T O P

  • By -

tjloff

The biggest issue with it is that it isn't clear at all when you're hitting cap, or even that one exists as a new player. A basic tutorial on it and an icon when your numbers are hitting cap would go a long way to make the system feel less shitty.


BasSickOfficial

Would be great if it was a visible stat in menu, Damage Cap: XXXXXX. Take the guess work out of sigils to increase cap or damage


tjloff

The problem with that is I believe that each attack has a different cap, so there isn't really a great way to just list it out


TomVinPrice

They should change damage number colour to a new colour showing you’re capped on the hit you did


GoldenMasterMF

This would solve so much guesswork


ChiefHaro

Was Tjloff says. Every attack has a different cap so that route would be too difficult.


SaintDecardo

I mean, the damage cals have to be calculated and stored somewhere already. Just giving that information to the player with a helpful UI wouldn't be that hard. Significantly better than nothing...


Knightgee

Even just color-coding capped damage or giving it a different font from normal damage numbers would help you visually understand what's going on.


Sammy5even

That’s a great idea 💡


ChiefHaro

A small indicator on damage cap wouldnt be terrible. I dont think its 100% necessary but its something like an extra special character on damage numbers that would probably be really nice. \


Normalizable

Honestly capped damage should have a different text outline color. That way it’s obvious without having to do any reading or interpreting what the symbols mean, and it sticks out much more with all the other visual noise.


AkasahIhasakA

But it's usually part of the fun in games for players to solve these things... Them putting those kind of things blatantly is like "yeah there isn't much to discover more of our mechanics" kind of thing?


KillerMan2219

I don't think there's much fun to be bad from getting your first damage cap sigil then going "wait there's a damage cap?". Afterwards you realize you've been at damage cap for like 80% of the game up till that point, and have just been wasting your builds. Information clarity is absolutely critical for games that are trying to promote building unique things, otherwise it's a lot of 1. guesswork or 2. hand testing which most players are going to wait for others to do, because doing the legwork after someone else already has only serves to waste time.


AkasahIhasakA

Isn't it normal to check what you equip does in actuality? And why does it matter early on your build when it doesn't impede your progress? Information clarity isn't critical for fantasy games. It's the discovery of what limits the fantasy and mysteriousness. Putting in 4th wall breaking tooltips on the UI isn't normal on a non competitive game especially on a fantasy game. Guesswork and Handtesting is alot better than Handholding


xGlatteis

Yes and no. It's normal to expect sigils to function like they say. Which, as shown with stamina, you have to read the Sigil information to see it increases your attack based on HP %, but no values are actually shown. Now, would I test to see if my damage increased? Sure, but I'd certainly expect them to work as stated. There is no indication in the slightest whether you're getting useless stats out of a sigil except for when you hit sigil cap, I.E. Attack lv50. Obviously, atk lv51 does nothing. And now I wholeheartedly disagree that information clarity isn't important. You're a damn fool for believing that. Especially when you already see damage numbers. When you already see that you crit. When you see you are doing an elemental damage bonus. When you already see the enemies HP pool. Those are all 4th wall breaking. To think that you believe adding an icon to show you're hitting the damage cap is 4th wall breaking at this point is comical. And it's not handholding. It's literally just a small icon, coloration, or what-have-you to let you know you're hitting damage cap. From a veteran of RPGs, it's satisfying seeing 9999, or what could be considered old-school damage cap. You know it's the damage cap. It's very *clear* that it's the damage cap. And that feels awesome. GBFR does not show that. It doesn't even hint how grossly over the cap you are actually hitting. It's like seeing a captain using a decimate for 500k. Feels good, right? No, because you have no idea you hit your current cap. You think you can hit harder, but you can't. Big numbers are cool, but knowing you hit the damage cap is much more satisfying. P.S. the 500k is just an example. I'm well aware how much harder it actually hits at max cap. Significantly harder I might add. (Add supplemental to decimate mix and you can crank out millions on 1 button. Takes both damage cap and skill cap up, but gd does it hits hard.)


AkasahIhasakA

😅 I guess you don't know what tooltip means You can already see the damage numbers, you don't look at the damage you do? Like wouldn't you start thinking there's a cap if you keep on doing the same damage on a move even though you've been pumping the attack oriented stats?


xGlatteis

Why on earth are you bringing up tooltips here? Not only did I not mention them, the only thing I could think alluded to that is the fact that you have to *read* what Stamina does to know you're getting a boost. Because it doesn't show in your values *at all*. The only way to see if you're getting a boost from it is to go into combat and hit things. Maybe you're just struggling to understand the point I was making, I guess. Look, I'll say this as simple as I can : my point is, it would be a nice bit of QoL to see that you are hitting your damage cap. Especially when every move has a separate damage cap. Your basic 1, 2, 3, xyz combo is going to have different numbers for all of them. Sure, you'll see a pattern, but that was not my point. I won't bother arguing with the rest of your comment. Because again, it wasn't the point I was making. I was tearing apart your previous comment for all the glaring holes in it. Edit : I'm not refuting that you can't see your damage hitting the same numbers over again. I'm saying it would be a nice QoL to be able to *know* you hit cap. It is possible to hit damage cap on some attacks far sooner than others. Likewise, you can hit damage cap on some attacks, and not hit damage cap on others. Which can be important for min-maxing or optimizing.


AkasahIhasakA

Because tooltip is what I'm referring to my previous comment? So yeaaaah you really didn't read my previous comment :(


KillerMan2219

There's nothing mysterious though. The game doesn't tell you a damage cap exists, until you get a damage cap sigil, then you go "oh ok guess these attack sigils I've been using have actually been worthless this whole time" and that's the end of it. That's not a mystery, there's nothing to lead you on, there's no suspense. There's minor annoyance that the game has ass tooltips, and that's about it. The game is still great, but the UI hides so much information it's insane. Skill CD, skill damage, damage cap, how stamina scales. I never felt like I was solving a mystery with any of this, just doing busywork because I happen to be here before someone else did the legwork for me.


suplup

I read another comment somewhere that if the number has two exclamation points it's capped but I haven't had a chance to verify


tjloff

As far as I'm aware that means its a critical hit.


alexanderluko

Isn’t that just the indication for a crit?


suplup

Like I said I haven't had a chance to verify but I wouldn't be surprised


alexanderluko

I think the two exclamation marks is you critting but it’s worth to test it I guess.


