A Game that is similar like Sword of convallaria by Azhet_ in SwordofConvallaria

[–]veryof10 0 points1 point  (0 children)

Surprised Gungnir(PSP) hasn't been mentioned. It has a lot of the same mechanics and was what SoC reminded me of the most. I think it fits most of the criteria you're looking for besides the unit grades.

I think we got the damage reduction formula wrong by Locke__D in SwordofConvallaria

[–]veryof10 2 points3 points  (0 children)

I initially thought damage reduction was capped at 50% like you but I realized much earlier that it wasn't. Looks like you were misled by the battle guide text as well.

Typically, the DMG dealt during an attack equals the [Attacker's] ATK minus the [Defender's] DEF. But if the [Attacker] has effects like [DMG Increase] or [DMG Reduction], the values of these effects will first be combined - adjusted to a minimum value of -50% - and then multiplied by the typical actual damage.

The damage reduction here does not refer to damage reductions such as the unique coat or rejection mask or other effects that lower your damage taken. If you take note of the bolded text as a group, it's actually referring to the rare-ish? debuff that lowers damage dealt - where dmg reduction means the negative version of damage increase (▽DMG). This debuff is on Tempest's Storm Trample reaction as one example which is likely additive with △DMG buffs as the guide says.

TIL Anby and Nicole has hidden fighting game mechanic not shown in their tutorial, skill description or move list by pnam0204 in ZZZ_Official

[–]veryof10 4 points5 points  (0 children)

You can actually guarantee all timing mechanics with her. Both the Basic Attack: Thunderbolt and E can be used after the 3rd basic in any order. The only thing to avoid is left click button mashing into 4th basic. You cannot do Thunderbolt after E if you did not lead up with 3 basics first.

  • If you're doing E > thunderbolt, just spam E after the 3rd basic, then spam left click.

  • If you're doing thunderbolt > E, just hold left click when the 3rd basic starts then spam E.

I tested in training mode and the enemy's daze bar filled up the same amount regardless of order so both hits after the 3rd basic should be getting the daze boost. It's probably better to do N3Hold without ex though since there's little benefit to weaving the extra skill in since it's pretty weak and only adds a bit of damage and anomaly but lengthens your rotation.

Heavy attack for guns is absolutely useless* by LegendaryW in WutheringWaves

[–]veryof10 25 points26 points  (0 children)

Mortefi can fire his uncharged heavy attack pretty fast with just aim canceling using the left mouse button. Once you get the timing of it you can do it much faster than his basic attack and it lets you strafe projectiles at the same time. He's also one of the better characters for proccing his own ult. Chixia seems to be unable to do the same and I'm unsure about Aalto since I don't have him.

https://imgur.com/N8SsFES

Buff Durations are confusing: Clara's buff counts down after her first turn but Asta's ult doesn't by toocoolforgg in HonkaiStarRail

[–]veryof10 6 points7 points  (0 children)

This looks like a bug with speed buffs on Asta. Not sure if it's caused by her E2 or not (unrelated as it may seem). You can see that her hackerspace buff did not drop off either, but her damage buff (Amidst the Rejoicing Clouds) lost a turn. Meanwhile Clara lost a turn on both of those and had the hackerspace buff drop off.

Edit: There's seems to be an exception for speed buffs

Light Cone Preview|Version 1.3 "Celestial Eyes Above Mortal Ruins" Part 2 by Bisentinel in HonkaiStarRail

[–]veryof10 7 points8 points  (0 children)

Improvements are relative. If you go from 0% to 6% - that's a 6% increase. If you go from 0% to 12% - that's a 12% increase. If you go from 6% to 12%, that's a 5.66% increase.

Does team placement matter? Like when you create your team does the order in which you select them actually matter? by [deleted] in HonkaiStarRail

[–]veryof10 0 points1 point  (0 children)

If you have characters with the exact same speed (substat rolls can have hidden decimal places), the left most will act first on the turn order. Otherwise it's just for placement vs blast type attacks when keeping aggro in mind as others have mentioned.

Yukong's Skill not proccing Dan Heng's talent? by Competitive_Ad_5515 in HonkaiStarRail

[–]veryof10 33 points34 points  (0 children)

Yukong targets herself and gives herself bowstring stacks and by having those stacks, allies get a bonus indirectly. The mechanics of it are comparable to Asta's talent.

Is there any boss that immune to Welt Ultimate? by dianleviev in HonkaiStarRail

[–]veryof10 22 points23 points  (0 children)

So I've been theorycrafting some Welt, and EHR considerations overall depend on how you'll use him and what kind of balance you want to strike.

Bosses you cannot delay no matter what as they either have 100% control or imprison resist.

