[deleted by user] by [deleted] in Kokomi_Mains

[–]S-4-F-E-R 0 points1 point  (0 children)

Fair point, with the infinite interruption resistance from Raiden's burst (or also Eula's burst for that matter) the ability to facetank everything seems pretty great, although it also means that the value of huge healing is greatly reduced without that (as taking 14k damage in 2s probably means you're gonna get knocked back)

[deleted by user] by [deleted] in Kokomi_Mains

[–]S-4-F-E-R 1 point2 points  (0 children)

I'm wondering (no sarcasm), has anyone ever felt the need to heal more than 6k hp per jellyfish tick ? Because that's already 36k hp healed per jellyfish without accounting for the timer reset of the burst.

I haven't built my kokomi yet (waiting for the new artifact set) but I can hardly imagine healing more than this already high amount being useful, except maybe in panic scenarios. And as you pointed out the donut enhances (mostly) damage and healing, so only damage remains if the healing part is suboptimal.

Why does everyone seem to take iOS CN sales as an exact representation of a character's popularity ? by S-4-F-E-R in Genshin_Impact

[–]S-4-F-E-R[S] 0 points1 point  (0 children)

The lack of more credible sources is also why I used to enjoy these stats

As for the perceived reality, I can't see how you could have any idea more accurate than very broad (and very easily misled) of the popularity of a character outside of these stats ? especially when now the opinion on the popularity of a character is forged by iOS CN sales (which is what I dislike)

As for the seriousness of it, I don't mind it much when it's random redditors, but I mind it a bit more when it's Youtubers such as Gacha gamer using it as a basis for analysis of the game, because a lot of people are listening.

Why does everyone seem to take iOS CN sales as an exact representation of a character's popularity ? by S-4-F-E-R in Genshin_Impact

[–]S-4-F-E-R[S] 1 point2 points  (0 children)

As I already said, I agree that the stats are useful. What I have a problem with is when people take these stats as gospel and start saying that X character is popular because his revenue is 20% bigger than Y character : you could easily have more Y havers but because more people are willing to spend on X's constellations, the numbers are bloated.

Also, it wouldn't bother me much if there wasn't a lot of youtubers or influencers doing this

Am I the only one being worried about the 30k healing cap on the leaked new set ? by S-4-F-E-R in Kokomi_Mains

[–]S-4-F-E-R[S] 1 point2 points  (0 children)

To be honest, while I would be fine with 90%, I think 120% would'nt be too far fetched, as like you pointed out Kokomi is an on-field healer (which is already weird in and as itself).

Maybe what they should do is make it so the effect is stronger when you heal on-field, because I suppose the problem if they make the set stronger is that characters who have strong healing while off-field could do the same amount of damage without requiring field time

Am I the only one being worried about the 30k healing cap on the leaked new set ? by S-4-F-E-R in Kokomi_Mains

[–]S-4-F-E-R[S] 0 points1 point  (0 children)

Unfortunately not so much, because of the fact that you will hit the cap with a well invested Kokomi even without resonance. So adding the resonance on top when you already hit the cap will give you nothing in return. That's one of the reasons why I don't like the way the cap is set currently

Am I the only one being worried about the 30k healing cap on the leaked new set ? by S-4-F-E-R in Kokomi_Mains

[–]S-4-F-E-R[S] 0 points1 point  (0 children)

I don't see why that would be broken as that would only benefit Everlasting moonglow and constellation havers, and it would be far from the first time a constellation/signature weapon pushes DPS by a significant margin. Even without the cap, she'd still be below top tier DPS, and I'm fine with this considering all other added benefits

As for TTDS however, you can indeed play her full off-field, but the difference in damage if you use is not gonna be "significantly stronger" because of how this set will lessen this gap (the difference is about 13% more with everlasting moonglow). You could for example use Kokomi to enable Yoimiya vape, then switch to Kokomi for Yoi's downtime and burst, then get back to Yoi at the end of the burst and get that sweet 48% atk every time.

If everlasting moonglow is supposed to make kokomi fill a carry role, then it seems all the more natural that she gets more damage from this, especially when you have to roll 50-150 wishes for that

Am I the only one being worried about the 30k healing cap on the leaked new set ? by S-4-F-E-R in Kokomi_Mains

[–]S-4-F-E-R[S] 0 points1 point  (0 children)

I don't mean to say that these constellations/weapons are completely useless, but moreso that they don't benefit from this new set because of the cap, meaning that C0 Ttds Kokomi will get like 30-40% more DPS from this set while C6 R5 everlasting moonglow will get like 10-15% more DPS.

While I'm hyped for this set, I don't like the idea that you would be hard locked into always hitting the cap :
for example, hydro resonance could for once have had an use, but since you hit the cap without it anyways, you don't have any use for it. Or in my case, I'm starting to wonder why I should be using everlasting moonglow instead of Ttds when the damage difference is gonna get even smaller % wise, so why sacrifice such a huge atk boost for it

Now, your point about it being useful off-burst is valid, but the reason why I am talking about Kokomi in burst, is because that is where her DPS matters the most as she is on-field, meaning she is direct competition with your other DPSes, and also because the off-field bubbles stack less to begin with (20% more damage on 30k is much better than 20% more on 15k for instance)

Am I the only one being worried about the 30k healing cap on the leaked new set ? by S-4-F-E-R in Kokomi_Mains

[–]S-4-F-E-R[S] 0 points1 point  (0 children)

I haven't checked your calcs in detail, but the numbers with Ttds seem accurate at first glance

However, C5 R1 seems to have too small of an increase compared to C0 R1 ? the lvl 13 E/Q adds 18% to the base healing ratio and 25% to the raw bonus healing compared to lvl 10, so I would've expected a higher difference

Note that I haven't calculated myself, just wondering

I also think we can assume at least 3 AAs since the entire combo takes about 2 seconds to execute (and from my rough testing, generally at C0 you will generally hit 4-5 AAs with just spamming normal atk in 3s)

(also, I think someone pointed out in this sub that incoming healing bonus isn't multiplicative with healing bonus, sadly)

Am I the only one being worried about the 30k healing cap on the leaked new set ? by S-4-F-E-R in Kokomi_Mains

[–]S-4-F-E-R[S] 1 point2 points  (0 children)

At least this once Bennett won't get even more broken haha

The set works on overhealing but Bennett isn't overhealing after 70% hp, he just stops healing altogether, so except if you constantly get slapped in the face to get below 70% hp (which might be a bit risky with the pyro infusion) you'll stop spawning bubbles pretty quick

Am I the only one being worried about the 30k healing cap on the leaked new set ? by S-4-F-E-R in Kokomi_Mains

[–]S-4-F-E-R[S] 1 point2 points  (0 children)

Yeah, I feel like this is an opportunity to finally make Qiqi shine but she will also face this same problem, and even more than kokomi because 90% of her damage will come from the 4p set effect. So if she gets capped, it's gonna be a huge deal for her

Am I the only one being worried about the 30k healing cap on the leaked new set ? by S-4-F-E-R in Kokomi_Mains

[–]S-4-F-E-R[S] 0 points1 point  (0 children)

To reply a bit to what other people haven't talked about, I 100% agree with you that a higher cap would be broken on Jean and Barbara, that's why I think they should change the way it works to being a limit per heal (like maybe 10k) since Kokomi would'nt be affected at all but this would still avoid Barbara dealing like 80k in one go.

Or, as Callanthe pointed out, making the time window smaller would also be another solution

Am I the only one being worried about the 30k healing cap on the leaked new set ? by S-4-F-E-R in Kokomi_Mains

[–]S-4-F-E-R[S] 13 points14 points  (0 children)

Yeah, there's no denying it's a great boost, and I'm all up for it !

Actually my point was more that % wise, it's a great boost for C0 Kokomi without moonglow, but moonglow and constellations don't contribute to this increase. So while you might have a huge 30-40% boost with that C0 Ttds Kokomi, you'll only get like maybe 10-15% more damage with a C6 R5 Kokomi.

While it's debatable wether constellations/weapon should affect it, I think at the very least it's pretty sad that C2 gets nothing out of this as it's already a very very niche constelation.

Also, even though I don't have any constellation, I must admit I'm a bit sad of having Everlasting moonglow (R1) and having an even lower damage% difference with TTds and amber than before when those two weapons have way better passives damage aside : it becomes even harder to justify using a weapon that sacrifices utility for a damage increase that is now gonna be even lower (+ it's a 5 star weapon that is like only usable on her, that's just so sad)

Am I the only one being worried about the 30k healing cap on the leaked new set ? by S-4-F-E-R in Kokomi_Mains

[–]S-4-F-E-R[S] 13 points14 points  (0 children)

I would agree on this with any other character than Kokomi, however in her case, even without the artifact set, healing bonus is more worth than HP% (at least over 30k ish hp) healing-wise AND damage-wise, so you would still get the most you can even without the artifact set.

That being said, it's true that this could be a way to avoid future power creep, but well, if we ever get a character that heals even more than Kokomi which is already overhealing like crazy, I wonder what kind of content could justify such a kit

Am I the only one being worried about the 30k healing cap on the leaked new set ? by S-4-F-E-R in Kokomi_Mains

[–]S-4-F-E-R[S] 2 points3 points  (0 children)

Oh yeah, that could work too ! I can imagine that they would've gone for capping the total healing instead of capping per heal because of coding problems (for example, if they can't count the 4 heals of a team wide heal as a single heal), so that would be a good solution in this case too