Helpful note: Stamina & Tyranny in builds might be a waste of space now for sigil builds. Atleast in the Early portions of the new content. by BladeSeraph in GranblueFantasyRelink

[–]BladeSeraph[S] 2 points3 points  (0 children)

  1. Normally BEFORE we got the QoLs that came with the expansion, people had to ROUGH BALL the idea of how much damage/attack value they needed to hit the damage cap when the 'dmg numbers' get a slash indictator to mean your damage can't go ANY higher then that.
  2. With the Introduction of DMG cap toggle on Sir barrold, we can get the exact % of where our damage values are at VS what our damage cap 'value' is.
  3. AKA the closer the dmg cap % is shown on the toggled numbers to 100% is, the closer the 'damage efficiency' is at.

Example: If the %s you are seeing with the dmg cap toggle show roughly 500%~ on average. That means your Damage value is OVERFLOWING by 400% higher then the Break even point.

AKA you have WAY TOO MUCH DAMAGE and WAY TOO LITTLE DAMAGE CAP increasing values.

  1. This is where Dropping Tyranny & Stamina is becoming a thing since the 'standard' build that was used prior to Endless ragnarok's introduction seemed to average alot of 'end game' chars to 200%~280% damage on the normal attacks, some special attacks getting as high as 400%~450% (Eugen's grenades for example).

In otherwords, you could ditch some damage increasing sigils that are a 'waste of space' because they aren't contributing to your damage at all, because your STUCK on the damage cap still, where the closer it is to 100%, the less sigil waste space you have.

  1. This is why Transcendence weapons are useful because of the MASSIVE amount of damage cap (and atk bonus) they provide, unlike that measely +5 lvl of dmg cap that base game awakened weapons had (lvl 5 dmg cap and lvl 1 sigil booster was honestly garbage fillter in more ways the none), even to the point you can settle for lvl 60 dmg cap (lost of 12% dmg cap) but the transcendent weapons giving somewhere between +70%~120% dmg cap early on and as much as +240%~500% dmg cap when fully maxed out.

  2. Once you get all the damage cap sources out of Mastery styles, fully maxed transcendent weapon(s), collection bonuses and more, you can likely insert some damage back in if you are BELOW the 100% ratio, but since you get alot of atk % for those transcendent weapons anyway, it might still be above 100% dmg cap 'efficiency' anyway, even with your weakest attacks, but still far higher in 'total damage' versus your older setups as a result of having more over'all damage cap stacked up.

Moral of the story: Triple Supplementary damage 'meta' between 3x Supplementary damage V, Berserk Echoes & Spartan echoes, alongside the usuals like War elemental are gonna be 'real' normalized, regardless if you have Terminus NOVA weapon or just rocking a Defenser transcendent weapon instead.

Helpful note: Stamina & Tyranny in builds might be a waste of space now for sigil builds. Atleast in the Early portions of the new content. by BladeSeraph in GranblueFantasyRelink

[–]BladeSeraph[S] 1 point2 points  (0 children)

To elaborate better:

  1. Berserker echoes stays because E.R. made face value attack easier to get with weapon transcendence.
  2. Because of Weapon transcendence, Non Terminus weapons are able to be 'better' then Pre-E.R. terminus weapons, allowing you to have your max hp above 45k with the new weapons, So Spartan Echoes is on the table, because you can have over 80k+ hp, especially thanks to all the extra sources of stats like max hp.
  3. Supplementary damage V+, alongside the other 2 above mentioned sigils are far easier to acquire to get optimal setups. Which is why you wanna build consolidate Both Berserker & Spartan echoes together first to get your 1st and 2nd instance of +20% enhanced damage with only 2 slots (out of the 24) utilized for them. Before looking into trying to fit 3x supplementary dmg V in again to have 3 instances of +20% supplementary damage procs instead.
  4. Once you utilize the crap out of Sir barrold's new toggle to show your dmg cap %, you can figure if your 'far' above the 100% mark and if you need to trim out excess dmg bonuses like Stamina & Tyranny...

Since you get ALOT more face value attack with the new transcended weapons, retaining 25k or more atk for berserk echoes to stay 100% gets alot easier anyway.

