EASILY SEE You're At Damage Cap | Granblue Fantasy Relink

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  • Опубликовано: 9 фев 2024
  • Check Pinned for corrections and discussions.
    Seeing a yellow glowing 'slash-through' on your damage number means that attack is hitting its damage-cap. Seeing the 'body' or 'fill-text' of the number be a bold, orangey-yellow means you're hitting with Elemental Advantage, either by attacking a monster your character's Element is strong toward (Captain hitting Quakadile) or using the War Elemental Sigil, which makes ALL attacks COUNT as ElemAdv. Seeing two !! means the attack has Crit.
    If you have more advice on how to think about or mentally approach increasing damage even after hitting the DMG Cap limit of Trait Level 65, other than Supplementary Damage, War Elemental, Glass Cannon and Catastrophe from Terminus Weapons, let me know! I'm still learning how this game works and it's always way more fun to truly Understand than to just follow a build, I feel.
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    Fogblade Lancelot
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Комментарии • 159

  • @LeoKRogue
    @LeoKRogue  5 месяцев назад +30

    HELP US FIGURE THESE NUANCES OUT! THIS PINNED COMMENT will have corrections and interesting points from various people who noticed oddities about DMG Cap after initial upload.
    Check out this video by Kyo, why does Vane's basic attack have the DMG Cap slash on it despite having variance in his damage-numbers? I think this is the only character I've seen this happen for so far, but I can't be sure. Repeating what was told to me: "Someone said in testing that if your damage-variance _can_ hit cap they will make even non-cap hits have this slash through them, but that is definitely a oversight if it's the case."
    ruclips.net/video/WxN_PiDK2Kg/видео.html
    ALSO check out Ravnos' comment here, on a more accurate way to make sure you're not over-stacking ATK.
    ruclips.net/video/lmv6VzayXtM/видео.html&lc=UgxcoK5Mh340YTCT08B4AaABAg
    From AresGod0fWar:
    'You’ll never see a flash without a crit, and that is the case for me as well. It seems as it’s just another visual cue to represent a critical hit. One way you can test is Vaseraga since he is a heavy hitter. His X,X, Y(full charge), Y(full charge) combo. The charged attack is a double swing. There are times when the first hit of the charged attack will do less damage than the 2nd and other times with enough buffs I can get both hits to cap out which is crazy. Anyways both flash regardless of capped.'
    My Reply to AresGod0fWar:
    'So a yellow slash happens alongside a !! is what you're saying? Because the yellow flash/spark behind a number is something different, that represents WeakPoint/Backstab and IF we crit we always get our "full" damage regardless of what point on an enemy we attack, so you could be noticing that.'

    • @MinkDaddy
      @MinkDaddy 5 месяцев назад

      THANKS! Great video!

    • @johncreed7436
      @johncreed7436 5 месяцев назад

      What about over mastery buffs stamina and tyranny buffs glass cannon??

    • @LeoKRogue
      @LeoKRogue  5 месяцев назад +2

      Over Mastery DMG Cap Ups yes, Glass Cannon yes. Both of those raise your Damage Cap without taking away from your DMG Cap Sigil Trait Level budget of 65. I don't know enough about the game to say confidently whether Stamina and Tyranny raise your damage cap, but I highly suspect they DO NOT. And, most players will hit their DMG Cap just fine without Tyranny, so unless Catastrophe from a Terminus Weapon is making you not reach your max damage yet, Tyranny might not be giving you anything for the HP cost.

    • @lunafrost
      @lunafrost 5 месяцев назад

      Each damage source (normal attack, skill attack, SBA, etc) has different value for damage cap for each character. So even if your normal attack is capped, doesn't necessarily mean the others are also capped. bringing party wide buff like atk up may still be a good idea

    • @LeoKRogue
      @LeoKRogue  5 месяцев назад +1

      That's right, yeah. A great example of this is the way Phantasmagoria interacts with SBAs. Most players _cannot_ innately reach their SBA damage cap in just random match-made lobbies since it's just not something they value or build for, so Cag popping buff just before a Chain Burst is actually incredibly good. (And there are other good reasons to have her around, like if you're Title-Hunting, a healer bypasses the need for Potions so you don't lose your Godsbane or Moonbreaker unlock-condition! :D)

  • @hawkiiryusei5615
    @hawkiiryusei5615 5 месяцев назад +23

    Great video mate, i saw so many dmg cap video urs is the most easy to understand, easy to apply as well. Keep up the good work mate.

    • @LeoKRogue
      @LeoKRogue  5 месяцев назад +2

      Thanks! Still, definitely make sure to cross-reference mine with the others to see if everything lines up, there's always a chance I get something wrong or miss something, but this makes sense to me so far.

  • @someone5855
    @someone5855 5 месяцев назад +15

    Damn this video came in useful, i was just asking myself yesterday what the stuff on my dmg numbers meant, wasn't expecting "slahy yellow" to be dmg cap, thanks a lot man

    • @LeoKRogue
      @LeoKRogue  5 месяцев назад +1

      All good, I also thought it was kind of a weird UI choice on Cygames' part lol

  • @Brololski
    @Brololski 5 месяцев назад +19

    bro, i literally was looking 2 days for this information! thx

    • @LeoKRogue
      @LeoKRogue  5 месяцев назад

      Glad to help. I legit have a sticky note beside my monitor that says
      Yellow GlowSlashOutline: DMG Cap
      Yellow Body: ElemAdv
      !!: Crit

  • @jamesk2325
    @jamesk2325 4 месяца назад +2

    I never realized there was a visual indicator for damage cap other than numbers being the same. Thanks so much for this video!!

