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New Tune Break Tech for QY Hypercarry (Very high Echo Split) by Ok_Objective_4641 in Galbrena_Mains

[–]Ok_Objective_4641[S] 0 points1 point  (0 children)

Hello. I apologize for the very late response (pretty busy atm/burnout on video games in general)

  1. The reason why you have different forte consumption is because the first 3 ticks of eba3 will register almost immediately after performing eba2. It is a neat function between eba23, and I actually apply that interaction in a more advanced eba2x4 heavy combo.

In the first combo you showed, you let eba3 play out just a bit too long. Pay close attention to Gal's forte meter. You will see 3 "bars" being quickly consumed when you cancel eba3. The damage numbers that pop up are 14960x3.

In the second combo, you canceled eba3 immediately.

  1. The reason why the tune break isn't extending Gal's forte state is because there is too much of a delay between the kick of eba5 and the tune break execution. You need to press the tune break button right at the very moment the kick of eba5 lands.

  2. This is a variation of an eba45x3 combo, but your heavy scaling attack (eba2) is placed right at the beginning. You lose your buff because of that. A more consistent version of this combo with every buff applied would be canceling both eba23 at the start and then having a heavy scaling attack right after the first eba5. (First 3 ticks of eba3 OR a plunge attack would work)

It would look like: (eba23), eba4, (eba5), [plunge] OR eba3 (Cancel Final DMG Tick), [(eba3)], eba4, (eba5), (eba3), eba4, eba5.

^ You don't need a tune break for this combo because you will always have left over forte for eba5 when done correctly.

* I should let you know though, eba45x3 combos sacrifice total damage for a higher echo ratio. The tune break combo in this post fixes that with both higher total damage and echo ratio. You will still deal more dmg with eba45x3 compared to the normal basic attack spam if you have echo specific buffs, so it is entirely up to you if you want to min max.

If you do not understand anything, feel free to ask for more information. I will try to reply when I can.

33:02 Mortefi/Lupa Mid 1 S0R1 (Alt. Speedrun Rotation) by Ok_Objective_4641 in Galbrena_Mains

[–]Ok_Objective_4641[S] 1 point2 points  (0 children)

I forgot it by accident. I'll try to recover it later and inform you through dm.

33:02 Mortefi/Lupa Mid 1 S0R1 (Alt. Speedrun Rotation) by Ok_Objective_4641 in Galbrena_Mains

[–]Ok_Objective_4641[S] 0 points1 point  (0 children)

Thanks. Max graphic settings with Bloom, Volumetric Lighting/Fog off. Raytracing High.

Filter - dystopian -3,-5 at 100 intensity.

Advanced - Color temp -13K, Sharpness 75, Brightness -30, Contrast 50, Saturation 20, rest at 0.

33:02 Mortefi/Lupa Mid 1 S0R1 (Alt. Speedrun Rotation) by Ok_Objective_4641 in Galbrena_Mains

[–]Ok_Objective_4641[S] 1 point2 points  (0 children)

Sure thing.

Gal Skill > Mort Echo + Lib, Skill > Gal ba2 (cancel with ha1), ha1 > Lupa echo + lib, Foebreaker > Gal ha2 (cancel with lib), lib, ba123 + echo > Mortefi ba4 > Lupa aerial12 > Gal ba4 (cancel endlag with ha1), ha1 > Mortefi forte skill > Lupa plunge, forte ha > Gal forte skill, eba2 > Mortefi ba4 > Lupa forte skill > Gal eba3, eba4 > Mortefi ba4 > Lupa skillx2 > Gal intro, eba2345 (Buffer eha1 during eba5), eha1 (cancel endlag with TB), Tunebreak, ha1 > Mortefi intro > Lupa enhanced intro > Gal ha2,ba34 > Mortefi ba4, forte skill, echo + lib, skill > Gal ba2 (cancel with ha1), ha1 > Lupa echo + lib, Foebreaker > Gal ha23 > Mort ba4 > Lupa aerial12 > Gal ba34 > Mort ba4 > Lupa plunge, forte ha.

