I LOVE this video, and I was considering making one, thank you for doing so. Summons have variance... and the more the damage the more the variance... I don't have good weapons to test, but I trust your calculations and accept the "no" here. The one thing I did test, for your calculations, is that the game first adds then multiplies... so any stats from weapons and materia are summed, then all percentages are applied from r abilities/materia. And after all those things happen, the game calculates damage and applies potency percentages to it.
Thank you SO much!! Really appreciate the info in para #3 too! I just didn't have the time to fool around with it after a couple of calculations, especially because it seems to get even trickier once you start adding in 3 and 4 weapons. Pinning this comment so others are more likely to see this info.
Boost ATK and Boost Ability Potency becomes important when you start capping Phys and Mag ATK, which happens a lot of the time when you start racking up OB levels on main hand weapons, like Murasame and Edged Wings. Also, something like Heavy Hauser that has Boost ATK and Boost Ability Potency can be put in either a Phys or Mag damage dealer, so its really flexible.
Wanted to know something, even if you hit the cap for R abilities like say Boost phys doesn't the overall physical attack stat still increases when you are above the R ability cap %?
Very informative video, Nite. Thanks for taking the time to put it together. Some extra tidbits that I'd like to contribute/share: Limit Break R.Ability is more like a "Build Finisher" currently in my opinion. Though I have to say it also seems to be meant for 800 charge speed Limit Breaks (since can typically get 2 Limit Breaks off in the time it takes your slower charge speed characters to prepare 1 Limit Break and sometimes 3 before your healer is ready likely if they are using a Summon) to help mitigate the damage lost for charge speed. I'll admit I utilize it for such when all my better R.Abilities are taken. So will use an end-game Tifa who has Somersault set as her LB for this example..: • Boost HP (R.Ability) Lv.4 (HP+250 / +45%) • Boost PAbility Potency (R.Ability) Lv.6 (PAD+70%) • Boost PAtk (R.Ability) Lv.7 (PAtk+100 / +50%) • Boost Atk (R.Ability) Lv.4 (PAtk/MAtk+50 / +10%) • Boost Limit Break Potency (R.Ability) Lv.3 (LB Dmg+25%) As you can see, she's going to hit hard while set with a utility Limit Break. Will also have a good chunk of HP for survivability as well. This setup is currently possible granted you have the Amarant's Guise/Armor and at least 1 of the OB10 weapons from the Black Waltz (FFIX Crossover) Event. Otherwise, go for Boost PAbility/MAbility/Ability Potency if you lack the Elemental Potency build(s) to make Summons more efficient. Sorry for the lengthy post, hope I didn't confuse anyone either. It's 2am right now. xD Long story short, until they introduce MORE "Boost Limit Break Potency" with the "Boost PAtk/Boost MAtk/Boost Atk" R.Abilities, just treat Boost LB Potency as a build finisher. ^.^;
Yes, great point here! I do use this as a finisher as you describe, because sometimes there isn't much left to equip after doing all of the sub weapons that you have starred/leveled up, so this is a nice little bonus R ability if there is nothing else. I can totally get on board with that!
Agreed on all points! I wanna say that I wish they would improve the crit r ability, but then I imagine a world where I’m relying on crit to clear content, and I weep a little inside lol
Was gonna comment exactly this… I hate that building crit feels so weak. Like, on one hand I get it bc if it was too good then it would be the “one build to rule them all” 😂 but like 10% is ROUGH. You’d think that Applibot would throw us a bone on OB6 and maybe OB10… I think for some of the status effect weapons they have a max chance to apply is 30%!! (if enemy isn’t resistant that is 🙄) But yeah if we had 25%-30% chance or something I think that would be good enough that there is still RNG without it being broken. My theory is that future weapons will have a higher % (maybe unlocked with OB’s, just have no idea on how big the chance they’ll play with)
Really good summary, explanation and evaluation of all the r abilities. I don't think ditching crit is controversial at all. However, not valuing elem potency higher is, I think. It will add a multiplier on your dps (both normal attacks and summons, if fire/ice/thunder atm) regardless of enemy weakness and regardless of stance status, only resistance would spoil the party. I think the meta is that your dps has one really strong element (atm ice or thunder bc of available weapons, costumes and summons) and boosts the elem pot for that element as much as possible (as well as max patk or matk ofc, and then some atk, stance and hp) and just goes with that. Dungeons will have bosses with a mix of element weaknesses anyway. No point in diluting your dps to do all of the elements soso, just go strong on one.
