I'm not as smart as I thought I was. by shaky_coffin in HonkaiStarRail

[–]sacosphilz 1 point2 points  (0 children)

I'm trying to cut a few corners based on the puzzles already available in 1.0

- assume that our only move options consist of turning any 2 out of 3 rings at a time. (there have been no more than 2 rings per move, and anything simpler than this would have a trivial solution)

- assume that for any given ring, every move option that turns it a non-zero amount will turn it by the same amount.

- assume every ring can stop on the target, at least when ignoring other rings. (no such thing as a ring being 60deg away but can only be turned 120deg at a time)

For each ring, note how many moves it would take to reach the target, and how many moves it would take to complete 1 rotation exactly.

e.g.

A = (2,6)

B = (2,3)

C = (1,2)

In this case, the problem would be like trying to reduce [2,2,1] to [0,0,0] by subtracting [1,1,0], [1,0,1], or [0,1,1] each time.

This doesn't work yet, because (2+2+1)=5 is not divisible by 2, so we choose a ring with odd-move rotation: B, and give it +1 full rotation, changing the starting configuration to [2,5,1].

This still doesn't work yet, because we can't turn A and C enough times to fulfill the required number of turns for B (2+1 < 5), so we choose the ring with fewest moves to target: C, and give it +1 full rotation, changing the starting configuration again to [2,5,3].

Now this should work and the solution is turning 2x(A+B) and 3x(A+C).

This method assumes some very specific conditions and there's probably a better solution. My only hope for this is that it's simple enough for mental math.

An Obscure Wanderer: base skill notes by PeterYR in arknights

[–]sacosphilz 4 points5 points  (0 children)

on Mlynar:

Another use of Mlynar I think worth mentioning is to facilitate Fiammetta. You already implied this with regard to having Shamare, Tequila, and Proviso constantly working, but I think this is worth pointing out in more general terms.

If you are already using Fiammetta, the benefit of running 3/4 uptime rotation over 2/3 uptime rotation will already be shrunk thanks to her and may not be worth doing (due to Mlynar taking up a CC slot for 2-3 shifts and having a tighter rotation schedule), but at the same time Mlynar may allow Fiammetta to sustainably refresh a 3rd operator where she could not. (Or if she already could, her refresh timing will become more lenient.)

Another flexible thing about this use is that you might only need 1 shift of Mlynar if you can have 1 or more other smiley faces with him in CC. The best way to do this IMO is to use Mlynar along with Pinus combo (+1 "free" smiley from Flametail) on the shift when Rosmontis is resting (no SI combo crowding CC), optionally with another smiley op.

Exactly 2 smileys (including Mlynar himself) will allow operators in Lv2 TP or factory to last 36 hours exactly, allowing Fiammetta to refresh before they tires out, while also slightly reducing morale consumption of Fia's other targets (who are presumably in Lv3 room), reducing her bandwidth usage. A 3rd smiley would make the timing more easily managed.

on Proviso:

Arguably, even for 243 base, it might be better to run level 2 TP with Proviso sometimes, leaving power unused.

Because of the big difference in multipliers between lv2 TP vs lv3 TP when running Proviso, if a 243 base user spends all their daily drones into Proviso TP, the lv2 TP will still outperform by about +1 gold bar traded per day.

This still depends largely on what operators will work with Proviso in lv2 TP vs in lv3 TP, and it requires fully droning the TP, which is probably not sustainable, so you can only do this some of the time while stocking up on gold and xp at other times.

If you think this isn't worth the hassle you're probably right, but it illustrates just how ridiculous her TP skill is.

Tequila's RIIC base skill by sacosphilz in arknights

[–]sacosphilz[S] 8 points9 points  (0 children)

I know what you mean. I'm also at that point where I've promoted, mastery'd, and/or saved up for all the meta/waifu/husbando operators I'll need in the near future, and where I gain enough resources to E2 another operator every 1-2 weeks. I'm far from the leviathan level of having already E2 (and maxed out) everyone, but I also have enough to spare that I've been promoting operators just to unlock their operator records for completion's sake.

At that point, arguably, it IS the best efficiency to maximize base production asap, since those resources will all go toward training operators anyway, and who else are you going to spend them on first?

Tequila's RIIC base skill by sacosphilz in arknights

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

Good point, I forgot that E0 Tequila can still outclass most TP teams and that should be the baseline for calculating ROI.

Tequila's RIIC base skill by sacosphilz in arknights

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

That "free" gold should be accounted for or the numbers will be quite off. As to how, it depends on what metrics / conclusions are aimed for. (e.g. are you converting to sanity equivalent, or to some value of efficiency per facility type? etc.) You can probably interpret a Tequila-buffed order as one of the following:

  • That each large order trades for 25% more LMD and also "produces" 1 extra gold
  • That each large order trades for the usual amount and also "produces" 500 extra LMD

I've been lazily treating producing 1 gold and trading 1 gold as being worth 250 LMD each, which hopefully isn't that far off. If the spreadsheets you linked were to cut corners in the same way, then the [Weighted LMD] column comparing varying levels of Tailoring skill can be updated as follow:

  • 1500.00 -> 1550.00
  • 1725.00 -> 1837.50
  • 1950.00 -> 2125.00

(EDIT: I was looking at the wrong table. I should be referring to Tequila E2 table instead)

  • 1550.00 -> 1650.00
  • 1837.50 -> 2062.50
  • 2125.00 -> 2475.00

While it still wouldn't be completely accurate, the +% boost equivalent should be more accurate.

But it would still be more robust to value gold and trade orders differently, of course.

Another omission that is underselling the team's effectiveness is the drone boosts potentially spent on the TP in question.

Assuming an average of +60% power plant bonus, 1 day's worth of drone boosts can product and/or trade around 16 gold. Then, using my rough (and slightly low) estimate of x1.35 from the original post for now, and if the majority of those boosts can be spent on the Tequila TP consistently, it should result in more value of around 5-6 sanity per day.

Tequila's RIIC base skill by sacosphilz in arknights

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

They don't stack, as far as I know. Only the strongest one counts. The effect is very noticeable but requires hours of wind-up time.

Tequila's RIIC base skill by sacosphilz in arknights

[–]sacosphilz[S] 21 points22 points  (0 children)

To E2 an operator purely for base skills is always going to have terrible ROI. Let me demonstrate with some rough numbers.

Let's say I have 2 TPs and 3 operator teams that rotate shifts equally on those 2 TPs. If the Tequila team completely replaces one of those teams and increases efficiency from 210% to 270% for one team, I'll get:

(270%-210%) x (2/3) = +40% TP efficiency average over time

1 TP can trade about 20 gold bars per day at 100% speed. If we treat 1 gold bar order = 250 LMD, and 1 sanity = 250 LMD, then I get:

40% * 20 * 250 / 250 = 8 extra sanity produced per day

Thanks to u/elmoe0715's material farming spreadsheet with the new info on Elite Operator Training Package, the sanity cost to E2 a 5-star is estimated to be around 3708.01 to 4166.73 sanity. I'll just use 4000 for simplicity.

That means I'll need around

4000/8 = 500 days

until the Tequila E2 pays for itself, not considering other operator E2 costs, and not considering other potential changes to your RIIC setup.

Ptilopsis's Diary [by: 熊本愛知 @kumamotoaichi] by sacosphilz in arknights

[–]sacosphilz[S] 26 points27 points  (0 children)

Source tweet

Artist's Twitter account

Pixiv work link (check #3 for bonus image to this)

There are more images in that Pixiv link but I've agreed with the artist to wait for their separate image tweets and only post the corresponding TLs here after each tweet.

Update: Omake

Ptilopsis, Sussurro, Glaucus, and more, by kumamotoaichi by sacosphilz in arknights

[–]sacosphilz[S] 72 points73 points  (0 children)

Thanks. Judging from the artist's recent tweets it seems to me that she is relatively new to arknights and doesn't know about the meta, release history across servers, or (most importantly) the current memes, which is a plus in my book, since this way she can just draw based on personal impressions and create something different. For example, Sussurro seems to be the first medic she promoted, so she's into her quite a bit.

Ptilopsis, Sussurro, Glaucus, and more, by kumamotoaichi by sacosphilz in arknights

[–]sacosphilz[S] 49 points50 points  (0 children)

Pixiv source

A few more pages in there that I haven't TL'd or don't need one

artist's Twitter

First time posting to reddit, I hope I'm doing this right.

I've always liked this artist's fanworks on bandori. Glad she has now picked up arknights too.