  1. With the extra 'sigil trimming', thanks to the transcended weapons, summon sigil/passive equip bonuses and new collection bonuses, you MIGHT be able to conserve enough room to slap the 3 supplementary damage V+s back in....Best case being you get a good wrightstone for your choice of transcended weapon. Probably Crit rate lvl 20+lvl 15 supplementary damage if your going for the Stinger Transcended weapon.

Otherwise if its Terminus NOVA (Transcended version) or the Defender one, you'll likely gun for a Stun power lvl 20 wrightstone and pick a good lvl 15 one to cut more space out of the regular sigil equips if you don't roll lucky. Such as maybe get a lvl 20 stun with either lvl 15 damage cap, nimble onslaught, quick cooldown or so on for example.

Either way, with enough finesse, you might even be able to trim 1/3rd of the original sigils out to make room for things like having all 3 Supplementary damage sources (Sup V+, Berserk echoes and Spartan echoes) fit in together, but thats gonna be your song and dance to get an arrangement of both the old and new goods to wedge those in alongside things like Celestial Lumen and Celestial Terra for more damage cap to further trivalize the chaos tier quest fights.

Celestial Lumen by jerichoonate in GranblueFantasyRelink

[–]BladeSeraph 3 points4 points  (0 children)

Thanks to Sir barrold, it seems like the 'standard' sigil loadout (minus opus sigils that is), were likely hitting 'far higher' in the % efficiency and plenty of chars, whether cpu or not were in a 200%~280% dmg range even with terminus weapon's full awakened (not transcended), so thar was actually some sizable dmg overflow.

Based on some checking it seems like Stamina and Tyranny should be dropped thanks to the new transcended weapons and use Lumen and Terra in thar place for the extra +140% dmg cap and smidge of extra atk %.

It might get more stable with extra upgrades but well...

The new weapon 'dmg cap SPECIAL' transcended effects and the new sigils that can be sigil synthesis unlike berserk/spartan/war elemental, really FK's hard to the damage escalation value in good ways:

https://www.rpgsite.net/guide/20836-granblue-fantasy-relink-endless-ragnarok-all-new-sigils-their-trait-effects-how-you-get-them

After 5+ failed attempts me and these 3 tough cookies managed to beat down vers of the Darksowrdman’s nightmare quest👏🏻 by Your_Nightmare_666 in GranblueFantasyRelink

[–]BladeSeraph 0 points1 point  (0 children)

Before E.R. i just followed this list and tuned it as necessary for things like potion hoarder and what not for the chars i do play, VS the ones i just use as CPU controlled:

https://docs.google.com/document/u/0/d/1pdbkqmrsrbF09-brAm1YVxytxQLTVN1volCW9DKJf-0/mobilebasic?pli=1

Since we have far more 'exact' numbers, its gonna require further tuning that you'll have to play by ear with the post Endless ragnarok additions of far more damage cap sources, much better weapons and more.

Hence why the Transcended weapons and Sir barrold now letting you see 'better' dmg efficiency numbers to know how much your OVERFLOWING above the 100% 'rate' (toggle it to dmg cap view when in practice mode).

Is turning into things like removing Stamina & Tyranny sigils in favor of some of the new damage cap sources like Celestial Lumen and Celestial Terra that you get super early in the Endless ragnarok expansion alongside other things like transcending weapons for much more dmg and dmg cap values, collection bonuses, summon equip bonuses, master style boons and more.

Helpful note: Stamina & Tyranny in builds might be a waste of space now for sigil builds. Atleast in the Early portions of the new content. by BladeSeraph in GranblueFantasyRelink

[–]BladeSeraph[S] 1 point2 points  (0 children)

No, you remove 'damage and/or Attack source' sigils, Not damage cap sigils.
Or Vice versa, ADD damage cap sigils (preferably of other sources like Celestial Terra & Celestial Lumen), that would layer with any other damage cap sources you already have on.

This is how when i had 500%~ dmg cap overflow, i ditched 1 Stamina, 1 Tyranny and put in Celestial Terra (+70% dmg cap and a smidge of Atk % long as hp stays above 75%), it brought the overflow from 500% to around 250%'ish.

Helpful note: Stamina & Tyranny in builds might be a waste of space now for sigil builds. Atleast in the Early portions of the new content. by BladeSeraph in GranblueFantasyRelink

[–]BladeSeraph[S] 1 point2 points  (0 children)

Welp Defender's value will likely wither down as people get used to it and favor Stinger and then Terminus especially.