I agree with this and maybe I came off a bit (tiny bit) too hard on the elemental stuff. It's always tough because to a point, it depends where an individual account is. I did a video a while back analyzing elem pot. vs raw stats and couldn't agree more that pot kicks ass! But I think the harder part gets to be when you evaluate ONE elemental stat vs say phys abil potency. In some cases it is quite a bit better, and in some I don't think it necessarily is as good if you pair the right weapon abilities with the phys/mag abil potency. This could probably be explained more thoroughly. Great comment!
Was gonna comment something along these lines but you already did! I do wanna mention though while you can build one element, I personally think it’s more *cost effective* to utilize the Boost ability weapons since at the end of the day both boosts are a straight up multiplier. Even if the enemy is WEAK to the element you are using (let’s say Lightning) Cloud will still do the same damage to Scorpion with a 30% lightning boost vs 30% Physical Damage Boost. The biggest difference between the two is that Elemental potency can be pushed further since it has a higher cap. Elemental potency caps at lvl 10 (100 pts) for a 120% multiplier, while Boost ability caps at lvl 7 (55 pts) for a 80% multiplier… Keep in mind that if the enemy is resistant to the element the multiplier is useless. Then you also have to remember that since Boost ability Potency is a non-conditional multiplier you can easily slot in any elemental materia to do more damage… But here is the real kicker, there are already two items in the game that allows you to get lvl 6 Boost Abilty (70% damage) leaving you room to build elemental potency to beat out a full elemental build. So personally don’t think it’s wise to invest into one element as it’s much more costly and vastly restrictive in comparison to building for Boost Physical/Magical Ability first. Although it could have been worded better or explain a bit more, I ultimately agree with Nite, as far as an offensive R ability, Elemental Pot. is kinda secondary. Still great though!
Great points!! I try to base the majority of my content around "bang for your buck" aka f2p/light spenders where investing heavier into general strength is going to cover more ground, but things do change depending on account strength and resources. @@mariobalaguer3328
@@mariobalaguer3328this is an interesting read. What do you mean by elemental potency vs full elemental build in your last paragraph. What is the difference?
Actually from excessive testing, unless the enemy resists the respective element, going all in on elemental damage, especially with an arcanum costume will result in much higher damage. If an enemy is actually resistant to every element available, going all in on boosting physical/magical potency is the way to go. But these situations are rare.
Something I also think about with Limit Break Potency is like, how often will that come up in a battle? Like during gauntlets like Crisis Dungeons, maybe, but if you're building a character to focus on a type of damage specifically, you're going to be constantly applying that type of damage. While going in on Limit Break Potency will only come along like, once or twice.
agree on everything, however lim.break pot was very good to clear waltz content and i did run the high score challenge with Cloud max patk max phypot and crit lv 3 with +40% dmg, resetting run over and over till i got a nice crit on astral giant and that got me ranked 10th so basically u need to focus what u need everytime with every new content, this makes this game fun and not just click auto and done
Yes, limit break potency is sort of similar to crit pot in my opinion, where it is situationally good! I agree that it was very good for waltz. And also, this is why I like this game too!! You have to be willing to go against the grain sometimes for strategy and really think about the individual fights. Great points :)
One thing I will say is element resist down weapons are necessary if you are building to a certain element. So far we have lightning (Red's seaside collar), water (Zack's black whiskers) and ice (Lucia's bald eagle). These three weapons so far I would say are high priority to boost your damage output.
Crit damage is probably the worst one... but shines with weapons like nightbloom or zachs black wiskers Or lucias ice one When u want to constantly keep the debuff. But also raise limit break quicker than using lower things like nameless or cystrals
I kinda have a different view on Limit Break Pot. I think that, over time, as we unlock more Stream stats with higher levels, these weapons will become more useful, as the char's limit breaks get stronger. Now I don't know what the level max. will be, but if it'll have a higher potency than the summons, well... you get the picture. Anyways, great video as always. No Glenn comment for this one.
