810) | |
Spear | SSR | Damage (Large) | Normal Wind Skill Enmity (Large) | 2100 (2450) | |
Harp | SSR | Health (Large) | Normal Fire Skill Critical (Large) | 2025 (2360) | |
Fist | SSR | Damage (Medium) | Enmity (Small) | 2145 (2500) | |
Gun | SR | Health (Medium) | - | 1535 | |
Axe | SR | Health (Medium) | - | 1500 | |
Staff | SR | Health (Medium) | - | 1230 |
3.4. Unknown Weapon Skills
Unknown Weapons Skills are currently only available via events, if you are planning to fully optimise your weapon pool, be weary of any Unknown weapons that are available in upcoming events.
Weapon | Weapon Type | Element | Modifier Strength | Source |
Harp | | Large | Saiko Fantasy Event | |
| Sword | | Large | Cinderella Fantasy Event |
Axe | Medium | Cinderella Fantasy Event | ||
| Dagger | | Large | Cinderella Fantasy Event |
| Fist | | Large | Street Fighter Event |
Sword | Large | Slayers Event | ||
Sword | Large | Slayers Event | ||
Axe | Large | Cinderella Fantasy Event |
3.5. Strength Weapon Skills
Strength Weapons Skills are currently only available via events, if you are planning to fully optimise your weapon pool, be weary of any Strength weapons that are available in upcoming events. Note that these are not affected by Ranko Summon.
Weapon | Weapon Type | Element | Modifier Strength | Source |
Sword | | Large | Tales of, Event | |
| Fist | | Large | Tales of, Event |
| Katana | | Large | Tales of, Event |
Unknown weapons are for minor optimisation of damage, for Magna / Primal summons the first addition of Unknown weapons will increase your damage by approximately 4% the second will be a 1.5% increase (overall 5-6% from optimisation). In the case of Elemental / Character and Grande Summons you will get approximately 5%, 3% and 1% from first, second and third respectively (overall 9-10% increase in damage).
In the grand scheme of things, as your base damage gets higher and higher the initial Unknown Weapon will be a boon but anything after that is arguable, depending on the weapons you have at your disposal.
3.6. Bahamut Weapon Skills
Bahamut Weapons Skills are skills that will boost the damage of a particular race.
The specific bonuses from each Weapon are as follows:
Weapon | Race | Bonus (Skill Level 10) |
Dagger | Human | 30% Attack |
Axe | Doraf | 30% Attack |
Spear | Erun | 30% Attack |
Gun | Harvin | 30% Attack |
Sword | Human / Doraf | 15% Attack and Health |
Staff | Erun / Harvin | 15% Attack and Health |
Fist | Human | 30% Health |
Katana | Doraf | 30% Health |
Bow | Erun | 30% Health |
Harp | Harvin | 30% Health |
These weapons will normally be obtained via two methods,
Obtaining an SR Bahamut Weapon from Proto-Bahamut Raid.
Getting your weapon this way will save you from having to use a Bahamut Horn. However the only way to make this weapon 3* is to try your luck at 3 more or limit breaking it using SR limit break stone from Casino (3 x 500k Medals).
Obtaining a Rusty Weapon from Proto-Bahamut Raid / Angel Halo Dungeon and upgrade it using a Bahamut Horn.
Rusty Weapons are easier to find and once you limit break them to 3*, you can upgrade using a single Bahamut Horn which gives you a ready 3* Bahamut Weapon.
Once you have upgraded your SR Bahamut Weapon skill to level 10, you can upgrade it to SSR which will allow you to boost your base damage.
Be weary that Bahamut Weapon skills are 5 times as demanding than SSR weapons when it comes to leveling their Skills. Bahamut Weapons however do start out very strong and do not required much leveling to gain a large boost to damage. The effectiveness of your Bahamut Weapon varies as follows:
Skill Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Modifiers for Dagger / Axe / Spear / Axe Fist / Katana / Bow / Harp | 20% | 21% | 22% | 23% | 24% | 25% | 26% | 27% | 28% | 30% |
Modifiers for Sword / Staff | 10% | 10.5% | 11% | 11.5% | 12% | 12.5% | 13% | 13.5% | 14% | 15% |
Unknown Races, Main Character and Bonus Stacking
Unknown race and the Main Character are considered as ALL RACES and will gain benefit from any Bahamut Weapon in your Weapon pool.
The list of current characters considered as unknown race are as follows:
SSR | SR |
Amira Cerberus Lily Rosetta (Limited) Rosetta (Christmas) Vampy | Amira Besu Minigobu Noa Robomi Rosetta Sophie |
Here is an example of a weapon load-out with only two Bahamut Weapons, Dagger and Axe.
The party consists of Will (Human), Narumea (Doraf), Vampy (Unknown), Dark Sarunan (Erun) and Cerberus (Unknown).
Main Character
Will and Narumea
Vampy and Dark Sarunan
The rules of stacking are as follows:
30% bonuses will not stack with each other.
15% bonuses will not stack with each other.
15% bonuses will stack with 30% bonuses.
Therefore the most Attack and Health boost you can get from Bahamut weapons is 45%.
For parties that cannot fully utilise Bahamut Weapons, if half of your team cannot benefit from your Bahamut weapon then you will end up with average damage modifiers similar to that of using a Normal Weapon in its stead.
