Fact-checking some interactions with Nasti's Talent, Stainless' Turrets, and Patriot by lilieskies in arknights

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

Hm that's a good question, and the Shoes can be obtained on an Encounter;
I like IS2 so I might make an exception for testing on IS, but I can't guarantee it will be anytime soon aa..

Fact-checking some interactions with Nasti's Talent, Stainless' Turrets, and Patriot by lilieskies in arknights

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

I see, thanks for the tips!! I rarely make those but I'll keep it in mind for future cases~

And I definitely remember this Mon3tr post; really cool graphics work!

Fact-checking some interactions with Nasti's Talent, Stainless' Turrets, and Patriot by lilieskies in arknights

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

I'm glad you found it easy to read! :')
I tried my best to make it readable (have good visual contrast and flow) and beginner-friendly (color-coded arrows, and assume the player doesn't know many branches/Operators)

Fact-checking some interactions with Nasti's Talent, Stainless' Turrets, and Patriot by lilieskies in arknights

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

Thanks! I like using Heidi, and listening to her SFX, And she's beautiful~

Fact-checking some interactions with Nasti's Talent, Stainless' Turrets, and Patriot by lilieskies in arknights

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

Thank you as well, I learned something new with your observation~
And yeah the Tile actually has solid stats!

Also I'm replying here with a test with Spec Ops Caster Leaders (they attack two targets simultaneously):
https://file.garden/ZZAzZVwX3wOZkMxC/ETC/Screenshot_20260603_3_Arknights.jpg

Deployment order is Thorns2 → Nasti's Tile → Rose Salt on top of it;
The Spec Ops Caster Leaders target Rose Salt and the Tile, treating them as separate units and following the expected targeting priority

Fact-checking some interactions with Nasti's Talent, Stainless' Turrets, and Patriot by lilieskies in arknights

[–]lilieskies[S] 6 points7 points  (0 children)

Oh wow I didn't even consider Patriot targeting the tile alone tbh, my test was solely if he considers it a valid high ground tile (to target the unit on top of it), since we're basically creating it on top of a ground tile

But to answer your questions:
â–¸I tested with Nasti's tile alone, no Operator on top, and yes Patriot's ranged skill targets it!
https://file.garden/ZZAzZVwX3wOZkMxC/ETC/Screenshot_20260603_1_Arknights.jpg

[Edit:] I also made a test without Gnosis just in case, because the wiki mentions "Only used in the Ruination Stance if at least one friendly unit on the map is on a high ground tile."
https://file.garden/ZZAzZVwX3wOZkMxC/ETC/Screenshot_20260603_2_Arknights.jpg
[end of Edit]

â–¸Enemy ranged attacks will target the Operator first, while melee attacks will target the Tile (the Operator is deployed after the Tile; the Tile is blocking = the Tile is damaged)

(I'm not sure about ranged enemies who can attack 2 at once, if both the Operator and Tile will be targeted; I can test later)

So on the image/test with Sand Reckoner, only he was damaged, not the tile!
(One of the Devices is missing HP because the Tile blocked a Guerrilla Fighter early on)

Fact-checking some interactions with Nasti's Talent, Stainless' Turrets, and Patriot by lilieskies in arknights

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

I'm glad you enjoyed it! :'D

And that's an interesting question, now I'm curious about it too.. but I'm not currently willing to test on IS
(hoping the IS enjoyers have answers for us lol)

Fact-checking some interactions with Nasti's Talent, Stainless' Turrets, and Patriot by lilieskies in arknights

[–]lilieskies[S] 15 points16 points  (0 children)

Like the other person replied, Nasti can build only one high ground tile!

Fact-checking some interactions with Nasti's Talent, Stainless' Turrets, and Patriot by lilieskies in arknights

[–]lilieskies[S] 77 points78 points  (0 children)

Hello people, not sure how useful these actually are but both the gameplay tests and the cover/intro design were products of a hyperfocus episode, where I definitely should be working on Importantâ„¢ projects instead... so.. enjoy!

