开拓者

开拓者
开拓者名词开拓者
稀有度RaritystrRaritystrRaritystrRaritystrRaritystr
命途Class 同谐
战斗属性Class 虚数
n/a
信用点246K
掠夺的本能12
篡改的野心13
深邃的星外质28
践踏的意志12
行迹材料
信用点2.4M
云际音符12
掠夺的本能28
空际小节54
篡改的野心42
天外乐章105
践踏的意志42
蛀星孕灾的旧恶12
命运的足迹5
剧情登上星穹列车的少女(少年)。
为了消除星核带来的危机,选择与星穹列车同行。

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
160.7292.41481055%50%100140
20118.4180.182881055%50%100140
信用点3200
掠夺的本能4
20+142.69217.143471055%50%100140
30173.05263.344211055%50%100140
信用点6400
掠夺的本能8
30+197.34300.34801055%50%100140
40227.7346.55541055%50%100140
信用点12800
篡改的野心5
深邃的星外质4
40+251.99383.466141055%50%100140
50282.35429.666871055%50%100140
信用点32000
篡改的野心8
深邃的星外质6
50+306.64466.627471055%50%100140
60337512.828211055%50%100140
信用点64000
践踏的意志5
深邃的星外质8
60+361.28549.788801055%50%100140
70391.64595.989541055%50%100140
信用点128K
践踏的意志7
深邃的星外质10
70+415.93632.9410131055%50%100140
80446.29679.1410871055%50%100140
等级n/a
1
20
信用点3200
掠夺的本能4
20+
40
信用点12800
篡改的野心5
深邃的星外质4
40+
50
信用点32000
篡改的野心8
深邃的星外质6
50+
60
信用点64000
践踏的意志5
深邃的星外质8
60+
70
信用点128K
践踏的意志7
深邃的星外质10
70+
80

战技

摇摆的礼仪摇摆的礼仪 - 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开拓者攻击力的虚数属性伤害。

对敌方单体造成少量虚数属性伤害。
等级 9
中场馈赠的雨中场馈赠的雨 - 战技 | 弹射
能量恢复 : 6
弱点击破 : 单攻 : 30 / 扩散 : 30
对指定敌方单体造成等同于开拓者攻击力的虚数属性伤害,并额外造成4次伤害。每次伤害对随机敌方单体造成等同于开拓者攻击力的虚数属性伤害。

对敌方单体造成少量虚数属性伤害,共弹射5次。
等级 15
喧嚣的舞灯巡游喧嚣的舞灯巡游 - 终结技 | 辅助
能量恢复 : 5
弱点击破 : 群攻 : 30
为我方全体附上【伴舞】效果,持续回合,开拓者每回合开始时持续回合数减1。持有【伴舞】的我方目标击破特攻提高,并且攻击处于弱点击破状态下的敌方目标后,会将本次攻击的削韧伤害转化为1次超击破伤害

为我方全体施加【伴舞】效果。持有【伴舞】的我方目标击破特攻提高,并且攻击处于弱点击破状态下的敌方目标后,额外造成1次超击破伤害
等级 15
全屏段的高空踏歌全屏段的高空踏歌 - 天赋 | 妨害
能量恢复 : 0
弱点击破 : 0
当有敌方目标的弱点被击破时,开拓者立即恢复点能量。

当有敌方目标的弱点被击破时,开拓者恢复能量。
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
即刻!独奏团即刻!独奏团 - 秘技 | 辅助
能量恢复 : 0
弱点击破 : 0
使用秘技后,下一次战斗开始时使我方全体的击破特攻提高,持续回合。

下一次战斗开始时使我方全体的击破特攻提高。
等级 1

行迹

卫我起舞卫我起舞
需要角色晋阶 2
当场上敌方目标数量等于5或以上/4/3/2/1名时,【伴舞】效果触发的超击破伤害提高20%/30%/40%/50%/60%
信用点4000
云际音符2
蛀星孕灾的旧恶1
伤害强化•虚数伤害强化•虚数 (虚数属性伤害提高)
需要角色晋阶 2
虚数属性伤害提高3.2%
信用点4000
云际音符2
掠夺的本能4
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8000
空际小节2
篡改的野心2
随波逐流随波逐流
需要角色晋阶 4
施放战技时,造成的第一次削韧伤害额外提高100%
信用点16000
空际小节4
命运的足迹1
蛀星孕灾的旧恶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16000
空际小节4
篡改的野心3
伤害强化•虚数伤害强化•虚数 (虚数属性伤害提高)
需要角色晋阶 5
虚数属性伤害提高4.8%
信用点36000
天外乐章2
践踏的意志2
剧院之帽剧院之帽
需要角色晋阶 6
我方目标造成弱点击破后额外使敌方目标行动延后30%
信用点128K
天外乐章6
命运的足迹1
蛀星孕灾的旧恶1
效果抵抗强化效果抵抗强化 (效果抵抗)
需要角色晋阶 6
效果抵抗提高6%
信用点128K
天外乐章6
践踏的意志6
伤害强化•虚数伤害强化•虚数 (虚数属性伤害提高)
需要角色等级 75
虚数属性伤害提高6.4%
信用点128K
天外乐章6
践踏的意志6
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128K
天外乐章6
践踏的意志6
击破强化击破强化 (击破特攻)
击破特攻提高5.3%
信用点2000
掠夺的本能2
效果抵抗强化效果抵抗强化 (效果抵抗)
需要角色晋阶 3
效果抵抗提高4%
信用点8000
空际小节2
篡改的野心2
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36000
天外乐章2
践踏的意志2

