| Eternal Calculus | 5 | erudition-class![](/img/class/erudition-class_icon_35.webp?x91856) | 529.2 | 396.9 | 1058.4 | Increases the wearer's ATK by 8%. After using an attack, for each enemy target hit, additionally increases ATK by 4%. This effect can stack 5 times and lasts until the next attack. If there are 3 or more enemy targets hit, this unit's SPD increases by 8%, lasting for 1 turn(s). | |
| Whereabouts Should Dreams Rest | 5 | destruction-class![](/img/class/destruction-class_icon_35.webp?x91856) | 635.04 | 529.2 | 846.72 | Increases the wearer's Break Effect by 60%. When the wearer deals Break DMG to an enemy target, inflicts Routed on the enemy, lasting for 2 turn(s). Targets afflicted with Routed receive 15% increased DMG, and their SPD reduces by 15%. Effects of the same type cannot stack. | |
| Yet Hope Is Priceless | 5 | erudition-class![](/img/class/erudition-class_icon_35.webp?x91856) | 582.12 | 529.2 | 952.56 | Increases the wearer's CRIT Rate by 16%. While the wearer is in battle, for every 20% CRIT DMG that exceeds 120%, the DMG of the wearer's follow-up attack is increased by 16%. This effect can stack up to 4 time(s). When the battle starts or after the wearer uses their Basic ATK, enables the Ultimate and the follow-up attack to ignore 16% of the target's DEF, lasting for 2 turn(s). | |
| After the Charmony Fall | 4 | erudition-class![](/img/class/erudition-class_icon_35.webp?x91856) | 476.28 | 396.9 | 846.72 | Increases the wearer's Break Effect by 28%. After the wearer uses their Ultimate, increases their SPD by 8%, lasting for 2 turn(s). | |
|
171 responses to “New in 2.3”
Is there a combat simulator for HSR, similar to “gcsim” for Genshin? If there’s not, I’ll probably just make one myself, I guess.
you can use honkai.asagi-game.com
Oh how I love the random mini game events where Hoyo adds a whole new game mode to Hi3 or HSR
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.
Manifesting Bounces. I’ll even take a bounce on her ult if that’s what we can get.
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!”.
Yeah. She gets 40% damage reduction, which also affects shields. And his shields basically never disappear so >:3
You don’t die of DoT, your ESkill puts you at 1hp, then your ult cleanses all debuffs so you don’t die.
Wait it cleanses ? During ult she has higher effect res but no cleanses, no ? It’s not written anywhere tho…
Kinda curious where you got that info –‘
Read the talent:
Once energy reaches its maximum, dispel all debuffs on SAM
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
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.
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.
I just want her attack animations to have more red flame color….
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.
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
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)
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