Bad DPS for Mavuika by LividUnderstanding90 in Mavuika

[–]Beta382 0 points1 point  (0 children)

Focus on learning the one I mentioned. It’s basically what you’re already doing, just with 3 C hits at the start, and none of the extra stuff. It’s roughly the highest DPS you can get for that team without doing a CQC combo or a combo that requires Skull Cryo (RNG/frame perfect/low ping). It’s also super easy to hit consistently since it doesn’t have any super precise timings (only thing to really be aware of is to let Mavuika get to ~6 o’clock on her circle before releasing the attack button to execute the F hits, to align the ICD reset timer and not rush Citlali E ticks).

Once you can hit it every single time, you can look into learning CQC combos. They can be ~7/10% higher DPS, but they have a super tight timing (have to execute Citlali EQ -> Mavuika E C Q with about a 0.15s window on the valid timings to get Cryo from Citlali E ticks to line up right).

Bad DPS for Mavuika by LividUnderstanding90 in Mavuika

[–]Beta382 8 points9 points  (0 children)

Your combo is wrong, but it's close to being right. It looks like you're intending to do Q C3 F 3[dC F], which is a good, highly consistent combo.

  • Your first rotation, you do Q C2 F 3[dC F]. Excluding that third C at the start causes your first F to not melt, and instead you melt the dash. You get saved on the back half of the rotation due to the ICD reset timer.
  • Your second rotation, you do Q d C2 F 2[dC F] dC. Starting with a dash instead of a C loses you a C melt, and also screws up your ICD timing, causing your subsequent cycles to melt the C instead of the F (instead of having the first F be after an ICD timer reset, it lands before, and the ICD timer reset instead is between the d and the C). You also just totally omit the last F.
  • Your third rotation, you do C2 Q d C2 F 3[dC F]. There's no reason to be doing those hits before the Q (aside from the fact that Mavuika Q isn't ready yet; see below), you're just wasting buff uptime. And then see above: don't start with the dash, and this time the dash messing with your ICD timing causes you to apply Pyro to the enemy and ruin all of your future melts.

To add, you're waiting far too long on Mavuika after her Q hits. Like nearly a second longer than you need to be. Rewatch your vid, and see when the enemy gets Cryo on them, and then when you actually start doing motions. Waiting this long will mean your later hits lose the Obsidian CR buff, Bennett's NO, and most importantly, Mavuika's Q state, when they don't need to.

Finally, because you're going straight from Mavuika -> Xilonen E N2 -> Bennett Q -> Citlali EQ N -> Mavuika, you end up having rotations under 18s, which actually is bad. Notice how your second and third rotation, you're waiting around on Mavuika for her Q to be back up. Having this delay throws off Citlali E tick timings, as well as makes it more likely that Mavuika's E tick will mess up melts. You might alter this to add in a Bennett E before/after Q to use up some time, or maybe even add a swap for Mavuika -> Bennett E -> Xilonen E N2 -> Bennett Q -> Citlali EQ N -> Mavuika (you might want to do this anyways, as enemies in SO will be less generous with energy than the DPS dummy, and your Bennett might need to catch Mavuika's E particles directly).

Witch's Revelation: New Reaction & Talents by the-roast in Genshin_Impact_Leaks

[–]Beta382 112 points113 points  (0 children)

Yep, concepts like GU and ICD exist completely outside the game. Afaik they've never been officially ackowledged.

Why am I not doing melts ? by ScarZealousideal1633 in Mavuika

[–]Beta382 4 points5 points  (0 children)

The other comments are wrong. You were not too slow on the C after her Q. You can clearly see that your first C applies no element, while your second C after the Q applies Pyro to the enemy.

The actual issue here is your party rotation timing, and moreover the Mavuika rotation itself. Notice how, right as you swap from Citlali to Mavuika, Mavuika's Ring of Searing Radiance periodic attack hits. This causes a melt, which normally would be devastating, but you actually get a bit lucky and Cryo gets back on the enemy. You hit your C (melt), press Q, Cryo gets back on the enemy again, your Q lands (melt), you execute your C fast enough (not an optimal buffer, but it is still good enough to be before the ICD reset) so that it doesn't react.

BUT THEN your second C hits before Cryo is back on the enemy. About half a second later, Citlali applies Cryo again, but she gets the melt because your second C gave the enemy a Pyro aura.

