ホタル

ホタル
ホタル名詞ホタル
レア度RaritystrRaritystrRaritystrRaritystrRaritystr
運命Class {RUBY_B#かいめつ}壊滅{RUBY_E#}
戦闘属性Class 
専用素材
信用ポイント308K
思考の粉末15
印象の残晶15
憤怒の心65
砕けた欲望の鏡15
軌跡素材
信用ポイント3M
歩離の犬牙18
思考の粉末41
狼毒の牙69
印象の残晶56
月狂いの凶牙139
砕けた欲望の鏡58
同願の遺音12
運命の足跡8
メインストーリー星核ハンターの一員、装甲「サム」を身に纏って戦う。任務に忠実で、粘り強い性格。
スウォームに打ち勝つための兵器として生まれた彼女は、成長速度が一般人とは異なり、寿命が非常に短い。
「生」を求めて星核ハンターに加わり、運命に抗う方法を探している。

目次
ステータス
戦闘スキル
軌跡
星魂
光円錐
バッグ
Gallery
ボイス
メインストーリー

ステータス

レベル攻撃力防御力HP速度会心率会心ダメージ挑発EP専用素材
171.28105.61111045%50%125240
20139205.922161045%50%125240
信用ポイント4000
思考の粉末5
20+167.51248.162611045%50%125240
30203.15300.963161045%50%125240
信用ポイント8000
思考の粉末10
30+231.66343.23601045%50%125240
40267.33964161045%50%125240
信用ポイント16000
印象の残晶6
憤怒の心3
40+295.81438.244601045%50%125240
50331.45491.045161045%50%125240
信用ポイント40000
印象の残晶9
憤怒の心7
50+359.96533.285601045%50%125240
60395.6586.086151045%50%125240
信用ポイント80000
砕けた欲望の鏡6
憤怒の心20
60+424.12628.326601045%50%125240
70459.76681.127151045%50%125240
信用ポイント160K
砕けた欲望の鏡9
憤怒の心35
70+488.27723.367601045%50%125240
80523.91776.168151045%50%125240
レベル専用素材
1
20
信用ポイント4000
思考の粉末5
20+
40
信用ポイント16000
印象の残晶6
憤怒の心3
40+
50
信用ポイント40000
印象の残晶9
憤怒の心7
50+
60
信用ポイント80000
砕けた欲望の鏡6
憤怒の心20
60+
70
信用ポイント160K
砕けた欲望の鏡9
憤怒の心35
70+
80

戦闘スキル

コマンド-フラッシュオーバー{RUBY_B#すいしん}推進{RUBY_E#}コマンド-フラッシュオーバー{RUBY_B#すいしん}推進{RUBY_E#} - 通常攻撃 | 単体攻撃
EP回復 : 20
弱点撃破 : 単体攻撃 : 30
指定した敵単体に装甲「サム」の攻撃力分の炎属性ダメージを与える。

敵単体に少量の炎属性ダメージを与える。
レベル 10
コマンド-{RUBY_B#てんかごうげき}天火轟撃{RUBY_E#}コマンド-{RUBY_B#てんかごうげき}天火轟撃{RUBY_E#} - 戦闘スキル | 単体攻撃
EP回復 : 0
弱点撃破 : 単体攻撃 : 60
自身の最大HP分のHPを消費し、自身の最大EP分のEPを固定で回復する。指定した敵単体に装甲「サム」の攻撃力分の炎属性ダメージを与える。残りHPが足りない場合、戦闘スキルを発動する時、装甲「サム」の残りHPが1になる。自身の次の行動順早める

自身のHPを一部消費してEPを回復し、指定した敵単体に炎属性ダメージを与える。自身の次の行動順を早める
レベル 15
ファイアフライ-IV-{RUBY_B#かんぜんねんしょう}完全燃焼{RUBY_E#}ファイアフライ-IV-{RUBY_B#かんぜんねんしょう}完全燃焼{RUBY_E#} - 必殺技 | 強化
EP回復 : 5
弱点撃破 : 0
「完全燃焼」状態に入り、自身の行動順を100%早める。また、通常攻撃が「ファイアフライ-IV-底火斬撃」に、戦闘スキルが「ファイアフライ-IV-死星オーバーロード」に強化される。「完全燃焼」状態の時、速度+。さらに、強化通常攻撃または強化戦闘スキルを発動する時、自身の弱点撃破効率+、敵が装甲「サム」から受ける弱点撃破ダメージ+、その回の攻撃が終了するまで継続。
アクションバーに「完全燃焼」のカウントダウンが出現する。カウントダウンのターンが回ってきた時、装甲「サム」は「完全燃焼」状態を解除する。カウントダウンの速度はに固定される。
「完全燃焼」状態の装甲「サム」は必殺技を発動できない。

「完全燃焼」状態に入り、自身の行動順を100%早める強化通常攻撃強化戦闘スキルを獲得し、カウントダウンが終了するまで自身の速度、弱点撃破効率、敵の受ける弱点撃破ダメージをアップする。
レベル 15
ホタル{RUBY_B#しき}式{RUBY_E#}{RUBY_B#げんかちゅうすう}源火中枢{RUBY_E#}ホタル{RUBY_B#しき}式{RUBY_E#}{RUBY_B#げんかちゅうすう}源火中枢{RUBY_E#} - 天賦 | 防御
EP回復 : 0
弱点撃破 : 0
残りHPが少ないほど受けるダメージがダウンする。残りHPが以下の時、ダメージ軽減効果が最大値に達する、最大で受けるダメージ-。「完全燃焼」状態の時、ダメージ軽減効果は最大値を維持し、効果抵抗+
戦闘開始時、EPが未満の場合、EPをまで回復する。EPが満タンになる時、自身にあるデバフをすべて解除する。

