#r1 crit
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lordsardine · 10 months ago
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/genshin spam
WE HAVE TWO GOLD UNITS NOW BABY
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aztrosist666 · 1 year ago
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ok so building xiao was a good idea
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anadorablekiwi · 1 year ago
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Ughhh im getting a little worried about my savings for Wrio
40 pity right now, 97/97/89 exploration (as far as im going without the treasure compass), all luxurious chests found, and 3/4 shrines of depths. I also did the current quests and events (minus yoimiya story pt 2 and kaveh and karyas hangouts)
Ive got 1112 primos saved (and no fates)
I know there’ll be new quests and events and areas, and ive got time and all. Just worried about it
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zhongrin · 2 years ago
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bajsbdjs hi hello it's me, the anon who was complaining about childe always finding his way into my teams, and i come bearing great news:
i finally got alhaitham!!
i slapped on all the artifacts i prefarmed for him + harbinger of dawn (bc i don't have any good 5 star sword and he needs more crit rate) and wow. just. wow.
for context, my alhaitham is stuck at lvl 70 atm with his talents barely leveled up (only his e is up to level 3 lmao while his basic is at 2) and let me tell you, the way i CACKLED when i realized that not only does he absolutely shred all the bosses/camps i've thrown him at before his dendro infusion even ends, but he also kills the wenut faster than my childe (who has r1 skyward harp, 5-8-8 talents, and honestly better artifacts) does. i am on the floor, dying of laughter and honestly i don't think childe or i could ever recover from the fact that alhaitham outdps-ed the character who carried me through every boss, abyss, and domain in just one day.
to say that childe is pissed would be an understatement.
he's livid. he watches you dote and praise your beloved new dps, al dente or whatever his name is, spoil him with enhanced artifacts blessed by yours truly - a luxury he was deprived of despite his show of devotion for you, and just overall ignores him altogether when he's right there.
the brunette seethes when the newest addition to the team glances at him at hearing your detailed comparison, and he nearly shoots his hydro arrow in reflex when the insignificant vermin's eyebrows raises - as if mocking him.
oh, he'll show you.
he'll show you that he's stronger. better.
just like how he had always proven himself countless times on your journey.
at the end of the day, you'll come back to him again. he'll make sure of that.
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gold-rhine · 3 months ago
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i just crowned xilonen's skill and decided to see if neuvi is finally playable, since he needed buffs the most in genshin (sarcasm, obviously).
this is also an excuse to flex my neuvi, bc i just rolled insane sands for him, 50 crit value, best artifact on my account.
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so keep in mind, the numbers are not like very relatable, since my neuvi is cracked, top 3% on akasha, c1 r1.
anyway, my team was neuvi, furina c0 on jade cutter, kazuha on xiphos (kazuha cons dont matter in this team), xilonen c0 on fav. i cleared abyss 12 chamber 1 first half in 47 seconds, first try, first time i even played that team. i restarted once and cleared in 40 seconds. one and half charge attack per beast! hello??
second chamber he cleared in 25 seconds. less than half a minute, and could be probably faster, but my furina struggled to get her burst back for like 5 sec and one of the robots ran away.
third chamber he wiped in 17 seconds, first try. SEVENTEEN. again, spent some time on getting furina's burst even. one charge attack! bro, who balanced this??
his charge attack is doing like 80-85k against the robots, and 68-78k against the bests, who have raised resistances. per TICK.
moral of the story, i should probably have furina on fav weapon in this team, bc her personal damage doesnt matter that much bc goons dont have much time to do dmg, and she also doesnt have time to get enough energy when everything dies in 17-40 sec.
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gaming-gacor · 2 months ago
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Wuthering Waves Camellya Build: Best Weapons, Echoes and Teams!
Gaming Gacor — Camellya is a new Resonator introduced in Wuthering Waves 1.4 banners. As the first limited Havoc DPS, she provides players with more Main DPS options. In this blog, we will introduce Camellya’s build, including skill priority, best weapons, recommended echo sets, and team comps. If you’re interested, please keep reading!
❈ Camellya Basic Introduction ❈
Camellya is a Havoc Resonator who wields Sword as her weapon. As a DPS character, Camellya mainly deal damage by her Normal Attack, she can use vines to attack from the air.
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❈ Skill Priority of Camellya ❈
Camellya mainly deals damge by Resonance Skill and Forte Circuit, so prioritize levelling up them. Then you can upgrade Camellya’s Resonance Liberation. As for other skills like Normal Attack and Intro Skill, you can skip upgrading them if you do not have enough materials as they are not very important for Camellya. So the Skill priority of Camellya is Resonance Skill > Forte Circuit > Resonance Liberation > Normal Attack > Intro Skill .
❈ Best Weapons for Camellya ❈
As a DPS character, Camellya needs CRIT stats a lot, so weapons with a sub stat of CRIT will be better. Then, prioritize wepons that can provide Basic Attack buffs as most of Camellya’s damage is considered as Basic Attack DMG.
1. Best Choice: Red Spring
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Base ATK: 588 丨 Crit Rate 24.3%
R1: Increase ATK by 12%. When dealing Basic Attack DMG, the wielder gains 12% Basic Attack DMG Bonus for 12s. This effect can be triggered once per second, stacking up to 5 times.
