|
On December 16 2020 07:29 Slaughter wrote: We were talking about her ability to break shields and iirc Xinyan's shield cleanses whoever you switch to as well. I stand corrected. That's huge. Makes it worth having a level 1 Xinyan just so you can cleanse your team. Whoever keeps translating into English just keep getting descriptions wrong. Instructor set, Archaic Petra set, so many mistranslations; I wonder if other languages get their translation wrong too.
|
Canada8028 Posts
Mind you, my opinions of Xinyan are highly biased by where I'm at in the game. Her niche is interesting, but I don't think high investment is worthwhile. Like the vast majority of characters in my roster, their usage could work, but the sheer opportunity cost of raising them makes it a nonstarter.
Unless they have amazing utility not tied to level (e.g. Chongyun), they're not getting used.
|
Lalalaland34476 Posts
I'm using Xinyan with Childe / Jean / Xiangling. I plan to get both Xinyan and Jean to 60/70 and leave them there.
|
Canada8028 Posts
All I want is a real event for that sweet, sweet xp.
|
On December 16 2020 07:30 Southlight wrote:+ Show Spoiler +Who needs elemental skills when you can just slap people with the most overtuned autoattack in the game! You want to use elemental skills since they do twice as much damage with melt or half again as much with vapourise.
The other obvious answer is that most people cannot because Diluc is a gatcha character you can only get by chance and upgrading to such a level is another level of chance by constellations and/or RNG from getting the right boss upgrade drops. It's like writing, why use random artifacts when you can use a 4 piece set?
But less obviously, aren't those values about the same proportionately as other characters to his previous talent levels? And his E skill percentages of the same talents are even better.
|
I don't know what Razor's talent scaling is on the auto but Beidou's like half of Diluc (with a longer combo) - it's a pretty big disparity. I think Jinx said he thinks the values on Diluc's autos seem blatantly overtuned given he doesn't even attack slowly.
Diluc's stupid because his ult makes his autos all do fire damage so you get free Vaporize/Melt with Xingqiu on every single one of those hits.
All that said, I was being tongue in cheek with my comment; amused at the 260% on his fourth hit.
|
Pure DPS talent scaling all seem to scale up the same proportion on all characters. Don't need to level it to 10 to see that it is way above everybody else's. You can see it at talent level 1. It's been known since release and before release. Mihoyo had months long beta; they know Dilic is overpowered. It's deliberately made that way so people have another reason to spend money on gatcha to get a character that isn't featured on a banner.
|
Diluc and Venti are the most broken characters for domains, closely followed by Klee IMO
|
One thing I haven't been able to figure out is why sometimes attacks are slower. Not vs shields and hilichurl chieftians but just vs normal monsters such as slimes. Sometimes they attack just as fast, sometimes they feel at least 25% slower against the same monster. Happens both in open world and in abyss.
Also I just found out the general community don't understand crit rate and crit damage. Apparently there is a widespread idea that the optimum ratio of crit rate% and crit damage% is 1:2. None of them can tell me where they got this idea from even though it flies in the face of basic maths. Been told utter rubbish to support this, like how apparently this is how crit works in every game (false!) and in the same instance that crit damage is double of what is displayed, which is also false on my testing.
|
|
This is a good example of exactly what I was talking about. You posted a table (the first table) that clearly shows that the ideal ratio of crit rate to crit damage is 1:1, yet somehow you assert that the ideal rate is 1:2 instead of looking at the table.
I'll just ignore that you wrote 2:1 instead of 1:2 even though you are talking about 1:2 in dialogue later.
If you open up the character screen and look at attribute, there is a screen that shows your crit rate and crit damage. That's the crit rate and crit damage that matters. No matter how you try to justify 1:2 ratio, what matters for maximising DPS is that you try to get that crit rate to crit damage to as close as 1:1 as possible.
Your second table is just an outright mess. It has nothing to do with the relationship between critrate and crit damage. Even though substats roughly have the crit damage double of crit rate for each unlock, you have disregarded the innate +5% crit damage and a +50% crit rate inherent to each character. After ascension lv. 2 some characters have additional crit rate and crit damage bit we will ignore that.
What that second table actually "demonstrated" is that you beleive that substats should have a balanced ratio. Unfortunately that too is wrong as the assumption that initial crit rate and initial crit damage is zero is false. All character shave an inherent 5% crit rate and a 50% crit damage. Make the table again but with the inherent character stats and you will see that you are wrong.
In the first place it doesn't make sense to focus on substats, as circlet main stats and weapon stat are a far more important source of crit rate and crit damage and substats are likely to be the smallest source of crit rate and crit damage, but the attribute screen collates all that anyways so you don't have to care about adding up all your substats manually. It's not even a good rule of thumb. Crit rate is far more important initially for substats. There is no linear relationship.
All you can say is that if you have the options to jiggle around items, you should aim for a 1:1 ration of crit rate to crit damage, (not substats), till crit rate has reached 100% as after 100% crit rate cannot be increased any further. The only way to know what is ideal for your character with the items they have is that you should aim for 1:1 ratio and to use a calculator.
Btw: Not relevant to the discussion but the way you made the table is unclear and poorly presented. I initally waws confused as natural way to read would have swopped what you intended to be the crit rate with crit damage when reading. Seems obvious to me that you never have to create tables in a professional setting before. The "0%" cell should be removed, "Rate" should be moved one cell to the right and "Dmg" should be moved one cell down.
|
Pretty sure he just ripped those from one of the various community theory craft docs but weird trying to flex on table making skills.
|
Can you read the second table and understand it initially? Because when I did, I swopped which column and which row was for crit rate and crit damage around. But if he ripped the table of some community theory craft docs that makes sense why he wrote 2:1 instead of 1:2. because he did the same thing as I did when reading.
...Only that he doesn't understand the intention of the table so he read crit rate row as column and vice versa for crit damage. So uh, yeah see what I am saying? 1:2 crit rate:crit damage is being propagated by the genshin community somehow, even though it is false, and especially continued to be so by those who don't understand the maths or in this case table reading. Please insert some phrase about declining education.
The maths is actually simple. Damage = Attack * [1+( crit rate*crit damage)]
Don't go looking for whatever community theory craft docs I got that from because I made it myself. It's the obvious way Crit works and I have verified it. What you can see is that the optimal crit rate to crit damage is 1:1.
***assuming no other factors of course.
|
Canada8028 Posts
You asked for the reasoning, and I tried to present it. I apologize for not spending half an hour prettying up the table for your consumption. No, I wasn't paying much attention when I wrote 2:1, but you know full well what I meant regardless.
If you want to write your own shit to correct the community's misconceptions, do as you will.
|
The math guys in the various theory crafting communities are the ones who put out all the math that people are using so maybe you should go look at those public documents and go argue with them since you seem to be looking for a fight.
Though you more or less just seem to be mad that people are taking the maths done and not understanding them properly and getting lost in translation as they disseminate throughout a wider community but ain't no helping that.
|
The hypothermia HP drain is pretty fast. Serious business. Not sure how I feel about the map gimmick of needing the embers around you to bust open frosted rocks/chests but hey why not.
|
So mandatory pyro characters in the open world? Heh
|
Canada8028 Posts
Of course he's freezing. You see that exposed midriff?
|
Well that looks like a pain in the dick to deal with...
|
On December 17 2020 11:44 Southlight wrote:The hypothermia HP drain is pretty fast. Serious business. Not sure how I feel about the map gimmick of needing the embers around you to bust open frosted rocks/chests but hey why not.
Is it 10% or flat dmg? And it only starts after your cold meter is full, which hopefully takes a minute or two. And there is food and potions and stuff who stops/ reverts it
More power to Pyro chars eh? If only there was a char with a fire shield ^_^ Time to invest in that Xinyan
|
|
|
|