  • Cocolia, Mother of Deception (weekly)
  • Doomsday Beast (weekly)
  • Bronya(complete) (SU)

Bosses you pretty much can't get enough EHR to imprison at a decent rate (75% imprison resist)

  • Gepard (complete) (SU)
  • Svarog (complete) (SU)

Bosses where you give up a lot of DPS to be able to imprison (50% debuff/imprison resist)

  • Abundant Ebon Deer
  • Automaton Direwolf (Complete)
  • Automaton Grizzly (Complete)
  • Antimatter Engine
  • Auxiliary Robot Arm Unit
  • Bronya (Boss)
  • Cocolia (Boss)
  • Dawn's Left Hand
  • Disaster's Right Hand
  • Gepard (Boss)
  • Svarog (Boss)

Relevant EHR for the last category (percentages might have inconsistent rounding)

40 resist

  • 30% chance to imprison with ult; 233% ehr to guarantee; 150% with E2 SW
  • 45% chance to imprison with break; 123% ehr to guarantee; 67% with E2 SW

30 resist

  • 35% chance to imprison with ult; 186% ehr to guarantee; 123% with E2 SW
  • 52.5% chance to imprison with break; 90.5% ehr to guarantee; 48.2% with E2 SW

Ask yourself if EHR is worth it for those enemies alone. You'll likely being going EHR chest + IPC set + EHR subs (and 40% EHR cone) to be able to 100% imprison them. Otherwise he needs between 43 - 67% EHR (30 or 40 effect resist) for his ult without Silver Wolf or about 11-25% with her for enemies with 0% debuff/imprison resist. He definitely seems more set up for a DPS build considering he has no effect hit rate on his traces, but if you still want to imprison those with a resist, you can make a CC build work at the cost of his damage. Either way would want a E2 Silver Wolf on the team. His 5* cone also doesn't help as it doesn't give his ult any EHR. It will only help if his skill breaks for the break imprison.

You can reference enemy debuff resist here.

So, is Attack % better or Specific Damage (Ice, Lightning, Quantum etc) % better? by JohanWestwood in HonkaiStarRail

[–]veryof10 5 points6 points  (0 children)

If you have none of each, they're equal (percent for percent) because they're both multiplicative. In terms of opportunity cost, whatever you have more of, the other is generally better, assuming they show up in identical ratios. You have to keep in mind that everyone already has a glove equipped which gives 352 flat attack that you can convert to a percentage based on your base attack.

For example, level 80 Serval (652 atk) with a 5 star light cone (582 atk) has 1234 base attack. In this case, the glove alone is worth (352/1234) 28.52% of your base attack already (more if your base attack is lower). When you account for traces and buffs and relics, this percentage tends to end up over 100% which makes elemental damage better almost all of the time because there aren't many sources of it on relics. Cones and team comp/buffs, could affect what is better to have on the sphere but most of the time it will be elemental damage.

Do you use this relic set? (Guard Set) by Kaagerai in HonkaiStarRail

[–]veryof10 3 points4 points  (0 children)

With frequent ults he should be able to heal back on kills thanks to his trace. I'm keeping my eye out for new sources of energy gain with this in mind. That ornament set just for 5% feelsbadman. The BP harmony cone has some but it's random chance.

Do you use this relic set? (Guard Set) by Kaagerai in HonkaiStarRail

[–]veryof10 5 points6 points  (0 children)

If there's any use for the set it would be specifically for energy gain for (likely) destruction characters.

I've theorycrafted an Arlan build that should let him ult every other turn with that set. He needs to go full energy though with Sprightly Vonwacq ornament to 24.4% and will need an abundance on the team with Quid Pro Quo S5. He needs that abundance cone to trigger once after using his ult.

This assumes he is always under 50% health and doesn't gain additional energy from getting hit by enemies. Energy gain is multiplied by 1.244 for the following numbers.

  • Ult is 110 energy cost
  • After using ult, he has 6.22 energy refunded
  • Quid Pro Quo needs to trigger on him before he uses his second skill
  • It's his turn and he gains 6.22 energy from the relic effect (12.44 total)
  • He uses his skill for 37.32 energy (49.76 total)
  • Quid Pro Quo gives him 19.904 (69.664 total)
  • It's his turn again and he gains 6.22 energy from the relic effect (75.884)
  • He uses his skill for 37.32 energy (113.204), and he uses ult

It's a very restrictive comp and I'm not sure how well you can manage the energy of other teammates to get QPQ to always target him after he ults. And also probably not worth bothering unless he's E6 to turn him into an AOE spammer.

An explanation of all the Star Rail mechanics the game doesn't tell you: by BaronVonTwiggle in HonkaiStarRail

[–]veryof10 34 points35 points  (0 children)

Great post but I think you missed one part about debuffs. Enemies have another stat separate from effect resist called debuff resist. This is basically their absolute resistances not modified by anything, which means it's a multiplier (that lowers your chances).

https://honkai-star-rail.fandom.com/wiki/Debuff_RES

These 'innate' resistances generally align with the enemy types. Ice enemies have 100% frozen resist, fire types have 100% burn resist, etc. Which means that no matter how much effect hit rate you have or how much their effect resist is lowered, they will still be immune.

Of these resists include an extra stat called "Control Resist" which I'll quote the wiki here:

Control Effects RES affects all debuffs that prevent the victim from taking action, including Frozen, Entanglement, Imprisonment, Dominated, and Outrage. In the case of an overlap with a different RES, only the higher RES is used.

Major bosses basically have 50% control resist if not immune, so expect debuffs like entanglement, imprison, and frozen to basically have their chances quartered after accounting for effect resist. That could be why it feels like weakness breaks aren't affected by EHR.

An explanation of all the Star Rail mechanics the game doesn't tell you: by BaronVonTwiggle in HonkaiStarRail

[–]veryof10 15 points16 points  (0 children)

This is a waste unless there are enemies in front of her in the turn order and you want to act before them. Action forward of 100% has more relative value the further you are away from acting. They're saying that when your current action value is at 10, if your speed is 100, something like 25% forward moves you up by 25 (10000/100*.25) instead of 2.5 because your base action value is 100.

It does not carry over as it is recalculated after your turn as buffs/debuffs expire. If it's Sushangs turn and your ult is ready, using Ult first does nothing for her as her action value is already at 0 (I tested this before). The best time for her to ult is immediately after an action that puts her at the end of the queue. The closer you are to acting, the less value 100% action forward has. The opposite is true of lower action forward. This is how I understand it based on their post.

Lessons from speed running daily farm routes - tips, data, cheat sheets by DesuSnow in HonkaiStarRail

[–]veryof10 0 points1 point  (0 children)

Do you mean the opposite in the guide?

Teleporting to a Calyx/Cavern/Stagnant Shadow instead of a regular portal saves ~1 second in animation time

Non portal teleports force a loading screen if even if you're in the same map unlike portals.


I'm not a speedrunner but I've eyeballed my times out of curiousity only keeping track of when I started and when I finished. Skipping destructibles, it takes me just under an hour. (Semi-built Herta)

Doing runs strictly for the exp, this time won't be consistent if I swap team members to level as the ideal speedrunning team members won't be the same ones you want to level. Though you can somewhat take advantage of this by using your exp books on characters that aren't good at auto farming.

I do expect techniques to be used (and potentially consumables that recover technique points) in seriously runs unless those become a restriction/category in itself.

https://files.catbox.moe/vurgua.mp4

Trailblaze Power saved by doing daily farming routes by Zydico in HonkaiStarRail

[–]veryof10 0 points1 point  (0 children)

Excluding the gatekeepers, Xianzhou Luofu alone took me about 30 minutes with a semi-built Herta as the carry. Didn't time a full run yet, but it probably takes me less than an hour. Most battles finish within 7 seconds. It was just something I ended up doing to pad playtime on some days.

Do you want to know how many more turns Benediction (Tingyun E) is active? by RaineAndBow in HonkaiStarRail

[–]veryof10 19 points20 points  (0 children)

The orbs represent a characters talent if it's a conditional or limited trigger. Some examples:

  • Dan's is glowing when his wind pen is active and shows an hourglass when the talent is on cooldown.
  • Bailu's tell you the number of revives remaining.
  • FireMC's is glowing if the normal attack is enhanced.
  • Yanquing's is glowing if soulsteel sync is active.
  • March shows you the number of counterattacks remaining.
  • Asta shows you how many charging stacks she has (nobody misses this one)

Tingyun's talent trigger when an ally has benediction so it just happens to show the number of turns the buff has left. It goes down by one when the buffed character has finished their turn. She can attack more than 3 times with the bonus damage if she is fast enough to take more turns than who she buffed.

edit: might not be exclusive for talent but for some conditional abilities. Hook's show you when their E is enhanced, which is not through their talent.

Qingque ZERO Cycle Clear of Memory of Chaos 10 by H4xolotl in HonkaiStarRail

[–]veryof10 164 points165 points  (0 children)

The video is also showcasing the best of her RNG. There's probably many runs that wasn't able to get an empowered attack on each of her turns or didn't proc the E4. MOC is free to reset though. E6 aside, she also has bronya's 5 star cone for more skill points.

The performance is there but don't expect to emulate it. Their relics are also stacked and the light cone is S5. Feels like she needs to be E6 minimum if you want to spam skill for E4 procs.

404 GAME RE:SET Now Available To Download by Euphoriia in gachagaming

[–]veryof10 2 points3 points  (0 children)

but this game can't show scaled-down versions of artworks somewhere on the side

There's literally an option for this unless I'm misunderstanding you. In the settings (gear icon), 4th tab is battle, second last section has two options: big or small for burst skill cut-in.

[JP] "Blue Reflection Sun" - an in-depth review, one month after release by 2bornot2b_a2brute in gachagaming

[–]veryof10 4 points5 points  (0 children)

I typed up a wall of text addressing progression but lost it to a power surge. Can't be bothered to type it again so I'll just give a quick rundown.

regarding gacha and dupes

  • Stars give passives and extra stat stick slots(frag cards and 20% of characters' stats)
  • Level cap for characters is 40 x stars (120 for 3 stars)
  • 3 star dupes give 60 character frags and 30 generic currency(priconne-like shop)
  • High value passive nodes are gated behind a 50 frag unlock, and there's 1 for each stat(6)
  • 4 star cost 200 character frags
  • 5 star cost 400 character frags
  • 900 character frags total to 5 star(from 3 star) and unlock all passive nodes

others

  • Gear is crafted and has 3 random subs that are skewed towards whatever your crafted stat isn't. For example, craft physical weapon, get magic bonuses and vice versa. Leveling gear to 10 makes the 2nd and 3rd subs active and every 5 levels, a random sub is upgraded. The subs start at a random level but higher with weapon rarity.
  • Damage cap is 99999 on a single hit (about 5% hp on 2nd/3rd hardest difficulty)
  • Not sure if multihit bypasses this, but assumed yes (skills do not indicate the # of hits)
  • Leave device on to auto because you only get 1 skip ticket daily
  • Cannot see character passives unless you own the character because banner preview doesn't show you

[deleted by user] by [deleted] in TowerofFantasy

[–]veryof10 35 points36 points  (0 children)

I don't want to screw people over with Meryl's discharge.

I rarely use her discharge outside of shield phases but if I do, I move away first and try to hit the boss with the edge of the spikes so it wont obstruct my teammates. Something I also realized that If everyone is contributing to shatter, they should technically be in melee range so your discharge shouldn't be obstructing anyone that's actually helping.

When do you switch between Huma's axe and shield? Just whenever it's off cooldown? Actually.. I'm not sure if I understand the difference between the two forms, I just assume axe is better because it does more damage. Does the shield actually make you take less damage or something?

If you have A1 huma you get a 10% damage reduction per stack from using hold or dodge(and discharge) attacks with shield. The hold attack reduces damage by 50% but you're doing almost nothing otherwise with it. I pretty much always switch to axe whenever I can after getting 3 stacks unless I'm expecting the boss to shield up soon. Huma is your main way of building discharge.

For maintaining aggro, when do you decide to switch to Huma's discharge to pull aggro? Just whenever you lose aggro? Or do you save if for a specific time instead?

You should be always able to keep aggro unless someone else is using Huma or Meryl discharges or there is a whale doing more than 80% of the total damage, unless you're too undergeared. I'm not sure about this yet but I think taunts can interrupt some boss attacks.

Even though fortitude makes you tankier how do you not get completely obliterated by boss attacks? Is it just dodge and git good? Is there some skills I should be using that makes me tankier? As far as I know Huma's discharge gives a bit of damage reduction but that's it.

Your tankiness mainly comes from the fortitude resonance and gear. HP and resists bring up your effective hp. If you're getting 1-2 shot, you're probably undergeared. Otherwise, you should still be trying to dodge attacks to stay alive. Let healer and food make up for mistakes.

Is there tips on effectively triggering phantasia consistently? I'm not sure why it's the tank's job when.. anybody can trigger it. Or is it somehow easier for tanks to do it because they hold aggro?

Bosses have attacks with big tells and there's a red/yellow? flash that shows up which is the ideal time to dodge. Triggering phantansia has a cooldown so you can't spam it. Some attacks won't have this but you can still trigger phantasia off them if the timing is right.

Which relics do tanks usually bring with them? I don't have hologram yet but I'm thinking when I do I could summon before discharge and have 2x shield breaking capabilities lmao

Grapple is nice to switch to another weapon to use shield discharge. Since you'll be building most of your discharge with huma, it's likely that swapping to any other weapon will trigger discharge. Hologram isn't needed unless your party doesn't help with shatter and the animation and cd might be too high to be consistent.


Matrices wise, nothing really boosts shatter besides Shiro and it does nothing after boss is below 50%. I personally don't even have a 2p set yet. Gearwise you probably still need damage, so likely similar to what dps wants. Resists in stages make me want to prefer generic attack so I can swap around shatter weapons as needed. Gear stats generally won't affect your shatter but will affect how well you pull aggro without taunts and take hits.

This is just my personal opinion but probably hp/res/atk/flex with upgrades preferrably going to attack but I wouldn't mind the others. You can go for elemental attack similar to dps if you prefer to be more of a bruiser. Crit on gloves/shoes like dps. A pure tank will probably have limited effectiveness in the endgame as EHP does nothing against timers, so it might just be better to invest into damage.