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Emerald of Genesis
Base ATK: 588 丨 Crit Rate 24.3%
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Blazing Brilliance
Base ATK: 588 丨 Crit DMG 48.6%
R1: ATK increased by 12%. The wielder gains 1 stack of Searing Feather upon dealing damage, which can be triggered once every 0.5s, and gains 5 stacks of the same effect upon casting Resonance Skill. Each stack of Searing Feather gives 4% additional Resonance Skill DMG Bonus for up to 14 stacks. After reaching the max stacks, all stacks will be removed in 12s.
3. Beginner Choice: Lumingloss
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Lumingloss
Base ATK: 388 丨 ATK 36.5%
R5: When Resonance Skill is cast, increases Basic Attack DMG Bonus and Heavy Attack DMG Bonus by 64%, stacking up to 1 time(s). This effect lasts for 10s and can be triggered 1 time(s) every 1s.
❈ Optimal Echoes and Echo Stats ❈
1. Recommended Echo Set: Sun-sinking Eclipse
2-piece Havoc DMG +10%.
5-piece Havoc DMG +7.5% after releasing Basic Attack or Heavy Attack. This effect stacks up to 4 times, each stack lasts 15s.
2. Main Echo Selection: Dreamless or Crownless
Dreamless
Transforms into Dreamless and perform 6 consecutive attacks. The first 5 attacks deal 38.87% Havoc DMG each, and the last attack deals 194.35% Havoc DMG. The DMG of this Echo Skill is increased by 50.00% during the first 5s after Rover-Havoc casts Resonance Liberation.
Crownless
Transform into Crownless and perform up to 4 consecutive attacks. The first 2 attacks deal 134.08% Havoc DMG each, the 3rd attack deals 100.56% Havoc DMG 2 times, and the 4th attack deals 67.04% Havoc DMG 3 times.
After the transformation, increase current character’s Havoc DMG by 12.00% and Resonance Skill DMG by 12.00% for 15s.
3. Echo Stats
• Four-Cost Echo: Crit Rate / Crit DMG
• Three-Cost Echo: ATK / Havoc DMG Bonus
• One-Cost Echo: ATK
• Substat Prioritization: Crit Rate / Crit DMG > Havoc DMG Bonus > ATK
❈ Best Teams ❈
As is mentioned before, Camellya mainly deals damage by Basic ATK. Sanhua will be a perfect match for Camellya as her Outro skill can amplify the incoming Resonator’s Basic Attack DMG by 38%. So the best team for Camellya will be
Camellya (Main DPS) + Sanhua (Sub DPS) + Shorekeeper/Verina/Baizhi (Healer)
▷ Recommended Echo Selection of Sanhua in this team:
▪ Echo set: Moonlit Clouds(5)
▪ Main Echo position: Impermanence Heron.
▪ Recommended Energy Regen: over 130%
▷ Recommended Echo Selection of Shorekeeper/Verina/Baizhi in this team:
▪ Echo set: Rejuvenating Glow (5)
▪ Main Echo position: Fallacy of No Return or Bell-Borne Geochelone
▪ Recommended Energy Regen: over 250%
As the first limited 5-star Havoc DPS, Camellya will undoubtedly bring new mechanics and gameplay to this game. By following our Camellya build guide, we hope you can all unlock her full potential. And for those who want to build the strongest Camellya, do not miss out on the chance to enhance your gameplay experience by topping up Lunites at LootBar.gg. Enjoy seamless and secure recharges to get ahead in the game. Happy gaming!
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evercelle · 1 year ago
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Hi Ever!! Some time ago I asked about Venti constellations, and since then have reached c5! I’m losing years off my life waiting for his next banner, but I wanted to ask if it’s all that worth?? Should I be investing in a weapon and its refinement instead? If so, which weapons are the best for a DPS build?! He’s been benched for a while because I don’t really know what else to do for him but he needs better treatment 😰😰 please help !!! 🙏🙏
hiya! well, first and foremost, weapons banner is a scam and i can't in good conscience recommend anyone roll on it. dont ask me how i know. but if you're prepared to potentially drop $$ i guess it comes down to (1) what kind of venti build you run and (2) what's more useful for your account
c6 is a nice con that increases both venti and and his teammates' dmg, bc it's a rare source of anemo res shred (+ shreds whatever element you absorb in his burst). getting a limited con is theoretically cheaper than a weapon if you have bad luck, but it's not a game breaker the way some other units' c6 are. the most practical benefit to trying to roll a weapon instead of con is that you can use a weapon on other characters if you wanted to... but that's also weighed against how cursed it is trying to get & refine it lol
for EM build, r5 stringless is a better choice than pretty much every r1 5* bow. for a crit build, polar star if you're actively proccing all its passive bonuses is probably the strongest pick, but aqua and harp are competitive options if you don't wanna micromanage rotations. refining a 5* weapon is almost certainly not worth it for most players bc there really isn't content hard enough in the game that demands insane stat sticks, so if anything, maybe consider trying for c6r1? r5ing is some real simp money... dont ask me how i know
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undertakeruo · 11 months ago
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GENSHIN IMPACT | CHIORI SIGNATURE WEAPON "URAKU MISUGIRI" [UI]
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(Lvl 90. Stats)
BASE ATK : 541,83 Crit DMG 88.2% R1 Passive : Brocade Bloom + Shrine Sword "Normal Attack DMG is increased by 16% and Elemental Skill DMG is increased by 24%. After a nearby active character deals Geo DMG, the aforementioned effects increase by 100% for 15s. Additionally, the wielder's DEF is increased by 20%"
"This famous blade was once created by the hand of Urakusai, the renowned literati. Legend has it that it has never cut any living creature in all these hundreds of years."
