New in 2.3

Índice
Personajes
Conos de luz
Conjunto de artefactos
Inventario
Logros
Enemigos

Personajes

NombreRarezaVíaTipos de combateATQDEFPVMaterial de ascensión
流萤5
RarstrRarstrRarstrRarstrRarstr
destruction-classfire-damage_type523.91776.16814.97
Corazón ardiente
Fragmento de deseos
Colmillo de la locura lunar
Eco perdido del deseo compartido
Huellas del destino
翡翠5
RarstrRarstrRarstrRarstrRarstr
erudition-classquantum-damage_type659.74509.361086.62
Soplete de ensueño
Motor creasueños
Eco perdido del deseo compartido
Huellas del destino
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Conos de luz

NombreRarezaVíaATQDEFPVHabilidad básicaMaterial de ascensión
不息的演算5
RarstrRarstrRarstrRarstrRarstr
erudition-class529.2396.91058.4使装备者的攻击力提高8%。施放攻击后,每击中一名敌方目标,使攻击力额外提高4%,该效果最多叠加5次,持续至下次攻击后,若击中大于等于3名敌方目标,使自身速度提高8%,持续1回合。
Núcleo serpenteante
梦应归于何处5
RarstrRarstrRarstrRarstrRarstr
destruction-class476.28529.21164.24使装备者的击破特攻提高60%。当装备者对敌方目标造成击破伤害时,使敌方陷入【溃败】状态,持续2回合。【溃败】状态下目标受到装备者造成的击破伤害提高24%,速度降低20%。
Colmillo de la locura lunar
Fragmento de deseos
偏偏希望无价5
RarstrRarstrRarstrRarstrRarstr
erudition-class582.12529.2952.56使装备者的暴击率提高16%。当装备者在战斗中暴击伤害大于120%时,每超过20%,追加攻击造成的伤害提高12%,该效果可叠加4层。战斗开始时和装备者施放普攻后,使终结技和追加攻击无视目标20%的防御,持续2回合。
Motor creasueños
谐乐静默之后4
RarstrRarstrRarstrRarstr
erudition-class476.28396.9846.72使装备者的击破特攻提高28%。装备者施放终结技后,速度提高8%,持续2回合。
Fragmento de deseos
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Conjunto de artefactos

NombreEfecto del conjunto
荡除蠹灾的铁骑2: 击破特攻提高16%
4: 当装备者的击破特攻大于等于150%时,对敌方目标造成的击破伤害时无视其10%的防御力。当装备者的击破特攻大于等于250%时,对敌方目标造成的超击破伤害额外无视其15%的防御力。
风举云飞的勇烈2: 攻击力提高12%
4: 使装备者的暴击率提高6%。装备者施放追加攻击时,使终结技造成的伤害提高30%,持续1回合。
奔狼的都蓝王朝2: 我方角色施放追加攻击时,装备者获得一层【功勋】,最多叠加5层,每层【功勋】使装备者追加攻击造成的伤害提高5%,叠满5层时,额外使装备者的暴击伤害提高25%
劫火莲灯铸炼宫2: 使装备者的速度提高6%。当装备者击中拥有火属性弱点的敌方目标时,击破特攻提高40%,持续1回合。
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Inventario

NombreRarezaTipoReceta
荡除蠹灾的铁骑2
RarstrRarstr
荡除蠹灾的铁骑3
RarstrRarstrRarstr
荡除蠹灾的铁骑4
RarstrRarstrRarstrRarstr
荡除蠹灾的铁骑5
RarstrRarstrRarstrRarstrRarstr
风举云飞的勇烈2
RarstrRarstr
风举云飞的勇烈3
RarstrRarstrRarstr
风举云飞的勇烈4
RarstrRarstrRarstrRarstr
风举云飞的勇烈5
RarstrRarstrRarstrRarstrRarstr
奔狼的都蓝王朝2
RarstrRarstr
奔狼的都蓝王朝3
RarstrRarstrRarstr
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Logros

NombreSerie de logrosMostrarDescripciónPosibles recompensas
Viento en popa a ver el mundo
Viento en popa a ver el mundoRecuerdos de un viaje contigoCompleta la misión «De nuevo en activo (epílogo)» y sé testigo de la partida de Mingxi.
Jade estelar5
Ferrocarril a las estrellas
Jade estelar10
Ferrocarril a las estrellas
Jade estelar10
Ferrocarril a las estrellas
Jade estelar10
Ferrocarril a las estrellas
Jade estelar10
Ferrocarril a las estrellas
Jade estelar10
Ferrocarril a las estrellas
Jade estelar10
气球,向着明天——Indagación de misterios打破{TEXTJOIN#87}中的特殊石头老板气球
Jade estelar5
可惜不是吹奏部Indagación de misterios拯救{TEXTJOIN#87}上的迷钟「老大」
Jade estelar5
Recuerdos de un viaje contigo
Jade estelar10
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Enemigos

NombreDificultadPosibles recompensas
「授勋」Minion
「枪尖」Minion
「盾」Minion
「所有或一无所有」Enemigos
「所有或一无所有」Enemigos
无尽寒冬之槊Enemigos
EXP
Crédito
Pin del guardia
Núcleo de hielo
Insignia del guardia
Medalla del guardia
无尽寒冬之槊Enemigos
EXP
Crédito
Pin del guardia
Núcleo de hielo
Insignia del guardia
Medalla del guardia
无尽寒冬之槊Enemigos
EXP
Crédito
Pin del guardia
Núcleo de hielo
Insignia del guardia
Medalla del guardia
无尽寒冬之槊Enemigos
EXP
Crédito
Pin del guardia
Núcleo de hielo
Insignia del guardia
Medalla del guardia
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201 responses to “New in 2.3”

  1. What a shocker, Fraudfly/Mudfly/ScAM got entirely reworked. So much for being all fine and dandy

    Nerfing the relic set so it doesn’t work that well on Boothill is vile though…

      
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  2. Firefly V3 has a massive rework. Now she can deal Super 🍞 Damage on her own. All the calculation before is invalid now.