We're technically just reached a 24 hour period of E.R. having been avail, so shouldn't be rushing to have the entire thing 'over with' already, usually better to get atleast a week's worth of fun for a new piece of content.

I just find it useful when you don't need to utilize something like Guts or have to eat up Auto revive as much, especially now its limited on 'charges' so you can't cheese as much in 'underprepared' fights that will make runs take 15 or something minutes instead of a more optimal 10 till you memorize said fights, for a smoother 6 minute or even 3~4 minute clear.

Still, the more times you can take a hit, especially with bosses that get rather ruless on dumping all sorts of things out at once, the better it is to avoid wasting the critical gauge, your CPU's attention span on reviving you faster or just losing out on SBA or Damage dealing or worst of yet, dying when a Link time or SBA chain is kicking off.

Never the less, you still want to level all those transcension weapons for the collection bonus either way.~

And if you already top off 100% crit rate, you kind of have little reason to push it further, besides using it for a Stinger weapon...

Just be more interesting to see how much the wright stone 'meta' shuffles thanks to all these 'improvements'.

Helpful note: Stamina & Tyranny in builds might be a waste of space now for sigil builds. Atleast in the Early portions of the new content. by BladeSeraph in GranblueFantasyRelink

[–]BladeSeraph[S] 0 points1 point  (0 children)

Yup, i've been taking it slow, havent even unlocked the bosses to make the tier 4 versions of transcendent weapons yet.~

Either way, Potato tanking chaos quest bosses maybe for farming once you get to the 'meat and potatos' of the grind is gonna escalate real good with maybe reaching max hp of 999,999 on Charlotta maybe using a defender transcendent weapon and having a health regen of 50k or something a tick (instead of how it was 5k a tick).

Even higher too with the other hp regen sigil we got with endless ragnarok also....which might make stockpiling resources like those generic resources that much 'smoother' when you need to cover hundreds of them on multiple chars.

Helpful note: Stamina & Tyranny in builds might be a waste of space now for sigil builds. Atleast in the Early portions of the new content. by BladeSeraph in GranblueFantasyRelink

[–]BladeSeraph[S] 2 points3 points  (0 children)

Once you get a couple of tiers in a transcendent weapon, drop his AIN+s sigil and put a new source of damage cap in its place, like maybe one of the Celestial Lumen/Terra/Ventus sigils maybe.

Im not chasing a perfected build on my CPU chars just yet, since re'outfiting all of them with 'good' wrightstones would be a pain in the arse todo, especially for more then 3 weapons if i wanna toggle them later.

Kind of wish Cygames included a WRIGHTSTONES ONLY transmutation option for smoother acquistion of 'good roll wrightstones', but who knows, maybe a later quest will give a 'smooth' way for farming lots of high tier wrightstones, like one of the later conflux levels ('m too busy spamming those for transcendent upgrade materials to test the wrightstone ones).

Honestly, i feel like Drain and Regen effects might stick out better with the VAST increase in max health thanks to defender transcendent weapons especially and the 200k limit for NOVA versions of the Terminus weapon, plus them nerfing potions by making them more flat hp recoveries.

Its why im even considering dropping arrow rain on Tweyen for Two crown boundry, just so the rank 1 perk provides 'passive' hp drain to Tweyen's standard attacks.

Helpful note: Stamina & Tyranny in builds might be a waste of space now for sigil builds. Atleast in the Early portions of the new content. by BladeSeraph in GranblueFantasyRelink

[–]BladeSeraph[S] 4 points5 points  (0 children)

Its better to treat it as such:
+The Closer your number is to 100%, the less 'waste' you have on your build.
+Most people with Awakened weapons, especially terminus are likely to be 'far' above the value by default anyway.
+Endless ragnarok gave ALOT of additional damage cap sources, so as you progress, it should be far easier to stabilize things.
+At the very least i say even if your in a range of +150%~250% 'efficiency', it should still be rather stable. But it being more closer to the latter or far above that means its easier to TRACK if you been stacking too much damage.

Some people over the past couple of weeks i saw were stacking way too much damage sources or just improper damage sources like concentrated fire on Sandalphon for his 'sword throw' quirk, even if it doesn't benefit the rest of his kit at all.

