Darchrow’s Corner : Charge Attack, Bonus Damage and Buff Dynamics

Hello, Darchrow here, this time I want to go back to something more on the fundamental level for damage and damage calculation. The second part of the Light article is mostly ready as I have finally considered a suitable format to represent the data. I also want to give a quick overview on the Bonito and the possibilities of such a summon being added to the fray. Though the Bonito one will most likely come first, at it at least feels like it has some urgency.

On the side however, I had some time to do some experimentation as I didn’t do much in last month’s events, bar perhaps Guild War.

The topics I would like to cover here are as follows:

 

 

These are some topic of discussion spawned from conversations in-guild / discord and I would like to share my findings as a result of these. People also keep asking me about Vira and Amira damage calculation, so I thought it was a good chance to get it out there.

 


Charge Attacks / Ougi (奥義) Damage Calculation and Factors

When it comes to charge attacks there are a couple of things to consider,

  1. Your Main Weapons.
  2. Your Allies.
  3. Damage Cap and Damage Cap increasing abilities.

Calculation for Charge Attacks are relatively straight forward once you’re able to calculate normal auto attack damage. The formula is as follows:

 

(Normal Damage Calculation × Ougi Modifier) + Innate Damage

 

Relatively simple as long as you can do the first part. The Innate Damage part of the Charge Attack is negligible for most purposes, but can be observed when fighting high defense enemies such as Slimes or certain bosses in story mode (Pommern). Innate Damage is the minimum damage your Charge Attacks can do, and explains why you instinctively use it to break high defense enemies, as shown below.

 

4 Greatsword Andalius / Dark Nirvana / SSR Oliver

Andalius Nirvana Oliver

4 Sŏng / 4 ★ Swimsuit Vira

Sorng Summer Vira

 

To simulate actually Charge Attack damage in combat, you can use your auto attacks in place of the value of Normal Damage Calculation. This will remove the need to formulate anything related to boss defense etc.

 

The Ougi Modifier and Innate Damage is intrinsic to two things, your MC’s main weapon and your Allies’ properties. (Uncapping to 3★ and 5★ will cause an increase in Ougi Modifier)

 

The values observed and found for Ougi Modifiers and Innate Damage are as follows:

 

Table 1: Ougi Modifer and Innate Damage values for Main Character

Ougi Modifier Weapon Category Innate Damage
5 4 ★ Gatcha Weapons 4000
Element Changed Class Weapons 3500
Final Stage Guild War Weapons 3500
4.5 HL Bahamut Weapons 3000
4 ★ Event Weapons 3000
Element Changed Guild War Weapons 3000
4 ★ Magna Weapons 3000
3 ★ Gatcha Weapons 2500
Awakened Guild War Weapons 2500
SSR Class Weapons 2500
4 4 ★ Ygg Sword (Earth Damage) 3000
Cosmos Weapons 2500
3 ★ Guild War Weapons 2000
3 ★ Magna Weapons 2500
SSR Bahamut Weapons 2500
0 – 2 ★ Gatcha Weapons 2500
3 ★ Event Weapons 2500
3.5 3 ★ Ygg Sword (Earth Damage) 2500
0 – 2 ★ Magna Weapons 2000
0 – 2 ★ Event Weapons 2000
0 – 2 ★ Guild War Weapons 2000
1.6 4 ★ Ygg Sword (Fire Damage)
1.2 3 ★ Ygg Sword (Fire Damage)

 