Ahhh, OnlyGlenns. I like your perspective here. This very well COULD come into play. I love that you are such a champion for the Underdogs! ;) Thanks for the comment, bro
I am trying to get more copies of Bald Eagle and Black Whiskers. Their stats and R. abilities are great for a phys DPS. Even if you don't need either of their elemental R. ability they are both still amazing stat sticks. Aerith's new rod is great for a Mag DPS. These 3 weapons are the only ones I can think of off the top of my head that boost the main R. ability by 54 points!
Comment about stats abilities... attk tho i prefer like u say prioritize 1 physical or magical The boost attack also with the other 2 do boost your summons because thats based of your stats right
If Boost Crit Pot increased crit chance on top of the crit damage boost it could potentially be a good R Ability. Not top tier, but good enough. I'm guessing they're not going to do that and probably make Boost Crit Chance a separate stat in the future, which would equally questionable.
I heard someone say that boosting patk potency or matk potency does not stack with elemental damage and only with base/ non-elemental damage. Do you know if it stacks or not (in full atk stance of course)?
Never got a notification for this comment :( sorry. I have not personally tested this.. assumed it would because it makes sense that it would, but I see Kronoa's reply. This is disheartening!
Can you maybe clarify this question?? I just did some testing and maybe I am misunderstanding you when you say "potency" the boost matk or patk is just for stat numbers, but the boost "ability potency" for matk/patk does indeed stack. For example, Sephiroth with edged wings using aerial frostblade to attk an enemy weak to ice. In my testing I used a highly gimped seph and did 9450 dmg on avg. THEN, I gave him slightly lower matk/patk but gave him mag ability potency +15% and hit same enemy for around 9900 dmg.
Considering the Crit ability, pretty sure they will introduce something later along the lines of a new r ability that increases your crit chance or something that makes crits viable. I believe if they had made it strong from the get go it would have eclipsed elemental builds. Why create different elemental setups when you can simply brute force with a build that consistently does 1300% potency crits (which you can also boost by 120%)?
Crrit dmg is no great yes, but limit break potency had a big use in the last crisis dungeon where summons were not great. And if Baha is non-elemental i could see LB play a decent role.
The biggest thing that I got from this video is that Summons and LBs are two separate damage multipliers. LB pot only applies to LBs and not summons. Damn.....
Yes, but elemental boosts affect summons. Unless a boss resists the specific element, going all in on elemental boosting with a summon is gonna be the way to go
6 months late, but i finally decided to look it up since i have max patk, atk, and element bot on r abilities with 4k patk stat, but in harder content hes hitting like a wet noodle.
Comment about boost resist Very bottom tier for me But the best place for them Summons co op One of the best You can use all the resist on one character
I think I originally had a short spiel about using them in summons. Did I leave that in or take that part out? If I took it out, you're spot on with that!
Haha very nice, I understand that. Sometimes I just can't remember what I edited out lol Because I had that exact same thought, but then I was like.. maybe I deleted that part to cut down on time 😅@@juanmaldonado5288
I LOVE this video, and I was considering making one, thank you for doing so.
Summons have variance... and the more the damage the more the variance... I don't have good weapons to test, but I trust your calculations and accept the "no" here.
The one thing I did test, for your calculations, is that the game first adds then multiplies... so any stats from weapons and materia are summed, then all percentages are applied from r abilities/materia. And after all those things happen, the game calculates damage and applies potency percentages to it.
Thank you SO much!! Really appreciate the info in para #3 too! I just didn't have the time to fool around with it after a couple of calculations, especially because it seems to get even trickier once you start adding in 3 and 4 weapons. Pinning this comment so others are more likely to see this info.
Yay the video I've been waiting for thank you so much 💗
I know it took me a longer time than anticipated, but I did this video just because of you! Truth!!
@Nitelight9 very helpful. Thank 😊 🙏 you merry Christmas BTW to you family n the viewers
Merry Christmas!! @@juanmaldonado5288
Boost ATK and Boost Ability Potency becomes important when you start capping Phys and Mag ATK, which happens a lot of the time when you start racking up OB levels on main hand weapons, like Murasame and Edged Wings.