    • @LeoKRogue
      @LeoKRogue  4 месяца назад

      Some players have been mentioning that they either don't get or can't see the yellow slash-line, so definitely still check for if your number is the same over and over, but it helps to see at a glance, for sure.

  • @ayxek8710
    @ayxek8710 5 месяцев назад +2

    I didnt knew about the glow !!! And ive made it to Proud last missions ! Will help to build other char than my main ! Thanks

  • @chrismildon7512
    @chrismildon7512 5 месяцев назад +3

    I was literally just wondering about this when I got a notification that you uploaded lol

  • @llennchan
    @llennchan 5 месяцев назад

    Thanks a lot. Totally have no idea about the dmg cap before this vid.

  • @teemoofrivia6435
    @teemoofrivia6435 5 месяцев назад +1

    What a legend explained in 1.59 min vídeo that many cant in 30 min vid thx so much👌🏾

  • @rail7646
    @rail7646 5 месяцев назад

    haha seems I didn't pay attention close enough, not that it matters anymore since I settled most of my builds to the current max but I haven't realized that the cap glows in some different fashion lol, full props to you

  • @Corgisnaps
    @Corgisnaps 5 месяцев назад

    Thanks bro, this was hella helpful.. and stright forward

  • @Clavitz1
    @Clavitz1 5 месяцев назад

    Thank you very much for highlighting what signifies you're at damage cap. That little detail makes a world of a difference and it's a shame the game doesnt explain that.
    at least we have you haha

  • @TH-fu1qn
    @TH-fu1qn 5 месяцев назад

    This is exactly what I was looking for. I couldn’t figure out what the soft caps were for each tier of attack damage.
    I’m so glad you took the time to explain this.

    • @LeoKRogue
      @LeoKRogue  5 месяцев назад +1

      They're different for every character and every attack, too, it's pretty individual so you really just have to go in, hit with everything you want to know about and see if the number is glowing. If your "main" damage source is being capped that's what you're mainly hunting for in your Over Mastery random rolls. (IE as Lancelot hopefully I get a luckier Normal Attack Cap Up roll soon.)

  • @mreng4973
    @mreng4973 5 месяцев назад +1

    Thank bro, very useful tip for testing dmg cap. I mostly just go to the training dummy and look at the number 😂😂😂

    • @LeoKRogue
      @LeoKRogue  5 месяцев назад +1

      Still a great way to do it honestly. For a lot of players it's just what they're used to so it's fine to keep doing that for the extra assurance.

  • @TNV260
    @TNV260 5 месяцев назад +1

    I cant belive I dint notice this while spending hours with barrol, cant thank u enough =)

  • @benliew8380
    @benliew8380 5 месяцев назад

    Well explained, thanks.

  • @vedasisme
    @vedasisme 5 месяцев назад

    wow that's really great info!

  • @wilsonwijaya2829
    @wilsonwijaya2829 5 месяцев назад

    would love to see your lancelot weapon wrightstone and sigil build/recommendation!

    • @LeoKRogue
      @LeoKRogue  5 месяцев назад

      I'm not really the right rogue to ask for builds just yet, to be honest, and that's because I'm still very new to RPGs and learning how to understand equipment in this game myself. :)
      At some point I might have something creative I could recommend, but for now the kind of videos I can provide are more, useful system mechanics / understanding, how to have the right _mindset_ for a character in a team environment and so on.
      This fight of Proto Bahamut is a good example of that, I think, any Lancelot that does at least some of these things is probably on their way to piloting that character decently well, and mind that I don't even execute everything perfectly either;
      ruclips.net/video/9dqMknNjlqw/видео.html

  • @SBelmont33
    @SBelmont33 5 месяцев назад

    Not sire if its been mentioned already, but War Elemental DOES work on non-elemental targets like the target dummy, despite not giving the yellow glow. Test with it both equipped and unequipped and you'll see the damage you normally get on elemental advantage with it equipped.

    • @LeoKRogue
      @LeoKRogue  5 месяцев назад

      It does, yes. It's just harder to see visually because the color doesn't change, which is why I didn't use that to demonstrate, but I should've made it clear that you still get the damage-boost.

  • @zerobloodedge6632
    @zerobloodedge6632 4 месяца назад

    I literally just noticed this on the second easiest quest with the flying eyeball if you use lancey’s thrust skill. I always have 3 damage cap V and one war ele with a sup V.
    I changed the war ele to another damage cap v to make it 4 and my thrust attack went down from 162k to 151k.

    • @LeoKRogue
      @LeoKRogue  4 месяца назад

      It makes quite the difference, yeah.