Table 2: Ougi Modifer and Innate Damage values for Allies

SSR Character Ougi Modifier Innate Damage
3/4 Characters 4.5 2000
5 Characters 5.0 2000
Exceptions
Agielba 4.7 2000
Amira (Demon Form) 5.0 (Light) + 5.0 (Dark) 1000 / 1000
Anchira 5.0 2016
Anira 5.0 2015
Charlotta (Halloween) 4.7 2000
Eustace 4.5 (No Charge)
6.75 (1 Charge)
9.0 ( 2 Charges / Quick Charge)
13.5 (3 Charges)
18.0 ( 4 Charges)
22.5 (5 Charges)
2000
Io (Summer) 4.7 2000
Les Fie 5.5 1500
Les Fie (Summer) 4.7 2000
Rosetta (Christmas) 4.7 2000
Sara 5.0 2000
Seruel 4.7 2000
Silva 4.5 / 13.5 (Eagle Eye)
Additional 75% damage from Critical Hit
2000
Sophia 4.7 2000
Vampy 4.5 / 6.75 (Charm) 2000
Vira (Chev Form) 5.0 (Dark) + 5.0 (Light) 2000 / 2000
Vira (Swimsuit) 4.0 (Earth) + 2.5 (Dark) 1000 / 1000
Zeta (Pre buff) 4.25 2000

 

Notice how some weapons and characters have separate portions of damage such as Summer Vira or Yggdrasil’s Crystal Sword. Summer Vira will deal three instances (Earth, Dark and Earth) of damage each scaling based on her attack, her Dark portion will normally deal a reduced amount if you’re fighting Water since there is no elemental advantage (33% less to be precise).

 

Similarly Yggdrasil’s Sword has a Fire portion which sadly deals abysmal damage compared to its Earth portion because Fire is weak to Water. Since the values for weapons are tested and not found via datamining, the method of obtaining the modifiers here are from fighting gold slimes. The value 1.2 and 1.6 are both observed by fighting light enemies, hence fighting water enemies will reduce their damage by 25% (0.9 and 1.2 respectively).

This however can be a blessing, as you have two sources of damage. It allows you to extend your damage beyond the Charge Attack damage cap, if you can already reach it with an Yggdrasil Crystals Sword. Due to the Fire portion not being included in the earth portion’s damage cap.

 

For Vira’s and Amira’s case, the different portions of their damage are calculated separately. The light and dark damage from their Charge Attack will be based on the light and dark damage from their auto attacks. You can combine the two for simplicity, but the difference is important when noting effects of things such as Carbuncle Buffs and fighting Dark / Light. This will be discussed in further detail in the Bonus Damage section of the post.

 

Now that all these values are given, it is also important to consider that there is a maximum damage that a Charge Attack can deal. The generic value for maximum Charge Attacks are normally quoted as around 1.15 or 1.16 million, this value can be increase through means of Weapon Skills, Extended Mastery Skills and Character Skills. The following are some methods used to exceed the traditional damage cap for Charge Attacks.

 

Table 3: List of methods to increase Charge Attack Cap and their respective values

Skill Damage Limit % Increase
Gae Bulg
(Level 100)
20%
Critical Attack exceeds damage cap (value unverified)
Greatsword Andalius
(Level 120)
3% (Stackable with Self)
Eustace 10% (1 Charge)
20% ( 2 Charges)
50% (3 Charges)
100% ( 4 Charges)
200% (5 Charges)
Nemone 10% Per turn of charge
(max 100%)
Yuel 15% (after Charge Attack)
Berserker: Rage IV 5%
Extended Mastery Skill (Rank 170) 10% (Main Character only)
SSR Ferry: Grausam 15%
20% at Level 75
Kaguya : Blessing
Once in a Blue Moon
0 – 2 ★ 15%
3 ★ 20%

 

Note that the interaction with Greatsword of Andalius is known to stack other damage cap skills such as Rage IV and Ferry’s Grausam + (most probably Kaguya’s blessing as well). Grausam + will also override Rage IV, similarly Kaguya’s blessing doesn’t stack and will override any weaker spells. Skills such as Eustace’s and Nemone’s charge will not interact with other damage cap increasing skills. Gae Bulg’s critical hit ability is known to exceed the cap of Auto Attacks, this also spills into Charge Attacks but reported as only giving an additional 20% damage (around 1.30 – 1.40 million damage). Gae Bulg’s interaction with other skills I cannot confirm, as I do not possess one.

