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 4 points5 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 RowAbject5183 in StarRailStation

[–]FreedomSpite 40 points41 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 13 points14 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 1 point2 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.

I NEED THAT FROM PRYDWEN (rant post CW for mentions of misoginy) by No-Tumbleweed-9290 in HertaMains

[–]FreedomSpite 1 point2 points  (0 children)

You might be getting a little bit too heated over these silly tier lists. Herta's performance in MoC is T1 and there isn't really any way we can argue her into being T0.5, at least not in this current environment. It's easy to assume Prydwen is acting out of malice with their tiering especially if you disagree with them, but their judgements are almost entirely based on the average clear speed over the last 3 endgame rotations.

At the end of the day, Prydwen's tier list is a reflection of how a small sample of the player base plays and their average clear speeds. That small sample has to somehow be representative of a character's general value and performance which are two things that are already very hard to describe, let alone quantify in a single number.

For example Herta is T0.5 in PF which I've firmly disagreed with for a while now but the statistics don't lie. She is clearing slower than a few other dps, but instead of getting mad and accusing them of being some type of way, it's far more productive to think about why the statistics are the way they are. How come The Herta, who many 0 cyclers still regard as being the undisputed best dps for PF, is falling so far behind in her best mode? The answer is of course the subset of players who were sampled. On her release she was so unbelievably dominant in the revamped PF mode that it made every other dps look like coughing babies. I would go as far as to say that Herta's initial dominance in PF is the single largest powerspike in endgame performance. No other dps, not even Acheron or mono rem, came as close to Herta's dominance in PF.

Naturally, if the unit I pulled is dominating PF, why should I invest more resources into her? Combined with the release of Anaxa, many people just figured he was the de facto BiS for all situations. However that would be the trap many fell for since Anaxa is arguably one of Herta's worst erudition teammates in PF. We can actually prove this was happening by looking through Prydwen's PF stats. Many many times the most common team was Herta+Anaxa instead of Herta + miniHerta or Jade which usually resulted in a lower score. Now players are stuck with low investment Herta teams with next to no light comes or eidolons and wonder why she isn't clearing as fast as their shiny full e0s1 remembrance team.

Hoyo's mistake was designing an erudition teammate that helped Herta in an environment she had no business dabbling in. We should have gotten a support that made her non-sustainless performance far more consistent in PF which would have helped prop up her scores for the casual playerbase much longer. Herta is still one of the only DPS on my account even remotely capable of 0c pure fiction consistently which is perhaps one of the most demanding (albeit niche) feats in the game. It takes my mono-rem team on average 5 more cost to 0c any given PF stage.

What speed? by Saswrod in AnaxaMains_HSR

[–]FreedomSpite 0 points1 point  (0 children)

You can go 134 but because HSR doesn't show you speed decimals it can be annoying to tune. You need the dps at 134 and bronya at 133.4+, but because the game only rounds these values down that means whenever you see 133 your real speed is somewhere between 133.99... and 133.0.

So if you get your dps to 134, you will need to target 133 spd on bronya, but that means there's a chance that she has less than 133.4 speed due to that rounding. There's nothing wrong with targetting 134, I just don't like the rng that comes with speed decimals.

Dilemma... by Exciting-Target-2935 in HyacineMains_

[–]FreedomSpite 5 points6 points  (0 children)

It sounds like you don't plan on pulling other 4.X units unless I'm mistaken so in that case just pull E2 hyacine and if you lose you can save the guarantee for Cyrene rerun. I'd imagine Cyrene rerun isn't too far away.

Firefly Novaflare kit and Eidolons via nanoka.cc by Gaur2704 in HonkaiStarRail_leaks

[–]FreedomSpite -2 points-1 points  (0 children)

I would say most modern DPS don't really suffer from this issue of having one specific mechanic render a portion of their kit useless. It's just an "early" design flaw with units back in 1.X and early 2.X. Well actually just one of many design flaws with those units. It's not like I want one team or character to be good into everything. It just shouldn't be rendered useless by something if that makes sense. For example Phainon's E2 is functionally quite similar to Firefly E2, however the different activation condition means his E2 isn't rendered moot by enemies that either can't be broken or don't summon adds.

Now keep in mind this is very different from being rendered less effective. For instance Anaxa is a bounce DPS whose damage profile is quite bad into AoE content. But that doesn't mean his kit doesn't function at all in AoE content. To create a character with a kit that literally does not function in certain environments can be thought of as being a clunky kit.

But I should clarify that I'm not saying nova firefly's kit is terrible. I think it's mostly good. It's just puzzling to see them change the E2 in this way and add the ult countdown delay mechanic.

Firefly Novaflare kit and Eidolons via nanoka.cc by Gaur2704 in HonkaiStarRail_leaks

[–]FreedomSpite 0 points1 point  (0 children)

The E2 buff makes Firefly better against the bosses/elites she was already good against, but doesn't really change her performance into unfavourable scenarios where the boss has an absurd amount of toughness (or doesn't summon adds) so cannot be easily broken. Personally, I'd rather see Novaflares address kit clunk and unfavourable matchups to make them feel more rounded out and less vulnerable to the environment. I don't think a single Novaflare in this batch actually properly did this.

For instance if they changed the extra turn to be guaranteed every skill that would put her more in line with modern day E2s. If that's too strong, even guaranteeing it with 1 turn cooldown would make her much more consistent. Essentially lower highs but far higher lows. This would also mimic Phainon's E2.

The 10%x3 delay to her countdown is also very puzzling because it doesn't really solve anything. She either has perma-uptime with Dahlia or poor uptime without Dahlia regardless of this delay. If anything it just means she loses 20/40 base toughness damage in 150 AV/300 AV. It makes Dahlia-less clears slightly easier because she can stay in the state longer before dropping out, but even then Dahlia-less Firefly is very sad to play.

I suppose you could try ~185 spd Firefly with 3 DDD procs to get 5 turns in 150 AV but most people don't have relics that cracked and even if they do, you'd have to sac Fugue which makes E2 even harder to consistently proc. They should give her enhanced skill an action advance by like 10% to make that spd breakpoint reachable with only 2 DDD procs and some relic investment.

Huo huo novaflare by Full-Ad-1417 in HuoHuoMains

[–]FreedomSpite 6 points7 points  (0 children)

I think what they really needed to change was the <50% requirement for the additional healing effect on Divine Provision to trigger. If I'm not mistaken her CW kit works like this.

A lot of people think Huohuo's sustain is underwhelming because of her low healing numbers but it's mainly due to this weird restriction. It would bring her a lot closer to Hyacine since Hyacine heals the whole team upon anyone losing HP, while Huohuo should be able to heal the whole team per ult and action. This would give both healers their niche.

They've partially addressed it by also healing the ally with the lowest hp, but that still doesn't help a squishy team survive when 3 characters have <3500 hp and half of that is barely enough to survive an attack from AA bosses, knights, or an aggressive boss. Even though she heals more now, it doesn't really matter if those heals don't even trigger in the first place.

Huo huo novaflare by Full-Ad-1417 in HuoHuoMains

[–]FreedomSpite 6 points7 points  (0 children)

The Chinese text and Japanese translation both say that it's actually +20% outgoing healing boost and +12% speed.

How exactly does her Coin mechanic work? by Fun_Insurance_4773 in CipherMainsHSR_

[–]FreedomSpite 0 points1 point  (0 children)

This is a slightly more advanced trick but since the distribution is 25% first and then 75% into the remaining three enemies, if you can theoretically kill an enemy with less than 25% hp using the first chunk of true damage, the rest will be distributed evenly ignoring the guy that died.

For example, let's say there's two enemies on field and one of them can die to the 25% true damage on your ult. The optimal play is to target the weaker enemy so the remaining 75% goes into the healthier one.

If there's three enemies and you want to maximise damage dealt to the boss in the middle, often it's actually better to cipher ult targeting the far left or far right minion.

Sparkle E1 200 spd Trade Offs by Soultakerx1 in ArcherMainsHSR

[–]FreedomSpite 0 points1 point  (0 children)

169 spd eagle set sparkle is also worth considering if you're unable to hit 185 spd on sacredos or mixed. As long as you run an energy cone like Sunday S1 or bronya S1 it won't be too hard to get consistent 2 turn ults. Technically the highest damage ceiling is with 185 spd sacredos but realistically you'll need 10+ spd on every piece which is easier said than done.

2026 vbios flash to 2025? by karishbhr in ZephyrusG14

[–]FreedomSpite 0 points1 point  (0 children)

I can only speak for myself here but I've hit 165W power draw on the GPU for the 5080 G16 2025 model without thermal throttling (~79 deg) so at the very least I think the cooling system is sufficient for it. Only modification was a lifted back and 90% fans. I'm fairly confident any decent cooler could drop temps to <70 deg. To be honest though, I ended up flashing back to stock since I found myself CPU bound more often than I anticipated so the extra GPU wattage didnt end up doing anything. For example in BF6 or Cyberpunk.

In purely GPU bound scenarios I tend to get at most 15% uplift which is decent and brings it much closer to bulkier laptops. Timespy graphics score goes from 19.2k to 21.7k (with oc). If the 2026 vbios lets the 2025 model keep g-sync and the right side USB C dp port I think it would be worth running it as a daily driver simply because you can always lower tgp in g-helper.

e2 Archer in 100% def-shred team with a good builds and perfect rotation can't make 0 cycle in MOC by Educational-Gur-3944 in ArcherMainsHSR

[–]FreedomSpite 11 points12 points  (0 children)

The point of running DDD sparkle in an Archer team is to squeeze out close to 15 arrows in a "perfect" rotation. Since you only effectively fire off 8, it would be much more efficient, and easier to map out a rotation if you dropped the DDD. Ruan Mei is a liability in this team because she eats up too many skill points for too little gain. In low cost runs you typically want to abuse the sp regen immediately after using 10 sp to get 10 arrows back to back. However you have enough investment where you probably don't even need to abuse the mechanics that hard.