  • @UserNot_Known
    @UserNot_Known 5 месяцев назад +2

    This game looks so damn fun

    • @LeoKRogue
      @LeoKRogue  5 месяцев назад +6

      It is _so_ damn fun. I actually don't think I could do justice to how fun it really is, if I tried to describe it.

  • @SandmanURL
    @SandmanURL 5 месяцев назад +2

    Writing this so that hopefully this will boost the vid so you can make more granblue vids 🙏

    • @LeoKRogue
      @LeoKRogue  5 месяцев назад +1

      Bless you man. As long as I have ideas and I'm having fun, I'll keep making them. I enjoy learning this game, I enjoy learning this genre I'm so new to, and it's been a fun process going in, figuring things out, getting things wrong, getting destroyed, and hopefully helping out others from time to time.

  • @bosH0g
    @bosH0g 5 месяцев назад

    do you know if weakpoint multiplier is applied before or after the cap?

    • @LeoKRogue
      @LeoKRogue  5 месяцев назад

      I actually don't, been wondering that myself.

  • @i_am_dusky113
    @i_am_dusky113 5 месяцев назад

    Found out yesterday that the attack power Crab sigil bypasses dmg cap as well. Not sure if just having more attack power does it tho. Have to test more

    • @LeoKRogue
      @LeoKRogue  5 месяцев назад

      :O That is INSANE if it's true, WHAT.
      This is probably one of these I just happened to overlook or not be aware of, but wow. Wow.

    • @gutsonizuka6713
      @gutsonizuka6713 5 месяцев назад

      I just tested it and it does not bypass , I’ll do more research/test with it but I haven’t seen a single increase in numbers.

  • @timi1397
    @timi1397 4 месяца назад

    Hi Leo, been wondering, since in boss fights i couldnt really see the yellow line (dmg cap indicator), does capping against dummies = capping against bosses? Since im pretty sure bosses have their own defense and differen formula yields different result. Do u by any chance have the dmg formula? Thank you ^^

    • @LeoKRogue
      @LeoKRogue  4 месяца назад +1

      Hmm. That is a great question. I personally don't have the damage formula but unless I'm wrong, even though bosses do have their own defense, it shouldn't make much difference.
      Defense Stat, and likewise Defense Up/Defense Down doesn't actually shift the damage-cap itself, it only changes the value of your _number_ inside that 'container' so to speak.
      There _may_ be situations where you cap out on dummy, and not on a boss, but in my experience those scenarios would be _very_ rare, and the difference in damage wouldn't be immense, though it would be one of the few times self-buffs or buffs from a party member would actually make any difference at all. So if it would cap, it would still cap anyway, and if it wouldn't, then it just makes it a bit easier/harder to reach based on party-buffs and I just don't worry about it since that's not in my control.
      That's in fact the exact reason why DEF Downs or ATK Ups from Supports aren't as valued in endgame as they should be, and as they would be in other games -- most people cap their damage way too easily, unless you're playing Vaseraga or something, but I haven't actually tried him so I'm just repeating what another player told me.
      The above is also why Phantasmagoria is still desired for Chain Bursts despite not doing anything for the average random's already-capped Normals and Skills, because most players don't reach DMG Cap on their SBA and Phantasmagoria actually lets them get closer to it.
      For now, until we as a playerbase know differently, I just "trust" the training dummy, since what it can show me without a doubt is that I am capping out on attacks and need to make a change. But that's an interesting question you brought up and I'm curious about it myself. If you find something out, could you let me know?

    • @timi1397
      @timi1397 4 месяца назад

      @@LeoKRogue Thank you. I believe it doesnt really matter as well since in my experience, the damages are not fluctuating (unless it doesnt crit). Hopefully the game gives more in depth information about this min-maxing thing in the future!

    • @LeoKRogue
      @LeoKRogue  4 месяца назад +1

      I hope so too, haha, I genuinely have so many little issues with the way Relink communicates character-information to the player. No stat sheet, no summary of stats, a lot of stuff is still unknown and unclear, etc.

  • @medboys3516
    @medboys3516 4 месяца назад

    I never realize there is a yellow glow in the dmg number, now i know when i need to put dmg cap sigil

    • @LeoKRogue
      @LeoKRogue  4 месяца назад

      Yeah, though I have seen some people mention that they still get it even though they have numerical variation. So just treat it as another easy way to spot it, but make sure you're getting the same numbers over and over anyway.

    • @medboys3516
      @medboys3516 4 месяца назад

      @@LeoKRogue actually its hard to spot the dmg number, because im using lancellot and the dmg number sometimes too fast to look at

    • @LeoKRogue
      @LeoKRogue  4 месяца назад

      Makes sense. xD

  • @tomoqkz3600
    @tomoqkz3600 5 месяцев назад

    I am doing some tests and by removing dmg and keeping the same dmg cap i still have the yellow glow but i get inconsistant dmg (so not capped). So i believe the yellow glow isn't what you're saying it is.

    • @LeoKRogue
      @LeoKRogue  5 месяцев назад

      That's really interesting, actually. I misread it the first time but if it's true that's very good to know. So far, you're the first person that has mentioned that, for everyone else I've asked it works the way described here. If you find out anything else, let me know.
      You're testing the exact same attack over and over, right?
      What character are you checking with?
      Are numbers with Crits (!!) getting the glow, but smaller numbers that are not Critting (no !!) lacking it? Because that's normal, if so, it even happens right here.
      Just really curious what's happening.