Proof of Concept for Andalius and Rage IV / Grausam + stacking.

Andalius 4 ★ Only Rage IV Only
Andalius Only Rage
Andalius 4 ★ with Rage IV Grausam + Only
Andalius + Rage Ferry
Andalius 4 ★ with Grausam +
Ferry + Andalius

 

Notice how Rage IV and Andalius individually are around the same, but produced higher results when combined together. You can conclude that this scenario means that the effects stack additively. The same affect can be seen with Grausam, however, since the effect is 20% instead of rage’s 5%, the increase seems minor.

 


Bonus Damage and Elemental Attributes (Amira / Vira)
Hin Liechten Demon Form Chaser

Bonus damage is granted by certain skills and was recently introduced as a weapon skill via Genbu Fist. These skills are set to give you an extra portion of damage upon auto attacking. Examples are Yuel’s Gurren ++ obtained at level 95 “Grants bonus fire DMG effects to allies” or Narmaya’s Transient + “Superior element bonus DMG to a foe”.

For all intense and purposed these values are known and are shown as follows:

Table 4: List of sources of Bonus Damage

 Skill / Ability Element Bonus
Chaser Same as Character 20%
Genbu Fist
(Skill level 15)
Water 15%
(4th Character only)
Gurren ++ Fire 20%
Hin Liechten Light 30%
Transient + Superior Element 70%
Rose Barrier
(level 5)
Wind 50%

 

When using same element Bonus Attack the bonus is always the value quoted on the package, the dynamic however is different when using in mix elements or with Narmaya which changes according to what element you fight. This is important for instances of using Grande teams, Odin teams and in general when understanding how Amira and Vira functions (see later section).

 

To explain how Bonus Damage is calculated, I will need to show the bare bone formula for Damage Calculation:

(1 + Magna) × (1 + Normal + Character Mod.) × (1 + Unknown) × (1 + Elemental)

For a reminder, the following parameters go to Character Modifier and Elemental Modifier.

Character Modifier

Bahamut Weapons

Character Summons (Grande and Odin included)

ATK Buffs (e.g. Lucifer active, Rage and Altair)

Elemental Modifier

Elemental Bonuses from Summon blessing

Elemental Bonuses from Skills (e.g Petra’s Elemental Breath, SSR Catalina’s Charge Attack and Yuel’s Ember Bloom)

Carbuncle Buffs

Elemental Affinity: Weak gives 25% Reduction, Neutral gives none, Strong gives a 50% buff.

 

When dealing with multiple Elements from your auto attack due to Bonus Damage, Elemental modifier is ignored before considering the damage output of your Bonus Damage and Auto Attack.

 

The Damage Formula becomes as such:

(1 + Magna) × (1 + Normal + Character Mod.) × (1 + Unknown)

This means that your Bonus Damage scales with all weapons and character modifiers such as Olivia, Grande etc.

 

After this, the elemental modifiers are then applied to your damage and your bonus damages as appropriate.

 

Auto Attack (Main Element):

(1 + Magna) × (1 + Normal + Character Mod.) × (1 + Unknown) × (1 + Character Elemental)

Bonus Damage (Bonus Element)

Skill Value × (1 + Magna) × (1 + Normal + Character Mod.) × (1 + Unknown) × (1 + Bonus Elemental)

 

In the situation that the element of your Bonus Damage is the same as your Character, then the Elemental Bonuses are always the same. Hence it will always be a bonus that is quoted on the skill. Warlock’s Chaser will ALWAYS deal 20% extra damage as it will copy the element of the attacker.

 

For a proof of concept, here are some tests showing Yuel’s Gurren ++ in various situations.

