Abarax
Xenoblade X - Candid and Credible Heavy Hitter [FORMER WR] - 36.9m (Damage POV)
updated
@Lawaleeth
@zanderswift6009
Just kinda a random run, got early shock so went with it. Some experimental stuff here that we'll probably not look further into, not disclosing what it is just yet but just some small tweaks for a fairly decent increase.
From me, better retiming on Conduction Rise/Off-Stance, different soul voice set up but still working on it, still average support setup, looked at some interesting build alternatives for some players etc.
@Lawaleeth
@zanderswift6009
Please read:
Slow start, could be a lot better, even without 3 trait weapons. Decent for now but will *probably* go for something better in future (we have some ideas that would make it a lot faster than this).
Bad topples as you can see, low investment support build (4 slot gift sniper instead of Sniper II, attacking from the front instead of standard Orphean gear etc.), wrong wing broken but whatever (affects positioning), slow rebuffs, didn't bother with proper Weather stuff.
F-Wave vs. Ares Prime: The hitframes on the Ether debuff are about the same (F-Wave is 90, Daedalion Wing is 93). Ares Prime has much faster running speed, and the idea was that we could [REDACTED] with it, although this rarely happened in any runs. In comparison, F-Wave can provide Stun V if the debuff runs out. Ares Prime can make it to behind Telethia in time but there is a reason I used Daedalion Wing in front. It also feels inconsistent, sometimes it instantly starts animation and sometimes it delays a little.
We got Shock so rarely during attempts that we were kinda shocked that it actually happened that we weren't ready for it, so as you can see I kinda played *very* conservatively (no syncing, very early Conduction Rise reapplications, I will have to fix my chart for it since its based on the old clock instead of the new timer).
Usual long description below:
My skell is weaker than the others by a notable amount, mostly because I've been too lazy to actually farm up any skell augments (3000 ranged attack and 5 Ultrafauna Slayer XXs), so in exchange I was able to use the 761 F-Wave to lower beam res and double our damage.
We had a couple of crashes, some mid-run, and a lot of lag and funny behaviour/animation mismatch for Ygg Zero. Even at the end, I'm able to act for an additional 3 seconds after the mission timer runs out. My Switch did not crash, however the hosts did twice throughout all our runs.
If someone seriously wanted to do a record with drones like this I imagine you could have 4 full proper skells and have just one with the 761 F-Wave and as long as you have like 1-1.5m worth of extend you can just reuse it whenever a purple voice comes up.
13-3 Drop Table: pbs.twimg.com/media/GpAgvrEbIAAG5PN?format=png&name=4096x4096
Enemies in Volitaris (excluding the three Megiddo Puges near the Surgical Strike Pugilith) have a very small chance to drop gear with more than the normal amount of normal augment slots. From gold chests: skell weapons have 0.3% chance to have 4 open augment slots, and skell armour has a 3% chance to come with 2 open augment slots. This gear must come with these augment slots all opened, as L's shop is not able to open these extra slots.
The trade off is that all the equipment tier is x50 for skells and Advanced Cermet/Striker for ground weapons. Here, I use a farmed 4 slot drone (from the Xe-dom tyrant) and a farmed 2 slot armor (from the Xern tyrant) to somewhat comfortably take down Telethia with a fairly standard break skell.
Support from:
@voidfilledheart
@Lawaleeth
@EnelXC
They decided to add several completely busted arts to the game and now you can hit the damage cap extremely easily (as you can see I have 560 melee attack). Actually mine was a bit tight, expected range was 99m-105m but I got a Miranium mining tick that let me open a new slot for another weak melee aug that put me comfortably into guaranteed range. Calculations showed that old Black Bane strategies would be able to use random knife with far fewer debuffs and still overshoot the damage cap by millions.
I was planning on (and am still working on) a "proper" playthrough, doing quests and getting all the characters to level 99 with maxed arts and skills, but since the leaderboard was filling up a lot faster than I expected I had to make a branch save and rush it. Hopefully it stays up even if I revert back to an older save.
A few failed attempts due to soul voices, positioning etc.
Since this is so free and doable on multiple weapons/AMs now, the next best thing involves Multigun so maybe there will be something with that, or something for Global Nemesis.
I don't know.
This version relies on a crit instead of weapon stability rolls.
There were 128+ mistakes in the subtitles, as well as the original promotion tweet (https://x.com/GenshinImpact/status/1662564332578787330) spelling "beginning" incorrectly.
Original video: youtube.com/live/OzGU3OTINkk
Original Subtitle errors: docs.google.com/spreadsheets/d/1ai1TA8bw64mXM4naqiYv_Gxn4CHTOn6xIr8HbptRxMo/edit?usp=sharing
No sound because I had headphones plugged into the docked switch.
Would have been better if it was a mix of attack + and crit damage + since I attacked from behind for guaranteed crit (the normal attacks aren't actually proper crits they are just yellow for some reason).
The English manual is quite misleading about the effects of "Skell Defense" - both the name and description are completely inaccurate. You would not be faulted for thinking that having more Skells in the party increases the Defense stat of characters on the ground, however the effect is very different.
