The reason you're seeing a spike in dmg is cause you're double dipping in OP skills. The Stark Jegan also spikes dmg cause of the 3 pod rocket and wrist grenade launchers. ZZ Backpack is also really strong due to its projectile count. I spent hours min maxing my Full Open build, double dipping OP skills to parts is what you need to get higher numbers. (By double dipping I mean getting one part that will fire two or three different weapons at once. The Backpack used here I believe is triple dipping because it has 3 missile skills if I remember correctly)
so heres the definative parts for this from my testing dmg wise and hit count wise no weapons or traits to boost dmg head pick whatever you want id recommend s gundam theres no heads that work with this skill but any buffs like mirage coloid gn field trances like transam or alice and also if you have funnels out itll add bursts (def from missiles) per buff or effect you have on s gundam head lets u pop incom and alice system as long as you set the skills from the head not the mastered skill list so thats 2 buffs to dmg off a part slot that other wise has no way to directly boost full open body its heavyarms thunderbolts dmg is nothing compared to it arms right its gundam perfect strike freedom not perfect strike gundam perfect strike freedom the perfect strike and aile strikes lil shoulder weps dont do nearly the hit count or dmg gundam perfect strike freedom does at all it blows all other right arms out the water runner up stark jegan is great and you can be symmetrical does solid dmg left arm stark jegan has most dmg full armor thunderbolt gundam tho isnt but a hair behind and hits for near 20 hits vs the starks 6 and has the big arm shield already so u can try to offset the gpsf arms look a bit legs its xi nothing i mean nothing comes remotely close to its dmg and hit count since it fires its op and ex missiles backpack bael is ok decent dmg low hit count but best 2 are the strike rouge iwsp or otori otori edges out iwsp in hit count and dmg slightly iwsp does stun enemies momentarily for a sec and help you look more symmetrical tho as it isnt so off balance like the otori is and both give you a ton of skills to play w unlike the bael dmg is low but honorable mentions go to zz lightning and harute backpacks for huge missile numbers for getting awaken on hit to get gauge back fast but low dmg but do help deal w multiple enemies and oo raiser back cuz gn missiles work w this and it has trans am built in to it hand weps are a dif can of worms im testing and cant say rn what does best dmg cuz thats a wall of weps to take to max lvl so testing for what hits the most so for machine guns 90mm machine gun hits 21 times rifle gundam astaroth (its a mg its just named that) hits 22 times shoryu-maru hit 20-22 times was being a lil weird all the other mgs hit 11 times gatlings all hit 11 except for the unicorn and serpent double gatlings hit 22 times run those for gatlings no shields or rifles bazookas or long rifles to my knowledge work w this so theres ur best number of hits for mgs and gats if you want some versatility go w jagd or geara doga jesta cannon any mg that has tap fire essentially so u have rapid fire and harder hitting single shots too if you want now if they ever fix some parts to work w full open which right now a couple animate and dont shoot like backpacks for doven wolf fa unicorn heavyarms (how does its own back gatling not work but beam gat main weps do) or arms like buster and serpent with and without gats (again hows the hand wep gats work but not the built in ones on arms w missiles that should fire?!?!?) then maybe this list would change up but for now thats the best stuff for a full open build total dmg with unoptimized traits for dmg skill dmg etc weps being not even max level with incom out and alice up at combo lvl 9 w either backpack ive done 2.3 mil as the higher end ballpark but im on ps4 game lags out a bit when i fire off lol also the zaku resets because pretty sure i deleted him so dmg maybe higher
Zeta, full armor thunderbolt, abyss, captain gundam, efreet arms all deal the damage with negligible hit count differences. You missed GN Archer for backpack, same hit count as harute but stronger. Ootori > iwsp > bael > GN Archer for damage. GN Archer doing about 60% of the damage of Ootori, while bael doing about 85% of ootori's dmg just to put things in perspective. Also jesta backpack doing similarly to GN Archer because not everyone likes the big hulking backpacks.