Light Damage with Gurren versus Wind Light Damage with Gurren versus Dark
Yuel 1 Yuel opposite
 Light Damage with Gurren versus Wind using Athena  Light Damage with Gurren versus Wind using Athena with Ember Bloom
Yuel with Athena YAB

Notice how the Light Damage increases against Dark but the Fire portion decreases compared to attacking Wind. Using Athena and Ember Bloom also improves the Fire damage further. Hence demonstrates that Elemental Weakness and Elemental Modifiers indeed influence Bonus Damage.

 

Example 1: Mix Element Bonus Damage

As an example here is a demonstration of using Yuel in a Dark Team using double bahamut fighting against Dark (Neutral).

 

Dark Damage: (1 + Magna) × (1 + Normal + Character Mod.) × (1 + Unknown) × (100% + 120% + 120%)

Additional Fire Damage: 20% × (1 + Magna) × (1 + Normal + Character Mod.) × (1 + Unknown) × (100%)

 

This means that in this setup, the Additional Fire Damage ends up being an abysmal 6% of your Dark Damage.

 

Example 2: Same Element Bonus Damage

In the situation that the element of your Bonus Damage is the same such as in the following example of Ferry in Light versus Dark (Strong).

 

Light Damage: (1 + Magna) × (1 + Normal + Character Mod.) × (1 + Unknown) × (100% + 120% + 120% + 50%)

Additional Light Damage: 30% × (1 + Magna) × (1 + Normal + Character Mod.) × (1 + Unknown) × (100%+ 120% + 120% + 50%)

 

Regardless of what happens, the Light Bonus will always be the same as each other. Hence you will always deal the skill valve (30%).

 

Example 3: Narmaya

Narmaya’s Transient has a special property in that it will always attack using the superior element. Here is an example of a Dark Team with Narmaya versus Fire, this time with Celeste and Bahamut.

 

Dark Damage: (1 + Magna) × (1 + Normal + Character Mod.) × (1 + Unknown) × (100% + 120%)

Additional Water Damage: 70% × (1 + Magna) × (1 + Normal + Character Mod.) × (1 + Unknown) × (100% + 50%)

 

This shows that your Dark element bonus is 220% and your Water will be 150% × 70% (105%).

 

For another study let’s look at the same setup but with Double Bahamut

 

Dark Damage: (1 + Magna) × (1 + Normal + Character Mod.) × (1 + Unknown) × (100% + 120% + 120%)

Additional Water Damage: 70% × (1 + Magna) × (1 + Normal + Character Mod.) × (1 + Unknown) × (100% + 50%)

 

Your Dark bonus will deal 340% and your Water will be 150% × 70% (105%). Comparatively, the bonus damage granted by your Bonus Damage is WEAKENED by stacking your elemental bonuses, i.e using Double Bahamut.

 

Now to redo both calculations considering weapon selection for both Celeste and Bahamut and Double Bahamut. Assumption here will be 6 Axes, 1 Unknowns for Celeste builds. 5 Axes, 2 Unknown for Double Bahamut Summon, both using Cosmos, Main weapon and Bahamut Weapon.

Celeste x Bahamut:

Dark Damage: (1 + 0.18 × 6 × 2) × (1 + 0.15 + 0.32) × (1 + 0.15) × (100% + 120%) = 11.75

Additional Water Damage: 70% × (1 + 0.18 × 6 × 2) × (1 + 0.15 + 0.32) × (1 + 0.15) × (100% + 50%) = 5.61

Total = 11.75 + 5.61 = 17.36

Double Bahamut:

Dark Damage: (1 + 0.18 × 5) × (1 + 0.15 + 0.32) × (1 + 0.15 × 2) × (100% + 120% + 120%) = 12.35

Additional Water Damage: 70% × (1 + 0.18 × 5) × (1 + 0.15 + 0.32) × (1 + 0.15 × 2) × (100% + 50%) = 3.81

Total = 12.35 + 3.81 = 16.16

 

Notice how, the Dark portion of Narmaya’s damage is less using Celeste and Bahamut than Double bahamut, this is to be expected for off-element. However, the Water portion of her attack compensates for the Dark portion as the Celeste improves the Water portion. Overall Celeste with Bahamut is stronger under these conditions.

