流萤

流萤
流萤名词流萤
稀有度RaritystrRaritystrRaritystrRaritystrRaritystr
命途Class 毁灭
战斗属性Class 
n/a
信用点308K
思绪末屑15
印象残晶15
忿火之心65
欲念碎镜15
行迹材料
信用点3M
步离犬牙18
思绪末屑41
狼毒锯牙69
印象残晶56
月狂獠牙139
欲念碎镜58
同愿的遗音12
命运的足迹8
剧情星核猎手成员,身着机械装甲「萨姆」战斗。忠于任务,性格坚强。
作为战胜虫群的兵器而诞生,其生长速度异于常人,但生命非常短暂。
为了找寻「生」的机会而加入星核猎手,找寻违抗命运的方式。

目录
属性
战技
行迹
星魂
光锥
背包
Gallery
语音
剧情

属性

等级攻击力防御力生命值速度暴击率暴击伤害嘲讽能量n/a
1102.96105.6111925%50%125240
20200.77205.92216925%50%125240
信用点4000
思绪末屑5
20+241.96248.16261925%50%125240
30293.44300.96316925%50%125240
信用点8000
思绪末屑10
30+334.62343.2360925%50%125240
40386.1396416925%50%125240
信用点16000
印象残晶6
忿火之心3
40+427.28438.24460925%50%125240
50478.76491.04516925%50%125240
信用点40000
印象残晶9
忿火之心7
50+519.95533.28560925%50%125240
60571.43586.08615925%50%125240
信用点80000
欲念碎镜6
忿火之心20
60+612.61628.32660925%50%125240
70664.09681.12715925%50%125240
信用点160K
欲念碎镜9
忿火之心35
70+705.28723.36760925%50%125240
80756.76776.16815925%50%125240
等级n/a
1
20
信用点4000
思绪末屑5
20+
40
信用点16000
印象残晶6
忿火之心3
40+
50
信用点40000
印象残晶9
忿火之心7
50+
60
信用点80000
欲念碎镜6
忿火之心20
60+
70
信用点160K
欲念碎镜9
忿火之心35
70+
80

战技

指令-闪燃推进指令-闪燃推进 - 普攻 | 单攻
能量恢复 : 20
弱点击破 : 单攻 : 30
对指定敌方单体造成等同于装甲「萨姆」攻击力的火属性伤害。

对敌方单体造成少量火属性伤害。
等级 9
指令-天火轰击指令-天火轰击 - 战技 | 单攻
能量恢复 : 0
弱点击破 : 单攻 : 60
消耗等同于自身生命上限的生命值固定恢复等同于自身能量上限的能量,对指定敌方单体造成等同于装甲「萨姆」攻击力的火属性伤害。若当前生命值不足,施放战技时装甲「萨姆」的当前生命值降至1点。

消耗自身部分生命值恢复能量,对敌方单体造成火属性伤害。
等级 15
火萤Ⅳ型-完全燃烧火萤Ⅳ型-完全燃烧 - 终结技 | 强化
能量恢复 : 5
弱点击破 : 0
进入「完全燃烧」状态,自身行动提前100%并获得强化普攻和强化战技。「完全燃烧」状态下速度提高点,且施放强化普攻、强化战技时自身弱点击破效率提高、使处于弱点击破状态下的敌方目标受到的伤害提高,持续至本次攻击结束。
行动序列上出现「完全燃烧」倒计时,倒计时回合开始时装甲「萨姆」解除「完全燃烧」状态,倒计时固定拥有速度。
「完全燃烧」状态下装甲「萨姆」无法施放终结技。

进入「完全燃烧」状态,使自身行动提前100%,获得强化普攻强化战技,并提高自身弱点击破效率、弱点击破状态下的敌方目标受到的伤害和速度,直至倒计时结束。
等级 15
茧式源火中枢茧式源火中枢 - 天赋 | 天赋
能量恢复 : 0
弱点击破 : 0
生命值越低受到的伤害越低,生命值小于等于时减伤效果达到最大值,最多降低。「完全燃烧」状态下减伤效果维持最大值,效果抵抗提高
战斗开始时若能量不足则使其恢复至。当能量恢复至上限时解除自身所有负面效果

生命值越低受到的伤害越低。「完全燃烧」状态下减伤效果维持最大值,效果抵抗提高。战斗开始时若能量不足#2[i]%则使其恢复至#2[i]%。当能量恢复至上限时解除自身所有负面效果
等级 15
攻击攻击
能量恢复 : 0
弱点击破 : 单攻 : 30
攻击敌人,进入战斗后削弱敌方目标对应属性韧性。
等级 1
Δ指令-焦土陨击Δ指令-焦土陨击 - 秘技
能量恢复 : 0
弱点击破 : 单攻 : 60
跳跃至空中并进行自由移动,持续秒,此时施放下落攻击可以提前结束持续时间。持续时间结束后,下落并立即攻击一定范围内的所有敌人,每个波次开始时为没有火属性弱点的敌方目标添加火属性弱点,持续回合,此后对敌方全体造成等同于装甲「萨姆」攻击力的火属性伤害。