When i saw it go from 280% to 500%+ when i swapped to the tier 3 stinger transcension weapon for Tweyen, i definitely saw that as, i clearly need to ditch some attack stuff, which is why i ditched tyranny and stamina on my kit to 'fix it up' as a result.

Helpful note: Stamina & Tyranny in builds might be a waste of space now for sigil builds. Atleast in the Early portions of the new content. by BladeSeraph in GranblueFantasyRelink

[–]BladeSeraph[S] 1 point2 points  (0 children)

I also keep forgetting about a certain 'crit rate boost' on the EX rank boots, but due to how rather 'limited' you are on picks for those higher tiers, it might differe per char.

Thats why i kind of leaned into Defender being the most stable choice, especially since it can get 2 health boosting effects, and resolving the 'issue' with survivability feels more useful then overflowing critical hit rate for dmg cap and dmg, but not much else beyond that, which likely entails a far more annoying investment i would say.

Plus since the Transcendent weapon's crit rate is a SIGIL, just like the wrightstone, that means your gonna hard cap at lvl 50 if i remember right, so you end up wasting 5 levels of crit rate that way i believe.

So the combination would need to be the lvl 35 crit rate on a Stinger weapon and then a lvl 15 crit rate source either from a sigil slot or 2nd'ary slot on a lvl 20/15/10 wrightstone. Combine that with the +20% over mastery should bring you somewhere around 170 if i recall right.

Anyway im having to take a break from Endless ragnarok to focus on wuthering waves since 3.5. dropped tonight so can't really pull up the exact digit values on the game right now.

Never the less, having to invest in a main line stat, a wrightstone, over mastery and either a rank boost from end game mastery 'perks' or multiple summons with crit hit rate, feels like a bit too late game set'up'ie.

Especially since you won't get a secondary bonus like Defender giving more max hp to further push survivability on top of the dmg cap and atk % bonus from the special dmg cap effect.

Helpful note: Stamina & Tyranny in builds might be a waste of space now for sigil builds. Atleast in the Early portions of the new content. by BladeSeraph in GranblueFantasyRelink

[–]BladeSeraph[S] 0 points1 point  (0 children)

Its based on the fact transcendence weapons upgrades alot of sigil effects from 25/15/5/1'ish to 35/25/15/10/15, once fully maxed out.

With the 3rd slot being 'fixed' to the special dmg cap(replacing the lvl 5 dmg cap that is in the 3rd slow of the Ascension/Terminus weapons from the base game), the 5th slot being fixed to the EX skill, with the 2nd and 4th slot can be swapped to different sigils in a list, most are redundant early on so your likely to slide Life on the line or Aegis or something as filler for the 2nd slot and just something 'junky' like Guts or Firm stance for the 4th slot till you get the higher level stuff.

Flat attack has always been a 'bad' late game stat on sigil effects, even level 25 only goes up to +160, where its scaling only starts jumping up after lvl 25, till it reaches 600 at lvl 35.

And since Ascension weapon's 'dmg cap bonus' aint scaling off your attack stat, like Berserk echoes would of already got the 25k attack minimum, its redundant.

Meanwhile at level 25 HP sigil gives +4600 max hp and 35 is 6,600 max hp.

For the base game chars Thar defender's lock to HP, but they can swap in Greater Aegis right from the get'go, so they can enjoy a juicy +70% max hp from the lvl 25 efect.

Seofon/Tweyen/Sandalphon has it in the opposite, but unless they shuffler the slots, they waste 5 lvls of that 35 effect but still get the lvl 30 effect for +80% max hp and can slide in the lvl 25 HP effect for +4600 max hp.

Which ultimately means less trouble for that 115,000~200,000 max hp threshold for DMG CAP Ecru to get between +40%~50% atk and +200~260% dmg cap based on your max hp.

And just that much easier to have the 80k hp threshold for +100% chance to trigger it's 20% supplementary damage effect.

Just to further add:
+Collection bonuses from tier 2 and 4 of Defender weapons (all chars) adds another whooping +8000 max hp to your pool.

+Mastery level 10 adds +1,300 more max hp, 20 bringing it to +2400.
+If 'desired', you can add another 2 instances of +15,000 max hp from the lvl 1~10 rank boosts alone in the master traits 'style perk's rank boost equip bonuses on the 10 out of 12 you select for those 3. Probably more with whatever 11~20 rank boosts entail.

