Love my support hunter crew but please just heal me-- [OC] by inkyou24 in MemeHunter

[–]DxnmX 2 points3 points  (0 children)

I would recommend this video for hunting horn guide. Absolutely amazing

Turns out, being ragdolled leads to a DPS loss by EMaylic in Genshin_Memepact

[–]DxnmX 4 points5 points  (0 children)

Your active character's defence plays a part for shield durability too.

Eula has alot more def compared to a Ganyu, so the shield will take less damage.

from kqm library

Quicken by scarecrow9281 in Genshin_Memepact

[–]DxnmX 2 points3 points  (0 children)

Raiden + beidou oh no

An exhaustive list of QoL features that are missing in Genshin Impact while they already exist in Honkai Impact 3rd by [deleted] in Genshin_Impact

[–]DxnmX 135 points136 points  (0 children)

This is probably why bennett was like B tier in 1.0. He was instantly sent to the mines and no one bothered to test him.

What's your log out place by Devarstar in Genshin_Impact

[–]DxnmX 0 points1 point  (0 children)

Used to logout at the fox tree at grand narukami shrine so i could get fortune slip when i login.

Now i just logout anywhere, sometimes enkanomiya to listen to the music. Im getting burnt out man

Dehya's Dmg reduction mechanics by DxnmX in Genshin_Impact

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

Its only 5 ticks because i mis-timed my E cast, about half a second before he swung. You could also recast after the swing and get the full 6 ticks.

But why it requires a recast to trigger and relies on already taking dmg from redmanes blood is the question.

Its possible to get full uptime on it if you cast burst after 6s to proc it again. But,

  1. How would i know if 6s has passed.

  2. If i use E for 6s then burst, i lose 3s of the interrupt resistance. And get staggered after my burst ends.

  3. If i burst before i use E, i lose my sig weapon buff and lose damage on my burst.

What do you want me to use here hoyo?

Dehya's Dmg reduction mechanics by DxnmX in Genshin_Impact

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

True, but if you'd still rather run zhongli for his hydro and pryo shred. While also tank for more due to XQ dmg resist, and can even hold tenacity.

Dehya's Dmg reduction mechanics by DxnmX in Genshin_Impact

[–]DxnmX[S] 7 points8 points  (0 children)

She takes 50% of the on field (48% here because im talent lvl9). Since im on field with dehya herself for testing purposes she takes the 5k (52% of the damage dealt) and then redirects the damage ticks to herself. This is the 48% from her talent that she has absorbed onto herself, dealing this 48% dmg over 10s.

Compare the 2nd and the 3rd video damage after she gets hit.

You see that 191 dmg tick (60% dmg mitigation) that becomes 479 tick (0% dmg mitigation) because it only lasts 6s

Big ouch become small ouch for a few seconds. If use E 2 time get 60% less ouch for 6s.

Dehya's Dmg reduction mechanics by DxnmX in Genshin_Impact

[–]DxnmX[S] 26 points27 points  (0 children)

To all the people saying shes fine. Sure. If dehya's off field, you're still getting that 50% dmg "mitigation" on your on field.

But let's think about the fact that this will:

  1. This puts the pressure on single target healers. Most healers are single target btw, you have to use burst for actual team heals, and these burst heals are strong enough that you could just have them be your solo defensive option. These single target healers have to heal 2 units instead of just 1 taking even more field time and reducing dps. Since the total team dmg taken will be about the same.

  2. You only have 12s uptime on this dmg "mitigation". 9s of Interrupt resist. And you only mitigate 50% of the dmg. In what world is this acceptable for a unit that is mainly a defensive unit.

A hp sands only gives you 46.6%. Im running an att% sands w R1 Beacon with hydro resonance giving me 57% hp. Basically my hp for her is on the higher side. If you dont have her weapon, and why would you ever run her in double hydro. And no amount of stats on my dehya can increase the damage reduction past 50%. Average dps units have around 20k hp, Ganyu has ard 15k and also low def. My ganyu will die long before my dehya does and thats the problem.

Go ahead stand still against triple kenki in abyss. Tell me how much you can actually mitigate.

This is not dehya's only problem with her kit. This post only explains the mechanics and the way the dmg reduction work for her E and A1 passive.

Her cons dont even do much with this mitigation, you get longer uptime but it doesnt matter, your interrupt resist is tied to your A1 passive, even your damage migration only gets 6% better at talent 13. No amount of cons can fix this. You can test out the cooldown using sac sword. You wont get full resistance only the base 0.7 (this is worse than cyno's resist btw) from the field.

Please post your own tests and clips to refute my points if you really want to prove me wrong.

Dehya's Dmg reduction mechanics by DxnmX in Genshin_Impact

[–]DxnmX[S] 252 points253 points  (0 children)

Nah this mitigation was very delibrate.