Also, something like Heavy Hauser that has Boost ATK and Boost Ability Potency can be put in either a Phys or Mag damage dealer, so its really flexible.
Yeah, I basically said this exact thing. It's a secondary r ability that you focus on after mazing the higher prios.
@@Nitelight9 Well I said it better :D
@@lens_hunter 🤣🤣🤣 I'll give you that!!!!!
Wanted to know something, even if you hit the cap for R abilities like say Boost phys doesn't the overall physical attack stat still increases when you are above the R ability cap %?
Very informative video, Nite. Thanks for taking the time to put it together.
Some extra tidbits that I'd like to contribute/share:
Limit Break R.Ability is more like a "Build Finisher" currently in my opinion.
Though I have to say it also seems to be meant for 800 charge speed Limit Breaks
(since can typically get 2 Limit Breaks off in the time it takes your slower charge speed
characters to prepare 1 Limit Break and sometimes 3 before your healer is ready likely if they
are using a Summon) to help mitigate the damage lost for charge speed.
I'll admit I utilize it for such when all my better R.Abilities are taken.
So will use an end-game Tifa who has Somersault set as her LB for this example..:
• Boost HP (R.Ability) Lv.4
(HP+250 / +45%)
• Boost PAbility Potency (R.Ability) Lv.6
(PAD+70%)
• Boost PAtk (R.Ability) Lv.7
(PAtk+100 / +50%)
• Boost Atk (R.Ability) Lv.4
(PAtk/MAtk+50 / +10%)
• Boost Limit Break Potency (R.Ability) Lv.3
(LB Dmg+25%)
As you can see, she's going to hit hard while set with a utility Limit Break.
Will also have a good chunk of HP for survivability as well.
This setup is currently possible granted you have the Amarant's Guise/Armor
and at least 1 of the OB10 weapons from the Black Waltz (FFIX Crossover) Event.
Otherwise, go for Boost PAbility/MAbility/Ability Potency if you lack the Elemental Potency build(s)
to make Summons more efficient.
Sorry for the lengthy post, hope I didn't confuse anyone either. It's 2am right now. xD
Long story short, until they introduce MORE "Boost Limit Break Potency" with the
"Boost PAtk/Boost MAtk/Boost Atk" R.Abilities, just treat Boost LB Potency as a build finisher. ^.^;
Yes, great point here! I do use this as a finisher as you describe, because sometimes there isn't much left to equip after doing all of the sub weapons that you have starred/leveled up, so this is a nice little bonus R ability if there is nothing else. I can totally get on board with that!
Agreed on all points! I wanna say that I wish they would improve the crit r ability, but then I imagine a world where I’m relying on crit to clear content, and I weep a little inside lol
Was gonna comment exactly this… I hate that building crit feels so weak. Like, on one hand I get it bc if it was too good then it would be the “one build to rule them all” 😂 but like 10% is ROUGH. You’d think that Applibot would throw us a bone on OB6 and maybe OB10… I think for some of the status effect weapons they have a max chance to apply is 30%!! (if enemy isn’t resistant that is 🙄)
But yeah if we had 25%-30% chance or something I think that would be good enough that there is still RNG without it being broken. My theory is that future weapons will have a higher % (maybe unlocked with OB’s, just have no idea on how big the chance they’ll play with)
Really good summary, explanation and evaluation of all the r abilities. I don't think ditching crit is controversial at all. However, not valuing elem potency higher is, I think. It will add a multiplier on your dps (both normal attacks and summons, if fire/ice/thunder atm) regardless of enemy weakness and regardless of stance status, only resistance would spoil the party. I think the meta is that your dps has one really strong element (atm ice or thunder bc of available weapons, costumes and summons) and boosts the elem pot for that element as much as possible (as well as max patk or matk ofc, and then some atk, stance and hp) and just goes with that. Dungeons will have bosses with a mix of element weaknesses anyway. No point in diluting your dps to do all of the elements soso, just go strong on one.
