Understanding Damage Mechanics I: Damage Formula

Or could be titled “How do I get stronger in Granblue Fantasy?”.

The general advice is usually to tell people to farm Magna bosses and set up their weapons but before we explain how to efficiently build and optimise their weapons loadout for each elements, let’s start with the very fundamentals: how is damage calculated in Granblue Fantasy?

In order to understand this, we will be studying the damage formula with concrete examples below.

To illustrate how the formula works, I will use the following setup as an example:

Raw Attack Power: 49325
Weapons Bonus:
– 1 Bahamut Dagger: Human ATK UP – 30% (Normal)
– 1 GW Harp: Normal ATK UP (L) – 15% (Normal)
– 1 4☆ Failnaught Bow (アッキヌフォート): Normal ATK UP (LL) – 20% (Normal)
– 6 Yggdrasil Swords: Mag ATK UP (L) – 15% each (Mag)
– 1 CG Bunny Axe: Collab ATK UP (M) – 12% (Collab)
Summons Blessings:
– Yggdrasil Magna as Main Summon – +100% (MagType UP Blessing)
– Medusa 4* as Summon Assist – +80% (Earth ATK UP Blessing)
All weapons are at their max Skill Level, applied buffs : Rage III (+30% Normal ATK UP).
Battle will be simulated against a water enemy for the elemental advantage bonus.

To calculate your Base Damage start with your Raw Attack Power (攻撃力) and apply the following multipliers – general formula indicated in italics and the shown setup corresponding multipliers in bold.
As a general rule, all the modifiers of the same type are added together before being applied
1) Mag ATK
1 + Mag ATK UP * (1 + MagType UP Blessing)
1 + (6 * 15)% * (1 + 100%) = 1 + 90% * 2 = 1 + 180% = 2.8
The 6 Yggdrasil swords skills are added together and that total is doubled thanks to Yggdrasil Mag blessing.

2) Mag Potential
1 + Mag Potential * (1 + MagType UP Blessing)
1 + 0% * (1 + 100%) = 1
No Yggdrasil bow = no Potential bonus

3) Collaboration ATK
1 + Collab ATK UP * (1 + CollabType UP Blessing)
1 + 12% * (1 + 0%) = 1 + 12% = 1.12
As the Bunny Axe is (M) level, the bonus at SLV10 is “only” 12%.

4) Normal ATK
1 + Normal ATK UP * (1 + NormalType UP Blessing) + Race ATK UP + Character ATK UP Blessing + Normal ATK UP Buffs
1 + (15 + 20)% * (1 + 0%) + 30% + 0% + 30% = 1 + (35 + 30 + 30)% = 1 + 95% = 1.95
We assume a Human/??? race character is benefiting from the Bahamut Dagger skill.

5) Normal Potential
1 + Normal Potential * (1 + NormalType UP Blessing)
1 + 0 * (1 + 100%) = 1

6) Elemental
1 + ElementalFactor + Elemental ATK UP Blessing + Elemental ATK UP Buffs
1 + 50% + 80% + 0% = 1 + 130% = 2.3
Against a wind enemy the Elemental Factor would be -25% (disadvantage) and against everything else: 0% (neutral).

7) Others
1 + <Special Buffs> (Superstar’s Appassionato, Hawkeye Assassin’s Break, etc etc)
1 + 0 = 1

So if we apply all those multipliers we have : 2.8 * 1 * 1.12 * 1.95 * 1 * 2.3 * 1 = 14.06496 multiplier.
Which results to a 49325 * 14.09496 = 693754 Base Damage.

Of course this value will then be modified by other factors such as the enemy defence but to understand the damage mechanics, there is no need to go further and make things more complicated, just understanding how multipliers work will open up to understanding how weapons optimisation works.

It is still interesting to note that your guild ship elemental parts and critical bonus are applied after the Base Damage has been calculated along with the defence modifiers.

What is important to understand in this part is that multipliers are the key to achieving high damage in Granblue Fantasy.
Not only will you need to achieve high multipliers but sometimes having lower overall stats with different kinds of multipliers will achieve better results. To illustrate this example, let’s compare 2 wind setups with the following parameters:
– 100% HP (so Tiamat Guns’ Potential bonus is at 0% for simplification purposes)
– Tiamat Main Summon (+100% MagType) and Anat 3* Assist Summon (+80% Wind ElemATKUP)
– All weapons are at maximum Skill Level
– No Buffs
– Element neutral enemy

In case 1 we get the following results:
– Raw ATK: 50918
– Multipliers: 2.56 (Mag) * 1.15 (Collab) * 1.45 (Normal) * 1.8 = 7.68384
– Base Damage: 391246

In case 2 we get the following results:
– Raw ATK: 52321
– Multipliers: 2.86 (Mag) * 1.45 (Normal) * 1.8 = 7.4646
– Base Damage: 390555

Despite the latter having a higher Raw Attack Power and higher modifiers, having one missing multiplier results in lower overall damage hence stressing the importance of having Collaboration weapons, even at 0☆.

That’s it for the basics here, more about weapons optimisation in the following post : Understanding Damage Mechanics Ⅱ: Weapons Optimisation.

Notes:

To this day, no weapons from the collaboration events had a Potential skill yet so that multiplier has been voluntarily omitted but if one day they decided to add one with it, it will be yet another multiplier on its own just like the others.