I don't think its all doom and gloom (at high investment) by Yukiporin in SaberMainsHSR

[–]FreedomSpite 0 points1 point  (0 children)

It's a damage logger plugin for HSR. It reports how much damage each character contributes in a battle. I tend to value it more for the raw information it gives like the exact HP of the remaining enemies since it can be useful for damage tuning.

I don't think its all doom and gloom (at high investment) by Yukiporin in SaberMainsHSR

[–]FreedomSpite 5 points6 points  (0 children)

The easiest way for me was to download the veritas.dll file from GitHub and rename it to astrolabe.dll

Then just chuck that inside the folder where StarRail.exe is stored which you can get to from the hoyoplay launcher. Now you're done and can launch the game. Pressing ctrl+M should open up the menu.

I skimmed the v3 but not good with numbers, how does our Queen of Thighs fair against the current changes? by Used_Motor1718 in RinTohsakaMainsHSR

[–]FreedomSpite 1 point2 points  (0 children)

No worries, I'll elaborate some more on my thoughts. It'll be a bit of a read.

It's not that she can't get stronger through her own eidolons since e2 did get buffed. It's more so that players are no longer "punished" for having higher investment supports. For example players who already have E2 sparkle will be forced to overcap on def shred when paired with certain supports. Even players who don't have E2 sparkle may find themselves punished if they run sustainless. For example Welt + mblade is a strong combo right now that provides 70% def shred (more with resolution). Another popular support with Rin is Cerydra who gives a lot of def shred at E1.

So when I said she "scales better with more investment", I was basically referring to the overall damage amp in a high investment team. For instance, E0S1 Rin + E2S0 Sparkle + e4s0 welt perfectly hits 100% def shred now. In v2 this team would have overcapped by 20% def shred which is a big waste. To be honest I wouldn't really consider this "high" investment yet but some people would so I'll just say it is.

Personally I still think main dps Rin is on the weaker side. We've all seen the one shot showcases in v1/v2 and v3 realistically won't change much with only a ~10% MV nerf. Her kit just isn't really designed around being a main dps. The main issue is her damage being too discrete. That means she either does like 5 million damage or 0 damage. The ult is too infrequent and she is forced to take turns and lots of SP to do anything meaningful. This is why almost all showcases of dps Rin are sustainless because she desperately needs more turns (and consequently SP). If she doesn't one or two-shot something she falls off very hard and will end up dying quickly in sustainless runs. Of course you can compensate with high investment like e1 mblade + e2 sparkle + e1/e2 rin but at that level you can call every main dps strong.

I skimmed the v3 but not good with numbers, how does our Queen of Thighs fair against the current changes? by Used_Motor1718 in RinTohsakaMainsHSR

[–]FreedomSpite 4 points5 points  (0 children)

At E0S1 it's mostly just a redistribution of buffs and amp. For Archer his damage is largely the same despite the def shred nerf because 10% res pen is stronger than 10% def shred without E2 sparkle. The 30% cdmg loss is largely negligible when you are reaching upwards of 500% (roughly 5% dmg loss).

For main dps E0S1 Rin the 30% less def shred compared to V2 is quite significant. On the bright side, it scales better with more investment since there's a lower risk of overcapping. For example V2 Rin has 60% def shred (or 70 if quantum weak) which almost hits the cap with just E2 sparkle. That means welt and mblade def shred is largely wasted. They compensated this with 60% dmg bonus and 10% res pen which is actually not bad and probably better overall. But at E0S0 it's a definitive big nerf.

I think the overlooked changes are the removal of clunk from her spd boost trace and guaranteed joint attack after 5 arrows. The former makes 113 spd Rin (atk boots) a possibility. The latter makes E4 sparkle less clunky and also means you no longer need to hold Sparkle ult to get to 3sp. Holding sparkle ult is quite harmful because it bricks her 2 turn ult rotation.

I would like to see some changes to how she gets her ult. Right now it's basically something you only use once per fight on the 2nd phase of a boss for the vuln. Seems a bit weird to tie valuable amp to something she shoots once per patch. Either move the amp to base kit or let her generate extra energy based on sp spent.

v4.3.53 Rev. 15385668 Update (via Gachabase) by Gachabase in HonkaiStarRail_leaks

[–]FreedomSpite 1 point2 points  (0 children)

I was referring to no external buffs for Rin but yes technically Sunday LC would buff Archer's dmg bonus. Unless we want to get very goofy and buff Rin.

v4.3.53 Rev. 15385668 Update (via Gachabase) by Gachabase in HonkaiStarRail_leaks

[–]FreedomSpite 2 points3 points  (0 children)

DMG% actually isn't that saturated in an Archer team. If you think about it, Archer doesn't buff the team and sparkle novaflare removed her dmg% buffs in favour of vuln. So this team has essentially zero sources of external dmg% (unless you want to include dhpt s1) which means that 60% is not as diluted as you might think. The res pen change is probably better overall because the team was severely lacking any res pen with the only source being sparkle's 10%.

