#granblue gridbuilding
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Some General Gridbuilding Notes
so since i've seen a number of folk be like 'how do' about putting a grid together, and now that we know the next guild war's element, i figure it'd be a good time to kinda broadly go over how you can use what the game easily provides, as well as general public resources/references to help you figure out what you should be aiming for to help you bolster your gridpower. Within the context of wind grids to help people see.
If people want I can also talk about broader pieces that sort of fall out of pure 'grid build' talk but are important to know about (e.g. Huanglong for OTK)? But I'm going to try to keep this focused, and expand out if people feel ask.
So! We're gonna focus primarilyon a very helpful feature that was added. So helpful most of my crew was like, wow, they're practically throwing these at new players: Sierokarte's Knickknack Academy. Generally speaking, obtaining the equipment they recommend will set you up very solidly across all elements. I, for one, would have killed to have had two 4* Grimnir spoons (Coruscant Croziers) tossed in my lap for beating Ygg Omega and uncapping Temperance and Judgement when I was farming to finish my M2 grid.
But if you're like me you want to know more about why they recommend the grid/summons they do, as the final goal in the academy. Further elaboration beneath the cut.
Here we see a Tiamat M1 gun, two m2 Grimnir harps, two m2.5 Grim spoons, the Exo spear and fist, a bahamut weapon, the wind Dark Opus (opus henceforth) and seraphic weapon.
If you want to see more math about the damage calculation formula, I encourage you to check out this guide that explains it in a fairly accessible manner. The long and short of it though, is that with this grid, Tiamat 5* as main summon, and Tiamat as friend summon (AKA double magna/Tia x Tia), you get guaranteed crit, and a good spread of normal, magna, and EX skill boosts to avoid diminishing returns too.
I equipped the grid to a random party to show some numbers. The calculator may look a bit different depending on your characters as well, but you can see some of the different mods that the weapons provide.
Specifically of note in this grid, the two Grim harps and two spoons are what give me the guaranteed crit. Their crit related modifiers combine, and are boosted by the fact I'm using Tiamat summon as my main and friend summon. If I change my friend summon to say, Grimnir instead of Tiamat...
You can see that the magna/omega mods and crit are quite a bit less. 89% crit chance is, not bad, per se, but 1) if you're not looking to guarantee crit you might throw in some different weapons instead, and 2) the in-game calculator can't 'tell' you what mostly critting will look like, it'll show you autos that aren't critting. Which is why 95+% crit is pretty much guaranteed crit but may look off.
(Another thing to note is that the in-game calculator only really looks at auto damage. Which is why if your team is say, skill or ougi focused the calculator again may not represent the damage you will do. Test things out!)
So this grid is predominantly magna modifiers. The weapons that aren't: the Exo weapons, the Bahamut weapon, and seraphic. Let's look closer at each:
The Exo weapons provide Ex modifiers (and my fist has some bonus from AX skills, but we aren't worrying about those rn), the bahamut weapon has normal boost tied to types of characters in the team, and the seraphic has amplify (and some normal as well). Their boosts are multiplied onto the magna boosts (which add to each other), dramatically improving the damage you can get.
In summary: when you're not sure about the specific needs for a raid, starting with a magna base and then adding a weapon that offers each other type of boost is a solid start.
Seraphic is especially important because it's probably the most straightforward way to break through damage cap, because of how it's applied to damage dealt. It basically will not leave your grid regardless of raid (until seraphic key on ultima. but if you have seraphic key on ultima you probably know what you're doing by now).
Opus. Saved for last because it'll probably have the most rambling. They are huge, the two different ones are core to both magna and primal players respectively, if you don't have it in you're losing a huge amount of power and flexibility. Once you have it you'd pretty much only take it out to put in draconic for survivability purposes.... and with draconic upgrades, perhaps eventually put both. Gasp!
Uncapping your opus to 4*, not too hard with the Academy grids. It'll just ask you to hit some raids that by and large you can just farm publically. It's the 5* uncap that is a bigger ask, and is meant to be your intro to high-level raids in Granblue. I would rec checking Diamonit's FaaHL guide if you are considering getting your opus 5* uncapped. It's old, but true, and doing FaaHL 'properly' will teach you a lot about endgame and building for specific raids.
Obligatory Bolded Note: yes the game has progressed to the point where probably, you can make a team to solo FA it down now, or join someone else who can. I do it myself! But I've also done the raid myself, 'properly'. At this point you must understand that you are getting closer to the current level of raids where leeching is frowned upon, and prioritising say, mashing through a raid and f'ing up someone else because they didn't have the time to setup properly will mean the whole raid is fucked, or that you've denied them rewards. Please, just be aware of what a raid is asking, and prepare yourself to contribute that helps everyone involved. If you're not learning it now, be prepared to learn later, for a much harder raid.
Going to pause here cause I'm moving past 'basics', but yea. I hope this was of some use to someone. If you've questions about this, or perhaps other aspects (e.g. arcarum summons, eternals/evokers, OTKs for Ex/Ex+) feel free to ask! I or someone else can definitely explain. Granblue is a dense game, deeply crunchy, but very rewarding IMO, and i hope this has helped untangle a bit of it! o/
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The Great Granblue Weapon Skill Update
The recent GBF update has overhauled how weapon skill stacking works, simplifying things across the board. As such I have overhauled my C.A. Damage Cap and Crit gridbuilding spreadsheets to compensate.
If anyone who wants access to these spreadsheets and doesn't have it, DM me.
What specifically has changed for these two categories can be found under the cut.
C.A. Damage Cap
C.A. Damage Cap used to have multiple different types of effects with different individual caps, but also a shared cap between some of them. Most easily explained using this table (all values are in %):
This has now been significantly simplified. With all effects except "DMG Cap Up" sharing a cap of 75%, meaning that you no longer have to dip into several different modifiers to reach the cap. The table should now look something like this:
Worth noting, however, is that the Ultima Weapon Keys and 4* Dark Opus Pendulums still do not seem to stack. So keep that in mind when gridbuilding.
Crititcal hit chance
Critical hit chance used to be calculated individually based on each modifier. Rolling once for Omega and once for Primal to see if the damage instance was a crit or not, with the damage bonus stacking. This has been done away with and all sources of crit stack additively now.
#sosei plays granblue fantasy#if there are any errors please let me know#this update just dropped so i dont have all the info yet
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kanatsubamarias replied to your post: Scathacha’s getting a 5-star uncap next and I like...
true dragon favouritism
THe other thing is that I think I’d rather her uncap come after she’s an older character, bc while it’s mostly localized to gridbuilding in granblue, character powercreep is still a thing and this might kiiinda cut her off from playing catch-up in the future unless her uncap here is especially buckwild
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