Ffrk Boost
[Guide] All about offensive boost: FFRecordKeeper – Reddit
Disclaimer; Any information provided here could be found somewhere else in this sub-reddit. However, some of them might be a little bit hard to find, since some specific details are scattering all over the place. Hence, I’m just gathering all information about damage boost altogether in one handling this large amount of information, I might make some mistakes. Moreover, there might be something that I overlooked and doesn’t include them in this guide. Thus, I would be very happy, if anyone could point them, I plan on providing a link to any specific guides on each section and would be appropriated if someone can leave me any link related to this topic. (Sorry, I’m “done reading then forget the source” type… )PS. Thank to all contributors on this sub-reddit who make this place “one of the most informative gaming community” I’ve ever exprienced! Warning! Wall of Text Incoming! The final damage done on enemy is calculated by multiplying many multiplier is the list of the multiplier of interested:Offensive Multiplier:Offensive Stats [OM01]Row Condition [OM02]Damage Type Boost from RM, RD, LD and LM [OM03]School Boost from RM, RD, LD and LM [OM04]Jump Boost from RM and LM [OM05]Elemental Boost from relics, Attached Element, Chain Field and Magicite’s Ultra Skill [OM06]Elemental Boost from RM, RD, LD and LM [OM07]Elemental Boost from Magicite’s Empower Passive [OM08]Weakness boost from RM and RD [OM09]Chain Counter [OM10]Magicite’s Passive – Hand of Vengeance [OM11]Magicite’s Passive – Hand of Vigor [OM12] (* confirmation needed)Magicite’s Passive – Damage Drive [OM13] (* confirmation needed)Realm Field [OM14]Critical Hit [OM15]Note:RM = Record MateriaRD = Record DiveLD = Legend DiveLM = Legend MateriaDefensive Multiplier:Defensive Stats [DM01]Weakness [DM02]**[[Offensive Stats]]**OM01Offensive Stats refer to ATK/MAG/MND of a character corresponding to their offensive;ATK soft cap is 805. 9MAG(MND) soft cap is 1055. 8 for BLK/SUM(/WHT) and 370. 6 for NINOffensive Buff soft cap is 2. 5xMagicite’s stats boon applied after buffsYou should try to get your attacker offensive stats to the soft cap before anything elseHere is how offensive stat involve in the damage formula:Physical AttackNormal physical attack takes the lower value betweenATK1. 8 and 6000 * ATK0. 5Piercing physical attack isATK0. 9Magical AttackBLK/SUM attack takes the lower value betweenMAG1. 65 and 3000 * MAG0. 5WHT attack takes the lower value betweenMND1. 65 and 3000 * MND0. 5NIN attack takes the lower value betweenMAG0. 825 and 30 * MAG0. 25For more deatil about damage formula, click ensive stat can be boosted by:Buffs & Stats Boost RM and LMStats Boon from Magicite’s passive[Buffs & Stats Boost RM and LM]BuffsThis table provides you a quick overview on how ATK/MAG/MND boosts affect your damage soft cap:BoostPhysicalMagicalNinja+20%+38. 8%+35. 1%+16. 2%+30%+60. 4%+54. 2%+24. 2%+50%+107. 5%+95. 2%+39. 7%Over soft cap:BoostPhysicalMagicalNinja+20%+9. 5%+9. 5%+4. 7%+30%+14. 0%+14. 0%+6. 8%+50%+22. 5%+22. 5%+10. 7%As you can see, ATK/MAG/MND boost is super effective when your character are under the softcap. Although their effect greatly decline after reaching the softcap, 22. 5% increase in damage from +50% boost such as OK’s pUSB and Shout is still ensive buff with a different buff id stacks multiplicatively. For example, you can stack OK’s pUSB (+50% ATK) with Fabula Raider (+30% ATK/MAG) for a total of +95% ATK boost (1. 5 * 1. 3 = 1. 95). However, keep in mind that there is also a soft cap for ATK/MAG/MND buffs at +150% boost (or 2. 5x multiplier) more information about buff id, click boost RM and LMSome LMs provide a build up stats boost (eg. Maria’s LM2). The meaning of “number of AttackType the user has dealt” in their description is the number of hits from the corresponding attack type, not the number of ability casts. This means Maria will gain +4% MAG for each Chain Stonega cast and +8% MAG for each BSB cast (up to 30%) ATK/MAG/MND boost from RM and LM acts the same way as another layer of buff. Hence, they are also affected by buff cap. [Stats boon from Magicite’s passive]Level of magicite’s passives stack like this:Total level = (Highest level) + (2nd highest level)/2 + (3rd highest level)/22 + (4th highest level)/23 + erefore, if you stack lv10 MAG boon, lv15 MAG boon and lv7 MAG boon, your total skill level of MAG boon will be 15 + 10/2 + 7/4 = 21. 75 rounded into 22 (22% of the calculated stats shown below) bonus provides by magicite passive isn’t calculated by the stats shown on the main magicite page, but using this formula:Calculated stats = Main’s stats + 2 * (Sub1’s stats + Sub2’s stats + Sub3’s stats + Sub4’s stats) / 4For more detail about magicite passive, click note that magicite’s stats boon apply after buffs. Hence, cannot be boosted any further. **[[Row Condition]]**OM02If there is “range” indicated in weapon’s description, that move is there is “range” or “jump” attack indicated in the move’s description, that move is physical attack will be range, when your character is using either range weapon or range gical attack always be in the back-row halves your melee (none-range) damage output. **[[Damage Type Boost from RM, RD, LD and LM]]**OM03″Damage Type Boost from RM” is referring to “Deal adv. more [(physical), black magic, white magic, summon magic] damage (when equipment is equipped)”. “Damage Type Boost from RD” is referring to “+ x% [Equipment(physical), black magic, summoning] damage”. “Damage Type Boost from LD” is referring to “Increase [physical, black magic, summoning] damage by x%”. “Damage Type Boost from LM” is referring to “Increase [physical, black magic, summoning] damage a adv amount (when equipment is equipped)” type boost only increases damage on moves from the corresponding type boost from RM, RD, LD and LM are stacking additively for each weapon condition stated in their RM/RD/LM’s description. Then they stack multiplicatively with each example:Terra with “+3% black magic damage” and “+6% black magic damage” from her RD will deal total BLK damage of:1 + 3% + 6% + 25% = 134% when using Sorceress’s Vow RM [Deal much(25%) more black magic damage]. (1 + 3% + 6%) * (1 + 30%) = 141. 7% when using Witch’s Cackle RM [Deal much(30%) more black magic damage when staff is equipped]. **[[School Boost from RM, RD, LD and LM]]**OM04″School Boost from RM” is referring to “Deal adv. more damage with school abilities”. “School Boost from RD” is referring to “+ x% school ability damage”. “School Boost from LD” is referring to “Increase school ability damage by x%”. “School Boost from LM” is referring to “Increase school ability damage a adv. amount” boost only increases damage on moves from the corresponding boost from RM, RD, LD and LM are stacking additively for each weapon condition stated in their RM/RD/LM’s description. Then they stack multiplicatively with each other. **[[Jump Boost from RM and LM]]**OM05″Jump Boost from RM” is referring to “Deal adv. more jump damage”. “Jump Boost from LM” is referring to “Increase jump damage a adv. amount when spear is equipped” there is “jump (element) attack” indicated in move’s description, that move is boost only increases damage on jump Boost from RM and LM are stacking multiplicatively due to weapon condition. **[[Elemental Boost from Relics, Attached Element, Chain Field and Magicite’s Ultra Skill]]**OM06″Elemental Boost from Relics” is referring to any relic with “Add small boost to Element damage”. “Attached Element” is referring to “infuse the user with the power of Element” effect from SB. “Chain Field” is fixed elemental damage boost from Chain Soul Break. “Elemental Boost from Magicite’s Ultra Skill” is referring to “increase the Element damage of all allies” effect from some magicite’s ultra skill. Elemental boost from relics, attached element, chain field and magicite’s ultra skill stack additively with a different potency of:Standard attack starts with 1 (100%) potencyEach elemental boost from relic provides +0. 2 (+20%) potencyAttached element provides +0. 5/+0. 7/+1. 0 (1/2/3 stacks) potency to ability damage and +0. 8/+0. 9/+1. 0 (1/2/3 stacks) potency to soul break damageChain Field provides +0. 2/+0. 5 (small/large) potencyElemental boost from magicite’s ultra skill provides +0. 1 potencyFor example:Rinoa with 1 ice boost relic, 1 layer of attached ice and ice field activated will deal (1 + 0. 2 + 0. 5 + 0. 2 + 0) = 1. 9x ice damage with Chain Brizzaga comparing to the same MAG Rinoa without any boost. Elemental boost from relics, attached element, chain field and magicite’s ultra skill has a cap at 2. 6x (+160% damage). **[[Elemental Boost from RM, RD, LD and LM]]**OM07″Elemental Boost from RM” is referring to “Deal adv. more elemental damage”. “Elemental Boost from RD” is referring to “+ x% elemental damage”. “Elemental Boost from LD” is referring to “Increase elemental damage by x%”. “Elemental Boost from LM” is referring to “Increase elemental damage a adv. amount”. Elemental Boost from RM, RD, LD and LM are stacking additively and boost damage from the corresponding element. **[[Elemental Boost from Magicite’s Empower Passive]]**OM08Level of magicite’s Empower passives stack like this:Total level = (Highest level) + (2nd highest level)/2 + (3rd highest level)/22 + (4th highest level)/23 + gicite’s Empower Passive provides (Total Level)% damage boost to the corresponding elemental attack. **[[Weakness boost from RM and RD]]**OM09″Weakness Boost from RM” is referring to “Deal adv. more damage when attacking with an enemy’s elemental weakness”. “Weakness Boost from RD” is referring to “+ x% Damage vs. Weakness”. Weakness boost from RM and RD are stacking additively and boost attack damage when hitting enemy’s weakness. **[[Chain Counter]]**OM10For elemental chain: Any move that consist of the corresponding element get boosted and trigger chain counter; although, that attack doesn’t hit the enemy with the chain’s realm chain: Any attack done by the corresponding realm character get boosted and trigger chain counter (including magicite from that realm). [Shameless Advertisement] For more information about how to abuse cross-elemental chain, click here. **[[Magicite’s Passive – Hand of Vengeance]]**OM11Level of magicite’s “Hand of Vengeance” passives stack like any other passive:Total level = (Highest level) + (2nd highest level)/2 + (3rd highest level)/22 + (4th highest level)/23 +.. of Vengeance increase your damage output using this formula:Where:HP% = Floor[ CurrHP / MaxHP * 100] / 100PLV = Final Passive LevelDmg%Gain = Floor[ (1-HP%)3 * PLV]This section is qouted from ElNinoFr’s comment is the table that show estimated bonus damage boost from Hand of Vengeance:HPHoV lv. 10HoV lv. 15100%+0. 00%+0. 00%90%+0. 01%+0. 02%80%+0. 08%+0. 12%70%+0. 27%+0. 41%60%+0. 64%+0. 96%50%+1. 25%+1. 88%40%+2. 16%+3. 24%30%+3. 43%+5. 15%20%+5. 12%+7. 68%10%+7. 29%+10. 94%1%+9. 70%+14. 55%You need to get your HP below 41. 5% mark in order to draw out 20% of “Hand of Vengeance” potential (2% boost from lv. 10 and 3% boost from lv. 15). Hence, you might really want to rely on last stand and blink (or Galuf’s invincibility) in order to fully take an advantage out of this passive in the hardest content. **[[Magicite’s Passive – Hand of Vigor]]**OM12Level of magicite’s “Hand of Vigor” passives stack like any other passive:Total level = (Highest level) + (2nd highest level)/2 + (3rd highest level)/22 + (4th highest level)/23 +.. of Vigor provides damage increases linearly with current HP using this formula:where:HP = Current HP valuePLV = Final Passive LevelBase = 100 + { Ceil[ (HP/(10000/PLV)) * 10²] / 10²}Dmg%Gain = Trunc[ min(Base; 100+PLV) -100]Hand of Vigor is floored, meaning that you need to reach a specific HP value to get a full percent or nothing from section is qouted from ElNinoFr’s comment here. You can check the damage boost table from his twitter need to get your current (and max) HP as high as posible in order to fully take an advantage of “Hand of Vigor”. Thus, stone skin, HP stock, blink are your best friend. You may also want some Health Boon passive from magicite to increase your party’s max HP. **[[Magicite’s Passive – Damage Drive]]**OM13Confirmation of magicite’s “Damage Drive” passives stack like any other passive:Total level = (Highest level) + (2nd highest level)/2 + (3rd highest level)/22 + (4th highest level)/23 +.. Drive increases your damage output by (Total Level)% at cost of 25% SB points gained. **[[Realm Field]]**OM14Realm Field is fixed 30% damage boost from Dr. Mog’s Realm Chain RW. **[[Critical Hit]]**OM15Critical Hit occurs on physical attack only and provides bonus damage as another sole multiplier. [Critical Chance]Base Critical ChanceBase critical chance for each character depends on the equiped relic type (around 0% – 5%). This can be changed by “set their critical hit chance to x%” effect from SB. “Set critical hit chance to x%” effect from SB overwrite each other regardless of the set value. If you use Cloud’s or TG. Cid’s USB (set crit chance to 100%) before using OK’s pUSB (set crit chance to 50%), your character’s critical hit chance will be reduced from 100% to 50%. I’m going to ignore “Champion Belt [VII]”, because it’s not worth using in 99. 99% of the hardest itical Chance Boost from MoveSome move has a build-in critical chance boost (eg. Monk’s Rush, Warring Flame, Sky Grinder, Squall’s BSB2, etc. ). Most of them have something about “critical chance” mentioned in their description, but there are also some commands that doesn’t (eg. Cloud’s and Lightning’s BSB1 command). Critical Chance Boost from Magicite’s Passive – Precise StrikesLevel of magicite’s “Precise Strikes” passives stack like any other passive:Total level = (Highest level) + (2nd highest level)/2 + (3rd highest level)/22 + (4th highest level)/23 + ecise Strikes inceases critical chance by (Total Level)%. “Base Critical Chance”, “Critical Chance Boost from Move” and “Precise Strikes” stacks in case… Critical chance caps at 100%. [Critical Damage]Base Critical DamageBase critical damage is 150% of none critical damage. However, there is some moves that overwrite those number (eg. Refia’s, Amarant and Delita’s BSB commands deal 200% critical damage instead of 150%). Critical Damage BuffThere are some SBs that provide “raise the critical hit damage” (eg. Chant, Lucky Stars, etc). Critical damage buff doesn’t stack with each itical Damage Boost from Magicite’s Passive – Deadly StrikesLevel of magicite’s “Deadly Strikes” passives stack like any other passive:Total level = (Highest level) + (2nd highest level)/2 + (3rd highest level)/22 + (4th highest level)/23 +.. Strikes inceases critical damage by (Total Level)%. “Base Critical Damage”, “Critical Damage Buff” and “Deadly Strikes” stacks additively. **[[Defensive Stats]]**DM01Defensive Stats refer to DEF/RES of an enemy corresponding to the type of damage is how defensive stat involve in the damage formula:Physical Attack (none piercing)DEF-0. 5Magical Attack (none piercing)RES-0. 5Defensive stat can be reduced by using “Stats Break/Breakdown”. This table shows how Stats Break increase your damage done on enemy:Break0% resist50% resist80% resist60% resist70% resist-30%+19. 52%+8. 47%+3. 14%+6. 60%+4. 83%-40%+29. 10%+11. 80%+4. 26%+9. 11%+6. 60%-50%+41. 42%+15. 47%+5. 41%+11. 80%+8. 47%-70%+82. 57%+24. 03%+7. 83%+17. 85%+12. 51%Note:Normal enemy has 0% break resistanceNormal boss has 50% break resistanceMost magicites have 80% break resistanceIxion magicite has 60% break resistance[JP] D??? Torment renewal with 5 realm characters has 70% break resistanceDifferent buff id of DEF/RES debuff stacks multiplicatively and has a soft cap at -70%. For example, you can stack Full Break (-30% ATK/MAG/DEF/RES) with Armor Breakdown (-40% DEF) on a 50% break resisting enemy for -32% DEF break effect like this:Enemy’s RES after apply breaks (%) = {1 – (30% * 50%)} * {1 – (40% * 50%)} = 68%[[Weakness]] DM02Each enemy has a diffence base elemental profile. If the enemy takes more than 100% damage from any element from elemental profile, it is vulnerable to (weak against) that element. Hitting enemy weakness increases your SB generation by 50% regardless of% damage can change enemy’s elemental profile using imperil effect. Imperil stack additively with enemy profile for +10%/+20% damage (Minor Imperil/Imperil) up to +60% damage. However, enemy’s elemental profile can never go over +100% damage (2x weakness) example: If you use imperil fire (+20%) against ice magicite (150% weak against fire), it will take 170% (150% + 20%) damage from fire Each imperil stack has its own timer. Thus, second cast of imperil doesn’t reset the first more infromation about weakness, click Note:I’m going to take a long AFK after posting this. Therefore, I won’t be able to check/fix anything here rrected details on RM/LM boost with weapon condition (OM03, OM04 and OM05). Corrected description on effect from Chain Field (OM06). Corrected damage boost formula on Hand of Vengeance and Hand of Vigor (OM11 & OM12).
Boost (ability) | Final Fantasy Wiki
Boost in Final Fantasy VIII.
Boost (おうえん, Ouen? ), also known as Galvanize and Battle Cry, is a recurring ability in the series that increases the damage dealt by the next attack. Boost oftentimes overlaps with Cheer and Focus.
1 Appearances
1. 1 Final Fantasy III
1. 2 Final Fantasy VIII
1. 3 Final Fantasy IX
1. 4 Final Fantasy: The 4 Heroes of Light
1. 5 Dissidia Final Fantasy NT
1. 6 Theatrhythm Final Fantasy
1. 6. 1 Theatrhythm Final Fantasy Curtain Call
1. 2 Theatrhythm Final Fantasy All-Star Carnival
1. 7 Final Fantasy Artniks
1. 8 Final Fantasy Record Keeper
1. 9 Final Fantasy Brave Exvius
2 Gallery
Appearances[]
Final Fantasy III[]
Cheer is a Bard ability in the NES version, which increases the damage done by the party’s physical attacks.
Final Fantasy VIII[]
Guardian Forces’ attacks are enhanced by Boost via timed button presses. The GFs Diablos, Carbuncle, Cerberus, and Cactuar do not have Boost, since their effects either do not deal damage or do a set amount of damage. A character’s compatibility with a GF determines how much they can boost it before the animation ends. Removing Boost with Amnesia Greens is not recommended, as there is no way to regain the Boost ability.
During the summon animation, the player can hold down and tap to boost the GF to increase damage; the drawback is that if the player fails to boost the GF, it may end up dealing less damage than it would have when not boosted at all. The damage varies between 75% and 250% of the normal damage. The percentage rises when the player taps correctly, but drops to 75% if the player presses the button during a time a red cross appears over the cursor. GFs with longer summon animations, such as Eden, are the easiest to boost. (On the PS4 remastered version, press and hold the bottom left corner of the touch pad)
Final Fantasy IX[]
Boost is a support ability that enhances Dagger’s and Eiko’s summons, showing the full summon animation each time an eidolon is summoned. Dagger can learn it for 190 AP, while Eiko can learn it for 150 AP, both from the Pumice Piece. It takes 12 Magic Stones to equip.
Final Fantasy: The 4 Heroes of Light[]
This section about an ability in Final Fantasy: The 4 Heroes of Light is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.
Dissidia Final Fantasy NT[]
This section about an ability in Dissidia Final Fantasy NT is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.
Theatrhythm Final Fantasy[]
Boost is a special ability that comes in three levels of power. During Battle Music Sequences if the player is successful in calling a summon, Boost powers up their attacks up, higher levels of Boost granting a larger benefit. Boost is learned by Cid, Rydia, Yuna and Cosmos at all levels of power.
Theatrhythm Final Fantasy Curtain Call[]
Boost (Lv1) is a reactive ability that costs 8 CP to equip. It is activated in Battle Music Sequence (BMS) with a successful summon to increase the summon’s attack power and has low strength. It is learned by Rydia (level 5), Terra (level 25), Aerith (level 15), Garnet (level 15), Yuna (default), Aphmau (level 10), Cosmos (level 15), and Ace (level 5).
Boost (Lv2) is a reactive ability that costs 14 CP to equip. It is activated in BMS with a successful summon to increase the summon’s attack power and has medium strength. It is learned by Rydia (level 30), Terra (level 60), Aerith (level 45), Garnet (level 65), Eiko (level 50), Yuna (level 35), Aphmau (level 45), Hope (level 75), Cosmos (level 50), and Ace (level 50).
Boost (Lv3) is a reactive ability that costs 20 CP to equip. It is activated in BMS with a successful summon to increase the summon’s attack power and has full strength. It is learned by Rydia (level 60), Eiko (level 90), Yuna (level 75), and Aphmau (level 90).
Theatrhythm Final Fantasy All-Star Carnival[]
This section about an ability in Theatrhythm Final Fantasy All-Star Carnival is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.
Final Fantasy Artniks[]
This section about an ability in Final Fantasy Artniks is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.
Final Fantasy Record Keeper[]
Boost is a 1★ Support ability that increases an ally’s ATK by 25%.
Ramza also uses Battle Cry as his Burst Soul Break, granting a +50% ATK increase to the party and holy infusion to himself. Its special commands are Warrior’s Dance (戦士の剣舞, Senshi no Kenbu? ), which hits five times for moderate holy damage without filling his Soul Break gauge; and Warrior’s Will (戦士の闘志, Senshi no Tōshi? ), which fills up his Soul Break gauge by 180 points.
Final Fantasy Brave Exvius[]
Boost ATK for all scription
Boost is an special ability that allows the caster to increase, for three turns, the whole party’s ATK by 40%. It can be learned by Gilbert (level 57 (5★)).
Gallery[]
How do I increase my damage output? – Final Fantasy Record …
You’re browsing the GameFAQs Message Boards as a guest. Sign Up for free (or Log In if you already have an account) to be able to post messages, change how messages are displayed, and view media in ardsFinal Fantasy Record KeeperHow do I increase my damage output? dark lancer 2 years ago#1I just got wiped by Ark from the nightmare missions and my level 99 Cloud’s Ultra Cross Slash only did about 3000-4000 wind damage per hit, which didn’t put much of a dent in other day Sabin did about 500 vulnerable damage per hit with his fire USB and Locke couldn’t reach 2000 vulnerable damage per hit with his fire USB. They aren’t 99 changing this signature until I come up with a new one. Started 8/5/21. [+JMJ] [SP3RN]Alligamer76 2 years ago#2Are you using boostga relics? Chains? Without either of those your DPS will be very zzomeau 2 years ago#3There are multiple ways to improve damage for a character, all depending on your time played with the game and content progression. LevelIncreasing a characters level through growth eggs or completing experience dungeon dailies is the easiest way to level characters. You will need to purchase a MCIII to get a character to 99. Level 1-80 is a very large increase in stats while 80-99 is a good boost but not as Equipment is where you will get. sizable portion of your character’s stats. The equipment can be anywhere from 1* to 6*. the higher the * the more base stats. Each piece of equipment can be upgraded ot improve the stats further. Another property of some equipment is elemental damage boost. This is incredibly important in boosting damage. If Cloud is doing wind damage, having him equip a weapon and a armor that boost wind damage can increase your damage MateriaEach character has 2-4 record materia that are unlocked as they level or through meeting certain conditions. There are some RM that are much more useful to increase damage than others, such as RM that increase element, weapon, or ability damage. Equipping your character with these RM can increase damage 30-40%Character DivesDiving a character is using 3*, 4*, and 5* motes to increase stats for a character. These motes are available through events and realm dungeons, so depending on your time playing and content you are able to clear, you will have a varying amount of these available. 3* and 4* motes generally unlock minor boosts to stats or in some cases unlock ability usage. 5* dives require completing the 3* and 4* record dives and generally are much more powerful. 5* motes are much more rare generally requiring completion of higher level content so this may not be as available to are far more ways than that but I hope that at least is a start. The newbie guide has a lot of great information around these as well. Rman0099 2 years are a number of ways. Here are the big 3…. 1. Boost. You need a boost like shout/battle cry type thing. 2. RM dmg+. Something like truthseeker (much more w/ sword) or loves wake (much more spell blade)3. Gear with native elemental boostsLater there’s legend dives, magicite, for Character SB List: 2 years ago#5Cloud USB1 is a god relic, but he can’t lift without a full dive. “‘Davvol, blast those elves. ‘ ‘Davvol, transport those troops. ‘ No one cares that today is my birthday. “HeartBlade89 2 years ago#6You need to give us more information because there are many ways to boost dps which is where party structure and tactics come in. There are 2 main ways to increase dps: higher stats and damage StatsIn the game, there is a stat cap (807 for attack 1200 for mag I think). You want to get your characters’ stat as high as possible so they will reach this cap. There are 3 ways of doing so: equipment, boostga, magicites. -equipment: rare equipment (5 and 6 star) have better stats. Max them out with materials so they are at full level. Stats can also be boosted further with synergy and Rosetta stones. -boostga: certain SBs like Ramza shout, OK USB1 have an effect that increases characters stats by a certain amount for a certain period of time-magicite: this is late game so not relevant yet. Basically you can get support creatures that can boost your stats a little bitDamage boostDamage boost methods are methods to further add a little more damage. This is needed because once you hit soft cap, you can’t dish out as much damage. There are 2 methods to boost damage: equipment, magiciteEquipment: certain equipment such as weapons or armor have element boosts on them. This means when equipped with these weapons or armor, using an ability with the same element, damage increasesMagicite: magicite also have some element boosting damage to further boost damageshadestreet 2 years ago#7Know the ATK soft cap (804) and try to hit it using a Boostga Relic. Not sure if you have done all of your Acoltye Archive draws, but you can get Ramza SSB “Shout” which has Hastega and ATK+50%. A good relic for beginners who don’t have a better Boostga Relic (like a Chain 2. 0) Cloud USB1 you will want to make sure you are playing on Speed 1 since you only have 15s where USB1 effect is active. Gathering Storm (the final RM dropped by TG Cid once he hits level 99) is a fantastic way to get more turns in under the time want to consider his BSB2 relic from Acolyte Archives or the Full Throttle Draw – combined with USB1 you will tear through almost everything. The USB1+BSB2 combo will carry you for a long time as a beginner.
mazurka 2 years ago#8Lift weightsherocomplex00 2 years ago#9I’ve also found for a number of USBs that the damage they do from casting is much less important than the damage they let you cause afterwards. In some higher-level fights, the USB itself does piddling damage for me, but then when I use regular abilities afterwards, the USB is upping my ATK, adding criticals, firing chases, and other bonuses. So, the USB does add a lot of the damage, but some of it’s over time rather than up-front. For those types of USBs, the key to maximizing them is often just making sure you have good abilities—most likely 5* for you now, but eventually 6*—that hit multiple times, take advantage of elements, judging your USBs, just make sure you’re factoring in the whole thing rather than just the entry. And one way to up your damage output, like mentioned above, is making sure you’re using the best abilities available. What are you using with Cloud after the USB? And do you have any sort of Major Orb/Crystal stash to dip into? Axel7174 2 years ago#10herocomplex00 posted… I’ve also found for a number of USBs that the damage they do from casting is much less important than the damage they let you cause is important too. You’re only saying that you’re “using the USBs” and not telling us what’s going on after. The opening hits of the USB tend to have a lower multiplier and do less damage. USBs are meant to be used with the right abilities, high hones, etc. Granting the user chase, ability double, quick cast, etc. when using that certain ability type is the whole point, and that’s where your damage comes from. Couple this with a boostaga or something and you’d see great opening hits can still do significant damage, but usually require a boostaga, imperil, etc. It’s all gonna come down to the other stuff and your abilities. “If you come here, you’ll find me… I promise… ” ~Squall Leonhart”Tonight’s the night we silence you, there’s nowhere left to run. ” ~ADTRBoardsFinal Fantasy Record KeeperHow do I increase my damage output?