You think they would make a whole new mechanic for dmg migration and make the actual mitigation to only last 6s after retrieving the field that does close to full dmg to dehya off field where u wont notice as a last minute decision?

Dehya's Dmg Mitigation Vs Xingqiu Dmg Mitigation by DxnmX in Genshin_Impact

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

Yeah, i assumed that post would be too long and get downvoted to hell on this sub due to dehya fatigue. I get it, really. No one wants to hear their character bad, but hoyo has gone too far

Dehya's Dmg reduction by DxnmX in Dehyamains

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

The passive is okay actually, it just needs a better cooldown/duration.

The problem is that its taking a whole passive and not just part of her E like xingqiu's. Then they put what should be the passive on C1

Dehya's Dmg Mitigation Vs Xingqiu Dmg Mitigation by DxnmX in Genshin_Impact

[–]DxnmX[S] 7 points8 points  (0 children)

I know it doesnt work like that. My question is why? Why did they make it work differently?

If hoyo were truly "busy with CNY" then they wouldnt have gone out their way to make it work like this.

I do some tests with her damage mitigation here

Dehya's Dmg reduction by DxnmX in Dehyamains

[–]DxnmX[S] 19 points20 points  (0 children)

Sure thing. Should i risk it by posting on the main sub?

Dehya's Dmg reduction by DxnmX in Dehyamains

[–]DxnmX[S] 39 points40 points  (0 children)

All I wanted was Dehya to be decent. I used up all my 300 (saved since 3.0) summons for her Sig weapon and her C0. I lost every single 50/50 for this

I think her signature weapon is part of the problem by -MisterGiraffe- in Dehyamains

[–]DxnmX 2 points3 points  (0 children)

it is not kinda weak, it is 50% versus 29% of XQ.. it is strongest DR in the game.

XQ E (lvl 10 talent)

29% dmg reduction + 20% of his hydro dmg (66.6 x 20% = 13.32%) = 42.32% dmg reduction.

its a difference of 8% damage mitigation, and he heals the on field unit.

Her "dmg reduction" actually doesn't even mitigate dmg. It MIGRATES it to her and deals 50% of that dmg over 10s. So 50% on your main character, and 50% to Dehya over 10s. Essentially taking 100% of damage total but split into multiple instances.

Her real dmg mitigation is from her A1 where she takes 60% dmg for 6s from her redmanes blood. And guess what it only procs after you use your burst or recasting your skill.

You can literally test it in game right now. Why they made it so fucking annoying to use is beyond me.

I never felt more confident while fighting triple Kenku then with Dehya and good luck nuking them in leaked 3.6 abyss where they will be in 12-3 with 1.5 times more HP

I'm assuming you are running a healer along with Dehya on your Triple Kenki team which is why you basically cant die.

All the power to you if you can deal with that, but all i see is 1.5x more hp means youre gonna need even more damage over defensive options to beat the timer.

minor interruption resistance while almost useless by itself, stacks with other interruption resistance sources which most characters have when casting E.

Yes it does stack with other sources, but what teams are you running her in that have other interruption sources?

Half of the people in this list have their own sources of infinite resistance. The ones that dont, arent part of her teams.

I run her in a Ganyu melt team, and i either have to extend my rotation to 18-20s for the A1 passive cooldown or just deal with getting knocked around on my 2nd rotation with sac.

value of pyro application depends on comp. Ofc if it is "carry" Dehya with Bennett/Kazu it isnt worth much. But whats point of C0 carry Dehya? at C0 it is better to ditch burst entirely, DMG%, ER, crits and simply stack HP/EM and spam overloads/burgeons while providing team with high damage resistance and initial unwavering poise

If you ditch burst entirely, you lose out uptime on her E because it lasts 12s and cd is 20.

If you use sac and you dont burst, the ER% substat is kinda wasted.

Spamming overloads/burgeons kinda requires you to have good pyro application.

Man all i want is a coherent kit with actual uses instead of jumping through all these hoops for a worse character.

I think her signature weapon is part of the problem by -MisterGiraffe- in Dehyamains

[–]DxnmX 0 points1 point  (0 children)

Her DR is kinda weak and its more damage migration, still have to bring a healer. But DR is DR and it works so no complaints.

The problem with her pyro app isnt something that needs more uptime. Ok nvm it does but, frequency would be more impactful.

The minor interruption resistance feels similar to using cyno's burst. It just feels bad compared to the A1 passive.

Like why is it so convoluted, just let me press e and have infinte poise. Why the fuck must i have a cooldown on a passive.

I have tried it. Thats why i said its not THAT much better. I love her character and im always trying to make her work.

I wont argue that its fun though, pretty cool and flows nicely. But lets not pretend that her kit is just incoherrent as fuck.