Buffing Daemons – A Quick Guide/Example

Buffing Daemons – A Quick Guide/Example

Buffing Daemons

The purpose of this short piece is to show how buffing daemon with the same buff can have varying effects on their damage output. None of the following is particularly groundbreaking or meta changing, however it is important to understand how the effect of buffs vary depending on how the daemon you are buffing derives its damage. This should help answer questions like “who do I put in my reserve team in CQ to get the most damage?”, or “which 5th slot daemon in my team will give me the biggest boost during my burst combo?”.

The simple version answer is as follows:

  • If your daemon has high critical rate – stacking critical damage is generally most beneficial
  • If your daemon has high critical damage – stacking critical rate is generally most beneficial
  • If your daemon has high base stats – stacking damage % is generally most beneficial

Critical rate and critical damage tend to go hand in hand when considering damage output in all games. Stacking critical rate to the max is meaningless if you only do a tiny percent extra damage with each crit. In the same manner stacking critical damage to dizzy heights is meaningless if you only have a 5% chance to crit. Mitama’s base levels of ~22.5% critical rate (on range daemon) and 200% critical damage mean to start with adding a sharp buff of critical rate or damage provides approximately the same benefit. On melee daemon who have a much lower base critical rate (~7.5%) a large critical rate boost would be better than a critical damage boost, but it may be more beneficial to provide a large damage % boost.


Side Note:

On a separate note, adding critical rate is proportionately more effective the less critical rate you have to begin with. E.g if you have 200% critical damage in all the following scenarios then:

  • With 0% critical chance to begin with, adding 20% critical chance increases your overall damage by 20%
  • With 20% chance to begin with, adding 20% critical chance this time only increases your overall damage by 16.6%
  • With 40% chance to begin with, adding 20% critical chance now only increases your overall damage by 14.2%

This is because in each case you are adding 20% of your base damage, but with a higher critical rate your overall damage output is higher to begin with meaning the percent increase diminishes. Past a certain point adding critical damage becomes more beneficial.

End Side Note


To illustrate this best and to save essays of writing, I have calculated the skill damage output of the top 8 nukers in various buffed states, and there are a couple of examples that highlight the above nicely. The table below shows the average skill damage for each scenario and the corresponding rank (1-8) of each daemon.

Normal Damage Rank 40% Crit Rate Rank 25% Crit DMG Rank 100% DMG Rank
 Leonardo Da Vinci 11,581 1 17,031 1 13,497 1 21,233 2
 Nekogami 10,725 2 15,314 3 13,220 3 21,451 1
 Guillotine 10,460 3 13,875 5 12,381 5 20,892 4
 Titania [New Year] 10,446 4 14,670 4 12,520 4 20,919 3
 Platina Elf** 10,121 5 12,913 8 13,262 2 20,242 5
 Knecht Ruprecht 9,985 6 13,246 6 11,819 6 19,970 6
 Balmung 9,824 7 15,748 2 10,477 7 17,682 8
 Murasamemaru 9,441 8 12,954 7 10,100 8 18,882 7

** Includes critical rate buffs from having level 85 Aurum on the team


With no buffs we have Leo as the top Nuker, Platina middle of the table behind the specialized nukers, and Balming and Murasamemaru bringing up the rear as the only Melee nukers in the list.

Now lets add 40% critical rate to all. There’s a bit of movement but most notably Balmung has now jumped to 2nd. The average damage increase across all daemons was 40%, however Balmung gained 60% damage from this buff. This is because her passive already provides her with 35% critical damage, so in line with the explanation above adding critical rate has the largest effect on her (yes, Leo also has 35% critical rate passive, but in line with the side note above since he has a much higher base critical rate he gets diminishing returns from the critical rate buff – and since Balmung is melee she gains even more from the buff since she has a lower base critical rate than the other ranged daemon). It should also be noted that Platina gained the least from this buff (only a 27.6% increase) because she already has a high critical rate from her and Aurum’s passives and so again suffers from diminishing returns.

So what about adding critical damage? Suddenly Platina has jumped to second. This is the reverse of the last buff. Now since we are adding critical damage the daemon with higher critical rate gain more with Platina gaining the most (31%), and Nekogami with her Sharp critical rate boost to herself gaining the next highest (23%). Notably the 2 melee daemon only gained 6-7% highlighting the above point about not stacking critical damage on daemon with no critical rate.

Finally what about adding Damage %. This affects both critical and non critical hits, so if I add 100% damage, the daemons overall damage should increase by 100% right? Well not quite. Notice how Murasamemaru has overtaken Balmung, and Nekogami has overtaken Leonardo. This is because damage buff increases are on your base damage. Leo and Balmung both have damage increases already (Leo 20% from his second passive and Balmung 25% from her first passive), and so the overall effect of the 100% damage increase buff is proportionately less: Leo gains 83% damage and Balmung 80%.

Overall it becomes slightly more difficult when considering multiple buffs, but ideally having mixed buffs will produce the best results. To get the most of a daemon you have to provide it with what it’s missing. If you already have high critical rate then provide critical damage. If you already have a high critical damage amount then add critical rate. If you already have both and a damage % increase buff….well then…I guess you’re already winning ¯\_(ツ)_/¯.

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