跳跃至空中并自由移动,移动数秒后下落并攻击范围内的所有敌人,每个波次开始时为没有火属性弱点的敌人添加火属性弱点,并对敌方全体造成火属性伤害。
等级 1
火萤Ⅳ型-底火斩击火萤Ⅳ型-底火斩击 - 普攻 | 单攻
能量恢复 : 0
弱点击破 : 单攻 : 45
回复等同于自身生命上限的生命值。对指定敌方单体造成等同于装甲「萨姆」攻击力的火属性伤害。

回复自身部分生命值,对敌方单体造成火属性伤害。
等级 9
火萤Ⅳ型-死星过载火萤Ⅳ型-死星过载 - 战技 | 扩散
能量恢复 : 0
弱点击破 : 单攻 : 90 / 扩散 : 45
回复等同于自身生命上限的生命值。当指定敌方单体没有火属性弱点时为其添加火属性弱点,持续回合。对该目标造成等同于装甲「萨姆」(*击破特攻+)攻击力的火属性伤害。同时对其相邻目标造成等同于装甲「萨姆」(*击破特攻+)攻击力的火属性伤害。最多计算击破特攻。

回复自身部分生命值,当敌方单体没有火属性弱点时为其添加火属性弱点,并对其造成大量火属性伤害,对相邻目标造成火属性伤害。
等级 15

行迹

α模组-偏时迸发α模组-偏时迸发
需要角色晋阶 2
「完全燃烧」状态下,攻击没有火属性弱点的敌人也能削减韧性,效果等同于原技能削韧值的55%
信用点5000
步离犬牙3
同愿的遗音1
效果抵抗强化效果抵抗强化 (效果抵抗)
需要角色晋阶 2
效果抵抗提高4%
信用点5000
步离犬牙3
思绪末屑6
击破强化击破强化 (击破特攻)
需要角色晋阶 3
击破特攻提高5.3%
信用点10000
狼毒锯牙3
印象残晶3
速度强化速度强化 (速度)
需要角色晋阶 3
速度提高2
信用点10000
狼毒锯牙3
印象残晶3
β模组-自限装甲β模组-自限装甲
需要角色晋阶 4
若装甲「萨姆」的攻击力高于2400点,每超过100点攻击力可使自身击破特攻提高6%,最多提高60%
信用点20000
狼毒锯牙5
命运的足迹1
同愿的遗音1
击破强化击破强化 (击破特攻)
需要角色晋阶 4
击破特攻提高8%
信用点20000
狼毒锯牙5
印象残晶4
效果抵抗强化效果抵抗强化 (效果抵抗)
需要角色晋阶 5
效果抵抗提高6%
信用点45000
月狂獠牙3
欲念碎镜3
击破强化击破强化 (击破特攻)
需要角色晋阶 5
击破特攻提高8%
信用点45000
月狂獠牙3
欲念碎镜3
γ模组-过载核心γ模组-过载核心
需要角色晋阶 6
「完全燃烧」状态下,当装甲「萨姆」的击破特攻大于等于250%/360%时,攻击时额外无视目标30%/40%防御。
信用点160K
月狂獠牙8
命运的足迹1
同愿的遗音1
速度强化速度强化 (速度)
需要角色晋阶 6
速度提高3
信用点160K
月狂獠牙8
欲念碎镜8
效果抵抗强化效果抵抗强化 (效果抵抗)
需要角色等级 75
效果抵抗提高8%
信用点160K
月狂獠牙8
欲念碎镜8
击破强化击破强化 (击破特攻)
需要角色等级 80
击破特攻提高10.7%
信用点160K
月狂獠牙8
欲念碎镜8
击破强化击破强化 (击破特攻)
击破特攻提高5.3%
信用点2500
思绪末屑2

星魂

我曾安眠,赤染之茧我曾安眠,赤染之茧我曾安眠,赤染之茧
施放强化战技时无视目标15%的防御,且强化战技不消耗战技点。
自破碎的天空坠落自破碎的天空坠落自破碎的天空坠落
「完全燃烧」状态下施放强化普攻、强化战技消灭敌方目标或使目标陷入弱点击破状态时,装甲「萨姆」立即获得1个额外回合。该效果在1回合后可再次触发。
沉睡在静默的星河沉睡在静默的星河沉睡在静默的星河
战技等级+2,最多不超过15级,普攻等级+1,最多不超过10级。
我会看见,飞萤之火我会看见,飞萤之火我会看见,飞萤之火
「完全燃烧」状态下,装甲「萨姆」免疫控制类负面状态。该效果在每次「完全燃烧」期间只能触发2次。
自无梦的长夜亮起自无梦的长夜亮起自无梦的长夜亮起
终结技等级+2,最多不超过15级,天赋等级+2,最多不超过15级。
绽放在终竟的明天绽放在终竟的明天绽放在终竟的明天
「完全燃烧」状态下装甲「萨姆」的火属性抗性穿透提高12%。施放强化普攻、强化战技时弱点击破效率提高50%