    What’s you opinion about the future of Super 🍞 Damage?

      
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    • The fact that they feel comfortable enough giving it to her means that we will probably see it a decent amount in the future. Boothill’s mechanic is different, and if I understand it correctly makes him more of a boss killer, so they have options going forward to allow break damage to be a fleshed-out damage class. Notably, this super break is much weaker than HTB’s super break, not only is it 50%, but it also lacks HTB’s 20-60% dmg boost to super break, so about 33-40% of what she does with HTB.

      The tradeoff, at least in Firefly’s case, is that it seems like it is worse at buffing her break damage, trading that for the super break trigger. Still too early to concretely say if that’s true, her kit is almost a brand new character.

      I expect the future to have break DPS that trigger breaks like Firefly (super), Boothill (regular), or some other mechanic such maybe having a DoT-based break character?

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    • At the moment I think it will mostly the same as before. Firefly will still want the same teammates and play the same.
      She already performed best as superbreak character, but now fully optimized for it.

      What I feel butt-hurted the most though, is the change on Firefly’s signature lightcone which used to effect everything the team does.
      No more juiced up HTB and Gallager even though they both contribute a lot to superbreak team.

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  3. I dunno where the changes get posted usually but for those who post them here please don’t forget to post Jade’s stuff if she gets any. She’s not as anticipated as Firefly but some of us really love her ;_;

      
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    • Does project Yatta still exist? I haven’t seen anything of it in ages, either way changes always get posted on the leaks sub-editor (they have not yet)

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      • I checked and yatta doesn’t seem to cover beta updates anymore (unless I just missed the unreleased content setting)
        Hakush.in exists as another database
        Other than that you could try checking well known leakers on twitter to stay updated (I don’t like twitter or reddit but reddit is at least usable signed out so I just check the subreddit)

        As far as I know no info on the V3 beta update has released yet

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    • Thank you very much for being the one Westerner I have seen not hating on Jade. You are an amazing person, and completely right for liking Jade.

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  4. V3 is soon. What are some changes you think will be done? What are changes you want to see? (aside from “let firefly do super break base kit” cuz that one has been said way too often already)

      
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    • Firefly:
      1. Regens energy up to 50% at the begining of each wave, not just at the begining of the battle, so her gameplay in the second wave is way more fluent.
      2. The effect on her eidolon 1 that makes enhanced skill SP free to be relocated to a major trace or talent. If it was too powerful to be available to eidolon 0, maybe add some limitations to it, such as she gains a stack of a special buff whenever an enemy is broken, and the said buff may be consumed by her skill instead of SP. So she isn’t as SP hungry as for now, which allows the HTB to skill very often.

      Jade:
      1. Additional bounce damage mechanic for the FUA to be added to the base kit, much like how Acheron’s major trace works. Such as, 40% attack multiplier * 3. That would definitely redeem her in MoC.
      2. Sort of DPS support to be added to her base kit, such as FUA damage amp for the skill’s target, or FUA vulnerability on the enemies that were hit by her FUA, or anything else that makes her a worthwhile teammate to be considered by many popular MoC teams.

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      • Some good ideas here. I’ve always thought her E1 is very good utility-wise, so it will in all likelihood get changed. I’ve always gone back and forth on what they’d do with it, since her major eidolons are all quite good.

        For Jade, I could see her getting some sort of buff when at max stacks of Pawned Asset, maybe the bounces or buff that you mentioned. I could also see the damage that she does when the debt collector ally attacks being raised from 20%, since it’s additional damage and as such doesn’t get the insane crit damage from her stacks or any of her FU damage boosts. Based on your calculations on Jade’s page, with RM’s skill and ult, this extra damage is currently only about 1-2k per enemy, which is paltry.

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    • I won’t be surprise if firefly got some change (even tho i rather this version). But something got it my mind is her basic skill, you lose 50% hp when you use it, meaning you need to use it 2 time if 0 energy.

      Let’s take that, you are in moc cycle, sam untransformed you need to use 2 times your skill, and you ult to advance so you regen, but this entire time, you got a dot (sounds dumb) well, you just died of dot. I know it sounds dumb like that but you can cleanse it or w.e, but in a case without cleanse/heal, well, she kinda kill herself XD.

      And Jade don’t know, didn’t intrest me at first so…

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      • If I did ever get her, I’d use her with Aventurine and call it a day xD Better to abuse her damage reduction and grant her more Eff res than to worry about that. I can live without Gallagher’s 12% buff.

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        • A character that drains their own health, to dangerous lives. For a risky power boost. Sounds like the ideal team mate for Aventurine to be fair. For after all. That does sound very much like the type of character that embraces Adventurine saying of, “All or Nothing!”.

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    • I am hoping for something that make her a bit more unique to superbreak playstyle, like reduce toughness recover by 10% – 25% when she is present in battle. Or a debuff that make enemies take increase superbreak dmg like her Signature. Like it could be her talent as I don’t find her talent to be that useful

      That and reduce her base multiply on skill to prevent crit build and instead buff her superbreak scaling more or something, so superbreak feel more rewarded to be play with

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    • change how the enhanced ability works from doing attack damage using its BE to doing break damage and attack damage without needing to break, that it does not do critical hits and cc and cd above the base become a low percentage to break

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    • Jade:
      1. Grant HP recovery for Debt Collector while He/She or Jade kills an enemy.
      2. Allow assigning multiple Debt Collectors via Skill.
      3. Talent FuA: 120% All -> 20%*6 Bounce. (20% is (the same as Skill) )

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      • 1) That would be a nice QoL for those who don’t want to run Abundance units for one reason or another.
        2) That means we’ll get a new E6 as the current one makes Jade a second debt collector, enabling quicker follow ups and stacking of PA.
        3) Would that mean that it becomes 100%*6 bounce after she ults or would it increase it 33.3%*6 for a total close to the original 200%? That would be really cool. I would like if the bounce is extra on top of the current attack so it functions similarly to Argenti’s boosted ult where it gives him more damage that helps in both AoE and ST.

