About command chain card

I have a question and i wonder how the command chain work

Ex : when we use buster chain, we get atk bonus up right ?? so do we get buster buff along with the attack buff ??, the same for the others (arts and quicks)

iirc same-type card chains don’t increase the efficacy of said card type directly

Arts and Quick chains have no effect on how much damage the chain does, and Buster chains add damage after all other calculations = 20% of each Servant’s Atk stat

These are separate from all other buffs like Atk Up, Buster Up, etc, so they’re not affected by buff stacking

so when we do buster/art/quick chain, we don’t get the the quick/buster/art buff ?? thanks anyway

no, you don’t

The rule is:

  • If you started the chains with quick then another type you got more quick star generation for the used card

  • if you started with arts card following by another type you got more np gain

  • start with buster well just add more dmg to thr entire chain

For the same type chain eg quick chain and buster chain you got the already mentioned buff with a bonus if you using them

That bonus are:

  • triple quick card (quick chain) will immediately grand you 10 critical stars

  • triple arts will give your servants that the card included to the chain gain 20% np battery

  • for triple buster well just simply give more dmg


This page on GP should help answer any other questions about face cards and card chains.

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A buster chain causes each card to gain a flat damage bonus equal to 20% of that card’s owner’s attack stat. This is generally not going to be a very noticeable difference, considering how much damage buster cards do, anyway. Starting with a buster card in first position grants each card +50% to its base damage modifier, which is a pretty great bonus, making it usually the best option if you just want to do damage.
An arts chain adds 20% NP charge to every servant that contributed a card to the chain. In arts teams, you generally want to use one arts card from each servant, whenever you can. Starting with an arts card grants each card in the chain +100% to its NP gain modifier, which is notable for being the only way to allow buster cards to generate NP.
A quick chain grants +10 critical stars. This bonus is usually not worth the opportunity cost of using quick cards, except in NP looping scenarios. Starting with a quick card adds +20% stargen to every card in the chain. This is terrible, and you can generally get more stars by putting that quick card in third position, just due to how the modifiers scale by card position.


Sigh. 20% on top of everything else is definitely noticeable in big boss raid battles. How many times has someone run short of a break bar, left the mob alive with low hp when you could have already won the fight that turn but now take incoming damage due to not getting the kill.

You mean the buster chain bonus damage? It’s like an extra 2,000-3,000 damage per card, it’s not a big deal, when the cards are probably hitting for 50k apiece.

Every little bit always counts especially when facing bosses or even peons you want to get out of the way for the next npc or clearing of a wave. When you stack all the other atk buffs possible from support etc it can be much more than that. Generalizations do not work generally in a game of so many variables.

Welcome back @The_Cheeseman. You playing again?

Doesn’t the buster chain buff acts like atk plus, so it just adds a static amount of damage?

If you are already buff stacking to deal hundreds of thousands of damage, the extra 1k isn’t worth considering imo, especially you could be using an arts card to gain np (after overkill) or quick for a few more stars for the next turn.

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Below is the damage formula from Atlas Academy, originally from Kyte.

damage for this card =
(01)    servantAtk
(02)    * npDamageMultiplier
(03)    * {firstCardBonus + [cardDamageValue * max(1 + cardMod, 0)]}
(04)    * classAtkBonus
(05)    * triangleModifier
(06)    * attributeModifier
(07)    * randomModifier
(08)    * 0.23
(09)    * max(1 + atkMod - defMod, 0)
(10)    * criticalModifier
(11)    * extraCardModifier
(12)    * max(1 - specialDefMod, 0)
(13)    * max([1 + powerMod + selfDamageMod + (critDamageMod * isCrit) + (npDamageMod * isNP)], 0.001)
(14)    * [1 + ((superEffectiveModifier - 1) * isSuperEffective)]
(15)    + dmgPlusAdd
(16)    + selfDmgCutAdd
(17)    + (servantAtk * busterChainMod)

damage = Math.Floor(Math.Max(damage, 0))

Some relevant lines are:
Line 3:
* {firstCardBonus + [cardDamageValue * max(1 + cardMod, 0)]}

In simpler terms, this is basically * (firstCardBonus + (cardDamageValue * (1 + cardMod)))

The firstCardBonus is 0.5 (a 50% buff) if the first card of your attack sequence is a buster card, otherwise it is zero. No bonus is given to Noble Phantasms, but a buster noble phantasm will give the bonus to your other cards.