残りHPが少ないほど受けるダメージがダウンする。「完全燃焼」状態の時、ダメージ軽減効果は最大値を維持し、効果抵抗がアップする。戦闘開始時、EPが#2[i]%未満の場合、EPを#2[i]%まで回復する。EPが満タンになる時、自身にあるデバフをすべて解除する。
レベル 15
攻撃攻撃
EP回復 : 0
弱点撃破 : 単体攻撃 : 30
敵を攻撃。戦闘に入った後、敵の対応する属性の靭性を削る。

レベル 1
Δコマンド-{RUBY_B#しょうどいんげき}焦土隕撃{RUBY_E#}Δコマンド-{RUBY_B#しょうどいんげき}焦土隕撃{RUBY_E#} - 秘技
EP回復 : 0
弱点撃破 : 単体攻撃 : 60
空中に跳び上がり、自由に移動する、秒間継続。継続時間終了後、落下攻撃を行い、一定範囲内のすべての敵を攻撃する。継続時間中に攻撃を行うと、直ちに落下攻撃を行うことができる。各ウェーブ開始時、敵全体に炎属性弱点を付与する、ターン継続。その後、敵全体に装甲「サム」の攻撃力分の炎属性ダメージを与える。

空中に跳び上がって自由に移動する。数秒移動した後、着地して範囲内のすべての敵を攻撃する。各ウェーブ開始時、敵全体に炎属性弱点を付与し、敵全体に炎属性ダメージを与える。
レベル 1
ファイアフライ-IV-{RUBY_B#ていかざんげき}底火斬撃{RUBY_E#}ファイアフライ-IV-{RUBY_B#ていかざんげき}底火斬撃{RUBY_E#} - 通常攻撃 | 単体攻撃
EP回復 : 0
弱点撃破 : 単体攻撃 : 45
自身の最大HP分のHPを回復する。指定した敵単体に装甲「サム」の攻撃力分の炎属性ダメージを与える。

自身のHPを回復し、敵単体に炎属性ダメージを与える。
レベル 10
ファイアフライ-IV-{RUBY_B#しせい}死星{RUBY_E#}オーバーロードファイアフライ-IV-{RUBY_B#しせい}死星{RUBY_E#}オーバーロード - 戦闘スキル | 拡散攻撃
EP回復 : 0
弱点撃破 : 単体攻撃 : 90 / 拡散攻撃 : 45
自身の最大HP分のHPを回復する。指定した敵単体に炎属性弱点を付与する、ターン継続。その敵に装甲「サム」の攻撃力(×撃破特効+)分の炎属性ダメージを与え、隣接する敵に装甲「サム」の攻撃力(×撃破特効+)分の炎属性ダメージを与える。撃破特効は最大でまでカウントされる。

自身のHPを回復する。敵単体に炎属性弱点を付与し、大量の炎属性ダメージを与え、隣接する敵に炎属性ダメージを与える。
レベル 15

軌跡

αモジュール-アンチラグバーストαモジュール-アンチラグバースト
キャラクター昇格が必要 2
「完全燃焼」状態の時、炎属性弱点を持たない敵に攻撃を行う場合、本来の削靭値55%分の靭性を削る。
信用ポイント5000
歩離の犬牙3
同願の遺音1
効果抵抗強化効果抵抗強化 (効果抵抗)
キャラクター昇格が必要 2
効果抵抗+4%
信用ポイント5000
歩離の犬牙3
思考の粉末6
撃破強化撃破強化 (撃破特効)
キャラクター昇格が必要 3
撃破特効+5.3%
信用ポイント10000
狼毒の牙3
印象の残晶3
速度強化速度強化 (速度)
キャラクター昇格が必要 3
速度+2
信用ポイント10000
狼毒の牙3
印象の残晶3
βモジュール-{RUBY_B#じこせいげんそうこう}自己制限装甲{RUBY_E#}βモジュール-{RUBY_B#じこせいげんそうこう}自己制限装甲{RUBY_E#}
キャラクター昇格が必要 4
「完全燃焼」状態の時、装甲「サム」の撃破特効が200%/360%以上の場合、弱点撃破状態の敵に攻撃を行った後、その回の攻撃の削靭値を35%/50%分の超撃破ダメージに転換する。
信用ポイント20000
狼毒の牙5
運命の足跡1
同願の遺音1
撃破強化撃破強化 (撃破特効)
キャラクター昇格が必要 4
撃破特効+8%
信用ポイント20000
狼毒の牙5
印象の残晶4
効果抵抗強化効果抵抗強化 (効果抵抗)
キャラクター昇格が必要 5
効果抵抗+6%
信用ポイント45000
月狂いの凶牙3
砕けた欲望の鏡3
撃破強化撃破強化 (撃破特効)
キャラクター昇格が必要 5
撃破特効+8%
信用ポイント45000
月狂いの凶牙3
砕けた欲望の鏡3
γモジュール-{RUBY_B#かふか}過負荷{RUBY_E#}コアγモジュール-{RUBY_B#かふか}過負荷{RUBY_E#}コア
キャラクター昇格が必要 6
装甲「サム」の攻撃力が1800を超えた場合、超過した攻撃力10につき、自身の撃破特効+0.8%
信用ポイント160K
月狂いの凶牙8
運命の足跡1
同願の遺音1
速度強化速度強化 (速度)
キャラクター昇格が必要 6
速度+3
信用ポイント160K
月狂いの凶牙8
砕けた欲望の鏡8
効果抵抗強化効果抵抗強化 (効果抵抗)
キャラクターがLv.に達する必要があります 75
効果抵抗+8%
信用ポイント160K
月狂いの凶牙8
砕けた欲望の鏡8
撃破強化撃破強化 (撃破特効)
キャラクターがLv.に達する必要があります 80
撃破特効+10.7%
信用ポイント160K
月狂いの凶牙8
砕けた欲望の鏡8