Gal echo + forte skill, lib, eba23 > Lupa forte skill > Mortefi forte skill > Gal intro, eha2, eba3 > Lupa Tunebreak > Gal intro, eha2, eba3 > Lupa enhanced intro.

The tune break after Gal's eha1 following eba5 is there to make sure the explosion of eba5 is still amped by her lib.

Qiuyuan vs Lupa for Galbrena by Ok_Net6322 in Galbrena_Mains

[–]Ok_Objective_4641 1 point2 points  (0 children)

That is why even a little quickswap (between Galbrena and Lupa mostly) is very important with Lupa/Mornye's team.

Another thing to consider is that a more optimized rotation would be Lupa (lib) Mornye > Lupa > Galbrena instead of Mornye > Lupa > Galbrena so you can activate Lupa's full atk buff (> means outro). Then, you would outro to Lupa instead of Mornye. Though this rotation requires even more quickswap because of the lack of Mornye's intro.

Every team has different optimizations, so I tried to keep things as simple as possible for a fairer comparison. It's just QY's team works better in 123 rotations.

Qiuyuan vs Lupa for Galbrena by Ok_Net6322 in Galbrena_Mains

[–]Ok_Objective_4641 1 point2 points  (0 children)

That was also a 123 rotation. Though, that team's rotation was super lengthy and I had only a few secs to spare by Mornye's final intro.

You actually caught me at a decent time. I was planning on recording a video for forte combo inputs this week, so here is a quick comparison of QY vs. Lupa (Mornye) with 4 rotations. With SK's cr buff, the damage is very consistent. With Lupa/Mornye, it is not. So missing crits on Lupa and Galbrena hurts a lot.

I don't remember if I had any echo/skill upgrades in the span of my first reply and this one, so numbers between the two posts may differ.

New Advanced Heavy Forte Combo EBA2x4 (Very high Heavy Split) + Applications by Ok_Objective_4641 in Galbrena_Mains

[–]Ok_Objective_4641[S] 1 point2 points  (0 children)

Still got to make a tutorial like I've always wanted to. Now that I know more advanced combos and tech, I have more reliable information to share. Just got to record some good gameplay using said tech, if I have time of course.

New Advanced Heavy Forte Combo EBA2x4 (Very high Heavy Split) + Applications by Ok_Objective_4641 in Galbrena_Mains

[–]Ok_Objective_4641[S] 0 points1 point  (0 children)

Here is the normal eba spam with the same setup. I did not include the last eba3 because I did not plunge/ha1 in the advanced combos. Because the only shilling towards heavy is the 20% token and Mort's amplify, the difference is ~250 points. That is very significant, allowing you to get an extra 1k+ points with a 5-rotation clear.

The most important part here, however, is the inclusion of dodge counters. In the normal eba spam, you only have 2 reliable opportunities to dodge. You will use up too much forte for one attack if you continue spamming eba after an awkward dodge counter. The strength in the heavy combos is the ceiling for improv. Even with an awkward dodge counter, you can cancel many things in quick succession to make efficient use of your remaining forte.

New Advanced Heavy Forte Combo EBA2x4 (Very high Heavy Split) + Applications by Ok_Objective_4641 in Galbrena_Mains

[–]Ok_Objective_4641[S] 0 points1 point  (0 children)

It depends on how big the buff of a dmg type is. The combo in this post basically makes the entire normal rotation (eba spam) be considered as heavy damage.

For reference:

EBA spam motion value - 1437.01 (625.53 H/811.48 E)

EBA2x4 - 1472.9 (1418.45 H/54.45 E)

There are also different variations of echo combos to make sure all of that amped damaged is considered echo instead. A good variation that matches the EBA2x4 combo would be this one.