The cardDamageValue here is the position of your card in your attack sequence.

First Second Third
Arts 100% 120% 140%
Buster 150% 180% 210%
Quick 80% 96% 112%

The cardMod is for buffs that influence a specific card type, like Buster Up and Buster Down.

Line 17:
+ (servantAtk * busterChainMod)

This line at the bottom includes the busterChainMod modifier. If you use a buster chain, this value is 0.2, so 20% of your servant attack, otherwise it is zero. It is addition at the bottom so buff stacks do not influence this, it will always be a pretty small value.

So for example, Jalter has the highest ATK stat in FGO. At level 100 with 2k fous and a 2,400 ATK CE like Victor of the Moon, she would be at 18,898 ATK. 20% of that tacked on to her card would be an additional 3,780 damage. For most servants, it will be even lower.

As you can see above, as far as damage is concerned, only buster gets the firstCardBonus benefit at the beginning, and only buster gets the 20% servantAtk at the end. Quick and Arts do not get damage buffs. They do get their own buffs, however.

Below is the formula for critical star generation, again from Atlas and originally Kyte:

dropChancePerHit =
(30)      baseStarRate
(31)      + firstCardBonus + (cardStarValue * max(1 + cardMod, 0))
(32)      + serverRate
(33)      + starDropMod
(34)      - enemyStarDropMod
(35)      + criticalModifier
(36)    * overkillModifier
(37)    + overkillAdd

In this case, firstCardBonus is 0.2 (20%) if the first card is Quick, otherwise it is zero. Like with buster, this value does not effect Noble Phantasms, but Noble Phantasms can grant it to other cards.

cardStarValue is similar to cardDamageValue, and changes with the position of the card in your attack sequence.

First Second Third
Arts 0% 0% 0%
Buster 10% 15% 20%
Quick 80% 130% 180%

You’ll note there is no quickChainMod like there is the busterChainMod, since quick chains just give a flat 10 stars, rather than impacting the formula at all.

Next up is Arts.
Below are the formulas for NP generation, once again from Atlas and originally Kyte:

When Attacking:

NP% per hit =
(17)    Round Down(
(18)        Round Down(
(19)            offensiveNPRate
(20)            * (firstCardBonus + (cardNpValue * max(1 + cardMod, 0)))
(21)            * enemyServerMod
(22)            * (1 + npChargeRateMod)
(23)            * criticalModifier
(24)        * overkillModifier

When Being Attacked:

NP% per hit =
(25)    Round Down(
(26)        defensiveNPRate
(27)        * enemyServerMod
(28)        * (1 + npChargeRateMod)
(29)        * (1 + defensiveChargeRateMod)

For the Attacking NP Gen formula (what you generate when you attack an enemy), you’ll see that we have a firstCardBonus here too, just like with buster in the damage formula and quick in the stargen formula. In this case, if the first card is an arts card, the value will be 1 (100% buff), otherwise it will be zero. Like with buster and quick, this value does not effect Noble Phantasms, but Noble Phantasms can grant it to other cards.

cardNpValue is just like all the others, depending on your cards position in the attack sequence:

First Second Third
Arts 300% 450% 600%
Buster 0% 0% 0%
Quick 100% 150% 200%

And like with quick, there is no artsChainMod, as arts chains do not impact the gen formula, but rather just give you a flat 20% NP.


The Crab CQ is an example of where it makes a difference. And some NeroFest ones (anti Sieg?) where they have so many defense buffs stacked on top of each other that only flat damage will do anything.

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I never stopped playing, just wasn’t posting as often. Thanks for the welcome, though!

As for the buster chain bonus, as has been covered above, it is a flat damage bonus that is not affected by buffs, so its relative value is inversely proportional to your team’s damage output, basically.

Fair enough that it made a difference a few times in the game’s 5 year life span (and that nerofest quest is largely destroyed in the rerun because sherlock has become a thing) but I am just trying to point out that it doesn’t in 99% of situations, especially when it is mostly unachievable in a 1 dps 2 support setting

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Nothing makes me happier than a Musashi buster brave chain with full crits and Hero Creation, but that’s usually enough to kill any break bar several times over, so the buster chain bonus is practically equivalent to a rounding error. ;-)

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