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tirsden · 1 year ago
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F2P's DPS Baizhu is doing pretty darn well for not having a crit book, and has even been carrying weekly bosses with Kuki, Xingqui, and a baby level 20 Charlotte on the team mooching friendship xp and procing Noblesse. I'm liking the recent-ish event book on doctah-mon for its passive, since Wanderer won't let go of his Lost Prayer for anything and Yanfei has threatened legal action if I take the account's single R1 Widsith away from her (partly because Wanderer stole Lost Prayer from her to begin with... that case is still ongoing).
Meanwhile on the EU low spenders side of the universe, building Thoma has turned out to be a blast even before future Albedo's arrival. I plan to run alchemy boi with Thoma and hopefully C6 Bennett (he's C5 now, at worst I'll buy the last constellation out of the store when Benny's month arrives again). But yeah, Thoma has been helping Nahida hunt substats for her DPS deepwood set, and gameplay in that domain went from leisurely hyperbloom shielded by Layla, to "OMG WHO CALLED IN THE NUCLEAR STRIKE!???" That'd be the house-husbando, ladies.
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davesdressanon · 7 months ago
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Henry’s Weapon
Prognosis
Base ATK: 576
Crit DMG: 84.6%
(Bolded Numbers increase with Refinements)
[R1] The Joy of Creation:
Increases ATK HP and DEF by 20% each. When the equipping character’s HP increases or decreases they gain the Spark of Inspiration Effect for 15s granting the wearer 30% All Elemental DMG Bonus and 40% Physical DMG Bonus. If the equipping character leaves the field with Spark of Inspiration still active or triggers the requirements while off-field then the effect will be transferred to the next active teammate at half effectiveness. Transferring Spark of Inspiration doesn’t reset its Cooldown.
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kurorenji · 5 months ago
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Zhezhi's weapon is here!!
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It's so pretty!! But LOOK at that Crit damage!! 72% got me drooling, aghahsjakka.
1. The weapon buff atk, 12% for R1 and so on.
2. After using Skill, the equipped Resonator get 12% BA dmg bonus, stacked up to 3 times.
3. Using Outro skill when the resonator hold 3 stack will furthermore buff off-field BA damage performed by the resonator.
This weapon is pretty good for Rectifier DPS/Sub DPS that lean heavily on basic attack damage. So, this weapon isn't just good for Zhezhi, but also suitable for Encore!
Though Encore doesn't benefited from the 3rd buff, Encore can use the 1st and 2nd buff very well. For now, the 3rd buff is still exclusively benefit Zhezhi's kit only, I think.
Haaaaa... What to do. what to do. Too many characters and weapons I want to pull!
Will you pull on Zhezhi and her weapon banner? Or maybe get Zhezhi's Weapon for Encore instead? especially if you missed out Yinlin's weapon for her before.
Encore is still a pretty solid Fusion DPS until today, used alongside Changli or in a hypercarry team. So, of course, she will love a premium rectifier like this! Go treat her some, Rovers!! ^^
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kalina-c · 1 year ago
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(Dark Souls/Elden Ring posting) Split Damage Doesn't Suck. In fact it is the best damage in the game for a significant percentage of situations and setups.
Part 2 (ctrl-f “so let’s count up the ways”) Part 3
Stumbled upon a youtube review of elden ring's daggers and rapiers, the critical hit weapons, in response to patch 1.10 the patch specifically buffing ripostes and backstabs, and the first and constant thing the youtuber says is that Split Damage Sucks?
My friends, Split Damage is so very specifically the final form of specifically critical hits in particular that Chaos Daggers have been the parry king weapon of dark souls 3 since forever.
There's a hundred and one details about how "split damage sucks" came to be accepted wisdom and why it's actually wrong in way more situations than you'd think, but in the first place, just, if you're looking for a good dagger for backstabs and ripostes, Split Damage Is The Absolute Best. A weapon that gives you elemental damage right away without any whetstones/ash hunting just yet, and on the weapon class that specifically multiplies elemental damage in particular to high numbers on its signature attack? Surprisingly good utilization of the game systems! (The weapon in question might suck, but for entirely different reasons than being the same damage type as the kind of Misericorde that can do ~3k ripostes.)
Split damage weapons are so good at crits that a dark souls 3 character with fire gem starting gift and a Fire Dagger +0 as soon as you reach Firelink gets a gigantic 500-600 damage one-shot weapon for absolute free, on like nearly everything in the early game. Conventional wisdom was that the best lightweight riposte in dark souls 1 was a normal +15 rapier with a damage buff applied, which is hilariously easily disproven by side-by-side testing with any Chaos or Enchanted Rapier maxed out in the same game.
