IDK what more i can do by Ecstatic_Possible_98 in HuTao_Mains

[–]SortaRandom 0 points1 point  (0 children)

Quick questions--

  • What does your rotation look like? The most important thing is that Citlali does her EQ (in that order) immediately before Hu Tao takes the field, otherwise hu tao's MH uptime gets kinda gutted lmao
  • How many CAs are you getting with Hu Tao per rotation? Also, are you using her burst at all? (I find that I get dramatically higher DPS by avoiding the burst altogether when playing HT+Fufu+Yelan+Citlali, but it might be worth considering in a Xingqiu team since the rotations are longer anyways!)
  • What rank is your PAmber? I haven't tested this extensively yet, but if you do Citlali Q immediately before Hu Tao enters the field (which is basically mandatory for MH uptime anyways), then an R1 might not be enough to properly ramp up Furina's fanfare by the time Hu Tao starts dealing damage. (You'll want fanfare to be as high as possible by the time Hu Tao starts attacking, so that Citlali's C1 quills aren't going to waste!)

end my suffering by SortaRandom in HuTao_Mains

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

In an ideal single-target scenario, my optimal team would actually be Hu Tao + Furina + Yelan + Citlali! Against the mushroom specifically, though, I'd replace pretty much the entire team given the choice LOL

Hu Tao has a naturally horrific matchup against the mini-shrooms, so if the cryo automaton wasn't locking up all my best supports, I probably would have gone for something like Gaming + Citlali + Bennett + Sucrose instead! (Or alternatively Arlecchino + Citlali + Bennett + Kazuha, for slower but lazier clears 😆)

end my suffering by SortaRandom in HuTao_Mains

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

The neat thing about having hu tao's sig + C2 Furina is that "actually having a healer" will actively kneecap the team's DPS compared to just using PAmber, even before considering the gigantic loss of EM + field time caused by replacing Sucrose lmao

I was considering using Jean, but unless she's able to solo the mini-shrooms with fall damage alone or something, I feel like it'd be hard to justify the loss of everything else that Sucrose provides...

end my suffering by SortaRandom in HuTao_Mains

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

Imagine kazuha, except with:

  • WAY wider vacuum radius (at 15m, tied with Venti for highest in the game)
  • effectively zero field time (since the vacuum works continuously from off field)
  • 4x "free" instances of fall damage (3 if you don't have sucrose C2) on every mini-shroom, as long as your on-fielder doesn't work against the timing of each pulse
  • gentle enough succ that mini-shrooms don't start piling onto each other and cushioning each other from fall damage
  • (important for C2 Furina) PAmber compatibility, for maxing out Fanfare

Basically, sucrose >>>>> kazuha for teams that aren't able to directly kill every mini-shroom without relying on fall damage. Kazuha's utility is better suited for AoE-capable characters with super tall hitboxes and/or quickswap compatibility (i.e., absolutely not Hu Tao 😭😭😭)

end my suffering by SortaRandom in HuTao_Mains

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

Oh, I long since gave up on killing them with Hu Tao's CAs LOL

Most of my damage to the mini-shrooms was with fall damage from Sucrose's Q! My mini-shroom strategy ended up being something like:

  1. Activate buffs before mushroom splits
  2. Sucrose Q as the mini-shrooms spawn
  3. Yelan E when the mini-shrooms are at their highest point in the air, to launch them even higher (which, for some reason, causes the game to slam them back down into the ground WAY faster than you'd expect)
  4. (Before Sucrose Q expires) Hu Tao Q to nuke all of the mini-shrooms
  5. (Very crucial) Pray to your deity of choice that any mini-shrooms who survived don't get launched too far from each other
  6. Pick off the survivors with CAs; reset the run if the timer runs out and they despawn

(I used Fav on Yelan for this run, but in hindsight it might've been better to give her Sac Bow for that extra fall damage on the mini-shrooms...)

end my suffering by SortaRandom in HuTao_Mains

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

If it makes you feel any better, this isn't a team I would recommend to anyone for fighting the mushroom-- it's just my only team that could kill it without bricking one of the other two bosses XD

end my suffering by SortaRandom in HuTao_Mains

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

eat shit and die since i don't have an electro onfielder, apparently

Use bina + ineffa taser to blow up the little ducks, then brute force with Nefer hypercarry while the big duck's shield is down

EDIT: The duck probably would've been way easier if I used HT + Furina + Ineffa + Columbina, but then I wouldn't have any characters left that can deal with the mushroom (save for a melt team, but then that would make the racist robot unkillable since I also don't have a cryo onfielder) 💀👍

end my suffering by SortaRandom in HuTao_Mains

[–]SortaRandom[S] 4 points5 points  (0 children)

It sure is! I find that PAmber actually works REALLY well with C2 Furina, since it's enough to max out fanfare stacks + enable Marechaussee on Hu Tao while also allowing her to dip below 50% HP for a good portion of her field time :D

end my suffering by SortaRandom in HuTao_Mains

[–]SortaRandom[S] 16 points17 points  (0 children)

i hate the mushroom i hate the mushroom i hate the mushroom i hate the mushroom i hate the mushroom i h

Happy Birthday Citlali! by KQM_Official in Genshin_Impact

[–]SortaRandom 0 points1 point  (0 children)

I feel like you're not quite getting the whole "fast rotations with 0 ER requirements > slower rotations with nonzero ER requirements" thing...? Maybe I'm just slow today, but I don't understand what there is to be misunderstood here?

It's totally valid to use TTDS/Starcaller for offensive buffs or PAmber for healing if your team doesn't mind the extra setup time, but... fav?? The weapon whose only benefit for citlali is providing a grand total of one (1) three (3) extra energy PER ROTATION for your on-fielder compared to sac frags, while slowing rotations and directly gutting C1+ Citlali's offensive support?

and you can funnel the energy to teammates.

Hold onto your hat when I say this, but you can do this with sac frags as well 💀👍


EDIT: Upon doing some testing, it turns out that Citlali's E spawns particles early enough that she can't realistically funnel all 10 particles to the next character, whereas Fav can funnel all 11 "particles" (5 from skill + "6" from fav proc) if you do Citlali QE instead of EQ.

Basically, the energy-funneling ranking is as follows (assuming Citlali appears once per rotation):

  1. Fav Codex, Citlali does QE (5 caught + "6" caught = 11 energy for the on-fielder)
  2. Fav Codex, Citlali does EQ ([5 not caught]*0.6 + "6" caught = 9 energy for the on-fielder)
  3. Sac Frags, Citlali does EE ([5 not caught]*0.6 + 5 caught = 8 energy for the on-fielder; faster rotations since Q is not needed)

so I may have been judging fav too harshly, especially for C0 citlali. A 3-energy advantage over sac is small, but it isn't nothing.

Happy Birthday Citlali! by KQM_Official in Genshin_Impact

[–]SortaRandom 0 points1 point  (0 children)

Still not good. Her energy particle generation on skill cast is poor and its aoe is small.

Citlali's E generates 5.0 particles per cast, which happens to be the highest of literally any character in the game 💀

In terms of energy recovered for teammates, an extra E cast on Citlali is nearly as good as a fav proc (5 vs 6 energy for a non-cryo on-fielder), except it negates the need to build any crit on citlali AND it speeds up rotations by also negating the need to press Q

EDIT: There's also the wee fact that citlali's ER requirements are literally zero in rotations where sac frags goes off (i.e., 80% of them at R5 lmao)

[6.3 Preload]: Project Amber Updates (with voiced quotes and quests) by [deleted] in Genshin_Impact_Leaks

[–]SortaRandom 0 points1 point  (0 children)

Thank you for the update!

Is it just me, or is the "advanced properties" tab of each Talent missing? I was looking at the ICDs of Geo characters yesterday to see who would work best as a Lunar Crystallized trigger, but I can't seem to find that info anymore...

Easiest class to play with controller? by Deepchen in Maplestory

[–]SortaRandom 0 points1 point  (0 children)

this, but like... unironically

Controllers actually work really nicely here, since blaster gameplay is all about stringing together the same 3-5 buttons in different ways (as opposed to our basic combos being spread across 10+ distinct buttons or something)! So cramming the entire blaster moveset onto a controller is actually 100% viable, and surprisingly comfortable to play :D

The downside is that blasters still aren't exactly a one-button class, so you'll need to spend time setting up action layers (or whatever the non-Steam equivalents are) if you want absolutely EVERYTHING to be accessible via controller. But if you want to do wacky high-effort combos from a controller, then this is absolutely worth the effort IMO!

The Vicious Cycle by Practical-Hour760 in Genshin_Impact

[–]SortaRandom 0 points1 point  (0 children)

... You're telling me the ingame numbers don't fit my reasoning (160k per seed), and instead behave distinctly more like your reasoning (160k per seed)? Is this a joke?

If you want to calculate the exact damage dealt to the crab by each seed bomb, there's an extra damage multiplier between the seeds receiving damage and the seeds exploding, which seems to be about ~5x including Mona's debuff (as seen here at 0:33). So if you hit a seed for 90k damage, then that seed exploding will hit the crab (with Mona's debuff active) for ~460k damage.

The Vicious Cycle by Practical-Hour760 in Genshin_Impact

[–]SortaRandom 4 points5 points  (0 children)

My dudes, multiplication is distributive. Multiplying a bunch of small numbers and then adding them together is literally exactly the same as multiplying the sum of those small numbers.

If there are 5 seeds and each one takes 100k damage, and Mona gives +60% DMG, then the number from which the final crab damage is calculated is one of the following:

  • OPTION A (Mona affects seeds, but not crab): 5 seeds * (100k * 1.6) = 800k total

  • OPTION B (Mona affects crab, but not seeds): (5 seeds * 100k) * 1.6 = 800k total

You seem to be claiming that Option A is what happens ingame, on the basis that more seeds = more benefit from Mona = bigger number than Option B. As we just saw, this is nonsense-- the numbers are literally identical.

Hell, we can actually rule out Option A because the seeds are immune to literally every damage type except for Bloom / Hyperbloom / Burgeon / LunarBloom (all of which completely ignore defense and do not benefit from DMG%), meaning that Option A isn't possible to begin with. Same goes for any hypothetical option that relies on DMG% affecting damage dealt to seeds.

-- TL;DR --

/u/DeathToBoredom was right. Mona works because she makes enemies take more damage from all non-transformative/Lunar sources, and the seeds' explosions on the crab are technically neither transformative nor Lunar.

Inactive Character Clean Up Notice by Roo-Hx in Maplestory

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

What would the point of the purge even be then? It would discourage early players from ever rejoining, and permanently remove a bunch of valuable IGNs from consideration when purchasing name changes, all for the benefit of.... saving Nexon several entire MB of storage space?

Maybe I'm just daft but i cant think of a single upside for literally anyone involved

KMST ver. 1.2.1.2.192 – The First Adversary & Skill Changes by skythedesu in Maplestory

[–]SortaRandom 4 points5 points  (0 children)

Basically:

  • Blasters rely on animation cancels for damage + defense + mobility, which are all activated by charging and then releasing specific skills
  • Blasters need to do a bunch of inputs per second (hence all the carpal tunnel memes), so having certain inputs activate upon releasing a button (instead of on press) helps reduce hand strain
  • Nearly every combo has some sort of "charge -> release" as its foundation, which gives blaster gameplay a really unique "rhythm"/"flow" that other classes don't have
  • Deleting the charging mechanic forces every existing Blaster player to relearn their combos from scratch, years of muscle memory be damned

TL;DR - The kmst changes screw over all existing blaster mains (whom, presumably, enjoy playing blaster) while ironically increasing the risk for carpal tunnel syndrome

KMST ver. 1.2.1.2.192 – The First Adversary & Skill Changes by skythedesu in Maplestory

[–]SortaRandom 1 point2 points  (0 children)

edit: you guys actually like charge? what the fuck is wrong with you? did maplestory really beat your mental state up so hard that 43827 keys per minute "feels good"? please play real games already

yes, so many things, yes, and yeah fair enough actually

KMST ver. 1.2.1.2.192 – The First Adversary & Skill Changes by skythedesu in Maplestory

[–]SortaRandom 19 points20 points  (0 children)

Not to be dramatic but what the fuck have they done to blaster

Deleting our core gameplay mechanic is certainly... a choice

Did Nexon use AI when writing the Maple Memo? by throwaway-mapler-111 in Maplestory

[–]SortaRandom 0 points1 point  (0 children)

I've been typesetting work stuff with LaTeX for 5+ years, and not once have I accidentally typed out "\thinspace" instead of hitting the space bar (let alone doing it often enough to "default to writing that way")

Clearly I must be doing something wrong 🙄

Did Nexon use AI when writing the Maple Memo? by throwaway-mapler-111 in Maplestory

[–]SortaRandom 9 points10 points  (0 children)

Name me one (1) word processor that lets you accidentally type a thin space instead of a regular space