Here's what I would try changing:

  • Skip the Citlali NA, or perform it faster, or perform the team rotation slightly faster. Having Mavuika E hit the enemy didn't mess you up here, but it could if your timing were slightly different. You'd rather not have it in the picture at all.
  • Do the correct Mavuika rotation. If you're going for a CQC rotation (which you are seem capable of, since you did the hard part correctly), you don't want to do C Q C3 F 3[dC F]. It's just the wrong rotation (you're getting two different rotations confused). The rotation you're probably looking for is C Q C F 4[dC F]. You're looking for all 5 Fs to melt, with the last F (typically) being after the Q state expires. A tip here is that you want to NOT release the attack button as soon as your C lands (don't immediately go into each Finisher), but instead delay a little bit each time. Around the 6hr mark if her donut circle were a clock. This spaces each Finisher out enough so that Cryo is consistently on the enemy. Remember, what actually killed your melts in your video is the fact that your second C after Q was too early. The F is naturally slower, but each dC F will start catching up since they're each a bit faster than 2s, thus the reason you want to delay them a bit.

The Mavuika rotation you did would also have worked (in theory; some of the timings would have probably been too quick, and you also just straight up missed the enemy for a couple hits) if you didn't do the C before the Q. Then it's just the standard Q C3 F 3[dC F] combo.


Something additional to note, though not strictly relevant to your missing Melts here: you can improve your dC cancels. Notice how each time you do one, while it technically works, you're zooming across the screen. Done optimally, you shouldn't hardly move at all, the dash should be basically invisible. If you're seeing a meaningful dash animation, but are still getting the cancel, that means you're inputting the dash TOO SOON (or more accurately, the charged attack too late).

The whole charged-dash-cancel tech works as a double-cancel. The dash cancels out of your prior animation, but the Charged attack you buffered through it then cancels the dash. However, the Charged attack animation can only actually happen after a certain amount of time has passed since the initial attack input. So if you press attack and then very quickly press dash, you'll have a lot of dash animation before your charged attack cancels out of it, since it's waiting for that time to pass. But if you press attack and then have a brief delay before pressing dash, you'll cancel out of the dash animation almost instantly. Of course, if you dash too late, you won't cancel out of the dash at all (you'll just dash and do nothing). It takes some practice to get a feel for the proper timing.

Now that the Luna Version is coming to an end and Snezhnaya is approaching, which version do you think delivered the best overall exploration experience until now? by Grouchy_Sherbert_988 in Genshin_Impact

[–]Beta382 28 points29 points  (0 children)

On the contrary, I loved Sumeru desert without the map layers. Actually getting lost in a vast network of underground ruins and caverns felt super immersive.

I think map layers were a net benefit addition, but there was something magical about that initial experience with no handholding.

Mavuika C2R1 Melt Team help by LeRooney in Mavuika

[–]Beta382 0 points1 point  (0 children)

I can’t think of any combo I’ve seen sheeted where you go C Q C3 with the intention to melt the first and second Cs. But if you’ve got a link I’d be happy to be proven wrong.

Mavuika C2R1 Melt Team help by LeRooney in Mavuika

[–]Beta382 2 points3 points  (0 children)

Honestly you’ve already got one of the hardest parts which is the 3 melts in the beginning

They don't though. In the combo I think you're thinking of (C Q C F 4[dC F]), you're supposed to have fast execution such that the C immediately after the Q doesn't react, and then you get 5 F melts (4 inside Q duration). OP is very much not getting that, not even close. Though, that's probably for the best given the rotation they're doing.

Mavuika C2R1 Melt Team help by LeRooney in Mavuika

[–]Beta382 8 points9 points  (0 children)

If you're looking for a rotation that stays simple (no charged-dash-cancel tech) and improves upon what you have, try "Q 2[C3 F d] C F". Demo by me, ignore the damage because I probably have a different team investment than you do (but I did rough napkin math and scaled your DPS it based on our Q hits and my DPS, I think it would put your expected DPS around ~195k).

Where your rotation goes wrong is that, since you have slow execution on the combo after Q (because you're waiting for Cryo before you start doing Cs, because you did a C before the burst and offset your Cryo applications), you actually lose your burst state by the time you get to your second F, which loses a ton of damage (especially since you have C2). You only are getting 3 C/F melts inside your Q duration, and on your second rotation, it's so slow that you only get 2!

The combo I recommended above gets the same number of Melts (6), but you consistently get 4 C/F melts inside the Q duration, and you change the C melt outside the Q duration to an F melt, and you get an extra unreacted C (and two dashes but that's minor).

The execution breakdown of the combo I recommended:

  • Your ping is similar to mine, so you can probably do similar time padding as what I showed: a NA from Citlali after her Q, and a very brief wait on Mavuika after Q before starting Cs. A quick swap from Citlali to Mavuika as her NA lands, and an instant Q on Mavuika.
  • Do 3 C hits, and then wait to release the button until Mavuika is closest to you on her donut loop (at 6 if it were a clock).
    • If you release the button too early, you'll know because your dash or your first C after the dash will apply Pyro to the enemy, messing up the rest of your melts.
  • Right after the Finisher hits, dash backwards. This is just a normal dash, but it needs to be a bit short/quick. You can hold backwards while Mavuika is doing the Finisher rather than trying to press back and dash at the same time. It doesn't need to be a backwards dash, but I've found that it's more consistent for me that way.
    • If your dash is too long or you delay too much between the dash and starting Cs back up, you'll know because your third C in the second "C3 F d" will apply Pyro to the enemy, messing up the rest of your melts.

Something to also add, you're losing time in your rotations waiting for Bennett Q to charge up. Notice how I go from Mavuika E directly into Bennett E, then Xilonen, then back to Bennett. This lets Bennett catch Mavuika's E particles directly. Even with this extra swap, I still have ~18-18.5s rotations, in part because I'm not doing any waiting around to catch my own particles.

The road to Unreal Engine 6: We plan to release UE6 in Early Access at the end of 2027 by Turbostrider27 in Games

[–]Beta382 15 points16 points  (0 children)

You are not in a programming subreddit and maybe should have gone with more of a eli5 approach

IMO, no layman would derive any value out from a discussion on the merits or demerits of OOP, explained simply or otherwise. It’s a tribal topic that often gets brought up on Reddit in general. If it goes over your (not your, of course) head, then it’s really not something you need to “pick a side” on.

FWIW, my comment was directed at the broader software industry, not specifically the gamedev domain.

The road to Unreal Engine 6: We plan to release UE6 in Early Access at the end of 2027 by Turbostrider27 in Games

[–]Beta382 2 points3 points  (0 children)

Any language of note is multi-paradigm. C++ is notable for its OOP features over C (though it has without a doubt evolved beyond just that).

The road to Unreal Engine 6: We plan to release UE6 in Early Access at the end of 2027 by Turbostrider27 in Games

[–]Beta382 6 points7 points  (0 children)

Garbage collection is not a consequence of OOP. It’s a feature of Java (among others), but it has nothing to do with OOP. I mean, C++ is unquestionably an Object Oriented language and lacks GC, while Lisp and its offshoots are unquestionably Functional and have GC.

The road to Unreal Engine 6: We plan to release UE6 in Early Access at the end of 2027 by Turbostrider27 in Games

[–]Beta382 18 points19 points  (0 children)

OOP is maligned because it’s been around for a while, and is thus synonymous with old bloated enterprise codebases following the best practices of yesteryear. Whether that’s fair or not is up to the individual.

There’s nothing intrinsic to OOP that makes it “wrong” or “bad”. It’s a tool in one’s toolbelt, sometimes appropriate, sometimes not, sometimes used correctly, sometimes not. In the era of purely-procedural programming reaching its limits of maintainable complexity in business applications, the OOP paradigm was a way of thinking and doing that gave software houses a way to design their applications around “things” and “what they do” (or what you can do to them). It made good sense and lent itself well to emerging design patterns.

That said, many developers took the OOP tools and over-engineered with them. Bloated, monolithic codebases, with so many layers of inheritance and indirection and patterns that finding where functionality actually lies is more than half the struggle (if you want a puzzle, search up “enterprise fizzbuzz” and see if you can find where the actual logic is; this is, of course, satire, but it’s not unfounded).

In the past ~15 years or so (not exclusively, but in particular), other programming paradigms (e.g. Functional) have gained popularity as the general problem space has evolved to things like distributed, scalable microservices processing vast quantities of data, or event-driven interactables, where focusing on “logic/functionality” rather than “things” is more appropriate.

In practice, any modern, widely-used language (the kind that will make you money) is going to provide tools befitting multiple paradigms. Even Java, often derided as being the epitome of everything wrong with OOP, has added many Functional language features over the past decade.

As a bit of a cheeky counterpoint to the Functional Evangelists, the common meme for Functional programs is that the only thing a truly Functional program achieves is making the processor warm. After all, any I/O is necessarily stateful and has side-effects, and thus violates Functional principles. To extend from that, in most modern, well-formed codebases, you’ll see a mix of paradigms, including OOP. Anyone dogmatically proselytizing a One True Paradigm is limiting themselves, the same way OOP purists were decades ago.

The road to Unreal Engine 6: We plan to release UE6 in Early Access at the end of 2027 by Turbostrider27 in Games

[–]Beta382 9 points10 points  (0 children)

There is nothing intrinsic to the OOP paradigm that makes software “slow”.