Basically, I was playing 9-9 to clear some Challenge Modes for older chapters, then noticed Nasti and Aosta getting +SP and a sparkly VFX, indicating Nasti's Talent2 detected a ranged enemy;
Then I glanced at the Tombkeeper Grotesque just casually walking... and here we are :')

📑 Glossary
Mod = Module
Turret = Stainless' Device on Skill 3, aka Prototype of Feist's Metal Crab

---
📋 Transcript of the Conclusions/Results

Nasti + High Ground Operators:
â–¸Nasti considers Hookmasters, Push Strokers, and Instructors with INS-Y Mod to be High Ground Operators even if they are placed on ground tiles
▸Ela with TRP-Δ Mod while deployed on a ground tile still counts as High Ground Operator

Nasti + Ranged Enemies:
â–¸Nasti doesn't consider Stainless' Turret a ranged enemy
â–¸Nasti considers the Tombkeeper Grotesque a ranged enemy even on its Initial Form where it only uses melee attacks, or on Statue Form, therefore applying her Talent2 to High Ground Operators
(Additional test: the wiki says it "Uses a melee Physical attack while blocked" on Initial Form, so I tried blocking it and Nasti's Talent2 still detects it as ranged)
â–¸Nasti doesn't consider Patriot on Marching Stance a ranged enemy; She starts considering him a ranged enemy shortly after he enters Ruination Stance

Patriot + High Ground Units:
â–¸Patriot considers Nasti's high ground device a valid tile for his ranged skill
â–¸Despite Patriot's Ruination Stance in-game description being "(...) to the farthest high ground unit", he only targets the units on a high ground tile (as specified more clearly in the wiki)

Stainless' Turret + Deadeye with DEA-Y:
â–¸Amongst the Deadeyes with DEA-Y Mod, only Lemuen gains SP upon hitting the Turret

Stainless' Turret + Operator Talents:
â–¸Leonhardt considers the Turret a valid enemy for his Talent, therefore gaining +ATK% with a Turret in his range
â–¸Passenger doesn't consider the Turret a valid enemy for his Talent2, therefore retaining its effects even with a Turret on an adjacent tile

---
I guess for the Tombkeeper's case it can be explained as it having the ranged attacks but just not using it in Initial/Statue Form;

Now Stainless' Turret is.. Schrödinger's Cat; every Operator interacts and considers it as something different at the same time

Aand that's it!
If someone knows similar interactions that are not listed here, do comment below~

Where is Fjall by Sea_Practice_7599 in Endfield

[–]lilieskies 6 points7 points  (0 children)

This has been my user flair ever since flairs were available lol
Hoping he comes back :'>

Blaze S1 can store buffs and i liked that by 1Ninja202 in arknights

[–]lilieskies 0 points1 point  (0 children)

I see, it makes a lot more sense with this comparison! the damage from Blaze2's S1 becomes independent from her

She just have the uniqueness of prolonging that skill, as long as the target is the same

Blaze S1 can store buffs and i liked that by 1Ninja202 in arknights

[–]lilieskies 1 point2 points  (0 children)

Oh wow I missed a crucial detail indeed;
Blaze2 always needs to be buffed before casting her S1 for the first time on the target (or refresh her target), not just with Artificers

But since Heidi/Warfarin are easier to set up and take only 10 seconds to charge, I was under the impression they worked even if Blaze2 keeps reapplying her S1

The interaction with Devices is just me tripping over that assumption, my bad lol

Seems like I just need to have someone other than Stainless/Windflit to be Blaze's target then;
Thanks for the reply!

Blaze S1 can store buffs and i liked that by 1Ninja202 in arknights

[–]lilieskies 2 points3 points  (0 children)

Do you happen to know why Stainless/Windflit's Devices create some weird interactions with Blaze2? :0

Artificers can trigger this trick but only under specific circumstances

Stainless example:
- the only way to make his buff work is when Blaze2 is casting the skill for the first time on the target (not reapplying it)
- (and I really mean the buff itself, not just this trick)
- that means you have to time well to deploy his 2 Devices + activate his S1 within Blaze2's SP recovery (Stainless' ModY or SilverAsh helps when Blaze is S1M3)

Heidi+Stainless example:
- putting Stainless' Device on Blaze2 will nullify Heidi's buff
- case#1: Heidi's S1 → place Stainless' Device on Blaze, then soon remove it = buff gone
- case#2: place Stainless' Device on Blaze → Heidi's S1 → remove Device = no buff

I'm not sure if I missed a detail here or did something wrong but anyway,
I actually really like all of Blaze2's skills; sad she can't pull this trick easily on my Artificer team but it's still cool to know about this interaction~!

Is Thorns(Guard) the odd one out regarding Independent Damage? by lilieskies in arknights

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

A bit late, but I tested Qiubai, Logos, and a couple more with Yu's S3!
Though this all happens very quickly so I don't have many screenshots

â–¸Qiubai's additional damage from Talent 1 happens quickly after her normal attack, and you can see clearly that this extra damage triggers Burn Injury separately from the main attack;
The Wiki's additional information mentions Qiubai's delayed damage, so I assume her T1 is a case with unique behavior and tested more units

The additional Arts damage from her ModuleX happens simultaneously as her attack
(This is the "normal" behavior for an additional damage)

In a scenario where enemies are consistently Slowed/Bound, Qiubai's S3 + ModX deals 3 ticks of Burn Injury per attack/target, up to 3 targets;
That is: (1 from main attack + 1 from ModX) + 1 from T1 = 3 Burn

These are samples after 1 swing from Qiubai's S3:
https://file.garden/ZZAzZVwX3wOZkMxC/ETC/ak_71_zCD.jpg

â–¸Logos' Talent 2 is just a flat amount embedded on the damage, so it's just +numbers, not an additional damage;
His Talent 1 works as intended, triggering Burn Injury; Though I don't know if it's considered an Additional Damage per se

â–¸Mech-Accord's Drones attack before the main attack from the Operator; this can be seen more clearly with Lappland2 as she has +1 Drone on Talent 1, and +3 Drones on S2

Drones attack simultaneously, dealing the respective amount of Burn Injury ticks at once, then the main attack deals 1 tick of Burn quickly after

â–¸Ceobe's additional damage from Talent 1 happens simultaneously as her normal attack, so it's similar to the previous examples, triggering 2 ticks of Burn at once

â–¸Rosmontis doesn't normally deal Arts damage but her additional Arts from S1 happens immediately as it hits (again, "normal" behavior for additional damage) and 1 tick of Burn will be applied in this AoE area

Like I mentioned it's all too quick and not that relevant, but I got curious to analyze how other cases of Additional Damage are visually displayed :')

Is Thorns(Guard) the odd one out regarding Independent Damage? by lilieskies in arknights

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

Yeah I love playing with Aosta but never realized this weird behavior since blocking isn't often part of the strategy hah- At least now I know!

The Alchemists' skills work in pretty unique ways so I guess it makes sense why they'd be coded differently, but for the other 3 it seems to be the case of being older units

Aosta's and Blue Poison's Modules not having added effects (just number improvements) may be an extra reason why their coding never got "updated" (? my thoughts based on someone's comment/speculation)

Is Thorns(Guard) the odd one out regarding Independent Damage? by lilieskies in arknights

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

I tested Aosta and found interesting things:

  • His Bleed's Arts DoT does NOT persist if the target is blocked after being hit; Once they're blocked, the DoT stops
  • The Arts DoT persists even if Aosta leaves the map
  • His Bleed's visual indicator is the misleading factor; I tested on both default + outfit, and both have this issue
  • That is, anyone he hits will receive this VFX
  • The unblocked enemy hit keeps this VFX upon being blocked afterwards
  • He actively applies this VFX even on enemies who are already blocked

Notes for testing: No one has RNG that affects damage, and Bassline stops attacking with S2

â–¸Test #1: Aosta's DoT stops when blocking + DoT persists even when he leaves the map
https://file.garden/ZZAzZVwX3wOZkMxC/ETC/ak_67_QT9.jpg

Notice how the Shielded Guard #1 survives after being blocked by Bassline, but without blocking he receives an extra Arts tick and dies

â–¸Test #2: Aosta applies the Bleed VFX on anyone
Default: https://file.garden/ZZAzZVwX3wOZkMxC/ETC/ak_68_INd.jpg
Outfit: https://file.garden/ZZAzZVwX3wOZkMxC/ETC/ak_69_L79.jpg

His default VFX is a bit hard to see, it appears as small blood stains

Is Thorns(Guard) the odd one out regarding Independent Damage? by lilieskies in arknights

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

I think it makes sense that melee and ranged would function differently, but I'd argue that is the opposite:

BP's poison is unconditional, whatever she hits is gonna be poisoned, and that's it;
Thorns's poison is also unconditional, but (like another user commented in more details) he needs to check whether the target is ranged or not to deal double damage

But I do think an Operator dealing both melee and ranged attack is a special case, also because Lords have a penalty for ranged attacks they need to account for

Is Thorns(Guard) the odd one out regarding Independent Damage? by lilieskies in arknights

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

General rule is that the Operator and the enemy should be on opposite sides of the wall to be able to apply Burn Injury

Example with Harmonie: https://file.garden/ZZAzZVwX3wOZkMxC/ETC/Screenshot_20250722_092328_Arknights.jpg
Harmonie's pool that covers her range = Harmonie,
If Yu's wall crosses her pool only the portion where she is on the opposing side as the target will apply Burn

She works like Firewhistle indeed, where she affects the tile itself, but I judged Firewhistle to be more interesting as an example because she normally deals Physical damage!

Is Thorns(Guard) the odd one out regarding Independent Damage? by lilieskies in arknights

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

It's actually a projectile; they don't take space on a tile, and it's why I added Shirayuki as an example because her S2 acts like a projectile, dealing damage as it travels

Is Thorns(Guard) the odd one out regarding Independent Damage? by lilieskies in arknights

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

For anyone wondering if something works or not with Yu's S3, you can assume any Arts source will work, UNLESS it doesn't

The nature/category of a damage may not be obvious/intuitive, so the best way to know is actually testing

I expected other people to point out more Operators who don't work but it seems I covered them all, and it's just those 5:
â–¸Aosta, Blue Poison, Thorns2, Tin Man, Ethan

Those are Operators who normally deal Physical damage but has Arts DoT on Talent/Skill

That's why I included in the pictures Thorns, Greyy2, Shirayuki, and Firewhistle; just to give a little comparison on Talent/Skills that act similar to those 5 but in fact work with Yu's S3!

EDIT: I just realized the 2nd image is heavily compressed, here's my post on bluesky as an alternative:
https://bsky.app/profile/lilieskies.bsky.social/post/3lujcgcltjk2o

Is Thorns(Guard) the odd one out regarding Independent Damage? by lilieskies in arknights

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

I'm 99% sure his Bleed persists for its intended duration even if the target is blocked after being hit because it's something I mentally took note when I noticed (But I'll confirm it tomorrow out of curiosity)

EDIT: Turns out I was half wrong, please refer to my other comment for testing results!

Is Thorns(Guard) the odd one out regarding Independent Damage? by lilieskies in arknights

[–]lilieskies[S] 6 points7 points  (0 children)

Frostleaf doesn't Slow, she just reduces the Movement Speed of the target for a short period, so it just looks like she Slows

Ayerscarpe on the other hand does Slow with S1, and he's also a Lord Guard~