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        • whoops, I forgot the Ult could enhance her Talent FuA by 80%. Then the enhancement would get nerf if they do change the FuA to bounce.

          You also provide a good idea: They can change the enhancement from granting FuA an extra multiplier to adding bounce damage. That won’t make her too strong but optimized for fewer targets.

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      • That Talent FuA change would obliterate her damage lmao
        Against one enemy it would do the same amount of damage but against multiple enemies in pf it would go from 120% to 5 enemies making it do 600% attack to 120% across all five enemies making it do only 120% damage/5x less damage then before

        The right thing would be 120% bouncing 5 times which would be a fun change to make her useable with Topaz in MoC

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        • 120*5 single target is more than danheng il 3 skillpoint atk, thats not the right thing x)

          sth more balanced could be 100% complete aoe and then a bounce of 40% * 3, ult buff being 180% directly plus the bounce

          or just keep the base 120% as it is and make the ult buff be the bounce part, making it bounce for 70% 4 times, thats still 400% single target with the huge selfbuffs jade has it would make her really competent everywhere while not making it a silly character bc you still gotta ult to get the single taget dmg

          also something fun to add: she could mark the enemy with the highest hp making the 20% debtor ally does with her atk do double dmg, 40% against the boss and also granting an extra stack of her follows, to make 2 blast attacks that hit 3 targets enough to trigger it (kinda like e1 but you gotta hit the marked enemy, and it stacks with e1 so that single target allies are a thing)

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    • I really want them to get rid of ATK -> bonus BE trace on Firefly altogether.
      Not only that it’s a worse trace than what Boothill has, it also causes more problem than what it’s worth, discouraging hybrid builds and forcing players to take ATK chestpiece and orb, lowering her personal raw damage.

      1 BE robe on Boothill gives 6/32 critical, equates to around 68% of a +15 chestpiece slot.
      Meanwhile to receive 60BE from Firefly’s trace, you will need to sacrifice multiple slots + substats to ATK just to get the equivalent of 1 slot of BE robe.
      It also doesn’t help that ATK contributes so little to her damage.

      At the moment, I do feel that Boothill is just straight up better at being hybrid unit even though he specializes in dealing break damage. All because of this one funny major trace difference. And frankly, it’s just annoying for a character to come with so many stat requirements, like, why? Why can’t it just be ‘SAM gains 40% Break Effect for an entire combustion mode’ or something?

      For a game that already has so little room for skill expressions, Hoyo continues pushing this trend of deciding how players should build their characters as well.
      While I understand that it helps guide newer players, I just don’t like it.

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      • I think the Atk => break effect conversion is fine since using Def or HP instead would have made her waaay too bulky.
        As for the argument of Boothill having break => Crit conversion, it’s really not a good one.
        First of all it’s pretty useless on him due to him running an hybrid build would make his ult only hit for about 40k, which honestly is awful for how high the investement needed is. Second, most peoples are now running him full on bulk since he is really frail otherwise due to his skill and being a hunt unit. Third about 70% to 90% of his damage output comes from break damage.
        And i think that’s the issue that most peoples have a hard Time understanding, a break DPS isnt designed to do anything other than break damage.
        The entier point of that kind of unit is to not need to care about Crit rate, Crit dmg and Atk stats since your damage comes only from 1 stat which is break. That has for result to remove all rng on your damage output and make farming waaaaay easier since now you only really care about 2 stats being break and speed. And it’s relatively easy to have a good break stat since having only 1 break sub roll per relics is usually enough to make you reach about 250 BE.

        All this doesnt mean that Firefly/SAM doesnt need a rework, but more that it’s somewhere else that the rework is needed imo. In this case i think that she should have a way to deal break dmg after the initial break much like Boothill does, but without being a 170% like him since it would be way too much for a blast damage unit. I also think that her skill not costing SP being locked to E1 is questionable to say the least. Imo it should have been part of her base kit in some ways.
        I also really wish playable SAM had her boss version punch ngl. And the new ult punch one from the Divergent Universe version. Not a big fan of having more sword users when we have a decent ammount of them. It really was the time to make something more original imo.

        Not directly related to your comment though, i think that Jade is mostly fine, and like other peoples responding to OP said, just increase the FUA damage a bit and turn it into a bounce once there’s only 1 ennemy on the field or something along those lines and she’ll be really great.

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        • What I meant is for the entire stat conversion thing to just go. Not to changing it to Def or HP or any other as requirement, with the exception of SPD because that would synergize with SAM’s Ultimate. Break effect is still the most valuable stat on Firefly, I am glad she has it on her trace, but not with how heavy handed Hoyo made it.

          I’m aware that no one in their right mind would build Boothill as true hybrid unit, hence, my sadness that even going full break effect, Boothill will still be walking around with 35/200 critical minimum. And as a hunt character, he will need that finishing off stragglers or against toughness protected targets to gain his trickshots.

          I disagree that a break DPS isn’t designed to do anything other than break damage. At the very least, not Firefly.
          I’m pretty certain that she was designed as a hybrid unit at core even if it was quickly proven to be less than optimal. The 580% Atk scaling blast skill and 3400Atk are here for a reason. People do understand her design, they are just disappointed with current results, which is why we are here.