I agree with this and maybe I came off a bit (tiny bit) too hard on the elemental stuff. It's always tough because to a point, it depends where an individual account is. I did a video a while back analyzing elem pot. vs raw stats and couldn't agree more that pot kicks ass! But I think the harder part gets to be when you evaluate ONE elemental stat vs say phys abil potency. In some cases it is quite a bit better, and in some I don't think it necessarily is as good if you pair the right weapon abilities with the phys/mag abil potency. This could probably be explained more thoroughly. Great comment!
Was gonna comment something along these lines but you already did! I do wanna mention though while you can build one element, I personally think it’s more *cost effective* to utilize the Boost ability weapons since at the end of the day both boosts are a straight up multiplier. Even if the enemy is WEAK to the element you are using (let’s say Lightning) Cloud will still do the same damage to Scorpion with a 30% lightning boost vs 30% Physical Damage Boost.
The biggest difference between the two is that Elemental potency can be pushed further since it has a higher cap. Elemental potency caps at lvl 10 (100 pts) for a 120% multiplier, while Boost ability caps at lvl 7 (55 pts) for a 80% multiplier… Keep in mind that if the enemy is resistant to the element the multiplier is useless. Then you also have to remember that since Boost ability Potency is a non-conditional multiplier you can easily slot in any elemental materia to do more damage…
But here is the real kicker, there are already two items in the game that allows you to get lvl 6 Boost Abilty (70% damage) leaving you room to build elemental potency to beat out a full elemental build. So personally don’t think it’s wise to invest into one element as it’s much more costly and vastly restrictive in comparison to building for Boost Physical/Magical Ability first. Although it could have been worded better or explain a bit more, I ultimately agree with Nite, as far as an offensive R ability, Elemental Pot. is kinda secondary. Still great though!
Great points!! I try to base the majority of my content around "bang for your buck" aka f2p/light spenders where investing heavier into general strength is going to cover more ground, but things do change depending on account strength and resources. @@mariobalaguer3328
@@Nitelight9 Yessir and that's one reason I enjoy your content as it's up my alley (I'm a light spender) love me some good value!
@@mariobalaguer3328this is an interesting read. What do you mean by elemental potency vs full elemental build in your last paragraph. What is the difference?
this video is fire.. i ll share everywhere
Thanks man! Sorry for the uber late reply, seems I didn't get notifications for several comments. Appreciate your support!!
The lvl of detail this man provides is par none.
Oh yeah. Hi mom. ❤
Actually from excessive testing, unless the enemy resists the respective element, going all in on elemental damage, especially with an arcanum costume will result in much higher damage. If an enemy is actually resistant to every element available, going all in on boosting physical/magical potency is the way to go. But these situations are rare.
Great info! Thanks!
Something I also think about with Limit Break Potency is like, how often will that come up in a battle? Like during gauntlets like Crisis Dungeons, maybe, but if you're building a character to focus on a type of damage specifically, you're going to be constantly applying that type of damage. While going in on Limit Break Potency will only come along like, once or twice.
Limit Break Potency is a trap, even if you use your LB three times over a long fight, having another offensive stat will still prove better overall.
Yeah, I agree. Wish I would've mentioned that part also! Good addition!
Great vid Nite! Fantastic breakdown on the r abilities! :D
Thanks, Alk ;) now I have to try to see if I can beat EX 3 etc tomorrow
agree on everything, however lim.break pot was very good to clear waltz content and i did run the high score challenge with Cloud max patk max phypot and crit lv 3 with +40% dmg, resetting run over and over till i got a nice crit on astral giant and that got me ranked 10th
so basically u need to focus what u need everytime with every new content, this makes this game fun and not just click auto and done
Yes, limit break potency is sort of similar to crit pot in my opinion, where it is situationally good! I agree that it was very good for waltz. And also, this is why I like this game too!! You have to be willing to go against the grain sometimes for strategy and really think about the individual fights. Great points :)
Great video, as always
Good work Nite!!
One thing I will say is element resist down weapons are necessary if you are building to a certain element. So far we have lightning (Red's seaside collar), water (Zack's black whiskers) and ice (Lucia's bald eagle). These three weapons so far I would say are high priority to boost your damage output.