光锥

名词稀有度命途攻击力防御力生命值战技n/a
天倾
天倾3
RarstrRarstrRarstr
destruction-class370.44198.45846.72使装备者普攻和战技造成的伤害提高20%
净世残刃
践踏的意志
乐圮
乐圮3
RarstrRarstrRarstr
destruction-class370.44198.45846.72使装备者对当前生命值百分比大于50%的敌方目标造成的伤害提高20%
净世残刃
蠢动原核
俱殁
俱殁3
RarstrRarstrRarstr
destruction-class370.44198.45846.72装备者当前生命值百分比小于80%时,暴击率提高12%
净世残刃
铁卫勋章
鼹鼠党欢迎你
鼹鼠党欢迎你4
RarstrRarstrRarstrRarstr
destruction-class476.28264.61058.4装备者施放普攻、战技或终结技攻击敌方目标后,分别获取一层【淘气值】。每层使装备者的攻击力提高12%
净世残刃
践踏的意志
秘密誓心
秘密誓心4
RarstrRarstrRarstrRarstr
destruction-class476.28264.61058.4使装备者造成的伤害提高20%,同时对当前生命值百分比大于等于装备者自身当前生命值百分比的敌方目标造成的伤害额外提高20%
净世残刃
铁卫勋章
在蓝天下
在蓝天下4
RarstrRarstrRarstrRarstr
destruction-class476.28330.75952.56使装备者攻击力提高16%,当装备者消灭敌方目标后,暴击率提高12%,持续3回合。
净世残刃
永寿荣枝
汪!散步时间!
汪!散步时间!4
RarstrRarstrRarstrRarstr
destruction-class476.28330.75952.56使装备者的攻击力提高10%,对处于灼烧或裂伤状态的敌方目标造成的伤害提高16%,该效果对持续伤害也会生效。
净世残刃
蠢动原核
无处可逃
无处可逃4
RarstrRarstrRarstrRarstr
destruction-class529.2264.6952.56使装备者的攻击力提高24%。当装备者消灭敌方目标时,回复等同于自身12%攻击力的生命值。
净世残刃
铁卫勋章
无可取代的东西
无可取代的东西5
RarstrRarstrRarstrRarstrRarstr
destruction-class582.12396.91164.24使装备者的攻击力提高24%。当装备者消灭敌方目标或受到攻击后,立即回复等同于装备者攻击力8%的生命值,同时造成的伤害提高24%,持续到自身下个回合结束。该效果不可叠加,每回合只可触发1次。
净世残刃
古代引擎
到不了的彼岸
到不了的彼岸5
RarstrRarstrRarstrRarstrRarstr
destruction-class582.12330.751270.08使装备者的暴击率提高18%,生命上限提高18%。当装备者受到攻击或装备者消耗自身生命值后,造成的伤害提高24%,该效果在装备者施放攻击后解除。
净世残刃
永寿荣枝
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661 responses to “流萤”

  1. can someone explain Firefly for dummies bc I don’t really understand all this but I Want Her

      
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    • Should be noted that a lot could change once v3 of beta comes out since its very likely for hoyo to tweak a lot of her kit

      Firefly is a Character based around break damage who relies on using ult to enhance herself, also passively can do a portion of toughness damage regardless of enemy weakness (aka she can always break, tho not nearly as well when attacking non fire weak)
      she starts with 50% energy no matter (meaning you can get her ult up on turn one) what and also gains damage reduction as she loses HP, she also for some reason has a lot of effect resistance in her kit
      at high break effect she can ignore a large chunk of enemy defense, she also gains break effect based off attack (every 100 attack above 240 increases break, up to +60% break at 3400 atk)

      Skill drains a lot of her health, but also refills half of her energy bar (two skill uses guarantees her ult)
      has massive energy cost for her ult, highest in the game at 240, but its made up for by how easy it is to actually get up due to her skill as well as the instant advance + massive speed boost it gives (up to +50 speed)

      After using her ult, both her basic attack and skill get enhanced, both attacks will also be able to heal her
      Skill now applies fire weakness (like sw’s implant but without resistance down), becomes a blast effect (3 targets with one priority) and now has increased multipliers based off her break effect

      TDLR: stack attack and break on her so she does massive break numbers; she can be built into crit due to how high her own multipliers can scale to but for that you would still need to maintain break effect and attack so she can upgrade her multipliers and get her defense shred (meaning critfly is a super high investment team to actually get to work decently well)
      main team for her is currently a super break team (pair her with Harmony TB and Ruan Mei) where you will want to fully stack break effect and speed, she can do really high superbreaks comparable to boothill at times with the bonus of being aoe and naturally being fast

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    • basically you want her to have as much atk and Break Effect as possible. Threshold to maximize her potential will be 3400 atk and 360% of break effect. Then you need to add in spd too whenever possible.

      currently her best line up consists of Harmony TB (a must), Ruan Mei (optional but definitely much better to have), and Gallagher (can sub for any other sustainer. but since Gallagher also scales with break effect, he’s currently the best in slot)

      She has two battle states (similar to Jing Liu), and your goal is to make sure she enters her enhanced state as soon as possible. Also similar to Jing Liu, when Firefly is outside her enhanced state, using skill 2x is guaranteed to allow her to enter her enhanced state. Now unlike Jing Liu who depends on her ultimate to maintain her enhanced state as long as possible, Firefly’s enhanced state works like Robin’s ultinate where there will be a countdown of sort that has fixed speed (it will appear on the action order. think about Jing Yuan’s LL mechanism too). So as long as that countdown hasn’t reached the top of action order, Firefly can enjoy her enhanced state for as long as she wants (that’s why you want to stack as much spd on her too). Mind you that in her enhanced state, she also gets a whopping 50 spd boost and enhanced break efficiency.

      basically Firefly needs to break opponents to unleash her maximum damage, but simply breaking enemies aren’t gonna cut it. That’s where Harmony TB with their SUPER BREAK mechanism comes in. When harmony TB’s buff is active, as long as you’re attacking BROKEN enemies, you can deal break dmg to them. That’s why I said harmony TB is the most essential support for Firefly. Ruan Mei will also helps (a lot) because she increases weakness breaks efficiency, she herself also gives break effect boost, and can delay recovery of enemies from their weakness broken state (basically enemies will stay in broken states longer, which is exactly what you want). Ruan Mei and harmony TB not only amplify each other’s potency, but also Firefly’s.

      Hope this makes you understand what’s at stakes if you want to pull for this lovely girl

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    • Has 2 basic attacks and 2 skills, normal and enhanced.

      Normal skill takes 50% HP but gives 50% energy.

      Ult, turns skill into enhanced skill for a short duration. After duration ends, you return to normal version of enhanced skill and basic attack.

      Enhanced skill deals more AoE, more dmg, and heals.

      Damage is focused on break damage. More BE = more damage.

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    • She basically is like Jingliu with her two forms, weaker outside of the enhanced form. You want to build ATK, SPD, and Break Effect.

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    • Firefly break unit. You want break-effect and attack.
      Ult costs alot of energy (tingyun and huo huo wont help)
      Skill costs 50% of firefly max hp but regenerates 50% max energy. (you start battle with 50% energy on firefly always).
      Ult makes firefly take turn again instantly and enhances her basic attack and skill and has a countdown like robin ult, she also cleanses all debuffs.
      Ult increases her speed by like 50 or 60, increases her weakness break efficiency by 50% (ruan mei buff) and increases the dmg weakness broken enemies receive from all sources.
      Enhanced skill and basic regen firefly health. Enhanced skill (blast attack) implant fire weakness on enemy so she can break them. She only places this weakness on primary target of blast.
      Her skill scales off attack and break effect (max break effect number it uses is 360, e.g. if you have 450 be it will still only use 360 for dmg calc)

      She wants break effect, attack and speed so far.

      Her traces want at least 360 break effect you can go for more though.
      250 be = 30% def ignore when attacking 360 be = 40% def ignore

      this is alot of break effect but there is some stuff that can help.

      another of her traces makes it so every 100 attack over 2400 gives her 6% break effect maxing out at 60% be at 3400 attack.

      Harmony MC and ruan mei are her best supports by far. They both give her break effect and Harmony MC gives her the ability to rebreak targets that are already weakness broken. This fixes firefly’s primary weakness that boothill doesnt possess.

      you probably want speed so her ult state breaks 180 speed to give her more turns while the ult state lasts.

      This is long and rushed but I hope it helped and was easy enough to understand.

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  2. As a SAM main I’m happy that the loli has awful damage and needs HMC to do anything.
    Can’t wait until they release the real SAM 5* (after the loli dies in story).

      
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    • As the biggest Acheron hater there is, this showcase hurt to watch

      I unironically think this speed boots Acheron, with a sustainer could have 0 cycled. Not breaking Gepard before Acheron ulting, damage controlling so you enter the 2nd wave with both Pela and Silverwolf’s ultimate up. Terrible build and gameplay mistakes

      That’s not even taking into account, that running Fu Xuan was literally worthless, switch the boots to ATK, slot Sparkle in and enjoy. Tectone of all people was able to clear this side with Acheron, without any sustain. If you can’t do it, lol.

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      • Your slacking. No long post that takes up half the page, as to why Archeron is overrated?

        Of course Eggman can do it. They might be unable to defeat a blue animal that eats chili dogs but they are a genius that can make robots power by tiny little animals. Only a genius would be able to make such fuel effective robots.

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      • I like how Firefly in that video has somewhat relatable relics, then he shows what Acheron has.
        I mean, I wish I have that kind of relics. 90/260 crit in combat is what I’d have if I give Acheron Sparkle’s buff lol fuck me
        Nah, I’m happy enough in my 3 cycles Noobsville, dreaming of a day I’d have 161 SPD supports.

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        • Yeah being able to get like over 200 crit damage and still have a decent crit rate. takes some godly rng artifact luck or months possibly more of pure pain.

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    • The sad thing here is that THAT IS FIREFLY’S BEST TEAM ever.

      There will never be a replacement for Harmony TB + Ruan Mei combo.

      And Gallagher is already as good as a healer you can get for being Fire, break effect unit, and heals outside turns.

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      • you seem quite confused if you think hoyo will not expand on break effect teams and that FFs team will always looks like this

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    • Firefly isn’t a good zero-cycler just as it, because she needs 2 casts of normal skill to transform again. It is easy for her to melt the duo elite in the first wave within 3 swipes, but melting the last boss in the second wave at full toughness in 2 swipes is kinda impossible even if the boss was single-phased. To address this issue you must either give her alot of speed from substats and make intensive use of S5 DDD and possibly company her with Bronya and like, or somehow be able to regen 115 energy on her allowing 1 fewer cast of normal skill. Either way might not be feasible under many circumstances.

      However she is an expert 1-cycler, 2-cycler, and 3-cycler. Her damage output is stable, not relying on the relic builds and is hard to be hindered by the enemy given the break playstyle seldom allow the enemy to take turns, meaning it is as easy as drinking the water for Firefly to destroy any MoC in a reasonably fast speed.

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      • I mean 1,2, or even 3 cycle is pretty great as is. It doesn’t have to be 0 cycle or nothing and I dunno why that’s such a widespread thing nowadays as though 0 cycling is the only way to play. It’s still 60 jades at the end of the day lol. Blasphemy I know.

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        • Zero-cycling, or simply reducing the cycles used to clear it, is just an entertainment when you have nothing better to play with on your account. Such an account can never have an issue merely clearing it without retries. You don’t zero-cycle and your phone don’t explode.

          However, when A quarrels with B about whether / why unit alpha is strong and good, A may query the internet for zero-cycling showcases of unit alpha to prove it while B may claim that zero-cycling showcases aren’t representitive for the cases of over 99% of the common players meaning it is not a prove. Interestingly, when it comes to unit beta, immediately B starts to query the internet for showcases of unit beta and it is now A who would not admit.

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          • Exactly. And it’s a bit self-realizing, as in your example B learns that A connects the ability to 0-cycle with strength, and as such learns to use that as an example of strength, which then can cause C to see that and start to do the same, and so on.

            The number of players who clear MoC 12 is a small fraction of the playerbase, and the people who try to 0-cycle it is a small fraction of that fraction Most people can’t 3* clear MoC 12, and most of those who can will just get their jades and get out rather than trying to challenge themselves for no extra reward.

          • What other metric should be used then?

            Don’t get me wrong, I agree 0 cycles shouldn’t exclusively be taken into account, but

            It shows characters under duress. It’s pointless to theory craft for a 5 cycle clear, you’re already playing sub optimally. When trying to optimize, and see the peak of every characters, all paths lead to a 0 cycle .

            You see, just like in life, not all cycles are equal. The “zeroth” cycle has a lot more Action Value in it. And it resets at the start of every wave. The longer a fast lasts, the more impactful speed becomes. But investing in speed lowers your damage, which makes the fight last longer… A LOT of supports lose value, Sparkle and Robin specifically appreciate short fights. Some DPS lose momentum, such as Acheron’s Crimson Knot generation. For other’s is redundant, IF your Jingyuan can’t clear the ads with ult, and sweep with LL ur in for a long fight etc

          • When I search the internet for zero-cycling showcases I find them doing all they can to cheat the rule of team cost they came up with somehow. (A team’s cost is the total number of 5-star characters and light cones in the team except for the trailblazer and the herta shop light cones.)
            • Extraordinarily high substats rolls on the relics;
            • More than ideal speed tuning of the whole team;
            • Intensive use of S5 DDD, sometimes even 2 copies of it in the same team;
            • Yukong at E6, who has high supporting power but way too inconvenient to use and it is very unlikely to have her at E6 because she rarely gets a rerun unless you got her at E6 at DHIL’s initial banner;
            • The downgrading of signature light cones into excellent replacements that do not count towards the team cost but is in fact ~90% power of the signature.