星魂

かつて{RUBY_B#あんみん}安眠{RUBY_E#}せし<br/>{RUBY_B#あかぞめ}赤染{RUBY_E#}の{RUBY_B#まゆ}繭{RUBY_E#}かつて{RUBY_B#あんみん}安眠{RUBY_E#}せし
{RUBY_B#あかぞめ}赤染{RUBY_E#}の{RUBY_B#まゆ}繭{RUBY_E#}
かつて{RUBY_B#あんみん}安眠{RUBY_E#}せし<br/>{RUBY_B#あかぞめ}赤染{RUBY_E#}の{RUBY_B#まゆ}繭{RUBY_E#}
強化戦闘スキル「ファイアフライ-IV-死星オーバーロード」を発動する時、ターゲットの防御力を15%無視し、SPを消費しない。
{RUBY_B#くだ}砕{RUBY_E#}かれし{RUBY_B#そら}空{RUBY_E#}からの{RUBY_B#ついらく}墜落{RUBY_E#}{RUBY_B#くだ}砕{RUBY_E#}かれし{RUBY_B#そら}空{RUBY_E#}からの{RUBY_B#ついらく}墜落{RUBY_E#}{RUBY_B#くだ}砕{RUBY_E#}かれし{RUBY_B#そら}空{RUBY_E#}からの{RUBY_B#ついらく}墜落{RUBY_E#}
「完全燃焼」状態で強化通常攻撃「ファイアフライ-IV-底火斬撃」か強化戦闘スキル「ファイアフライ-IV-死星オーバーロード」を発動して敵を倒す、または敵を弱点撃破状態にする時、装甲「サム」が追加ターンを1獲得する。この効果は1ターン後に再度発動できる。
{RUBY_B#しず}静{RUBY_E#}かな{RUBY_B#ほし}星{RUBY_E#}の{RUBY_B#かわ}川{RUBY_E#}で{RUBY_B#ねむ}眠{RUBY_E#}る{RUBY_B#しず}静{RUBY_E#}かな{RUBY_B#ほし}星{RUBY_E#}の{RUBY_B#かわ}川{RUBY_E#}で{RUBY_B#ねむ}眠{RUBY_E#}る{RUBY_B#しず}静{RUBY_E#}かな{RUBY_B#ほし}星{RUBY_E#}の{RUBY_B#かわ}川{RUBY_E#}で{RUBY_B#ねむ}眠{RUBY_E#}る
戦闘スキルのLv.+2、最大Lv.15まで。通常攻撃のLv.+1、最大Lv.10まで。
いつか{RUBY_B#ほたるび}蛍火{RUBY_E#}を<br/>この{RUBY_B#め}目{RUBY_E#}にいつか{RUBY_B#ほたるび}蛍火{RUBY_E#}を
この{RUBY_B#め}目{RUBY_E#}に
いつか{RUBY_B#ほたるび}蛍火{RUBY_E#}を<br/>この{RUBY_B#め}目{RUBY_E#}に
「完全燃焼」状態の時、装甲「サム」の効果抵抗+50%
{RUBY_B#ゆめ}夢{RUBY_E#}なき{RUBY_B#なが}長{RUBY_E#}い{RUBY_B#よる}夜{RUBY_E#}が<br/>{RUBY_B#あ}明{RUBY_E#}ける{RUBY_B#ゆめ}夢{RUBY_E#}なき{RUBY_B#なが}長{RUBY_E#}い{RUBY_B#よる}夜{RUBY_E#}が
{RUBY_B#あ}明{RUBY_E#}ける
{RUBY_B#ゆめ}夢{RUBY_E#}なき{RUBY_B#なが}長{RUBY_E#}い{RUBY_B#よる}夜{RUBY_E#}が<br/>{RUBY_B#あ}明{RUBY_E#}ける
必殺技のLv.+2、最大Lv.15まで。天賦のLv.+2、最大Lv.15まで。
{RUBY_B#お}終{RUBY_E#}わりの{RUBY_B#あす}明日{RUBY_E#}に<br/>{RUBY_B#さ}咲{RUBY_E#}き{RUBY_B#ほこ}誇{RUBY_E#}る{RUBY_B#お}終{RUBY_E#}わりの{RUBY_B#あす}明日{RUBY_E#}に
{RUBY_B#さ}咲{RUBY_E#}き{RUBY_B#ほこ}誇{RUBY_E#}る
{RUBY_B#お}終{RUBY_E#}わりの{RUBY_B#あす}明日{RUBY_E#}に<br/>{RUBY_B#さ}咲{RUBY_E#}き{RUBY_B#ほこ}誇{RUBY_E#}る
「完全燃焼」状態の時、装甲「サム」の炎属性耐性貫通+20%。強化通常攻撃「ファイアフライ-IV-底火斬撃」または強化戦闘スキル「ファイアフライ-IV-死星オーバーロード」を発動する時、弱点撃破効率+50%