What it actually does is directly reduce enemy additive damage (i.e. the enemy deals 20/40/60% less damage), and this damage reduction is counted in the same "additive" part of the formula as things like critical hits, weather effects, topple/stun, and some enemy specific damage buffs (like Yggralith Zero's Gravity Bomb, or (probably) Pharsis' inherent passive damage boost.
In some certain situations we can reduce our damage taken to 1 while having negative resistances. In this video, the Sandstorm weather reduces Player/Skell/Enemy Beam damage by 50%/30%/40%. Combined with 3 skells, this means we take 100% reduced damage from Hartmut's beam attribute attacks, and only its critical hits can damage us.
Random Beam expected damage:
1~1.05*(5417 * (1-40%) * 200%/4 * (1+70%) * (1-60%-40%) = 0
For a critical hit:
1~1.05*(5417 * (1-40%) * 200%/4 * (1+70%) * (1-60%-40%+25%) = 690~725 (excluding Defense)
Damage Reduction:
IncomingDMG * (1-OffensiveStance+DefensiveStance+Supershield+ProspectorSupport) * (1-AttributeResistances) * (1-ShieldScreen)
In a way, reducing enemy dmg% isn't part of damage reduction as it is part of the base "IncomingDMG", where;
IncomingDMG = 1~1.05*EnemyStat*StatModifiers*Scaling*Additives/HitCount
You can reduce the enemy stat with weather, Fatigue, and Blackout. In a way this is damage reduction because it is a StatModifier and by lowering the enemy attack stat by 50% (for example) you do effectively halve its damage assuming it has no aura/buff of its own.
It is possible that there is an "Armour/DefenseModifier" in there but I haven't tested or seen tests on it. The skells directly reduce "additives" (which starts at +0% most of the time)
There is a Defense Modifier (I believe the theory is that the "DEFENSE" stat has varying levels of effectiveness against different attacks but I have never found any proper documentation on this.
You can replicate this against any Beam damage during Sandstorm, or calculate it against any other enemy. Additionally, when the DMG_PT_DL_GRD_RATIO value is changed, the damage reduction changes accordingly, as well as when I modded enemies to have higher critical power or inherent dmg%.
I would have shown more examples and perhaps some modded examples too but my video editing software and computer are limited at the moment.
Full builds at the end.
Gaming: C6, Rainslasher r5
Chevreuse: C0, Dialogues of the Desert Sages r5, Song of Days Past
Barbara: C6, TTDS r5, Tenacity of the Millelith
Bennett: C5, Prototype Rancour, Noblesse Oblige
Buffs:
Food - None
Yearning - Somewhere around 4000 per plunge.
Tenacity of the Millelith: 20% ATK
Heritage (TTDS): 48% ATK
Noblesse Oblige: 20% ATK
Fantastic Voyage: 997 ATK
Doable with Heizou but mine is low cons. Possibly doable with Noelle (C4) or Kaeya (Melt onto pyro applied through burning grass) but these both sound too inconsistent. Someone else did same strat a bit after me but faster because they were more aggressive: youtube.com/watch?v=-aaWmiReJQY
This video was made for the HoYoLAB Strategy Guides Contest, here is the link of the post: hoyolab.com/article/32931875
Yes, Rengwas is in the video. When this was filmed, I was playing with @blingading4324 using random matching. I did not know of or about Rengwas at the time, and I don't think he was a hacker back when this was filmed.
This one goes out to my man Shoichiro Nakai, wherever you are, wherever you may be.
Showcase starts: 0:41
FAQ:
1) Will you be buying 010 Editor?
No, I will infinitely loop the free trial of the old version that doesn't stop you from abusing it. I must've run out though so I had to use the backup bdat editor.
2) Is this doable on Wii U?
Yes, but you need cafiine or sdcafiine or cemu for skell-to-ground swaps.
3) Is this doable with ground weapons?
Yes, it's easier with ground weapons, refer to custom codes. Weapon models are loaded in real time so a refresh/return to skell rechecks the model paths. (docs.google.com/spreadsheets/d/1ojviVsHgAExabAa30FfX4T36LBGD3AJ0JoZ2Dnl2gK8/edit?usp=sharing)
4) Can you get the G-Piledriver to drill?
Maybe. With the way it works I believe it should already be looking at both the model resource and the model motion in RSC_DlWpnList so if it doesn't spin maybe it's not meant to be.
5) How does your bdat.cpk repack so quickly?
You only need to include one language. This means we don't actually need to put Italian/French/German/Spanish in, cutting the repack time down from 7 minutes to just over 1 minute.
Other:
-Kurogane and Darkgod have different orientations. Probably.
-Aghasura Cannon has 3 parts, so for 2x psycho-launchers (left and right) you get 6 total with overlapping models. Could've fixed this but it looks cooler on some arts.