星魂

您的最佳观众席您的最佳观众席您的最佳观众席
施放首次战技后立即回复1点战技点。
越狱的跨洋彩虹越狱的跨洋彩虹越狱的跨洋彩虹
战斗开始时,开拓者的能量恢复效率提高25%,持续3回合。
休止符的疗养院休止符的疗养院休止符的疗养院
战技等级+2,最多不超过15级;天赋等级+2,最多不超过15级。
袒护白鸽的冠冕袒护白鸽的冠冕袒护白鸽的冠冕
开拓者在场时,使除自身以外的队友击破特攻提高,提高数值等同于开拓者15%的击破特攻。
包庇旧节拍的诗包庇旧节拍的诗包庇旧节拍的诗
终结技等级+2,最多不超过15级;普攻等级+1,最多不超过10级。
明天,栖息聚光之下明天,栖息聚光之下明天,栖息聚光之下
战技的额外伤害次数增加2次。

光锥

名词稀有度命途攻击力防御力生命值战技n/a
齐颂
齐颂3
RarstrRarstrRarstr
harmony-class317.52264.6846.72进入战斗后,使我方全体的攻击力提高8%。同类技能无法重复生效。
群星乐章
铁卫勋章
轮契
轮契3
RarstrRarstrRarstr
harmony-class317.52264.6846.72使装备者施放攻击或受到攻击后,额外恢复4点能量,该效果单个回合内不可重复触发。
群星乐章
铁卫勋章
调和
调和3
RarstrRarstrRarstr
harmony-class317.52264.6846.72进入战斗时,我方全体速度提高12点,持续1回合。
群星乐章
蠢动原核
记忆中的模样
记忆中的模样4
RarstrRarstrRarstrRarstr
harmony-class423.36396.9952.56使装备者的击破特攻提高28%。装备者施放攻击后,额外恢复4点能量,该效果单个回合内不可重复触发。
群星乐章
铁卫勋章
与行星相会
与行星相会4
RarstrRarstrRarstrRarstr
harmony-class423.36330.751058.4进入战斗后,当我方目标造成与装备者相同属性的伤害时,造成的伤害提高12%
群星乐章
践踏的意志
舞!舞!舞!
舞!舞!舞!4
RarstrRarstrRarstrRarstr
harmony-class423.36396.9952.56当装备者施放终结技后,我方全体行动提前16%
群星乐章
工造浑心
镂月裁云之意
镂月裁云之意4
RarstrRarstrRarstrRarstr
harmony-class476.28330.75952.56在战斗开始时以及当装备者回合开始时,随机生效1个效果。该效果生效时,替换上次的效果且本次不会与上次重复。效果包含:使我方全体攻击力提高10%;使我方全体暴击伤害提高12%;使我方全体能量恢复效率提高6%。同类效果无法叠加,在装备者陷入无法战斗状态时解除。
群星乐章
践踏的意志
但战斗还未结束
但战斗还未结束5
RarstrRarstrRarstrRarstrRarstr
harmony-class529.2463.051164.24使装备者的能量恢复效率提高10%,并在对我方目标施放终结技时恢复1个战技点。该效果每施放2次终结技可触发1次。当装备者施放战技后,使下一个行动的我方其他目标造成的伤害提高30%,持续1回合。
群星乐章
铁卫勋章
过往未来
过往未来4
RarstrRarstrRarstrRarstr
harmony-class423.36396.9952.56当装备者施放战技后,使下一个行动的我方其他目标造成的伤害提高16%,持续1回合。
群星乐章
蠢动原核
镜中故我
镜中故我5
RarstrRarstrRarstrRarstrRarstr
harmony-class529.2529.21058.4使装备者击破特攻提高60%。装备者施放终结技后,使我方全体造成的伤害提高24%,持续3回合,并且若装备者击破特攻大于等于150%,则恢复1个战技点。
每个波次开始时,我方全体立即恢复10点能量,同类技能无法重复生效。
群星乐章
永寿荣枝
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39 responses to “开拓者”

  1. does Harmony MC need attack or she absolutely don’t care and only want Speed and BreakEffect ?