@@raviolisarcophagus4393 i have fa thunderbolt as left right doesnt do anything gundam perfect strike freedom smokes every other right arm by a long shot backpacks you listed again they are a decent % lower just w higher hit count which i said in my comment which is good for quicker buildups for fullnopen w right setup but takes a piece of your top dps range off so pick and choose also jesta backpack only fires one gun and does way way less then iwsp which is the second to otori bael was third in all my tests just didnt hit as much dmg or hits as the strike rouge packs zz has the most hits of any backpack that can be used for full open harute then lightning behind it in ranking of hits all the arms u listed for left asides the fa thunderbolt heck even it are all comparable in hits and dmg stark jegan just edged them all out in total dmg but not by a ton efreets not bad but the nades kept acting funky in testing sometimes not hitting sometimes they did idk why stark firing nades and missiles also is good for overall op skills given nades usually knockdown and hit hard then u have the chest and r arm gatlings on 5 sec cooldown w high hit counts and can move and shoot throw on some micro missile option parts as a substitute for zz back for gauge build just use 2 set each to a dif fire button boom crowd control and high hit count for build is achieved w decent cooldown at base can keep alice up and the incom constantly also run tap fire mgs for better dmg to drop big bosses weak spots and they have mg fire for gauge build tested everything in my post w parts under 25-30 at best on the mgs and no skill optimizing at all just raw random parts i had managed to clear chapter 6 boss rush from quest missions in solid time with not too bad an issue on normal which is mid 30s could probably do hard which is 42 would take a while optimized at 50 build would plow thru newtype with ease its not as ridiculous a dmg compared to full burst builds on big bosses due to how beams just eat them alive but it does huge chunks of dmg and wipes out regular enemies its no nuke zooka or full burst optimized meme beam spam setup but it is the best you can get outta full open
@@Nomadic_Gaming yes of course, I meant left arm. Honestly, after slotting perfect Strike Freedom and xi, anything you add would cherry on top and is overkill for general play. My suggestions were mostly for aesthetic alternatives having played and tested these in actual runs on newtype.
@@raviolisarcophagus4393 oh thats why i listed alternatives like running double stark jegan arms for better aesthetics u def lose a dmg chunk but its still very solid
So I basically did all you mentioned but made a few changes. I went with Double Gatlings for fast awaken. For the left arm I put Susanowo for GN Field. This is important as each active effect multiplies damage. With just 1 effect I went from 2 million to 2.8. Mind you this is without Jesta arms. For shield I put Field Shield for IFS. I also put a builder part of each shield. GN Field Generator and IFS Unit respectively. You can put 2 funnels of your choice. I put GN Holster Bits and Gunbarrel. With all shields, Hades, and funnels active...I deal 6.7 million. Know this sounds ridiculous but I've run into something unexpected. When I test it out in a mission I deal random damage. Sometimes it instakills, sometimes it does nothing. On bosses it does a flat amount. Which is not a lot. I think I've hit a damage cap and the game doesn't know what to do. This was all tested on the Switch version.
you can double,triple or even quadruple the amount of hits by having an active effect stacked on(the icon appear on the right of your ex skills, like ex trance, barrier, funnels,etc) which adds tons of damage. Sadly they don't do much against pg bosses at all, some skills are bugged that they don't do anything on pg bosses, like Gundam Spark(decent on normal enemies, 1 damage to pg for some weird reason) while skill like Double Sword kills pg quickly.
a little pissed off and annoyed that gundam perfect strike freedom right side design wise were modified version of the perfect strike/launcher strike but because PSF is a gating op skill while the launcher strike is a vulcan ops skill, thus when full burst, the launcher strike (right arm) only trigger it's 35mm launcher....