 

Vira – Chevalier Mode

Gaining Elemental Qualities is an ability intrinsic to Amira’s Half Human Half Demon form and Vira’s Chevalier Form. Vira’s mode change functions similar to Bonus Damage but Amira’s Half Demon has a special nuance when it comes to Damage Calculation, allowing her to scale better with elemental boost.

 

Bonus Attacks generally function directly from the main Auto Attack and will allow you layer multiple Bonuses and Attributes together to fill your screen with more numbers.

 

The same calculation simplification can be seen here but with a certain difference when compared with Bonus Damage.

 

Auto Attack (Dark):

(1 + Magna) × (1 + Normal + Character Mod.) × (1 + Unknown) × (1 + Dark Bonus)

Attribute Bonus (Light)

50% × (1 + Magna) × (1 + Normal + Character Mod.) × (1 + Unknown) × (1 + Light Bonus)

 

Vira’s transformation functions as a semi-permanent 50% Light Bonus Damage.

 

Example 1: Vira in Dark

This scenario will be Vira in a Dark Team fighting non-light / dark using Celeste and Bahamut.

 

Dark Damage: (1 + Magna Mod.) × (1 + Normal Mod. + Character Mod.) × (100% + 120% )

Light Damage: 50% × (1 + Magna Mod.) × (1 + Normal Mod. + Character Mod.) × (100%)

 

Note that Transformations for both Amira and Vira grant additional 15% Character Buff.

 

For with the same consideration as Narmaya using Double Bahamut

 

Dark Damage: (1 + Magna Mod.) × (1 + Normal Mod. + Character Mod.) × (100% + 120% + 120% )

Light Damage: 50% × (1 + Magna Mod.) × (1 + Normal Mod. + Character Mod.) × (100%)

 

Similar situation shall be applied as with Narmaya using same weapons for same scenario for a more in-depth look.

Celeste x Bahamut:

Dark Damage: (1 + 0.18 × 6 × 2) × (1 + 0.15 + 0.32 + 0.15) × (1 + 0.15) × (100% + 120% ) = 12.95

Light Damage: 50% × (1 + 0.18 × 6 × 2) × (1 + 0.15 + 0.32 + 0.15) × (1 + 0.15) × (100%) = 2.94

Total = 12.95 + 2.94 = 15.89

Double Bahamut:

Dark Damage: (1 + 0.18 × 5) × (1 + 0.15 + 0.32 + 0.15) × (1 + 0.15 × 2) × (100% + 120% + 120% ) = 13.60

Light Damage:  50% × (1 + 0.18 × 5) × (1 + 0.15 + 0.32 + 0.15) × (1 + 0.15 × 2) × (100%) = 2.00

Total = 13.60 + 2.00 = 15.60

 

The results above tells us that, Vira does marginally more damage with a Celeste and Bahamut build than a Double Bahamut build, simply because her light damage is slightly stronger in proportion to her dark damage. This is enough to compensate for the advantage Double Bahamut has for off-element fighting.

 

Example 2: Dark Odin

In this situation Vira will function as a normal Dark Character but due to Odin’s buff in the presence of a Light Character, she will gain additional bonus to both her Dark and Light damage.

 

This build will also give Vira a large injection into her Character Modifier from the Odin bonuses, as shown in the calculations below using 2 Unknowns in a Heavy Cosmos Axe Build.

