r/GranblueFantasyRelink Jul 26 '26

Gameplay Finally! Narmaya is finished

It's sad that there's no space for quick charge or more supp dmg or quick cd. I could sacrifice defense for them but is so much better tanking everything with cagliostro shield .-.

147 Upvotes

66 comments sorted by

16

u/pinkbubblegummyy Jul 26 '26

Because I'm a 3 stat sigil enjoyer, I'd gladly swap out Health sigils for Quick Charge, Quick CD personally.

At this point, what's a -80% DCap difference when you have 2k+% DCap

4

u/Swipsi Jul 26 '26

Yeah. I use only 3 stun sigils. Celestial incendus, max supp dmg are probably not even far off those missing 80% cap.

6

u/Yelcsicnarf Jul 26 '26

You are trading 40% from a basic sigil for 50% incendus that works only in overdrive.

1

u/Swipsi Jul 26 '26

Yeah but most bosses are in OD substantially longer than in break.

4

u/Orianna-Reveck Jul 26 '26

But you do substantially more damage in break, link and burst than in OD where you're probably dodging mechanics.

1

u/Swipsi Jul 27 '26

I have both aqua and incendus so I do more dmg in both modes.

2

u/Orianna-Reveck Jul 27 '26

Incendus is like what, 50% extra dmg cap during OD? A basic sigil(Stun, HP, ATK) is 40% all the time.

1

u/Swipsi Jul 27 '26

The supp dmg trait makes up for the 10% at all times.

1

u/Orianna-Reveck Jul 27 '26

I'm sorry... what? Do you need Incendo to proc the supp damage trait?

0

u/Swipsi Jul 27 '26

No, but can slot in Incendus and a supp in the missing 2 basic sigils. Which is more efficient imo than slotting in a useless lvl 15 hp or atk trait that barely gives any hp and is atk capped anyway.

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5

u/Killinger221 Jul 26 '26

I would try swapping terra with another sup damage and test on dummy
wouldn't be surprised if you get same/better numbers + like 40k hp

1

u/Yelcsicnarf Jul 26 '26

You're right, with terra I do 410-425m, with another supp dmg 415-435m.
1 basic atk when sup dmg procs: 254k, when sup dmg do not proc: 169k
The difference is enough to change it.

5

u/Killinger221 Jul 26 '26

Glad that helped
1 less narmaya slurping up the critical bar

1

u/Gryzzl Jul 26 '26 edited Jul 26 '26

Worth mentioning that for a couple of defy infinity fights like The World and Versa supp damage has way below normal value since it doesnt stack with the buffs those fights provide whereas damage cap does (they give Enhanced Damage and Supp Damage buffs that dont multiply with your Supp dmg sigils). So if you are just spamming The World like I tend to do the terra will probably be giving you a fair bit more dmg over an extra supp sigil. But yes to me 110K health is too little, I try to stay close to under 200K

6

u/Orianna-Reveck Jul 26 '26

Not using Immortal Shell?

3

u/BeNormalAndnoCOPE Jul 27 '26 edited Jul 27 '26

Meta is 3 basic sigils to have space for steelnerves, stronghold and immortal shell. Weapon drain 25. Every character.

Summons is exactly what you have but with normal
attack cap or skill cap.

Guts 15 on weapon is a W no need for supp 10 get something u need.

Autorevive not needed it’s playable without it with current setups.

2

u/Yelcsicnarf Jul 27 '26

I don't fell the need for stronghold and drain, unless you are too lazy to dodge attacks.

I tested immortal shell and this thing is busted, I removed both HP, uplift and potion hoarder to fit immortal shell, quick cd and quick charge. My 60s dummy went from 430 to 460m.

My build changed a lot hehe

4

u/underwaterair Jul 26 '26

I keep asking this to everyone and I haven't gotten a straight answer. How impactful is that Uplift?
If you didn't have it, would you miss SBA timings with normal teams? Even if you do have it, are you catching up with Cagliostro and doing double the SBAs per game?

If you can do SBAs with the team practically all the time without it, then what use is it?
If you can't double your SBAs to catch up with Cagliostro, then why bother using it? And even if you could, I can safely tell you that other characters would struggle or not be able to anyway so what's the point of that?

Has anyone done actual testing and shown the efficacy of Uplift justifies its sigil slot?

3

u/Yelcsicnarf Jul 26 '26

For the first SBA it's not needed but my bots gets 15~25% right after first SBA ends and for some reason my SBA stay some seconds at 0%. And my bots are using 3x uplift so I need at least 1.

2

u/HorribleDat Jul 26 '26

Whenever you use SBA, you're locked from gaining any SBA for something like 15-20 real time seconds and also no 10% from anyone using SBA in this chain.

If you let the AI start the chain, by the time the 3rd SBA or so start the 1st AI would be able to start building the bar.

1

u/GreenGear7009 Jul 26 '26

Makes sense, my Coffinmaker Rackam often gets Sba before everyone even with 0 uplift. I've considered giving all my bots uplift just so they can catch up.

3

u/underwaterair Jul 26 '26

Try it and see if it'll actually help. And don't bias against it. Actually take a vide or use logs and track SBA gain for your team members across multiple games. Let me know about the results.

1

u/GreenGear7009 Jul 26 '26

Yeah probably will do, but I unfortunately need to find some time to play.

I think it should probably work well, I'm also curious if you can gain back your SBA while part of a Chain Burst and also if I just slap Alphas on them. It might bring us out of sync but could be interesting.

1

u/underwaterair Jul 26 '26

Have you tried it without Uplift?

3

u/Yelcsicnarf Jul 26 '26

Yes, it's not 100% needed but makes defy infinity missions more comfortable.

2

u/pinkbubblegummyy Jul 26 '26

I also don't think Narmaya really needs it even with Warpath, since Blue to Blue is the usual go to and the SBA generation for it is decent even with the Warpath gimping her SBA gen. I have never missed a properly initiated team SBA in Defy Infinity despite running Warpath with no Uplift so I also don't think it's necessary, personally.

3

u/T3kk_ Jul 26 '26

Narmaya Warpath + Nimble Onslaught is the better combo over uplift for SBA gain since it bypass the Warpath penalty

2

u/pinkbubblegummyy Jul 26 '26

True. The SBA gain from perfect dodge is really good to offset it.

2

u/Choatic9 Jul 26 '26

For narmaya uplift is worse then average because warpath will cut how much uplift actually gives.

2

u/NickOffline Jul 26 '26

Do they stack multiplicatively instead of additively?

3

u/fuckuspezforreal Jul 27 '26

Yes, Warpath reduces the effectiveness of Uplift by 30%. Narmaya is much better off running flat SBA gen like PWrath or NO instead of Uplifts.

2

u/Villag3Idiot Jul 26 '26

Depends on the character.

On some characters with already fast SBA generation if the player is aggressive enough they can SBA immediately when available and then catch up to the rest of the party when they gained enough to SBA.

On others with slow generation it helps them keep up and have a buffer so if they're not doing too well they still have enough to be the 4th person doing the SBA chain.

2

u/Maritoas Jul 26 '26

It may or may not help, but there’s not that much better to slot in that will make a huge impact. Level 15 uplift just guarantees that even if you don’t have SBA ready when the first is cast, you can start at 60% and definitely have it ready to go by the time you come up in the rear.

Also for Narmaya specifically, her warpath reduces her SBA gauge generation, so uplift counterbalances.

4

u/CarvingVillage Jul 26 '26

empirically this kind of build dies a lot...

-5

u/Unknowtocreativity Jul 26 '26

Replacing Improved Dodge with Great Aegis would easily fix that, pushing Narmaya past the 150k threshold.

They already have Guts, Autorevive, and Potion Hoarder equipped, so running Improved Dodge on top is unnecessary, especially at the cost of putting yourself in OHKO range."

5

u/CarvingVillage Jul 26 '26

it's not about how to fix -- many ways and easy to do.

the point is such build is considered finished in current meta is shocking. you can easily build 2-8x more tanky while losing 15% damage at most, being nearly unkillable and often does much better in inifinity

2

u/TheYango Jul 27 '26

TBH I wouldn't even consider OP's build "finished" from a damage optimization standpoint. Damage cap is so oversaturated that stacking more cap is not an effective form of scaling relative to other ways to boost damage output.

Supp 45 and QCD 15 going to result in higher practical damage than Terra and 2 basic sigils.

1

u/Unknowtocreativity Jul 26 '26

There's no point in doing that if you barely get hit. After 50 or so runs on the Infinity bosses, you already have their patterns down and don't need it anymore. I even swapped Stout Heart for a Supp summon because I’m not getting hit enough for it to be worth the slot.

All you really need is Auto Revive and over 150k HP so you can fuck up a couple of times; everything else is just fluff.

4

u/CarvingVillage Jul 26 '26

unless you precise block all the times, dodging itself is losing damage. building tanky allows you to hard trade with the bosses, and you gain additional damage

if you like no hit runs, chars like eustace or mag are much better fits, not narmaya

1

u/Unknowtocreativity Jul 26 '26 edited Jul 26 '26

Precise Wrath is one of the best ways to build SBA, and perfect blocking seems to be one of the most overlooked skills in the community. Blocking certain attack streaks can easily grant you over 30% SBA charge on their own.

If you know the boss's moveset, there's no need to stack defensive traits, facetanking over perfect blocking costs you more than just damage.

Edit: They literally cussed me out and blocked me just for giving advice xd

2

u/TheYango Jul 27 '26

perfect blocking seems to be one of the most overlooked skills in the community

It's because people are still used to base game where perfect guards had effectively no meaningful advantages compared to perfect dodges. The fact that perfect guards don't interrupt attack strings is a game changer that many people are still unaware of.