            You notice? The conditions of zero-cycling are way higher opportunity cost than just assigning more powerful limited units and light cones into your roster. There are absolutely more accounts that can afford having 5~7 limited items in a team and can clear the MoC suboptimally at 7~10 cycles than those who can film the zero-cycling showcases. The showcases are just a performance, an amusement for the community, and the reasonable and pragmatic master zero-cyclers do agree with it that the showcases can neither be your combat guide nor be the metric of unit power.

            You need a metric of unit power for any use afterall? To prove that your units are strong and good to someone who would not admit it? To laugh at the people who made the “wrong” choice to pull for some underpowered units in the last year? To train yourself to predict the units’ power level before the release? I don’t need it at all. I’m not a master zero-cycler and I can clear the MoC suboptimally at 5~7 cycles without retries, or 2~4 cycles when I retry alot to see how good I can do. I do so only for an entertainment when I have nothing better to do. I feel no need to prove to anyone that my units are strong and good because I know they are.

          • By the way, my primary DPS is Seele, who is considered the worst limited unit in history and would be forever, the first but no the last victim of powercreeping, a generous doner of relics and supports, and the Diluc / Klee counterpart in HSR. Everytime she was slandered, abandoned, spurned, distained by yet another unfortunate community member who got the wrong unit, I just don’t get it. She has been sharp and deadly in my hands, with her I fully conquered every season of MoC, PF, swarm disaster, and gold and gear and I never felt like she is hard to pilot or her damage is too low or something else and I don’t get it why she is hated. It is clearly not because of the power level, or the sheer number of Seele zero-cycling showcases should have earned her respect among the community. This, plays a major part why I have been dismissive of the community’s opinion of unit power level.

          • Being able to 0 cycle is amazing, no one can deny that. But at the end of a day, those are are just results. Interpreting them as metric for measurement is… bold. This is mostly because power level in this game is tied to RNG; characters, light cone, eidolons down to the despicable relic system.

            If we take 0 cycling as representations between E0S1 character vs E6S5, they both can archive same result of 0 cycle, but E6S5 one might take literal 1 turn compared to E0S1’s 2 turns. Would you say that they are both at the same power level?

            It gets even messier if we dare try to factor costs into this, because then we’d have to consider 4* options as well.
            For example; An absolute luck forsaken player clears MoC in 10 cycles with only 4* characters and another player clearing the same content at 5 cycles with all 5* roster. How do we interpret this data? LoL, this 10 cycles guy sucks ass?

            The answer is: They are accurate, that’s it. (God forbid the computers making computational errors.)
            We already have every metric information we need because they are shown on the very site we are on. (Numbers, characters’ stats, skill damage multipliers, enemy resistances, etc.)

            Again, the 0 cycling stuffs, either from intricate efforts or lunch money, are merely data.
            What you say about all paths lead to 0 cycle is accurate. But the way you interpret that is very different than some of us.

          • I have mainly heard from others, that she is being compare in 0 cycle is just mainly because of Boothill and Jingliu. Yea they do need a lot of investments and requirements like what you listed there, but to them even if given the same investment to Firefly, she can’t do it. Which is where their discontents come from

            On top of new niche gameplay + require to always run with another key unit ( even if they are free ) and barely work with other existing good characters. While Boothill, whose is technically have same break mechanic is doing better than her if people do invest into his team building or even Jingliu in similar fashion, and most of them aren’t picky with teammates that bad to remain inside the 2 – 4 cycle clear, and if given best teams, it is 0 – 1 cycles ( let not include Acheron, I feel like too many ppl biased about her these days ). Meanwhile Firefly just feel too inflexible in team building ( yes I know, her Fire implant make her universal better than almost every DPS in all situation )

            Plus the poor gameplay showcases on youtube where neither HMC or RM is present ( or even both ) making the run feel terrible ( for example the 9 cycle clear top half ), have make the majority of the community believe she is just that bad even for F2P casual play. Which is turn giving her current doompost status

            I myself do feel a bit of a shame about her can’t 0 cycle, but it is not big deal either way, I priority new fun playstyle than better records no one care about. But what I actually feel bad about her is that she just doesn’t feel unique enough, like how Boothill is. Not his dmg or 0 cycling, but it is that he himself is just a solid character of his own, while Firefly is require to always run with HMC to actually deal her own dmg as if forced to be a pair forever. Don’t get me wrong, I like them pairing up, just not this ” a must “, it is gacha game after all and we should be able to use whoever with whoever while still have good enough performance, not being cripple for not using the exact teammate. There should be a different between willingly and forced, unless they give Firefly for free than I am fine with whatever restriction here xD

            in short, Firefly should have something more unique in a break team more than just her fire implant and fast break ( I mean she is a break char, this should be baseline and not an advantage ) for me

  3. guys i have a question
    my current build is 2pc firesmith 2pc BE & 2pc talia. ive been farming crit firesmith pieces, but i have 2 of them with high BE. can firefly use the extra fire dmg from the 2pc bonus? my ball has atk for now, because i was unsure if fire dmg would be useful or not

      
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    • Hybrid wise, yeah she can probably get some use out of fire dmg bonus. Just make sure your build has enough break effect. Also ATK ball is best bc one of her traces gives her 6% break effect every 100 atk over 2400 to a max of 60% additional break effect. For building hybrid, ATK seems to be the best since it buffs the normal dmg and give BE for break dmg.