Swap List:
Ultra Diamond Gladiis = SRM-XR3150 DARKGOD
Ultra Diamond Twins = SRM-XR5250LA KUROGANE
Ultra Diamond WATXES = SRM-XR3150 DARKGOD + SRM-XR5250LA KUROGANE
Ultra Nebulan Sniper II = SRM-XR562GA R-Cannon (*specifically the one on the right, apparently the left and right ones have slightly different appearances)
Ultra Nebulan Sniper I = ARES-SP0290 AGHASURA
Ultra Nebulan Radius II = SSM-USP1480SA Megaflame-B
Ultra Diamond Parma: SRM-USP880SA G-Piledriver
Music: "hello, world" from Blue Reflection Sun
Low res only because I was low on storage.
2nd on Western Server, pretty basic attempt, this was from a while ago. I think maybe 15 August.
Eagle Eye III + Supercharge VI + Crit Power V + Topple SV
No Interceptor/Curator Buff :(
KAKKY is very good at this one :)
Hidden Conductors OP?
1) 2 Hellfire, 1 EBD to 1 Hellfire, 1 EBD (disconnect)
2) 2 Hellfire, 1 EBD 8:20
3) 1 EBD, 1 Hellfire, 1 Executioner 16:50
4) 2 Hellfire, 1 EBD 25:25
Even considering disconnects, none of these runs were particularly good, considering we had an average of like 5k below the expected score. I wasn't recording any of the 30k+ runs that came later.
Few things to be improved, general speed, only taking voices when you are supposed to, less primary/secondary hellfires from me etc. I am doing the job of two players - ether down and draw ranged, and can still hit max count fastest.
Fun 2 days.
Can go to around 36 million.
The main problems are:
1) Accuracy
2) If it uses Sedative Mind as soon as you are out of the skell you will basically die
3) Because Beam Bomber has travel time, depending on how much damage you do, Telethia can start descending to the ground for phase 2 before the full art is dealt, I lock onto the wing to try and negate this but haven't found a 100% way to avoid it
I started on less health because the attempt before this I was slept and barely managed to get back in the skell after being rudely awoken by Ether lasers. so I flew away and reset the fight.
We decided to play a few rounds of trio after seeing the Japanese sync Strat - although we ended up doing a lot more than a few. We didn’t really have a goal so we ended up using lala_tomy’s video (youtube.com/watch?v=l8-uq9EfPxM) - so intended to beat 36,285. The synchronisation was a lot easier than we expected, I am uncertain as to why no one hadn’t used it before on our servers, especially with all that good EU internet (outside of online HH). I am also unsure why we were using INFERNO lol, and I am sorry that I wasn't able to get Draw Ranged Purple this run. My damage would have been slightly higher if we had Energy Mist.
These videos are what we ended up with - most of the runs that we didn’t prematurely end due to any of the following: reflect, ether barrier, mutes, bad starting soul voices etc.
We may continue later (looking for a fourth member also), but for now we should work on better soul voices at the start (more Draw Ranged greens - this is affected by our sometimes noticeable lag/delay but oh well), and me (the support) using better soul voices timings (more use of Draw Melee and Opening Art). I tried to time Wild Down right, and I actually did it pretty well *most* of the time but sometimes the delay seemed to change even within the one fight so I couldn’t always find a consistent timing.
I didn't show gear for the Executioner kill, but it was exactly the same except I changed the guns to electric Dyads with Potential Up XX, Potential Boost XX, and Ranged Accuracy Up XV, and replaced Background Noise with Steady Hand.
For the Executioner kill I didn't make use of Shadowrunner's "back damage" bonus, I ran to the side out of habit.
[RAM RANCH WARNING!] -- PLEASE READ MORE
Idea was to take RP with no duplicate weapons and no armour. Exception was Reina because it would have taken too long to set stuff up so we doubled up on the OP longsword. No armour means no max overdrive, so no topple at the start, telethia can use phases more, negentropy etc.
Thanks to Lawrence, Zander, Void, Reina, Drew, and anyone I forgot.
Footage used WITHOUT permission from Void (his channel: youtube.com/channel/UC2Q4rAVXWc4BPUuDajXNgRw)
When grinding the MC use 1.9 boost instead of 1.7.
Quality is randomly bad at the start. 7,597 with a 1.7 boost is 12,914 exp per person per battle. Can boost you really far at the start but towards the end where it takes 100k+ exp per level it really slows down. Takes about 11 hours of this nonstop.
Please read: gamefaqs.gamespot.com/boards/227803-the-caligula-effect-overdose/77742020
00:00 - 33,178
08:52 - Abandoned
10:50 - 33,135
19:29 - 32,680
28:04 - 33,047
36:41 - 31,788
45:48 - 32,304
54:26 - 31,563
Song is Get Your Wish by Porter Robinson.
You may not repost this video unless you have received my explicit/written permission. This video has only been officially posted on Youtube (this page), and Hoyolab ( hoyolab.com/article/23286319 ).
TAGS:
#genshinimpact #genshin #edit #furina #furinaedit #furinagenshinimpact #amv #genshinedit
After vision: HP bar reconfigures and adjusts to new max HP
If new max HP higher than current: no visual effect
After vision: assume it readjusts
Debuff is cleared by Say Sorry but effect remains
HP Reduction: 60% (Daedala)
If HP boosted by buff: HP*(1-(60%/(1+x))), x = buff value