After playing around with this for more than a week now, I wouldnt recommend building for maximum full open burst. It's always going to be overkill unless you are fighting PG and MA bosses. Even in those scenarios, you'd want to build more EX and awakening gauge quickly. My current setup does more than 10m with lv47 weapons on the training zaku already with 5 buffs and can easily slot another buff. I think we have more leeway for fashion and versatiliy even in newtype difficulty. Your choice of main weapons also dont matter much for burst dmg but double gatlings are the best for gauge build up. Unfortunately, your burst will be doing less dmg than if you are using any other physical weapons. Double gatlings only come in beam variant, the SD Heavy autocannon is the only physical gatling gun, it builds less gauge but it's better than machine guns for sure. I am now in the process of theorycrafting and trying out if subbing out the micro missiles for either lev shotguns or lev gatlings would be worth it for survival or boss rushes. Lev shotgun is kinda cheesy though. I feel like even without the micro missiles, trash clearing would still be as smooth considering im overflowing with awakening and EX gauge with the abilities from the recirculation melee weapons. My only remaining dilemma atm is balancing the build for dealing with PG and MA Bosses smoother.
Nah but if you have enough missile OP's or builder missiles like the 5 or 6 pod you can nuke a lot of the fodder. For Awaken build up get a dual gatling for each arm and a full mag almost fills it up if the enemy can survive everything else
@@The_Jomonge that's what I am saying. I am already using micro missiles and xi missile OPs + xi missile EX as my gauge dump and I feel having the micro missiles on top of xi is already overkill but struggles with build up on bosses without the recharge from recirculation abilities. Hence, me trying to reoptimize and rebalance the build for that.
@@raviolisarcophagus4393Atomic Bazooka does better damage against PGS in my experience. Ex gauge builds so quickly with melee that I actually build up awakening 1st. Get the 50% damage increase with it. Get level 3 ex gauge pop 3 funnels and full open. With enough ex on parts lost, enemies like Hashmal or zeons can max out my ex gauge and then just get melted down by atomic bazooka.
@@UltraKardas I mean, if we're talking other builds, sure. But if I want that, I'd be running that. I'm just in my last attempts at trying to make this build more enjoyable and a bit more rounded. Also, the build I'm working with is ranged exclusive, save for some occasional ground breaks if I'm close enough. Edit: were you referring to atomic bazooka EX? I thought you were talking about the weapons. I find Xi missiles do more damage though. Can also rebuild some gauge back just by spamming it. It's like 1 bar vs 3 if I remember correctly, no?
this burst skill is just for showing, it is not practical in actual game play. l rarely use the burst skills coz I can make burst guage full all time in mission. Ex skills and OP skills are more useful.
I disagree. With enough parts equipped with “Ex on parts lost” Full Open can take out a full wave and max out your ex gauge. Gatlings already build burst gauge super quickly, so full open can help you build ex gauge, and your ex gauge can help build burst. I have to actively burn ex gauge before full open cause it’s actually just that good at generating ex gauge.
@@UltraKardas no you can't clear full waves with it and he is right, it is not practical. You need to stack the targets on top of each other to cleave with full open which is nigh impossible, if not impractical. Full burst can cleave better and atomic bazooka even more. All it's good for is insta killing those mini bosses/elite/ace suits. You can maybe hit two if you're lucky but hitting all three aces at the same time when they spawn is almost impossible and grouping them up is such a chore you might as well just insta kill one and spam the rest with OP/EX.
The reason you're seeing a spike in dmg is cause you're double dipping in OP skills. The Stark Jegan also spikes dmg cause of the 3 pod rocket and wrist grenade launchers. ZZ Backpack is also really strong due to its projectile count. I spent hours min maxing my Full Open build, double dipping OP skills to parts is what you need to get higher numbers. (By double dipping I mean getting one part that will fire two or three different weapons at once. The Backpack used here I believe is triple dipping because it has 3 missile skills if I remember correctly)
You can use the Master EX skills Sub arms from Full Armor Gundam Thunderbolt Version or Power GM Cardigan to further boost the damage.