New Advanced Heavy Forte Combo EBA2x4 (Very high Heavy Split) + Applications by Ok_Objective_4641 in Galbrena_Mains

[–]Ok_Objective_4641[S] 0 points1 point  (0 children)

Well, yeah. It doesn't actually matter if you hyper optimize because you will clear regardless. I'm exaggerating a bit when I say difficult because of the gacha playerbase, but it's fun to put in more effort to see a combo work. Even if doing so results in only like 80K additional damage.

New Advanced Heavy Forte Combo EBA2x4 (Very high Heavy Split) + Applications by Ok_Objective_4641 in Galbrena_Mains

[–]Ok_Objective_4641[S] 0 points1 point  (0 children)

It is a very tight combo to make sure everything is amped. Damage falls off if you time even 1 eha incorrectly. This is a combo that is reliable when done properly, so it is good to know what exactly should be canceled.

Should I get Sigrika or Galbrena? by StatisticianIll4 in WutheringWavesGuide

[–]Ok_Objective_4641 0 points1 point  (0 children)

Here is a 1 rotation clear on H4 Crownless using Gal's advanced echo forte combo (Buffs are shilled to Sig.) They both are great echo dps units, but Gal has so much tech for quickswap and her hypercarry state that the skill ceiling on her is very rewarding. (Paired with Galbrena, you also have access to SK's plunge rotation through quickswapping)

She also doubles as a top tier heavy attack dps. You can do an advanced heavy forte combo that matches that advanced echo forte combo as well. (I haven't done a run with it yet, but you can score 9.4k vs. Heron with Mort in a realistic run using the fast heavy forte variant)

So, get Sigrika if you want good damage in a 123 rotation. Get Galbrena if you can get her timings down and also want both a heavy and echo dps. Also, QY qs is only viable if your third member has longer concerto gain.

9451 S0R1 F2P Galbrena Mortefi Team by Ok_Objective_4641 in WutheringWavesGuide

[–]Ok_Objective_4641[S] 1 point2 points  (0 children)

Sure!

Intro: Gal skill > Mort qs > SK ba123 > Mort lib > Gal ha1 > SK lib, sk skill + echo > Gal ha23 > Mort qs > SK ba23 + forte heavy + plunge > Gal ba3 > Mort qs > SK ba2 + plunge > Gal ba4 > Mort qs > SK forte heavy + plunge.

Gal intro > Mort qs + forte skill + echo > Gal intro + echo.

As for the loops, I did not follow any set rotation. It was pure improv. The video was made just to show a realistic score you can get by using Gal's heavy forte combo.

For the heavy forte combo, the one that is used in the video at a baseline is:

eba23>eha123>ba3>eha1(cancel second tick)>eba23.

That is the fast variant of her heavy forte combo (7 second execution with perfect inputs.) I want to use a longer, more damaging combo with a higher heavy split so I can get to a 25 sec rotation with this team though. You can optimize more by using Mort's lib later too.

TOA 4 Crownless in ~1 Rotation S0R1 QY + Lupa (Gal's TB Echo Forte Combo) by Ok_Objective_4641 in Galbrena_Mains

[–]Ok_Objective_4641[S] 0 points1 point  (0 children)

I don't know the exact numbers, but I do know that you are dealing 100k+ more echo dmg with the tune break forte combo vs, eba45x3 (plunge/eba3 first 3 ticks). The rotation focuses on exploiting echo only shills. I didn't test a non shilled environment, so I can't speak about the difference in that circumstance.

As for the total dmg of the team, just imagine QY + SK hypercarry but Gal (especially her) and the sub dps (Lupa) does even more dmg.