光円錐

名詞レア度運命攻撃力防御力HP戦闘スキル専用素材
{RUBY_B#てんけい}天傾{RUBY_E#}
{RUBY_B#てんけい}天傾{RUBY_E#}3
RarstrRarstrRarstr
destruction-class370.44198.45846.72装備キャラの通常攻撃と戦闘スキルによるダメージ+20%
浄世の刃切
踏みにじる意志
{RUBY_B#らくかい}楽壊{RUBY_E#}
{RUBY_B#らくかい}楽壊{RUBY_E#}3
RarstrRarstrRarstr
destruction-class370.44198.45846.72残りHPが50%を超える敵に対する、装備キャラの与ダメージ+20%
浄世の刃切
脈動する原核
{RUBY_B#くぼつ}倶歿{RUBY_E#}
{RUBY_B#くぼつ}倶歿{RUBY_E#}3
RarstrRarstrRarstr
destruction-class370.44198.45846.72装備キャラの残りHPが80%未満の場合、会心率+12%
浄世の刃切
シルバーメインの勲章
モグラ{RUBY_B#とう}党{RUBY_E#}へようこそ
モグラ{RUBY_B#とう}党{RUBY_E#}へようこそ4
RarstrRarstrRarstrRarstr
destruction-class476.28264.61058.4装備キャラが通常攻撃、戦闘スキルまたは必殺技で敵に攻撃を行った後、それぞれ「わんぱく値」を1層まで獲得できる。1層につき、装備キャラの攻撃力+12%
浄世の刃切
踏みにじる意志
{RUBY_B#ひみつ}秘密{RUBY_E#}の{RUBY_B#ちか}誓{RUBY_E#}い
{RUBY_B#ひみつ}秘密{RUBY_E#}の{RUBY_B#ちか}誓{RUBY_E#}い4
RarstrRarstrRarstrRarstr
destruction-class476.28264.61058.4装備キャラの与ダメージ+20%、残りHP割合が装備キャラ以上の敵に対して、さらに与ダメージ+20%
浄世の刃切
シルバーメインの勲章
{RUBY_B#あおぞら}青空{RUBY_E#}の{RUBY_B#した}下{RUBY_E#}で
{RUBY_B#あおぞら}青空{RUBY_E#}の{RUBY_B#した}下{RUBY_E#}で4
RarstrRarstrRarstrRarstr
destruction-class476.28330.75952.56装備キャラの攻撃力+16%。装備キャラが敵を倒した後、会心率+12%3ターン継続。
浄世の刃切
永寿の栄枝
ワン!{RUBY_B#さんぽ}散歩{RUBY_E#}の{RUBY_B#じかん}時間{RUBY_E#}!
ワン!{RUBY_B#さんぽ}散歩{RUBY_E#}の{RUBY_B#じかん}時間{RUBY_E#}!4
RarstrRarstrRarstrRarstr
destruction-class476.28330.75952.56装備キャラの攻撃力+10%、燃焼状態または裂創状態の敵に対する与ダメージ+16%、この効果は持続ダメージにも有効。
浄世の刃切
脈動する原核
{RUBY_B#に}逃{RUBY_E#}げ{RUBY_B#ば}場{RUBY_E#}なし
{RUBY_B#に}逃{RUBY_E#}げ{RUBY_B#ば}場{RUBY_E#}なし4
RarstrRarstrRarstrRarstr
destruction-class529.2264.6952.56装備キャラの攻撃力+24%。装備キャラが敵を倒した時、自身の攻撃力12%分のHPを回復する。
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かけがえのないもの
かけがえのないもの5
RarstrRarstrRarstrRarstrRarstr
destruction-class582.12396.91164.24装備キャラの攻撃力+24%。装備キャラが敵を倒す、または攻撃を受けた後、装備キャラの攻撃力8%分のHPを回復し、与ダメージ+24%、効果は自身の次のターンが終了するまで継続。この効果は累積できず、ターンが回ってくるたびに1回まで発動できる。
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{RUBY_B#つ}着{RUBY_E#}かない{RUBY_B#ひがん}彼岸{RUBY_E#}
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destruction-class582.12330.751270.08装備キャラの会心率+18%、最大HP+18%。装備キャラが攻撃を受ける、または自身のHPを消費すると、与ダメージ+24%、この効果は装備キャラが攻撃を行った後に解除される。
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1,631 responses to “ホタル”

  1. So like what kind of build will be ideal for her? A full break effect build with some attack, a hybrid with break effect, crit and attack? I’d assume BE since she has no crit traces, but I’d like to get an idea so I can set apart some artifacts for either her or Xuyei.

