Exploring HP Computations

Now, we all know GBF has formulas especially to when computing your damage output and a lot of guides are already out there to help you understand why there is a need to diversify your grid’s modifiers and whatnot but while damage formula is fully available to everyone, I don’t think there’s a readily available guide to HP computations and with the release of Belial summon earlier this month, the lines are just a tad bit blurred with regards to how your final HP is even computed. Luckily, I was able to snag 1 copy of Belial during the roulette and with that, I’m now here to give you a breakdown on it.

Now before, I begin, here’s the general knowledge I’ll be using for this guide and I expect readers to also know it already and that’s the fact that all weapon HP increase skills are additive to one another regardless if it’s EX, Magna(Omega) or Normal or Bahamut skills or Atma skills. That said, here’s the general things I’ll be looking at for this post, what you’ll see in the next few paragraphs are a gonna be combinations of different things such as:

  • HP Up weapon skills (Aegis, Majesty, Bahamut weapon skills, Atma skills)
  • HP down weapon skills (Tyranny)
  • Unit Passive HP up (in the form of Lelouch)
  • Unit Passive HP down (in the form of You)
  • Summon Sub Aura HP up (Arcarum Summons)
  • Summon Sub Aura HP down (Belial)

During the tests, minimal weapons and summons will be used to show faster results.

Determining Unit Passives Alignments

Now this is gonna center around You and Lelouch as they both have the HP altering passives with You having an HP down (-15%) and Lelouch having an HP up (+15%). By default, of course, these will just modify the base HP (100%) shown by your party.

As you can see in the images above, my grid is only using a dark GW Dagger and Celeste FLB as my main summon which yields You to have 5789 base HP and Lelouch to have 6719 base HP. Upon going to battle, you’ll be able to see your final computed HP and naturally, if you get You’s base HP and multiply it by .85 (only 85% of her base hp due to the -15% passive), you’ll yield to 4920.65, if the computation outputs some excess values, it’s immediately equivalent to 1 hence the 4921 HP; meanwhile Lelouch’s base HP will be multiplied by 1.15 (since it’s 115% of his base HP) which now yields to 7726.85 and when rounded off by GBF, it becomes accurate at 7727.

So now, let’s try to add one Bahamut Weapon (Dagger Coda so I can support both Erune and Human) and see what happens.

At skill level 15, a bahamut weapon grants affected races a +18% HP increase. Now, as with weapon skills’ HP increase, let’s try making it additive first and see how it adds up. By doing it additively, You should now have 103% (100 +18 -15) of her base HP (6057) and Lelouch should have 133% (100 +18 +15) of his base HP (6987); with those said, computing and rounding off their HPs, You should have 6239 HP and Lelouch should have 9293 HP but something seems off, right? While Lelouch’s HP is correct, You’s incredibly wrong. In order to get You’s correct HP, it should be multiplicative so, it’s supposed to be Base HP * .85 * 1.18, if you do that, You’s HP will now result to the correct 6076 HP; with this, it now means that You’s passive is on a multiplicative layer and that Lelouch’s passive, on the other hand, is additive to your weapon skills.

To ensure this is the case, we will now add a 2nd Weapon in the form of an FLB Hermanubis.

Hermanubis is a sk 15 medium Majesty and exactly gives a +14.5% hp increase that’s boostable by Hades but alas we are using Celeste so it shouldn’t be a problem. If we are to reinforce that Lelouch’s passive is additive, then we are simply going to multiply his base HP of 7197 by 1.475 (100 + 15 + 18 + 14.5) and should yield to 10616 and we that is truly the case now that we have a secondary HP increase weapon. And now to reinforce the notion that You’s passive is multiplicative, we will now multiply her base HP of 6267 by 0.85 (due to her passive being a -15%) and then multiply it again by 1.325 (18 + 14.5), we end up with 7059. And this now concludes the unit passive alignments as we now know that You’s passive is multiplicative to that of weapon skills while Lelouch’s passive is additive.

