Aftermath

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An "Aftermath" is a buff caused by using the correct Weapon Skills while wearing a Relic, Mythic/Ergon, Empyrean, Aeonic, or Prime Weapons. Each category of weapon has a different aftermath structure, and the specific Aftermath can vary from weapon to weapon:

No form of TP Bonus influences Aftermath duration or effect.

Overwriting Aftermath

Relic aftermath automatically overwrites itself no matter the tp stage of use.

Mythic, Empyrean, Aeonic, and Prime Aftermaths on the other hand have three Tiers:

  • Level 1 - Can and will overwrite itself.
  • Level 2 - Can overwrite Level 1, but not itself.
  • Level 3 - Can overwrite Level 1 or Level 2, but not itself

In addition to duration and potency, these tiers determine which Aftermath can overwrite the current one.


Aftermath in detail

An "Aftermath" is a unique buff generated by using a specific Weapon Skill alongside that Weapon Skill's linked Ultimate Weapon. Shields and Instruments lack any Aftermath effects.
There are three tiers to an Aftermath effect, dependent upon the level of TP used in the activating Weapon Skill. TP Bonus effects from gear and other sources do not have any effect on these Aftermath tiers.

Relic Aftermath
Relic Weapons' Aftermaths offer unique effects tied to each weapon. With only the duration of the Aftermath effect being dependent upon the TP of the Weapon Skill used to activate it. With the 119 III versions of Relic's, they gained a bonus to their durations, tripling them (from 0.02*TP to 0.06*TP for their duration timers) and many Aftermaths were modified to be more potent or to add another additional effect along with the original from their 75-119/II versions.
Mythic Aftermath
Mythic Weapons Aftermath introduced a new scaling method variable with the amount of TP used on its signature Weapon Skill. It scales as follows starting from 1000-1999 TP, 2000-2999 TP, and 3000TP for Level 3. Level 1: Accuracy or Magic Accuracy, Level 2: Attack or Magic Attack Bonus, and Level 3: Occasionally Attacks Twice (40%) or Occ. Deals Double Damage (for ranged weapons) for 1 minute, 1.5 minutes, and 2 minutes respectively at 75 versions. Ergon Weapons were made as Mythic equivalents for GEO/RUN and follow the same Mythic Aftermath.
These scaled upward in potency of the bonus to Accuracy/Magic Accuracy, Attack/Magic Attack Bonus, and the OAT amount to adding Occ. Attack Thrice for the weapons and increased durations of 1.5, 2, 3 minutes in length starting at level 80 upgrades and increasing onwards.
  • At level 80, Mythics receive an increase in Aftermath Duration of approximately 50% across the board and an increase in Potency which carries through to the level 85 and 90 mythic weapons.
    • Level 95 Mythics also enjoy an increase in Aftermath potency which carries through to the Item Level 119 III mythic weapons.
Any level Aftermath will overwrite Aftermath Level 1, but only Aftermath Level 3 will overwrite Level 2, and nothing overwrites Level 3. This means that someone trying to maintain the Level 3 aftermath all the times will needs to wait for it to wear off before using the activating Weapon Skill again.
  • Unlike most Relics, Empyreans and Aeonics, Mythic and Ergon Weapon Skills also grant their Aftermath bonuses to any related pets.
  • Unlike any other form of "Occasionally Attacks Twice," Mythic Aftermath Level 3 can trigger once on any physical Weapon Skills (or Pet Weapon Skills / Avatar Blood Pacts ) used with the Aftermath active.
To find out the specific's of a weapon, visit its page or the Mythic Aftermath page for more information.
Empyrean Aftermath
Empyrean Aftermath is uniform between all Empyrean Weapons: varying frequency and duration of "Occasionally deals double/triple damage", dependent upon the TP of the Weapon Skill used to activate it. This effect can proc on any additional hits (through the activation of Double Attack, Triple Attack, Zanshin, etc), with the exception of Verethragna in that it can only proc on hits generated by its "main" hand, and cannot proc on Weapon Skills.
And similar to Mythic Aftermath, any level Aftermath will overwrite Aftermath Level 1, but only Aftermath Level 3 will overwrite Level 2, and nothing overwrites Level 3. This means that someone trying to maintain the Level 3 aftermath all the times will needs to wait for it to wear off before using the activating Weapon Skill again.
Aeonic Aftermath
Much like Empyrean Aftermath, Aeonic Aftermath is uniform between all Aeonic Weapons: varying potency of Skillchain and Magic Burst damage and the steps required to trigger one of the "ultimate skillchains" of Radiance and Umbra, dependent upon the TP of the Weapon Skill used to activate it, and with the Aftermath being consumed upon said skillchains being used. Aftermath duration is static for all levels of TP.
In the same manner as Mythic and Empyrean Aftermath, the level of the Aftermath is locked, meaning that any level Aftermath will overwrite Aftermath Level 1, but only Aftermath Level 3 will overwrite Level 2, and nothing overwrites Level 3. This means that someone trying to maintain the Level 3 aftermath all the times will needs to wait for it to wear off or be consumed before using the activating Weapon Skill again.
Aeonic Aftermath also grants Level 3 Skillchain properties to the appropriate linked Weapon Skills, thereby allowing those Weapon Skills to participate in Level 4 Skillchains, these properties are applied to the Weapon Skill that activates the Aftermath in addition to when used during the Aftermath's duration[1]; meaning that for all intents and purposes, just equipping an Aeonic Weapon grants the linked Weapon Skill Level 3 Skillchain properties.
Prime Aftermath
The most recent Ultimate Weapons added, Prime Weapons have possibly the simplest of aftermaths. They focus almost entirely on the Damage Limit+ except for Staff and Club.
  • All Melee and Ranged weapons scale the PDL+ amount from 1000 to 3000 TP in a linear fashion. Duration is static though in 1000+TP for 60 seconds, 2000+TP for 120 seconds, 3000TP for 180 seconds.
    • Stage 3 = 2% to 8% Aftermath Potency
    • Stage 4 = 4% to 10% Aftermath Potency
    • Stage 5 = 6% to 12% Aftermath Potency
Staff and Club have different Aftermath effects for their TP scaling.
Lorg Mor AM increases base cure power and magic damage.
  • Stage 4
    • 1000 TP: Magic Damage+30 Cure+30
    • 2000 TP: Magic Damage+50 Cure+50
    • 3000 TP: Magic Damage+80 Cure+80
  • Stage 5 unknown at this time.
Opashoro AM increases MAB and Magic Damage.
  • Stage 4, 3k TP: +30 MAB, +50 Mdmg
  • Stage 5, 3k TP: +40 MAB, +80 Mdmg

A note on Afterglow

An "Afterglow" is an effect also caused by using the correctly linked Weapon Skills (or Shield Bash in the case of shields) while wearing the appropriate level 99 or Item Level 119 version of a Relic, Mythic, or Empyrean Weapon. This 10' radius bonus is applied only to other party members.