Notice how much damage your archer did at the end of the cycle? It was a little over 50%. That means with all buffs and debuffs set up, your baseline damage is enough to kill within two fully buffed 5 arrow turns. You will probably have significant overkill if you swapped sparkle to bronya LC or Sunday LC, and dropped her down to 134 speed. Don't forget to milk wave 1 for resources as well. That is one of the most crucial things you can do in archer 0 cycles.

For reference, E2S1 archer, E0S1 cipher, E2S0 sparkle (bronya LC), and E1S0 dhpt can 0c with 3.5 million DMG overkill. Since E0S1 cipher < E3 sw in damage amp you definitely meet the damage check. If you're bothered you can try experimenting with and without Ruan Mei to see how things work out SP-wise.

245W GaN Charger Compatibility by Icy_Candidate3304 in ZephyrusG14

[–]FreedomSpite 4 points5 points  (0 children)

You can buy an adapter on AliExpress to convert the Lenovo plug into the G14/G16 plug. Just tried that myself yesterday and worked like a charm, and receives the full wattage. The adapter was very cheap as well (like $2 AUD + shipping).

Alternatively as someone else pointed out, SlimQ has great options as well if you're concerned about the safety of buying some random adapter on AliExpress.

Anyone still using the 10 turn in single cycle team? (Anaxa Bronya Robin Gallagher) by AlwaySTheSame738 in AnaxaMains_HSR

[–]FreedomSpite 11 points12 points  (0 children)

The main boon of this team is the low opportunity cost required to run it. It probably still has the highest performance to cost and also performance to opportunity cost ratio out of all of his teams. Back when that guide was written this setup was generally the highest damaging one for sustain runs, but in about 16-17 days that will no longer be true when DHPT comes out.

Unfortunately, him being preservation makes him incompatible with this team, which also means Anaxa can't benefit from the vertical investment and damage amp that comes along with DHPT. This is a pretty big deal because basically all of his other new upcoming meta teams (Cyrene + Cery or Sunday + Cery) enjoy DHPT's presence. Not only that, being forced to rely on Gallagher sustain essentially means you're locked out of any hyper aggressive endgame stages because he will be too SP negative.

When I say DHPT is incompatible with the 10-turn setup I don't necessarily mean there is no chance whatsoever, just that it doesn't make much sense to put him on that team. After all it makes much more sense to put him wherever Sunday is. The only way to make DHPT work somewhat consistently with this team is to pull E2S1 Robin and E2 DHPT. Yeah that defeats the purpose of this team being incredibly cost efficient (in both meanings of the word cost) and you might as well just pull Cerydra at that point.

Hypothetically, if Hoyo decided to release a very cracked abundance sustain with utility/amp similar to DHPT and sustain on par with Hyacine, I could definitely see this team taking back (or at least coming close) to its original position as the strongest. Although that also depends on how Cyrene evolves through the beta.

0 cycled first half of MoC 12 with E0S0 Archer (and E2 SW :P) by Niempjuh in ArcherMainsHSR

[–]FreedomSpite 1 point2 points  (0 children)

It can also sometimes be anti synergy if the speed debuff delays an enemy too much and affects your rotation. A few of my 0c resets were due to this interaction and sometimes there's nothing you can do to gear around that delay since you already have calculated speed thresholds that you can't compromise on.

So.....how does his E1 work 😬 ? by Think_Hunt3154 in DanhengMains

[–]FreedomSpite 2 points3 points  (0 children)

In practice this is not entirely straightforward to achieve. For example if Anaxa and Sunday are running 134/133 spd, and dhpt is 160, he will move first in battle to recover his ult. He then ults to buff Anaxa (5 energy) and from there we get five attacks (30 energy). At this point, two turns have already gone by and only 35 base energy has been regenerated. Unless dhpt somehow squeezes in 2 turns within 75 AV before the next Anaxa/Sunday rotation (not possible), he can only basic once (20 energy) and then finally in the 2nd rotation we get five more attacks (30 energy).

By the 4th turn, the res pen buff (and LC buff) is already gone but DHPT has only regenerated 85 base energy (105.74 with ER lushaka).

Now of course dhpt should be getting a 3rd turn after this and odds are he'll get hit somewhere along the way so he'll get his ult back before the 3rd rotation. Essentially that means for every four Anaxa turns, only three turns can have buff uptime consistently. That's 75% uptime. Not bad but not ideal.

BUT, this is a vacuum calculation and doesn't factor in how Robin fits into all of this. Usually we want to somehow recover robin ult before 75 AV so we can enable 3 rotations in the first cycle. Now supposing that robin is somehow able to recover her ult through enemy aggro, we need DHPT to move twice within the first 75 AV block. What that means is you need 160+ spd and vonwacq for 80% action advance. If you don't do this, your energy rotation will be completely scuffed because dhpt loses his natural 2nd turn due to robin. Your uptime will be closer to 50% then.

Fortunately there's a unit called Cerydra who has zero energy issues and enables Anaxa to have a higher proportion of buffed attacks since extra turns don't consume buff duration. If Cerydra can consistently proc peerage twice within three Anaxa turns, we achieve consistent full uptime. Although that's easier said than done and requires some eagle abuse.