      
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  2. Looks to me harmony mc needed new dps for its kit to matter. Does it have great synergy with xueyi?

      
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    • According to what other people have said, the formula for the backup dancer effect is uniquely different from the standard break effect formula. It doesn’t get halved from quantum/imaginary characters, and the damage is only based on the toughness-reducing damage of the effect and generously so.

      As such, HTB could be as strong with Xueyi as Sparkle or possibly even better. You’d be trading raw damage numbers from her abilities for higher entanglement damage and the backup dancer’s damage. You could go from ~25% of Xueyi’s damage being from break and entanglement to about 63% with Silver Wolf and HTB, which could likely pull them ahead of Sparkle’s performance depending on the situation.

      Subject to change, but the current formula for how the damage is calculated is VERY strong.

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  3. Wait a minute am i reading this right? HMC skill does 30 toughness dmg per hit and it has 5 hits, does that mean if theres only 1 enemy HMC skill will do 150 toughness dmg and 210 toughness dmg at e6?

      
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    • Asta’s skill does 30 toughness damage for the 1st hit and 15 for each of the following hits. It is assumable that HMC’s skill works the same, but I won’t be surprised if it turns out to be otherwise.

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      • Thats a lot of toughness dmg with ruan mei up to like 315 at e6. Something Unto Death has like 720 toughness.

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  4. Could someone explain something in trailblazer ult. “When allied targets with Backup Dancer attack an enemy in the Weakness Broken state, they will deal Break DMG 1 additional time”
    Does it proc per attack or per hit ?, I’m confused
    (Like The Swordplay light cone effect)

      
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    • It’s extra break damage per attack, based on how much toughness damage that attack would have done. Each attack will do damage equivalent to how much break damage that % of the bar corresponds to. It doesn’t care about how many hits the attack has, just how much toughness damage it does.

      Hitting an enemy with a toughness bar of 300 for 60 toughness damage like most skills would do 60/300 = 1/5 = 20% of the damage you would have done for a full break on that enemy.

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  5. Can someone confirm something about Trailblazer ult “When allied tragets with Backup Dancer attack an enemy in the Weakness broken State, they will deal Break DMG 1 additional time”.
    Does the effect proc per attack or per hit ?
    (Like Swordplay light cone)

      
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    • It’s almost certainly per attack and not per hit. Based on every clip I’ve seen from beta gameplay footage, the effect only triggers once when an ally attacks. It’s already very strong though

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  6. I wanted to get some damage estimates on this kit, so I drew up my own analysis that I probably over-complicated… so I’ll be the first to be wrong here.

    I threw together 3 “break” dps: Boothill, Xueyi, and Sushang, with stats based on Prydwen’s recommendations to try to avoid any bias from my stats. They had base break effects of 200, 150, and 120 respectively. I then paired them with combinations of the classic (hyperspeed) Bronya and Ruan Mei, and then Harmony Trailblazer (HTB) and hyper def shred break Silver Wolf (S5 Resolution, 120% break effect). This team was then paired with a 0 Break sustain and thrown at a single-target scenario (2 Hunt characters in analysis kinda needs this to be fair) with 360 toughness and 120 speed.

    HTB performs very poorly with Sushang, and for the most part struggles with Xueyi. But, with Boothill HTB performs better than Bronya. So I would guess that HTB will be a solid FTP pick for any of these break-focused dps in the future, but only really if they can force detonate their own breaks. For any dps that can only use their break stat when breaking an enemy or through HTB’s ult, another harmony is better.

    I did get shocked by the performance of Silver Wolf. With this 69% def shred and break build, she actually performs slightly better than HTB with Boothill specifically, even if less than 1% different. The best break team for BH was RM+SW, which was about 0.4% better than RM+HTB and 5% better than SW+HTB. These 3 teams had the break damage be over 50% of BH’s damage (including RM’s bonus damage hits on break and ult delay), between 53 and 67%. Xueyi’s only good team was SW+HTB, which was 3% behind RM+SW.

    For delaying the enemy, RM+HTB is the best combo, getting about 40 AV more delay than the RM+SW combo. The Bronya+RM team technically gets second, but does so by dragging the dps along at 170 speed, so your supports don’t get to trigger HTB as often.

