Increase Limit Burst Dmg 50

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This article is about the Main Character's Extended Mastery Perks. For recruitable characters' Extended Mastery Perks, see Character Extended Mastery Perks.

About classes Class list Skill list Extended Mastery

Once a class reaches level 20, its Extended Mastery is unlocked, offering a variety of bonuses through perks. The bonuses are acquired by spending Extended Mastery Points (EMP) to add stars to the perks. The total number of stars you can apply to each class at once is based on your current rank.

  • See Character Extended Mastery Perks for the perks accessible to characters who are not the MC.

Obtaining EMP[edit]

  • You gain 1 EMP per 36,000 EXP acquired on a Level 20 class.
  • 50 or 20 Gems can be converted to 1 EMP without limit.
  • No resources are refunded when removing stars.

Important Points[edit]

  • EMP are shared between classes; gaining EMP on one class does not restrict where you spend it.
  • On the other hand: Stars/Bonuses are not shared between classes (eg. buying the ATK perk on Fighter will not affect ATK on Berserker)
  • You will need 40-100 EMP for each Row IV class you unlock, so do not spend too many on Row III classes.
  • Never spend EMP on Row I or Row II classes as they see very little use compared to Row III and IV.
  • EMP has an upper limit of 999 for how much you can hold free at once. Once you reach this upper limit, you won't gain any EXP until you spend EMP, thus allowing you to earn EMP once again.

Increase Limit Burst Dmg 50 Plus

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Perk list[edit]

  • Unlike other characters' Extended Mastery Perks, the third star for each perk is usually the most efficient for the Main Character.
  • Thus, it is usually worth investing three stars anywhere you're willing to invest one star.
  • For general use, the highest priority perks are ATK, Double Attack, Debuff Success (if relevant) and HP.
IconNameRank☆1☆2☆3PrioNotes
ATK Bonus-50015003000★★★★

Free 3000 base ATK with no strings attached. Should always be your first purchase.

DEF Bonus-1%3%5%★★

A solid perk combined with the HP perk.
Recommended for classes you bring to challenging content and HL.

HP Bonus-3006001000★★★

Quite a large amount of health, great to keep MC alive.
High priority when using or together with the DEF Bonus perk.
Situational pick for Sword Master as increased HP interferes with Slime Blasting in a party of four.

Heal Bonus-1%3%5%★★

Limited usefulness since most classes don't use heals.
Most useful for party heals so Bishop, Sage and Superstar with may want to consider obtaining this perk.Note that Summons that heal is affected by this EMP since the healing originates from the Main Character. For example, 4★ Lucifer.

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Skill DMG Bonus-1%3%5%

Low priority.
Most useful for Sidewinder and Hermit until near the damage cap. Will allow reaching damage cap with less debuffs on your foes.

Overdrive Curbed Bonus-1%3%5%

Low priority.
Mode bar will increase less in normal mode and decrease more in overdrive mode.

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Debuff Resistance Bonus-1%3%5%

Low priority since and exists.
Can be useful for Superstar when combined with a Harp, , 4★ Medusa (Summon) and this perk which can reach over 80% debuff resistance total.

Debuff Success Bonus-1%3%5%★★★★

High priority on classes where you cast debuffs.
Excellent from Omega battles and onward. As the debuff resistance of bosses keeps increasing this perk becomes more and more valuable. Even if 5% sounds small it can be the difference between winning and losing.
Performs even better when combined with .

Elemental ATK Bonus-1%3%5%★★Elemental ATK Bonus is situational as it only works for the specific element. The more elements a class is used with, the lower the priority of this bonus.
However, for specific cases it can be valuable. Such as when a class is mostly used with one element like Wind Dancer, together with a Superlative Weapon or for the current Unite and Fight.
Elemental Resistance Bonus-1%3%5%Arguably the worst EMP perk set, Elemental DMG Cut Bonus is an investment that only works when MC has Hostility Up as it only applies to MC. However, assuming it stacks additively, means that those unfortunate enough to not have Carbuncles can live without an 3★ summon - but the rest of their team will still die. Extremely unrecommended.
C.A. DMG Bonus-1%3%5%★★★Due to new CA damage cap which is harder to hit, not as bad as before. Recommended when you want to hit cap CA on HL bosses' DEF. Especially useful in fights without debuffs like Ultimate Bahamut (Raid).
Specialty WPN 1 DMG Bonus-1%3%5%★★All Specialty WPN DMG Bonuses can be extremely powerful or borderline useless, depending on the grid used. Very powerful when used with s.
Specialty WPN 2 DMG Bonus-1%3%5%★★All Specialty WPN DMG Bonuses can be extremely powerful or borderline useless, depending on the grid used. Very powerful when used with s.
Double Attack Bonus
-1%3%5%★★★★

Multiattack boosts on the MC are valuable to keep their charge bar ahead of the party or to keep up with characters who have boosts to their own multiattack rate, enabling chain bursts sooner. Especially useful for classes that use some of their charge bar for some of their abilities.