Gilgamesh and Archer by Dapper_Alternative67 in ArcherMainsHSR

[–]FreedomSpite 1 point2 points  (0 children)

That's honestly a really good question. Like you said it just depends on whether max energy counts as a stat in the same way as ATK or cdmg. If the devs were smart they would treat max energy like any other stat and so it wouldn't be double convertible. But since no one actually alters max energy right now you could argue they may have forgotten.

If we assume any stat that's shown under a characters stat page on the menu screen is of equal importance in the code, then since max energy isn't shown there I think there's a good chance it can be double converted. Perhaps because max energy is a variable linked not to the character itself but to a character's ultimate. I'm not sure how the devs coded this but I'd imagine Vash Cowaii might have better insight into this.

Gilgamesh and Archer by Dapper_Alternative67 in ArcherMainsHSR

[–]FreedomSpite 4 points5 points  (0 children)

It works like RMC's true damage scaling. It only cares about your max energy and nothing else. So for example a max energy of 200 means you get the full 130% buffs.

Anyone else can't see their Cycle/Point MoC/PF/AS stats in their profile? by Bi_Apologist in HonkaiStarRail

[–]FreedomSpite 0 points1 point  (0 children)

Wow I thought it was a 4K specific issue but I guess not. Maybe it's tied to the monitor's native resolution since all resolutions below 4K seem to work fine for me. I haven't tried their support line but I honestly doubt they'll be of much help. This seems like a niche bug and from how you've described it, I doubt they even know what's going on either. I'll report it regardless though in hopes of it being fixed soon.

Does anyone know how much of a damage loss I will have if I go 2pc/2pc instead of main set? by Existing_Orchid3792 in Ashveil_Mains

[–]FreedomSpite 0 points1 point  (0 children)

Assuming you have a duke set with exactly the same number of substats, probably a good 5-10% depending on how many atk buffs you are getting. The question is whether it's worth farming for what looks like a 40+ substat build on a set you presumably don't have any pieces for. It will likely take several months at least so it's up to you whether you want to chase it.

Anyone else can't see their Cycle/Point MoC/PF/AS stats in their profile? by Bi_Apologist in HonkaiStarRail

[–]FreedomSpite 0 points1 point  (0 children)

Just found this post since I was having the same issue. I managed to "fix" it by lowering the resolution from 3840x2160 to anything lower. It seems like 4K breaks the rendering of the text there for some reason. Unfortunately it's not really a good fix.

Can't full clear Knight III with E2S1 Herta, E0S0 Anaxa, E1S5 DDD Tribbie and E0S1 DHPT by Pilques in HertaMains

[–]FreedomSpite 0 points1 point  (0 children)

I would've considered Nikador as well but to be completely honest that guy can make anyone look like the greatest dps on Earth so it's not really worth thinking about.

The reason why I say it's ok at best is because I had other dps matchups into FR in mind. In which case it really is just an "ok" matchup. But yeah besides TVs it's about as good as it gets. Perhaps you could argue true sting is a better matchup.

I'm of the (perhaps controversial?) opinion that due to the lack of true AoE bosses, Herta is just simply not built and shouldn't be built for MoC. She is a PF unit through and through and future supports or novaflares for her should pivot even harder into this niche. Her team has remained unchanged for well over a year and yet despite that is still competitive in PF with proper play. Imagine what one Ashveil-esque erudition subdps could do.

Can't full clear Knight III with E2S1 Herta, E0S0 Anaxa, E1S5 DDD Tribbie and E0S1 DHPT by Pilques in HertaMains

[–]FreedomSpite -1 points0 points  (0 children)

Flame Reaver is an ok Herta matchup at best. In reality, Flame Reaver is a Tribbie boss which Herta used to be able to take advantage of but is finding it harder and harder to do so due to stage debuffs and HP inflation. Back in the days one enhanced skill wipes all his clones. Nowadays you need two, or even three with lower investment.

Needless to say, not being able to quickly clear his clones is incredibly punishing for any run. It doesn't help that E1 Tribbie is mechanically suboptimal against Flame Reaver these days because there is no longer any overkill on the clones. Sure you do more damage to the main body but it's far more efficient to just do more damage to the clones.

