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Break Mechanics is created based on the information and stats generated by icewindhunter

  1. Effects of Boost, En-element, BDD, Piercing Break, and Exploit Weakness on the red gauge break damage with auto-attack
  2. Effect of Weaken on the red gauge break damage with auto-attack
  3. The Science of Breaking - #3 - Effects of Boost, En-element, BDD, and Weaken on the yellow gauge break damage

Summary[]

Against Yellow Gauge[]

Abilities

  • Elemental bonus % does not apply to Abilities' yellow gauge damage
    • IE Mage +200% water damage does not affect yellow gauge
  • Bonus magic % does apply to yellow gauge damage if using compatible class
  • Enemy elemental resistance (IE Drives) severely reduces Ability yellow gauge damage

Attacks

  • Generally, yellow gauge break damage is merely one-fifth of red gauge break damage, except when En-element is on.
  • When En-element is on, yellow gauge break damage is only half of red gauge break damage.
  • Boost is 100% increase to yellow gauge break damage. It essentially doubles your break damage, so is best combined with other buff/debuffs.
  • BDD is 50% increase to yellow gauge break damage.
  • En-element is 225% increase to yellow gauge break damage, and further increases to 350% with Weaken.
  • Without En-element, Weaken is useless.
  • Critical hits with auto-attack do not increase yellow gauge break damage.
  Formula : Break Damage(Yellow) = 1/5 x [Base Break Power × (Boost=2) × (BDD=1.5) × (En-element + Weaken=5/2=2.5)]  

The '1/5' is in the formula because the yellow gauge break damage is only a fifth of the red gauge break damage.

The '5/2' multiplied with En-element/Weaken is in the formula because the yellow gauge break damage must be restored to the full amount of red gauge break damage (multiply by 5) before halving it (divide by 2), as dictated by the difference between the yellow and red gauges in the presence of En-element.

Excel Table

Against Red Gauge[]

  • Boost is 100% increase to red gauge break damage.
  • BDD is 50% increase to red gauge break damage.
  • En-element is 30% increase to red gauge break damage, but increases to 80% with Weaken. Exploit Weakness stacks additively on En-element as well.
  • Without En-element, both Weaken and Exploit Weakness are useless.
  • Critical hits with auto-attack do not increase red gauge break damage.
  Formula :  Break Damage(Red) = Base Break Power × Boost(2) × BDD(1.5) × Piercing Break(n=1.25-2.00) x [1 + En-element(0.3) + Weaken(0.5) + Exploit Weakness(n=0.5-0.7)]

Exploit Weakness and Piercing Break Min/Max value ranges taken from weapons. Can be higher or lower with card auto abilities.

Excel Table

Exploit Weakness vs Piercing Break[]

  • Exploit Weakness (70%) is 1.39x as effective as Piercing Break at damaging Yellow gauge.
  • Exploit Weakness is powerful against health gauge.
  • Piercing Break is the better auto-ability to invest in compared to Exploit Weakness, purely from the standpoint of damaging the Red gauge.
    • Red Gauge With Weaken, Exploit Weakness (70%) is 69.4% as effective as Piercing Break (100%)
    • Red Gauge Without Weaken, Exploit Weakness (70%) is 77% as effective as Piercing Break (100%)

Maximum Red gauge Break multiplier = (all buffs, with Weaken) + Piercing Break (100%) = Base Break damage x 10.8

  • Piercing Break is more reliant on Weaken debuff than Exploit Weakness.
    • If using Piercing Break (100%) and Weaken is removed, break damage decreases by 28%
    • If using Exploit Weakness (70%) and Weaken is removed, break damage decreases by 20%
      • Weaken is optional deck space cost
      • May be immune, resisted, dispelled
      • May/may not have useful secondary effect (Example: Legendary Treeface)
      • May/may not fit your class/color wheel (Example: The Friend)
  • Exploit Weakness is entirely reliant on En-Element
    • En-Element is mandatory. Cannot be removed from deck if you want to break
      • Multiple cards required for facing different elements (Example: Not Aerith)
      • Class non-specific and life orb costed (Example: Iceforce)
      • Strong elemental resistance of element you are targeting (Example: Cetus/Enpain 25% Light resistance)


Calculations: Exploit Weakness vs Piercing Break[]

Maximizing Break(All Buff + Debuff):

  • Red Bar: Piercing Break (100%) always increases Break by factor of 2.0x.
  • Red Bar (En Element + Weaken): Exploit Weakness (70%) increases Break by factor of 1.39x.
  • Red Bar (En Element w/o Weaken): Exploit Weakness (70%) increases break by factor of 1.54x.

Quick Break[]

Quick Break is currently capped at 40%.

Multipliers[]

Name Against Yellow Gauge Against Red Gauge
Increase as % Increase as multiplier Increase as % Increase as multiplier
Boost (effect)Boost 100% 2 100% 2
En-element 225% 3.25 30% 1.3
BDD 50% 1.5 50% 1.5
Weaken (alone) 0% 1 0% 1
En-element + Weaken 350% 4.5 80% 1.8
  1. En-element includes Pupu Cards & imbue elements Cards .

The above factors are calculated multiplicative. For example, Boost and En-element gives 2×3.25 = 6.5 multiplier.

Break related Abilities[]

Name Effect Value (on Weapon)
Piercing Break Increases damage to the red break gauge

(5* Xezat: FFV (Card) offers 30%)

25-100
Quick Break Automatically breaks with one attack if the break gauge is under a certain % 20
Flash Break Increases damage done to the yellow gauge if the break gauge is still full 100
Exploit Weakness Increase damage done to target's weakness 50-70

Break Weapons[]

Class Name Advantages
Ultimate based breaking Hermit Cane/Guillotine/Rising Sun

(Mage/Warrior/Ranger 2nd)

Elemental Third Strike +4

Ultimate Charger +3

Piercing Break (+25 to 100)

Tab breaking Abraxas/Dragoon Spear/Butterfly Edge

(Scholar/Dragoon/Dancer 1st)

Piercing Break (+50 to 100)

Quick Break +20

Utility and damage Rozenkreuz/Apocalypse/Sargatanas

(Occultist/Berserker/Rogue 2nd)

Ultimate Charger +3

Prismatic Draw +15

Painful Break

Exploit Weakness Ozryel (Assassin 2nd - VERY fast to mod)

Chaos Blade (Judge Magister) Stargrasp (Monk Multiplayer)

Ultimate Charger +3

Enhanced Heal Drive

Exploit Weakness

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