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  3. How Much Does This Do? A Guide to the Mechanics of Fate/Grand Order

User Info: MrSmokestack

MrSmokestack
7 months ago#1
Table of Contents
Introduction [001]
-Credits [002]

Damage [010]
-The Formula [011]
-Modifiers [012]
-But What About Defense Ignore? [013]

NP Generation [020]
-The Formula [021]
-Normal NP Gain Ranges [022]
-The Musashi Bug [023]
-Example Calculation [024]
-Alternatives to NP Generation [025]

Star Generation [030]
-The Formula [031]
-Alternatives to Star Generation [032]

Star Absorption [040]
-The Formula [041]
-Example Star Absorption Calculations [042]

Conclusion [050]
-Google Docs Version [051]
-Further Reading [052]
-Contact Information [053]
-Legal Information [054]

Introduction
[001]
Everyone has to start from somewhere.

After two years of playing FGO, one of the things that bothered me most was the lack of consolidated information on the game’s mechanics. Like most people, my earliest experiences (like, Week 1 NA) consisted of throwing a bunch of class advantaged units at something to see what would happen. Sometimes I used Mash. Not a whole lot of thoughtful decision-making to be made there.

As I started to get more and more invested into the game, naturally I wanted to learn more. That process took a long time. I’d even refer to it in the present tense, because no one ever stops learning. For me, this guide serves two purposes. One, it is a checkpoint in that process. And two, it’s a way to share that information so others can understand it more easily.

Below is a series of lengthy, technical posts about the mechanics of Fate/Grand Order. Use the outline above and Ctrl + F on your browser to make navigation as easy as possible.

Credits
[002]
I would like to credit the following users for contributing feedback and revisions on this guide:
- @KanzarisKelshen
- @Zilong17
- @DemiseEnd
- @agtady
DID YOU KNOW THAT NINETY-SEVEN PERCENT OF ALL LIVING THINGS ON PANDORA AREN'T EXPLODING RIGHT NOW? THAT'S BULLS***, BUY TORGUE! -Mr. Torgue
(edited 7 months ago)

User Info: MrSmokestack

MrSmokestack
7 months ago#2
Damage
[010]
Variables related to Damage:
-Class Advantage (Increased or reduced damage based on enemy class)
-Class Modifier (Bonus damage or penalty based on own class)
-Attribute Modifier (Earth, Sky, Man, Star, Beast)
-Command Cards
-Damage-Increasing Buffs (Card buff, Atk Up / Defense Down, Special Atk, and so on)
-Flat Damage
-Super-Effective Modifier (Deals extra damage to...)

The Formula
[011]
cardDamage = (busterStarter + cardModifier) (atk / 4) (1 + atkBuff) (1 + cardMod) (1 + powerMod + NPBuff / critBuff)

busterStarter is 0.5 if true, 0 if false
-Note that NP cards are not affected by the busterStarter bonus (nor are they affected by the first card bonus of the other two types, for that matter)

cardModifier: A servant's cards do damage based on their type and position in the chain. This does not include NP cards.
if card is Quick: 80% / 96% / 112%
if card is Arts: 100% / 120% / 140%
if card is Buster: 150% / 180% / 210%
if card is Extra: 200%
-To determine the damage scaling on your servant's NP, check their NP level and use the wiki to determine which scaling should be used. Not all servant NPs scale equally; they can differ based on interlude and type. If the NP is Buster, multiply the shown scaling by 1.5. If the NP is Quick, multiply it instead by 0.8.
-If all the cards in the chain match in type, the scaling on the Extra card is instead 350%.
-In addition, busterStarter bonus is 50% multiplicative (1.5x) instead of 50% additive (+0.5) on the Extra card. This means that it will have 525% scaling in a Buster Brave Chain. And no, I don't know why it works this way either.
-Something interesting about the slot 1 Buster is that it never actually has 150% scaling. Since card starter effects work on slot 1, a buster card in that slot will have 200% scaling instead of 150%.
DID YOU KNOW THAT NINETY-SEVEN PERCENT OF ALL LIVING THINGS ON PANDORA AREN'T EXPLODING RIGHT NOW? THAT'S BULLS***, BUY TORGUE! -Mr. Torgue
(edited 7 months ago)

User Info: MrSmokestack

MrSmokestack
7 months ago#3
Atk / 4: Self-explanatory. Note that the Atk stat is after CEs, grails, and fous, if any.
-Technically, the formula multiplies your Atk by 0.23. Using ¼ is the simplified form.

atkBuff: Total Atk buffs on the servant. Defense Up and Defense Down act as Atk Down and Atk Up in the formula respectively. Note that Def Down debuffs on an enemy will never add more than 100% to this value.

cardMod: Total Card-type buffs on the servant. Corresponds to the card the servant is using.

powerMod: This includes any effect that states "increase own Attack against [Trait]. Note that this is NOT the same as "deals extra damage against [Trait]". One is powermod while the other is what is known as a Super Effective (SE) Modifier. An example of the former is Jack's NP; the latter would be Archer Gilgamesh's NP.

NPBuff: Total NP Strength buffs on the servant.

critBuff: Total Critical Strength buffs on the servant.

For obvious reasons, only one of NPBuff or critBuff can apply at a time.

It's also worth noting that busterStarter is not boosted by cardMod in the formula; if you wanted to be precise you would use the formula
(cardModifier) * [(atk / 4) (1 + atkBuff) (1 + cardMod) (1 + powerMod + NPBuff / critBuff)] + (busterStarter) * [(atk / 4) (1 + atkBuff) (1 + powerMod + NPBuff / critBuff)]

Translation: cardModifier * everything + busterStarter * everything except cardMod instead of the one above.
DID YOU KNOW THAT NINETY-SEVEN PERCENT OF ALL LIVING THINGS ON PANDORA AREN'T EXPLODING RIGHT NOW? THAT'S BULLS***, BUY TORGUE! -Mr. Torgue
(edited 7 months ago)

User Info: MrSmokestack

MrSmokestack
7 months ago#4
Modifiers
[012]
Once you have the output for cardDamage, you must take modifiers into account. These include Class Modifier, Class Advantage, Attribute Modifier, Super Effective (SE) Modifier, and Damage Variation.
Class Modifier: Servants get a damage bonus or penalty based on their own class.
a. Archer- 0.95x
b. Lancer- 1.05x
c. Caster, Assassin- 0.9x
d. Berserker, Ruler, Avenger- 1.1x
e. All Other Classes- 1.0x

Class Advantage: Servants get a damage bonus or penalty based on the class of the enemy they are attacking.
a. Class Advantage (everyone except Berserker and Alter Ego)- 2.0x
b. Class Advantage (Berserker and Alter Ego)- 1.5x
c. Class Disadvantage- 0.5x
d. No Advantage- 1.0x

Attribute Modifier: Hidden modifier that has a similar effect to class advantage, though much less pronounced.
a. Attribute Advantage- 1.1x
b. Attribute Disadvantage- 0.9x
c. No Advantage- 1.0x

For reference, the five attributes are Earth, Sky, Man, Star, and Beast. Earth > Man > Sky > Earth. Star and Beast are neutral to the other three, and advantaged against each other.

Super Effective (SE) Modifier: If the servant's NP has an effect such as "Deals extra damage against [Trait]", use the modifier that matches their overcharge level. Note that this is NOT the same as "Increase own Atk against [Trait]".

Damage Variation: Random number generated by the game that causes a servant's card to do anywhere between 90% and 110% of the usual damage.

After all that's been done, you can add flat damage from sources such as Divinity and Buster Chain. This should give you the total damage the servant deals on that card.
DID YOU KNOW THAT NINETY-SEVEN PERCENT OF ALL LIVING THINGS ON PANDORA AREN'T EXPLODING RIGHT NOW? THAT'S BULLS***, BUY TORGUE! -Mr. Torgue
(edited 7 months ago)

User Info: MrSmokestack

MrSmokestack
7 months ago#5
But What About Defense Ignore?
[013]
There is a lot of confusion about how this ability works. I will explain how it actually works in the simplest terms possible:

It ignores defense buffs.


Yep. That’s it. That’s all Defense Ignore does. There’s no fancy “it only ignores 100% of buffs” or whatever it is any other person or site might tell you. If your servant has the ability to ignore defense buffs on something, the game skips checking defense buffs on the enemy when calculating damage. Your target can have 1000% defense up and the attack will hit as if they had 0.

...But! Not all defense buffs are the same. Defense Ignore only ignores the basic, orange shield defense buffs you see. It does not ignore any of the following:
-Damage Cut
-Special Defense Up
-Card Resist Up

Damage Cut is a flat damage reduction factored in after all other calculations have been done. Defense Ignore occurs before this, so it is not ignored.

Special Defense Up is in a unique buff bracket. Regular defense buffs are additive with regular attack buffs. Defense Ignore only affects that buff bracket in the entire damage calculation, and does not interact with Special Defense Up in any way. Special Defense Up is usually indicated with an orange globe icon. The same applies to Card Resist Up, which is additive with card buffs.
DID YOU KNOW THAT NINETY-SEVEN PERCENT OF ALL LIVING THINGS ON PANDORA AREN'T EXPLODING RIGHT NOW? THAT'S BULLS***, BUY TORGUE! -Mr. Torgue
(edited 7 months ago)

User Info: MrSmokestack

MrSmokestack
7 months ago#6
NP Generation
[020]
Variables related to NP Generation:
-Class of the enemy you are hitting
-NP gain-related buffs (Arts Up, Quick Up, NP Gain Up)
-Command Cards

The Formula
[021]
NPPerHit = baseGain(artsStarter + cardNPValue) * (1 + cardMod) * (specificEnemyModifier) * (1 + npGainBuff) * (critical) * (overkill)

baseGain: The servant’s base NP gain.

artsStarter is 1 if true, 0 if false

cardNPValue:
if card is Quick: 100% / 150% / 200%
if card is Arts: 300% / 450% / 600%
if card is Buster: 0% / 0% / 0%
if card is Extra: 100% / 100% / 100%

specificEnemyModifier: certain classes give a small bonus or penalty to NP generation; see below.
Saber, Archer, Lancer, Ruler: No bonus (1), 1.2x if special enemy.
Rider: 1.1x
Caster: 1.2x
Assassin: 0.9x
Berserker: 0.8x, 0.96x if special enemy.
Special Enemies include:
-Soldier
-Pirate
-Any enemy with [Undead] trait

critical is 2 if true, 1 if false

overkill is 1.5 if true, 1 if false

NPPerHit: Amount of NP gained with one hit of a card. Multiply it by the number of hits the servant has on that card to get the total NP gain from that card.
DID YOU KNOW THAT NINETY-SEVEN PERCENT OF ALL LIVING THINGS ON PANDORA AREN'T EXPLODING RIGHT NOW? THAT'S BULLS***, BUY TORGUE! -Mr. Torgue
(edited 7 months ago)

User Info: MrSmokestack

MrSmokestack
7 months ago#7
Normal NP Gain Ranges
[022]
-QAAAB servants almost always have 1.6% NP gain on Arts cards before passives.
-QQAAB servants are 1.6-1.7%.
-QAABB servants are 1.7-1.8%.
-Anything with one Arts card is 2%-3%.

The Musashi Bug
[023]
If the first card in a chain brings an enemy down to half of their current health, all other cards in the same chain will receive overkill bonus.
Miyamoto Musashi (Saber) is the most notorious user of the bug when her Fifth Form is active, but it affects all servants.
This stacks with the usual overkill bonus, netting you some silly numbers in the right situations.

Example NP Gain Calculation
[024]
First Hassan’s base NP gain is 1% with a hitcount spread of 5/3/1/6 on QABBB deck.
5% Quick
3% Arts
1% Buster
6% Extra

BQA chain with no buffs, crits or overkill. baseCardGain represents the servant’s base gain with their hitcounts factored in.

baseCardGain(artsStarter + cardNPValue) * (1 + cardMod) * (1 + NPGainBuff)
1(0 + 0) * (1 + 0) * (1 + 0) = 0%

5(0 + 1.5) * (1 + 0) * (1 + 0) = 7.5%

3(0 + 6) * (1 + 0) * (1 + 0) = 18%

6(0 + 1) * (1 + 0) * (1 + 0) = 6%

0 + 7.5 + 18 + 6 = 31.5% total NP gained

Alternatives to NP Generation
[025]
-Passive NP Gain
-NP-Charging Skills
-Defensive NP Gain

Active NP generation is used when setting up a servant to NP loop, usually for refund farming. Slower teams or servants with bad NP gain rely on NP batteries or passive generation to stabilize gains.

Defensive NP generation can be very potent, but is usually the least consistent method. It's best taken advantage of in AOE fights with high hitcounts and (preferably) low card damage.
DID YOU KNOW THAT NINETY-SEVEN PERCENT OF ALL LIVING THINGS ON PANDORA AREN'T EXPLODING RIGHT NOW? THAT'S BULLS***, BUY TORGUE! -Mr. Torgue
(edited 7 months ago)

User Info: MrSmokestack

MrSmokestack
7 months ago#8
Star Generation
[030]
Variables related to Star Generation:
-Star generation related buffs (C. Star Drop Rate, Quick Up, Buster Up)
-Command Cards

The Formula
[031]
dropChancePerHit = (baseStarRate + firstCardBonus + (cardStarValue * (1 + cardMod)) + serverRate + starDropMod - enemyStarDropMod + criticalModifier) * overkillModifier + overkillAdd

Leave serverRate and enemyStarDropMod at 0.

Leave overkillModifier at 1.