  • @zerobasedgod9291
    @zerobasedgod9291 5 месяцев назад

    THANK YOU BRO

  • @kyokusanagi9800
    @kyokusanagi9800 4 месяца назад +1

    There is a video out there of a Vane getting those glows without doing the cap damage, the cap is 150k but he gets the glow on eveything past 120k do you know why that is?

    • @LeoKRogue
      @LeoKRogue  4 месяца назад

      If it's _just_ a glowing _explosion_ behind the damage number without any slash, that's probably hitting a Weak Point or hitting from behind, but if he's also getting the diagonal _slash_ then that should be a Capped number. I haven't seen the video myself though, I would love to figure this out.

    • @kyokusanagi9800
      @kyokusanagi9800 4 месяца назад

      @@LeoKRogue No, its the same glow and effects as in your video, some non cap hits even have that punch effect behind the number. I'm lead to believe that this yellow glow isn't damage cap, i'll test it myself and upload if that video was real.

    • @LeoKRogue
      @LeoKRogue  4 месяца назад

      Really odd then, that the slash happens with only one DMG Cap Sigil, but not with two.
      There's something weird going on, for sure.
      Non-Cap hits having the explosion/punch effect behind the number makes perfect sense if they're hitting from Behind or hitting a Weak Point, like I said, since that's what they (apparently) convey.

    • @kyokusanagi9800
      @kyokusanagi9800 4 месяца назад

      @@LeoKRogue Well i uploaded and posted the link but it got deleted by the filter or you, but you could check my upload and see for yourself, the glow happens in front, back all non cap hits. Someone said in his testings that if your damage variance can hit cap they will make non cap hits glow, but that is definitely a oversight if its the case.

    • @LeoKRogue
      @LeoKRogue  4 месяца назад

      Ahh, I see it. Yeah, that's honestly probably what it is, and if so I would love for Cygames to fix that up because it can really mess with our understanding.
      I put your video link in the Pinned Comment here, hopefully people can look at it and we can figure it out.

  • @user-fu9jn5gm2g
    @user-fu9jn5gm2g 5 месяцев назад

    Hi LK, have you tried Aragami? I'd like to see your stealth skills in that franchise. 🖤

    • @LeoKRogue
      @LeoKRogue  5 месяцев назад +1

      I have, I enjoy it. I also love Aragami 2 and Ereban: Shadow Legacy looks really cool.

    • @user-fu9jn5gm2g
      @user-fu9jn5gm2g 5 месяцев назад

      @@LeoKRogue That's awesome, glad to hear that, would you consider a challenge run like on other videos? Eg: ACU no upgrades, in the case of Aragami 2 would be with only whisper cuz I think it's obligated upon the player to purchase the skill. Thank you for replying and have a good year LK 🖤

    • @LeoKRogue
      @LeoKRogue  5 месяцев назад +1

      I would definitely consider that for Aragami 2, yeah. What I love most about that game is how empowering and fluid its movement is. It loses a lot of the friction and tension that made Aragami 1 so challenging, which I know for many players is a massive downgrade, but I haven't played another stealth game that makes me feel like such an inky and agile shadow so I appreciate what it tried to go for, flaws and all.

    • @user-fu9jn5gm2g
      @user-fu9jn5gm2g 5 месяцев назад

      @@LeoKRogue I agree 100% with you, the movement mechanic of shadow leap is great to stealth reaper. It allows you to clear out areas so quickly and quietly, with practice I've been getting 5 to 7 minutes clear times on hard mode and classic mode, you probably know about classic mode already right? They integrated mechanics from the first installment into the second, it's a difficulty setting in missions. Its great honestly ☺️

  • @yass3425
    @yass3425 5 месяцев назад

    Ty alot 💙

  • @erickjustin57
    @erickjustin57 5 месяцев назад

    how do i know if im damaged cap with charlotta, her attacks are yellow

    • @LeoKRogue
      @LeoKRogue  5 месяцев назад

      If the surrounding visual effects drown out the yellow slash through the number, then you can always use the old standby of just seeing that you consistently get the exact same number over and over on-hit. (You can also try to shift your camera to see if you can get a weird angle where the slash is more visible.)

  • @moosecat00
    @moosecat00 5 месяцев назад

    I just wish there was a way to escape the damage cap hell on Vas. You enter this hell at the entry point of Chapter 0, and you never get to leave.

    • @LeoKRogue
      @LeoKRogue  5 месяцев назад

      If you find a way, comment again and let me know, I've been interested in that character.

  • @TTlvY
    @TTlvY 5 месяцев назад

    Not sure the point of dmg cap as it stands since current end game boss people still look to burst it down within 2-3 minutes while boss is chain cc’d. It actually kills incentive to run the lot of heroes’ kit around atk buff and enemy def down, with some of character that being their main kit.

