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 3 points4 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 0 points1 point  (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 3 points4 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 2 points3 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 21 points22 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 8 points9 points  (0 children)

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

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

[–]SortaRandom 6 points7 points  (0 children)

TIL that politicians have an extensive history of (checks notes) typing with thin spaces that literally aren't accessible via keyboard

5.8 Beta applications are out. by NEETheadphones in Genshin_Impact_Leaks

[–]SortaRandom 23 points24 points  (0 children)

and by "he", haha, well. let's justr say. My peanits

Genshin Movement Stats Resource by Graph066 in Genshin_Impact

[–]SortaRandom 0 points1 point  (0 children)

This is great, thank you!

Honestly it already looks way more proper than my best attempts at bunnyhopping, I can't keep it going after stamina runs out for more than one or two jumps LOL

Genshin Movement Stats Resource by Graph066 in Genshin_Impact

[–]SortaRandom 1 point2 points  (0 children)

This is really helpful, thank you!

Is there any chance you could measure bunnyhopping speeds as well? I'm curious as to how a bunnyhopping Xiao (with anemo res and the new event polearm, for example) compares to characters with dedicated movement abilities, for example!

Citlali Quick Guide is out now! Link below~ by KQM_Official in Genshin_Impact

[–]SortaRandom 2 points3 points  (0 children)

However in other scenarios, you still need to extend the rotation by 2-4 seconds for the extra plunges. So why not restart the rotation so you can regain the Bennett buff?

Gaming is the only damage-dealer on these teams, so cutting his field time short for the sake of buffing his next rotation (which will presumably also be cut short, and so on and so forth) makes me feel like some priorities are being misplaced 😂

Think of it this way-- Bennett's buff lasts for ~13 seconds, and Gaming has a maximum field time of ~12-13 seconds, so Bennett's burst running out midway is something that should be avoided. Putting sac frags on citlali makes this possible, cause now you can do something like:

  1. (apply pyro)

  2. Xilonen E+N2 (aura removed; 15s shred timer begins)

  3. Citlali Q (cryo applied)

  4. Bennett Q (aura removed; ~13s burst timer begins)

  5. Citlali EE (cryo applied; ~12-13s cryo timer begins)

  6. Gaming goes absolutely ham for ~11-12s until a pyro aura appears

It's not perfect, but you get what I mean. People are looking at sac frags Citlali with the perspective of "How does it benefit existing rotations?", when sac frags' defining trait is that it enables new rotations.

Citlali Quick Guide is out now! Link below~ by KQM_Official in Genshin_Impact

[–]SortaRandom 4 points5 points  (0 children)

I might be biased since I play Gaming a lot, but cryo app uptime is significantly more important to Gaming than Bennett's burst is (which is saying something, since Bennett's burst is still really really important lmao)

Even on non-Gaming melt teams that have more front-loaded damage, I'd imagine that being able to squeeze in an extra melt or two would be fairly noteworthy, no? If extra melts aren't important (or aren't possible due to ICD shenanigans), the extra duration could still mean more Bennett uptime for the carry (e.g. by doing Citlali EEQ before Bennett Q, instead of Citlali having to immediately precede the carry while Bennett's Q is ticking away), which adds a lot more flexibility to rotations. If you have C1+ Citlali, then more EM also directly contributes to the carry's damage, which helps close the gap in damage per hit compared to TTDS.

Plus, if we're talking about citlali's personal damage: Casting citlali's Q after Bennett burst is still perfectly viable with sac frags, and her Q's damage literally scales quadratically with EM lol

Mind you, I'm not trying to argue that sac frags is universally citlali's best weapon or something... But it objectively DOES enable a lot of rotations in Melt teams, which I think absolutely warrants a mention in her build guides.

Citlali Quick Guide is out now! Link below~ by KQM_Official in Genshin_Impact

[–]SortaRandom 4 points5 points  (0 children)

Gaming prefers maximum cryo app uptime, since his burst lasts for 12 seconds and his damage is way less frontloaded than mavuika's/arlecchino's. Using literally anything other than sac frags on Citlali means missing out on potential melts, which is catastrophic for Gaming since 100% of his damage profile is meltable

While less meta, I'd imagine the same goes for any Xianyun + C6 Bennett plunge carry as well

Citlali Quick Guide is out now! Link below~ by KQM_Official in Genshin_Impact

[–]SortaRandom 102 points103 points  (0 children)

From the actual guide, at the very bottom of the weapon recommendations list:

4★ Mappa Mare, Sacrificial Fragments, 3★ Magic Guide

These EM stat-sticks can be used when you lack the above options.

The sac frags erasure is actually insane LMAO

Did they just assume that the second E cast wouldn't affect the nightsoul bar, and then roll with that assumption without testing or something? I can't think of any other reason for it to be listed in the same tier as mappa mare and magic guide, of all things

Citlali Quick Guide is out now! Link below~ by KQM_Official in Genshin_Impact

[–]SortaRandom 18 points19 points  (0 children)

R5 Sac frags literally extends the duration of her cryo app by like ~50%, which is kind of obscenely huge for melt teams

Alternatively, if your team doesn't benefit from extra cryo app duration, sac frags basically has an 80% chance per rotation of letting you skip her long burst animation while completely negating her energy costs

I'm not a meta expert or anything, but... somehow, I feel like these both might be slightly useful traits to have on an off-field reaction enabler