          Giving Firefly superbreak damage will fix her problem, yes. But then she’d just ended up being a second Boothill, but destruction.
          I’m not sure about you. But I truly want her to stand out from a character released just one banner ahead of her.

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          • As Dazz Aephiex replied to what i said, i don’t think that all traces NEEDS to be absolutely useful for what the character does, so that’s why i am fine with how that trace works since it also helps her reach her 350 BE required for the much more valuable 40% def ignore trace.

            However a bit like how boothill has that crit trace, i think that Firefly’s atk => break conversion and her high damage multipliers on skills serves a similar purpose : finishing off smaller targets like regular soldiers, dogs, birds or whatever other similar mobs there might be when procking her break damage.

            As for the break DPS not being design for anything other than break damage, i’m definitly biaised about it since i really hate how unrealistic the requirement for any hybrid builds are, including with units like Xueyi which was designed with that in mind. If you watched a bit of gameplay of firefly without HMC help, i think you probably also noticed how most of her damage still comes from her break, so i really do think that she was intended to play around break an not hybrid builds. Especially with how fast she is at breaking ennemies.
            The issue imo mostly lies in the break damage itself, because the way you play around her, at least rn, is that once you use your ultimate, you need 1 or 2 uses of your skill to break your main targets, leaving a last hit to break an other target on the side while still doing damage to the original target. But ultimately, even if you break, it’s not some game ending power like Boothill (which make sense mind you since he is a single target “glass” cannon while she is a bulky offensive unit) and that despite having the same break multiplier as him.

            So that’s where the difference between the two should/was meant to be imo. One that does absurde ammount of damage to one target and does even more after the initial break but with relatively low breaking speed while the other having a really fast breaking speed and doing it on multiples targets at time but having the incapacity to do extra break damage after the initial one. So the way i expect things to change is that she would get a way to do even more damage on her initial break and a way to still do a bit of damage to already broken ennemies afterward to finish off the initial target, that’s why i expected her to get “super break” in her kit (at most 25% of her initial fire break imo) since unlike physical break which has bleed, she can’t finish the targets off with burn due to how “bad” it is.

            As someone who also really like SAM and Firefly, i of course want her to be unique at what she does and not just being X but does Z instead of Y. But i also think that being an “hybrid dps” is not something unique or desirable as, on paper, it would just be a 5* Xueyi, like how on paper what i initially propose is just Boothill but destruction.

            In any case we’ll know what they do soon enough since we should have her new kit tomorrow (and hopefully for me i don’t have to waste stats on crit to somehow never proc them more than 20% of the time even with 80% crit rate).

          • That is exactly my point. Unrealistic requirement. Currently, it is very difficult to imagine Firefly as feasible hybrid damage unit because of goodies locked behind ATK and BE requirements. No other character have this many requirements imposed on them. Which is why I believe that at least ATK requirement should be gone; This will free up chest and orb slots for powerful multipliers like critical and fire DMG%, hell, even DEF% for survivability if players so wish. It should be players’ choice to build freely without being nudged by these silly traces. But at current state, the bonuses from these traces are too powerful to ignore.

            Coming from Genshin where people could have fun with DPS Babara and hyperbloom Shogun, it really does feel like Hoyo has too much control over players in this game. From path restricted lightcones, to planar sets’ conditions, and now we have a character that requires you to reach one requirement (3400ATK) just so we can hit another requirement (360BE)? – No, I believe this is too far.
            I’m sorry for ranting. But imagine if it get changed to 180SPD -> 60BE instead. Or better yet, just straight give it to player without condition because they farmed mats for it. How much flexibility would Firefly then have?

            I agree on the difference between the two, but that is just something we already know about hunt and destruction archetypes.

            I disagree that Firefly should have innate superbreak capability, I believe HTB covers this aspect quite well already, so I’d rather see her power budget spent elsewhere. Dealing break damage as special burn maybe? JUST BURN SOMETHING!

            Also, I think Dazz replied to… my comment?

          • since i can’t reply to your last message, just noticed that Dazz indeed replied to you, sorry for my mistake. I’m really not use to this website so my eyes kinda just moved one extra column for some reasons. And yeah i do agree that it should have been spd => break conversion for her and it’s pretty restrictive for how hard it is to activate, but you never needed to go full in with it, unlike genshin, this is a game with 4 units, so you have other ways to get more BE from other sources too, and the difference between 250% and 360% BE really wasn’t that high imo (10% def ignore really wasn’t enough to justify that much more BE needed imo). As for the LC being locked to paths, doesn’t genshin do the same with weapons being locked to specific kind of units ?

      • Agreed. The major trace is simply not useful. However the crit values from Boothill’s major trace is far less useful than 30% break effect, so we can’t really expect a character’s every major trace to be absolutely useful.

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      • Sam’s design partially took visual elements from Unicorn Gundam, who glows red suggesting brute force, violance, and berserker, and later turns into a form that glows green, giving a feeling of transhumanization and unleashed potential. It also took some elements from Gundam Exia, who emits green particles for a propulsion and fights the enemy with dual swords. Interestingly, Gundam Exia is also a harbinger of transhumanization in the respective lore.

        However I see no transhumanization theme on Firefly/Sam given her current status. Maybe there will be some in the events of 2.3 patch.

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        • Somehow I doubt the devs will create a simple on/off button for animations like that. Rather I think they will go with the standard choice of. I hope you enjoy seeing it over and over and over again.

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      • The unicorn gundam theme. Has red, which in destroyer mode. Would be a massive power boost for the mecha. Which would only be active for five minds, due to having bad side effects if it lasted longer than that. Which by the end, in awaken destroyer mode. It would become more greenish. Along with having themes of. YOu know what, maybe humanity has gone to far with tech. Tapping into powers of gods, they should not control. It best to seal that away. For humans shouldn’;t have such god like power.

