Granblue Fantasy: Relink

Granblue Fantasy: Relink

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Nemesis Feb 10, 2024 @ 10:36pm
Id Build
I would like to know if anyone has any insights into how I can improve my build, IF it is even possible. Regardless of your main, insight from everyone is appreciated in the progression of making a stronger character. Currently, my Id has:

Primal Sword of Bahamut +99 (A10) w/ Crit Rate lv 10 & Nimble Onslaught lv 11
Versalis Foundation (Still looking for the double sigil)
4 Damage Cap V+'s (Potion/Revive/Guts/Precise Resilence) (Looking to replace PR sub)
3 Supplementary Damage V's
Tyranny V+ (Aegis)
Skilled Assault V+ (Improved Dodge)
War Elemental
Crit Rate V+ (Stamina)
Over Mastery: Stun 4/Normal A. Cap Up + Skill Cap Up + Crit Rate at 20%

I have been doing the 1 minute DPS testing on the dummy, and so far, my maximum is 20 million damage, but it is also kind of annoying how dragon form combo finishers launch the dummy, making me lose some time waiting. At the end of the day, I get this stuff is not necessary, as bosses will most likely not sit still for a whole minute. Regardless, I am just curious about input.
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Showing 16-30 of 36 comments
RPGLover88 Feb 11, 2024 @ 10:38am 
Originally posted by Kyutaru:
Do you even NEED tyranny? He's running two instances of Stamina, lvl 30. That's a lot of ATK. I would definitely drop the ATKs though, it's 3 sigil slots and you can get far better sigils that add more than that or other effects. Like I would also drop the Regen because for one it's capped and for two you can get better usage out of Nimble Defense which ALSO heals you on dodges.

Dunno if I need it. I'm still trying to find sigils with the right traits. Getting a bunch of vouchers takes forever. Once I get the sigils I want, that's when I'll test how much damage I do and I'll make adjustments if needed.
Nemesis Feb 11, 2024 @ 10:46am 
Originally posted by Oninomiru:
https://imgur.com/qy3Xk8B
So far I went with this. And no I don't have sup damage sigils, not good ones anyway. Otherwise this setup lets me hit the cap on pretty much all attacks so far.

Got 20% crit chance in mastery as a roll.

That's cool and all, but to get a better understanding of this build, what exactly IS the damage when hitting the cap you speak of? In learning this, I can get a clear idea of just how far I am in hitting this vague concept of "the damage cap."
perl Feb 11, 2024 @ 10:51am 
Best way to test dmg cap is in training mode
Oninomiru Feb 11, 2024 @ 10:52am 
Originally posted by Nemesis:
Originally posted by Oninomiru:
https://imgur.com/qy3Xk8B
So far I went with this. And no I don't have sup damage sigils, not good ones anyway. Otherwise this setup lets me hit the cap on pretty much all attacks so far.

Got 20% crit chance in mastery as a roll.

That's cool and all, but to get a better understanding of this build, what exactly IS the damage when hitting the cap you speak of? In learning this, I can get a clear idea of just how far I am in hitting this vague concept of "the damage cap."
Well every attack has its own cap. Y finisher after Lunge hits for 326 392 damage, for example. Unless, I am misunderstanding your question.

Only attacks that are basically can't be capped naturally without outside help such as buffs/debuffs are Link Attack and SBA, due to them having like 200% cap values.

You also can see if you're hitting the cap or not by very brief yellow glow around numbers when you deal damage with specific move.
Last edited by Oninomiru; Feb 11, 2024 @ 11:01am
Nemesis Feb 11, 2024 @ 11:03am 
Originally posted by Oninomiru:
Originally posted by Nemesis:

That's cool and all, but to get a better understanding of this build, what exactly IS the damage when hitting the cap you speak of? In learning this, I can get a clear idea of just how far I am in hitting this vague concept of "the damage cap."
Well every attack has its own cap. Unless, I am misunderstanding your question.

Only attacks that are basically can't be capped naturally without outside help such as buffs/debuffs are Link Attack and SBA, due to them having like 200% cap values.