      
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    • Just go BE. It will be a nightmare to even give her a good crit stats. It will just hinder her potential, making her mediocre on both aspects.

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      • getting the relics for crit rate crit damage. Is most likely going to be far more painful, than break effect. Making me think the people who insist on standard crit rate cirt damage. Just like pain.

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  2. Wow, at this point, Boothill, a random shoe in of a character, would be a much stronger character than this, seemingly important and popular character.

      
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    • Boothill is very strong, he’ll be like, the third strongest DPS in the game. His teammate flexbility, ability to Bruteforce as well as Stagnant Shadow being tailor made for him are huge upsides

      Hoyo is likely scared of making Firefly, the character exactly AFTER Boothill a direct powercreep

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      • A stereotype of doomposting, dude.

        “I solumnly declare, if Hoyo does not fullfill my demand to change something about a character’s kit, I mercilessly cease any microtransaction for the game!”

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          • Yeah for if a company doesn’t do what you want. Denying them money tends to be a good way of going about it.
            Which after all, at the end of the day. It their money to do with as they please.

            Which a smart business would be willing to listen to their fan/player base. Doesn’t mean doing every little thing they say. For sometimes a demand is simply unreasonable. Rather just listening, to see what they have to say. While also not acting like modern disney. Which will buy up a ip, have no idea what to do with it. Actively try and drive the core fanbase that made the ip successful in the first place away. Make random changes to a ip without going wait a minute, is that a good? Then end up killing their own golden goose. Then go on and keep acting like they know better than everyone else, even while their ips are slowly dying.

            TlDR: If your a business. Don’t be an asshole to the people you want to spend money on your products.

  3. How much worse is Firefly/Boothill without Ruan Mei? I don’t have her but am planning on pulling all 3 eventually. I want to know who to prioritize if they run together. Is she really necessary to make Boothill or Firefly decent or can they function with just HTB and/or another harmony?

      
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    • Not sure about Boothill, but Ruan Mei buffs Firefly overall damage by roughly 75%. Currently, you can replace the damage buff from her by using a debuffer like SW/Pela to reach 100% DEF ignore, which will result in similar 70% damage gain.

      However, Ruan Mei also gives prolonged break state and permanent team-wide SPD buff which are valuable.

      By priority, I’d say Ruan Mei -> Firefly -> Boothill. DPS are usually more replacable than buffers, especially compared to someone like Ruan Mei who can benefit many teams. Among the DPS, blast/AoE tends to find more use than single target.

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    • You can (and honestly should) use Harmony trailblazer. and honestly if you can you want to run HMC and RM together.
      Boothill and Firefly have 2 different use:
      BH have to focus on one single enemy (requiring setup to deal with it) and shine against a single boss. most likely deleting the toughness
      Firefly on the other hand is faster and can break more enemies together and launch more attacks, which, as expected of Trailbalzer’s wife, make her a perfect pair with HMC
      In all honesty tho, i suggest RM as priority, but her rerun banner date is unknown

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    • Ruan’s rebloom is really important for both, especially if you plan to use HTB. You need the enemies to stay down.
      Firefly seems to need Ruan’s 50% weakness efficiency more than Boothill, but it benefits them both. And of course, the damage buffs work for everyone.
      Overall, pretty important, but a must? kind of.

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  4. People out here unhappy that Firefly is dependent on Trailblazer being on the team, meanwhile my sapphic ass is over here viewing that as a feature.

      
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    • The bad thing is that, it’s not as if both of them will be enough. You also need Ruan Mei just to make Trailblazer good for what he/she does.

      That is now 2 slots used. And you can’t take those two away from each other, otherwise, you ended up being mid.

      The sadder part is that, any other alternatives are mid as well.

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  5. People are complaining about how much it takes to min max firefly, but she can completely power creep Jingliu on her own. She has higher base attack, and strictly higher scalars without break consideration (JL enhanced skill is 250% ATK, FF base skill is 250%, and enhanced is 450% + Break scaling), I’m addition to higher enhances state uptime than Jingliu. In addition, her first two eidolons are far more effective, and she has a consistent two turn ult compared to the 3-4 JL needs. Complaints about optimum building are valid due to dependence on HTB/RM to hit her thresholds, but on her own she is completely fine and still better than JL building a traditional crit build.

      
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      • Yeah beside all the bonuses Jingliu offers they forgot to take into account. That make it easier to build her for crit rate/crit damage. Like only needing 50% crit rate and no more than that. The rest can go into crit damage.

        It commenters like the op, that always seem to go oh my god power creep power creepppp. Never oh she will be just as good as this other character. Nope it they have to power creep a existing character otherwise they are trash. Which just cause one character is better than the other. Doesn’t mean power creep, unless the whole game demands that level of power to clear the content. Many like to scream power creep while having no idea what it really is.

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      • yeah that addition crit rate is important. for Jingliu. Given it lets her only need 50% crit rate. To get 100% crit rate. Which can let her focus on more crit damage.

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        • She’s very newbie friendly. Very easy to build, not attached to a particular support character or a particular weapon, has plenty of viable relic and planar sets, etc. So thankful she got dropped on the PS5 HSR launch day. 🙂

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          • Yeah given she is easy to build. She will remain very desirable. For a long time. More so given the wide verity of teams and relics as you say she can make use of. For given how rng the relics in this game are. Well something easier to build, can help to ease the pain.

