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Each weapon, of R rarity or higher, has one or two weapon skills that will improve the party performance in some way. These skills will only affect party member that match the weapons elements. The picture shows the Soul, Gawain, with 9 weapon skills active, as do the other Wind characters in the party. The Fire element Kamihime, Ares only has 1 active skill however, as there is 1 Fire, and 9 Wind weapons equipped.

Types[]

There are two types of weapon skill: basic and composite. Composite skills are essentially 2 basic skills merged together, allowing a weapon to have three weapon skills.

Basic Weapon Skills:

  • Ascension - Increases the healing power of party members.
  • Assault - boosts ATK of party members.
  • Barrage - increases the chance of performing a Triple Attack.
  • Carnage - same as Assault but with better base and growth.
  • Connect - Increases the burst streak damage that occurs after burst
  • Custom - exclusive to Soul Weapons. Increases HP of party members.
  • Defender - boosts HP of party members.
  • Elaborate - Increases damage dealt by abilities
  • Exceed - Increases the burst damage of party members.
  • Exceed+ - Increases the burst damage of party members by a flat value.
  • Pride - increases ATK based on HP lost
  • Protect- same as Defender but with better base and growth.
  • Rebellion - Increases ATK based on HP lost. Has a unique skill frame separate from Assault.
  • Rush - increases the chance of performing a Double Attack.
  • Stinger - Increases Crit rate of party members with element advantage
  • Technica - increases Normal attack damage and cap of party members.
  • Technica+ - increases Normal attack damage of party members by a flat amount.
  • Upgrade - used as fodder to upgrade skill levels of other weapons.
  • Vigor - exclusive to Soul Weapons. Increases elemental attack.
  • Vigoras - Increases ATK based on character's remaining HP. Has a unique skill frame separate from Assault.

Composite Weapon Skills

Composite Weapon Skills

Click to see Larger Version

  • Amplifier - Assault + Elaborate
  • Avalanche - Barrage + Rush
  • Flores - Assault + Vigoras
  • Grace - Defender + Ascension
  • Harmonize - Exceed + Connect
  • Magnate - Defender + Technica
  • Parkup - Defender + Stinger
  • Rampage - Vigoras + Stinger
  • Rampart - Defender + Vigoras
  • Resilience - Assault + Ascension
  • Retaliate - Assault + Pride
  • Slug - Assault + Stinger
  • Sprout - Ascension + Vigoras
  • Stewart - Defender + Pride
  • Strike - Assault + Technica
  • Strength - Assault + Defender
  • Tactics - Exceed + Elaborate
  • Traitor - Assault + Rebellion
  • Transcend - Assault + Exceed
  • Tri-edge - Assault + Barrage
  • Tri-guard - Defender + Barrage
  • Twin-edge - Assault + Rush
  • Twin-guard - Defender + Rush
  • Versatility - Elaborate + Exceed + Technica + Critica

Leveling Weapon Skills[]

Weapon skill level can be increased by Enhancing them with any non-Enhance-Material Weapon of R rarity or above or using SL Orbs. The higher the Weapon Skill level and the rarity of the weapon used as fodder, the greater the chances will be of increasing the Weapon Skill of the weapon used as base.

(Note this Skill leveling chart is now outdated with November 1'st maintenance.)

It is now recommended to simply Convert and or use fodder for enhancement at SL1 as increasing their SL any further will result in a total net loss of EXP per level

Skill Level 1 Skill Level 2 Skill Level 3 Skill Level 4 Skill Level 5
R weapon 10 exp 20 exp 30 exp - -
SR weapon 35 exp 70 exp 105 exp 140 exp -
SSR weapon 350 exp 450 exp 550 exp 650 exp 750 exp
R Grail 20 exp 40 exp 60 exp - -
SR Grail 50 exp 100 exp 150 exp 200 exp 250 exp
SSR Grail 1500 exp - - - -
One easy way to know how many weapons are needed to increase a weapon skill is to look at their current level. An SR weapon will need the same amount of R weapons as its current skill level. For instance, an SR weapon with Skill Level 15, will need 15 R weapon. SSR weapons will need twice as much and R weapon half as much.

Unlike the Eidolon system equivalent, the existence of Weapon Skills makes non-Enhance-Material Weapons have an important role in the Weapon Skill upgrading of the intended base weapon. This system ignores Weapon Type, though since the EXP Upgrade system factors in Weapon Type, it may still be preferable to use weapons of similar Type to do both upgrades simultaneously.

Weapon skills are commutative each other, so it's possible to have multiple ATK↑ weapons equipped and all the bonuses will be applied (so long as the element matches). The stats on the character page do not show the increase due to weapon skills, however they will take effect in battle.

Assault[]

Increases ATK of party members.

For S-L, the calculation is as follows:

For XL, the calculation increases to:

For MAX, the calculation increases further to:

The base increase and growth depends on number of listed pluses:


Weapons Skill Level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
S 0,5% 1% 1,5% 2% 2,5% 3% 3,5% 4% 4,5% 5% 5,5% 6% 6,5% 7% 7,5% 8% 8,5% 9% 9,5% 10%
M 3,5% 4% 4,5% 5% 5,5% 6% 6,5% 7% 7,5% 8% 8,5% 9% 9,5% 10% 10,5% 11% 11,5% 12% 12,5% 13%
L 6,5% 7% 7,5% 8% 8,5% 9% 9,5% 10% 10,5% 11% 11,5% 12% 12,5% 13% 13,5% 14% 14,5% 15% 15,5% 16%
XL 9,7% 10,4% 11,1% 11,8% 12,5% 13,2% 13,9% 14,6% 15,3% 16% 16,7% 17,4% 18,1% 18,8% 19,5% 20,2% 20,9% 21,6% 22,3% 23%
MAX 11% 12% 13% 14% 15% 16% 17% 18% 19% 20% 21% 22% 23% 24% 25% 26% 27% 28% 29% 30%

