Critical Damage Amp
Critical Damage Amp is a variant of Critical Damage Modifier Up buffs that uses a tiering system.
Amps are split into "Self" and "Team" tiers, each of which has levels.
Critical Damage Amp's effects per level are as follows:
- Level 1 - Increases the user's critical damage modifier by 3% for 60 seconds.
- Level 2 - Increases the user's critical damage modifier by 5% for 60 seconds.
- Level 1 - Increases the entire team's critical damage modifier by 20% for 30 seconds.
For more information about how Amps work, see the Amps article.
Self Critical Damage Amp Appliers
Abilities that apply Critical Damage Amp
|Name||Might Value||Adventurers with Ability||Wyrmprints with Ability||Dragons with Ability||Weapons with Ability|
|Providential Blade I||80||-||-||-|
|Providential Blade II||100||-||-||-|
|New Year's Metamorphosis I||80||-||-||-|
|New Year's Metamorphosis II||100||-||-||-|
Team Critical Damage Amp Chain Effects
Skills with effects that activate if the user possesses a Team Critical Damage Amp
|Name||Adventurers with Skill||Weapons with Skill||Dragons with Skill|
| Haunter of the FestivalLv. 2: Deals 1 hit of 1753% wind damage to the target and nearby enemies, lowers their wind resistance by 3% for 20 seconds (does not stack), and deals bonus damage based on the total combined level of the user's current team amps.
Team Amp Lv. = 1: deals an extra 3 hits of 316% wind damage.
Team Amp Lv. = 2+: deals an extra 6 hits of 316% wind damage. [6000 SP]
Chain Co-Abilities with effects that activate upon receiving a Team Critical Damage Amp