    • i feel like comparing firefly to jingliu or DHIL is redundant. Both of them are more generalist, hypercarry DPS while firefly is clearly supposed to be in the break archetype. firefly’s kit is subject to extreme change cause its only the first version of the beta, and we don’t know how strong boothill is gonna be yet.

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  6. Probably will take me quite sometimes to farm good stats for her sets, but currently I put up 2 mix set of BE for temporary use on day one ( I will be leveling her first anyway ), ATK – SPD – ATK – BE main stats and assume I use Fall of Aeon ( I don’t have Misha LC 🙁 ) for ATK% to get 3400 ATK for 60% BE. Idk how much stats in total for other stats, but I count the BE + SPD and I would be having 334.5% BE + 142 SPD ( 192 in Ult form ), should this be good enough to use for awhile ?

      
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  7. manifesting her changes to be making her unable to crit in exchange for more BE so break meta and lily aquina can take over the world and crit shall perish (this is sarcasm but i genuinely feel like most ppl who complain about breakfly in favor of critfly are just ppl who pulled for sparkle’s lc because it had her feet in and theyre upset it cant be used with their parasocial fictional girlfriend because her break playstyle is better than crit)

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  8. Boothill vs. Firefly comparason.

    Damage output:
    – Boothill is the top class single target damage source in the game, he almost one-shots the 1,000k Aventurine boss when properly built and played.
    – Firefly, on the other hand, has lower single target damage in comparason, but she does blast attack and melts duo elite enemies swifter than Boothill.

    Convience to use:
    – Boothill relies on his single-use techniqhe and his ultimate to implant the physical weakness on the enemy, he still wants some innate physical weakness ideally. He is also asking for mobs, especially physical-weak ones, to serve as stepping stones for him to kickstart his kit. When any of the conditions are unmet, he might not be so convenient to use.
    – Firefly guarantees fire weakness on the enemy, and even when in some edge cases where it is not feasible, she can still substract the toughness at a lower efficiency. Her kit does not require mobs to kickstart. Firefly is always convenient to use.

    Dependancy to the HTB:
    – Boothill does not rely on the HTB because he may force proc some break damage on his own. However he still does better damage when paired with the HTB.
    – The HTB is mandatory for Firefly’s team because they are the only one who allows Firefly to convert her top class toughness substraction into delicious damage. Otherwise that’s simply a wasted potential.

    Alternative playstyle:
    – Boothill has high crit values on his own but his attack multiplier on his attacks are too low. It is simply not worth it to give him any additional crit values. Even an HP% body is better on him than the crit rate body because it makes Boothill die less often. That’s said, he has neglectible potential as a crit DPS.
    – Firefly has top class attack multiplier in the game but the devs are so determined to make her a dedicated break DPS, they don’t even bother to give her any modifier that benefits the crit-able damage only, such as damage amp, crit rate, and crit damage, meaning she is way less potent as a crit DPS than the dedicated ones. However, it is still feasible if you acknowledge the fact that you must compensate with multiple strong limited Harmony units and possibly more eidolons in the team and the resulting team is overall weaker than the pure break team.

      
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    • When people cry about how Firefly is impotent for a crit DPS, they are blind about that Boothill is even more impotent for the purpose. The only thing the insatiable doomposters know is to ask for more.

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    • 220% atk scaling on boothill’s enhance attacks are too low? 220% is pretty good wdym, seele E : 220,% ratio E 150%, talent 270%

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      • ur only making the point clearer

        seele 220% if she kills an enemy (which is her role so dont play her if you cant kill an enemy) is 440% per turn

        ratio is 150% + 270% = 420% per turn

        boothill is doing half of that per turn

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    • Another thing I forgot to mention.

      Relic investments:
      – Boothill requires somewhat heavy investments on relics for high speed and high break effect, albeit still far less than a traditional crit DPS. The faster the Boothill, the stronger he is, being able to surpass the enemy’s speed and do just one more additional enhanced basic attack on it before its toughness bar recovers, is a huge damage boost to his performance, and this is the secret why he is so powerful he wrecks MoC level 12 at such a low investment. There are several options to reach that goal, Bronya is an option, too, although her damage amp are completely wasted.
      – Firefly literally needs no substats. While she requires 360 break effect to fully activate her kit it is obtainable without intensive substats rolls on break effect. While she requires 180 speed, a pair of speed boots and Ruan Mei’s static speed increment is all she needs to reach that point and she needs no substats rolls on speed either. Despite her optimal relic sets are all new ones only available after the 2.3 patch, given such a low substats requirement, she will be ready to fight after just a few days of farming, not counting the trace materials that can be prefarmed now.

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      • you forgot to mention firefly only apply fire weakness on her tech alone. her ult and skill or talent doesnt make her apply fire weakness and also it is only for several turn while boothil apply weakness everytime he ult. you lack of reading dude

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  9. FF will not be run as a hybrid ideally, that’s the whole point. Notice how FF has built in defense ignore as well as a massive BE% ceiling. She is built completely for maximizing break damage and ignoring crit, unlike Xueyi. Xueyi’s damage will be no where near FF’s in their ideal teams. The reason you run Xueyi hybrid is because she has DMG% conversion and DMG% is a crit build stat. FF doesn’t have that, she has defense ignore + BE + more speed/actions + very high toughness reduction.