    • @LeoKRogue
      @LeoKRogue  5 месяцев назад

      Without DMG Cap existing, those issues -- and a few others -- would be even worse and more extreme, sadly. I'm sure you can instantly think of what happens as soon as no one has any reason not to build _even more_ Damage, for example.
      Probably the basis for it existing other than honoring / calling back to OG GBF is exactly that, in fact, to _try_ to prevent trivialization of content.
      The tuning definitely needs a look, or higher-difficulty variants of existing fights. The reason I want that is because the Proud Unlock Versa fight was a very comfy level of challenge. Players could not overgear it until they already proved they could finish it while lacking progression from fights after it. I really enjoyed that and was disappointed no other fight really felt that way again.
      Not sure what the solution is just yet, but still, making the existing problems even more problematic and extreme is definitely not the way IMO. Things would simply melt even faster which, I don't think we want.

  • @albarqi7657
    @albarqi7657 5 месяцев назад

    anyway sir. where i can get war elemental ?

    • @LeoKRogue
      @LeoKRogue  5 месяцев назад +1

      The only place I know of comes from Curios. It's awful.

  • @IMRavnos
    @IMRavnos 4 месяца назад

    One issue. You will see the glow slash on numbers LOWER than your cap. Example my Eugen and Rackam. They do not have “combo” normal attacks. So when I was testing cap and did the shoot, wait 1 sec, shoot, wait 1 sec repeat until the numbers are the same … the numbers had the gold slash on all hits, yet, the hits were ranging in the +/- 12% range. Example Eugen had a gold slash at 67,811 and also at 73k+ so how could this be? No swapped gear, just shoot, shoot shoot shoot shoot shoot shoot. So my advice, remove all sigils except for DMG CAP, now stack Tyranny in all the slots. Get your TRUE dmg cap. Now remove all Tyranny. See what your average hit is. Figure out what percent below your cap that is. Now add the percent you are short. So many people over stack ATK up sigils ( not literally Attack but sigils that boost ATK stat ) and were capped long before they all added up,
    Also keep in mind that DMG cap is literally broken on almost every character for at least one thing. Example : Io SBA, Rackam Aerial Barrage and Deadeye Shot ( is that his charged attack? ) so some characters will never hit a cap for some things.

    • @LeoKRogue
      @LeoKRogue  4 месяца назад

      Yeah, I've heard Vane players mention a similar thing and we've been trying to figure out why it happens. Our understanding for now seems to be some kind of issue with the way the game displays damage-numbers for attacks that would hit cap _if_ they rolled high enough, but still look that way even when they don't.
      This is a great comment. Added it to Pinned.

  • @Dyvinell
    @Dyvinell 4 месяца назад

    am i the only one confused about the yellow circle around some of the numbers? does that signify anything as well?

    • @LeoKRogue
      @LeoKRogue  4 месяца назад

      According to lots of people, the yellow circle / 'pop' behind a number means you've hit a Weakpoint or hitting from behind.

    • @Dyvinell
      @Dyvinell 4 месяца назад

      @@LeoKRogue ahhhh gotcha. That makes perfect sense, thank you

  • @oBnJe
    @oBnJe 5 месяцев назад

    tysm 👍👊

  • @guest0046
    @guest0046 5 месяцев назад

    I dont get that yellow slash, but I cant get higher numbers no matter how high my attack is

    • @LeoKRogue
      @LeoKRogue  5 месяцев назад

      What character are you playing, what's your weapon and your sigil setup right now?
      Are all your damage numbers exactly the same?

  • @arcainex
    @arcainex 5 месяцев назад +1

    algorithm we have come again!

    • @LeoKRogue
      @LeoKRogue  5 месяцев назад

      Wooooo! I love this game, and if you're reading this comment, you can too! v_v

  • @Duva_
    @Duva_ 4 месяца назад

    im like 2 weeks late but war element does proc on dummy

    • @LeoKRogue
      @LeoKRogue  4 месяца назад

      It does, but it's not reflected visually in the color of its text-fill (still white rather than gold) so I chose not to demo it there. You do still get the actual damage increase on your numbers though!

  • @rexxel8867
    @rexxel8867 5 месяцев назад +4

    from my testing it seems war elemental has a hidden effect which increase your current dmg cap around x1.2 (to be exact 1.999)
    example from your video dmg cap is 9157
    with war elemental 9157 x 1.2 = 10988
    i also test on my cagliostro, dmg was 39596
    with war elemental 39596 x 1.2 = 47515 dmg
    however it does needs further confirmation, but having an increase dmg cap sigil is always useful
    and war elemental is probably a must have sigil
    nice video btw!
    didn't notice the dmg cap yellow glow indicator that is so helpful

    • @LeoKRogue
      @LeoKRogue  5 месяцев назад +2

      Thank you, great comment! My understanding is that it does, and the reason _why_ is because hitting an enemy with Elemental Advantage _at all_ raises your damage cap for those attacks. You should be able to achieve this with just hitting an enemy that is weak to your element even without the sigil.
      War Elemental just means you're hitting with elem.adv. all the time, provided the enemy has an element.
      Other Sigils that increase Damage Cap without actually interacting _with_ the Damage Cap Trait (that maxes out at 65) are Glass Cannon, as well as Supplementary Damage, but that one doesn't actually raise it, it just side-steps it by adding an additional, weaker hit on top of the attack that proc'd it.