I wish the skill would fire for a longer period of time then it would look cooler and make me want to use it more often
so heres the definative parts for this from my testing dmg wise and hit count wise no weapons or traits to boost dmg
head pick whatever you want id recommend s gundam
theres no heads that work with this skill but any buffs like mirage coloid gn field trances like transam or alice and also if you have funnels out itll add bursts (def from missiles) per buff or effect you have on
s gundam head lets u pop incom and alice system as long as you set the skills from the head not the mastered skill list so thats 2 buffs to dmg off a part slot that other wise has no way to directly boost full open
body its heavyarms thunderbolts dmg is nothing compared to it
arms
right its gundam perfect strike freedom
not perfect strike
gundam perfect strike freedom
the perfect strike and aile strikes lil shoulder weps dont do nearly the hit count or dmg gundam perfect strike freedom does at all it blows all other right arms out the water
runner up stark jegan is great and you can be symmetrical does solid dmg
left arm
stark jegan has most dmg
full armor thunderbolt gundam tho isnt but a hair behind and hits for near 20 hits vs the starks 6 and has the big arm shield already so u can try to offset the gpsf arms look a bit
legs its xi
nothing i mean nothing comes remotely close to its dmg and hit count since it fires its op and ex missiles
backpack bael is ok decent dmg low hit count but best 2 are the strike rouge iwsp or otori
otori edges out iwsp in hit count and dmg slightly
iwsp does stun enemies momentarily for a sec and help you look more symmetrical tho as it isnt so off balance like the otori is and both give you a ton of skills to play w unlike the bael
dmg is low but honorable mentions go to zz lightning and harute backpacks for huge missile numbers for getting awaken on hit to get gauge back fast but low dmg but do help deal w multiple enemies
and oo raiser back cuz gn missiles work w this and it has trans am built in to it
hand weps are a dif can of worms im testing and cant say rn what does best dmg cuz thats a wall of weps to take to max lvl so testing for what hits the most
so for machine guns
90mm machine gun hits 21 times
rifle gundam astaroth (its a mg its just named that) hits 22 times
shoryu-maru hit 20-22 times was being a lil weird
all the other mgs hit 11 times
gatlings all hit 11 except for the unicorn and serpent double gatlings hit 22 times run those for gatlings
no shields or rifles bazookas or long rifles to my knowledge work w this
so theres ur best number of hits for mgs and gats
if you want some versatility go w jagd or geara doga jesta cannon any mg that has tap fire essentially so u have rapid fire and harder hitting single shots too if you want
now if they ever fix some parts to work w full open which right now a couple animate and dont shoot like backpacks for doven wolf fa unicorn heavyarms (how does its own back gatling not work but beam gat main weps do) or arms like buster and serpent with and without gats (again hows the hand wep gats work but not the built in ones on arms w missiles that should fire?!?!?) then maybe this list would change up but for now thats the best stuff for a full open build
total dmg with unoptimized traits for dmg skill dmg etc weps being not even max level with incom out and alice up at combo lvl 9 w either backpack ive done 2.3 mil as the higher end ballpark but im on ps4 game lags out a bit when i fire off lol also the zaku resets because pretty sure i deleted him so dmg maybe higher
Zeta, full armor thunderbolt, abyss, captain gundam, efreet arms all deal the damage with negligible hit count differences.
You missed GN Archer for backpack, same hit count as harute but stronger. Ootori > iwsp > bael > GN Archer for damage. GN Archer doing about 60% of the damage of Ootori, while bael doing about 85% of ootori's dmg just to put things in perspective. Also jesta backpack doing similarly to GN Archer because not everyone likes the big hulking backpacks.