      
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    • but she has no break damage in her kit. her only options of break dmg are: 1) from weakness break which, for bosses, takes a few turns to break and a few more to recover, specially with Ruan Mei; and 2) Super Break, which comes from HTB not her kit.
      Not only that, but her skill damage is not based on Break Effect but on ATK, so all that Break Effect from her relics, traces, HTB, RM and Watchmaker won’t affect her damage until she breaks the enemy.

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  10. For those crying for Firefly, let’s see how breakfly DESTROY the Relics while using the 2 new break-themed Relic Set.

    For breakfly’s damage output, see other comment like Dazz’s (https://starrail.honeyhunterworld.com/firefly-character/comment-page-6/#comment-46503).

    You only needs ATK% body, SPD feet, ATK% sphere and BE rope, without any sub stats requirements.

    Break Effect (At team DPS phase (All ultimate is activated)):
    – Minion Traces: 37.3%
    – Sig LC (s1): 60%
    – Major Trace (Module Beta): Assuming 3200 ATK (needs ~108% ATK, should be quite easy by using 2 ATK% relic) -> 48%
    – New Relic set (Iron Cavalry Against the Scourge): 16%
    – New Relic set (Forge of the Kalpagni Lantern): 40%
    – BE rope: 64.8%
    – Teammates:
    – – Ruan Mei: 20%
    – – HTB: Assuming out-of-battle 200% Break Effect (4 Watchmaker + 2 Talia), with ultimate in-battle should be 200 + 30(Watchmaker) + 20(Talia) + 20(Ruan Mei) + 30(Ult) = 300% -> 300*0.15(HTB E4) + 30(Watchmaker) + 30(Ult) = 105%

    Now we get a total of 37.3 + 60 + 48 + 16 + 40 + 64.8 + 20 + 105 = 391.1% Break Effect. It’s already exceed her Trace (Module Gamma) requirements which is 360%, so do other BE requirements like “Iron Cavalry Against the Scourge” needs a 100%/250% BE.

    Speed (At team DPS phase (All ultimate is activated)):
    – Minion Traces: 5
    – SPD feet: 25
    – Ultimate: 50
    – New Relic set (Forge of the Kalpagni Lantern): 6% -> 92*6% = 5.52
    – Teammate – Ruan Mei: 10% -> 92*10% = 9.2

    Now we get a total of 92 + 5 + 25 + 50 + 5.52 + 9.2 = 186.72 SPD. Since her ultimate runs statically at 90 SPD and 90*3 > 186.72 > 90*2, we can do 3 action during the Ultimate. Any additional SPD or action advanced that can not let her do the 4th action is possibly meaningless.

    That’s it, breakfly is absolutely the Pathstrider of Destruction. She destroy the relics’s sub stat.
    The only weakness is that she may be bound with HTB and Ruan Mei at this time. But you may also found that even without the 2 key teammates, she can still get a good enough stat:

    BE: 391.1 – teammate = 266.1%, still above the 250% BE requirements.
    SPD: 186.72 – teammate = 177.51, a bit lower than the target 90*2, but you know there is sub stat on relic and you only need 3 SPD .

    For those who fall in love with Crit. The situation is just the heaven. You can still playing with your favorite relic sub stat and Crit teammate like Sparkle, Bronya, and Fu Xuan.
    For those who want to deal more Direct Damage instead of the Super 🍞(Break) Damage. Well, at least you don’t need to change or add SPD/BE to you target sub stat ¯\_(ツ)_/¯. And traditional Harmony can work as expected.

    I won’t discuss about what if using traditional DPS relic set because it’s beyond my purpose. You can do your own calculation to persuade me.

    I won’t say it is a bad idea to build critfly in Break Relic Set. As my calculation shows that even not in 🍞 team, firefly can still get enough stats to trigger the buffs.

    Conclusion:
    In Break Relic Set,
    Breakfly has an amazing lower limit, at least seems much better than other build, but the upper limit is capped by teammates (Ruan Mei and HTB).
    Critfly has an much lower limit, at least seems much worse than ther build, but upper limit should be better than Breakfly since that deals much less damage while enemy get toughness locked.

      
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    • Nah, there is next to zero chance for the Critfly to evolve to the point to even reach the lower limit of the Breakfly unless you pull for many eidolons on many powerful limited Harmony units, but in this case Critfly is overall weaker than a dedicated crit DPS. That’s not what she’s made for.

      Also, the Breakfly can be upgraded by eidolons, too. Ruan Mei’s eidolon 1 gives 20% def pen and that’s a huge boost to the 58% def pen she already has. Firefly’s eidolon 1 gives an additional 15% def pen on top of that and allows the HTB to cast his skill more often, leading to more toughness damage vs. Imaginary weak enemies, more super break damage, and way faster energy regen, which is huge when the HTB wears the S5 DDD. Not to mention that Firefly’s eidolon 2 unlocks a pseudo-Seele-ness for her. Even in terms of upgrading by eidolons, Breakfly is still overall stronger than Critfly and is way lower investment.

      What if we pull for future characters as her new teammates? The new teammates who are dedicated break DPS supports are supposed to be way better than those who mainly serve the dedicated crit DPS in Firefly’s team, obviously.