 

Dark Damage: (1 + 0.18 × 5) × (1 + 0.15 + 0.32 + 0.60 + 0.15) × (1 + 0.15 × 2) × (100% + 75% + 75%) = 13.71

Light Damage: 50% × (1 + 0.18 × 5) × (1 + 0.15 + 0.32+ 0.60 + 0.15) × (1 + 0.15 × 2) × (100% + 75% + 75%) = 6.85

Total = 13.71 + 6.85 = 20.56

 

Amira – Half-God Half-Demon

The nuance with Amira’s Dark Quality bonus compared with every other sources of Bonus damage can be seen in the formula as follows:

 

Auto Attack (Light):

(1 + Magna) × (1 + Normal + Character Mod.) × (1 + Unknown) × (1 + Light Bonus)

Attribute Bonus (Dark):

(1 + Magna) × (1 + Normal + Character Mod.) × (1 + Unknown) × (0.5 + Dark Bonus)

 

Instead of getting the whole attack reduced by a factor based on skill value. The attack is given a reduced base amount into its Elemental Modifier (50% instead of 100%). This base value allows Amira to scale stronger with Dark Bonuses than Vira does with Light Bonuses.

 

Example 1: Amira in Light Odin

This will be used to show how stronger Amira scales with Dark bonuses, compared with Vira.

 

Light Damage: (1 + 0.18 × 5 ) × (1 + 0.15 + 0.32 + 0.60 + 0.15) × (1 + 0.15 × 2) × (100% + 75% + 75%) = 13.71

Dark Damage: (1 + 0.18 × 5 ) × (1 + 0.15 + 0.32 + 0.60 + 0.15) × (1 + 0.15 × 2) × (50% + 75% + 75%) = 10.97

Total = 13.71 + 10.97 = 24.68

 

Notice how Amira deals 20% extra damage overall when compared with Vira.

 

Example 2: Amira in Dark Odin

Amira will not gain benefit from Light Based and Dark Based weapons respectively, hence the Damage Formula becomes:

 

(1 + Magna) × (1 + Normal + Character Mod.) × (1 + Unknown)

 

The final calculation for Dark Odin then becomes:

 

(1 + Character Mod.) × (1 + Elemental Modifiers)

 

Light Damage: (1 + Character Mod.) × (100% + 75% + 75%)

Dark Damage: (1 + Character Mod.) × (50% + 75% + 75%)

 

Notice how the light and dark portions of her damage are the same for Vira’s Chev mode. When fighting against light however, the dark portion becomes equal to that of the light, this can be easily observed when using a Amira versus Light.

 

Conclusion

Bonus Damage and Attributes are dependent on Weapons, and for the cases of Odin teams, Character Modifiers. This means these skills function strongly in an environment where Weapon Mods are strong, i.e. Magna Summons, Primal Summon, Character Summons and Grande. Stacking Elemental Modifier via Summons will diminish the effectiveness of any mix element damage source (pretty self-explanatory).

 

The separate damage elements are also affected and improved by elemental bonuses, meaning things such as Petra and Carbuncle buffs. Consider the situation of Amira in a Light team. Her base Dark Damage is only 50%, upon using a Dark Carbuncle defensively, her Dark Damage is increase to 100% (50% Base plus Carbuncle 50%). You have doubled her Dark Damage and gained 50% Dark Damage cut for the next 3 turns. The same logic can be applied to other sources of bonus damage or qualities.

 

Bonus Damage and Vira scales directly whilst Amira has a base amount, this means that Bonus Damage and Vira scales poorly with elemental bonuses as all bonuses are reduced by a fraction. Whilst for Amira, the small base scale strongly with Dark buffs.

 

Relevant Equations below:

Auto Attack (Main Element):

(1 + Magna) × (1 + Normal + Character Mod.) × (1 + Unknown) × (1 + Character Elemental)

Bonus /Attribute Damage (Bonus Element)

Skill Value × (1 + Magna) × (1 + Normal + Character Mod.) × (1 + Unknown) × (1 + Bonus Elemental)

 

Amira

Auto Attack (Light):

(1 + Magna) × (1 + Normal + Character Mod.) × (1 + Unknown) × (1 + Light Bonus)

Attribute Bonus (Dark):

(1 + Magna) × (1 + Normal + Character Mod.) × (1 + Unknown) × (0.5 + Dark Bonus)

 


Buff Dynamics

This is a purely theoretical section just to see how strength of buffs change with different builds. Buffs will function different based on the summons and weapons you use. This will cover how your Buffs will function in various setups.