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  5. I saw some gameplay of the new AS mode, it seems to be somewhat difficult, but it’s hard to tell since there was no active indicator of your score at any point.

    It’s very similar to MoC at first, beat 2 elites before going to a 2-phase boss. The boss has 4 elements that they’re weak to, and in the first phase they summon 2 mobs and give their weaknesses to those mobs, 2 weaknesses to each. The second phase changes this to 4 mobs with 1 weakness each. Notably, the boss still has their own weakness bar at this time, but they don’t have a weakness until the mobs are defeated, upon which they return to the main boss. So the whole fight seems mainly single-target, just defeat the mob with the weakness to your main-dps’ element and then focus the boss. At least in the 2nd phase, upon breaking the boss, all of the mobs died.

    Since the toughness bar still exists while the boss has generously gifted away their weaknesses, you can still implant weaknesses since the bar is not protected. So weakness implant/ignore is likely going to be top tier: Boothill/Firefly of course, but also Silver Wolf, Acheron, and Xueyi should all be pretty good in this mode. to help

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  6. This is the 1st time I’ve ever seen a genshin Beta have more characters than HSR
    (maybe 4.0 since it had all 3 siblings + HMC but I never checked that beta)

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  7. The more I think about it, the more annoyed I get at HarmonyTB (or more specifically, their need of Ruan Mei)
    More specifically, I hate that Ruan Mei, the already best unit in the game, is now always required with HarmonyTB who struggles to deal any significant damage without her.

    I ran MoC10 with HarmonyMC, Gallager, Asta, and Xueyi, all with 200-400% BE, and they still struggled to deal with the enemies in a reasonable amount of time. Ruan Mei casually buffing the Superbreak Damage by 50% on top of giving everyone some Break Effect, and keeping enemies broken for significantly longer is too influential IMO.

      
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    • Think of it this way:
      Hypercarry needs two Damage Buffer Harmony.

      Hyperbreak needs two Break Buffer Harmony.

      Just as Preservation MC is very weak compared to Fu Xuan or Aventurine.
      I am sure we will get Super Break Harmony Characters that are as OP compared to Harmony MC, as Fu Xuan is compared to Preservation MC.

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      • Another super break character. Would only mean, you can now use Harmony Mc and the new limited five star on the same team. Since they could buff the damage to insane degrees. Rather than acting as a replacement for them.

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    • Nah, the HTB is a break enabler. Without a dedicated break DPS they are still playable but sucks, just like how Kafka performs when not teamed with any DoT. Xueyi is NOT dedicated enough for the break playstyle, just like how Serval performs in Kafka’s team.

      Break is a new playstyle that we don’t have many choices, but everything will be fine when more and more break units come.

      Ruan Mei is currently the only unit who increases break efficiency and extends the duration of broken status. There might be more break supports in the future and you may wait for them instead if you don’t like Ruan Mei for some reason.

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      • I love Ruan mei but i don’t think there will be another unity like her for a looooong time

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201 responses to “New in 2.3”

  1. What a shocker, Fraudfly/Mudfly/ScAM got entirely reworked. So much for being all fine and dandy

    Nerfing the relic set so it doesn’t work that well on Boothill is vile though…

  2. Firefly V3 has a massive rework. Now she can deal Super 🍞 Damage on her own. All the calculation before is invalid now.

    What’s you opinion about the future of Super 🍞 Damage?

    • The fact that they feel comfortable enough giving it to her means that we will probably see it a decent amount in the future. Boothill’s mechanic is different, and if I understand it correctly makes him more of a boss killer, so they have options going forward to allow break damage to be a fleshed-out damage class. Notably, this super break is much weaker than HTB’s super break, not only is it 50%, but it also lacks HTB’s 20-60% dmg boost to super break, so about 33-40% of what she does with HTB.

      The tradeoff, at least in Firefly’s case, is that it seems like it is worse at buffing her break damage, trading that for the super break trigger. Still too early to concretely say if that’s true, her kit is almost a brand new character.

      I expect the future to have break DPS that trigger breaks like Firefly (super), Boothill (regular), or some other mechanic such maybe having a DoT-based break character?

    • At the moment I think it will mostly the same as before. Firefly will still want the same teammates and play the same.
      She already performed best as superbreak character, but now fully optimized for it.

      What I feel butt-hurted the most though, is the change on Firefly’s signature lightcone which used to effect everything the team does.
      No more juiced up HTB and Gallager even though they both contribute a lot to superbreak team.

  3. I dunno where the changes get posted usually but for those who post them here please don’t forget to post Jade’s stuff if she gets any. She’s not as anticipated as Firefly but some of us really love her ;_;

    • Does project Yatta still exist? I haven’t seen anything of it in ages, either way changes always get posted on the leaks sub-editor (they have not yet)

      • I checked and yatta doesn’t seem to cover beta updates anymore (unless I just missed the unreleased content setting)
        Hakush.in exists as another database
        Other than that you could try checking well known leakers on twitter to stay updated (I don’t like twitter or reddit but reddit is at least usable signed out so I just check the subreddit)

        As far as I know no info on the V3 beta update has released yet

    • Thank you very much for being the one Westerner I have seen not hating on Jade. You are an amazing person, and completely right for liking Jade.

  4. V3 is soon. What are some changes you think will be done? What are changes you want to see? (aside from “let firefly do super break base kit” cuz that one has been said way too often already)

    • Firefly:
      1. Regens energy up to 50% at the begining of each wave, not just at the begining of the battle, so her gameplay in the second wave is way more fluent.
      2. The effect on her eidolon 1 that makes enhanced skill SP free to be relocated to a major trace or talent. If it was too powerful to be available to eidolon 0, maybe add some limitations to it, such as she gains a stack of a special buff whenever an enemy is broken, and the said buff may be consumed by her skill instead of SP. So she isn’t as SP hungry as for now, which allows the HTB to skill very often.