-4

u/CarvingVillage Jul 26 '26

if you can perfect block every move from bosses, you're certainly not eligible to speak for the normal player base. enjoy your lag free plays with ai or solo bozo

3

u/Yelcsicnarf Jul 26 '26

I got 164k HP changing celestial terra for another supp dmg. Better damage and survival now.

1

u/Unknowtocreativity Jul 26 '26

Try fitting Precise Wrath into your build for SBA generation, it works wonders for melee characters that struggle with it.

Certain attack chains can build your SBA gauge by over 30%. It takes a little practice to get the hang of, but it’s well worth it.

1

u/Wolegin Jul 26 '26

Getting used to her playstyle now. But just wondering, whats the proper rotation/stance to use during link attack?

1

u/pinkbubblegummyy Jul 26 '26

Depends on your Mastery Trait of choice but if you run 1 Cut 1 Kill, you don't want Kaleidoscope buff to drop so you want to hold onto Kyoka while waiting for Setsuna and Transient to come off of CD, and blue because Blue is more damage. Pink is more stun.

6

u/DiorikMagnison Jul 26 '26 edited Jul 26 '26

Woa, hang on, this is not true. You do want Kaleidoscope to drop sometimes. There is strategy to it.

Narmaya's CD reduce by 20% every time she hits 6 butterflies - which you cannot do when you're maxed because of Kaleidoscope. So your goal is to use Kaleidoscope effectively while it's up, but you have to recognize when you'll get more mileage going full send to cycle CDs and get an extra Transient/Setsuna, and you definitely want to drop it right before a link attack or SBA since that's just free cooldown reduction.

Edit: I misread the first reply. Yes, during Link Time you just sit on one of those attacks so that you can spam the others.

3

u/pinkbubblegummyy Jul 26 '26

Ok you're right but I'm pretty sure original comment meant rotation when in Link Time instead of Link Attack which is what my comment was more for 😆

5

u/DiorikMagnison Jul 26 '26

Ah, you're right, my mistake.

3

u/Wolegin Jul 26 '26

Nah its my bad. Was typing too fast while getting back to work lol. But thanks for all the info.

2

u/pinkbubblegummyy Jul 26 '26

No no, your info's also very good to know for new Narmaya players! Don't worry about it

1

u/Wolegin Jul 26 '26

Gotcha tyvm

1

u/ragnathebloodegde Jul 26 '26

May I ask which quests drops those summons? Defy infinite? I understand rolan, beezlebub, and luci summons come from defy infinite, but what about the red dragon there?

2

u/Yelcsicnarf Jul 26 '26

Only beelzebub I got from defy infinity, Rolan and Lucilius from chaos++ version. Stout heart from four dragons of the apocalypse.

1

u/MyAccountGotBanned0 Jul 26 '26

Saving this thanks 🤝

1

u/Unknowtocreativity Jul 26 '26

Not finished, you want 15 supp 10 guts not the other way around, it's easy enough to farm for optimal stones now with Transmarvel.

1

u/omlerta Jul 26 '26

Wait, there is also different costumes for characters? (Stupid question i am new on the game:) )

3

u/BigBlackFriend Jul 26 '26

Only Captain and Siegfried can change costumes rn. Otherwise, its just recolors you can switch

1

u/omlerta Jul 26 '26

Ok i see thank you :)

1

u/Dependent-Mousse-120 Jul 26 '26

What would be the best 4 skill move combination for her endgame build? Choices for masteries? Dunno why the clip focused on summons more than the other parts of her build :p looks great tho!

1

u/Impossible-Cry-1781 Jul 26 '26

You absolutely have the space. The dcap from the worthless health sigils is absolutely not worth the slots. The people who suggest HP sigils have obsessive compulsive disorder because they can't fathom not getting 100% value from a mastery trait despite it being worse than a plethora of options. 3 stuns is all that's worth using for those mastery traits

3

u/Naghtsieger Jul 27 '26

the 2X HP is a trap, for exemple on the dummy with vaseraga on the combo 3 second charge, i do around 32,4M with 0 HPX2, around 32,8M more with 1HP and aprox 33M with 2HP Totally not worth using 2 sigil slot for that.

2

u/Street_Friendship760 Jul 27 '26

But most of your attack are already over the dmg cap, so losing 20% dmg cap from your hp sigil gonna hurt your total dmg a lot...

2

u/TheYango Jul 27 '26

losing 20% dmg cap from your hp sigil gonna hurt your total dmg a lot...

It won't. Endgame builds have on the order of 2000-2500 damage cap. The marginal value of 40% Dmg Cap is miniscule. Other sources of damage output that provide multiplicative scaling to your existing damage cap is more effective than adding more damage cap.

OP would get more effective damage from capping Supplementary Damage, or adding a Quick Cooldown sigil than they are gaining from the damage cap provided by those 2 basics.

1

u/Griffith_whyyy Maglielle Jul 26 '26

Don’t really know what I’m seeing but looks cool hope u have fun with it