  • @LycorisLilyP
    @LycorisLilyP 5 месяцев назад

    Me, at level 40 and with no idea how endgame stuff/building is going to work: Hmm yes, I understand completely

    • @LeoKRogue
      @LeoKRogue  5 месяцев назад +1

      Yes, you don't need to worry about this kind of thing for a while. ^_^
      But, it'll be here for you when it's time. I hope you're enjoying Relink!

  • @AresGod0fWar
    @AresGod0fWar 4 месяца назад

    Sad to say it, but your info on DMG cap is wrong. I thought my damage was capped because of this video. (Kept seeing flashes) If you watch your video you’ll never see a flash without a crit, and that is the case for me as well. It seems as it’s just another visual cue to represent a critical hit. One way you can test is Vaseraga since he is a heavy hitter. His X,X, Y(full charge), Y(full charge) combo. The charged attack is a double swing. There are times when the first hit of the charged attack will do less damage than the 2nd and other times with enough buffs I can get both hits to cap out which is crazy. Anyways both flash regardless of capped.

    • @LeoKRogue
      @LeoKRogue  4 месяца назад

      I'll add it to Pinned when I get home so more people can see and discuss.
      So a yellow line / strike-through happens alongside a !! is what you're saying? Because the yellow flash/spark behind a number is something different, that represents WeakPoint/Backstab hits and IF we crit we always get our "full" damage as if we WeakPointed/Backstabbed regardless of what point on an enemy we attack, so that could be what you're noticing.
      EDIT: Home now, added to Pinned!
      I looked around at a few other DMG Cap videos and forum posts out of curiosity, and it seems consistent with what I've presented so far. Certain attacks or skills on some characters may also not hit cap without Critting, which is very normal so I'm hesitant to draw a conclusion on that immediately, but I still think it's good for people to be aware if something's not 100% correct on my end.

  • @gihan84
    @gihan84 5 месяцев назад

    Thank you for posting a video that doesn't include someone's voice and say hey guys

    • @LeoKRogue
      @LeoKRogue  5 месяцев назад

      haha, no worries

  • @TrevisoStealth
    @TrevisoStealth 5 месяцев назад +1

    anime man is vibing

  • @Linkfan0001
    @Linkfan0001 4 месяца назад

    IMO Damage Cap is bad, people are saying how it's there so you don't 1-shot bosses or to give you an incentive to build utility but the reality is that it forces you to build dmg cap on a build that would otherwise be pure utility or pure tank or pure stun, etc. the issue being just how massive the gap between a non-dmg cap build is to someone with max dmg cap in their build.
    So let's say for example that dmg cap doesn't exist and stuff like tyranny and stamina goes to a max of 10% or 20% or stuff like life on the line has a max lvl of 15% or combo booster going up to 12% then you wouldn't need damage cap because the increase you get from sigils is not as insane as it is currently.
    But what we have currently makes you max out on dmg cap and then you hit that cap with a simple tyranny and stamina V sigils so all the others unique dmg modifiers that requires some sort specific scenario to increase atk power or dmg become absolutely useless and build variety is the exact same across the entire roster aside from 1 or 2 sigils that are required for some characters.
    So for you to be able to make a varied build for any sort of specific playstyle you will still need a dmg cap V+ with an additional skill that helps you with that playstyle making character building simultaneously twice as grindy but also twice as boring.
    But hey that's my take on it, i still absolutely love this game and if there is a positive from having one universal meta build is that you can try any new character way easier since all you have to do is copy the same build over to them and you're ready to go!

    • @LeoKRogue
      @LeoKRogue  4 месяца назад

      Hmm. So, 4 Players who build DMG Cap are actually _over-gearing_ right now, and indeed trivializing bosses, already.
      You are definitely not forced to chase all that much DMG Cap on a utility or tank build. I know this because I regularly play with a duo who doesn't care about dealing damage, who rather enjoys Tanking and Healing, and who runs barely any DMG Cap at all because it's simply not a desire for them. _They like Damage Cap as a system._ Granted, they're also an OG Granblue player and know a lot more about both games than me, so I trust their thoughts.
      I realize Tank and Heal will always be an unpopular choice compared to big-damage, but this is _probably_ still better for _those_ players than the alternative. I definitely think the tuning on the exact numbers needs some kind of look by Cygames, but it's a cool system so far -- and it was probably always going to be here since it's in OG Granblue, from what I've been told, so there's not really a universe in which we're not dealing with it.
      I'm not saying it doesn't have some small problems, but I _am_ saying that the problems would be much, much worse with it gone, which (again, I've been told) we do actually see in the original gacha game where the 'ceiling' on damage-cap is much higher and far harder to reach -- with random matchmade players basically not being able to interact with anything because vets who have been playing forever are simply outputting damage they couldn't ever dream of without also having played for years. Note that both OG Granblue and Relink both feature heavy RNG when it comes to improving your damage. Imagine that but amplified and made so much worse for newer players, or just as bad, existing players who want to play a different character or playstyle, and have to farm for eons just to catchup. Whatever gap exists now, if someone REALLY wants it gone, it's as simple as filling 4 Slots with stuff that's pretty easy to get. What if it wasn't? What if it took a lot more time and randomness? I just don't see how that's healthier. That's anecdotal but I think this person has no reason to lie to me since Granblue Fantasy is like their favorite thing in the world and they just love talking about it. xD
      This way at least, everyone has (heh) a cap on how much stronger than another player they are physically able to be -- which means groups are roughly experiencing a similar level of friction. Unless they're hacking. >_> Which is... obviously not great.
      Quick-Quest Scaling can definitely help with that, but nothing else level-syncs anyone, there isn't even an option or toggle for it anywhere, which is also something that makes a new player trying to have fun with someone playing since launch kind of miserable, but that's for another time.
      The arguments for it being pretty good so far, all make sense to me, whereas _most_ arguments for why it's "bad" just boil down to "it's annoying," or something which _is_ reasonable but would demand a rebalance of all the Sigils in the game, or a claim that it 'makes' players build a certain way which, I have actual experience that says it doesn't, so time will tell.