True, maybe I will do a C-Ability video like this one where I could get into that because it is a good point! Thanks for bringing this up :)
Crit damage is probably the worst one... but shines with weapons like nightbloom or zachs black wiskers
Or lucias ice one
When u want to constantly keep the debuff. But also raise limit break quicker than using lower things like nameless or cystrals
Same for limit break damage shines in co op
I kinda have a different view on Limit Break Pot. I think that, over time, as we unlock more Stream stats with higher levels, these weapons will become more useful, as the char's limit breaks get stronger. Now I don't know what the level max. will be, but if it'll have a higher potency than the summons, well... you get the picture.
Anyways, great video as always. No Glenn comment for this one.
Ahhh, OnlyGlenns. I like your perspective here. This very well COULD come into play. I love that you are such a champion for the Underdogs! ;) Thanks for the comment, bro
I am trying to get more copies of Bald Eagle and Black Whiskers. Their stats and R. abilities are great for a phys DPS. Even if you don't need either of their elemental R. ability they are both still amazing stat sticks.
Aerith's new rod is great for a Mag DPS. These 3 weapons are the only ones I can think of off the top of my head that boost the main R. ability by 54 points!
Comment about stats abilities... attk tho i prefer like u say prioritize 1 physical or magical
The boost attack also with the other 2 do boost your summons because thats based of your stats right
I wish they put a test dummy in the game
You & me both!
If Boost Crit Pot increased crit chance on top of the crit damage boost it could potentially be a good R Ability. Not top tier, but good enough.
I'm guessing they're not going to do that and probably make Boost Crit Chance a separate stat in the future, which would equally questionable.
I'd be much more interested in it if they did that, and really hope they do!
A lot of good info here. Thanks!
You're welcome! Thanks for commenting :)
I heard someone say that boosting patk potency or matk potency does not stack with elemental damage and only with base/ non-elemental damage. Do you know if it stacks or not (in full atk stance of course)?
i tested it doesent stack, that means u can go full atk+ phypot (when u use non elem damage skills) or atk elem dmg when u use elm skill
@@Kronoa0_0 thank you
Never got a notification for this comment :( sorry. I have not personally tested this.. assumed it would because it makes sense that it would, but I see Kronoa's reply. This is disheartening!
Can you maybe clarify this question?? I just did some testing and maybe I am misunderstanding you when you say "potency" the boost matk or patk is just for stat numbers, but the boost "ability potency" for matk/patk does indeed stack. For example, Sephiroth with edged wings using aerial frostblade to attk an enemy weak to ice. In my testing I used a highly gimped seph and did 9450 dmg on avg. THEN, I gave him slightly lower matk/patk but gave him mag ability potency +15% and hit same enemy for around 9900 dmg.
@@Nitelight9
That was my bad, It stacks so u can build with elem boost and ability potencty together for Better result
Considering the Crit ability, pretty sure they will introduce something later along the lines of a new r ability that increases your crit chance or something that makes crits viable.
I believe if they had made it strong from the get go it would have eclipsed elemental builds. Why create different elemental setups when you can simply brute force with a build that consistently does 1300% potency crits (which you can also boost by 120%)?
They may, OR they may instead release weapons that have higher crit chance. But I agree that if crit chance goes up, it becomes quite good!
W vid
Crrit dmg is no great yes, but limit break potency had a big use in the last crisis dungeon where summons were not great. And if Baha is non-elemental i could see LB play a decent role.
The biggest thing that I got from this video is that Summons and LBs are two separate damage multipliers. LB pot only applies to LBs and not summons. Damn.....
Yeah. Bit of a bummer
Yes, but elemental boosts affect summons. Unless a boss resists the specific element, going all in on elemental boosting with a summon is gonna be the way to go
6 months late, but i finally decided to look it up since i have max patk, atk, and element bot on r abilities with 4k patk stat, but in harder content hes hitting like a wet noodle.
Better late than never ;)
Comment about boost resist
Very bottom tier for me
But the best place for them
Summons co op
One of the best
You can use all the resist on one character
I think I originally had a short spiel about using them in summons. Did I leave that in or take that part out? If I took it out, you're spot on with that!
@Nitelight9 noticed at the end
I comment along while watching video hehhe
Haha very nice, I understand that. Sometimes I just can't remember what I edited out lol Because I had that exact same thought, but then I was like.. maybe I deleted that part to cut down on time 😅@@juanmaldonado5288