So anyway, let's get into the really autistic detailed breakdown of the whole thing right after the break.
So why does "Split Damage Suck"?
Probably someone tried a magic weapon on their pure physical build and found it to do less damage than a pure physical weapon with a buff applied. They then needed an explanation for why that happens.
I don't know if that's exactly what happened, but going by the way "split damage sucks" reacts to the fact of elemental damage and the lightning infusion in elden ring, that is like literally the only thing I've ever seen it saying in practice.
Isn't that just making a bad build decision and blaming it on the weapon?
Literally yup! But for the sake of fairness we'll just leave that aside and focus on the facts of how split damage works in practice.
But isn't it worse to apply damage multiple times and eat defense multiple times, than to do one big number and eat defense only once?
Technically yes! in an extreme case. When I was taking my sorcerer through my first dark souls 1 run and damage testing on the crystal golems in Seath's garden, I found that Dark Bead did significantly less total damage than Crystal Soul Spear.
Yes, Dark Bead did less total damage than Crystal Soul Spear. In Dark Souls 1. The game where Dark Bead is so overpowered that pvp'ers everywhere have been spamming and dreading it since the original release of the DLC and PtDE, and that speedrunners have been incorporating it into all bosses routes until move swap completely obliterated the game.
Do you begin to see the problem with just a flat 1:1 damage comparison on paper. Theoretically, in the right very situational interaction, using only the same R1 to R1,
on a specific build at that not even all builds because the specific reason I've been researching and testing this stuff since my first dark souls character in 2013 or so, is because of finding that my pure int build did the opposite of what people said and I did gigantic R1 damage with split damage and absolutely piss-poor R1 damage with unsplit damage,
yes a split-damage weapon can do less damage than an unsplit weapon. Theoretically. Not in practice, where for every other enemy and especially boss in the game the literally split damage by definition Dark Bead is specifically the singular most broken attack in all of Dark Souls 1; or Chaos Dagger backstabs and split damage Lothric Knight Greatsword charged R2's do the best-in-class damage for their respective weapon classes; or the optimal speedrun route in Dark Souls 3 involves tumblebuffing a Fire Shortsword which is *literally* actually a three-way split damage attack, *never* an unsplit damage stack even when it's fire buff on fire infusion.
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The fact that this canard took off during Dark Souls 1 in particular is actually pretty specifically egregious, because like,
The overwhelming very smart-sounding argument is that if you look at the AR on paper of an unsplit weapon at 300 physical attack, vs the AR of a split weapon at 150 physical and 150 fire, and then apply the damage formula with such and so defensive values, you will see that the 300 AR, on paper, does better damage than the 150 + 150 on-paper AR.
In other words, it's an all-in focus on AR to AR, in the status screen only, as if that is always a reliable indicator of how much damage a weapon will do when it hits.
Friends, we're talking about a game that specifically has a weapon that contradicts every possible thing about that entire understanding of AR, and one that does so to such a spectacular degree that it is far and away one of the most popular weapons in that entire game.
There's two "middleweight" weapons in dark souls 1 that are notable for kind of punching above their weight, the Great Scythe and the Claymore. The Claymore is an eternal series favorite (and my actual vote in Elden Ring for best main-hand weapon in a powerstance generally) because it is pretty much always the only great sword with a thrusting attack in its moveset. The Claymore bounces back and forth in the relative ranking of how much AR/attack power/etc it has in its weapon class depending on the game, but the fact of the thrusting attack's speed and safety and counter damage means that the Claymore is frequently a real contender no matter what the game.
Now here's the real rub. The Claymore and the Great Scythe in Dark Souls 1 occupy the same niche, in being a high ROI weapon for the weight and the stat requirements. The Claymore has a higher AR than the Great Scythe for any given build and infusion (called ascension in souls 1), but the Great Scythe can consistently do more damage than the Claymore, not just on one or two attacks, but on the entire moveset unless there's a counter hit situation where the Claymore can do more damage. (Counter hits with thrusts are so punishingly precise in Dark Souls 1 that I never learned how to land them consistently enough for easy damage testing.) This should be the first clue that AR on the status screen isn't everything and that there's multiple multiple multipliers and damage variance between movesets that goes into just a normal, unbuffed R1 on a normal enemy before we apply any buffs, rings, special defense situations, etc.
The Monster Hunter community coined the term "motion value" to refer to the fact that each move in a given weapon's move set applies a multiplier to the attack number on its status screen before anything else in the damage formula applies, and the term has found obvious use in describing basically the same combat design philosophy in Dark Souls. Say a longsword does like 80%, 80%, 100% on its first R1, second R1, and uncharged R2. (I don't know the exact numbers, but anyway) That means that a 300 AR longsword is doing 240 AR, 240 AR, or 300 AR on those attacks, before defensive values are applied.
The Great Scythe very obviously, very blatantly has Motion Values that are bigger than its AR on paper suggests, on every one of its moves. I've run Enchanted vs Enchanted Great Scythe and Claymore side by side on enough sorcerer runs to know that it's in there and on the entire moveset, not just the riposte that impressed everyone looking for the best dex weapon back in the day. This is also blatantly the reason Chaos Daggers are the best ripostes in Dark Souls 3. The riposte attack on a dagger's moveset already multiplies the attack power to an absurd degree, way bigger than any singular number from any other weapon class on any attack (save for ultra greatsword and similar weight charged R2); and then Dagger applies the highest crit modifier in its weapon class for the biggest number yet.
Contrary to what it looks like on paper, a split-AR Chaos Dagger is not doing split damage at all in the slightest, it's doing the most concentrated unsplit fire elemental damage all at once to the enemy's defense, and then a nice beefy concentrated unsplit big fat physical damage number on top. This is literally the same reason Magic Misericorde and Dark Moon Greatsword with its weapon buff up in Elden Ring do damn near the highest crit damage in the entire game.
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There's a hundred other fun little details too about how people have entirely the wrong understanding of split damage, even when they're really really good at beating dark souls in the most skillful of ways. GDQ events will tell you that tumblebuffing fire resin onto a fire weapon will give you better damage than applying lightning damage onto the fire weapon, implicitly because Split Damage Sucks ("because of the way defenses are calculated"), which is an absolute lie. I've spent hundreds of hours damage testing various combinations of damage types to hell and back on Dark Souls 3 in particular, on Lothric Knights and Ringed City bosses, very specifically trying to figure out the optimal damage setups for my mage, and tumblebuffed fire resin and lightning resin will apply exactly the same damage increase for exactly the same numbers on a fire shortsword before elemental resistance disparities are applied.
See, here's the thing about Dark Souls 3 and damage calculations. Say you have a weapon that does like 100 damage on an R1 attack and 900 damage on a riposte. With a Crystal, Chaos, or whatever other elemental infusion, that can jump to like, 180 R1 and 2200 riposte or something.
If you apply a damage buff on top, whether from resin or from spell, that might bump the R1 to 150. The riposte also only goes up by the same flat damage amount, to 950. The split infusion scaling is so real that even Fire and Dark Daggers, with their zero stat scaling, do outright better ripostes than physical infusions on the same Daggers. Like, Fire infusion has been a pocket pvp meta pick for builds that don't have int and wis investment for the Chaos maximization and Dark Lothric Sword.
I've tried this like a billion different times on a billion different weapons. Weapon buffs conspicuously do not scale with any motion values ever in this game. Crystal infusion in particular is far and away the most optimal use of int investment for weapon damage, no exceptions, even on a longsword spamming R1's where you'd think applying a flat damage increase would be more optimal. Nah, the absolute disparity in stat and motion value scaling is just entirely too big.
I've also tried this like a billion different times with all four elements of buff. The same flat damage increase applies in the same way across all elements. The same scaling rules date all the way back to Dark Souls 1, where tumblebuffing reveals that the magic buff onto a magic weapon does not stack with the innate magic scaling at all, it's a completely separate hit split off as another instance of enemy defense applied all the same as when it's buffed onto a physical weapon.
(Fun fact, Crystal Magic Weapon and Lightning Blade apply the same multiplication from the catalyst spell buff. Dark Blade has the worst scaling, probably from being technically available at the almost-start of the game, and Carthus Flame Arc has far and away the best scaling probably to compensate from being usually confined to just one catalyst and not having access to Yorshka Chime or Court Sorcerer Staff-levels of spell buff.)
So in other words the real reason tumblebuffing fire resin is better than lightning for the Cursed Greatwood is because it's hitting his elemental weakness, not because it is unsplit damage at all. It's literally a goddamn three-way split, exactly the thing that makes people say Drakeblood Greatsword is sub-optimal in the same game. You're literally using the same damage type and split as the Drakeblood GS when you tumblebuff fire resin on a fire shortsword.
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Incidentally the other conspicuous presence of a gigantic all-in-one motion value, that turns a Split Infusion into an Unsplit gigantic fat smash of elemental damage, is the biggest burst hits on giant weapons.
Ultra greatsword criticals are absolute ass in Dark Souls 3. Like I'm not talking about the crit modifier at all, a dagger or thrusting sword in any of these games with a 100 crit modifier is usually doing better riposte damage than other weapon classes with a 110 modifier. Giant weapon backstabs are just about the same damage as a basic R1 swing, making it feel like a waste of an opening to do the backstab and relegating the move to i-frame safety only.
There were three conspicuous hits on my souls 3 sorcerers that hit nearly identically the same giant one-shot number. Crystal Soul Spear off of a Court Sorcerer Staff, obviously; Crystal Dagger crits; and— Crystal Lothric Great Sword charged r2's! They seriously beefed up the motion value on that attack so high that it's one of the strongest burst hits in the history of this running ruleset.
Like, this is the reason it's important to pay deep attention to the moveset and motion value of the weapon, not just its AR on paper. Ripostes are supposed to be your giant damage opportunity and they're part of the Demon Greataxe one-shot against Gwyn in Dark Souls 1, but they're the ultra greatsword's singular worst attack in Dark Souls 3. Charged r2 is so gigantic that elemental infusions on ultra greatswords specifically outstrip anything physical infusions can do on the weapon class's best attack.
This absolutely carries over to Elden Ring, where charged and jump R2's are a colossal weapon's best friend and Lion's Claw is easily the best melee DPS on a generic ash-swappable big boy sword. The scaling rules have not changed any since Enchanted Great Scythes were doing 4-digit ripostes in Dark Souls 1, my Elden Ring mages have been doing absolutely cracked damage with the obvious moves on Magic Zweihanders.
To be continued because this rant is breaking the editor lol
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m1d-45 · 2 years ago
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There's no singular "right" way to play a character. Sure, there are some roles that their kit lends itself better to, but at the end of the day, does it matter as long as you're having fun?
Tbh I'm much the same way. Sure, some characters are built in the way most people deem most efficient, but to this day 2 of the characters I rely most heavily on (Kaeya and Kokomi) are played and built unconventionally.
- cryo anon
>>>>>>>>>>
Kaeya
- lvl 90, C5, 10/10/10
- lvl 90 R1 Blackcliff Longsword
- 4pcs Blizzard Strayer (CritDMG/Atk/Cryo)
- Atk: 1,816
- Crit Rate: 27.9%
- Crit DMG: 194.8%
- ER: 173.3%
- Role: main dps, permafreeze comp with Chongyun/Hydro/flex
Kokomi
- lvl 90, C1, 10/10/10
- lvl 90 R5 Oathsworn Eye
- 4pcs Ocean-Hued Clam (Healing/HP/Hydro)
- HP: 31,318
- Atk: 1,759
- ER: 133.0%
- Role: main dps
holy shit you’re dps’ing kokomi. you. you’re. dude that’s incredible im-
i know there’s nothing like set in stone abt it but it’s kinda funny to see ppl “oh kaz is one of the best supports in the game” lmao. wdym. “benny and xingqiu are op” i did fine w/o them and i’ll continue that way. they are Applicators your honor. xingqiu is strictly for chongyun’s permafrost team. burst support childe is so cursed but guess what. guess who had him on 2noblesse.
like it’s just funny yk. also your kaeya is CRACKED good lord
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icantbelieveitsnotmeta · 2 years ago
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Weapons (Bows)
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THANK BARSIBATO IT’S ALMOST OVER!
FOR THE LAST DAMNED TIME, included in this list is all of the 3-star and 4-star bows in Genshin Impact (because 5-star weapons are for people with money) except for weapons obtained via Gnostic Hymn/Battle Pass or purchased with Starglitter.
Weapons in which the blueprints are obtained (or are simply obtained as-is) via World Quests (ex. the Aranara quest line), obtained via forging only, and event weapons will be in italics. All other weapons are either obtained via wishing or overworld activities such as opening chests.
I will clarify which weapons are blueprints, obtained from quests, and which are event weapons. If they are available, I will also link guides to said quests.
Percentage and Flat stats apply to these to. (if you didn’t read the artifact stat guide, Flat always adds a set amount, Percentage adds a portion of a preexisting stat)
These stats are lvl90 and the abilities are R1
⭐️⭐️⭐️
Messenger
Base ATK: 448
Substat: CRIT DMG 31.2%
Ability: Archer's Message
Charged Attack hits on weak spots deal an additional 100% ATK DMG as CRIT DMG. Can only occur once every 10s
** **
Raven Bow
Base ATK: 448
Substat: Elemental Mastery 94
Ability: Bane of Flame and Water
Increases DMG against opponents affected by Hydro or Pyro by 12%.
** **
Recurve Bow
Base ATK: 354
Substat: HP 46.9%
Ability: Cull the Weak
Defeating an opponent restores 8% HP
** **
Sharpshooter's Oath
Base ATK: 401
Substat: CRIT DMG 46.9%
Ability: Precise
Increases DMG against weak spots by 24%
** **
Slingshot
Base ATK: 354
Substat: CRIT Rate 31.2%
Ability: Slingshot
If a Normal or Charged Attack hits a target within 0.3s of being fired, increases DMG by 36%. Otherwise, decreases DMG by 10%
** **
⭐️⭐️⭐️⭐️
Alley Hunter
Base ATK: 565
Substat: ATK 27.6%
Ability: Oppidan Ambush
While the character equipped with this weapon is in the party but not on the field, their DMG increases by 2% every second up to a max of 20%. When the character is on the field for more than 4s, the aforementioned DMG buff decreases by 4% per second until it reaches 0%
** **
Compound Bow (obtained via forging)
Base ATK: 454
Substat: Physical DMG Bonus 69.0% (heh nice)
Ability: Infusion Arrow
Normal Attack and Charged Attack hits increase ATK by 4% and Normal ATK SPD by 1.2% for 6s. Max 4 stacks. Can only occur once every 0.3s
** **
End of the Line (obtained from the Sumeru Fishing Association)
Base ATK: 510
Substat: Energy Recharge 45.9%
Ability: Net Snapper
Triggers the Flowrider effect after using an Elemental Skill, dealing 80% ATK as AoE DMG upon hitting an opponent with an attack. Flowrider will be removed after 15s or after causing 3 instances of AoE DMG. Only 1 instance of AoE DMG can be caused every 2s in this way. Flowrider can be triggered once every 12s.
** **
Fading Twilight (obtained from the Perilous Trail event in the 2.7 patch)
Base ATK: 565
Substat: Energy Recharge 30.6%
Ability: Radiance of the Deeps
Has three states, Evengleam, Afterglow, and Dawnblaze, which increase DMG dealt by 6%/10%/14% respectively. When attacks hit opponents, this weapon will switch to the next state. This weapon can change states once every 7s. The character equipping this weapon can still trigger the state switch while not on the field.
** **
Favonius Warbow
Base ATK: 454
Substat: Energy Recharge 61.3%
Ability: Windfall
CRIT hits have a 60% chance to generate a small amount of Elemental Particles, which will regenerate 6 Energy for the character. Can only occur once every 12s.
** **
Hamayumi (blueprint is obtained from a guy named Takashi in Inazuma after collecting and giving him Mysterious Conches for seven days)
Base ATK: 454
Substat: ATK 55.1%
Ability: Full Draw
Increases Normal Attack DMG by 16% and Charged Attack DMG by 12%. When the equipping character's Energy reaches 100%, this effect is increased by 100%
** **
King's Squire (obtained after completing the Aranyaka questline. After completing the quest, go to Sumeru’s Tree of Dreams and there will be an Aranara selling the blueprint)
Base ATK: 454
Substat: ATK 55.1%
Ability: Labyrinth Lord's Instruction
Obtain the Teachings of the Forest effect when unleashing Elemental Skills and Bursts, increasing Elemental Mastery by 60 for 12s. This effect will be removed when switching characters. When the Teachings of the Forest effect ends or is removed, it will deal 100% of ATK as DMG to 1 nearby opponent. The Teachings of the Forest effect can be triggered once every 20s.
** **
Mitternachts Waltz
Base ATK: 510
Substat: Physical DMG Bonus 51.7%
Ability: Evernight Duet
Normal Attack hits on opponents increase Elemental Skill DMG by 20% for 5s. Elemental Skill hits on opponents increase Normal Attack DMG by 20% for 5s.
** **
Mouun's Moon
Base ATK: 565
Substat: ATK 27.6%
Ability: Watatsumi Wavewalker
For every point of the entire party's combined maximum Energy capacity, the Elemental Burst DMG of the character equipping this weapon is increased by 0.12%. A maximum of 40% increased Elemental Burst DMG can be achieved this way.
** **
Predator (god i hate version exclusives so fucking much) (obtainable via PlayStation to those who logged into Genshin Impact during the 2.1 or 2.2 patches) (Note that it’s ability will not work on other platforms such as mobile and PC)
Base ATK: 510
Substat: ATK 41.3%
Ability: Strong Strike
Dealing Cryo DMG to opponents increases this character's Normal and Charged Attack DMG by 10% for 6s. This effect can have a maximum of 2 stacks.
Additionally, when Aloy equips Predator, ATK is increased by 66.
** **
Prototype Crescent (obtainable via forging)
Base ATK: 510
Substat: ATK 41.3%
Ability: Unreturning
Charged Attack hits on weak points increase Movement SPD by 10% and ATK by 36% for 10s.
** **
Rust
Base ATK: 510
Substat: ATK 41.3%
Ability: Rapid Firing
Increases Normal Attack DMG by 40% but decreases Charged Attack DMG by 10%.
** **
Sacrificial Bow
Base ATK: 565
Substat: Energy Recharge 30.6%
Ability: Composed
After dealing damage to an opponent with an Elemental Skill, the skill has a 40% chance to end its own CD. Can only occur once every 30s
** **
The Stringless
Base ATK: 510
Substat: Elemental Mastery 165
Ability: Arrowless Song
Increases Elemental Skill and Elemental Burst DMG by 24%. 
** **
Windblume Ode (obtainable from the Invitation of Windblume event in the 1.4 patch)
Base ATK: 510
Substat: Elemental Mastery 165
Ability: Windblume Wish
After using an Elemental Skill, receive a boon from the ancient wish of the Windblume, increasing ATK by 16% for 6s
** **
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yuan4i · 2 years ago
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Hellooo! Hope ur doing well :) I wanted to ask some recommendations on how I shld build my cyno as I recently got him.. 😵‍💫
hi anon! im so happy that you asked me hehe 💕💕 i have a whole guide for you! (more under the cut!)
so starting off with 5* weapons, i really recommend his bis/sotss (staff of the scarlet sands)! the 2nd stat for it’s crit rate and cyno gains 52% of his em as a bonus atk. i personally love this weapon and i recently got it for him :D it’s really good for him <3 
next, i heard that staff of homa is also good on him! it gives crit dmg and this weapon provides an atk bonus based on 0.8% of his max hp! 
but i personally like primordial jade winged-spear because i like my crit rate! for this weapon, every time cyno hits an opponent, his atk increases by 3.2% for 6 seconds. (this stacks 7 times i think) and if he gets the max stacks, his dmg will increase by 12%. 
(those are the best 5* weapons on him but if you have any other ones, feel free to spoil him with them!) 
now, for the others/f2p/4*! i won’t go in-depth because i don’t know much about them! 
deathmatch (bp/paid) - 2nd stat : crit rate. i bought this just for cyno when i got him last year (polearms and polearm users hate me so i didn’t have a good polearm) and it’s really good! the only downside is that it’s locked behind money and the base atk is rather low :( 
white tassel (chests) - 2nd stat : crit rate. a good choice, 48% dmg boost makes a large difference, especially if players are playing cyno in an aggravate team comp.
blackcliff pole (shop/paimon’s bargains) - 2nd stat : crit dmg. a fully refined blackcliff pole with a full-stack can perform as well as an r1 primordial jade winged-spear! good for cyno, but again, i really like my crit rate. (deathmatch >>> blackcliff pole imo) 
missive windspear (event) - 2nd stat : atk. within 10s after an elemental reaction is triggered, atk is increased by 24% and em is increased by 96 at r5! the em increase is really good too!
kitain cross spear (forgeable) -  2nd stat : em. this weapon will increase his elemental skill damage by 6%. it has an em sub-stat, which is really good if you’re using cyno in an elemental reaction team.
prototype starglitter (forgeable) -  2nd stat : er. it has an er sub-stat, which is great at helping cyno recover his elemental burst energy.
(i ranked all of them in order!)
moving onto artifacts!
i’m currently running a 4p thundering fury set on my cyno! it’s said to be the best set for him, it “increases dmg caused by overloaded, electro-charged, superconduct, and hyperbloom by 40%, and the dmg bonus conferred by aggravate is increased by 20%. when quicken or the aforementioned elemental reactions are triggered, elemental skill cd is decreased by 1s. can only occur once every 0.8s.” tl;dr:  the dmg increase via electro reactions really helps and the elemental skill cd makes his skill more spam-able during his ult!
i’m currently farming gilded dreams because i got told tat his bis/sotss is better with the set (i still use thundering fury tho!) i can’t explain gilded dreams to you because i don’t use it but it definitely has something to do with em! 4p is best when running hyperblume or aggravate!! 
4p gladiator’s finale is something i’ve seen many many people use! i’ve never tried it (maybe this is a sign i should?) but it does seem really strong!  “if the wielder of this artifact set uses a sword, claymore or polearm, increases their normal attack dmg by 35%.” to sum it up, 4p gladiator’s finale increases cyno’s normal attack dmg by 35%, even in his ult/burst!
some other things i’ve seen are 2p gilded dreams + 2p thundering fury, 2p gladiator finale + 2p shimenawa reminiscence, 2p thundering fury + 2p shimenawa reminiscence/gladiator’s finale, etc! feel free to mix and match them <3
lastly, artifact stats! 
main stats - for the sands, i suggest atk or em! (it usually depends on the set. i use an em sands because i use thundering fury and not gilded dreams!) for goblet,it would be suggested to use an electro dmg bonus goblet, and circlet a crit rate/dmg recommended. (circlet also depends on the weapon. eg, crit rate weapon usually would be paired with a crit dmg circlet, and so on.) 
sub stats - crit rate/dmg, elemental mastery, atk% i say cyno’s ideal em range would be 200 - 400! (i have around 300 right now!)
(to sum the artifacts up, it all depends on what comp you want to use him in/how you want to use him! i personally think thundering fury is more viable due to the strong box. i farm gilded dreams, then take all the bad ones to thundering fury’s strong box.)
here’s my cyno incase you want a reference (it’s really not the best &lt;/3)
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tl;dr - staff of the scarlet sands, primordial jade winged-spear, and staff of homa are all really good on him! if you don’t have any 5 stars, white tassel, missive windspear, deathmatch and blackcliff pole are good replacements. his artifact sets are thundering fury or gilded dreams and em is a really good stat! 
lmk if you need anything or want any more cyno guides :D 
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gold-rhine · 22 days ago
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Thank you for responding before! here's my build (solo) and I did some testing on the perpetual machine array first phase. Solo: 13277k per crit. With full team setup (vv Kazuha, furina, Kuki:) 31170k per crit.
Also, the rest of his talents are low because I ran out of mora and sea gloop :( still working on it!
He is running r1 prototype, but most of his artifacts have good hp rolls on them.
Also, the main reason for concern is because he does pretty poorly in Abyss, not sure why still.
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yeah build seems fine, crit rate is a bit low, but should be livable. kuki is not doing anything in this team, but with kazuha and furina shouldnt matter. 31k per tick means 240k per charge attack if all crits, and even with missing crits its still like 180-200k every 4 seconds. that should be clearing abyss no problem
like, do you get interrupted a lot and just not finish charge attacks? neuvi has incredibly easy rotations, you do like his skill, supports, then neuvi burst and just start charge attacking. use his skill when its off cooldown, refresh supports when they run out, furina usually lasts for 3-4 charge attacks, kazuha is for about 2. your entire job is to just not get charge attacks interrupted and make sure there are always enough balls on the field. how much struggling we talking? in this abyss first room first side is biggest dps check, but this team should be clearing at like. 8.40 or 8.30 at worst
btw crown normal attack before raising other talents
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