Using more than 2 Bahamut weapons will decrease your damage regardless of if it will buff all the races in your party, if this is the case it is advised to use Normal Weapons instead or stick with at least 3 characters that can benefit from your 30% Attack weapon.
3.7. HL Bahamut Weapon Skills
As of the 2nd Anniversary of Granblue you can now further upgrade Bahamut weapons after already upgrading them to SSR.
Further upgrading your weapon this way, will make it become 4* and unlock the ability to increase its level to 150 and its skill level to 15.
For rebalancing, each attack or attack / health weapon will have its effect changed to affect two races.
All 30% Health Bahamut weapons are to be converted to improve continuous attack rate for a specific race.
The new specific bonuses from each Weapon are as follows:
Weapon | Race | Bonus (Skill Level 15) |
Dagger | Human / Erun | 32% Attack / 18% Health |
Axe | Harvin / Doraf | 32% Attack / 18% Health |
Spear | Erun / Doraf | 32% Attack / 18% Health |
Gun | Harvin / Human | 32% Attack / 18% Health |
Sword | Human / Doraf | 32% Attack / 18% Health |
Staff | Erun / Harvin | 32% Attack / 18% Health |
Fist | Human | 32% HP / Continuous Attack Up |
Katana | Doraf | 32% HP / Continuous Attack Up |
Bow | Erun | 32% HP / Continuous Attack Up |
Harp | Harvin | 32% HP / Continuous Attack Up |
The benefit from increasing the skill level to further as as follows:
Skill Level | 10 | 11 | 12 | 13 | 14 | 15 |
Attack Modifier | 30% | 30.4% | 30.8% | 31.2% | 31.6% | 32% |
Health Modifier | 15% | 15.6% | 16.2% | 16.8% | 17.4% | 18% |
What does this mean for bahamut weapons?
Due to the damage increase being minimal (2%), optimal builds have NOT changed. Since each weapon now affects two races, race diversity in teams have been encouraged.
With the inclusion of secondary races, values of Races such as Erun and Harvin have increased. Bahamut Dagger (Erun / Human) will influence builds for fire, dark and light teams. With values of characters such as Yuel, Seruel, Feri and Six increasing. Bahamut gun might influence Water teams, which have the largest group of Harvins in their SSR pool. Swords will most likely still be the go-to for Earth and Dark teams.
For stacking rules, there is a limit on damage increase from bahamut weapons (50%), you can stack two HL Bahamut weapons to give a mono race maximum bonus of 50% Damage and 36% Health. You can also stack a HL Bahamut Weapon with another Bahamut Weapon.
Some examples are below:
HL Bahamut Spear and HL Bahamut Dagger
Erun : 50% Damage / 36% Health
Human : 32% Damage / 18% Health
Harvin : 32% Damage / 18% Health
Doarf : none
HL Bahamut Dagger and Bahamut Sword
Human : 47% Damage / 33% Health
Erun : 32% Damage / 18% Health
Doraf : 15% Damage / 15% Health
Harvin : none
HL Gun and Bahamut Dagger
Human : 50% Damage / 18% Health
Harvin : 32% Damage / 18% Health
Erun : none
Doarf : none
4. Leveling Weapon Skills
Once you have identified and obtained these weapons you will need to upgrade their skill levels. This will allow you to maximize the weapon's potential. How to get points and how many points required are detailed in the Ultimate Guide. This section will detail the recommended fodder for SR Weapons, SSR Weapons and Bahamut Weapons. The notations are (Quantity) x (Item Type)(Skill level). For example 3 x SSR3 will mean 3 SSRs with skill level 3.
The tables for each weapon category are as follows:
The general philosophy for using fodder is based on how many SSRs or SRs you have. For example, if you plan to upgrade an SSR from level 9 to level 10. You can either use 18 SRs, 2 SSRs or SSR2. Ideally, SSR2 will consume the least amount of items as it only requires 2 SRs to upgrade an SSR to level 2. However if you have no SSRs spare, then 18 SRs is only option you have, if you have tones of SSRs to spare but no SRs (and are impatient) you can use 2 SSRs instead.
4.1 SR Weapons
4.3 Bahamut Weapons
5. Weapon Modifiers
Modifiers and bonuses granted from weapon skills from variation skill types, strengths and levels are as follows:
Credit goes to: Greatsundome Blog and Japanese GBF Wiki
NOTE: All values with 1 are considered as indicative only and is not 100% verified. These value however can be used as a rough estimate.
5.1. Damage Modifiers
The damage bonuses granted by weapons are as follows:
5.2. Enmity Damage Modifiers
Last stand modifiers give more damage as your health decreases, these weapons are considered good due to them sharing a separate modifier to normal attack skills.
The amount of last stand weapons you use will depend on how low you are comfortable attacking at. Generally at 50% HP using 3 - 4 large last stand weapons is optimal. For weapons such as Tiamat Gun which has a small last stand modifier and medium attack, using at least one can be considered at 75% HP.
The damage modifiers at various health granted by weapons are as follows:
5.3. Double Attack Chance
Additional double attack chance granted by weapons are as follows:
5.4. Critical Attack Chance
Critical attacks granted by weapon skills only work on elements that you are strong against (i.e Water attacking Fire). A critical hit granted this way will give an additional 50% damage.
Critical chance granted by weapons are as follows:
5.5. Health Modifiers
Additional Health granted by health skills are as follows: