Winds of Change – Omega/Magna Wind Grid Guide
Setting the Stage
I’m finally back, and this time it’s with a bunch of new content via Magna weapon upgrades (5* or ULB or w/e you want to call them) and the new Magna II weapons. I’ll start with Magna Wind and then probably Magna Earth after! Let’s get started!
I hope you will be much more informed and educated on Magna Wind grid composition after reading this! And maybe you will even come to possess the fabled 100% Crit grid and laugh at all the foot soldiers as you breeze by them to mvp with your quad-boosted-magna-skills superiority. For those who don’t know, I use Magna in place of Omega; same thing for Ougi instead of Charge Attack.
By the way… I hope you like farming Tia mats… otherwise the future of your Magna Wind is going to look pretty Grim…
Table of Contents:
I also have some blurbs on topics that may interest you:
Important things before we start:
I will always recommend that you try calculating and testing your own builds to find out what the best setup is for your specific scenario/conditions. There are a lot of variables that can affect your damage that I cannot cover in this write-up.
In this article I mainly focus on the “Party-Averaged Exp. Turn Damage” on motocal (Expected DPT). This number takes into account your double attack, triple attack, and critical hit rates as well as ougi/charge attack damage. And for my purposes, is also solely based on the Main Character’s (MC) damage, as no party member data has been used (although I have omitted the use of MC mastery/emp bonuses to better reflect unbuffed party member damage).
Builds that include a Bahamut Weapon are assumed to have full coverage, that is, it affects all four members of your frontline.
Note that I am not using 5* Omega Weapons in this analysis! Their data hasn’t been added to motocal yet and I highly recommend not uncapping them until you have finished upgrading all your other weapons.
Make sure to click the graphs/tables if you want to see the higher resolution versions!
4* Magna Wind Grids
I am going to make the following assumptions for my calculations:
- Player rank 155
- No specific class/job selected
- No class mastery or emp bonuses
- Earth enemy with general defense and capped defense down, “5.0 (General -50% DEF)” on motocal
- 10k attack and 3.5k hp from summons
- 4* (120%) Tiamat summon(s) and 3* (140%) Grimnir summon
In addition, only the following weapons will be considered:
- Coda Bahamut Weapon (Slvl15, will use dagger in calcs)
- 4* Tiamat Gauntlet Omega
- 4* Tiamat Bolt Omega
- 4* Last Storm Harp
- Ring of Raphael
- True Conviction Flashspear
- Atma/Ultima Weapons (you should definitely consider them, but I will not be including them in my calculations)
- Main Hand Weapon – Unite and Fight (Guild War) Element Changed Dagger
I will use the dagger here, but other MH weapons to consider are:
- True Conviction Flashspear
- Snap Blade
- Last Storm Harp
- Last Storm Lance
- Ultima Weapons
- Class Weapons
- Love Eternal/Reunion
I changed the setup a bit from last time, I’m going to leave my stats and calculations pretty barebones in terms of bonuses, buffs and characters. Because that is a whole other level of customization that depends on your individual resources and preferences!
Gun Focused Grids
Bolts, or Guns, have been the premium filler of Magna Wind Grids for a very long time now, so lets start with them and see how their future may fare.
The way I see it, the only real change we need to consider are Last Storm Harps (Grimnir Harps). Last Storm Lances do not appear to be too great (at the time of writing this) as wind has access to a multitude of multiattack buffers and Last Storm Blades are incredibly niche (Tiamat and Rosetta are the only Primal types in Wind). The Last Storm Lance could however make a pretty good spear mainhand weapon.
So I now present you grids with varying amounts of guns, harps and xenos!
As expected, we see that adding harps (Med Stamina, Large Crit) in the place of guns (Med ATK, Small Enmity) counteracts the low damage that regular gun grids offer at high %HP. The first and second harps significantly increase damage at full HP, while the third offers slightly less and the fourth, practically nothing.
We can also observe that the enmity of guns becomes stronger than the loss of damage from stamina, although most builds have small dips in damage before enmity takes over. But in some cases (Red/Yellow/Purple), damage essentially only goes up even with loss of HP while using a stamina build! Note that even though stamina is no longer active below 25%HP, enmity ensures that your damage is still higher than it was at 100%HP (except in 4 Harp builds)!
When using double Tiamat summon, The enmity of four or more Tiamat Bolt Omegas is strong enough to counteract the loss of stamina from up to three Last Storm Harps!
Stamina builds that like to take damage?
Of particular interest to me is the double Tiamat graph, as some damage values are not that much lower than their magna+elemental counterparts. We can see that Purple (4Guns/3 Harp) is, for all practical purposes, pretty much equal to the other builds that are optimal at full HP but still offers good damage at lower %HP and only has the tiniest of dips between 80% and 100%! That is a pretty nice curve to have, as you know that you get the benefits of stamina while not being afraid to take damage.
Blurb 1 – 100% Critical Chance and You
Due to the Large Magna Crit skill being added into the game, Magna Wind (and Earth) now have access to something that before only double Colossus with 7 Ancient Ecke Sachs could offer (with 120% Colossus Omega, you now only need 6 Ancient Ecke Sachs). And that is, 100% Critical Chance! It has been reported that the Large Magna Crit skill has a base 10% proc rate (although motocal is currently using 9.6%). With 240% boost from summons, that 10% becomes 34%, and if you multiply that by three, you will reach 102% and achieve Permanent Critical Strikes! Below I offer some tables that display the critical chance of several different Crit skills/Slvls at the varying amounts of weapons and skill boost %’s.
100% Critical Chance is achievable with double 120% Magna Summons and 3 Large Magna Crit skill weapons (Grimnir Harp/Alexiel Axe)!
100% Crit is a permanent 50% increase in damage, and I think it is very valuable. I also think it gets slightly devalued when using motocal because the numbers it provides are basically true averages, which means 50% Crit chance is exactly 50% of the time. Particularly in shorter fights, without 100% Crit chance, you will always be subjected to RNG on your Crits; this would not be the case with 100% Crit. The consistency in damage you obtain with 100% Crit is something I am going to strive for.
Having a high or 100% chance of Magna crits does slightly devalue other sources of Crit, such as Nio (Niyon) or Character EMP Crit. For example, in the case where both a Magna Crit and a maxed node of Character EMP Crit activate, you will receive +50% base damage from the Magna Crit and +25% base damage from the EMP for a total of +75% damage. If you have baseline 100% Magna Crit, then your EMP Crit will still add the +25% base damage, but it won’t be a 25% increase in overall damage, rather a 16.7% increase (the flat damage increase will still be the same). I personally don’t think it is too troublesome, but it is something to think about and you could possibly spend your EMP on other nodes (probably utility or defensive ones) if you already cap with Magna Crit alone or don’t think it is worth it anymore.
Back to Double Tiamat
When comparing double skill boosting summons vs one skill boosting + one elemental it is important to consider elemental attack buffs, as the double Magna setup does not suffer from as much diminishing returns on elemental attack. In other words, elemental buffs are really good in double Magna! Below is an expertly crafted gif that shows all the builds at varying levels of elemental attack buffs: 0%, 30%, and 50%.
As you can see, the double Tiamat builds gain on or surpass their Magna+Elemental clones with just a small elemental attack buff of 30% and some pull visibly ahead with 50%. So double Tiamat is definitely something you can think about! Make sure to use the motocal link and play around with it to figure out what is best for you!
Consider double Tiamat summons if you have enough element attack buffs on your team!
Blurb 2 – Mainhand Weapons for Wind
If you happen to playing something that doesn’t want to or can’t use the standard GW Dagger MH, you are in luck! You have plenty of options. If you want to use a True Conviction Spear or Last Storm Harp as a mainhand, your grid damage will actually increase (without considering any ougi buffs).
I just wanted to make a quick note on mainhands because the GW Dagger is a very average weapon. It is something you would never want to use in a Magna Grid unless its your MH. So if you can use a weapon (that is normally in your grid) as your mainhand instead, then you should see a damage increase as long as the ougi effect is still good. Last Storm Harp is one of the best examples of this!
Using my favoured 4G/3H grid as an example, we can see that removing the dagger for the spear (which we previously could not fit in) adds a good amount of flat increase at every %HP; this works if you MH a harp or the added spear. If you MH the harp and want even better enmity scaling, you can add another gun instead!