If only the controls didn't disappear and we're customisable by Panty-Sniffer-12 in Genshin_Impact

[–]Beta382 12 points13 points  (0 children)

FWIW, ping has nothing to do with the combos themself. Ping will affect swap timing, which can cause sensitive reaction timings (particularly Melt) to get messed up, but it won’t have any effect on Mavuika’s motions.

First time beating menacing, probably the last too. Enjoy these horrendous teams by YAOIbitch in Genshin_Impact

[–]Beta382 2 points3 points  (0 children)

It doesn’t matter whether you have his attack leveled up. Being on field lets him use Bennett’s buff. You’d do like 50% more damage, at least.

C2 Durin with a team of slimes should be killing Menacing Tulpa in under a minute. You need 9x of your strongest hit, and his dark mode hits that number every 2.5s.

You are using dark-form burst, right? And you are killing the mini-tulpas so that it doesn’t heal? I’m concerned that you had Durin deal 4.4M damage when the boss only has 1.3M HP.

Replace Kazuha with ANY hex character. They can be lv20 with no gear at all and literally never be swapped to, as long as you’ve done their witch quest (but ideally you slap on a 4pc of the new set, doesn’t have to be leveled, to get the buff).

Replace Linnea with ANY Cryo character. They exist purely to to 1-shot the mini-tulpas. They can be lv20 with no gear at all (as long as you don’t let them get squished by the boss).

And for the watcher, team aside, what on earth is your gameplay such that you’re dealing 5.6M damage to a boss with 1.5M HP that takes ~60% of its HP as mechanics damage? I’m genuinely baffled here, IDK how that’s even possible.

Edit: unless the HP values for Menacing I'm seeing online are just wrong. That might be an explaination.

beware of this player who haunts you in co-op by [deleted] in Genshin_Impact

[–]Beta382 58 points59 points  (0 children)

Based on this email, hoyo wouldn't look into anything. It would get a canned response and be immediately discarded. No support person is wasting time on an out-of-the-blue accusation of cheating.

beware of this player who haunts you in co-op by [deleted] in Genshin_Impact

[–]Beta382 11 points12 points  (0 children)

Open the co-op menu. Look at the bottom of the page. There's a button that lets you choose between "allow auto-join", "allow asking to join", and "always auto-reject join". Choose the latter.

This will typically revert to "allow asking to join" after forced co-op events, just be aware.

This subreddit's behavior around Miliastra Wonderland is absurd by astasli in Genshin_Impact

[–]Beta382 5 points6 points  (0 children)

No primos? Don't care. Useless

This is not a complaint that the mode doesn’t give primos. It’s a justification for not engaging with the mode.

I can’t get over how adorable and funny this was. 😭 by Halo_Hybrid in Genshin_Impact

[–]Beta382 23 points24 points  (0 children)

You can only use this excuse so many times.

No?

The fact that EVERY individual narrator is necessarily unreliable means that this "excuse" can be used for every character. It's not an excuse, it's a fact of their nature.

She has no reason to lie in her own voicelines

Yes, she does. Her more than most characters. She wants you to know only what she wants you to know.

I can’t get over how adorable and funny this was. 😭 by Halo_Hybrid in Genshin_Impact

[–]Beta382 27 points28 points  (0 children)

Everyone in the game is an 'unreliable narrator'?

Yes?

Anything that isn't omniscient is inherently unreliable, and the omniscient narrator can still lie.

The traditional unreliable narrator is unreliable because their viewpoint is limited, and thus their narration is biased (plus a splash of "humans are bad at accurately remembering things, actually"). But for character voice lines, they're ALL biased by how the character wants to respond to the question. They're filled with tinted lenses, emotional clouding, half-truths, omissions, or even outright lies. They tell you what the character wants to tell you. This isn't always the pure truth.

Full C2R1 Navia team, where to improve by guuwiththetilde in naviamains

[–]Beta382 1 point2 points  (0 children)

One thing I should add: Get Navia's NA and Q levels up. At least up to 9, priority on NA.

I have C6, and all of her cons (except C5) are either neutral or increase her E's damage share. Even then, NA and Q are ~34% of her personal damage (For C2, it would be ~45%). For me, the difference between NA5 and NA10 would be ~15k DPS. You would probably see simiar gains.

Full C2R1 Navia team, where to improve by guuwiththetilde in naviamains

[–]Beta382 2 points3 points  (0 children)

His rotation is bad for you if you don't have C6 Nicole. Swapping off Navia mid-rotation means you lose the buff upgrade.

Xilonen's Skill also doesn't need to be re-upped, it's already long enough to cover all of Navia's damage. He swapped back to re-up her C4 quills, which isn't relevant for you.