@@raviolisarcophagus4393 i have fa thunderbolt as left right doesnt do anything
gundam perfect strike freedom smokes every other right arm by a long shot
backpacks you listed again
they are a decent % lower just w higher hit count which i said in my comment which is good for quicker buildups for fullnopen w right setup but takes a piece of your top dps range off so pick and choose also jesta backpack only fires one gun and does way way less then iwsp which is the second to otori
bael was third in all my tests just didnt hit as much dmg or hits as the strike rouge packs
zz has the most hits of any backpack that can be used for full open harute then lightning behind it in ranking of hits
all the arms u listed for left asides the fa thunderbolt heck even it are all comparable in hits and dmg stark jegan just edged them all out in total dmg but not by a ton efreets not bad but the nades kept acting funky in testing sometimes not hitting sometimes they did idk why
stark firing nades and missiles also is good for overall op skills given nades usually knockdown and hit hard then u have the chest and r arm gatlings on 5 sec cooldown w high hit counts and can move and shoot
throw on some micro missile option parts as a substitute for zz back for gauge build just use 2 set each to a dif fire button boom crowd control and high hit count for build is achieved w decent cooldown at base
can keep alice up and the incom constantly also
run tap fire mgs for better dmg to drop big bosses weak spots and they have mg fire for gauge build
tested everything in my post w parts under 25-30 at best on the mgs and no skill optimizing at all just raw random parts i had
managed to clear chapter 6 boss rush from quest missions in solid time with not too bad an issue on normal which is mid 30s could probably do hard which is 42 would take a while
optimized at 50 build would plow thru newtype with ease
its not as ridiculous a dmg compared to full burst builds on big bosses due to how beams just eat them alive but it does huge chunks of dmg and wipes out regular enemies
its no nuke zooka or full burst optimized meme beam spam setup but it is the best you can get outta full open
@@Nomadic_Gaming yes of course, I meant left arm. Honestly, after slotting perfect Strike Freedom and xi, anything you add would cherry on top and is overkill for general play.
My suggestions were mostly for aesthetic alternatives having played and tested these in actual runs on newtype.
@@raviolisarcophagus4393 oh thats why i listed alternatives like running double stark jegan arms for better aesthetics
u def lose a dmg chunk but its still very solid
So I basically did all you mentioned but made a few changes.
I went with Double Gatlings for fast awaken.
For the left arm I put Susanowo for GN Field. This is important as each active effect multiplies damage. With just 1 effect I went from 2 million to 2.8. Mind you this is without Jesta arms.
For shield I put Field Shield for IFS. I also put a builder part of each shield. GN Field Generator and IFS Unit respectively.
You can put 2 funnels of your choice. I put GN Holster Bits and Gunbarrel.
With all shields, Hades, and funnels active...I deal 6.7 million. Know this sounds ridiculous but I've run into something unexpected. When I test it out in a mission I deal random damage. Sometimes it instakills, sometimes it does nothing. On bosses it does a flat amount. Which is not a lot. I think I've hit a damage cap and the game doesn't know what to do.
This was all tested on the Switch version.
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After trying some of your explanation and read the comment, i boost my damage from 240k to 3.8 mil consistent
you can double,triple or even quadruple the amount of hits by having an active effect stacked on(the icon appear on the right of your ex skills, like ex trance, barrier, funnels,etc) which adds tons of damage. Sadly they don't do much against pg bosses at all, some skills are bugged that they don't do anything on pg bosses, like Gundam Spark(decent on normal enemies, 1 damage to pg for some weird reason) while skill like Double Sword kills pg quickly.
Okay, I added on the funnels to builder parts like someone recommended and it’s a huge damage boost! Over 7 million damage for me now!
a little pissed off and annoyed that gundam perfect strike freedom right side design wise were modified version of the perfect strike/launcher strike but because PSF is a gating op skill while the launcher strike is a vulcan ops skill, thus when full burst, the launcher strike (right arm) only trigger it's 35mm launcher....
After playing around with this for more than a week now, I wouldnt recommend building for maximum full open burst. It's always going to be overkill unless you are fighting PG and MA bosses. Even in those scenarios, you'd want to build more EX and awakening gauge quickly. My current setup does more than 10m with lv47 weapons on the training zaku already with 5 buffs and can easily slot another buff. I think we have more leeway for fashion and versatiliy even in newtype difficulty.