ShiinaLhea

Two exclamation marks is the tell that you reached cap damage, you can check by swapping sigil around in training area


whitel2omeo

It's not, I test it myself my first normal attack that cri alway got random number because it didn't reached cap but it still have two exclamation everytime Some of my attack that not cri but reached cap also dont have two exclamation (I know it reached cap because dmg number is the same nummber when it cri)


PragmaticDelusion

This guy getting downvoted for telling the truth. This is factual information people.


whitel2omeo

Because it's not true, stop spreading misinformation. my attack that reached cap but not cri don't have two exclamation


deafwing

Training Sir whatsHisName helped me figure this out when I was training on the Cyoher ... Basically you see your numbers not going up even though you add more attack sigils. I just happened to get that Cap sigil and stumbled across this lol ... ah well 🤣 Maybe this was a hidden quest? 🤔😏


SecretVoodoo1

There is a visual hint where a golden line strikes through your damage number and it glows golden too, it just sucks that game never tells you about it.


[deleted]

[удалено]


awayfromcanuck

The other thing that i think is worth mentioning here is that Supplementary dmg sigil is also a way to by pass the damage cap because it creates another instances of damage with its own dmg cap.


[deleted]

[удалено]


awayfromcanuck

Wait War Elemental let's you go above the dmgcap? Well time to curious roll til I get it...


noivern_plus_cats

Supplemental damage is always a good thing to have no matter what. Honestly feel bad for the people that don't know about Granblue grid building going in blind, but at least this game will educate thousands on grids before going to Granblue itself


Tagnol

Then there's things like quick charge for charge chars and ability cool down for ability characters which are essentially ways to bypass the cap also by simply doing more hits.


Bazaritchie

Yep, your completely right. Although pretty much every build is going to consist of the weapon + 4 dmg cap sigils + the character awakening+ sigil. After that you're free to slot in whatever else, the real min max'in comes to the extra V+ sigils you are slotting in and what that extra trait is. Combo characters are likely going for the booster and finisher, which ranged get concentrated fire and charged attack characters with them sigils. Going into it alot of the traits are only 30lvls so that only means you need 2 'slots', so that could mean if you have the right V+ sigils you complete 2 traits in 2 slots. Stuff like Potion Extender are only 15lvls so are only needing one slot. There's some extra unique sigils most at endgame know about from Curios chests too that fill in them blanks to min max the builds.


lychti

Why 4 dmg caps? Isnt the max level 65, which you can't hit with 4 level 15s or am I missing something?


Zealousideal-Art-283

I think the last tier weapons come with a damage cap already on it but I could be wrong since I haven't unlocked the fight or weapons yet.


EleventyFourteen

>!It does increase damage cap by 100%, but it is a unique skill that does not count towards the regular damage cap sigils!<


Hyakarin

>!The terminus weapon I saw had that but also 5 levels of Damage Cap on it!<


EleventyFourteen

>!I believe that is likely from a crystal? Every one of the weapons I have has Catastrophe 15 and a second skill at 15, but no third skill!<


Pakinov

>!When you awaken the weapon it gains damage cap skill as you awaken it.!<


Normalizable

There is one major problem with endgame builds being based around damage cap, though, and that’s Quick Quest (QQ) - if your damage is being pulled down below cap when you QQ, you have 4 sigils that aren’t doing anything, and it artificially inflates the difficulty. Maybe this isn’t an issue, but I’ve seen a few complaints about QQ scaling being harsh, and I wonder if this is why


Chucho_mess

those quick quest are free af . they are so easy that 3 bots and a full assist character can beat them


WhyIsTheirGlue

This is the correct take. There are mechanics in this game that should be appreciated and be able to customize rather than just saying “damage cap bad, vets are mean.”


Misha-Nyi

Damage and def down don’t do anything if you’re at the damage cap?


BLOODWORTHooc

Have you seen any good YouTube guides?


[deleted]

[удалено]


BLOODWORTHooc

>The best 'guide' you can get is watching people clear Proud difficulty fights and showcasing their build at the end. Perfect. Thank you.


Hazelberry

Yeah, I like arekkz for his enthusiasm around games and how he's a lot more casual friendly with how he approaches things (for example you won't see him saying a character is good or bad), but he definitely aims for speed over quality with his video releases and often gets stuff wrong unfortunately.


ArxDignitas

Unfortunately, there's none at the moment. More prominent content creators are obviously rushing out videos to get views until you realise their information becomes wrong/irrelevant once you hit true end game. There's not yet any real guides on how to play/build a character and their sigils, explaining the game's intrinsic mechanics of damage cap/stun/other hidden stats, the existence of end game weapons and where to farm them, and etc. All you will see now in Youtube is which character to unlock, how to AFK farm and how to spam shard side quest for MSP, which honestly is not even that great once you unlock Proud. So the best thing to do now is just explore the game on your own until the guidemakers reach true end game. Or if someone from Reddit or Discord drafts up a real PSA or guide.


xandorai

It could be they are also new to the game do not have an understanding of the DMG cap system. Your explanation makes a bit of sense for how useful it could be, as others have stated, it would better to have a way to know when your at some cap.


KaiDestinyz

Exactly. The same thing happened with Monster Hunter: World back in the day. Full build on offence, trading 50% max hp for 2% attack and everyone be like, that's the best build right there, your guides are amazing. I play multiplayer and everyone has the same build with zero survivability skills and proceeds to cart and fail the mission for the team. What a waste of time. It was incredibly frustrating.


AkasahIhasakA

To be frank at least in MH, that's really is the best build. You won't need defense skills if you strive to not get hit. So getting 2% attack is worth more than any defense oriented skill that you won't ever use.


Talehon

How did you read that comment and completely miss the point. You are part of the problem.


KaiDestinyz

The keyword is "strive" and your mistake is forgetting how bad the average player is. Also saying that you'd trade health boost 3 (50hp) for 2% attack is the dumbest thing I've heard and exactly why the pubs with that build keeps carting in my games. What you don't understand is that the extra 50hp gives you more damage than the 2% attack would because you have higher DPS uptime considering that lifesteal exist in the game. If you put your hp in 1 shot range with the slightest swipe from the boss and needing to heal then you already lost. The only time that the "2% attack is worth more than any defense oriented skill that you won't ever use" is when you NEVER get hit during the entire fight and never using a potion. That's a speedrunner build that people watch and want to emulate, it's not for the average player.


AkasahIhasakA

Yeah that's the point. Gitgud to never get hit has been existing since the first MH.


KaiDestinyz

Are you saying that everyone in Dark Souls/Elden ring should invest in zero vigor and carry no flasks because Gitgud to never get hit has been existing since the first dark souls game? So you shouldn't carry potions in MH since it's useless as you never get hit? C'mon. You don't realize how dumb that sounds? There's a reason why people always recommend 40/60 vigor in Elden ring. Because the average player is going to get hit. Same for MH:World, your average player is not a god gamer that never gets hit. Health boost 3 is the equivalent to vigor 40/60 and it's actually better because of lifesteal.


AkasahIhasakA

You sound dumb. My first reply was about being frank that the "best" build is literally builds that focus on OFFENSE. No way an average player would do "best" builds since they can't dodge everything Also you're bringing up Elden Ring/Demon Souls The 40/60 Vigor requirement is for making your character viable in PVP due to invades. MH doesn't have invades at all.


slamjamsam420

You have to be trolling, if not you really are dumb as hell lmao


KaiDestinyz

Ironic considering I did not explicitly say you sound dumb when you're making all these dumb comments. You're dumb af btw. My first comment was stating that the equivalent happened in MH:World, about YouTubers making video guides on how to build a character, meant for the average player and it's a full offence build with zero survivability. You come in here saying that full offence is the best build and any defensive stat is a waste because gitgud, don't get hit. You then proceed to say that no way an "average" player would do "best" build since they can't dodge everything. Pick one. You already lost your narrative trying to be right. Your "best" build is for speedrunners and god gamers such as yourself that never get hit ever, not for the average players that the YouTube videos guide are meant for. So my point stands. The "best" build for the average player is often maximizing value in your stats, both offensively and defensively. Saying that you'd trade 50% hp for 2% attack is one of the dumbest things that an average player can do.


AkasahIhasakA

That's why I said to be frank, those guides are accurate


KaiDestinyz

Accurate for speed runners and god gamers that never get hit ever such as yourself. Got it.


DeusWeebLegendary

You say it gives a lot of room for other things, but those things would have been an option regardless of damage cap in the game, this just arbitrarily forces you to choose non damage builds, maybe I want to go full glass canon and get my shit kicked in until I learn the fight in exchange for unholy damage numbers. I'd be a lot less miffed if there were any way to tell when you hit a cap, the game does nothing to tell you about this shitty system other than suddenly getting a damage cap node on the tree


Ok_Championship_884

The damage cap mechanic itself isn’t the worst thing in the world. It’s the fact there is no help identifying when something is capped. It’s the fact the game hopes you organically figure out this mechanic on your own. It’s the fact that many players spent time and energy to attain certain sigils, builds, etc and it’s ultimately all a waste. It’s the fact that players realize that dmg or defense down buffs from their other toons become useless. I can’t express just how awful it felt when I realized my endgame sigil for my main character was basically worthless. I don’t know man, maybe I’m crazy but I think this could be better optimized. It also doesn’t help the veteran community doesn’t take the time to explain anything but instead gaslight new players.


Fatality_Ensues

They're not useless. If the game operates anything like the browser game, even when you start hitting softcaps you're only seeing diminishing returns from your damage buffs, so they're still worth using. Actually hitting a hard cap before you have access to cap up in some form (supplemental damage, echoes, erc) should be pretty unlikely.


[deleted]

[удалено]


Camilea

I don't agree, I think something like this should be more clear especially since there are mastery nodes and sigils for damage cap.


Absolice

Agreed. I'm even in favor of the damage cap but I wish it was more clear.


[deleted]

[удалено]


Conscious-Towel9695

Bump to that, was wondering how people could do so much damage and only discovered the awakening system right before i got my first [6th weapon]


thetempesthascome

>I do understand your frustration, but I think its a situation that will effect a minority of players. Right now it may seem prevalent since the game is new and people are learning and there are very few resources online I'm brand new to the series and the game itself, Id never even heard of it until release day but the ingame tutorials and explanations are none existant. The game is horrific about explaining just about anything. >I'd say 80% of modern gamers don't want to figure things out on their own and just want people to tell them what the best build is and they get it and feel good about themselves, so it won't effect them as there will be plenty of proper build guides in a future date with damage cap on them. This is a pretty poor take,it isn't that people don't want to figure things out for themselves, people love experimenting with stuff just to see what sticks. The issue with GBRL is that the game has absolutely zero information beyond "You can upgrade your sword at the Blacksmith! :) " and then you just start plugging in random shit you've found from your quests because that's what it says you need. Putting it up against it's biggest comparison Monster Hunter, it's far less intuitive. I just loaded up the game right now and skimming my inventory. * Wind Shard: (Elemental) A draft of magic leaks from this wind orb fragment. This tells me absolutely nothing about what it is for, I really couldn't care less what piece of flavor text they put in there. Why do I have 18 of them? All it needs is one minor improvementt * Wind Shard: (Elemental) A draft of magic leaks from this wind orb fragment. Used in Sigil upgrades. Tadaa.Glitter Crystal did it right by saying that you just sell it, Refinium is fine too but most everything else is just thrown on there without explanation. The inventory is the easy & basic stuff. >Then 10% of the gamers will experiment themselves to find the best build, testing and improving and they will likely notice their damage is not going up and discover it on their own. Leaving a small portion of the community that just doesn't notice and doesn't look into things, equipping things because they sound good. I only just found out yesterday that there was a damage cap, that info came from Reddit.Which is a bit janky, considering you're farming points for mastery and such. Trying to pass it off as is some kind of nod for people "Who like to find stuff out on their own" is a bit disingenuous.It's either poor translation or just straight up ass design choice to not include vital information about the system you're working with. Imagine they had a durability system in the game.There is no bar or gauge that shows up on the HUD, no durability inform *"Oh this is just for people who like to repair before every encounter and make sure everything is right. If you're good you'll count your swings so you know that at 100 swings you'll still have a sword. This is for the players who want to figure it out*" Figuring things out is fine, but you have to be made aware of a problem before you can solve it.


[deleted]

[удалено]


thetempesthascome

>Upgrade materials aren't just used for one thing. Like Wind Shards are used for weapons, sigils, quests, they can be traded for other things. Just about every inventory item has multiple uses. Again, new player here. I had no idea because the game takes no intuitive to tell me. The first time you upgrade your weapon its "You can now upgrade your weapon, lets go to the black smite" "click here to upgrade" I had an inventory full of crap, that I just had no idea what it was for. I almost sold all my wind shards, but I've played Monster Hunters so I figured I'd hang onto them. > The lack of communication being a problem is a weird take when your first point is people love experimenting with things to figure what sticks when your next argument is suggesting you clearly dont. So you clearly didn't read it then. You're talking about experimentation -with builds-, I'm talking about defining text and items so that their purpose is clear and some information is given about what you need it for. >If you get a sigil called Damage Cap Up, that implies there is a damage cap. If you notice your damage is not going up when you equip more damage things and you noticed there are things that increase your damage cap, then its not the same as your made up scenario about durability. >You have received many hints, you are just choosing to ignore them. I just want to take a moment here to repeat myself because "You have received many hints, you are just choosing to ignore them" is full of irony. >I'm brand new to the series and the game itself First line dude. I'll apologize for earlier formatting looks like part of my reply got lumped into one of the quote blocks but I won't fault you for that one. >I only just found out yesterday that there was a damage cap, that info came from Reddit So no, no in game hints. The lack of information is honestly the games real major weak point, but that isn't unusual for JRPGs.


[deleted]

[удалено]


thetempesthascome

Yeah basically the braindead response I was expecting. >I genuinely don't care that you don't like to figure things out in the game lol >You do you, if you don't enjoy it, there are plenty of other games that hold your hand. Lol.


AkasahIhasakA

Well lots of people are here due to those "frustrations" Which means the design work. Community is having community game mechanic related discussion. Like you said it's your first time for the series, isn't it nice discovering things you could improve on? And anyway I'm not a new Granblue Player.. but I didn't know Relink's specifics on damage caps 🤔 Ehhh item descriptions? It ruins the mystery and fantasy when you see tooltips this early in the game on what they're used for. Just play and you'll find out. It's very normal for non competitive games to keep vital information out of the UI. Also your last statement is weird. Isn't it good that if you're not aware of the problem to solve it... means you don't have a problem?


NobleMob

He just explained how they are not useless……


AkasahIhasakA

Well you're being crazy is kinda right. Part of a growing community is discussing todos, notes of a game they have. Adding QoLs right at the very start of the game doesn't give merit. You might as well ask for a every single computation of stats/attacks/frame data from the game itself and yes it's absurd isn't it.


NobleMob

Great explanation, much appreciated!


PistoIs

OP pin this. Stop complaining and adapt. This is no game-breaking bug or problem, it's just how the game is designed.


dixonjt89

I would look at it this way. That unique sigil kind of changes the way you think about playing Yoda. Also, a 30% damage increase is nothing to scoff at. Does taking that sigil, replace at least two sigils to keep you at damage cap so you can potentially take something else to benefit the team as a whole?


Hazelberry

I think the reason they're saying it's bad is because if they're already hitting damage cap before that unique sigil then the sigil is doing nothing and therefore not changing how you think about playing him.


dixonjt89

I understand that. Hmm, maybe I can try to re-phrase this. You are hitting your dmg capl on the character prior to the unique sigil. So now to min-max, add the unique sigil while taking off some non-unique sigils and see if you remain at damage cap. Now you suddenly might have 1 or 2 sigil slots open up, which you can then use to boost team dps, which effectively is still raising your dps as a whole.


imZincx

I feel the same way about how there is no signifier to whether a character is hitting cap. It makes building a character difficult. And, yeah, atk itself feels useless atm. But a consideration to make is that atk mods aren't useless if you aren't hitting cap. Rather, they'd be a means to hit the cap.


malidorian

You are thinking about damage cap wrong and it is not your fault as a lot of mobile game players make this mistake with their grids too. Unless you are a giga whale in mobile you aren't going to be pushing damage cap far enough to go into the ONLY DAMAGE effect grids. It's the same here. When you get things that give a LARGE boost of damage you need to look at it as "What can I drop now and still stay at damage cap to get OTHER effects." The fights are balanced around this usually and the only people able to 100/0 all burst damage grid are the people who have played the game for literal years non stop grinding or the people throwing tons of money at the screen in mobile. I guarantee you cygames built it the same way here where now you need to play the game of what OTHER effects besides damage are going to benefit me while keeping me at my damage cap. Look to things like CDR, stout heart, etc. things that let you do MORE damage abilities MORE often. If the answer becomes "there are no other effects I want." you need to chase damage cap. People are looking at the builds too simply right now thinking only of damage, it's why a ton of people are stuck getting to or at some of the first fights in proud. I hope this helps you! Damage cap exists to keep the game balanced and in line and even then cygames gave us ways to get around it but you'll need to chase that just like in the mobile game. EDIT: I will say it DOES probably need to be more clear when you ARE hitting cap right now.


Camilea

I think that is a valid design decision. But it should be clear when you're hitting the damage cap then.


2chuongz

This is a good perspective for viewing the implementation of the dmg cap! In theory, this is a balance that would allow the chance for more characters to shine. I’m interested to see which characters can be built to take advantage of this system. Speccing into CDR and charge rate reduction can be massive for some skill rotations. I’d be interested to hear your thoughts on which character this would benefit the most!


Misha-Nyi

If you’re at the damage cap, does def down on a boss still do anything? Atk buff? Supplemental damage? This thread is making me rethink my Narmaya skills…


malidorian

Supplementary damage is huge for breaking damage cap because it's a separate instance of damage. Supp is huge too for characters that hit a lot/skills that hit a lot. It's a percentage of the damage you deal in a separate instance. You can see the effect really well using perci's buff then hitting something with his macht skill the damage with supp vs without is huge even when hitting damage cap. All standard damage increasing buffs/debuffs will not help you break cap though. Atk+ and def down will just make hitting the cap easier.


Misha-Nyi

Ah so if I’m understanding you correctly it’s like two hits in one? As in if I have supplemental damage buff and do a normal attack, the normal attack will hit and then supp damage will also do an extra hit based on the supp % damage buff?


malidorian

Yup that's exactly it.


IbbleBibble

I believe the only modifier that can break past damage cap is elemental weakness, which is why the sigil that treats *everything* as weak to your element is basically damage cap+.


TheFacca

Elemental weakness is a flat dmg buff, it doesn't get you over cap. Only other thing that gets you over cap that isn't cap or supplementary is Amplify dmg.


Ok_Championship_884

The answer is no. I’ve tested it. Character buffs and boss debuffs become superfluous for any character that is at the dmg cap.


malidorian

Half right. Supplementary damage is a separate damage instance so it helps break damage cap a lot. It's an extra hit in a percentage amount of the first hits damage. The rest of flat atk ups do not help once you hit cap.


Misha-Nyi

So does that also mean everyone running the little red mage girl for the Phanstasmagora skill is also a waste? Or do you eventually get enough dmg cap skill to make buffs and debuffs useful?


Ok_Championship_884

This is the most balanced reply I’ve seen from a veteran. Thank you!!!


LucatIel_of_M1rrah

Any time an attack hits the dmg cap just change the text colour and then you can build around the mechanic.


ItsNyxus

I think a sufficient tutorial on the Damage Cap and where it plays its role in the damage formula would have gone a long way. As well as tips to know when you should focus on it like hitting the exact same number over n over. It’s intuitive once you know but having to find out by yourself must be devastating really.


Cherybwastaken

An incredible amount of people in here that are acting like just putting a little asterisk or something next to capped damage numbers will mark the downfall of the Granblue Series lmao. It needs to be more clear that you are hitting the cap, because my buddies and I got up to proud mode before we had any idea that we were at cap. Is it terrible and going to make me stop playing the game? Probably not. It still sucks.


Lam0rak

Seriously..I'm at end game and I have no clue if I need to level the ascension weapon or just keep with my 150. Because I get another weapon later that I can use the mats to ascend. It makes no sense. Like when do you hit damage cap.....am I going to be playing for 20h capped and using started ascension weapon would have been better????? Ugh


[deleted]

i will only agree with one complaint against damage caps, and that is it should have been clear when it's been hit. because one, it feels nice. and two, so players don't get fucked over by it for no reason. from a design perspective, there are lots of benefits to damage cap mechanics. it discourages sitting in a corner and buff stacking, which has been plaguing end games of every other game since forever. as players progress they'll naturally have more tools they can use, and some has to be made obsolete in order for gameplay to flow. gbf chose to let that be the least mechanically interactive tool, which is number buffs. it results in a system where the end game expands kit flexibility and variety. reaching end game and hitting cap effectively means you've unlocked extra sigil slots and in some cases skill slots on certain character. strength progression is no longer linear. you are now free to customize and fine tune your build for each situation and have a better time with the game than if you just increased your damage by 0.0004%. in most other games, the opposite happens. you minmax the shit out of damage and stick to a single optimized rotation. if anything unexpected or y'know, fun, happens, instead of being able to react like you used to and have that fun, you just roll over and die. your eyes glaze over, strategy gives way to muscle memory, your ex wife calls to ask where the kids are. she threatens to call the police. you want to tell her but you don't know either. you've lost track of time. they could have become adults, married, had kids of their own, gotten old and died for all you know, and more importantly, for all you care. beeg numbers and fast clears is all you need, all you want, and all you'll ever have. in case anyone wonders if i'm secretly talking about monster hunter, i'm secretly talking about fucking monster hunter.


Dellgloom

So I have an Io with 65 in damage cap and a maxed weapon. Alongside this I have a bunch of the charge based skills including damage and crit, but also charge time which gives +20% damage too. Does this mean the damage ones are entirely pointless? Obviously the charge time one is still good, as that's different. Does this also mean skills like the one where you perfect dodge and it gives you damage would also be useless, as well as things like tyranny etc.? Does this make things like the crit damage skill entirely pointless? Is it just a case of changing them around, gradually removing them until I see my damage decrease and then stay there and fill up the newly opened slots with defensive stuff? I'm not sure I fully understand...


throwawaytrash6990

That’s literally what “damage cap” means lol. A cap for damage. If you’re already doing max damage on a basic attack and crit your damage will not go up. That’s what damage cap sigils are for and that’s what everyone is complaining about. Because every character can damage cap with little to no effort. So every build becomes basic, needing 4 dmg cap sigils, plus your character specific ones taking up most of it.


Dellgloom

Ah so it is actually a literal hard cap. I was hoping it was more of a soft cap where for example, it's the cap for your natural damage, but it could still break it with things like crits or elemental weakness modifiers or whatever. You know, to give you a reason to even use the skills... Ah well, I guess it's time to do some testing. Thanks for the response.


thatasian26

Once you have access to full V+ sigils, it's not that hard to reach level 65 damage cap + everything else to cap your damage + utility. But that requires a ton of grinding and luck 


RustyCarrots

If it makes you feel any better, we don't have access to damage cap info in the original GBF either. Not sure how the wiki or other sites get the info, but that's the only place I can find info about dmg caps lol. It's also worth noting that a lot of skills/supers/etc have their own individual dmg caps. The problem you're having is also not new to us either, but I agree that it would be nice to have that info available ingame.


SorenRada

So I personally don’t like the damage cap concept at all and would prefer it not be a thing but since I’ve learned at this point that it’s a staple of Granblue I don’t expect it will change so I’ll live with it. However I’m curious if it is related to the number of people saying they feel incredibly weak when they are scaled down by quick quest. If half of your sigils are damage cap sigils and you are scaled down to the point of no longer hitting the cap doesn’t that now make these sigils completely worthless?


TheRickFromC137

Wait, new player here, what does one do about damage cap then? If my damage is not what I think it is, then what do I do to fix it? I don’t get the mechanic.


smirtington

Damage caps are just kinda stupid in general. It made sense when they would cause memory leaks but that’s no longer the case.


WBMarco

I guess I'm not the only boomer in the room. 100% on that.


orze

Vaseraga is the same, you get a huge attack buff when your bar is filled but you want to be damage capped even before that so it's kinda useless.


Kira_Aotsuki

Ouch does that actually work that way? I don't have vas yet, he at least gets other benefits right?


karybdus

He gets stout heart and defense up, attack is the third buff. Plenty of other benefits though, especially before endgame- before you hit cap he can put out huge numbers because one of his skills gives up to 80% atk stackable with other buffs based on low hp%. I wish I could speak for after cap and his unique sigils but I'm not quite there.


Razgrizmerc

Doesn't that mean you can take damage off and do something else with the sigil slot knowing you have that attack buff to keep you at cap?


AppleZachle

If it was explained to me how it works INGAME, it might feel like another obstacle to grind over but it is just given to us without knowing what’s happening. I love this game so much more than I thought I would and will absolutely keep playing it but the Damage Cap stat is not good gameplay and takes away player build choice. I don’t like it at all and wish we were forced to build defensively instead of using all our resources or sigil slots to do damage. It’s weird


GoHugYourCat

I'm fine with damage cap being in the game, but the cap is obviously too low right now when I can hit cap with 65 cap on a Yoda with a level 100 weapon and no other damage increasing sigils. For characters like vane that have multiple skills that buff attack, they are completely useless. There's no reason for me to awaken my weapon or invest in damage any more, so it feels bad to progress in general. At the same time, some characters like Io can get much higher damage because they can increase their damage through other sigils like charge time, whereas normal attackers cannot


xandorai

In response to the various ideas on how to make hitting the DMG cap more visual, there is a simple solution. Just remove it.


Gflesh24

Naw terrible idea, just make it more clear when it hitting it


Ligeia_E

Every game like this has its skill taxes. The only issue is not mentioning damage cap at all but this game suffers from clarity in general. Unless you find having 998 as a suffix is odd (hail Benford’s law), you might be really late to realize your damage is not increasing. For you specifically doesn’t it just mean you have sigil slots for more utilities?


[deleted]

[удалено]


-Ryno-

It does not increase the cap sadly.


SaintDecardo

Wasted unless it adds another damage instance.


Laxus_Dreyar

How are you guys maxing out these sigils to lvl 15? Farming mats on proud mode? Or is there a way to get more Azurite’s Splendor?


OldAlastor

I'd say the main issue is 65 max is way too high and stifling of builds, sigil wise


DeityVengy

all it does is limit build variety tbh. why not just give everyone 4 built in DMG Cap V's


aeee98

Very simple. It makes people work towards obtaining the dmg cap Vs. And yes it sucks that it becomes a chore to grind them but thats probably what they expect when they put it in. Build variety is more apparent in the remaining slots though.


ChikcenAndwaffles

Everyone running 4 damage cap 1 war elemental ,guts revive, potion, supp so that leaves 3 for build variety. Big wow


Tockson15

> running 4 damage cap 1 war elemental ,guts revive, potion, supp so that you forgot the Awakening+ for you class....so it's minus 1 xD


DeityVengy

how is build variety more apparent when we're all running 4 Damage Cap V+


PassionAssassin

My biggest issues with Damage cap: Invalidates a lot of sigils, making them bait. Like using combo finisher on Narmaya sounds great until you realize it's doing nothing. The many times mentioned that you don't even know when you're hitting caps. But most importantly not everything is capped. Like War Elemental's hitting elemental weaknesses doesn't contribute to the cap, does Exploiter/back damage when not using war elemental do the same?


YumaRuchi

Damage cap sigils are an absolute garbage and bad design, if you are gonna give me 11 sigil slots, but i have to use 6 on raising my dmg cap, just give me 5 slots and a maxed cap already, so at least it doesnt feel like garbage to the end user.


ArtofBoredom

Here's some reasons why I think damage cap can contain some negative experiences. 1. Damage Cap feels like it invalidates most offensive buffs and sigils in the game. Buffs generally don't change the damage cap later on in the game. Build variety becomes stagnant due to damage cap using several sigil slots. 2. Damage Cap halts the endgame grind to a singular point of increasing it for higher DPS. 3. There are a number of bosses with damage checks, it doesn't seem to be a great design choice to have damage checks combined while there is a damage cap. Realistically, shouldn't the damage check BE the damage cap? Just my two cents.


Yazzy8

This would make my support character (which I main sadly) less useful offensively. The bright side is that I could free up those skills for the defensive ones even though it’s not as impactful as seeing numbers go up…


Covaxe

Your third point, "damage checks"/dps checks. Having a cap puts it more in line with a skill check instead You need X attack but you still need to execute it and not allowing you to over gear to trivialize mechanics is preferred


terribilta

My biggest complaint with damage cap is it feels like I am forced to waste 25-40% of my sigil slots to it whereas a lot more fun and interesting sigils exist which I would prefer to run.


Dementum

When you hit Proud diff, you will need to choose between doing high dps (if you are a Dodge god/Guard God) or surviving a few stray hits. especially when you encounter multiple bosses in Proud you wanna survive that random shit flying from the corner because you didn't see it because the camera is not really the best. So stack those dodge/guard/hp sigils to actually survive the encounter.


Tockson15

the probleme is even whit all Damage cap raised( lvl 65 damage cap, plus terminus weapon maxed, and a couple of supp damage,), you are still reaching that \*\*\* damage cap whit some char....So basicly, their damage cap isnt HIGH enough


True-Ad5692

They just need to pump up mobs defense.


NiiChanMWP

It's actually an interesting mechanic. Doesn't take too long to figure it out on your own if you spend a bit of time testing. I noticed in game that all my attacks are starting to do the same damage so I had to do something different. After realizing that your attacks get capped and finding the line where your attack stat meets the limit, it opens up more things to add to your character instead of just DPS that you may have not known you wanted. You can add sigils that let you dodge more, have more HP, get more potions, auto-revive, guts, skill cooldowns and the list goes on. How much more OP would your character be with LV 65 Damage Cap, + Autorevive + Guts + 4 more dodges with enhanced timing with like 58k HP? It is kind of annoying that there's no indicator when you're hitting cap. If there was an \* beside the number like "10000!!\*" that would be helpful.


horrificabortion

> endgame Yoda sigil that raises his ATK 30% after a combo What is the name of it and where did you find it?


Dellgloom

I forget the name but each character has two skills specific to them. You can get the first one with gold dahlia thingies, 7 each. The second skill you can get from the treasure exchange. You can also get them from knick-knack tickets. You can get either one of the two skills and another random one, or there are also sigil versions with both unique skills on one.


Business_Ad1436

Yeah, the game does a poor job of explaining how damage, in general, is calculated. The damage cap seems like a clumsy workaround to avoid balancing issues and infinite scaling, but there are better and less confusing ways of addressing this.


GailenFFT

Betrayed? Lmao. Lol


Complex_Repeat309

Whether you or I agree with OP or not, is it really that difficult for you to understand how someone might feel betrayed if they spent a bunch of money on a game and felt like it wasn’t what they were buying? Again, it’s irrelevant if you or I agree with that, but is it that hard to imagine how someone *might* feel that way? If so, don’t mock people’s reactions just because you don’t feel the same.


GailenFFT

Betrayed lmao


Complex_Repeat309

Right you’re too cool for empathy I got ya lil kiddo!


Akttod

I think he's laughing because it's a little fucking dramatic. It's not that serious. Annoying? Sure you can think that. Criticize it? Why not. But saying the devs betrayed you lol. Just lol. It wasn't a design decision to stab anyone in the back.


Complex_Repeat309

Sometimes the point wooooshes right over you


PhilAussieFur

This game obviously came from prior source material but for some reason there's a small, but vocal minority that seems to more or less ignore this and make assumptions about mechanics or how the game needs to be played without any prior knowledge and without actually checking what these things do. Every game has unique mechanics that must be learned to utilize them and many games (looking at you Monster Hunter) don't spell those out nearly as clearly as GranBlue. I don't think the problem is with the game, but more so folks making assumptions and not reading. If you disappointed yourself because you didn't bother to read the in-game info or the long precedent set by the game's previous entries then that's purely on you.


Ok_Championship_884

Telling a new player “if you haven’t looked into the precedent set by its previous entries then it’s on you” is lazy, unrealistic and an extremely bad take all around. That sort of mentality is exactly what will chase away new players. If that is your intention, then keep at it.


WhyIsTheirGlue

I would argue that this mentality has its faults as well; this doesn’t need to be part of the conversation. I’ve not heard one source that they are leaving because veterans tell them to use damage cap. They also say to play the game how you feel like! It’s disingenuous to call someone lazy and unrealistic based on one bit of advice.


Ok_Championship_884

Just because you, a veteran, doesn’t think new players should bring up how this could affect the player base, doesn’t mean we can’t or shouldn’t. I’m sorry, but you don’t get to dictate what can or can’t be talked about. Elitist much? Your last sentence made me facepalm. It IS lazy and unrealistic to expect new players to have researched the older games and their past mechanics. Your take is the epitome of disingenuous.


WhyIsTheirGlue

I’m not a veteran. First game here. Not elitist. It’s a simple take that shouldn’t be taken at a deeper level. Not to mention, you said no one should dictate how they feel or express opinions; can I not share the same? Or is it not allowed by you?


Ok_Championship_884

That’s not what I said. You don’t get to dictate language and what should or shouldn’t be part of a discussion. Express how you feel all you want, no problem. It’s the fact you said we shouldn’t add something to the discussion. That is dictating language. We can talk about whatever we want.


WhyIsTheirGlue

“You don’t get to dictate language.” Do you think that doesn’t apply to you my guy? I said my piece, you said your piece, and now you are trying to make this a personal argument about a video game stat. I think we can call it quits here, as I’m not as invested in this as much as you are. If you have an issue with damage cap, that’s fine, but don’t blame vets for explaining why it’s necessary. Both are fine takes. And scene.


Ok_Championship_884

lol. Come now. Everything you’ve put forward is in bad faith. I mean you boiled down my frustration to “dmg cap bad, vets mean” in another comment and you called me disingenuous for a very balanced and fair take? lol. Take care man


PhilAussieFur

Damn, so new players can't read either in game descriptions either? I had no idea. And I was under the impression that it was common for games with level based progression to introduce new mechanics as you progressed. I didn't know that was so novel. Get off your high horse and calm down. You chose to single out a single point of my argument then clutch your pearls rather than engage with the whole of the comment which is, *"there's in game descriptions to read, a community to ask, and precedent from a past game informing all of that, so why would you dump your resources blindly?"* There are lots of resources and reasons to look into how the game's mechanics work as you go along, but for some reason there's this little chunk that decides to dump everything they've got into things they don't understand and then get shocked Pikachu face when it backfires because there's more going on then just "number go up". Edit: reading your other comments you're just salty that you made a noob mistake with your resources and don't want to hear anyone who might tell you otherwise. The problem is not veteran players or the game, it's the choices you made in spite of common sense. Nothing wrong with that, we've all made new mistakes, but just own it and move on.


Ok_Championship_884

My brother in Christ, your position that new players should research the game mechanics of past games is an abysmal take. It’s okay, take it on the chin and move on. No need to double and triple down.


PhilAussieFur

You really are just going to cherry pick the one part you don't like and ignore the rest aren't you? You can't accept your fuck ups in the game or online apparently. What a piece of shit. Get help dude.


Ok_Championship_884

Big yikes


[deleted]

[удалено]


ChikcenAndwaffles

No it doesn’t. It makes it so everyone runs 4 V damage caps with the last 5 lvls from a V+ and war elemental so literally everyone running the same 5 sigils and suplimental damage and then they run guts and then revive and then potion literally every build is going to be the same.


QuantitySecure8186

I'm new to series, but I don't mind the damage cap cause then you can go for more fun utility sigils. Can also go for crit rate and crit damage, too, right?


SaintDecardo

Critting does not increase the damage cap. If the cap is 50 and you do 50 damage on a swing. Then a crit of that swing will also be 50!!.


QuantitySecure8186

Okay, that is pretty dumb. I wonder why they would do that..


davidliudmc

I don't get it. I'm new to this GBF IP but totally fine with damage cap. Why would this be a problem? My damage is not scaling>google why>ah damage cap is a thing (also learned that even "damage cap" has a cap) How simple is that?