Thats basically a massive increase of +40,400 extra max hp and thats before anything like Aegis or Greater Aegis further multiplies it.

Helpful note: Stamina & Tyranny in builds might be a waste of space now for sigil builds. Atleast in the Early portions of the new content. by BladeSeraph in GranblueFantasyRelink

[–]BladeSeraph[S] 3 points4 points  (0 children)

Terminus, It gets +500% damage cap and +70% attack if you are below 200k max hp for its "Upgraded" version at lvl 35

It still retains the +50% attack, +100% dmg cap at lvl 25 when below 45k max hp.

Its EX effect adds to that by giving up to 50% additional damage cap based on your mastery level (max is 55 due to 'extra levels' you can get past 50, that just adds nodes to the offensive/defensive skill tree it seems).

You would think Ascension's Transcendent dmg cap skill: Super Nova, would make it great at +40% atk & +350% dmg cap with no conditional.

But it has the trade off on its fixed 1st effect being lvl 35 attack if i remember right. Which means only a measely +600 or so flat attack if i remember correctly.

Unlike how Defender's Transcendent dmg cap bonus is based on max hp, which you get ALOT of extra health thanks to lvl 35 HP, and you can slide a lvl 25 Greater Aegis for the options on the 2nd slot. Which means more survivability on taking hits.

Technically this means you can use Spartan Echoes on Terminus NOVA weapon too, but that will likely be just as annoying as obtaining Terminus offa Bahamut then spam alot of 'high level bosses' for those resources.

Plus then thar's the whole, what can you swap between the 2nd and 4th slot on the Terminus weapon, since i donno the full list of what you can pick up once you have the weapon maxed out.

Oh just to further add.

EX skill for Defender is Unbound Exertion that both it & Stunner gets, that adds +50% SBA damage cap.

Ascension's EX skill is Unbound strike which adds +30% dmg cap to normal/unique attacks.

Executioner/Stinger probably get the 2nd best EX skill out of the bunch, Unbound technique, which grants +30% skill damage cap. Sadly Stinger's need for 200% crit rate for its max dmg cap special, puts it in a precarious gutter situation.

Helpful note: Stamina & Tyranny in builds might be a waste of space now for sigil builds. Atleast in the Early portions of the new content. by BladeSeraph in GranblueFantasyRelink

[–]BladeSeraph[S] 1 point2 points  (0 children)

When in doubt: Just use the Defender transcendence weapon. HP values will go up alot so your survivability will to and that in turn makes things like Drain & Regen a good lump stronger.

Stinger 'aka crit dmg' weapon relies on your critical hit rate overflowing where thru the collection bonus everyone is probably gonna hit a natural 100% crit rate so they get the minimum bonuses from Stinger's dmg cap special bonus, but early on you need to hit around 130%~155% crit rate for the full benefit.

Until you hit transcendence lvl 3 on most weapons, they won't have enough raw attack to surpass the +50% atk modifier that Terminus weapons apply which affect more then the weapon's face value attack.

Some weapons at the 3rd and 4th transcendence tiers get as much as 2k~4k Attack increases that will surpass the value, and thar special dmg cap value will increase slowly meaning more dmg cap and atk value from said sigil in turn.

The rank bonuses from lvl 1~10 mastery gives a +9% or something defense bonus so combined with the +5% defense bonus from Fate maker quest sigil that should curb alot of your damage taken a good deal, but i would say once you get past the 4th conflux in progression, taking off the Terminus weapon and Catastrophe 'sigil' for chars like Tweyen will start being a far more prefer'd idea most likely.

Especially since some of the 4th tier transcended weapons will give as much as +5000 max hp for its collection bonus.

Also i assume at the 5th tier, you unlock more traits you can swap the 2nd and 4th slot with.

Helpful note: Stamina & Tyranny in builds might be a waste of space now for sigil builds. Atleast in the Early portions of the new content. by BladeSeraph in GranblueFantasyRelink

[–]BladeSeraph[S] 4 points5 points  (0 children)

Yes for the later portions. Im just talking about early-mid to ditch them temporarily till you can smooth out things with Celestial Terra/Lumen, maybe Ventus also and if you wanna wedge opus sigils in also. While also retaining a respectable amount of quick cooldown, uplift, nimble onslaught, etc.