Your choice of main weapons also dont matter much for burst dmg but double gatlings are the best for gauge build up. Unfortunately, your burst will be doing less dmg than if you are using any other physical weapons. Double gatlings only come in beam variant, the SD Heavy autocannon is the only physical gatling gun, it builds less gauge but it's better than machine guns for sure.
I am now in the process of theorycrafting and trying out if subbing out the micro missiles for either lev shotguns or lev gatlings would be worth it for survival or boss rushes. Lev shotgun is kinda cheesy though. I feel like even without the micro missiles, trash clearing would still be as smooth considering im overflowing with awakening and EX gauge with the abilities from the recirculation melee weapons. My only remaining dilemma atm is balancing the build for dealing with PG and MA Bosses smoother.
Nah but if you have enough missile OP's or builder missiles like the 5 or 6 pod you can nuke a lot of the fodder.
For Awaken build up get a dual gatling for each arm and a full mag almost fills it up if the enemy can survive everything else
@@The_Jomonge that's what I am saying. I am already using micro missiles and xi missile OPs + xi missile EX as my gauge dump and I feel having the micro missiles on top of xi is already overkill but struggles with build up on bosses without the recharge from recirculation abilities.
Hence, me trying to reoptimize and rebalance the build for that.
Very good info
@@raviolisarcophagus4393Atomic Bazooka does better damage against PGS in my experience.
Ex gauge builds so quickly with melee that I actually build up awakening 1st. Get the 50% damage increase with it.
Get level 3 ex gauge pop 3 funnels and full open.
With enough ex on parts lost, enemies like Hashmal or zeons can max out my ex gauge and then just get melted down by atomic bazooka.
@@UltraKardas I mean, if we're talking other builds, sure. But if I want that, I'd be running that. I'm just in my last attempts at trying to make this build more enjoyable and a bit more rounded. Also, the build I'm working with is ranged exclusive, save for some occasional ground breaks if I'm close enough.
Edit: were you referring to atomic bazooka EX? I thought you were talking about the weapons. I find Xi missiles do more damage though. Can also rebuild some gauge back just by spamming it. It's like 1 bar vs 3 if I remember correctly, no?
For a shield try the Gatling shield or the combination shield
I was just about to comment that
Sadly game says nope. Quite weird if you ask me
Its too bad the actual Heavyarms Parts aren't very good with it
Does multiple copies of Missile pods in the builder parts have separate cooldowns?
yes, if you dont link them. If you link them to fire all at the same time, then their CDs are added to eachother
Yeah. That’s why 6 individual ones amount to 120 CD
I can’t get my damage to go higher than 1.8 million, which is cool but you were at over 2 consistently.
Don't ask me why but the gold Astray gundam works too 😅
You’d be surprised there are some funny parts shouldn’t have fulfilled the criteria still give extra damage to full open attack
Do Full Burst and Helios Cannon as well.
this burst skill is just for showing, it is not practical in actual game play. l rarely use the burst skills coz I can make burst guage full all time in mission. Ex skills and OP skills are more useful.
I disagree. With enough parts equipped with “Ex on parts lost” Full Open can take out a full wave and max out your ex gauge.
Gatlings already build burst gauge super quickly, so full open can help you build ex gauge, and your ex gauge can help build burst.
I have to actively burn ex gauge before full open cause it’s actually just that good at generating ex gauge.
@@UltraKardas no you can't clear full waves with it and he is right, it is not practical. You need to stack the targets on top of each other to cleave with full open which is nigh impossible, if not impractical.
Full burst can cleave better and atomic bazooka even more.
All it's good for is insta killing those mini bosses/elite/ace suits. You can maybe hit two if you're lucky but hitting all three aces at the same time when they spawn is almost impossible and grouping them up is such a chore you might as well just insta kill one and spam the rest with OP/EX.