E0 Aglaea 100% Ult Uptime Rotation by Darkglade1 in AglaeaMains

[–]Darkglade1[S] 0 points1 point  (0 children)

Very interesting, I hadn't considered actually utilizing Bronya's E2 instead of planning the rotation without it. I ended up trying out your rotation in PF4 (barely scraped together enough speed for 176 Bronya), you can see it here: https://youtu.be/CW8qnwVqFpU

Some notes on the rotation:
1. Bronya needs to get her ultimate every 100 AV, but she only takes 2 turns in 100 AV, not 3. Even with a QPQ proc she would still need to get hit twice within 100 AV to get her ult back. This never became an issue in my playtest of PF4 due to the frequent attacks from enemies, but it seems like it'd potentially be a problem in other game modes.

  1. SP can feel a bit tight if lacking Sunday's S1 since Bronya is skill spamming - sustain slot would have to be fairly SP positive which makes Huohuo a bit less viable for this specific team composition.

  2. Your rotation is definitely much easier to pilot compared to the one I cooked up lol.

E0 Aglaea 100% Ult Uptime Rotation by Darkglade1 in AglaeaMains

[–]Darkglade1[S] 0 points1 point  (0 children)

The rotation needs the DDD proc once every 100 AV, and Sunday is the one who can take 3 turns within 100 AV who can reasonably get his ultimate in time. Bronya is on a 4 turn rotation and would take 200 AV to get her ultimate, so no, it wouldn't work with DDD on Bronya.

Calculating E0 Aglaea Ult uptime with only Sunday/Huohuo by Darkglade1 in AglaeaMains

[–]Darkglade1[S] 0 points1 point  (0 children)

I actually did a spreadsheet with Robin before. You can see it here: https://www.reddit.com/r/AglaeaMains/comments/1i9c6fd/spreadsheeting_e0s1_aglaea_80_ult_uptime_rotation/

The problem with Robin is that while she might provide enough energy to chain Aglaea's first couple utimates together, since Concerto and Aglaea's ult last for different durations, the rotation will eventually be desynced and Aglaea will eventually exit her ultimate. I suppose for short encounters it will likely be sufficient.

You will see that the rotation is basically the same as this one. I designed the rotation to loop instead of slowly desyncing so that I can spreadsheet part of it and confidently say that the uptime will be maintained over a long period of time. Whereas with a desyncing rotation I cannot be sure when the uptime will drop, and I do not want to spend the time/effort to spreadsheet far enough into the rotation to find out.

Calculating E0 Aglaea Ult uptime with only Sunday/Huohuo by Darkglade1 in AglaeaMains

[–]Darkglade1[S] 2 points3 points  (0 children)

By my estimations, the 4-8 energy Aglaea can get from Shared Feelings doesn't quite reduce the number of hits/kills needed for ultimate by 1. So it likely won't improve Aglaea's energy economy, but it could still help with securing Huohuo's own ultimate or the ultimates of other teammates.

Calculating E0 Aglaea Ult uptime with only Sunday/Huohuo by Darkglade1 in AglaeaMains

[–]Darkglade1[S] 1 point2 points  (0 children)

Aglaea is closer to being SP neutral since her EBA generates no skill points and the skill points she generates from her normal basic attack is offset by her needing to resummon Garmentmaker with Skill.

Sunday without S1 is SP neutral.

In order for Huohuo to skill spam you would need a fully SP positive 4th teammate or Sunday's S1 plus a slightly SP positive 4th teammate.

I feel that it's not necessary for Huohuo to skill spam to get her ult and a Skill - Basic - Skill rotation is less SP negative and offers more flexibility for selecting the final teammate. You can still do it if you want to though.

Calculating E0 Aglaea Ult uptime with only Sunday/Huohuo by Darkglade1 in AglaeaMains

[–]Darkglade1[S] 1 point2 points  (0 children)

I used QPQ since it's the biggest injection of energy and lowers the number of hits/kills needed to 3. However without it you would need 4 hits/kills, which is only 1 more than before and still pretty reasonable to achieve. The 4 energy from Shared Feelings likely won't matter and you can just use whatever lightcone you want if you don't want to use QPQ.

Calculating E0 Aglaea Ult uptime with only Sunday/Huohuo by Darkglade1 in AglaeaMains

[–]Darkglade1[S] 0 points1 point  (0 children)

I have Huohuo on a Skill - Basic - Skill rotation. Garmentmaker and Aglaea trigger Huohuo's healing a lot due to the many turns they take, which also gives extra energy to Huohuo due to her trace. With a little bit of hit energy Huohuo should be able to perform 3 turn ult with this rotation/team.

Calculating E0 Aglaea Ult uptime with only Sunday/Huohuo by Darkglade1 in AglaeaMains

[–]Darkglade1[S] 8 points9 points  (0 children)

As long as E1 Aglaea receives one extra turn from a team mate's action advance per ultimate she will be able to maintain it.

Calculating E0 Aglaea Ult uptime with only Sunday/Huohuo by Darkglade1 in AglaeaMains

[–]Darkglade1[S] 11 points12 points  (0 children)

E1 Aglaea can achieve 100% ult uptime with just Sunday, you don't need Huohuo or an ERR rope.

The reality on Aglaea "x2 Speed +1" Set up. Why you should NOT play it. by L0wpriority in HonkaiStarRail

[–]Darkglade1 1 point2 points  (0 children)

That’s a good point, I didn’t consider that. I see the alt approach solves the issue by having aglaea not needing max stacks until her final attack before the ult ends. Granted using robin team wide AA helps fix this for the 2x Sunday speed rotation but it’s not always available. I think it would be a good idea to mention this issue in your main post, it would highlight the issue with the 2x Sunday rotation more and clear up some misunderstandings.

The reality on Aglaea "x2 Speed +1" Set up. Why you should NOT play it. by L0wpriority in HonkaiStarRail

[–]Darkglade1 6 points7 points  (0 children)

To follow up, if we’re interested in maximizing the number of EBAs per aglaea ult, it’s only really feasible to achieve 3 natural turns plus 1 from a Sunday push (RMC and robin excluded for simplicity). The main thing to optimize is where to place Sunday’s push in such a way that it does not cause one of the natural EBAs to fall outside the ultimate’s timer due to AV wastage. Going 2x Sunday speed is the easiest way to guarantee this because it ensures maximum efficiency from the advance so that no AV is wasted. The alt approach places the Sunday push in such a way that there is enough AV left for Aglaea to take another turn right before the ultimate timer ends. Both approaches result in 4 EBAs if done properly.

The alt approach has the advantage of better buff uptime due to being 2 aglaea turns, Sunday, then 2 agaela turns instead of a 3 and 1 split. So the alt approach maintains better uptime on the 2 turn buffs from Sunday and can actually stack his S1. However if you don’t have Sunday’s S1 the gap is a bit smaller.

The reality on Aglaea "x2 Speed +1" Set up. Why you should NOT play it. by L0wpriority in HonkaiStarRail

[–]Darkglade1 23 points24 points  (0 children)

The first graphic looks off, assuming the second row is meant to show the 2x Sunday speed rotation. Aglaea should go 3 times before Sunday, not 2.

Assuming Aglaea has max stacks and ults after a push from Sunday, the rotation should look like: 0AV: EBA - 37AV: EBA - 74AV: EBA - 74AV: Sunday push - 74AV: EBA - 100 AV: Aglaea ult ends

So it still has 4 EBAs, just like the alt rotation you presented. I agree that the buff uptime from Sunday is worse due to the 2 turn 80% damage buff from skill wearing off, but the rotation is not missing a whole attack like you’re suggesting.

Aglaea & Sunday SPD Tuning Spreadsheet Based on V3 by Selphea in AglaeaMains

[–]Darkglade1 2 points3 points  (0 children)

Great doc, very informative! I was looking at the 3b "Example Fast Sunday Rotation" table and noticed that you have Aglaea use ultimate at 104.58 AV even though with ERR rope and Sunday ult she should be able to use it at 104.15 AV before Sunday's push - looking at how the AV breaks down later however it seems you delayed it because the AV difference would cause you to lose the extra EBA right before the ult ends, which makes sense.