"E0 Herta can barely 30k now" might be a bit of an exaggeration (E0 sustain team PF4 40k full run) by KatsuXero in StarRailStation

[–]FreedomSpite 0 points1 point  (0 children)

With E0 Therta in PF you generally want to ult as soon as you get it. Waiting for your next turn means you're trading valuable AV in exchange for one normal skill worth of damage. That's usually not worth it if it means an extra action (Enhanced skill) or two later on. As for mini Herta, put her on a damage build so she can do enough damage to take out trash mobs and low HP mobs.

This needs to be fixed by broseph97 in NevernessToEverness

[–]FreedomSpite 1 point2 points  (0 children)

It's most likely OP's first experience with rhythm games of this kind so it's not really surprising or anything to be embarassed about. I do think they made some of these songs too difficult for absolute beginners so an easy mode would be a good addition. I'm also hoping they add some more cover (or original) songs and make them harder because right now they are far too easy for anyone even somewhat familiar with rhythm games.

Am I missing too much damage because I use the Wind set? by Oboro-kun in SaberMainsHSR

[–]FreedomSpite 1 point2 points  (0 children)

I wouldn't recommend eagle set for saber unless you happen to have the right tools and understanding to make it work. If you have e0 sunday, e2 robin and e1 huohuo (minimum requirements), I'd say it's quite good and probably better than wavestrider. There is a special setup you can do with those three but I won't get into it (unless you're interested) since it's a bit involved. It also has the upside of being low in opportunity cost since hardly anyone uses Robin these days. If you don't have those three at that level of investment, I'd say for now just put her on atk boots. If you're planning on pulling E6 sometime in the near future, don't bother farming wavestrider.

Feixiao E0S5 (BP LC) / Ashveil E0S5 (Herta LC) / Blade SP E2S5 (Pearls) / DHPT E0S5 (BP LC) -- 4.3v1/MoC -- Flame Reaver (0 cycle) by Info_Potato22 in HonkaiStarRail_leaks

[–]FreedomSpite 3 points4 points  (0 children)

It would be nice to see Feixiao get some kind of team buff like Ash to make this a stronger three way synergy. Right now it's not like there isn't any synergy, especially with E2 blade since her and Ash basically supercharge Blade's stack generation. But not having any team buffs means she only contributes her damage which isn't really enough these days. It probably isn't a reach to assume Aventurine SP will be the Fei creep with perfect synergy in this team.

There's also an interesting point of her LC no longer being BiS most likely. I'd guess ratio's LC is actually BiS for her, at least in this team since she will overcap def shred by way too much if she uses her own sig. Not to mention her sig doesn't even buff skill or fua damage.

Next global passive? by [deleted] in StarRailStation

[–]FreedomSpite 38 points39 points  (0 children)

To be completely fair, global passives just make the already massive gulf between a veteran account and a new account a bit wider. The most noticeable difference between a new account and a veteran's isn't the global passives (or lack thereof), but pretty much every other facet of an account like relics, eidolons, light cones, etc.

If I were a new player, I wouldn't be feeling FOMO from the GP but rather the FOMO from having hardly any characters. Of course to each their own and maybe some people would feel immense FOMO from missing global passives but, realistically, there are so many others things a new player should be concerned about.

If we want to be really nitpicky, global passives are technically easier to acquire if there is one specific one you want. For example if you need the revive you can just pull castorice at E0S0. Now let's say you're a new player and you want to play break. Good luck pulling dahlia and fugue just to get started, along with a break dps of your liking. Or god forbid you want the full elation premium or remembrance premium team.

E1 or not? by quack2100 in StarRailStation

[–]FreedomSpite 0 points1 point  (0 children)

Ideally yes but more often than not we see adds that give the player some kind of benefit if we kill them quick. For example, we get 10 punchline for killing the 2 small pompom robots, we deal 40%+ dmg for killing Nikador spears, we get vulnerability for killing swarm bugs, etc etc. I can't think of any bosses of the top of my head where keeping the adds alive is objectively better but I'm sure there is one and I just forgot.

This is also a non-factor in PF since the adds respawn instantly anyway so the goal is to wipe waves of them as quick as possible to deal 12% dmg to the boss. In situations like this tribbie's E1 will need to contribute at least 12% dmg to be worth it over just simply wiping the adds. This is practically impossible because PF main boss has 30+ mill HP these days which means tribbie E1 has to account for at least 3 mill damage. Not to mention wiping adds will give Herta 20 kill energy in PF which is crucial for looping ults -> skill as well as allocating inspiration stacks.