Fist Focused Grids
With guns we can make grids that benefit from stamina but also want to lose HP anyway to gain more damage! If we combine Tiamat Omega Gauntlets and Last Storm Harps, we will get a grid that will lose damage after losing HP, but will have higher damage at full/almost full HP. Is it worth it to make a Fist and Harp Grid, let’s find out.
The graph is getting a bit cluttered (I removed the 3G/4H build, it sucks) but we can still see that a Fist grid has a decent advantage at full HP. However, the advantage is lost to the best gun grids in the range of 80-90% HP. A 4 Harp + Fists build was examined but it performs worse than 3 Harps in all but one scenario (Full HP Tiamat+Grimnir w/ no elemental attack buffs, and its not better by much) so I have excluded it from the graph to lessen clutter.
Here is another gif comparing the grids at 0, 30 and 50% elemental attack buffs
We can see that Fist/Harp grids are also superior with double Tiamat when you have elemental attack buffs, but only at high HP. With double Tiamat and no enmity for backup, a Fist/Harp grid loses more damage than Tiamat + Grimnir as your HP gets lower.
Fist grids can definitely fill a niche, something like one turn ougi teams or fights where you can mitigate and/or recover all incoming damage. Wind definitely has some good tools via summon calls that can help you mitigate damage, namely, 4* Tiamat Omega (party mirror image) and Grimnir (10k shield that lasts three turns). Wind also has many characters that can help maintain high levels of HP such as: Nio, Gawain, Lennah, and Andira.
For fights that last three turns or less, you could even consider replacing a fist with an Ancient Nalakuvara as it provides more Magna multiplier than a Fist during the first three turns of your battles. But this may be entering meme territory…
Once you are able to 5* your guns, the HP cutoff point for fist grids will likely be even higher than 90%. So only invest in fists if you are absolutely certain about your HP and/or your greed for memes.
Fist grids have an advantage at high percentages of HP but begin to lose out to Gun grids in the range of 80-90% HP.
Damage By the Numbers
So I presented all these graphs but did not give the hard numbers, good thing I’ve prepared some handy-dandy tables with the information everyone has been waiting to see.
There is a lot of data, I won’t go over it all with you, but I will point out some important parts.
First things first, a few explanations. I have only listed 7 weapons in the grid because the other 3 are constant across all builds, and they are the Bahamut Weapon, Ring of Raphael and GW Dagger MH. In the case of the 4 Harps + Fists build: it uses 2 Fists and 1 Xeno in Tiamat + Grimnir, while it uses 3 Fists and 0 Xeno in double Tiamat. All the builds here correspond to their respective plots on the earlier graphs, although the 4 Harp builds were not included in most of the graphs as it became too cluttered and they do not appear to be optimal.
All builds are compared to the current “Standard Gun” build, which is 6 Guns, 1 Xeno, Baha, Raphael, and a GW Dagger MH while using Tiamat and Grimnir summons. By doing this, we can see how every build compares to the Pre-Magna II build and observe how much gains the Harps offer, as well as how double Tiamat summons compares. I have recorded their Party Averaged Expected Turn Damage at 100% HP and 50% HP to show the numbers on the kind of tradeoffs that are occurring when choosing how many guns and harps to use.
At 100% HP, regarding Tiamat + Grimnir summons, the first Last Storm Harp offers very large gains (~23%) and the second harp is no slouch itself (~18%). The 3rd harp’s gains depend on what build you are going with but range from ~6% to ~14%. Two-harp fist builds are just above three harp gun builds at 100% Hp. Three-harp fist builds offer the highest damage at full HP and seem quite powerful if you know you are going to take no damage, or close to no damage, in a fight.
To warrant the usage of double Tiamat, it seems like 2 harps is the best threshold as long as your team has some elemental attack buffs incorporated into it. In double Tiamat, the second harp offers a huge incremental increase: ~24% w/ no buffs and ~30% w/ a 50% elemental attack buff! The third harp also offers a substantial increase at around 17 to 18% in both scenarios.
That being said, double Tiamat is still viable with just one harp, but it is more reliant on your team having elemental attack buffs. With 50% elemental attack buffs, It offers a decent increase in damage at 100% HP and shares pretty much the same enmity curve as the standard gun build, so you’ll be above the standard build until you drop below 25%hp. But by this point you are probably already capping so the difference at low HP is likely negligible.