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    • “ive been farming crit firesmith pieces”

      yeah no, dont do that
      like at all, lol
      firesmith will always be subpar no matter what you use it on in the current state of the game since it really just doesnt do anything notable

      firefly’s current kit wants you to only focus on break effect, attack (up to 3400) and speed, and her best team runs her with super break, in which crit and damage bonus doesnt do anything
      hybrid firefly can be usable however with very high investment

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    • It does work, her E1 gives her ESkill 15% def ignore, Super Break and Break aren’t part of her ESkill so they’re not affected. This is how I understand it.

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      • That’s clearly not intentional but rather a bug. Welt’s signature light cone gives some atk% when casting the skill and the effect benefits additional damage from Welt’s talent properly, which isn’t considered part of Welt’s skill.

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  4. is MOC enemies rn have higher hp than before? especially kafka and gepard boss. or it just me didn’t have enough damage.

      
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      • They absolutely do
        Gepard in 2.0 MoC 12 had 600k or so HP whereas I believe he has 1million or so this time
        It’s probably balanced around the blessing, otherwise such a massive spike in 2 patches is… bad

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    • Yes, the devs intentionally increased the HP of many enemies in the MoC, especially when the Memory Turbulence is something strong.

      The MT we had vs. the Aventurine boss was a 15% HP damage every cycle and 30% vulnerability on the enemy’s side, which is very strong, leading to the devs increasing the Aventurine boss’s HP to ~1m per phase and ~2m in total.

      The MT we have for now is a 25% energy regen every cycle, which is almost a Huohuo for free, and 30% damage amp on every character, which is also very strong, plus the Gepard boss and the Kafka boss are not as strong as the Aventurine boss, and the devs desided they have to have ~1m HP to stand a challenge to the player.

      The MoC in the 2.3 patch has a MT that is not so useful for most of the teams, and the bosses there do not have HP as high as what we now have. The Cocolia boss there has ~838k HP and the Argenti boss there has ~628k HP per phase and ~1.3m HP in total.

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      • Cocolia you say? Cue the theme music.

        Wrapped in biting wind
        Hearts will never bleed
        Frozen and banished

        In their restless dreams
        They try so hard to breathe
        Pulses flutter and sting
        Within this bleakness

        Pain will come with the blade
        Pain will wake up the despondent crowd
        In this dormant world somehow
        Unsheathe a sword not to kill
        Unsheathe a sword to rend those clouds above the ground
        Wake up, it’s time to gather now
        The only warmth remains
        In hands clasped so tight
        The only fire exists
        In brave hearts
        Seasons that refuse
        To change over the years
        Will find their way back
        Back on track
        (Oh, oh, oh, oh, oh)

        We’ve made a choice, go fight against your fate!
        Pain will come with the blade
        Pain will wake up the despondent crowd
        In this dormant world somehow
        Unsheathe a sword not to kill
        Unsheathe a sword to rend those clouds above the ground
        Wake up, it’s time to gather now

        Forget about the rules
        Written on weathered rock
        There were chasers of light
        Find the way or get lost
        We have no way to know
        Where they all headed for
        See the light from afar
        Just blaze through the thorns
        We know it’s right over there
        We have something to declare
        Whatever is arriving, we’ll be prepared

        We’ve made a choice, go fight against your fate!
        Pain will come with the blade
        Pain will wake up the despondent crowd
        In this dormant world somehow
        Unsheathe a sword not to kill
        Unsheathe a sword to rend those clouds above the ground
        Wake up to hear the cheering sound

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      • Oh, well, good to know. I will tell Cocolia and Kafka to get lost from the current reset, since they are old bosses and can’t be reused in later resets.

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        • I will tell every time Cocolia gots a rerun, her HP is adjusted by the devs (increased for most of the time) and the Memory Turbulence is something different. When you fight the Aventurine boss again, any strategy you find for now might not apply any more.

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    • Haven’t seen one with most of the beta showcases, I kind of doubt it tho unless you have E2 since she will have to spend time breaking him first to deal dmg, the best dmg I have seen from her against Aventurine in her ideal team is just about 800k dmg within 2 turns, barely able to get 1 phase done and even if you do, not enough turn left to break / kill his last phase in that same cycle without Bronya / Robin / E2

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  5. Can someone humor my thought for a minute?
    Everyone is discussing BreakFly vs FastFly but i want to introduce FastFly.
    I’ll skip all the braindead math and leave only a schizo one.