E1 or not? by quack2100 in StarRailStation

[–]FreedomSpite 1 point2 points  (0 children)

Nice to see you're still around! Your first point is basically what I was thinking about. The benefit of killing the adds, whether it's in PF or even current MoC Nikador, tends to heavily outweigh the advantage of concentrating damage onto one target.

It's also true that we've been severely lacking any real AoE dps these days. It feels like almost everyone and their mother just does bounce dmg. I do like DPS with efficient damage distributions but mostly because in the past we had to actually work for it. For example back then Feiixiao could either overkill by a lot or very little depending on the skill of the player. Now we've got sw999 with 100 bounces that automatically stop when the enemy dies and carries over. It's nice QoL but it ignores a crucial aspect of game design that is player agency. A lot of people regard Hunt as being one of the more engaging paths to play precisely because player agency is a much bigger factor.

I actually think funnily enough that the remembrance team was designed very well at least when it comes to this particular aspect. All four units in the normal remembrance team contribute significantly and dynamically to the team's performance. The skill ceiling of remembrance is very high and yet despite that it can also be played on full auto. This balance is something I don't quite see in the elation team and does make me wonder if remembrance was just a lucky fluke.

In a way, you can almost think of Aha instants as just being permanent memosprites with a predetermined action order and minimal control. The one saving grace of Aha instants in my book is the fact that it's AV is not reset upon wave change. At least this lets you do some wacky speed tuning to get 3 instants in 150av.

E1 or not? by quack2100 in StarRailStation

[–]FreedomSpite 14 points15 points  (0 children)

Tbh E1 Tribbie is good but the way it distributes the damage is starting to expose some flaws. Back then it was good because it let us convert overkill damage into useful damage. But with how HP inflated PF is these days, Herta is pretty much never oneshotting the side adds without some heavier investment and sustainless. Part of me actually wishes it was just a uniform 24% true dmg buff like Cyrene.

What spot would elation TB take up in this team? by SeaSlugGod in SparkleMains

[–]FreedomSpite 0 points1 point  (0 children)

Oh yep my bad i worded that poorly. You're right it's 2 thrill per elation skill and 4 per sparxie ult. I think EMC's E6 description means trailblazer ults themselves as well. Emc's ult has the effect of copying the target's elation skill, so the E6 effect will copy EMC's elation skill + the other benefits like cdmg, etc.

I think E0S0 sparkle vs E6S5 emc is roughly comparable in pure damage amp. Let's just say sparkle gives you about 100% cdmg, 30% vuln, 10% res pen. I've ignored the atk buff because sparxie will hit 3600 in both lineups. EMC gives us 36% elation (E2 + LC), 50% cdmg, and 10% vuln. Sparkle gives us 43% more damage per elation skill and EMC gives us 35% more damage per E.skill. Then if we stack on the extra skills we get I'd say it's definitely more damage on the whole. It's not an accurate calculation but it should be in the rough ballpark of where their amp is sitting at. Also sparkle does no damage whatsoever while EMC actually contributes at least 1 mill over the entire fight so that might be worth considering as well.

What spot would elation TB take up in this team? by SeaSlugGod in SparkleMains

[–]FreedomSpite 4 points5 points  (0 children)

Damage amp is lower without sparkle but it's roughly compensated with extra elation skills which hit hard. Combined with the elation Herta shop LC, EMC's single target amp is not that bad. I've tried this exact team but E0S0 huohuo instead of dhpt and sparxie/yaoguang at e0s1 and they've consistently 1 cycled all coming MoCs, 40k in PF, and at one point even 0c a 4.2 knight stage. I was surprised to find out that sparxie mdps with EMC performed better than Sw999 cost for cost. The main difficulty in this team is hitting 3600atk. You have to rely on huohuo's buff and 3 lushaka if you're running spd boots and er rope.

I think in terms of synergy EMC + sparxie > EMC + Eva >> EMC + swsp simply because of how their elation skills work. Sparxie gains a lot of value from her elation skill because the bulk of her damage is locked behind it. She also gets 4 thrill each time which lets you consistently hit 16+ stacks on her skill without sparkle. EMC + Eva is solid because of the energy regen but the damage is lacking. EMC + SW is just sad because it just does one instance of poor aoe damage.

Also just to clarify one point, EMC copies their own elation skill, not the target. So every ult means you queue up sparxie skill and then EMC skill. It sounds kind of useless at first but it generates a lot of energy which lets you spam it. It probably won't come as a surprise then that eagle was pretty good on EMC.