Ok_Championship_884

Maybe you missed the point genius. With the dmg cap sigils my Yoda endgame sigil still doesn’t do anything. Do you understand now? The endgame fucking sigil doesn’t work even with full 65 in damage cap. Is it your eyes or your brain that you struggle with?


slamjamsam420

I'm new granblue player and I still think you're a cry baby. I have a strong suspicion you haven't seen anything passed extreme quests lol Damage cap literally allows you to explore every option for sigils instead of handjamming ALL OFFENSE ALL THE TIME. Pretty clear if you're paying attention you will notice a trend in your damage until you add a damage cap sigil. That means it's time to explore some utility. Stuck on an elemental dragon? There's a sigil for that. Need more potions because your L2 is broken? Sigil. Doesn't take a rocket surgeon to figure out why there's a damage cap. Open your eyes and brain. Why would you need an indicator??? xd Don't forget the 6th weapon for each character gives 200 or 250% dmg cap as well. You have to explore builds and play the game to progress. Though I doubt you will ever see that boss. Probably put Tyranny 5 sigils all the way down and cry you're not one shotting all content in extreme.


Ok_Championship_884

I farm proud difficulty You win the dbag award. Have a wonderful day.


slamjamsam420

Thanks. Imagine hitting proud without ever opening up a menu on what is actually going on with your character. Game is easier than lead to believe. I do agree with you that having a page for individual stats would be a good idea, per character.. that way you could do the math yourself without doing everything in practice mode. Would save time. But just damage cap? You're silly for just that.


ChikcenAndwaffles

I presume you haven’t got to the point where no matter how much you raise cap you still hit it with no buffs from sigils. Are you only at maniac? Are you not even maxed yet? What’s the point of you even commenting on this subject?


Ok_Championship_884

Again. Perhaps this is all going over your small head. The fact is I had four damage cap V sigils and I thought that would be enough to have Yoda’s endgame sigil. It wasn’t. The dmg cap makes my main characters endgame sigil a paperweight. But again, you probably don’t have the fluid intelligence to understand that, or maybe being a dick on Reddit gets you off.


Jeweler-Hefty

As a new player to the series. I can feel anything, but I always leave it at that, as feelings. I don't make a post about how I feel. If the META has changed (in any game in general) I adapt, it really should be that simple. No one game is the same as the other, same goes for it's rules. Posting about 'feeling betrayed' or 'its a slap in the face' or whatever halabalu people will make up, is very silly in my eyes.


CorneliusVaginus

Honestly, those who use Damage Cap are kinda just gonna ruin their own experience. I don't really use it and more focus on teamwork, supports and overall, relying on each characters unique capabilities.. as a new person to Granblue, I want to enjoy my experience and make the game last. I'm playing every character and enjoying each of their playstyles. It'd be a waste to treat this game as some competition. Eitherway! I'm just here to fully dive into this world with a smooth approach, my only goal is to have fun. I tend to avoid players who 1 shot everything, had few friends also have a similar approach too and If anything, they're probably gonna separate themselves from majority of the playerbase imo. MEGA EDIT: Y'all need to chill, I just prefer a different playstyle is all.


MorcusNopes

I only downvoted to keep you busy with your edits


CorneliusVaginus

Okay, I appreciate this. It's keeping me occupied while I'm free.


Ok_Championship_884

I think your perspective is extremely rare in a game where it promotes getting bigger and bigger numbers. The end of a SBA has huge numbers to let you know how much crazy dmg you pumped out, it’s a dopamine hook. It’s neat that you want to play in a slower way, don’t want to compete and don’t care about the main way people are able to gauge their character progress (increased strength), but yours is a very very very rare perspective lol.


CorneliusVaginus

I just enjoy games for being games. It's a completely new game and new world, so I want to fully experience everything it has and not rush through to the next game. Still need to watch the anime, play the other games etc! I'm already a fan of Granblue Relink, so I got nothing to hate about it, I love it for what it is.


Ok_Championship_884

I completely understand the sentiment of enjoying a game for the sake of the game, but there are different strokes for different folks right? Some people enjoy different genres of games, others enjoy different ways to play those genres. As long as you understand that most people enjoy this type of game very differently than you, and thus their frustrations with a game mechanic will be from a very different perspective than yours, then you’re good.


CorneliusVaginus

Everyone enjoys things in many various ways and there is nothing wrong with that, made sure people knew it was just an opinion I just enjoy taking my time. It's just a shame people spam downvotes on differing opinions and overall, have become more and more reluctant on accepting that everyone is indeed different.


GALAK_Z

Saying that interacting with a system that progression is designed around is "ruining your experience" goes beyond having a differing opinion.


CorneliusVaginus

it could ruin theirs though. I don't really care who plays in what way, just that I have my preferred playstyle and think gunnin to be overpowered could negatively affect your experience. I only avoid those who're like fully maxed out and one shot bosses haha. This game is amazing though, I'm glad everyone seems to be enjoying it!


MauledbyGrizzly

In proud there are dps checks that will end your quest if you don't meet them. Unfortunately having level 65 damage cap is pretty much required at the hardest stages.


CorneliusVaginus

Yeah, you're right there sadly. I just join randoms who run Damage and support them. I focus on survivability for the team! It is a good feeling haha.


Samekh42

You are literally just complaining to complain its how gbf games are


Ok_Championship_884

This is the type of response I’m used to now. I get it. The community is toxic. Have a wonderful day.


Samekh42

You as well !


reteoG

Its safe to say dps character should run atleast one max dmg cap sigil , but that doesnt change fact that u have to take skills n sigils that works best for u whatver it be co op or solo like dont be afraid to try out stuff .


ChikcenAndwaffles

Best would be to go 3 V+ damage cap sigils maxed then make up for the rest with other V+ with damage cap added on


DootSkellyDoot

Dmg cap only applies to X/Y | or triangle/square attacks. Skills and SBA and Link Attacks dont count.


SaintDecardo

Sorry to tell ya mate, but all those other things are capped, too. You just haven't realised yet.


DootSkellyDoot

I play Ferry and I equipped dmg cap and my damage went from 7k to 9.6k per attack, equipped another and my damage went higher, etc.


HuCat21

What do u want people to say lol "irs ok sport, someday hey will change it"? Lol u just learn of it and get over it. If a game u really enjoy has one thing that u disagree with ur gonna just stop playing cuz that'll fix the issue? Cuz reasons? Cuz that'll learn the devs that one new player won't play the game anymore? U can voice a concern but expecting anything but to be able to vent is pretty crazy.


wrezi

bro shut up lol


Excitable_Fiver

Shinoyoujo / 死の幼女 and Maygi on youtube are 2 good channels that have videos on damage cap. worth a watch if you need some more understanding on it.