 

I cover thr following summon buffs:

4 ★ Grani: 10% extra Charge Attack Damage.

4 ★ Odin: 30% Chance to deal an additional 30% damage to a weak element. 30% chance to deal 30% extra damage averages to an additional 9% damage boost.

4 ★ Apollo / Anat / Lucifer / Bahamut: 20% Rage Buff

Carbuncle: 50% Elemental (3 ★), 30% Elemental (3 ★ Famitsu), 25% Elemental (Carbuncle Chained, non 3 ★), 15% Elemental (Famitsu Chained)

 

Now it is time to consider various setups. This one will go back to basics and consider modifiers only. Each build will compare with, fighting off element, on element, using carbuncle buffs, 20% Attack Buff (i.e. Anat) and 50% Attack Buff.

Sources of Attack Buffs can be single sided (Rage) or double such as Altair, note that special buffs do not go into this category. For a susinct list of buffs look here. (Not all special buffs are listed)

At the end I will give a value for Attack Buff that equates to the effectiveness of using a Carbuncle, Carbuncle Equivalent Attack Buff or CEAB as it were. This is to just show the strength of Carbuncle as an offensive buff.

The idea of this is to identify the stronger buffs for various builds as each builds stack different modifiers different (Primal for Normal, Double Lucifer / Bahamut for Elemental etc).

 

Primal & 80% Elemental

 Scenario Modifier Damage
Normal – Neutral 10.762 100%
Carbuncle – Neutral 13.751 128%
Normal – Strong 13.751 100%
Carbuncle – Strong 16.741 122%
20% Attack Buff 14.566 106%
50% Attack Buff 15.788 115%
CEAB 16.741 73%

 

Notice how the effectiveness of Rage buffs when using summon such as Zeus / Titan etc is severely hampered. Carbuncles themselves are slightly more effective fighting neutral due to the bonus you get for fighting elements you are weak to. Carbuncles are by far, the largest injection to your damage you can gain via Summons without relying on chance (Odin critical). Grani would also be useful here for pure Charge Damage boost of 10%, as it gives better results than summons such as Lucifer / Anat etc.

 

Magna & 80% Elemental

 Scenario Modifier Damage
Normal – Neutral 10.942 100%
Carbuncle – Neutral 13.981 128%
Normal – Strong 13.981 100%
Carbuncle – Strong 17.021 122%
20% Attack Buff 15.656 112%
50% Attack Buff 18.167 130%
CEAB 17.021 36%

 

Similar comments apply to carbuncles as the same summon strength of 80% is used, notice how much more effective Attack Buffs are Magna builds. Damage boost from carbuncle, 50% ATK Buff and Odin are all relatively the same in this scenario.

 

Magna & 80% Elemental using Cosmos

 Scenario Modifier Damage
Normal – Neutral 9.616 100%
Carbuncle – Neutral 12.287 128%
Normal – Strong 12.287 100%
Carbuncle – Strong 14.958 122%
20% Attack Buff 13.958 114%
50% Attack Buff 16.466 134%
CEAB 14.958 32%

 

With Cosmos, your overall weapon modifier will decrease but you will gain a higher attack to compensate, hence your attack buffs will become more effective than with the previous scenario due to less diminishing returns. Same comments apply to Carbuncle as nothing here changes.