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      • Not zero, but much harder than any other DPS build, since she really, really lacks of Crit rate. One of my friends did some calculations based on my given stat:

        Only check the damaged output part. Enemy damage taken part is removed here.

        Breakfly:
        HTB team deals about 140k (36k + 103k🍞) in a single Enhanced Skill. (No Crit or ATK on Relic sub stat.)

        Critfly:
        – Switch to ATK% body, Fire% Sphere
        – Sparkle E0S1 (well, additional cost), Ruan Mei E0S1 (same as HTB team)
        – Relics have 35 valid ATK%, Crit%, and Crit DMG sub stat.
        With these changes, Critfly has about 3400 ATK, 300% BE, 50% Crit%, and 100% Crit DMG when out of battle. (I’m not sure if it can be this high but looks ok)
        This team may deals about {146k, 213k} -> ({56k, 123k}+ 90k🍞) damage in a single Enhanced Skill.
        btw, if precisely controlled when the Ult activates, Sparkle can advance Critfly twice and let her use the 4th Enhanced Skill. That could make things different.

        I did not validate these numbers but the 35 relic sub stats are too hard for me. 🙁

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        • That needs Sparkle’s speed >= 180 and > Firefly’s speed and that’s crazy. The fastest support in my roster is Silver Wolf, who has 181 speed if I allocate all high-speed parts to her, or 177 under her current condition. Other supports in my roster have ~160 speed and that’s the best balancing I can do. Make someone faster than someone else is not fast enough. That’s not only a super high requirement on Firefly’s relics but also super high requirement on Sparkle’s relics and it’s half a year of forced labor at least. You could have spent the stamina on something better, such as to max trace your frequently used 4-star and standard 5-star units, to prefarm for upcoming characters you plan to pull for, to build some interesting units to expand your gameplay.

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          • Well, you don’t need sparkle at SPD >= 180, The trick is to place Sparkle at the almost top of the Ult, or specifically: “a bit later than Ult”.

            Let’s assume a 140 SPD sparkle, this should be easy enough, and the trick does work.
            And Firefly has a 187 SPD just as I wrote in the main post.

            Need not to be exactly the value, but you have to control it carefully. The trick is like walking on thin ice.
            Here I’ll explain his trick.
            Get the action value first: (use `Math.ceil(value)` for convenience)
            Sparkle: 10000/140=71.428571 => 72.
            Firefly: 10000/187=53.475936 => 54. Advanced 50% => 54*50% => 27.
            Count down: 10000/90=111.111111 => 112

            We will activate Ult at about 10 action values away from Sparkle’s next action. Now we are at Action Bar 0.
            0 => Firefly Ult activated, advanced 100%, then use 1st Enhanced Skill. Next action at 0+54 = 54.
            10 => Sparkle uses Skill advancing Firefly. Firefly advanced by 27, and Firefly’s next action at 54-27 = 27. Sparkle’s next action at 10+72=82.
            27 => Firefly uses 2nd Enhanced Skill. Next action at 27+54=81.
            81 => Firefly uses 3rd Enhanced Skill. Next action at 81+54=135. Since 135 > 112, we may missed the 4th action.
            82 => Sparkle uses Skill advancing Firefly. Firefly advanced by 27, and Firefly’s next action at 82+27=109. Sparkle’s next action at 82+72=154.
            109 => Firefly use 4th Enhanced Skill. Next action at 109+27=136.
            112 => Firefly exit Ult.

            It’s so crazy.

          • the 82 should be “Sparkle uses Skill advancing Firefly. Firefly advanced by 27, and Firefly’s next action at 135-27=108. Sparkle’s
            next action at 82+72=154.”

            The result isn’t affected by this.

        • Ehh, I found that he added HTB into the Critfly builds haha, That’s why there’s a 🍞 in the Critfly part. Removing that part would destroy Critfly immediately. lol

          So the Critfly may not even be close to Breakfly. And yes, pulling for future characters to replace teammates or build some new teams is much more worthy than pulling Firefly’s Eidolon.

          However, the full calculation does prove that Breakfly is worthy and cheap (for your time, yeah, I mean the relics).

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          • A Breakfly (360 break effect, 5 crit rate, 50 crit damage, and 66 damage amp from Ruan Mei) needs 3 crit rate body, 4 crit damage body, and 3 fire damage orb in order to have her critable damage to be around the same level of super break damage. Which Harmony unit do you expect to grant such a huge boost of +95% crit rate, +260% crit damage, and +116% damage amp to begin with? Two limited Harmony units at E6S5 might do the trick for you.

    • may i ask how you calculate attack in you calculation and come to the conclusion that we only need 108% attack in total?

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      • Firefly base ATK: 756.76
        Firefly sig LC ATK: 635.04
        Base ATK = Char base + LC = 1391.8

        Target ATK: 3200
        Relic Hands: 352
        Rest ATK: Target – Relic Hands – Base = 1456.2

        Rest ATK% = Rest / Base = 1.0467 ~= 104.7%

        Btw, 2 ATK% Relics would give you 43.2% * 2 = 86.4% ATK. Then you only need 104.7% – 86.4% = 18.3% ATK from sub-stats. Equals around 5 ATK% sub-stats.

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        • BTW, Firefly’s character ATK is the second highest value in the game, tied with Himeko and Loucha. It’s 20 points below Dr. