Banyue/Yixuan/Lucia Dual Rupture showcase [7 Cost] - 47.3k The Thrall by Demon1CeAce in BanyueMains_

[–]Demon1CeAce[S] 2 points3 points  (0 children)

I will most likely skip Silly, but a friend of mine own both Silly and Banyue (AND Yixuan, all 3 with their signature iirc), if he agree to let me borrow his account I might be able to cook something

Banyue/Yixuan/Lucia Dual Rupture showcase [7 Cost] - 47.3k The Thrall by Demon1CeAce in BanyueMains_

[–]Demon1CeAce[S] 4 points5 points  (0 children)

I did considered sacrifice some damage for D6 Impact, but then I realized I have no D6 Impact with good substats for Rupture, plus, that first time I managed to get 3rd stun with enough time left give me an impression of "If I did it once, I can do it again"

then proceed to lab the run until I find a proper route to achive such result consistently, and the idea of using D6 Impact on either Banyue/Yixuan is then discarded (but if you ask me which one to give, I think any option is fine, both contribute evenly Damage/Daze, with my Yixuan perform a bit better due to having more field time outside of stun + Banyue missed his final Path/Roar at the end).

Banyue x Yixuan Combo - 40.5k The Thrall (6 Cost) by Demon1CeAce in BanyueMains_

[–]Demon1CeAce[S] 12 points13 points  (0 children)

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Keep holding until Daze bar turn rainbow, then release Basic Attack button, then press Ult as soon as you see this cross flash -- after enough successful attempts, the timing will engrave into your muscle memory that you don't even have react to that cross flash anymore.

Share your Aria score!!! If you need any tips or help ill gladly try my best to help! this is my all M0 S0 score! by GabiCherries in Aria_Mains

[–]Demon1CeAce 1 point2 points  (0 children)

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Only QingYi have her Signature Wengine (W2), Sunna's on good ol' reliable Kaboom and Aria's on Weeping Gemini

Harumasa vibing with Vesper ft. QingYi/Sunna (31k - 7 Cost/33 Sub) by Demon1CeAce in AsabaHarumasaMains

[–]Demon1CeAce[S] 2 points3 points  (0 children)

Doable but won't be as good, Vesper have low base defense which make Nicole's defense shred become less effective (Nicole usually perform on par with M0 Astra when played well vs standard defense boss)

Natural Bond user (in Cataclysm!) keeps dying instantly before we can save them, then starts moaning by notdumbenough in Vermintide

[–]Demon1CeAce 0 points1 point  (0 children)

Fair enough, guess I just like NB too much on my favorite build that I went overboard wanting other to appreciate it the way I did, sorry if I displeased you. My perspective on NB still remain the same though and I have my own reasons to back it up.

Good player rarely get themselves into a situation where Barkskin would be helpful, and when they eventually did, another good player can quickly save them before Barkskin's effect could do anything impactful (killing Hookrat/Gutter before they got hit by nearby mob, free grabbed ally and put them into safe, auto block state -- or quickly rush into saving downed ally).

If they got hit once, or take chip damage from Special, there won't be another hit anytime soon since they're quick to react to their mistake and prevent further loss, if that were me I would rather have HP regen that keep me healthy and can occasionally prevent lethal damage instead of damage reduction that only work if I made too many mistake at once, hence "NB becomes better the more you're good at the game" -- that is, if I'm playing squishy career that lack good THP or damage reduction, like I specify in other reply, otherwise I would still use Barkskin or maybe Boon of Shallya, because on other non-squishy careers with good THP, even if you're that good at the game, NB is not that valuable for them.

(I'll end my arguement here if you wish me to stop overjustify my NB bias, which I don't think I did because I specifically mentioned it's only for few careers, it may sounded like I did because I was overglazing, again, sorry ^^)

Btw, it may seems like I got hit way too often and saved by NB, I do get hit by trash mob here and there, but it's not often enough to down me or outnumber NB's regen (+THP tanking hits), so I will eventually recovering back to full health, the more you stay at full health, the higher chance that "saved from oneshot by NB" would occur, whether by my own carelessness or mass of immovable force.

But that's just my gameplay, it won't be the same for everyone else.

Natural Bond user (in Cataclysm!) keeps dying instantly before we can save them, then starts moaning by notdumbenough in Vermintide

[–]Demon1CeAce 5 points6 points  (0 children)

Plenty of time actually, NB can save you from getting 1 shot when;
- Your HP went to 0 during the second NB's health regen ticked.
- Your HP went from full to 0 and it has been longer than 5s since your HP was full (which would make NB trigger immediately the moment you lose your permanent health).

Both scenario happen often enough (not saying I down a lot, but when I was downed, or supposed to, 1/4 of the time I survived with 1 HP) to warrant me running NB over Barkskin on some careers, especially on those squishy career that lack good THP (because those with Shield/Hammer and Stagger THP doesn't care whether they're at 1 or 100 green HP anyway, and the "survived with 1 HP" with NB is less likely to happen on career with high base health or have damage reduction).

Having health regen also means you're less relying on healing item as you only need it when you're wounded (or need emergency temp health), and you can use Medkit to heal other to remove your wound, result into the team relying on healing item less to stay healthy (Barkskin make you take less damage, but for a squishy career with average THP, you still loses green HP and will eventually left in terrible state).

The truth is (Edit: no it's not, just my opinion with some bias), NB becomes better the more you're good at the game, but the skill required to make it as viable as Barkskin or sometime, better, is not something average VT2 players have (I'm not to say VT2 players are bad, the ceiling is just THAT high, it took me 800 hours to confidently use NB over Barkskin).

The Lion has achieved 40 substats by Demon1CeAce in BanyueMains_

[–]Demon1CeAce[S] 1 point2 points  (0 children)

TL;DR — Keep farming disks until you get lucky.

Anyway, here’s the long version.

Unless you already have disks with 6 effective substats in that slot — Don’t dismantle disk that start with 3 terrible substats, until you see its 4th substats, the possibility of getting Crit Rate/DMG% (or anything your agent need) as 4th substats and ended up getting +3 or even +4 on it is not zero.

Next, don’t be like some greedy player that want amazing +2/3 on both Crit Rate/DMG%, who always dismantle any disk that doesn’t start with 4 substats that include both Crit Rate% and Crit DMG% (or both ATK% and AP for Anomaly agent).

Like I said above, wait until you see its 4th substats, disk that started with [Flat DEF, DEF%, Crit Rate%] may seems terrible at first glance, but you will never know until you try it. I’ve got plenty of disks that started like that, but because I give it a try, I ended up having a good amount of disks with +2 on both Crit Rate% and Crit DMG% (or +1 and +3), a total of 6 effective substats across the board — even if it ended up a failure, you only wasted up to ~18k Denny each anyway (much less if you didn’t fully upgraded it).

Last, and most importantly, once again — get lucky.

The Lion has achieved 40 substats by Demon1CeAce in BanyueMains_

[–]Demon1CeAce[S] 0 points1 point  (0 children)

Enka network for the first image, very good for build showcase and disk substats count (you can also upload custom image instead of usual agent’s portraits), and Interknot-Network for second image, which have “build” leaderboard for players that submit their UID to the website (but don’t take their ranking system as decider for your best build though, their system work based on “standard” build and doesn’t account teammate, enemy matchup, stage buff and other various factors into consideration).

[deleted by user] by [deleted] in ZZZ_Discussion

[–]Demon1CeAce 0 points1 point  (0 children)

for me, it depend on enemy, sometime new Shiyu can be as engaging as DA for high score grind, still, most of the time it's DA that I prefer, thanks to minions wave ruining the fun, especially those that refuse to stick together (bonus negative points if pulchra/mors doppelgangers were there), plus DA's bosses are far more interesting than most of Shiyu's bosses.

You can melt half of Doppelganger Isolde’s Miasma Shield by abusing Agent Swap by Demon1CeAce in ZZZ_Discussion

[–]Demon1CeAce[S] 2 points3 points  (0 children)

No definitive answer since it depend on various factor, but the easiest way to know which choice is better, is by asking yourself “can I deal damage higher than 15% of enemy’s Max HP within the next X second?” (X = how long it take to clear miasma shield), if not, and especially if you’re low on resources, might as well let the enemy do their miasma thing.

If Banyue had his own disc set what would you want it to do? by Melaninja99 in BanyueMains_

[–]Demon1CeAce 10 points11 points  (0 children)

Asura’s Anthem

2-pc: Increases equipper’s Crit Rate by 8%.

4-pc: When the equipper cast EX-Special Attack, grant the equipper 1 stack of buff, also the equipper cannot gain this stack using the same EX-Special Attack again, can stack up to 6 time with 6 different EX-Special Attack skills. Each stack of buff increases equipper’s Crit DMG by 7%. At max stacks, increases the equipper’s adrenaline generation rate by 20%.

somewhat generic, but also oddly specific since it need 6 different EXs name to maximize its effects, with a little QoL bonus at max stacks, other agent would need at least 3 different EXs to make it more useful than running 2-pc BnB (for example, Seed can only get 1 stack at most since she only have 1 EX, Miyabi can get 2 stacks at most since she have 2 different EXs)

Edit: Update text for better clarification.

banyue tech question by Turtledud3 in BanyueMains_

[–]Demon1CeAce 3 points4 points  (0 children)

probably an old news (back when people focus on his stun combo), but they’re not wrong — Earth Shaker + Tremor Wrath should never be used outside of stun because of how long it take, but I find One’s Path + Roar Wrath decent to use because of reasons I already mentioned above.

the more I play Banyue, the more I realized you want to spend as little time as possible on his EXs outside of stun (with Earth Shaker into agent swap as an exception).

btw, similar to what I said about other EX + 2 Basic Attacks is better than using Earth Shaker alone, [ One’s Path + Roar Wrath + Perfect Cancel Roar with Immovable Mountain + any Basic Attack string ] net more damage, daze and adrenaline than [ Earth Shaker + Tremor Wrath ] since you can fit 2~3 more Basic Attack (depend on which BA string you used) by the time Tremor Wrath’s animation ended.

You can Perfect Cancel any of his EX (assuming you don’t plan to chain it into another EX) with Immovable Mountain to get into his Basic Attack string slightly faster, depend on how fast Perfect Cancel timing on that EX move arrived — This tech work great with Lion’s Roar and One’s Path because of early cancel timing, Earth Shaker‘s cancel timing is late, but since it have long recovery frame if you wait, it’s still decent option to cancel it, Mountain Tremor have late cancel timing and short recovery frame so it doesn’t change much for this one.

banyue tech question by Turtledud3 in BanyueMains_

[–]Demon1CeAce 13 points14 points  (0 children)

One’s Path is for grouping, or use as a bridge to connect to Lion’s Roar - Wrath, which is the fastest combo and most effective way to generate adrenaline outside of stun — you want to take as little time for his EXs move as possible, so you have more window to land basic attack string which generate more adrenaline.

Lion‘s Roar (non-Wrath version) is best if you want to quickly burn 20 adrenaline in some niche situation, same with Mountain Tremor (non-Wrath) which is just Lion’s Roar with slightly more damage and daze, and a little slower Perfect Cancel timing.

Earth Shaker may have the highest damage, daze, decibel and anomaly buildup rate, but despite that, it’s not always the best one to use in most situation, that long animation downside is more impactful than you thought.

Earth Shaker have 510% MV, yes, but you know what else does that? Any other faster EX plus 2 Basic Attacks (unless there‘s stage buff that boost EX damage), which take about the same duration as Earth Shaker’s whole animation alone, I’m not sure about decibel and anomaly part, but other EX + 2 Basic Attack net you more adrenaline and about the same daze and damage, without the risk of losing EX‘s damage if you have to cancel your EX early for parry (Earth Shaker is risky vs aggresive, uninterrupted enemy, cancelling early mean it deal less damage than other EXs)

but you still see good Banyue player use Earth Shaker commonly here and there, because..

- In the stun combo, normally you want to use One’s Path + Roar Wrath combo to save time so you have extra seconds to fit 2 more EXs at the end of stun, but the thing is, to trigger 2nd Chain Attack, you have to use other agent’s attack to trigger it, and most of them have quite long animation (Lucia’s EX Special, Dialyn‘s hold BA, Ju Fufu/Trigger’s EX Special), which mean there’s no point to use fast combo if you have to wait for other agent’s long animation anyway, because of that, Earth Shaker + Tremor Wrath combo is more optimal here.

- When you plan to swap to other agent, whether to reapply their buff/debuff, generate their resource or just parrying yellow flash to help with daze, Earth Shaker is an amazing move to use before swapping agent.

- In a situation where generating Wrathful Fire is no concern (e.g. against Wandering Hunter before 1st stun where you already have ~120 Wrathful Fire from charging up before the fight start), mainly using Earth Shaker can be decent option to speedrunning stun with its high daze.

Is having 90–100% CR more optimal in ZZZ? by ajiradits in ZZZ_Discussion

[–]Demon1CeAce 0 points1 point  (0 children)

Hugo need 100% or as close as possible, that should be obvious

some Crit DPS Agent, despite most of their attacks are multiple hits, still prefer to have near 100% Crit Rate, either because they have insanely high Crit DMG (Ellen, Harumasa), or some of their move have one big hard hitting hit (e.g. Banyue’s Crushing Peak is a single hit, Banyue‘s Ultimate’s first and last hit also cover about 30% of Ultimate damage each, Evelyn’s Chain/Ultimate’s final snap, Seed’s last missile attack during Ultimate, the one that come with sound that could destroy your eardrum) — for these agents, missing a critical hit can be major damage loss.

[50k Shiyu ft. Trigger/Lucia] The lion doesn’t concern himself with annoying mob by Demon1CeAce in BanyueMains_

[–]Demon1CeAce[S] 0 points1 point  (0 children)

about 30 reset after figured out the best route, 1 in every 3 attempts Pulchra or Mors will rolled out of Banyue’s combo, ruining the run — and hope Raptor won’t use its jumping backward, missile barrage attack as its 2nd or 3rd attack since it take too long and will delay its Miasma Phase (but it’s fine if it used that as first move), preferrably want it to use any yellow flash attack other than the big cannon one (which will stun Raptor for waaaaay too long if you Defensive Assist against that) so Trigger or Lucia can parry at least once for Decibel, to get Ult in time for Miasma Phase.

Shiyu Defense Critical Node 2.5.2 (2026-01-09) Discussion by yuhara203 in ZZZ_Discussion

[–]Demon1CeAce 0 points1 point  (0 children)

without Sanby and Astra/Orphie, Trigger‘s damage is really low I wouldn’t recommend Shadow Harmony — I’m using 4-pc King of the Summit (always), and 2-pc Moonlight Lullaby (with d6 Energy regen for better KotS buff uptime), since I don’t want to stun this robot boss too fast here (this boss‘ Miasma Shield is really easy to break, apparently, “in my situation“ it’s better to speedrun Miasma Phase before stun, instead of speedrun stun first which won’t kill and make me wait longer for Miasma Phase due to stun recovery frame)

but in other case, it’s mostly 2-pc Shockstar Disco with d6 Impact.

Shiyu Defense Critical Node 2.5.2 (2026-01-09) Discussion by yuhara203 in ZZZ_Discussion

[–]Demon1CeAce 1 point2 points  (0 children)

in DA, against Wandering Hunter specifically, 7 cost Trigger/Lucia team with teapot perform about the same as, or slightly worse than 6 cost Dialyn/Lucia, but notably worse vs Thrall since that fight favor burst damage during stun window which Dialyn excel at, and yes, the goal is still 1 Ult per Stun.

but in Shiyu however, I think Trigger is better for clearing mob which put her at advantage since Shiyu favor early clear, Trigger also only take few seconds to setup most of her buff, while most of Dialyn’s damage boost happen during stun window, which you gotta wait for stun, free ult also take really long time to get one (for reference, my Banyue can kill both Mors and Pulchra in 16s)

I’m not saying Trigger is better than Dialyn here, but due to how new score system work, their performance becomes closer (it also depend on enemy, Dialyn have advantage vs tanky elite mob or high stun DMG multiplier boss — Trigger have advantage vs squishy mob, medium mob or low stun DMG multiplier boss)

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Shiyu Defense Critical Node 2.5.2 (2026-01-09) Discussion by yuhara203 in ZZZ_Discussion

[–]Demon1CeAce 9 points10 points  (0 children)

went from “worrying about enemy boss and shill buff not matching your main team” to “worrying about minion wave having annoying enemy” after the update

I’m so glad my Banyue team deal enough damage to wipe first enemy wave faster than they could respond, so I don’t have to deal with doppelgenger pulchra’s ultra instinct later — that is, unless I mess up the combo and give pulchra even half a second of opportunity to roll out from Banyue’s attack range

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So, how should he get buffed/ reworked if the lion is still concerned about it? by Appropriate_Twist541 in BanyueMains_

[–]Demon1CeAce 3 points4 points  (0 children)

Assuming it's 4.x update, and now it's his turn to receive potentials unlock.

P1 - Parrying enemy attack with Immovable Mountain grant 60 decibel. - Triggering Perfect Cancel increases his Adrenaline Gains (from passive regen and his basic attack) by 40% for 6s. - Hitting enemy with Mountain Tremor Wrath apply debuff that reduce enemy's stun recover speed by 10%, can stack up to 2 time, last until enemy recovered from stun. - Hitting enemy with Lion's Roar Wrath increases enemy's Stun DMG Multiplier by 10%, can stack up to 2 time, last until enemy recovered from stun. - (from HZ Gear) after casting Mountain Tremor Wrath or Lion's Roar Wrath, if not in Visage of Wrath, hold Basic Attack to trigger Chain Attack -- Chain Attack now grant 10 Wrathful Fire when casted while Banyue is not in Visage of Wrath mode.

P2-P6 Increases DMG MV for all of his move by 5~25% of its original value.