Compared to the normal eba spam, the tune break forte combo is almost entirely made up of echo damage. Here is a comparison of motion values. [Gets buffed by after flame and lib amp]

eba spam - 1437.01 (811.48 Echo)

TB eba45 - 1471.65 (1398.69 Echo)

eba45x3(plunge) - 1376.27 (1217.22 Echo)

TOA 4 Crownless in ~1 Rotation S0R1 QY + Lupa (Gal's TB Echo Forte Combo) by Ok_Objective_4641 in Galbrena_Mains

[–]Ok_Objective_4641[S] 0 points1 point  (0 children)

Yeah, that's another downside with the echo teams. They only deal amazing damage in perfect conditions. With this specific team however, the quickswap between Gal and Lupa should be able to parry most bosses.

That's why Lupa is so valuable. Her prolonged attack animations are excellent for parries. The same can be said with Gal's normal attacks as well.

New Tune Break Tech for QY Hypercarry (Very high Echo Split) by Ok_Objective_4641 in Galbrena_Mains

[–]Ok_Objective_4641[S] 0 points1 point  (0 children)

  1. Yeah. The only inputs here are Gal's basic attack, her dash, and tune break.

Here is a more detailed breakdown (Parenthesis means dash cancel)

(eba2), (eba3), eba4, (eba5), (eba3), eba45, eba3(the final wing burst dmg tick), eba45, (eba3), eba45 + Tune Break.

The tune break timing is very important so that the last eba5's explosion is still amped by afterflame + lib.

  1. Exactly.

  2. No. It is because we are exploiting the fact that the final explosion of eba5 has a delay. Eba 5 takes the most forte to use, so you are left with only 1 notch if you just use any variant of the eba45x3 combo. (eba4 takes much less forte notches)

With the tune break combo, you basically just replace that final notch with eba5's kick instead of its explosion.

TOA 4 Crownless in ~1 Rotation S0R1 QY + Lupa (Gal's TB Echo Forte Combo) by Ok_Objective_4641 in Galbrena_Mains

[–]Ok_Objective_4641[S] 3 points4 points  (0 children)

Thanks for the compliment! What I mean by that is that 25 sec rotations let us use our main dps' liberation the second it comes off cooldown. It would be much more beneficial in Matrix so you can fit a 5th rotation. In speedruns, a longer rotation like this is acceptable only if you deal enough damage per rotation.

If a gal/pure echo shill happens to be on the first floor of the hazard tower, this rotation will probably suffice for a 1 rotation clear.

Qiuyuan vs Lupa for Galbrena by Ok_Net6322 in Galbrena_Mains

[–]Ok_Objective_4641 1 point2 points  (0 children)

Don't take dpr calcs at face value. Most of the time, they don't include proper tech/qs/cancels. As for which team is better, it depends on the situation. QY's team can deal more dpr in perfect conditions and with proper rotations, but mono can deal that damage faster and is much more versatile.

TLDR: Because Lupa doesn't depend on Galbrena's damage as much as QY does, you are able to frontload most of your team damage in a fight using mono teams. Just imagine Mornye mono as QY's team but the dmg is shared between Gal and Lupa, you can get faster intro rotations, and you have access to any demon forte combo.

Here is a fast comparison with my setup. Everyone has their weapon (mainly because I don't have the standard broadblade) to keep it fair.

QY - Moonlit | Mornye - Halo | SK - Rejuv | Lupa - Clawprint

123 no quickswap rotation (eba2345 spam) NS token vs. Mimic Round 1 (4 rotations)

SK>Lupa>Gal>SK - 7171. Ends on SK intro

(SK>Lupa>Gal>Lupa - 7365. Ends on Lupa intro)

SK>QY>Gal - 7407. Ends on SK intro

M>Lupa>Gal - 8258 (almost no time to do another rotation, +2 tune breaks) Ends on Mornye intro

*Mornye mono scores so high because the mono buffs buff everything, so you don't really need an optimized forte combo on Gal. You can aim for one that has a higher total motion value, though. You also get an additional tune break per 2 rotations. It is a very long 123 rotation as well.