Energy Bonus-123★★

Sword Master / Glorybringer only. Usefulness is based on energy cost of mainhand used. Generally considered poor.

Bullet Casting Bonus-Lvl 2Lvl 3Lvl 4★★★★

Gunslinger only. Gains access to superior Bullet Casting, allowing forging of superior bullets.

Bullet Casting Bonus-Lvl 2Lvl 3Lvl 4★★★★

Soldier only. Gains access to superior Bullet Casting, allowing forging of superior bullets.

Critical Hit Bonus1511%3%5%Unlike the character perk version which is very powerful, this only adds 5% damage bonus with a 5% chance to occur which is terrible.
Total Party HP Bonus1553006001000★★★★A direct upgrade to the HP Perk. Always useful.
DEF Bonus II1551%3%5%★★Extra DEF. Always a safe choice for HL.
Specialty WPN 1 DMG Bonus II1601%3%5%★★All Specialty WPN DMG Bonuses can be extremely powerful or borderline useless, depending on the grid used. Very powerful when used with s.
Specialty WPN 2 DMG Bonus II1601%3%5%★★All Specialty WPN DMG Bonuses can be extremely powerful or borderline useless, depending on the grid used. Very powerful when used with s.
Skill DMG Bonus II1601%3%5%By the time users have access to this, they will already be hitting skill damage cap with prior EMP bonuses.
Double Attack Bonus II
1651%3%5%★★★★Increased charge bar gain is always useful.
Triple Attack Bonus
1651%3%5%★★★★Increased charge bar gain is always useful.
C.A. DMG Bonus II1701%3%5%★★★Due to new CA damage cap which is harder to hit, not as bad as before. Recommended when you want to hit cap CA on HL bosses' DEF. Especially useful in fights without debuffs like Ultimate Bahamut (Raid).
DMG Cap Bonus1703%6%10%★★★★Increases the maximum amount of damage that the MC can do by 10%. Extremely powerful.
Chain Burst DMG Bonus1751%3%5%Chain Bursts often hit damage cap with finished grids.
Dodge1761%2%3%3% Dodge rate can be powerful, but it's too inconsistent to be recommended.
Critical Hit Bonus II1801%3%5%Extra crit. It stacks directly with Critical Hit Bonus I, bringing total bonus to 10% chance to deal 10% additional damage.
Total Party HP Bonus II1853006001000★★★★Even more HP.
C.A. DMG Bonus III1901%3%5%★★★Due to new CA damage cap which is harder to hit, not as bad as before. Recommended when you want to hit cap CA on HL bosses' DEF. Especially useful in fights without debuffs like Ultimate Bahamut (Raid).
DMG Cap Bonus II1951%3%5%★★★★Not as useful as DMG Cap Bonus, it's still a solid pick as it's 5% increased damage cap.
Specialty WPN 1 DMG Bonus III2001%3%5%★★All Specialty WPN DMG Bonuses can be extremely powerful or borderline useless, depending on the grid used. Very powerful when used with s.
Specialty WPN 2 DMG Bonus III2001%3%5%★★All Specialty WPN DMG Bonuses can be extremely powerful or borderline useless, depending on the grid used. Very powerful when used with s.
Elemental ATK Bonus II205???★★See Elemental ATK Bonus.
Total Party HP Bonus III2103006001000★★★★Even more HP.
Chain Burst DMG Bonus II2151%3%5%Chain Bursts often hit damage cap with finished grids.
Elemental Resistance Bonus II220???See Elemental Resistance Bonus.
DEF Bonus III225???★★Extra DEF. Always a safe choice for HL.
Skill DMG Cap Bonus2303%5%10%?
Chain Burst DMG Cap Bonus2401%3%5%?
Specialty WPN (1 and 2) DMG Bonus2501%3%5%?

Star Cap[edit]

The total number of stars that can be added to each class at a time is determined by Extended Mastery Level, which is a function of your Rank.

EM Lvl1234567891011121314151617181920
Rank-2030405060708090100105110115120125130135140145150
Star cap1234681012142021222324252627282930
EM Lvl212223242526272829303132333435
Rank155160165170175180185190195200205210215220225
Star cap313233343637383940424344454648

Star Cost[edit]

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Each star added to a perk increases the cost of additional stars, eg.