For me, the biggest takeaway from these tables is the 4Gun/3Harp build. It offers almost the same damage at full HP as the 3Gun/3Harp/1Xeno build. It has almost no damage dip before enmity takes over (while the 3/3/1 build has a substantial dip) and has a strong enmity curve that is no overtaken by the standard guns build until you drop below 50% HP. And, as discussed before, 3 Harps boosted by double Tiamat also provides 100% crit chance!
Last Storm Harps can greatly increase Magna Wind’s damage at high HP and still maintain competitive enmity curves!
Using non-4* Harps
All of my calculations have been using 4* Last Storm Harps, but getting your harps to that point will take quite a while for most players! What do we do in the meantime? Is it viable to use 0* harps? 3* harps?
Well, 0* harps are pretty unimpressive, it appears Skill Level 15 is the main factor that makes them work well with guns. 3* harps are only a small stat increase and have the same curves as 0* plots, just slightly transposed up.
Here is another graph, this time including the 5G/1H/1X build (with a 4* harp) for comparison:
So as you can see, 0* harps do not offer large increases of damage at high HP and weaken your enmity curve. The 5G/1H/1X bulid with a 4* harp outperforms every other harp build on this graph and the 0* harp builds do not outperform the standard guns build for very long. Since 3* harps are essentially the same besides a small amount of stats, they are also not impressive.
I think it is only viable to use a maximum of one non-4* harp, and only when you know you will be above 80% health for the entire fight. The progression of the Magna Wind grid appears to be “work on one harp at a time”. And once you have a single 4* harp, you probably do not want to add another until that second one is also 4*, same would apply to the third.
Harps that are not 4* do not offer large increases in damage, uncap your harps one at a time.
5* Magna Wind Grids
Let’s see what kind of improvement we can observe from increasing the Magna weapons to Slvl20 and adding ~100 attack.
You’ll notice these graphs look pretty similar, and that is because they are! I don’t think the relative positions/rankings of the builds change, so I still recommend 4G/3H with double Tiamat. It is really tough to tell the difference that they add on every single build without cluttering the graph so I will provide you with this beauty of simplicity:
Here we can easily see the increase that 5*’ing the Magna weapons gives when the 4* and 5* plots are right next to each other. But what kind of incremental increase do we get from each 5* gun or fist?
Incoming data tables:
First we notice that double Tiamat builds observe larger increases from 5* Magna weapons than Tiamat + Grimnir. This is to be expected as any increase in Magna skill multipliers will have a larger effect when your Magna skill boost is 340% (base 100%+120%x2) rather than 220% (base 100%+120%).
Builds with 3 or 4 guns see increases of 6-9% increases after uncapping ALL of their guns. This means that 5*’ing these guns offers, on average, no more than a 3% increase in damage (its closer to 2%). The 5 and 6 gun builds see increases of 8-9.5%, and average less than a 2% increase per gun. The first 5* upgrade will probably offer a larger increase than each successive one, but I’m not gonna individually calculate that.
For fists we see increases similar to guns (close to 2% average increase per 5*). Except for the case of double Tiamat with the 4F/2H/1X build, where each fist averages a 3% increase!
Without any elemental attack buffs, the increases range from 8-14% and average out at 2-2.5% per gun. With a 50% elemental attack buff we see that the overall increase ranges from 8-11%. This equates to an average increase of 2-3% for the builds with 3 or 4 guns, while it is around 2% for the 5 and 6 gun builds.
Fists improve the damage at 50% HP the same as they do at 100% HP! (duh)
Thoughts on 5* uncaps for Magna weapons:
When comparing 3/3/1 and 4/3/0, we can also see that the advantage 3/3/1 has at 100% HP is smaller than it was with just 4* weapons. This is because 4/3/0 uses one more 5* Tiamat Bolt Omega and therefore gains ground on the three gun build. To further elaborate, using double Tiamat, the %HP when 4/3/0 surpasses 3/3/1 is 94% when 4* guns are used. With 5* guns, that point becomes 98%. This can be viewed in Figure 8 (looking at the double Tiamat side), where you can see that the 4/3/0 (purple) and 3/3/1 (green) appear to intersect somewhere very close to 100%HP. But after that point they only diverge further in the favour of 4/3/0.