      Jade:
      1. Additional bounce damage mechanic for the FUA to be added to the base kit, much like how Acheron’s major trace works. Such as, 40% attack multiplier * 3. That would definitely redeem her in MoC.
      2. Sort of DPS support to be added to her base kit, such as FUA damage amp for the skill’s target, or FUA vulnerability on the enemies that were hit by her FUA, or anything else that makes her a worthwhile teammate to be considered by many popular MoC teams.

      • Some good ideas here. I’ve always thought her E1 is very good utility-wise, so it will in all likelihood get changed. I’ve always gone back and forth on what they’d do with it, since her major eidolons are all quite good.

        For Jade, I could see her getting some sort of buff when at max stacks of Pawned Asset, maybe the bounces or buff that you mentioned. I could also see the damage that she does when the debt collector ally attacks being raised from 20%, since it’s additional damage and as such doesn’t get the insane crit damage from her stacks or any of her FU damage boosts. Based on your calculations on Jade’s page, with RM’s skill and ult, this extra damage is currently only about 1-2k per enemy, which is paltry.

    • I won’t be surprise if firefly got some change (even tho i rather this version). But something got it my mind is her basic skill, you lose 50% hp when you use it, meaning you need to use it 2 time if 0 energy.

      Let’s take that, you are in moc cycle, sam untransformed you need to use 2 times your skill, and you ult to advance so you regen, but this entire time, you got a dot (sounds dumb) well, you just died of dot. I know it sounds dumb like that but you can cleanse it or w.e, but in a case without cleanse/heal, well, she kinda kill herself XD.

      And Jade don’t know, didn’t intrest me at first so…

      • If I did ever get her, I’d use her with Aventurine and call it a day xD Better to abuse her damage reduction and grant her more Eff res than to worry about that. I can live without Gallagher’s 12% buff.

        • A character that drains their own health, to dangerous lives. For a risky power boost. Sounds like the ideal team mate for Aventurine to be fair. For after all. That does sound very much like the type of character that embraces Adventurine saying of, “All or Nothing!”.

    • I am hoping for something that make her a bit more unique to superbreak playstyle, like reduce toughness recover by 10% – 25% when she is present in battle. Or a debuff that make enemies take increase superbreak dmg like her Signature. Like it could be her talent as I don’t find her talent to be that useful

      That and reduce her base multiply on skill to prevent crit build and instead buff her superbreak scaling more or something, so superbreak feel more rewarded to be play with

    • change how the enhanced ability works from doing attack damage using its BE to doing break damage and attack damage without needing to break, that it does not do critical hits and cc and cd above the base become a low percentage to break

    • Jade:
      1. Grant HP recovery for Debt Collector while He/She or Jade kills an enemy.
      2. Allow assigning multiple Debt Collectors via Skill.
      3. Talent FuA: 120% All -> 20%*6 Bounce. (20% is (the same as Skill) )

      • 1) That would be a nice QoL for those who don’t want to run Abundance units for one reason or another.
        2) That means we’ll get a new E6 as the current one makes Jade a second debt collector, enabling quicker follow ups and stacking of PA.
        3) Would that mean that it becomes 100%*6 bounce after she ults or would it increase it 33.3%*6 for a total close to the original 200%? That would be really cool. I would like if the bounce is extra on top of the current attack so it functions similarly to Argenti’s boosted ult where it gives him more damage that helps in both AoE and ST.

        • whoops, I forgot the Ult could enhance her Talent FuA by 80%. Then the enhancement would get nerf if they do change the FuA to bounce.

          You also provide a good idea: They can change the enhancement from granting FuA an extra multiplier to adding bounce damage. That won’t make her too strong but optimized for fewer targets.

      • That Talent FuA change would obliterate her damage lmao
        Against one enemy it would do the same amount of damage but against multiple enemies in pf it would go from 120% to 5 enemies making it do 600% attack to 120% across all five enemies making it do only 120% damage/5x less damage then before

        The right thing would be 120% bouncing 5 times which would be a fun change to make her useable with Topaz in MoC

        • 120*5 single target is more than danheng il 3 skillpoint atk, thats not the right thing x)

          sth more balanced could be 100% complete aoe and then a bounce of 40% * 3, ult buff being 180% directly plus the bounce

          or just keep the base 120% as it is and make the ult buff be the bounce part, making it bounce for 70% 4 times, thats still 400% single target with the huge selfbuffs jade has it would make her really competent everywhere while not making it a silly character bc you still gotta ult to get the single taget dmg

          also something fun to add: she could mark the enemy with the highest hp making the 20% debtor ally does with her atk do double dmg, 40% against the boss and also granting an extra stack of her follows, to make 2 blast attacks that hit 3 targets enough to trigger it (kinda like e1 but you gotta hit the marked enemy, and it stacks with e1 so that single target allies are a thing)

    • I really want them to get rid of ATK -> bonus BE trace on Firefly altogether.
      Not only that it’s a worse trace than what Boothill has, it also causes more problem than what it’s worth, discouraging hybrid builds and forcing players to take ATK chestpiece and orb, lowering her personal raw damage.

      1 BE robe on Boothill gives 6/32 critical, equates to around 68% of a +15 chestpiece slot.
      Meanwhile to receive 60BE from Firefly’s trace, you will need to sacrifice multiple slots + substats to ATK just to get the equivalent of 1 slot of BE robe.
      It also doesn’t help that ATK contributes so little to her damage.

      At the moment, I do feel that Boothill is just straight up better at being hybrid unit even though he specializes in dealing break damage. All because of this one funny major trace difference. And frankly, it’s just annoying for a character to come with so many stat requirements, like, why? Why can’t it just be ‘SAM gains 40% Break Effect for an entire combustion mode’ or something?