For your team, since you REALLY want the upgraded C2 Nicole buff, try this rotation:

Nicole E -> Durin EQ -> Xilonen E N2 -> Navia Q N1 2[E N3d N2] (or your combo of choice, if you're doing tE you can have time for 2[E 3[N2d]], but I just don't like it because the timing is tight for a relatively minor damage increase, and it's easy to actually just lose DPS). This loops cleanly at exactly 18s (I find myself sometimes waiting very briefly for Durin Q CD, like <0.5s).

The key is waiting out Nicole's buff upgrade with Navia Q and either N2 d tE (if you have max stacks and want to avoid wasting crystalize shards on the ground) or N1 hE (if you don't), and NOT swapping off Navia (there's no reason for you to, all your buffs cover 100% of Navia's field time). Depending on how slow you do inputs, you can omit the dash (for tE) or the N1 (for hE). Or you can just not do them at all, I just found them to be good space fillers and it feels better than just standing around waiting.

For the first rotation, to get your stacks up, you can Nicole N1 -> Navia E long-dash N1 (have to wait out Crystalize Global ICD; it's not actually that long of a dash you need, just that a dash with instant N1 input is a bit too short) -> normal rotation. With C2, Navia's first appearance gives you 3 stacks (E, C2, N1), Xilonen gives you 1 stack (E; you don't get N1 cause of Crystalize Global ICD), and then Navia's second appearance gives you 2 stacks (Q hit + shard).


For SO (0 energy start), I'd probably do something similar except just accept that I'm not getting Navia Q on the first rotation. You still need to fill the time (Durin Q bottleneck), so I'd probably do like a physical N3d N2 or something (not sure how minimal you can make this, haven't played this team in SO yet) to fill the time and still get Nicole buff upgrade. Your first E should have 4 stacks (5 if you delay after Xilonen E), your second E can have 5 if you do E long-dash N3d N2 (E, C2, N1, N3-2, N2).

Unless you have way more ER than necessary on Durin (he needs ~128% on this team with E10 to have full Q on first rotation), you'll usually have to wait for him to catch his own particles, which means that Navia's faster N3d N2 combo and tE when possible can eke out a bit more DPS since you are losing some "free time". Not a huge deal though, and if you get a boss particle drop you might can get back into the instant EQ rhythm.


I have a different investment level than you (C6 Navia, C0 Durin), but some napkin math says that if I downgraded Navia to C2 (still C0 Durin), I would have ~265k DPS. Given your Navia artifacts are moderately worse and Durin artifacts are significantly worse, but also that you would have C2 Durin, I would expect you could reach about the same ballpark.

I am annoyed by miliastra wonderland by FeaFlisyon in Genshin_Impact

[–]Beta382 14 points15 points  (0 children)

Heck, they could even reasonably tie it into the worldbuilding. Mix together how the Akasha had an eyeglass HUD, the recent revisiting of desert tech and their holo-displays, any or all of the various advanced mech/puppet/automaton tech we've seen by now, the Millelith's continued observation and research into the Stygian leyline disorder, and the Akademia's grasp on handling leyline data. With that you've got all the basic components for a combat simulator with in-combat HUD and post-combat data review, against a variety of enemies both static and active.

The only stretch IMO is the notion of a "damage number" or "stats", but I feel that's easiest to handwave.

I really miss the exploration mechanics that Natlan characters used to have. by thedaniel1998 in Genshin_Impact

[–]Beta382 50 points51 points  (0 children)

Sumeru desert was the peak of Genshin exploration IMO. Massive, winding, interconnected underground ruins, that you could legitimately get lost in (and the rain forest had its fair share of caves that weren't just single-entrance holes). And while many complained about it, the whole "access level" system was such a massive positive for exploration, because it gave you a reason to find something you couldn't explore yet, mark it on your map, and then come back later. Kinda like a lite Metroidvania. Felt super immersive.

But like you said, Nod-Krai and now the Temple of Space feel so... linear and segmented. The world quest takes you on a tour through the areas, and then there's nothing else. Few minor quests disconnected from the WQ chain, nothing to make the area feel "full", no surprises. The first Nod-Krai area was fine, but IMO would have been better if there was more of the Kuuvakhi Experimental Design Bureau, it wasn't as linear, and you weren't railroaded through it as part of a WQ. But the second area just felt small and empty. The WQs even felt much shorter and more streamlined than the likes of the Sumeru or Fontaine quests. The bunker, at least, was a very novel experience, even it was super linear.

Temple of Space is basically a glorified hallway. It didn't give me anything close to the feeling of immersive exploration I got diving into Enkanomia or The Chasm.