    TL;DR: Harmony TB is not great with existing units unless they get additional value out of their Break Effect (Xueyi) due to the high share from E4 and 4pc Watchmaker. With Boothill, HTB is on par with S5 Resolution Silver Wolf for his best teammate behind Ruan Mei. Kit is overall niche but good in that niche.

      
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    • did you take into account the extra damage of ruan mei basic attacks on broken enemies? the extra damage of Harm(ony)TB 315 toughness-reducing skill? add something like gallagher with his own break and that adds extra break dmg for everyone and you got a full functional team of 4 dps. His power relies on giving everyone the buff just like ruan mei

      thanks for the calculations :p

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      • No problem, I just really like the kit’s effects of boosting break damage so I wanted to get some numbers as to how good it actually was!

        I did take into account both supports hitting the broken enemies with their basics while under HTB’s ult, as well as the bonus damage from Ruan Mei’s extra delay. I didn’t include the HTB’s ascension 4 passive doubling the toughness damage because, frankly, the wording on it is confusing. It sounds like only the first skill use per fight, so I wanted to avoid using it if that was the case. I counted it as 30 x1 and 15×4 for total of 90 toughness damage, which despite being the worst-case scenario (pre-E6 at worst toughness damage scenario) *still* gives crazy damage. I did count 1 skill and 1 basic during the broken phase though.

        I did have to re-do my calculations based on the new break formula that came out that HTB apparently uses, which does change the results actually quite a bit. The new formula is VERY strong compared to the base formula. I also found out that Boothill’s pocket trickshot extra damage has its own toughness damage, which you can see in showcases where his toughness damage is insane (I think it’s 60 base + 30x pocket trickshot stacks, for max of 150).

        The new numbers give RM + HTB and SW + HTB being MILES ahead of the other combos for Boothill, about a 50% damage increase even compared to RM + SW. RM + HTB maxes the HTB damage, but overall is only slightly better due to SW boosting the damage of the physical break being better than RM’s extra break damage. Similarly, SW + RM is only a little behind RM + HTB, but the damage profile changes to be more standard damage than break (44% break damage).
        The situation is similar for Xueyi, but instead SW + HTB pulls ahead of everyone else due to SW providing Xueyi with almost complete defense shred (quantum set on Xueyi) and HTB trading a little bit of raw damage for backup dancer’s insane damage when paired with Xueyi’s ult specifically (about 33% better than RM + HTB).
        Sushang is better than before, but not nearly as well as Boothill or Xueyi.

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        • Also to note, I didn’t include Gallagher since this was mainly as a check of HTB’s damage compared to some other supports, especially in the case of a DPS that likes breaking or attacking a broken enemy. I left the sustain generic to allow me to focus on the general case and how much damage HTB does compared to the damage boosting of other supports.

          With some of these teams reaching 70-80% of their total damage from breaks and HTB ult, Gallagher could provide about 8-9% damage boost overall to the team, not including his personal damage. If you got him especially at high eidolon, his break boost should be very strong if you can keep it for when the enemy is broken.

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  7. Mc new kit will remain confusing and underwhelming until someone breaks it down. One thing for sure. Its a niche kit because of break effect

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  8. This is by far the most unique harmony kit we’ve gotten, with basically none of harmony’s bread and butter attack/crit damage/dmg% buffs, opting for “Oops! All Break Effect” instead.

    I’m assuming the ult works by taking the break multiplier (0.5 + toughness damage/120) and applying it to every attack, essentially taking the % of the bar that would have broken and doing that much of the break damage. Combine that with the enemy-dependent multiplier, and you’ve got some decent break damage coming out of your team, especially with a break-oriented dps such as Boothill, Xueyi, or maybe Sushang… Any fire or physical break effect-based unit will love the force procs with those elements’ 2x multiplier on break damage.

    Add the major trace to delay by an extra 30%, you’re getting a base delay of 55%, if it’s a 200%+ BE Trailblazer break, then that enemy is GONE, delayed at least by 150% and slowed by imprisonment at the same time.

    Could be very strong in PF specifically, with multiple breaks for fast energy generation and many triggers of damage on those then broken enemies. Either way, this kit is very hard to analyze due to the differences in damage based on multiple characters’ break effect stats, how many enemies there are, and what element your damage dealer and supports are.

      
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    • I’m curious if the additional hit also applies on break for 2.2x break or only on unique hits when already broken. I’m really curious how well it would work with Ruan Mei, will breaks just slap 4x times? Is it just break dmg (always 1x) or break effect too (which would include the 2x multipliers etc you mentioned)? Could either be really good in pure fiction-esque scenarios or just a nice bonus to a few break oriented teams (xueyi + gallager + tb + ruanmei etc)

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