      For a game that already has so little room for skill expressions, Hoyo continues pushing this trend of deciding how players should build their characters as well.
      While I understand that it helps guide newer players, I just don’t like it.

      • I think the Atk => break effect conversion is fine since using Def or HP instead would have made her waaay too bulky.
        As for the argument of Boothill having break => Crit conversion, it’s really not a good one.
        First of all it’s pretty useless on him due to him running an hybrid build would make his ult only hit for about 40k, which honestly is awful for how high the investement needed is. Second, most peoples are now running him full on bulk since he is really frail otherwise due to his skill and being a hunt unit. Third about 70% to 90% of his damage output comes from break damage.
        And i think that’s the issue that most peoples have a hard Time understanding, a break DPS isnt designed to do anything other than break damage.
        The entier point of that kind of unit is to not need to care about Crit rate, Crit dmg and Atk stats since your damage comes only from 1 stat which is break. That has for result to remove all rng on your damage output and make farming waaaaay easier since now you only really care about 2 stats being break and speed. And it’s relatively easy to have a good break stat since having only 1 break sub roll per relics is usually enough to make you reach about 250 BE.

        All this doesnt mean that Firefly/SAM doesnt need a rework, but more that it’s somewhere else that the rework is needed imo. In this case i think that she should have a way to deal break dmg after the initial break much like Boothill does, but without being a 170% like him since it would be way too much for a blast damage unit. I also think that her skill not costing SP being locked to E1 is questionable to say the least. Imo it should have been part of her base kit in some ways.
        I also really wish playable SAM had her boss version punch ngl. And the new ult punch one from the Divergent Universe version. Not a big fan of having more sword users when we have a decent ammount of them. It really was the time to make something more original imo.

        Not directly related to your comment though, i think that Jade is mostly fine, and like other peoples responding to OP said, just increase the FUA damage a bit and turn it into a bounce once there’s only 1 ennemy on the field or something along those lines and she’ll be really great.

        • What I meant is for the entire stat conversion thing to just go. Not to changing it to Def or HP or any other as requirement, with the exception of SPD because that would synergize with SAM’s Ultimate. Break effect is still the most valuable stat on Firefly, I am glad she has it on her trace, but not with how heavy handed Hoyo made it.

          I’m aware that no one in their right mind would build Boothill as true hybrid unit, hence, my sadness that even going full break effect, Boothill will still be walking around with 35/200 critical minimum. And as a hunt character, he will need that finishing off stragglers or against toughness protected targets to gain his trickshots.

          I disagree that a break DPS isn’t designed to do anything other than break damage. At the very least, not Firefly.
          I’m pretty certain that she was designed as a hybrid unit at core even if it was quickly proven to be less than optimal. The 580% Atk scaling blast skill and 3400Atk are here for a reason. People do understand her design, they are just disappointed with current results, which is why we are here.

          Giving Firefly superbreak damage will fix her problem, yes. But then she’d just ended up being a second Boothill, but destruction.
          I’m not sure about you. But I truly want her to stand out from a character released just one banner ahead of her.

          • As Dazz Aephiex replied to what i said, i don’t think that all traces NEEDS to be absolutely useful for what the character does, so that’s why i am fine with how that trace works since it also helps her reach her 350 BE required for the much more valuable 40% def ignore trace.

            However a bit like how boothill has that crit trace, i think that Firefly’s atk => break conversion and her high damage multipliers on skills serves a similar purpose : finishing off smaller targets like regular soldiers, dogs, birds or whatever other similar mobs there might be when procking her break damage.

            As for the break DPS not being design for anything other than break damage, i’m definitly biaised about it since i really hate how unrealistic the requirement for any hybrid builds are, including with units like Xueyi which was designed with that in mind. If you watched a bit of gameplay of firefly without HMC help, i think you probably also noticed how most of her damage still comes from her break, so i really do think that she was intended to play around break an not hybrid builds. Especially with how fast she is at breaking ennemies.
            The issue imo mostly lies in the break damage itself, because the way you play around her, at least rn, is that once you use your ultimate, you need 1 or 2 uses of your skill to break your main targets, leaving a last hit to break an other target on the side while still doing damage to the original target. But ultimately, even if you break, it’s not some game ending power like Boothill (which make sense mind you since he is a single target “glass” cannon while she is a bulky offensive unit) and that despite having the same break multiplier as him.

            So that’s where the difference between the two should/was meant to be imo. One that does absurde ammount of damage to one target and does even more after the initial break but with relatively low breaking speed while the other having a really fast breaking speed and doing it on multiples targets at time but having the incapacity to do extra break damage after the initial one. So the way i expect things to change is that she would get a way to do even more damage on her initial break and a way to still do a bit of damage to already broken ennemies afterward to finish off the initial target, that’s why i expected her to get “super break” in her kit (at most 25% of her initial fire break imo) since unlike physical break which has bleed, she can’t finish the targets off with burn due to how “bad” it is.

            As someone who also really like SAM and Firefly, i of course want her to be unique at what she does and not just being X but does Z instead of Y. But i also think that being an “hybrid dps” is not something unique or desirable as, on paper, it would just be a 5* Xueyi, like how on paper what i initially propose is just Boothill but destruction.

            In any case we’ll know what they do soon enough since we should have her new kit tomorrow (and hopefully for me i don’t have to waste stats on crit to somehow never proc them more than 20% of the time even with 80% crit rate).

          • That is exactly my point. Unrealistic requirement. Currently, it is very difficult to imagine Firefly as feasible hybrid damage unit because of goodies locked behind ATK and BE requirements. No other character have this many requirements imposed on them. Which is why I believe that at least ATK requirement should be gone; This will free up chest and orb slots for powerful multipliers like critical and fire DMG%, hell, even DEF% for survivability if players so wish. It should be players’ choice to build freely without being nudged by these silly traces. But at current state, the bonuses from these traces are too powerful to ignore.