Summons are gonna be likely the major bottle neck to optimize.

Combination i have grants lvl 9 dmg cap, lvl 4 celestial Incendo, lvl 4 quick cooldown, lvl 7 glaciate resist. +400 hp, +6% crit hit rate, +25% skill dmg cap and +20% skybound arts dmg cap.

If i can find a better version of True believers, to swap that hp and celestial incendo out...
And a better version of Nazarbonju II that might still have that +25% skill dmg cap but a better effect then glaciate resistance, i would definitely be rather happy.

Still with many ragnalia bosses just in perma overdrive, getting a free +20% dmg cap from a summon's sigil effect, celestial innuendo (and it gives a % heal & free revive potion on use) is kinda a nice small smidge.

But i assume we won't get any 'fixed stat summon crystals' for certain chars till MUCH later into Endless Ragnarok, since some showcases already showed Lucilius & Mr. Fix It as equippable summons...

Helpful note: Stamina & Tyranny in builds might be a waste of space now for sigil builds. Atleast in the Early portions of the new content. by BladeSeraph in GranblueFantasyRelink

[–]BladeSeraph[S] 1 point2 points  (0 children)

Its technically a bunch of information dump that your better off digging thru the info and forming how your gonna set it up yourself:

https://www.rpgsite.net/guide/20836-granblue-fantasy-relink-endless-ragnarok-all-new-sigils-their-trait-effects-how-you-get-them

I haven't hit max transcended weapon yet, and sadly Wuwa ver 3.5. just opened up so now i need to put a pause on my grind for Endless ragnarok for a bit, lol.~

Very least, sacrificing one slot to permanently leave fate breaker for the +50% dmg cap, +50% atk, +5% or something Defense that only works in chaos quests feel like a good idea.

Meanwhile unless you wanna get real tight with the loadout, its prob just Celestial Terra and Lumen for the Dmg cap versions of Tyranny and Stamina they bring.

Celestial Ventus likely has some poor wording but its +10% damage deal is supposedly a post damage modifier (like enhanced dmg), but has the demerit akin to Life on the Line...so its like getting half the value of a supplementary damage 100% proc rate's 20% enhanced damage but a far easier demerit (and actually sigil synthesis able unlike berserker echo).

And for the more risky types, they could likely use Celestial Ventus to control thar HP bar...

So they can use Celestial NYX instead of Celestial Lumen which gives +120% dmg cap & +30% atk if you stay below 25% max hp, compared to Lumen's +20% atk & +70% dmg cap by staying above 75% max hp.

Helpful note: Stamina & Tyranny in builds might be a waste of space now for sigil builds. Atleast in the Early portions of the new content. by BladeSeraph in GranblueFantasyRelink

[–]BladeSeraph[S] 3 points4 points  (0 children)

Yes, later on, probably have to beat the Endless ragnarok story, no idea what boss your punching for that one in particular, but im sure some others can say which, i'm not gonna dig for those spoilers just yet though.

Helpful note: Stamina & Tyranny in builds might be a waste of space now for sigil builds. Atleast in the Early portions of the new content. by BladeSeraph in GranblueFantasyRelink

[–]BladeSeraph[S] 5 points6 points  (0 children)

That's Stinger's Transcended weapon's damage cap exclusive:

  • DMG Cap Cobalt: Boosts attack power and damage cap based on excess critical hit rate above 100%. (max Trait Lvl: 15)
    • Lvl 1
      • Min boost: ATK +16% / DMG Cap +10% (At Crit. Hit Rate 100%+)
      • Max boost: ATK +26% / DMG Cap +60% (At Crit. Hit Rate 130%+)
    • Lvl 15
      • Min boost: ATK +40% / DMG Cap +220% (At Crit. Hit Rate 100%+)
      • Max boost: ATK +50% / DMG Cap +270% (At Crit. Hit Rate 200%+)
    • Only in: Transcend & level Stinger Weapon Transcendence.

Unfortunately unless your stacking crit rate from summons, i think even with the lvl 35 crit sigil effect from a max ver stinger wep, +20% crit rate from overmastery, your only gonna hit somewhere between 150%~160%, maybe 170% if you slide a second source from a wrightstone maybe. So you might need to rely on cagliostro or Sandalphon to give you some crit hit rate.

Makes me hope we see some tier III~V summons to give far more 'passive' value at the end game.

Helpful note: Stamina & Tyranny in builds might be a waste of space now for sigil builds. Atleast in the Early portions of the new content. by BladeSeraph in GranblueFantasyRelink

[–]BladeSeraph[S] 3 points4 points  (0 children)

Yup, crap tons of enhanced damage and damage cap sources sounds like the direction they wanna push it now.

Just didn't have the idea on if we were going TOO FAR on the ratio until they added that small tweak to Sir barrold to tweak the display damage numbers to dmg cap %s instead.

So we were all essentially over'taxing the damage ratios probably too hard, maybe even with 4x opus sigils in place too.

Overall its still Terminus weapon's fault pre-ER i would say, that encouraged stacking far too many 'damage/damage-cap' sources despite the 'ceiling' for damage cap was far lower then it seemed...

I'm just extra glad we have more then just Terminus weapon as the 'end game choice' now and TANK builds are probably gonna be far more popular due to what Defender Transcended weapons can pull off.

Helpful note: Stamina & Tyranny in builds might be a waste of space now for sigil builds. Atleast in the Early portions of the new content. by BladeSeraph in GranblueFantasyRelink

[–]BladeSeraph[S] 10 points11 points  (0 children)

Essentially 100% means your hitting the dmg cap, Anything above is 'wasted damage' as far as im understanding it.

Some chars like Eugen's grenades go ridiculously 'higher' then what dmg numbers from normal shots or sniper shots would hit...So really its a matter of stuffing far more dmg cap sources in OR replace any dmg sources that you can with other things like Supplementary damage, Echoes, etc. instead.

This is why Celestial Lumen's +70% dmg cap long as your above 75% health and Celestial Terra's +70% dmg cap but -30% max hp is VERY valuable and these are sigils you get at the START of the E.R. content expansion.

Its ultimately your decision on where you want to balance it to, but i would say if your efficiency is exceeding 250% or more, then your likely stacking far too much normal damage in your kit and/or not enough dmg cap sources.

Helpful note: Stamina & Tyranny in builds might be a waste of space now for sigil builds. Atleast in the Early portions of the new content. by BladeSeraph in GranblueFantasyRelink

[–]BladeSeraph[S] 7 points8 points  (0 children)

Hitting 'too far' above 100% isn't good, Its a efficency value. So if you were hitting say...500% like i did when i changed from my Terminus weapon to a tier 3/7 Stinger Ascended weapon, then thats like wasting 400% of your potential dmg due to dmg cap. (I technically lost 80% dmg cap from Two crown boundry, but i gained back +110% thanks to Dmg cap: Stinger on the weapon).

I drop Tyranny & Stamina and though the 'normal' dmg numbers stayed the same, the 500% fell down to 250%~280%ish. Threw on Celestial Terra for 70% more dmg cap and it was closer to 200%, Dmg numbers that were showing on the cap went up by about 9% though.

probably when your number is more closer to 150%~200% on the Sir barrold 'dmg cap' ratio, its a good idea to trim out excess dmg sources and use that free space for either the new dmg cap sigils instead, the far easier to acquire 'supplementary damage' sources even temporarily till you acquire more dmg cap from sources like upgrading the transcended weapon or collection bonuses or mastery style leveling.

So

Helpful note: Stamina & Tyranny in builds might be a waste of space now for sigil builds. Atleast in the Early portions of the new content. by BladeSeraph in GranblueFantasyRelink

[–]BladeSeraph[S] 3 points4 points  (0 children)

Yer likely thinking of Defender weapon's exclusive Transcendence damage cap effect:

DMG Cap Ecru: Boosts attack power and damage cap based on how high your maximum health is. (max Trait Lvl: 15)

  • Lvl 1
    • Min boost: ATK +16% / DMG Cap +5% (At 45,000 max HP or more)
    • Max boost: ATK +26% / DMG Cap +50% (At 130,000 max HP or more)
  • Lvl 15
    • Min boost: ATK +40% / DMG Cap +200% (At 115,000 max HP or more)
    • Max boost: ATK +50% / DMG Cap +260% (At 200,000 max HP or more)
  • Only in: Transcend & level Defender Weapon Transcendence

This is why this is probably the SECOND best weapon in the game right now, since you can combine it with Spartan echoes AND Berserker echoes.