Leave cardMod at 0 unless Quick or Buster Up applies.

baseStarRate: Servant's default star generation before passive skills. Mostly dictated by class.

starDropMod: C. Star Drop Rate. Passive skills like Presence Concealment and active skills like Clairvoyance apply here.

cardStarValue:
if card is Quick, 80% / 130% / 180%
if card is Arts, 0% / 0% / 0%
if card is Buster, 10% / 15% / 20%
if card is Extra, 100% / 100% / 100%

overkillAdd: Overkill is 30% to stargen, additive.

criticalModifier: Critical is 20% to stargen, additive.

firstCardBonus: Leading a card chain with a Quick card increases the star generation of all cards in the chain by 20%, additively. It is 0 otherwise.

serverRate: Certain classes give a small bonus or penalty to star generation; see below.
Saber, Caster, Berserker, Ruler- No bonus (0%).
Archer: +5%
Rider: +10%
Lancer: -5%
Assassin, Avenger: -10%

Note that dropChancePerHit caps at 300% (3 stars generated in one hit) regardless of how many stargen-related buffs you have.
In addition, critical and overkill bonuses are applied per hit. This means that in practice, the actual amount of NP gained or stars generated may not match exactly with what you calculate on paper.

Alternatives to Active Star Generation
[032]
-Passive
-Burst

Slower teams rely on passive star generation for consistent criticals. More aggressive ones use burst generation (namely Instinct) in tandem with active generation.
DID YOU KNOW THAT NINETY-SEVEN PERCENT OF ALL LIVING THINGS ON PANDORA AREN'T EXPLODING RIGHT NOW? THAT'S BULLS***, BUY TORGUE! -Mr. Torgue
(edited 7 months ago)

User Info: MrSmokestack

MrSmokestack
7 months ago#9
Star Absorption
[040]
Star Absorption determines how critical stars are distributed to your servants each turn. Ingame it is referred to as "C. Star Gather Rate".

The base star absorption of each class is:

Berserker- 10
Avenger- 30
Mooncancer / Caster- 50
Lancer- 90
Saber / Assassin / Shielder / Ruler / Alter Ego- 100
Archer / Foreigner- 150
Rider- 200

Like star generation, star weight is mostly static and varies only slightly between servants of the same class.
Archers, Riders, and Foreigners tend to take the most stars in a given hand, while Berserkers take the fewest. However, there are two factors that complicate this conclusion: adjustments to star weight and the number of critical stars in a given hand.

Star absorption is less prevalent as the number of critical stars in the hand increases. When there are 50 or more of them, star absorption does not matter at all because all five cards in the hand will have a 100% critical rate. Ideally, the damage dealer will have a high star weight relative to their supports or high star generation to ensure criticals are consistent.

The Formula
[041]
All adjustments to star weight are additive, not multiplicative. In other words, if a servant is affected by multiple star absorption buffs, take the sum (or difference) of all of them. After that, use the formula
newWeight = baseWeight + (baseWeight * multiplier)

In addition, the game randomly adds star weight to three cards in the hand, with a spread of 20 / 20 / 50.
DID YOU KNOW THAT NINETY-SEVEN PERCENT OF ALL LIVING THINGS ON PANDORA AREN'T EXPLODING RIGHT NOW? THAT'S BULLS***, BUY TORGUE! -Mr. Torgue
(edited 7 months ago)

User Info: MrSmokestack

MrSmokestack
7 months ago#10
Example Star Absorption Calculations
[042]
a. For example, Lancelot (Saber) uses Eternal Arms Mastery A+ Lv 10. This increases his star absorption by 6000%.
newWeight = baseWeight + (baseWeight * multiplier)
newWeight = 100 + (100 * 60)
newWeight = 100 + 6000
newWeight = 6100

b. Lancelot (Berserker) uses Eternal Arms Mastery A+ Lv 10. This increases his star absorption by 6000%.
newWeight = baseWeight + (baseWeight * multiplier)
newWeight = 10 + (10 * 60)
newWeight = 10 + 600
newWeight = 610

c. Mysterious Heroine XX (Foreigner) uses Detective's Intuition E Lv 10. This reduces her star absorption by 100%.
newWeight = baseWeight + (baseWeight * multiplier)
newWeight = 147 + (147 * -1)
newWeight = 147 + (-147)
newWeight = 0

d. Yan Qing (Assassin) uses Skillful Star A+ Lv 10, then uses Zhong Guo Quan Fa EX. This first reduces his star absorption by 100%, then increases it by 600%.
newWeight = baseWeight + (baseWeight * multiplier)
newWeight = 100 + (100 * (-1 + 6))
newWeight = 100 + (100 * 5)
newWeight = 100 + 500
newWeight = 600
DID YOU KNOW THAT NINETY-SEVEN PERCENT OF ALL LIVING THINGS ON PANDORA AREN'T EXPLODING RIGHT NOW? THAT'S BULLS***, BUY TORGUE! -Mr. Torgue
(edited 7 months ago)
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