  • The first star you add costs 1 EMP; the second and third each cost 2 EMP; 26 through 30 each cost 11 EMP
  • Removing stars will similarly reduce the cost, making it more efficient to remove multiple stars at a time before replacing them
  • Check the table below for the cost of a given star
Star123456789101112131415
EMP cost122334455566677
Gem cost20404060608080100100100120120120140140
EMP total13581115192429344046525966
Gem total2060100160220300380480580680800920104011801320
Star161718192021222324252627282930
EMP cost78889991010101111111111
Gem cost140160160160180180180200200200220220220220220
EMP total73818997106115124134144154165176187198209
Gem total146016201780194021202300248026802880308033003520374039604180
Star313233343536373839404142434445
EMP cost121212121313131314141414151515
Gem cost240240240240260260260260280280280280300300300
EMP total221233245257270283296309323337351365380395410
Gem total442046604900514054005660592061806460674070207300760079008200
Star46474849505152
EMP cost
Gem cost
EMP total
Gem total
Increase Limit Burst Dmg 50
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Attack Types: Normal Attack Critical Attack Charge Attack
Other Damage Types: Plain Damage Bonus Damage Supplemental Damage
Damage Formula: Basic Concepts Detailed Formula Damage Cap Examples and Guidelines

The damage cap is an upper limit on how much damage can be dealt in various circumstances. It is not a hard limit - damage values seem to fluctuate around the perceived cap rather than hitting a specific value ceiling, but they cannot significantly surpass it. In general, normal attack damage is capped to 440,000 (440k) damage and Charge Attack damage is capped to 1,650,000 (1.65M) damage. 5★ Eternals have a higher cap Charge Attack cap at 2,020,000 (2.02M). Each character skill also has a damage cap, but the cap varies based on the individual skill.

The 1.65M value is a final damage cap - if a charge attack involves multiple hits during the animation, the final total will not significantly surpass 1.65M. However, normal multiattacks are each separate, so each hit in a triple attack can deal 440k damage. Bonus 'echo' damage also is counted separately from normal attacks (see: Warlock's Chaser or Narmaya's Butterfly Effect), so it does not contribute towards the cap.

There are various ways to temporarily increase the damage cap, such as the Kaguya summon or Ferry's Grausam. Most notably, the Hawkeye skill Crack Shot II and similar Break Assassin or OD Assassin skills raise the normal attack damage cap to 1.16M. This means end-game team building is increasingly focused on increasing multiattack rate in order to circumvent damage caps.

Some weapon skills and support skills (most notably Seraphic Weapons) can also raise the damage cap if conditions are met. Conversely, enemies with elemental resistances such as Xeno Showdown bosses take a lower damage cap (up to 50% less) for any element other than their weakness.

Besides the damage cap described above, there is a certain point where damage will no longer increase even when utilising buffs and debuffs. In general, this point is just below 13,000,000 (13M) but this can be lower for certain foes (e.g. the Campaign-Exclusive Quest is know to have a cap of 30,000 (30K).

  • 2C.A. Damage Cap
  • 3Chain Burst Damage Cap

Normal Attack Damage Cap[edit]

DamageReductionNormal
0 - 300k0%300k
300k - 400k20%380k
400k - 500k40%440k
500k - 600k95%445k
600k -99%
  • Source[1]
  • 1m raw DMG would thus be corrected to 449k DMG.
Increase limit burst dmg 50 0

C.A. Damage Cap[edit]

Normal Characters[edit]

DamageReductionNormal
0 - 1.50m0%1.50m
1.50m - 1.70m40%1.62m
1.70m - 1.80m70%1.65m
1.80m - 2.50m95%1.685m
2.50m -99%
  • Source[2]
  • 3m raw DMG would thus be corrected to 1.69m DMG.

5★ Eternals Characters[edit]

DamageReductionNormal
0 - 1.80m0%1.80m
1.80m - 2.00m40%1.92m
2.00m - 2.20m70%1.98m
2.20m - 3.00m95%2.02m
3.00m -99%
  • 5m raw DMG would thus be corrected to 2.04m DMG.

Chain Burst Damage Cap[edit]

Increase Limit Burst Dmg 50 Price

2 Chain[edit]

Increase Limit Burst Dmg 50 0

DamageReductionNormal
0 - 1.00m0%1.00m
1.00m - 1.20m40%1.12m
1.20m - 1.30m70%1.15m
1.30m - 1.50m95%1.16m
1.50m -99%

3 Chain[edit]

DamageReductionNormal
0 - 1.25m0%1.25m
1.25m - 1.45m40%1.37m
1.45m - 1.50m70%1.385m
1.50m - 2.00m95%1.41m
2.0m -99%

4 Chain[edit]

DamageReductionNormal
0 - 1.50m0%1.50m
1.50m - 1.70m40%1.62m
1.70m - 1.80m70%1.65m
1.80m - 2.50m95%1.685m
2.50m -99%

References[edit]

Increase Limit Burst Dmg 500

  1. gbf-wiki.com Normal Attack cap http://gbf-wiki.com/index.php?%A5%B7%A5%B9%A5%C6%A5%E0%BB%C5%CD%CD%B4%D8%CF%A2#m42edcf4
  2. gbf-wiki.com 1.68M soft cap http://gbf-wiki.com/index.php?%A5%B7%A5%B9%A5%C6%A5%E0%BB%C5%CD%CD%B4%D8%CF%A2#ma4bde3d

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