 

Double 120% Elemental

 Scenario Modifier Damage
Normal – Neutral 13.991 100%
Carbuncle – Neutral 16.049 115%
Normal – Strong 16.049 100%
Carbuncle – Strong 18.106 113%
20% Attack Buff 17.994 112%
50% Attack Buff 20.912 130%
CEAB 18.106 21%

 

Now it is time to look at the Dark and Light builds, this time with 120% Bahamut / Lucifer. Notice here the Attack Buff remains unchanged but the effectiveness of carbuncles have reduced to much lower level. Carbuncles yield approximately the same effectiveness as a 20% Attack Buff. This is setup Attack Buffs are more effective than elemental buffs, same comments apply about Odin here for a chance of critical. Grani might be a possible choice but she is overall relatively weak as a buff summon.

 

Magna & 120% Elemental

 Scenario Modifier Damage
Normal – Neutral 13.285 100%
Carbuncle – Neutral 16.305 123%
Normal – Strong 16.305 100%
Carbuncle – Strong 19.324 119%
20% Attack Buff 18.523 114%
50% Attack Buff 21.850 134%
CEAB 19.324 27%

 

Now to consider using Magna with your Lucifer / Bahamut. The benefits of Carbuncle increase to numbers similar to that of the previous cases (slightly less cause the summons are stronger). In this case the Carbuncles are stronger than Summon attack buffs but Rage buffs are still quite strong.

 

Magna & 120% Elemental, Chevalier Sword Heavy

Scenario Modifier Damage
Normal – Neutral 15.663 100%
Carbuncle – Neutral 19.222 123%
Normal – Strong 19.222 100%
Carbuncle – Strong 22.782 119%
20% Attack Buff 20.887 109%
50% Attack Buff 23.383 122%
CEAB 22.782 43%

 

Considering a heavy Chev Sword build for further study, the elemental components don’t change but you can see how the stacking of normal modifiers from the Chev Sword diminishes the effectiveness of the Chev Swords. Carbuncles are by far the most useful buff you can use in this case, Grani and Odin are also stronger than 20% attack buff here.

 

Double Odin

Scenario Modifier Damage
Normal – Neutral 14.257 100%
Carbuncle – Neutral 17.109 120%
Normal – Strong 17.109 100%
Carbuncle – Strong 19.960 117%
20% Attack Buff 18.762 110%
50% Attack Buff 21.241 124%
CEAB 19.960 35%

 

I will isolate this case as there is a unique mix of character modifiers and elemental bonuses at play in here. Both Carbuncles and Attack buffs are relatively diminished since this setup provides a mixture of 150% element boost and 60% Attack buff. Same comments apply from using a heavy Chev Sword build, as Summon attack buffs are weak and options such as Carbuncles are stronger. You also have reliable access to two Odin actives so you can consistently buff yourself with critical chance if the situation were to allow you to deal critical damage.

 

Conclusion

Caruncles are by far the most strong and versatile summon buff. Only under the circumstances of using Double Bahamut / Lucifer on-element does it start to diminish. These conditions are however ill-advised as Magna setups are stronger for on-element.

Attack buffs from summons such as Anat, Bahamut and Lucifer are considerably lackluster for any setup with high Character Modifiers such as Primal, Character Summon and Chev Sword. They are also serviceable as a source for damage injection.

Cosmos Builds will enjoy higher returns from attack buffs summon due to the nature of their high base damage and low modifier.

Grani’s 10% Charge Attack boost is high situational, only useful for Primal teams. Other situations will have the 20% attack buff increase all sources of damage by more than 10%.

Odin is highly situational but will allow for strong peaks in damage if you do get a critical. Obtaining a 30% critical boost is the strongest spike to damage you can get from summon buffs, this will however force you to fight on element.

 


 

Now with that off my chest, I will be on my way to prepping some stuff about bonito summons and continue with the finishing touches on the second part of the light guide. For the re-releases of my Dark Guide with Hades Cerberus Dagger and updated format, these will be mostly likely be done bit by bit. Expect the Dark Guide to be in disarray or offline from time to time, as I will try and finish it in an afternoon or so.

Still very much an amateur with Word Press and will try and improve them overtime as I slowly get use to newer functions or just being more efficient with them.

I hope everyone had a good Guild War.