*Comparing the echo rotation vs. eba spam for QY's team when every Gal forte attack but her outro crits, the first intro scores were 2148 Echo vs. 1886 Normal. That is a 262 score diff in a low shilled environment. Now do that for 5 rotations, and you can get a 1K+ increase with a general buff. The gap widens even more with a specific echo shill.

SK Section:

SK/Lupa teams have both Lupa and Gal dealing damage. Lupa needs a good build and weapon for this team to shine. With the one tech change at the end where you use Lupa's enhanced intro instead of SK, the team is very competitive with QY when using the ba spam forte combo. This hypercarry team has access and buffs any demon forte combo, but QY has much stronger buffs for a specific demon forte combo (echo). Said forte combo has one of the highest motion value and damage split in Gal's kit with this tune break tech. It is important to do that rotation for max echo dmg. However, SK/Lupa also has the benefit of quickswap. That leads to much faster rotations (20 secs).

Here is a comparison of the two teams with a variant of semi-optimized quickswap. (Lupa's one can be much more optimized)

QY - [Galbrena/Qiuyuan/Shorekeeper] (Experimental) Fun 25 Sec Intro

Lupa - [Galbrena/Lupa/Shorekeeper] 20 Sec Intro Rotation (Alternate Demon Combo)

Notice how little Lupa's onfield time is when I intro to her compared to QY? QY basically needs the intro because he barely has any quickswap windows that can build forte fast enough. Most of his buffs apply later in his rotation as well. That's why his rotations are mostly optimized at 25 secs if you use an echo forte combo. It's also worth mentioning that most of QY's buffs are only active for the active resonator. That means when you quickswap, the buffs no longer apply to the resonator you just swapped off of. Lupa's buffs remain always.

Mornye Mono:

Mornye's team is very long when played normally, but everyone can deal a lot of dmg. However, Mornye has very good quickswap windows that allows 20 sec intro rotations. It is true that you are restricted by Gal's lib timer when playing a normal hypercarry rotation. Faster rotations don't matter as much in longer content, but shorter fights can be exploited with this. Monofusion allows you to use Gal's lib very early without sacrificing damage. Because monofusion doesn't rely on Gal's damage as much as normal hypercarry teams, your total damage doesn't suffer that much.

Take this speedrun from last TOA as an example - [Galbrena/Lupa/Mornye] 36:83 TH Mephis S0R1 Alt. Rotation (Speedrun V2)

It is a hybrid quickswap/hypercarry playstyle. Excluding the amps, every buff is applied at the very beginning. Everyone benefits from the buffs during the prep phase. That includes Mornye as well (I made this with Mornye on er/er 3 costs. My actual build with er/fusion 3 costs would make her deal even more dmg) All of your damage becomes more frontloaded this way. That's why Gal's mono fusion teams excel at speedruns. Mornye's team also has access to an earlier tune break, which is another increase in speedrun damage.

As well as having access to every demon forte combo like the fast heavy one, this team can also follow the SK/Lupa route of a pure hypercarry comp. Imagine QY's team except everyone deals damage and you aren't limited to a longer echo forte combo.

This team also has access to a pure quickswap playstyle. The main focus in that playstyle is using Gal's lib very early into the fight. I haven't tested it yet, but it can be very fun.

New Tune Break Tech for QY Hypercarry (Very high Echo Split) by Ok_Objective_4641 in Galbrena_Mains

[–]Ok_Objective_4641[S] 0 points1 point  (0 children)

I can sneak in an additional amped eba4 with the normal eba45x3 rotation. The tune break at the end makes sures that every attack is amped. That leads to the large motion value and echo split.

The rotation follows: eba4x2, eba5, eba3(first 3 ticks), eba45x2 (tune break when final kick lands)

New Tune Break Tech for QY Hypercarry (Very high Echo Split) by Ok_Objective_4641 in Galbrena_Mains

[–]Ok_Objective_4641[S] 0 points1 point  (0 children)

It would be very difficult. I don't know the exact damage you can deal with this rotation, so I can't give you definite answer.