            Coming from Genshin where people could have fun with DPS Babara and hyperbloom Shogun, it really does feel like Hoyo has too much control over players in this game. From path restricted lightcones, to planar sets’ conditions, and now we have a character that requires you to reach one requirement (3400ATK) just so we can hit another requirement (360BE)? – No, I believe this is too far.
            I’m sorry for ranting. But imagine if it get changed to 180SPD -> 60BE instead. Or better yet, just straight give it to player without condition because they farmed mats for it. How much flexibility would Firefly then have?

            I agree on the difference between the two, but that is just something we already know about hunt and destruction archetypes.

            I disagree that Firefly should have innate superbreak capability, I believe HTB covers this aspect quite well already, so I’d rather see her power budget spent elsewhere. Dealing break damage as special burn maybe? JUST BURN SOMETHING!

            Also, I think Dazz replied to… my comment?

          • since i can’t reply to your last message, just noticed that Dazz indeed replied to you, sorry for my mistake. I’m really not use to this website so my eyes kinda just moved one extra column for some reasons. And yeah i do agree that it should have been spd => break conversion for her and it’s pretty restrictive for how hard it is to activate, but you never needed to go full in with it, unlike genshin, this is a game with 4 units, so you have other ways to get more BE from other sources too, and the difference between 250% and 360% BE really wasn’t that high imo (10% def ignore really wasn’t enough to justify that much more BE needed imo). As for the LC being locked to paths, doesn’t genshin do the same with weapons being locked to specific kind of units ?

      • Agreed. The major trace is simply not useful. However the crit values from Boothill’s major trace is far less useful than 30% break effect, so we can’t really expect a character’s every major trace to be absolutely useful.

      • Sam’s design partially took visual elements from Unicorn Gundam, who glows red suggesting brute force, violance, and berserker, and later turns into a form that glows green, giving a feeling of transhumanization and unleashed potential. It also took some elements from Gundam Exia, who emits green particles for a propulsion and fights the enemy with dual swords. Interestingly, Gundam Exia is also a harbinger of transhumanization in the respective lore.

        However I see no transhumanization theme on Firefly/Sam given her current status. Maybe there will be some in the events of 2.3 patch.

        • Somehow I doubt the devs will create a simple on/off button for animations like that. Rather I think they will go with the standard choice of. I hope you enjoy seeing it over and over and over again.

      • The unicorn gundam theme. Has red, which in destroyer mode. Would be a massive power boost for the mecha. Which would only be active for five minds, due to having bad side effects if it lasted longer than that. Which by the end, in awaken destroyer mode. It would become more greenish. Along with having themes of. YOu know what, maybe humanity has gone to far with tech. Tapping into powers of gods, they should not control. It best to seal that away. For humans shouldn’;t have such god like power.

  5. I saw some gameplay of the new AS mode, it seems to be somewhat difficult, but it’s hard to tell since there was no active indicator of your score at any point.

    It’s very similar to MoC at first, beat 2 elites before going to a 2-phase boss. The boss has 4 elements that they’re weak to, and in the first phase they summon 2 mobs and give their weaknesses to those mobs, 2 weaknesses to each. The second phase changes this to 4 mobs with 1 weakness each. Notably, the boss still has their own weakness bar at this time, but they don’t have a weakness until the mobs are defeated, upon which they return to the main boss. So the whole fight seems mainly single-target, just defeat the mob with the weakness to your main-dps’ element and then focus the boss. At least in the 2nd phase, upon breaking the boss, all of the mobs died.

    Since the toughness bar still exists while the boss has generously gifted away their weaknesses, you can still implant weaknesses since the bar is not protected. So weakness implant/ignore is likely going to be top tier: Boothill/Firefly of course, but also Silver Wolf, Acheron, and Xueyi should all be pretty good in this mode. to help

  6. This is the 1st time I’ve ever seen a genshin Beta have more characters than HSR
    (maybe 4.0 since it had all 3 siblings + HMC but I never checked that beta)

  7. The more I think about it, the more annoyed I get at HarmonyTB (or more specifically, their need of Ruan Mei)
    More specifically, I hate that Ruan Mei, the already best unit in the game, is now always required with HarmonyTB who struggles to deal any significant damage without her.

    I ran MoC10 with HarmonyMC, Gallager, Asta, and Xueyi, all with 200-400% BE, and they still struggled to deal with the enemies in a reasonable amount of time. Ruan Mei casually buffing the Superbreak Damage by 50% on top of giving everyone some Break Effect, and keeping enemies broken for significantly longer is too influential IMO.

    • Think of it this way:
      Hypercarry needs two Damage Buffer Harmony.

      Hyperbreak needs two Break Buffer Harmony.

      Just as Preservation MC is very weak compared to Fu Xuan or Aventurine.
      I am sure we will get Super Break Harmony Characters that are as OP compared to Harmony MC, as Fu Xuan is compared to Preservation MC.

      • Another super break character. Would only mean, you can now use Harmony Mc and the new limited five star on the same team. Since they could buff the damage to insane degrees. Rather than acting as a replacement for them.

    • Nah, the HTB is a break enabler. Without a dedicated break DPS they are still playable but sucks, just like how Kafka performs when not teamed with any DoT. Xueyi is NOT dedicated enough for the break playstyle, just like how Serval performs in Kafka’s team.

      Break is a new playstyle that we don’t have many choices, but everything will be fine when more and more break units come.

      Ruan Mei is currently the only unit who increases break efficiency and extends the duration of broken status. There might be more break supports in the future and you may wait for them instead if you don’t like Ruan Mei for some reason.

      • I love Ruan mei but i don’t think there will be another unity like her for a looooong time

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