One of the most important things to consider when talking about 5* uncaps for Magna weapons and 4* uncaps for Magna II weapons, is the cost of uncapping. The common resource between all these new uncaps (Tiamat Omega summon’s 4* as well) is Wind Quartz! The weapons have a base cost of 200 quartz while Tiamat herself requires 500. BUT, Tiamat and Magna II weapons require 10 Grimnir Omega Animas and Magna weapon 5*’s require 15. Each Omega Anima will cost you 10 regular anima and 30 quartz! Grimnir Omega Animas are very rare drops so you will most likely get the majority of yours from the trade shop, but if you do get a drop, that is 30 quartz saved! So if we total all the quartz costs up (assuming no Omega Anima drops and your Tiamat Bolt Omegas are already 4*):
- 4* Tiamat Omega uncap: 500 Wind Quartz + 10 Grimnir Omega Anima (300) = 800 Wind Quartz
- 4* Last Storm Harp uncap: 200 Wind Quartz + 10 Grimnir Omega Anima (300) = 500 Wind Quartz (1500 for 3)
- 5* Tiamat Bolt/Gauntlet Omega uncap: 200 Wind Quartz + 15 Grimnir Omega Anima (450) = 650 Wind Quartz (2600 for 4)
To upgrade a standard gun build to a 4* Tiamat Omega main summon with three 4* Last Storm Harps and four 5* Tiamat Bolt Omegas, you need a total of 4900 Wind Quartz!
That’s a lot of quartz!
If quartz is the limiting factor on these uncaps (which it probably will be) I’d say the order of priority goes something like: 4* Tiamat Omega = 1st 4* Harp > 2nd/3rd 4* Harps > 5* Guns.
Conclusion and TL;DR
This is the general grid I would recommend, preferably with double Tiamat:
This is the grid I am going to make. Preferably I will use it with double Tiamat, Chaos Ruler MC, and sword characters (SS Jeanne d’Arc and Siete) and Nio:
Good damage at all percentages of HP and 100% crit, what else could you ask for? In terms of adding in an Ultima to this grid, the ideal grid spot to replace would be the Bahamut Weapon. If you have a Wind Ultima Sword, you could keep the Bahamut Weapon, or replace it with another gun, or a DMG Cap Up modded Qinglong Spear, or something else of your choice.
Adding up to three of 4* Last Storm Harps to your grid in the place of 4* Tiamat Bolt Omegas will give you a substantial increase in damage at high HP without costing you too much enmity damage, add them as soon as you 4* them!
For optimizing double Tiamat summons, incorporating elemental attack into your build can be done through: summons (Buncles SR/SSR), MH ougi effects (Ultima, Reunion), Class Skills (Sword Master, Elysian) and characters (Petra, Scathacha, SS Jeanne d’Arc). It should be easy enough to get a decent amount of elemental attack in Wind and even if you can’t, using double Tiamat without any elemental buffs or Tiamat + Grimnir is also still good!
TL;DR MAGNA WIND PROGRESSION
- Have at least four 4* Tiamat Omega Bolts (standard grid uses six)
- Use a Bahamut or Atma/Ultima Weapon
- Use Ring of Raphael
- 4* your Tiamat Omega summon
- Get three 4* Last Storm Harps (uncap one at a time)
- Have a source of Elemental Attack on your team
- 5* four of your Tiamat Omega Bolts
Sidenote on Ring of Raphael
Wind has some characters that have Ring of Raphael’s seraphic skill (Raphael’s Blessing II) built into them: 5* GW Characters, Scathacha, Lanceleot (maybe more? These are the ones I recall at the moment). This makes it possible to have an entire team (minus MC) with passives that make Ring of Raphael almost a dead weapon (it is only 10% normal atk/HP without the seraphic skill). I have not done the calculations myself but you may want to do so yourself if you are considering a team that consists of three of the mentioned characters. Because it is very possible that a Ring of Raphael that only effects your MC is no longer worth including and another option such as another gun, a baha/ultima weapon (if you weren’t already running both), a Xeno, or a Qinglong Spear with a damage cap up mod on it would provide more damage.
Happy farming and may your drops not be more frequent than mine 🙂
Disclaimer: I am just an unqualified nerd, my word is not gospel and if you find errors in my work please let me know! I am not liable for your losses or sadness if this grid does not stay meta for a period of time long enough for your liking after you used a tonne of your time and resources to obtain it.