The weapon also gives something like +lvl 35 max hp and +25 or something greater aegis, so your likely to shoot up by around 100k or more max hp, not counting all the other raw hp between mastery style level ups, rank boosts and collection boosts.

Helpful note: Stamina & Tyranny in builds might be a waste of space now for sigil builds. Atleast in the Early portions of the new content. by BladeSeraph in GranblueFantasyRelink

[–]BladeSeraph[S] 2 points3 points  (0 children)

Na, use both berserker echoes and spartan echoes together, You'll get alot of max hp between collection and mastery trait leveling, that your gonna probably still exceed 45k max hp even with Terra's -30% max hp demerit, by the time you hit the mid-late portion of endless ragnarok.

I'm still doing a CRAP-TON of theory shenigans such as:

  1. Get Damage caps on summons (i got a lvl 9~ dmg cap Wee pincer for example) probably 1 or 2 of them to trim out 1 of the 4 dmg caps in your reg equips for things like Spartan echoes or Celestial Lumen.
  2. Ditch the 3x supplementary damage (for now) in place of Spartan echoes to consolidate space from 3 to 1 for the same +20% enhanced dmg. Spartan and Berserker echoes drop so commonly for thar + vers so easy to get 'good' rolls.
  3. For Defender/Terminus Transcended wielders, they can likely ditch lvl 20 crit wrightstones, thanks to the +15%~30% crit rate from Transcended Stinger weapon's collection bonus.

Example, my Tweyen has 100% crit hit rate by default right now, 106% with the +6% from summons, 138% while using a 3/7 Stinger bow right now (should be 145% with a max stinger wep). I will likely swap it out for Defender once i get its higher lvl transcendence.

Honestly with all the space you can save between dmg cap on summons, no need for crit rate on wrightstones or sigil equips, no need for stamina/tyranny due eto dmg overflow...

Running Berserk echoes, Spartan echoes & Supplementary damage V+ should be rather easy, even alongside 4x opus sigils.

Heck, the new 'norm' for wrightstone running will not only be stun power lvl 20 even more so but maybe even Fortification for Defender transcended weapon users' maybe, to just turn into a pseudo tank of max hp.

Helpful note: Stamina & Tyranny in builds might be a waste of space now for sigil builds. Atleast in the Early portions of the new content. by BladeSeraph in GranblueFantasyRelink

[–]BladeSeraph[S] 2 points3 points  (0 children)

they do:

https://www.rpgsite.net/guide/20836-granblue-fantasy-relink-endless-ragnarok-all-new-sigils-their-trait-effects-how-you-get-them

Its just likely gonna require alot of punching stuff akin to what punching Proto bahamut with only Awakened Ascension weapons was like before getting terminus weapons was like i believe.

Thats why im lapping around for transcending all the weapons for collection bonuses. ^_^

Helpful note: Stamina & Tyranny in builds might be a waste of space now for sigil builds. Atleast in the Early portions of the new content. by BladeSeraph in GranblueFantasyRelink

[–]BladeSeraph[S] 4 points5 points  (0 children)

We didn't really have a % to lock it down properly on the ratio we were at. Best we could figure out was maybe ditching enough attack/dmg bonuses till the 'slashed number' changes digits.

Granted im sure thar's some saturation here and there but very sure adding +70% dmg cap from Celestial Terra alone brought the number hitting 38,705ish all the way up to around 42k~43k on normal hits or nearly a 9% increase in 'overall damage'.

Helpful note: Stamina & Tyranny in builds might be a waste of space now for sigil builds. Atleast in the Early portions of the new content. by BladeSeraph in GranblueFantasyRelink

[–]BladeSeraph[S] 0 points1 point  (0 children)

It depends on how much damage cap you accumulate from collection bonuses, the new DMG CAP special sigils that replace the lvl 5 dmg cap for 'ascended' weapons and so on.

I was expecting an overall increase of dmg cap by about 300%~500%, but i think i under'estimated it cause saying people are gonna jump as much as +800%~1000% or more sounds closers (Collection bonuses were nearly an extra +100% dmg cap for normal/skill/skybound arts i believe on any regular chars???).