After Final Break Limit

Weapons Skill Level
21 22 23 24 25 26 27 28 29 30
S 10,5% 11% 11,5% 12% 12,5% 13% 13,5% 14% 14,5% 15%
M 13,5% 14% 14,5% 15% 15,5% 16% 16,5% 17% 17,5% 18%
L 16,5% 17% 17,5% 18% 18,5% 19% 19,5% 20% 20,5% 21%
XL 23,7% 24,4% 25,1% 25,8% 26,5% 27,2% 27,9% 28,6% 29,3% 30%
MAX 31% 32% 33% 34% 35% 36% 37% 38% 39% 40%

After Ultra Break Limit

Weapons Skill Level
31 32 33 34 35 36 37 38 39 40
S 15,5% 16% 16,5% 17% 17,5% 18% 18,5% 19% 19,5% 20%
M 18,5% 19% 19,5% 20% 20,5% 21% 21,5% 22% 22,5% 23%
L 21,5% 22% 22,5% 23% 23,5% 24% 24,5% 25% 25,5% 26%
XL 30,7% 31,4% 32,1% 32,8% 33,5% 34,2% 34,9% 35,6% 36,3% 37%
MAX 41% 42% 43% 44% 45% 46% 47% 48% 49% 50%

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Pride[]

Increases ATK based on HP lost. Pride weapons has two effects. The first is similar to Assault weapons and improves with the weapon skill level. The second is the Pride effect. It's independent of skill level and scales with the character's HP lost, instead.

Assault increase Pride Increase
Small (+) 0,35 12
Medium (++) 0,5 12
Large (+++) 0,5 20

Assault Effect

Weapons Skill Level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
S 0,35% 0,7% 1,05% 1,4% 1,75% 2,1% 2,45% 2,8% 3,15% 3,5% 3,85% 4,2% 4,55% 4,9% 5,25% 5,6% 5,95% 6,3% 6,65% 7,0%
M 0,5% 1,0% 1,5% 2,0% 2,5% 3,0% 3,5% 4,0% 4,5% 5,0% 5,5% 6,0% 6,5% 7,0% 7,5% 8,0% 8,5% 9,0% 9,5% 10,0%
L 0,5% 1,0% 1,5% 2,0% 2,5% 3,0% 3,5% 4,0% 4,5% 5,0% 5,5% 6,0% 6,5% 7,0% 7,5% 8,0% 8,5% 9,0% 9,5% 10,0%

After Final Break Limit

Weapons Skill Level
21 22 23 24 25 26 27 28 29 30
S 7,35% 7,7% 8,05% 8,4% 8,75% 9,1% 9,45% 9,8% 10,15% 10,5%
M 10,5% 11,0% 11,5% 12,0% 12,5% 13,0% 13,5% 14,0% 14,5% 15,0%
L 10,5% 11,0% 11,5% 12,0% 12,5% 13,0% 13,5% 14,0% 14,5% 15,0%

After Ultra Break Limit

Weapons Skill Level
31 32 33 34 35 36 37 38 39 40
S 10.85% 11.2% 11.55% 11.9% 12.25% 12.6% 12.95% 13.3% 13.65% 14%
M 15,5% 16,0% 16,5% 17,0% 17,5% 18,0% 18,5% 19,0% 19,5% 20,0%
L 15,5% 16,0% 16,5% 17,0% 17,5% 18,0% 18,5% 19,0% 19,5% 20,0%

Pride effect

Remaining HP
100% 90% 80% 70% 60% 50% 40% 30% 20% 10% 5%
S 0,0% 1,2% 2,4% 3,6% 4,8% 6,0% 7,2% 8,4% 9,6% 10,8% 11,4%
M 0,0% 1,2% 2,4% 3,6% 4,8% 6,0% 7,2% 8,4% 9,6% 10,8% 11,4%
L 0,0% 2,0% 4,0% 6,0% 8,0% 10,0% 12,0% 14,0% 16,0% 18,0% 19,0%

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Vigoras[]

Vigoras improves damage the closer to full health you currently are. It will increase the attack of party members based on the ratio of current HP and max HP. In other words, the closer a character's current HP is to her maximum health, the bigger will be the effect.

Vigoras is on it's own special frame, and does not have a base assault value like Pride. It acts as a separate modifier for damage, multiplying with your existing char attack/elemental attack damage formula. Also unlike pride, it does not have an effect for the entirety of the health bar, the effect is reduced to 0 at 50% of max HP.

Base increase:

  • Small (+): 8
  • Medium (++): 12
  • Large (+++): 16
  • Extra Large (+++): 20

Note: Base Increases are not the base % increase for your damage. They are the base number for the above formula to calculate it.

HP at 100% Weapons Skill Level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
S 5.34 5.50 5.67 5.83 6.00 6.17 6.33 6.50 6.67 6.84 7.01 7.18 7.34 7.51 7.68 7.85 8.02 8.19 8.36 8.54
M 8.71 8.88 9.05 9.22 9.39 9.57 9.74 9.91 10.09 10.26 10.43 10.61 10.78 10.95 11.13 11.30 11.48 11.65 11.83 12.00
L 12.18 12.35 12.53 12.70 12.88 13.05 13.23 13.40 13.58 13.76 13.93 14.11 14.29 14.46 14.64 14.82 15.00 15.17 15.35 15.53
XL 15,79 15,87 16,05 16,24 16,42 16,60 16,78 16,96 17,14 17,32 17,49 17,67 17,85 18,03 18,21 18,39 18,57 18,75 18,93 19,11

After Final Break Limit

Weapons Skill Level
21 22 23 24 25 26 27 28 29 30
S 8,71% 8,88% 9,05% 9,22% 9,39% 9,57% 9,74% 9,91% 10,09% 10,26%
M 12,18% 12,35% 12,53% 12,7% 12,88% 13,05% 13,23% 13,4% 13,58% 13,76%
L 15,71% 15,88% 16,06% 16,24% 16,42% 16,6% 16,77% 16,95% 17,13% 17,31%
XL 19,29% 19,47% 19,65% 19,83% 20,01% 20,19% 20,37% 20,55% 20,72% 20,9%

After Ultra Break Limit

Weapons Skill Level
31 32 33 34 35 36 37 38 39 40
S 10,44% 10,61% 10.78% 10.95% 11.12% 11.29% 11.46% 11.63% 11.8% 11.97%
M 13.93% 14.1% 14.28% 14.46% 14.63% 14.80% 14.98% 15.15% 15.33% 15.5%
L 17.49% 17.66% 17.84% 18.02% 18.19% 18.37% 18.55% 18.73% 18.9% 19.08%
XL 21,08% 21,26% 21,44% 21,62% 21,80% 21,98% 22,16% 22,34% 22,52% 22,7%


Note: to avoid confusion, the effect under 50% HP will just remain 0%, it won't turn into negative as the formula would suggest.

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Rebellion[]

Increases ATK based on HP lost. Rebellion improves damage the lower your hp is. Rebellion increases the attack damage of all party members on the ratio of their Current HP to maximum HP. In any case the lower the character's current HP is to the maximum the greater the magnitude the affect will be up until their imminent death.

Rebellion itself is in a separate frame alone from Assault and elemental. Being its own separate modifier for damage. In the same similar way Vigoras is in its own kind of way. Multiplying together with your already existing Assault/Elemental and attack damage formula.

Base Increase

  • Base (+): 12
    Per SL: 0.25
  • Base (++): 14.2
    Per SL: 0.4
  • Base (+++): 18
    Per SL: 0.5
  • Note: Character/Weapon Rebellion has a Effective DMG cap at +150%. Having any values above 150% will result in it being calculated at +150% Rebellion in practice.
    • Note: In regards to Rebellion Buffs/eidolons they do not share the same limit frame as Weapons/character Rebellion and will stack alongside the +150% Cap on Weapon Rebellion.
      Using Wind Osiris's Rebellion for example it is possible to hit a +200% Rebellion DMG Modifier
HP at 0% Weapons Skill Level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20!
S 12.25 12.5 12.75 13 13.25 13.5 13.75 14 14.25 14.5 14.75 15 15.25 15.5 15.75 16 16.25 16.5 16.75 17
M 14.6 15 15.4 15.8 16.2 16.6 17 17.4 17.8 18.2 18.6 19 19.4 19.8 20.2 20.6 21 21.4 21.8 22.2
L 18.5 19 19.5 20 20.5 21 21.5 22 22.5 23 23.5 24 24.5 25 25.5 26 26.5 27 27.5 28


After Final Break Limit:

HP at 0% Weapons Skill Level
21 22 23 24 25 26 27 28 29 30
S 17.25 17.5 17.75 18 18.25 18.5 18.75 19 19.25 19.5
M 22.6 23 23.4 23.8 24.2 24.6 25 25.4 25.8 26.2
L 28.5 29 29.5 30 30.5 31 31.5 32 32.5 33


After Ultra Break Limit:

HP at 0% Weapons Skill Level
31 32 33 34 35 36 37 38 39 40
S 19.75 20 20.25 20.5 20.75 21 21.25 21.50 21.75 22
M 26.6 27 27.4 27.8 28.2 28.6 29 29.4 29.8 30.2
L 33.5 34 34.5 35 35.5 36 36.5 37 37.5 38

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Stinger[]

Chance to deal 20% extra damage with elemental advantage. Each weapon in the grid will have a separate chance to activate. The damage is cumulative. For instance, if a grid has three weapons with stinger and they all trigger, then the extra damage will be 60%.

  • Skill level Raises the Base Crit rate Chance.
    • Base Increase is a bonus to the Crit's Base Crit Chance
  • Damage Bonus from Stinger Stays Static reguardless of size and SL at +20% DMG

increase Per SL:

  • Small (+): 0.5% per SL
  • Medium (++): 1% per SL
  • Large (+++): 1.5% per SL
Weapons Skill Level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
S 0.5% 1% 1.5% 2% 2.5% 3% 3.5% 4% 4.5% 5% 5.5% 6% 6.5% 7% 7.5% 8% 8.5% 9% 9.5% 10%
M 1% 2% 3% 4% 5% 6% 7% 8% 9% 10% 11% 12% 13% 14% 15% 16% 17% 18% 19% 20%
L 1.5% 3% 4.5% 6% 7.5% 9% 10.5% 12% 13.5% 15% 16.5% 18% 19.5% 21% 22.5% 24% 25.5% 27% 28.5% 30%

After Final Break Limit

Weapons Skill Level
21 22 23 24 25 26 27 28 29 30
S 10.5% 11% 11.5% 12% 12.5% 13% 13.5% 14% 14.5% 15%
M 21% 22% 23% 24% 25% 26% 27% 28% 29% 30%
L 31.5% 33% 34.5% 36% 37.5% 39% 40.5% 42% 43.5% 45%

After Ultra Break Limit

Weapons Skill Level
31 32 33 34 35 36 37 38 39 40
S 15.5% 16% 16.5% 17% 17.5% 18% 18.5% 19% 19.5% 20%
M 31% 32% 33% 34% 35% 36% 37% 38% 39% 40%
L 46.5% 48% 49.5% 51% 52.5% 54% 55.5% 57% 58.5% 60%

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Critica[]

Chance to deal 50% extra dmg. Does work even if used off-element.
More weapons dont increase the dmg like it is with Stinger (if they activate at the same time) but more weapons increase the chance for an activation.

Formula for the Chance of Activation:
small: 4.8 + SL x 0.13
medium: 7.4 + SL x 0.19
large: 10 + SL x 0.25


Weapons Skill Level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
S 4.93 5.06 5.19 5.32 5.45 5.58 5.71 5.84 5.97 6.10 6.23 6.36 6.49 6.62 6.75 6.88 7.01 7.14 7.27 7.40
M 7.59 7.78 7.97 8.16 8.35 8.54 8.73 8.92 9.11 9.30 9.49 9.68 9.87 10.06 10.25 10.44 10.63 10.82 11.01 11.20
L 10.25 10.50 10.75 11.00 11.25 11.50 11.75 12.00 12.25 12.50 12.75 13.00 13.25 13.50 13.75 14.00 14.25 14.50 14.75 15.00


After Final Break Limit:

Weapons Skill Level
21 22 23 24 25 26 27 28 29 30
S 7.53 7.66 7.79 7.92 8.05 8.18 8.31 8.44 8.57 8.70
M 11.39 11.58 11.77 11.96 12.15 12.34 12.53 12.72 12.91 13.10
L 15.25 15.50 15.75 16.00 16.25 16.50 16.75 17.00 17.25 17.50


After Final Break Limit 2 (ULB):

Weapons Skill Level
31 32 33 34 35 36 37 38 39 40
S 8.83 8.96 9.09 9.22 9.35 9.48 9.61 9.74 9.87 10.00
M 13.29 13.48 13.67 13.86 14.05 14.24 14.43 14.62 14.81 15.00
L 17.75 18.00 18.25 18.50 18.75 19.00 19.25 19.50 19.75 20.00


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Technica[]

Increases the damage from Normal Attacks and the Normal Attack cap.

  • Normal Attack Cap up is Shown Below
    • Small (+) 5%
    • Medium (++) 7.5%
    • Large (+++) 10%

(Does not Scale with SL)

Values Listed here is Normal Attack DMG↑ (Technica/Rampage Frame)

Weapons Skill Level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
S 2.4% 2.8% 3.2% 3.6% 4% 4.4% 4.8% 5.2% 5.6% 6% 6.4% 6.8% 7.2% 7.6% 8% 8.4% 8.8% 9.2% 9.6% 10%
M 6.4% 6.8% 7.2% 7.6% 8% 8.4% 8.8% 9.2% 9.6% 10% 10.4% 10.8% 11.2% 11.6% 12% 12.4% 12.8% 13.2% 13.6% 14%
L 10.4% 10.8% 11.2% 11.6% 12% 12.4% 12.8% 13.2% 13.6% 14% 14.4% 14.8% 15.2% 15.6% 16% 16.4% 16.8% 17.2% 17.6% 18%

After Final Break Limit

Weapons Skill Level
21 22 23 24 25 26 27 28 29 30
S 10.4% 10.8% 11.2% 11.6% 12% 12.4% 12.8% 13.2% 13.6% 14%
M 14.4% 14.8% 15.2% 15.6% 16% 16.4% 16.8% 17.2% 17.6% 18%
L 18.4% 18.8% 19.2% 19.6% 20% 20.4% 20.8% 21.2% 21.6% 22%

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Technica+[]

Increases the Normal Attack damage dealt by party members by a fixed amount.

This weapon skill only activates when an elemental advantage is present.

The damage increase from this weapon skill is additive with a soft cap of 300 000, where any additional damage from this weapon skill is reduced by 80%.

This damage is fixed damage and is not affected by skill-increasing effect such as the main and sub skills of various Eidolons.

For S, the calculation is as follows:

For L, the calculation increases to:

In the tables below, K is substituted for 1 000 for clarity

Weapons Skill Level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
S 2.5K 5K 7.5K 10K 12.5K 15K 17.5K 20K 22.5K 25K 27.5K 30K 32.5K 35K 37.5K 40K 42.5K 45K 47.5K 50K
L 105K 110K 115K 120K 125K 130K 135K 140K 145K 150K 155K 160K 165K 170K 175K 180K 185K 190K 195K 200K

After Final Break Limit

Weapons Skill Level
21 22 23 24 25 26 27 28 29 30
S 52.5K 55K 57.5K 60K 62.5K 65K 67.5K 70K 72.5K 75K
L 205K 210K 215K 220K 225K 230K 235K 240K 245K 250K

After Ultra Break Limit

Weapons Skill Level
31 32 33 34 35 36 37 38 39 40
S 77.5K 80K 82.5K 85K 87.5K 90K 92.5K 95K 97.5K 100K
L 255K 260K 265K 270K 275K 280K 285K 290K 295K 300K

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Exceed[]

Exceed weapons have two effects: increases the damage dealt by Burst Attacks and its soft cap. By default, Burst Damage has a soft cap of 1.000.000 damage and can increase to 2.000.000 at +100% Burst Cap, After the overcap update (01/08/2021) You can achieve higher Burst caps by overcapping, any value after 100% gets reduced by 90% so 200% burst cap would end up being 110% burst cap. Burst Damage is capped at +500% damage (unconfirmed if you can overcap) multiplier, this also includes characters abilities, like Shingen's Provision Forest, and Soul Passives.


  • This is the Bonus that is added with Buffs and Weapons up to the +500% hardcap
    • Burst DMG↑ is the part that actually raises Damage Dealt from Burst Attacks
Weapons Skill Level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
S 11% 12% 13% 14% 15% 16% 17% 18% 19% 20% 21% 22% 23% 24% 25% 26% 27% 28% 29% 30%
M 26% 27% 28% 29% 30% 31% 32% 33% 34% 35% 36% 37% 38% 39% 40% 41% 42% 43% 44% 45%
L 41% 42% 43% 44% 45% 46% 47% 48% 49% 50% 51% 52% 53% 54% 55% 56% 57% 58% 59% 60%

After Final Break Limit

Weapons Skill Level
21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40
S 31% 32% 33% 34% 35% 36% 37% 38% 39% 40% 41% 42% 43% 44% 45% 46% 47% 48% 49% 50%
M 46% 47% 48% 49% 50% 51% 52% 53% 54% 55% 56% 57% 58% 59% 60% 61% 62% 63% 64% 65%
L 61% 62% 63% 64% 65% 66% 67% 68% 69% 70% 71% 72% 73% 74% 75% 76% 77% 78% 79% 80%


  • This is the Bonus that is added with Buffs and Weapons up to the +100% softcap and will then be reduced to 1/10th (10%) of their original values beyond that.
  • As a Example having +500% Limit↑ will be effectively +140% Burst Limit↑
    • Burst Limit↑ is the part that raises your Effective Cap on your burst Attacks (Not the Actual Damage)
  • Burst Limit↑ softcap +100%
  • Burst Limit↑ softcap limit modifier 1/10th (10%)
  • Burst Limit↑ hardcap (No Limit)
    • Note: The softcap limits will be added live to the game on EN branch by July 31th. Until then the current stated softcaps are the hardcap
Weapons Skill Level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
S 1% 2% 3% 4% 5% 6% 7% 8% 9% 10% 11% 12% 13% 14% 15% 16% 17% 18% 19% 20%
M 11% 12% 13% 14% 15% 16% 17% 18% 19% 20% 21% 22% 23% 24% 25% 26% 27% 28% 29% 30%
L 21% 22% 23% 24% 25% 26% 27% 28% 29% 30% 31% 32% 33% 34% 35% 36% 37% 38% 39% 40%

After Final Break Limit

Weapons Skill Level
21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40
S 21% 22% 23% 24% 25% 26% 27% 28% 29% 30% 31% 32% 33% 34% 35% 36% 37% 38% 39% 40%
M 31% 32% 33% 34% 35% 36% 37% 38% 39% 40% 41% 42% 43% 44% 45% 46% 47% 48% 49% 50%
L 41% 42% 43% 44% 45% 46% 47% 48% 49% 50% 51% 52% 53% 54% 55% 56% 57% 58% 59% 60%

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Exceed+[]

Increases the Burst Damage dealt by party members by a fixed amount.

This weapon skill only activates when an elemental advantage is present.

The damage increase from this weapon skill is additive with a soft cap of 1 500 000, where any additional damage from this weapon skill is reduced by 80%.

This damage is fixed damage and is not affected by skill-increasing effect such as the main and sub skills of various Eidolons.

For S, the calculation is as follows:

For L, the calculation increases to:

In the tables below, K is substituted for 1 000 and M for 1 000 000 for clarity

Weapons Skill Level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
S 110K 120K 130K 140K 150K 160K 170K 180K 190K 200K 210K 220K 230K 240K 250K 260K 270K 280K 290K 300K
L 720K 740K 760K 780K 800K 820K 840K 860K 880K 900K 920K 940K 960K 980K 1.0M 1.02M 1.040M 1.06M 1.08M 1.1M

After Final Break Limit

Weapons Skill Level
21 22 23 24 25 26 27 28 29 30
S 310K 320K 330K 340K 350K 360K 370K 380K 390K 400K
L 1.12M 1.14M 1.16M 1.18M 1.2M 1.22M 1.24M 1.26M 1.28M 1.3M

After Ultra Break Limit

Weapons Skill Level
31 32 33 34 35 36 37 38 39 40
S 410K 420K 430K 440K 450K 460K 470K 480K 490K 500K
L 1.32M 1.34M 1.36M 1.38M 1.4M 1.42M 1.44M 1.46M 1.48M 1.5M

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Connect[]

Connect weapon skills improve the Burst Streak damage that occurs when at least 2 characters Burst in the same turn.
The two effects of Connect increase both Burst Streak damage and its damage cap.

Burst Streak DMG Cap↑ increases the cap of Burst Streak damage, allowing less damage to be reduced by the softcap when its damage cap is hit.
It is fixed regardless of skill level and is dependent on the weapon skill size.

  • Streak DMG up has no maximum hardcap.
    • Streak Scaling formula is 40% 50% and 72.5% for Disadvantage/Neutral/Advantage respectively and scales directly proportionately to your individual Burst DMG (Burst Echo does not buff Streak)
    • Streak DMG is Mutiplitive over top of base Scaling Not Additive with the above DMG Scaling

  • Streak DMG Cap up↑ is hardcapped at a maximum of +100%
    • Streak has two Softcaps First one at 7.5m and 10m
      • 7.5m beyond Streak DMG is reduced to (1/4th)
      • 10m Beyond Streak DMG is reduced to (1/10th)


The value below is per character that bursts:

  • Small (+): 2%
  • Medium (++): 3%
  • Large (+++): 4%

for a maximum of 10%, 15% and 20% respectively when a Full Burst occurs.

Burst Streak DMG↑ increases the damage dealt by Burst Streak. It is unknown the maximum value of this component of 'Connect, as well as the type of cap (hardcap or softcap).

Calculations below are per character, i.e. 2 characters bursting will be x2 the value, a full burst of 5 characters will be x5 the value. Burst Streak does not occur when only 1 character bursts

Small

Medium

Large

Weapon Skill Level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
S 1.22% 1.24% 1.26% 1.28% 1.30% 1.32% 1.34% 1.36% 1.38% 1.40% 1.42% 1.44% 1.46% 1.48% 1.50% 1.52% 1.54% 1.56% 1.58% 1.60%
M 2.22% 2.24% 2.26% 2.28% 2.30% 2.32% 2.34% 2.36% 2.38% 2.40% 2.42% 2.44% 2.46% 2.48% 2.50% 2.52% 2.54% 2.56% 2.58% 2.60%
L 3.22% 3.24% 3.26% 3.28% 3.30% 3.32% 3.34% 3.36% 3.38% 3.40% 3.42% 3.44% 3.46% 3.48% 3.50% 3.52% 3.54% 3.56% 3.58% 3.60%


After Final Break Limit (FLB)

Weapons Skill Level
21 22 23 24 25 26 27 28 29 30
S 1.62% 1.64% 1.66% 1.68% 1.70% 1.72% 1.74% 1.76% 1.78% 1.80%
M 2.62% 2.64% 2.66% 2.68% 2.70% 2.72% 2.74% 2.76% 2.78% 2.80%
L 3.62% 3.64% 3.66% 3.68% 3.70% 3.72% 3.74% 3.76% 3.78% 3.80%


After Ultra Break Limit (ULB)

Weapons Skill Level
31 32 33 34 35 36 37 38 39 40
S 1.82% 1.84% 1.86% 1.88% 1.90% 1.92% 1.94% 1.96% 1.98% 2.00%
M 2.82% 2.84% 2.86% 2.88% 2.90% 2.92% 2.94% 2.96% 2.98% 3.00%
L 3.82% 3.84% 3.86% 3.88% 3.90% 3.92% 3.94% 3.96% 3.98% 4.00%

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Elaborate[]

Increases the damage dealt by abilities as well their caps.

  • Elaborate has two separate Bonuses.
    • Ability DMG↑ is the part of the skill that increases your output Damage
    • Ability Limit↑ has a affect if increasing the maximum limit of ability damage (Not actual damage dealt) softcap of 50% with a hardcap at +150% For weapons only. Any Cap up will be reduced to 1/5th (20%) of their original values for example 60% Limit↑ will become 52% Ability Limit↑
  • Elaborate Ability Limit↑ softcap +50%
  • Elaborate Ability Limit↑ softcap limit modifer 1/5th (20%)
  • Elaborate Ability Limit↑ hardcap +150%
    • Note: The softcap limits will be added live to the game on EN branch by July 31th. Until then the current stated softcaps are the hardcap
  • Hime Buffs/Abilities have a seperate Limit frame of +100% (Hardcap)
    • Together with Elaborate you can in theory have a total of +250% Ability Limit up (150% Elaborate/100% [Buffs/Abilities])

Weapons Skill Level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
S 11% 12% 13% 14% 15% 16% 17% 18% 19% 20% 21% 22% 23% 24% 25% 26% 27% 28% 29% 30%
M 11% 12% 13% 14% 15% 16% 17% 18% 19% 20% 21% 22% 23% 24% 25% 26% 27% 28% 29% 30%
L 11% 12% 13% 14% 15% 16% 17% 18% 19% 20% 21% 22% 23% 24% 25% 26% 27% 28% 29% 30%

After Final Break Limit

Weapons Skill Level
21 22 23 24 25 26 27 28 29 30
S 31% 32% 33% 34% 35% 36% 37% 38% 39% 40%
M 31% 32% 33% 34% 35% 36% 37% 38% 39% 40%
L 31% 32% 33% 34% 35% 36% 37% 38% 39% 40%

Weapons Skill Level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
S 0.5% 1% 1.5% 2% 2.5% 3% 3.5% 4% 4.5% 5% 5.5% 6% 6.5% 7% 7.5% 8% 8.5% 9% 9.5% 10%
M 5.5% 6% 6.5% 7% 7.5% 8% 8.5% 9% 9.5% 10% 10.5% 11% 11.5% 12% 12.5% 13% 13.5% 14% 14.5% 15%
L 10.5% 11% 11.5% 12% 12.5% 13% 13.5% 14% 14.5% 15% 15.5% 16% 16.5% 17% 17.5% 18% 18.5% 19% 19.5% 20%

After Final Break Limit

Weapons Skill Level
21 22 23 24 25 26 27 28 29 30
S 10.5% 11% 11.5% 12% 12.5% 13% 13.5% 14% 14.5% 15%
M 15.5% 16% 16.5% 17% 17.5% 18% 18.5% 19% 19.5% 20%
L 20.5% 21% 21.5% 22% 22.5% 23% 23.5% 24% 24.5% 25%

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Ascension[]

Ascension weapons have two effects: increase minimum healing amount and healing cap. The cap increase stops at +200%.

Increases in minimum healing amount is only effective for characters that do not have enough HP and therefore reach a %HP cap instead of the fixed value. The reverse is only true for Atum, for her heal is %HP based that is limited by a fixed value.

Minimum Heal Amount

Base Increase:

  • Small (+): 1
  • Medium (++): 2
  • Large (+++): 3
Weapons Skill Level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
S 1,1% 1,2% 1,3% 1,4% 1,5% 1,6% 1,7% 1,8% 1,9% 2,0% 2,1% 2,2% 2,3% 2,4% 2,5% 2,6% 2,7% 2,8% 2,9% 3,0%
M 2,1% 2,2% 2,3% 2,4% 2,5% 2,6% 2,7% 2,8% 2,9% 3,0% 3,1% 3,2% 3,3% 3,4% 3,5% 3,6% 3,7% 3,8% 3,9% 4,0%
L 3,1% 3,2% 3,3% 3,4% 3,5% 3,6% 3,7% 3,8% 3,9% 4,0% 4,1% 4,2% 4,3% 4,4% 4,5% 4,6% 4,7% 4,8% 4,9% 5,0%

After Final Break Limit

Weapons Skill Level
21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40
S 3,1% 3,2% 3,3% 3,4% 3,5% 3,6% 3,7% 3,8% 3,9% 4,0% 4.1% 4.2% 4.3% 4.4% 4.5% 4.6% 4.7% 4.8% 4.9% 5.0%
M 4,1% 4,2% 4,3% 4,4% 4,5% 4,6% 4,7% 4,8% 4,9% 5,0% 5.1% 5.2% 5.3% 5.4%. 5.5% 5.6% 5.7% 5.8% 5.9% 6.0%
L 5,1% 5,2% 5,3% 5,4% 5,5% 5,6% 5,7% 5,8% 5,9% 6,0% 6.1% 6.2% 6.3% 6.4% 6.5% 6.6% 6.7% 6.8% 6.9% 7.0%

Healing Cap

Base Increase:

  • Small (+): 4
  • Medium (++): 7
  • Large (+++): 10
Weapons Skill Level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
S 5% 6% 7% 8% 9% 10% 11% 12% 13% 14% 15% 16% 17% 18% 19% 20% 21% 22% 23% 24%
M 8% 9% 10% 11% 12% 13% 14% 15% 16% 17% 18% 19% 20% 21% 22% 23% 24% 25% 26% 27%
L 11% 12% 13% 14% 15% 16% 17% 18% 19% 20% 21% 22% 23% 24% 25% 26% 27% 28% 29% 30%

After Final Break Limit

Weapons Skill Level
21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40
S 25% 26% 27% 28% 29% 30% 31% 32% 33% 34% 35% 36% 37% 38% 39% 40% 41% 42% 43% 44%
M 28% 29% 30% 31% 32% 33% 34% 35% 36% 37% 38% 39% 40% 41% 42% 43% 44% 45% 46% 47%
L 31% 32% 33% 34% 35% 36% 37% 38% 39% 40% 41% 42% 43% 44% 45% 46% 47% 48% 49% 50%

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Defender[]

Increases HP of party members.

For S-L, the calculation is as follows:

For XL, the calculation increases to:

For MAX, the calculation increases further to:

The base increase and growth depends on number of listed pluses:

Weapons Skill Level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
S 0,5% 1% 1,5% 2% 2,5% 3% 3,5% 4% 4,5% 5% 5,5% 6% 6,5% 7% 7,5% 8% 8,5% 9% 9,5% 10%
M 3,5% 4% 4,5% 5% 5,5% 6% 6,5% 7% 7,5% 8% 8,5% 9% 9,5% 10% 10,5% 11% 11,5% 12% 12,5% 13%
L 6,5% 7% 7,5% 8% 8,5% 9% 9,5% 10% 10,5% 11% 11,5% 12% 12,5% 13% 13,5% 14% 14,5% 15% 15,5% 16%
XL 9,7% 10,4% 11,1% 11,8% 12,5% 13,2% 13,9% 14,6% 15,3% 16% 16,7% 17,4% 18,1% 18,8% 19,5% 20,2% 20,9% 21,6% 22,3% 23%
MAX 11% 12% 13% 14% 15% 16% 17% 18% 19% 20% 21% 22% 23% 24% 25% 26% 27% 28% 29% 30%

After Final Break Limit

Weapons Skill Level
21 22 23 24 25 26 27 28 29 30
S 10,5% 11% 11,5% 12% 12,5% 13% 13,5% 14% 14,5% 15%
M 13,5% 14% 14,5% 15% 15,5% 16% 16,5% 17% 17,5% 18%
L 16,5% 17% 17,5% 18% 18,5% 19% 19,5% 20% 20,5% 21%
XL 23,7% 24,4% 25,1% 25,8% 26,5% 27,2% 27,9% 28,6% 29,3% 30%
MAX 31% 32% 33% 34% 35% 36% 37% 38% 39% 40%

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Barrage[]

Increases Triple Attack Rate.

  • Note once the Total values Exceed +15% Triple Attack rate any excess value will be reduced to half (50% or [1/2th])
  • Making for example 25% (Excess 10% DA reduced to Effective +5% TA)

Base increase:

  • Small (+): 1% + (SL x 0.05)
  • Medium (++): 1% + (SL x 0.1)
  • Large (+++): 1% + (SL x 0.15)
  • Extra Large (++++): 1% + (SL x 0.1625)
Weapons Skill Level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
S 1.05% 1.1% 1.15% 1.2% 1.25% 1.3% 1.35% 1.4% 1.45% 1.5% 1.55% 1.6% 1.65% 1.7% 1.75% 1.8% 1.85% 1.9% 1.95% 2%
M 1.1% 1.2% 1.3% 1.4% 1.5% 1.6% 1.7% 1.8% 1.9% 2% 2.1% 2.2% 2.3% 2.4% 2.5% 2.6% 2.7% 2.8% 2.9% 3%
L 1.15% 1.3% 1.45% 1.6% 1.75% 1.9% 2.05% 2.2% 2.35% 2.5% 2.65% 2.8% 2.95% 3.1% 3.25% 3.4% 3.55% 3.7% 3.85% 4%
XL 1.1625% 1.8125% 2.625% 3.4375% 4.25%

After Final Break Limit

Weapons Skill Level (FLB) Weapon Skill Level (ULB)
21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40
S 2.05% 2.1% 2.15% 2.2% 2.25% 2.3% 2.35% 2.4% 2.45% 2.5% 2.55% 2.6% 2.65% 2.7% 2.75% 2.8% 2.85% 2.9% 2.95% 3%
M 3.1% 3.5% 4% 4.5% 5%
L 4.15% 4.75% 5.5% 6.25% 7%
XL 5.0625% 5.875% 6.6875% 7.5%

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Rush[]

Increases Double Attack Rate.

  • Note once the Total values Exceed +25% Double Attack rate any excess value will be reduced to half (50% or [1/2th])
  • Making for example 35% (Excess 10% DA reduced to Effective +5% DA)

Base increase:

  • Small (+): 2% + (SL x 0.1)
  • Medium (++): 2.5% + (SL x 0.15)
  • Large (+++): 3% + (SL x 0.2)
Weapons Skill Level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
S 2.1% 2.2% 2.3% 2.4% 2.5% 2.6% 2.7% 2.8% 2.9% 3% 3.1% 3.2% 3.3% 3.4% 3.5% 3.6% 3.7% 3.8% 3.9% 4%
M 2.65% 2.8% 2.95% 3.1% 3.25% 3.4% 3.55% 3.7% 3.85% 4% 4.15% 4.3% 4.45% 5.6% 4.75% 4.9% 5.05% 5.2% 5.35% 5.5%
L 3.2% 3.4% 3.6% 3.8% 4% 4.2% 4.4% 4.6% 4.8% 5% 5.2% 5.4% 5.6% 5.8% 6% 6.2% 6.4% 6.6% 6.8% 7%

After Final Break Limit

Weapons Skill Level (FLB) Weapon Skill Level (ULB)
21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40
S 4.1% 4.2% 4.4% 4.5% 4.5% 4.6% 4.7% 4.8% 4.9% 5% 5.1% 5.2% 5.3% 5.4% 5.5% 5.6% 5.7% 5.8% 5.9% 6%
M 5.65% 5.8% 5.95% 6.1% 6.25% 6.4% 6.55% 6.7% 6.85% 7% 7.15% 7.3% 7.45% 7.6% 7.75% 7.9% 8.05% 8.2% 8.35% 8.5%
L 7.2% 7.4% 7.6% 7.8% 8% 8.2% 8.4% 8.6% 8.8% 9% 9.2% 9.4% 9.6% 9.8% 10% 10.2% 10.4% 10.6% 10.8% 11%

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Soul Weapons[]

Soul Weapons needs to be equipped on the main slot and have their respective Soul set in order for their skills to be active.

Custom[]

Increases HP of party members. It has higher base and growth than Defender weapons.

Weapons Skill Level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
11% 12% 13% 14% 15% 16% 17% 18% 19% 20% 21% 22% 23% 24% 25% 26% 27% 28% 29% 30%

After Final Break Limit For T4 Soul Weapons

Weapons Skill Level
21 22 23 24 25 26 27 28 29 30
31% 32% 33% 34% 35% 36% 37% 38% 39% 40%

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Vigor[]

Increases Elemental ATK of party members.

Weapons Skill Level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
11% 12% 13% 14% 15% 16% 17% 18% 19% 20% 21% 22% 23% 24% 25% 26% 27% 28% 29% 30%

After Final Break Limit For T4 Soul Weapons

Weapons Skill Level
21 22 23 24 25 26 27 28 29 30
31% 32% 33% 34% 35% 36% 37% 38% 39% 40%

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Phantom Weapons[]

Effect activates when there are at least 6 weapons of the same type are equipped, including itself.

  • Sword: Avalanche (L) [Barrage (L) + Rush (L)]
  • Glaive: Tri-Edge (L) [Assault + Barrage]
  • Spear: Strength (L) [Assault (L) + Defender(L)]
  • Axe: Tactics (L) [Exceed (L) + Elaborate (L)]
  • Staff: Grace (L) [Defender (L) + Ascension (L)]
  • Hammer: Carnage [Atk (Oversized)]
  • Gun: Protect [HP (Oversized)]
  • Bow: Slug (L) [Assault (L) + Stinger (L)]
  • Arcane: Rampart (L) [Defender (L) + Vigoras (L)]


Enhance[]

Increases HP and ATK values of equipped weapons of the same weapon type by +45% HP and +30% ATK. For instance, Phantom Blight Calamity Mallet increases the stats of any equipped hammer, including itself.


Carnage[]

Increases ATK of party members. Similar to Assault but with higher base and growth.

Weapons Skill Level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
11% 12% 13% 14% 15% 16% 17% 18% 19% 20% 21% 22% 23% 24% 25% 26% 27% 28% 29% 30%

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Protect[]

Increases HP of party members. Similar to Defender but with higher base and growth.

Weapons Skill Level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
11% 12% 13% 14% 15% 16% 17% 18% 19% 20% 21% 22% 23% 24% 25% 26% 27% 28% 29% 30%

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