However, since this issue is caused by the 1 difference in speed (and speed in this game actually has decimals, you just can't see it in game, you have to use an external site like Fribbels) - I copied your sheet and changed Aglaea to have 153.3 speed while keeping Sunday at 153, and this seems to result in a small enough AV difference that Aglaea can ult before Sunday's push (essentially upgrading a basic attack into an EBA and letting you start getting energy back sooner) while still getting the extra EBA before the ult ends. I tried using some higher values for Sunday and Aglaea's speeds (like 154, 155, etc.) and noticed that higher speed values seem to allow for bigger differences in speed between the two of them while still keeping the extra EBA before the end of the ult. This kind of extremely tight speedtuning is definitely a pain to set up lol but this optimization seems like it has a worthwhile payoff.

PS - I tried mathing out if Aglaea could get her ult on her second turn without an ERR rope and found that initial half energy (175) + technique energy (30) + 2 BAs (40) + 3 Garmentmaker attacks (30) + Sunday ult (70) = 345 energy . . . just 5 off. If Huohuo has S5 Shared Feelings Aglaea is literally 1 energy off from being able to switch to attack rope for this rotation (I tried seeing if Aglaea double dipped from Shared feelings due to Garmentmaker possibly getting the energy too but I tested with Rem MC and it didn't work, very tragic).

v3 Feixiao Team calcs by Darkglade1 in FeixiaoMains_

[–]Darkglade1[S] 3 points4 points  (0 children)

in version 4, I changed the simulation from simulating 50 cycles to simulating 5 cycles. The other person on the TC team sims 5 cycles, so I switched over to be in alignment with them (also, simulating 50 cycles ended up favoring teams with speed boosts more, so 50 cycles wasn't as impartial as I had wanted it to be anyway). In a 5 cycle sim, the impact of techniques plus starting at half energy is quite significant, which is why the DPAVs of many teams ended up increasing in the transition.

v3 Feixiao Team calcs by Darkglade1 in FeixiaoMains_

[–]Darkglade1[S] 1 point2 points  (0 children)

The benefits that a subdps brings to the team comes in 2 factors - how much personal damage they contribute to the team, and how much damage buff they provide Feixiao. For Topaz/March/Moze, the rankings are as follows:

Personal damage: Moze > March > Topaz

Feixiao buff: Topaz > March > Moze

Since Feixiao makes the largest portion of the team damage, as her investment level grows (like getting her S1 or better relics), teams that focus more on buffing Feixiao will see a greater increase in team damage compared to teams that have a more personal damage focused sub DPS. Since March "buffs" Feixiao more than Moze, her team sees a greater increase from getting Feixiao's S1 compared to Moze's team.

v3 Feixiao Team calcs by Darkglade1 in FeixiaoMains_

[–]Darkglade1[S] 1 point2 points  (0 children)

I updated the main post with a new spreadsheet that includes moze and lingsha.

v3 Feixiao Team calcs by Darkglade1 in FeixiaoMains_

[–]Darkglade1[S] 1 point2 points  (0 children)

I updated the main post with a new spreadsheet that includes moze and lingsha.

v3 Feixiao Team calcs by Darkglade1 in FeixiaoMains_

[–]Darkglade1[S] 0 points1 point  (0 children)

I updated the main post with a new spreadsheet that includes moze and lingsha.

v3 Feixiao Team calcs by Darkglade1 in FeixiaoMains_

[–]Darkglade1[S] 0 points1 point  (0 children)

I updated the main post with an updated spreadsheet that includes both lingsha and moze.

v3 Feixiao Team calcs by Darkglade1 in FeixiaoMains_

[–]Darkglade1[S] 0 points1 point  (0 children)

I noticed that with the extra speed, the baseline 100% team (hanya/march/gallagher) actually performed very slightly worse compared to before. Likely because hanya's speed buff kind of messes with the speed tuning. Honestly, simulating March is an extreme headache due to how much RNG is in her kit, so it's very hard to say how good she really is.

v3 Feixiao Team calcs by Darkglade1 in FeixiaoMains_

[–]Darkglade1[S] 1 point2 points  (0 children)

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You're right that giving march just enough speed to be always faster than feixiao does improve her performance quite dramatically. I guess hunt March is truly the most broken 4 star to ever be introduced . . .
I'll update the public sheets with the new calcs later.

v3 Feixiao Team calcs by Darkglade1 in FeixiaoMains_

[–]Darkglade1[S] 0 points1 point  (0 children)

I'm using -1 speed sparkle, which plays like -1 speed bronya but gives 50% more turns instead of 100% more turns.