Determining Sub-summon Aura Alignments

For this section, I’ll be shifting to Earth as Dark does not have any HP-up sub auras from summons; given the situation, we’ll now be looking at 0* Belial (he doesn’t need to be FLB as his hp cut is a flat -30% regardless of uncap level) and a ULB Tower (+30%). As with the unit passives alignment, we’ll first start with seeing how each work individually, but unlike in the previous section, I won’t be explaining it anymore, so from the screenshots, just take the base HP indicated there and multiply Belial’s case by .7 while Tower will be by 1.3.

Now that you’ve seen the initials, the first we’ll have to find out is IF Belial’s HP reduction is additive to that of Arcarum’s (and Sandalphon’s) HP increase; that said, if they are indeed additive, then they should break even and just keep your base HP to where it is as Belial gives a -30% while Tower gives a +30.

As you can see with the final HP, it breaks even and Djeeta’s base HP remains untouched, this confirms that Sub-auras are additive to one another, easily making Belial’s demerit cancellable by HP Arcarum summons.

Now that we’ve confirmed Sub-Auras on Sub-Auras, we’ll now proceed to test it with weapon skills. For this case, I’ll only be using Nibelung Klinge to see if the effects are additive or not, since we now know that Tower will cancel out Belial’s effect, I’ll be removing Tower to see if Sub-auras are additive to weapon skills or not. Note that since I’m using Yggdrasil FLB as my main summon, Klinge’s HP up from Truce will be boosted.

At skill level 15, Nibelung Klinge’s HP increase should be +14% at base according to Gamewith, and if we boost it by 120% from Yggdrasil FLB, we should get a total of +30.8% so if we do it additively, we’ll only be multiplying Djeeta’s base HP of 8507 by 1.008 (100 – 30 + 30.8); the resulting HP should be 8576 which fits the HP we got from the screenshot and this implies that sub auras are indeed additive to that of Weapon HP increase skills. To help reinforce this notion, let’s try computing it multiplicatively such that the final hp is 8507 * 0.7 * 1.308 and the resulting HP is actually lower with the value of 7790 which is totally incorrect from the one we got. That said, we can now conclude that Sub Auras are indeed additive to weapon HP increase skills.

Determining Tyranny Skill Alignment

Now that we’ve gotten data from Sub Auras and Unit Passives, we’re going back to Dark with You and Lelouch to determine the final piece of the puzzle which is the Tyranny skill, the 10% HP cut that comes with weapons like Cortana, Qilin Bow, Huanglong Katana and many more. So with that and given what we found out with You and Lelouch’s Passives, we’ll instantly be able to tell how Tyranny works as one is a multiplicative layer and one is the same with HP increase weapon skills.

So first, we’re gonna assume it’s additive to HP increasing weapon skills, so for the You, we’ll be computing it as 5764 * .85 * .9 and for Lelouch, we’ll be computing it as 6694 * 1.05; the results on these should be 4410 for You and 7029 for Lelouch, clearly that’s not the case here so let’s change the formula again.

For Lelouch, we’ll make it multiplicative while for You, we’ll make it additive instead since considering it as a weapon layer earlier already made it multiplicative which we already did in case 1; with the formula’s changed, it’s now gonna be 5764 * .75 for You and 6694 * 1.15 * .9 for Lelouch which results to 4323 and 6929 respectively which now hits the right numbers. With this we can now conclude that Tyranny is on the multiplicative side with HP Weapon skills and Sub Auras but is, in turn, additive with You’s HP reduction.

The Actual Formula

Now that we’ve figured out the workarounds of HP mods outside the HP increase weapon skills, we can lay it out as:

Base HP * [1 + (1 + magna summon modifier) * magna HP modifier from weapon + (1 + primal summon modifier) * primal HP modifier + ex HP modifier + bahamut weapon HP modifier + Ultima/Atma HP modifier + sub aura HP increase modifier + character passive HP modifier – sub aura HP decrease modifier] * [1 – total reductions from Tyranny (up to 70*) – character passive HP modifier]

tl;dr, if not counting character passives, basically everything adds up with weapon HP up skills and summon sub aura effects which will be multiplied from the base HP, afterwards your total cuts from Tyranny skills will be multiplied from the result to get your final HP. Depending on the character, their passives can add to either the weapon layer or the tyranny layer. Basically, as far as HP reductions are concerned, Belial’s cut is totally recoverable if you have Arcarum summons and/or HP weapons in grid BUT for Tyranny weapons, there’s no way to cancel them out as they will always reduce your HP no matter what. And that’s about it for this entry, I know it’s been a while since I posted but hope this was informative.