    • @Linkfan0001
      @Linkfan0001 4 месяца назад

      I'm sure it will most likely get better as we get more updates adding content and possibly higher tier sigils making it easier to max dmg cap and have space for a wider variety of skills but right now i find it limiting as it works against build creativity if you are going for damage and also punishes those who don't understand dmg cap and would for example go for a low hp emnity build and achieving the exact same power as a full hp dmg cap build with only 2 attack modifiers (😂)
      Also don't boil me down with the other dmg cap haters, i actually gave some constructive criticism and suggestions instead of just hating 😅
      I also think it's an interesting system, i just find it a bit disappointing the way it's currently implemented but it might grow on me one day...

    • @LeoKRogue
      @LeoKRogue  4 месяца назад +1

      You were definitely one of the better arguments, sorry I didn't make that clear, heh.
      Yeah, I think the system itself is conceptually very cool, it just takes _too many slots_ to do something that most players are incentivized to do, so it's a two-fold problem and only a small part of it is actually DMG Cap's "fault," so to speak.
      Players need more reasons to NOT build Damage, which should come from bosses that kill or punish players for not having enough defense or utility. Alternatively, players should not need to burn so many Sigil slots to achieve the maximum Damage Cap, 2 rather than 4 would already be a huge improvement.
      My hope right now is that Lucilius comes out and slaps us sooo unbelievably hard that it wakes everyone up who over-builds Damage, which would also make Supports more meaningful -- which is currently a problem at endgame.
      The game basically presents no external reason to build anything but damage, which is 100% an issue with fight-design/boss-design.

  • @hugom.g.n8829
    @hugom.g.n8829 4 месяца назад

    ah yes damage cap and it shenanigans, the Original granblue players aware of it and they actually know it before the game even release (including me tbh, im aware of damage cap)
    if you are in early game you can get capped easly because you dont have damage cap, you put some damage cap sigils to increase your damage, what happen is your damage is not capped but your damage wont go higher as you expect, it means your damage is undercapped
    is it good? yes and no
    yes because you dont have to worry about your damage getting capped
    no because you are missing the damage potential because you lack of damage sigils
    instead what i do is, you divided the cap and the damage so you still get a good amount of damage while still getting capped
    if you are in the end game just like the video above, you can skip my advice and just go straight damage cap + supplemental damage. thats most OG granblue players did in the end game, it even more relevan if dark opus (lucillius weapon series) release in relink

    • @hugom.g.n8829
      @hugom.g.n8829 4 месяца назад

      the good thing in relink is you can build your character the way you like, just like playing monster hunter, tweaking your gemstone and stuff, or if you have skills you can dodge the attacks you dan block the attacks, that what makes the game fun (actually better than the original since i can see 3d models of narmaya and siete/seofon)
      the bad thing? its granblue, never ending grinding until the end of the world even you are in end game, you still need grind more (it is every cygames mandatory rules)

    • @LeoKRogue
      @LeoKRogue  4 месяца назад

      Haha, I honestly wish I had more to grind in endgame at this point. The grind _feels_ like it's a lot at first, but I basically have everything I need for my Lancelot to feel fine and easily kill every boss (even Soloing some Proud Bosses) -- and there's still two weeks until Lucilius. I hope that fight is nice and hard, too, and maybe introduces other forms of long-term progression. I play with someone who loves OG Granblue and they say there's much more to grind in that game. I hope we see more of that stuff in Relink, I want more reasons to keep playing.

  • @raidenstark4964
    @raidenstark4964 5 месяцев назад

    Bro, please play warrior within like Sands of time

    • @LeoKRogue
      @LeoKRogue  5 месяцев назад

      I tried once or twice and found the game deeply uncooperative. :[

    • @raidenstark4964
      @raidenstark4964 5 месяцев назад

      @@LeoKRogue Uncooperative? Glitches? Bro, please don't say that
      . Are you playing this game for the first time??? If you are facing glitches then just turn on V sync or cap the fps to 59. Or the traps are a problem?

    • @LeoKRogue
      @LeoKRogue  5 месяцев назад

      Definitely not playing it for the first time, but what I _can_ say is I've already played it more times than I want to exceed. ^_^''

    • @raidenstark4964
      @raidenstark4964 5 месяцев назад

      ​@@LeoKRogueso you got bored? Or the enemies take too many hits on HARD that's why it is impossible?

  • @kaporal890
    @kaporal890 2 месяца назад

    There is no reason for this to be as much confusing, the dev can just add something like "Max" after damage number and bam! Dmg cap system made easy... All this mystery and numbers crunching are unnecessary imo and could be avoided with a quixk and dirty patch by the Devs.

    • @LeoKRogue
      @LeoKRogue  2 месяца назад +1

      I agree, it's a little annoying. Honestly there's a lot of stuff in this game that's unclear for no reason.

    • @kaporal890
      @kaporal890 2 месяца назад

      AND BAM!! THEY DID IT!! haha

    • @LeoKRogue
      @LeoKRogue  2 месяца назад +1

      Was not expecting that at all haha

    • @kaporal890
      @kaporal890 2 месяца назад

      @@LeoKRogue You did everything you could to help us understand this mess of a system that is damage cap, going as far a putting ping comment with cross reference and everything in order to solve the damage cap mystery. Now it's over and we do not need this anymore, still , i'm grateful ,you helped us a lot.you'r awesome, thank you

  • @jackstrife3821
    @jackstrife3821 5 месяцев назад

    Incorrect.

  • @Odyssey636
    @Odyssey636 5 месяцев назад

    Kinda dumb its not a literal stat to look at in the menu. No one wants to constantly test to see 😂

    • @LeoKRogue
      @LeoKRogue  5 месяцев назад

      I agree, though I can _sort_ of see why it is the way it is. Each individual attack, skill, and even different hits throughout the length of a combo all have different damage-caps, and it might be tough to surface all that information to the player. I still want it though, I wish we could just reference it in some inspect-screen somewhere.
      Same thing, I would love to see an actual stat-sheet, since you pick up various stat nodes throughout different characters' Mastery Pages, and unless you go back and count each one individually it's somewhat tough to know what it all adds up to, for example.

  • @Omar-Asim
    @Omar-Asim 5 месяцев назад +33

    I have no idea about this game but having damage caps sounds like a bad idea

    • @LeoKRogue
      @LeoKRogue  5 месяцев назад +107

      Even though I'm so new to RPGs and have so much to learn, from playing all kinds of other genres of games for over twenty years, you come to realize that there's no such thing as a universally-bad mechanic.
      So, we have to ask what the game gains or loses from having this in it?
      Different things work better or worse for different games. Damage Cap might be pretty awful in, say, Genshin Impact, but in Relink one thing it achieves is incentivize players to create more interesting and varied builds, which to me is a net positive for how generally entertaining the game can be since it enables a bigger variety of playstyles.
      How many games have we played where CritRate CritDMG Attack AttackSpeed is just meta and if you don't build that you're basically throwing?
      Relink _in theory_ avoids _some_ of this by basically putting its hand on our shoulder and saying, "Hey, buddy. I think that's enough. There are so many other cool things you could be trying out and using."
      IMO that's a healthier environment than something that's just completely unrestrained or even relies on more ambiguous, harder-to-read diminishing returns. As someone says further down this thread, all other games _also_ technically have damage caps, they're just not surfaced to the player and more or less 'invisible' along with being less defined: you cap out when you optimize to the point that you can't meaningfully raise your damage anymore. The difference with Relink is that this happens sooner, it _tells_ you when it's happening, and it lets you split your focus onto other potentially enjoyable passives and bonuses if they add something cool to your game-flow. Maybe I'm wrong and time will tell. These are just my current feelings.

    • @Omar-Asim
      @Omar-Asim 5 месяцев назад +3

      @@LeoKRogue Hmm I guess that reasoning makes sense. I'm not sure if a damage cap is the best way to tackle that though.

    • @I_Thumos_I
      @I_Thumos_I 5 месяцев назад +30

      After thinking about this quite a lot myself (longtime RPG/JRPG player and fan), I also think it helps developers create content that won't get destroyed immediately in a game that has some amount of build variety in it. MMO's with good raids like FF14 exist because there is a gear cap at any given patch and playstyles of classes are very limited, which enforces a damage cap indirectly, so the content can be tuned appropriately. In this game you are allowed build variety so it is harder to balance content around that, so I think the damage cap mechanic is a way to help developers develop.

    • @erziocygnus1415
      @erziocygnus1415 5 месяцев назад +1

      Exactly lol i played that too and you know what my build lookslike? Damage cap V+ damage cap v + damage capV+ its like​ just a different word saying crit rate or crit damage so yea thats not solution to what he freakin type so long@@Omar-Asim

    • @SH1NK1R01
      @SH1NK1R01 5 месяцев назад +10

      @@Omar-Asimthe problem is that people look at the damage cap and don’t realize that they exist in literally all games. A cap by definition is the highest achievable within the system. In monster hunter for example you may not have a literal mechanic that says it’s not allowing your damage to go up without a skill. But functionally you still have a cap since it’s not possible for your weapons to get more damage then what you can fit in gems and armor. All this mechanic has done is make the damage cap an interactive part of the build process. Because while you level you don’t need it but at cap it becomes necessary which forces builds to change. Different characters also hit cap with different investment levels meaning flexibility isn’t universal.