Every attack having its own caps makes sense. If you can, please tell me how much damage your skills do, at least Scourge and Unbound. There is no need to go the extra mile in telling me how much damage your other moves do; just these examples are sufficient references.
Edit: I just saw your third segment, and that is very helpful information.
Last edited by Nemesis; Feb 11, 2024 @ 11:05am
Mystokai Feb 11, 2024 @ 11:06am 
The only DMG caps you care about are for attacks you will be spamming 95% of the time,
which are your Normal attack and some skills.

No point to worry about other things.
Last edited by Mystokai; Feb 11, 2024 @ 11:08am
Oninomiru Feb 11, 2024 @ 11:10am 
Originally posted by Nemesis:
Originally posted by Oninomiru:
Well every attack has its own cap. Unless, I am misunderstanding your question.

Only attacks that are basically can't be capped naturally without outside help such as buffs/debuffs are Link Attack and SBA, due to them having like 200% cap values.

Every attack having its own caps makes sense. If you can, please tell me how much damage your skills do, at least Scourge and Unbound. There is no need to go the extra mile in telling me how much damage your other moves do; just these examples are sufficient references.
Edit: I just saw your third segment, and that is very helpful information.
Scourge is 628 792 and Unbound is 625 074. But like was noted above, you mostly should be concerned with how much you deal with your normal attacks/ lunge/ finisher, since it's basically 90% of the rotation.
Kyutaru Feb 11, 2024 @ 11:14am 
Originally posted by Mystokai:
The only DMG caps you care about are for attacks you will be spamming 95% of the time,
which are your Normal attack and some skills.

No point to worry about other things.
Varies by character. Like a good Percival build doesn't use normal attacks AT ALL. He's a pure charged attack character. Your skills only exist to enable more charged attacks.
Oninomiru Feb 11, 2024 @ 11:18am 
Originally posted by Kyutaru:
Originally posted by Mystokai:
The only DMG caps you care about are for attacks you will be spamming 95% of the time,
which are your Normal attack and some skills.

No point to worry about other things.
Varies by character. Like a good Percival build doesn't use normal attacks AT ALL. He's a pure charged attack character. Your skills only exist to enable more charged attacks.
I suspect that was said in context of Id discussion, who mostly relies on skills to trigger Flurry. After all the most optimised Id builds don't play with 4 skills, but opt for 3 + Ragnarok Form and just chain 2 Godmight explosions back to back. Which is a lot of normal attacks lol.

Which I don't personally find as interesting as 4 skills, but it is undeniably the most optimised way.


But you are also correct that general playstyle will depend on the character. Ferry is a skill spammer like there is no tomorrow for example.
Last edited by Oninomiru; Feb 11, 2024 @ 11:19am
Nemesis Feb 11, 2024 @ 11:23am 
Originally posted by Oninomiru:
Originally posted by Nemesis:

Every attack having its own caps makes sense. If you can, please tell me how much damage your skills do, at least Scourge and Unbound. There is no need to go the extra mile in telling me how much damage your other moves do; just these examples are sufficient references.
Edit: I just saw your third segment, and that is very helpful information.
Scourge is 628 792 and Unbound is 625 074. But like was noted above, you mostly should be concerned with how much you deal with your normal attacks/ lunge/ finisher, since it's basically 90% of the rotation.
After running in practice mode, I notice all the blue numbers glowing yellow, which must mean I am hitting the cap on all of my attacks, it seems. In addition, my Supplementary V's seem to exceed the utilization of one combo boost, but then again, that sigil is still level 11, and I am reluctant to waste an Azurite on something that may give diminishing returns. Maybe I can still get more damage, but that can be determined based on having CDR as secondary stats like your build (which is amazing, congrats) or getting a small boost from something like Glass Canon or Life on the Line, or whatever else there is.
Oninomiru Feb 11, 2024 @ 11:37am 
Originally posted by Nemesis:
Originally posted by Oninomiru:
Scourge is 628 792 and Unbound is 625 074. But like was noted above, you mostly should be concerned with how much you deal with your normal attacks/ lunge/ finisher, since it's basically 90% of the rotation.
After running in practice mode, I notice all the blue numbers glowing yellow, which must mean I am hitting the cap on all of my attacks, it seems. In addition, my Supplementary V's seem to exceed the utilization of one combo boost, but then again, that sigil is still level 11, and I am reluctant to waste an Azurite on something that may give diminishing returns. Maybe I can still get more damage, but that can be determined based on having CDR as secondary stats like your build (which is amazing, congrats) or getting a small boost from something like Glass Canon or Life on the Line, or whatever else there is.
Keep in mind War Elemental gives you advantageous damage scaling vs enemy. Plus Supplimentary Damage goes around damage cap. It deals by default 20% damage of original attack that can be boosted further. If you get a buff from outside sources that grants you temporary supplimentary damage, this value jumps to 40%.
Tom Sam-Chong Feb 14, 2024 @ 11:50pm 
Originally posted by Nemesis:
Originally posted by Oninomiru:
Scourge is 628 792 and Unbound is 625 074. But like was noted above, you mostly should be concerned with how much you deal with your normal attacks/ lunge/ finisher, since it's basically 90% of the rotation.
After running in practice mode, I notice all the blue numbers glowing yellow, which must mean I am hitting the cap on all of my attacks, it seems. In addition, my Supplementary V's seem to exceed the utilization of one combo boost, but then again, that sigil is still level 11, and I am reluctant to waste an Azurite on something that may give diminishing returns. Maybe I can still get more damage, but that can be determined based on having CDR as secondary stats like your build (which is amazing, congrats) or getting a small boost from something like Glass Canon or Life on the Line, or whatever else there is.
Iirc blue damage just mean you are fighting it off-ele while yellow is on-ele, not that you hit cap
Nemesis Feb 15, 2024 @ 1:14am 
Originally posted by Tom Sam-Chong:
Originally posted by Nemesis:
After running in practice mode, I notice all the blue numbers glowing yellow, which must mean I am hitting the cap on all of my attacks, it seems. In addition, my Supplementary V's seem to exceed the utilization of one combo boost, but then again, that sigil is still level 11, and I am reluctant to waste an Azurite on something that may give diminishing returns. Maybe I can still get more damage, but that can be determined based on having CDR as secondary stats like your build (which is amazing, congrats) or getting a small boost from something like Glass Canon or Life on the Line, or whatever else there is.
Iirc blue damage just mean you are fighting it off-ele while yellow is on-ele, not that you hit cap
You're right about that, but the blue numbers shine yellow for a second whenever you land an attack, which are indicators of the damage cap of an attack and do not necessarily refer to the elemental weakness/advantages as a general concept.
Tom Sam-Chong Feb 16, 2024 @ 8:55am 
Originally posted by Erebus:
Originally posted by Tom Sam-Chong:
Iirc blue damage just mean you are fighting it off-ele while yellow is on-ele, not that you hit cap
You're right about that, but the blue numbers shine yellow for a second whenever you land an attack, which are indicators of the damage cap of an attack and do not necessarily refer to the elemental weakness/advantages as a general concept.
oh that's actually new for me, thanks!!
Tom Sam-Chong Feb 16, 2024 @ 9:02am 
https://steamcommunity.com/sharedfiles/filedetails/?id=3161948334

I'd like to share my build, i have it like this. Previously i have 2 crit dmg and 1 skilled assault but when i change it to supplement dmg i don't see any diff other than the secondary damage after i take out the crit dmg, i tried combo booster too previously but yeah the damage didn't change at all so i figure out this is the best for me now. Tho maybe can change one suplement for that 1 skilled assault. If you guys have any input or have better build please do tell me bcs i'd like to main Id till the new character came out. Much appreciated!!!
Edited: oh yeah for the imbued i have crit chance 10, skill assault 6, and dizzy res 4. As for masteries iirc corectly i have normal/charge stk cap 16%, skill up 8%, skill cap 16%, sba dmg(?) 20? I will correct it later bcs when i edit this i already on bed xD
Last edited by Tom Sam-Chong; Feb 16, 2024 @ 10:45am
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Date Posted: Feb 10, 2024 @ 10:36pm
Posts: 36