Weapon Look: Advocatus Diaboli (Xeno Diablo Spear)

As with all weapon looks, above are the max unmarked stats of the weapon, its skills and its Charge Attack effect.

As per gamewith, the supplemental damage from the CA gives up to 30k added damage to each damage layer, while the uplift effect is 10% pretty much like True Purity Sunblade. The biggest catch here is that the 2nd skill is kind of a reversed Sunblade in general as you now get bonus damage depending on how low your MC’s hp is if you use it as main hand. According to gamewith, it gives up to a whooping 45% unique enmity layer mod on 1 hp, making it a really good weapon mainly because unlike Sunblade’s stamina which stacks with normal stamina layer, this is completely separate from magna enmity AND primal enmity and is on the layer of character passives. (More on that in the character section)

Is it a must?

While I have no means to utilize it atm, I must say it is, it’s probably also a very good main hand for Faa Hard (Dark Rapture Hard) especially since Dark isn’t really that well versed in having high heals and you can probably use it early on when he bombs you with the 30k entrance fee. Between the two Xeno Diablo weapons, this has way more value overall and only loses to True Phantom Demonblade in the sub grid scenario due to its way lower attack value.

Characters who work with this weapon:

Immediately after seeing it’s enmity based, there’s really only one character that sticks out for maximizing things like these on Turn 1 and it’s non other than the former Summer and now Grand Zooey.

It’s mainly because of her ability to reduce everyone’s hp to 1 with just 1 skill press which is her conjunction. Stack this thing up with Enmity Opus, Gisla and a ULB Celeste Claw Omega and see those numbers quickly bloat up to capping powers.

Since the weapon is generally MC dependent, you can pretty much run it with anything but since maximizing it requires Zooey, then you best run it with units who also benefit from having low HP and these are:

  • Black Knight (Grand)
  • Kolulu
  • Dark Jeanne D’Arc

The three above all synergizes with Zooey’s conjunction but BK and Kolulu gets the better treatment as their passives are also on a unique modifier with Advocatus Diaboli’s 2nd skill. Meanwhile, for Jeanne’s case, it’s additive with her passive so at 1 HP for both Jeanne and MC, Jeanne gets a total of 90% unique enmity bonus from her passive and Diaboli’s effect from being a main hand.

Additionally, here’s a list of characters who don’t really get an attack bonus from having low hp as well but does have some form of bonus when having low HP:

  • SSR Dark Beatrix (increased MA and Dodge Rate)
  • SR Dark Jamil (lowered hostility)
  • SR Dark Skull (Party TA)

While I usually do have a video prepared, I don’t have one this time mainly because I don’t have Zooey. ( ;w;) so that’s it for now.

Weapon Look: Zwei Schaedel (Dark Proving Grounds Weapon)

Above are the unmarked max stats, Charge Attack and Skills associated with the weapon in focus.

So Light advantage grounds just hit earlier and of course, a new weapon with it. Again, like always, this is an EX weapon so it competes with stuff like Hollowsky Weapon, Xeno Weapons, Qilin Sword and even Scales of Dominion; the biggest downside once again is that the EX attack mod Zwei provides is just 18% while the others provide 20% and Xenos provide 23% but like other grounds weapons, the 2nd skill is the highlight of the weapon, now Zwei Schaedel’s usefulness is actually debatable due to its selected activation which only procs during the 3rd hit of a triple attack; upon triple attacking, the 3rd hit gets a 20% echo and it stacks with a most things according to gamewith, the only things it doesn’t stack is FLB Six’s Mirror Image Passive, Ferry Grand’s Ghost Cage Passive, Dark Zeta’s Burn Passive, Vampy’s EMP skill, Dark Eustace’s Skill 1 echo and Tetrasteamer’s Humanity Emblem. The Charge Attack grants a party TA boost of 15% and up to 10k supplemental damage. So yeah unlike previous grounds weapon, this is probably the weakest one so far mainly because of the need to triple attack before it does something.

Note that unlike previous grounds weapons, having 2 copies won’t give you 40% echo, it just caps at 20%. If you need some proof, I already did a test since I was lucky enough to get 2 MLB copies while I was still grinding the badges and points. You can see the grid below and the damage output of 2 Zwei Schaedels.

As you can see above, even with 2 Schaedels the harp cap is still 20% and note that the weapon’s 2nd skill doesn’t have a main hand requirement so it works from sub grid, probably making this its best feature.

Is it a must?

As I’ve explained above, its use is debatable but I guess you should farm at least 1MLB copy which should be easily attainable by just completing the badges and the point rewards, so there’s no real grind involved here as the weapon only works for 1 copy in the grid.

The things it works with:

Being a selective weapon as it is already, it pretty much works with just a few stuff, generally, if your team’s MA is high this is definitely gonna be useful especially if you have high auto attack damage which fits perfectly with Dark Fist units. But if I’d be specific, for weapons in grid, this works perfectly with another triple attack dependent weapon and it’s the Hollowsky Axe.

Hollowsky axe boosts Axe and Fist units’ triple attack rate by 10% as well as adding up to 100k supplemental damage to all damage layers, meaning if the unit deals a triple attack with Zwei Schaedel, you automatically get +100k on the base damage AND another +100k for the echo that Zwei Schaedel procs. Another weapon it works with would be Parazonium (or GW Dagger if you must) as a main hand due to the MA boost it gives on CA.

Now, as for the units, there’s generally 4 units I can think of easily:

  • Wulf and Rennie
  • Predator
  • Orchid
  • Seox

Wulf and Rennie as well as Predator are immediate top picks because they have guaranteed Triple Attacks. Orchid meanwhile has really amazing Triple Attack rate when her skill 1 is active and Six pretty much has guaranteed TA buffs for 2 turns as well as having really high damage which can maximize the weapon’s skill 2 when his Mirror Image isn’t up.

Edited:

Here’s a quick demonstration of the weapon for y’all.

And that’s about it for this round of weapon look!

What Lyria’s Blue Barrier Skill Could Imply in the Future.

This is long overdue mainly because I found myself hooked in another game recently so my free time outside GBF times are shifting to that game but anyway, during the Otherworld Echidna battle from the latest chapters of the main quest, we actually see Lyria get a completely new skill (with a new skill icon even) and it’s named the “Blue Barrier”, something that was first shown in GBFVS I believe?

And the effect is quite ridiculous, it’s a permanent elemental cut against the element you’re superior against and comes at a cooldown of 20T to make up for it as it is definitely a dispellable buff.

Now some of my crewmates mentions this might just be a main quest thing but seeing as they need something interesting by next year’s anniversary, I think there’s more to it than just a main quest skill.

Now, one of my earlier theories is that Lyria might get an eventual FLB upgrade and the Tiamat skill might just change to it but the thing is, Blue Barrier doesn’t really retain any of the effects of the Tiamat skill so it’s definitely a completely different skill on its own. So, how do I view it? I think by next year, we might get an expansion to the character EMP system which may turn character skills to have replaceable skills much like how MC’s classes work, if this is the case, then it’s definitely gonna be a big game changer as it gives players even more customization and might definitely take a shift in meta as we know it. Whatever they do with it, it’s definitely something I’m gonna look forward to (OH AND HEY GRANDE HL IS INCOMING!!)

Fire GW’s Finally Over!

Fire GW’s finally over and I can go back to posting stuff here, I’ve been busy so I’ll start with something related to the latest main quest soon. Anyway, how’s GW for everyone else? Our crew finished at rank 2163 and my SSR Ticket was as I expected it to be, a gold moon, lmao. Fire GW’s points are really insane thanks to a lot of factors, our top carry scored a total of 1B honors for himself, so yeaaaah, Fire GW is definitely bonkers.