    Courtesty of kj415j45’s calculations on page 10 i will take his stats cuz lazy to count that myself.

    If Firefly with SPD boots/RM/no substats can get 136.72 SPD in battle lets discuss 190 SPD in battle w/o ultimate (+53.28 SPD from relic substats. Yes, 10+ SPD on each relic slot…)
    Also team setup is IMC/Firefly/RM/Asta cuz i dont see any other way for it to work lol
    Ult’s countdown is 90 SPD = 111.1 AV
    We need to split 111.AV in 3 values, since 1st move is “free” in terms of AV
    SPD with ult = 240 SPD = 41.7 AV
    111.1 – 41.7 = 69.4 AV for two moves

    so basically 41.7 + 34.7 + 34.7
    34.7 AV = 288.2 SPD, we need 48.2 SPD from Asta for these 2 moves to be able to reach 34.7 AV, and Asta ult gives it for exactly 2 turns
    and with that 4 turns during combustion is possible, i think

    Basically first two move after ultimate are on her own, then next 2 moves are under Asta’s ult.

    If you can snapshot Asta’s ult to be able it to last 3 turns then it becomes a little easier, but the concept is there

    How bad *bad* is it? if you can get 391.1% BE with no substats like kj415j45 said, then shes still gonna do “some” damage, but the idea of it is pretty funny
    Imo that might be able to clear MoC 12, extremely expensive (need E1 to even be able to cast enh skill that often), you would 100% need the healer’s set on someone to get SP’s at the beginning…
    But i’d better discuss that than critfly since everyone talks about it 🙂

      
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    • If Firefly has E1, it would better to just use Bronya. You won’t even need such unrealistic substats. Though with high speed on Bronya and DanceDanceDance Firefly would be able to get 2 extra turns.
      And even better than an extra turn in her ultimate, Bronya can significantly speed up her gaining energy for the second ultimate, which may help you to enter the second wave in the ultimate, exit your ultimate, take a turn with Firefly and then advance her with Bronya, use Firefly’s ultimate and advance Firefly’s action. Although it would require a careful speed finetuning.
      I don’t see a reason you would prefer Asta over Bronya. E2S1 Bronya may work well even with E0 Firefly.

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      • I was so hyperfixated on strictly SPD i forgot about Bronya, yeah thats a much easier/much less insane option, just build Fastnya and keep Firefly on the ~182 SPD breakpoint

        Now my rant sounds like “guys hear me out, Natasha hypercarry with E6…”

        Can only defend myself with “but bronya is in another team” lol
        My silly thinking made me look silly who wouldve thought

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    • If you got 190 SPD without Ult, then you have 240 SPD at Ult. It seems not working as it does not exceed 90*4 = 270.

      So you added Asta, who can buff Firefly with 50 SPD for 2 Turns. Now she gets 290 SPD. Let’s do some calculation here.
      10000/240=41.7 AV
      10000/290=34.5 AV

      0 AV => Ult. 1st Skill. Asta active Ult. At 290 SPD.
      34.5 AV => 2nd Skill. At 290 SPD.
      69 AV => 3rd Skill. At 240 SPD.
      110.7 AV => 4th Skill.
      111.1 AV => exit Ult.

      It does work as you expected. But I don’t think it’s worth farming relics with those insane sub-stats, especially when the expected Stats are calculated based on the brand-new relic sets. Also, you may find that the 4th Skill is at 110.7 AV. That means if you don’t have a 190 SPD, even a bit different can destroy the SPD trick. Causing at least 20-27 sub-stat wasting.

      Check out the action value trick -> https://starrail.honeyhunterworld.com/firefly-character/comment-page-10/#comment-46897
      You can do the same thing with Sparkle too! Then you can build more BE sub-stats on relics. The trick also works with Bronya or even Robin.

      However, putting Asta in Firefly’s team does have some potential, as you can break the toughness more quickly by using Asta’s skill. Nice catch.

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    • I run the numbers. You need 160 spd to have 4 moves during ulti.
      Asta with S5 dance^3 and courier set is a must.
      Assume Asta ult on the end of FF 1st enhanced turn, AP cosumptions are as follows:
      1st move: free
      2nd move: 7600/(160+92*0.1+50+52.8+92*0.12)=28.03 AP
      3rd move: 10000/(160+92*0.1+50+52.8)=36.9 AP
      4th move: 10000/(160+92*0.1+50)=45.83 AP
      Total AP 28.03+36.9+45.83=110.76<111.11

      This 160 spd does not include RM's talent. Thus you do need around 14-15 sub stats to achieve this.

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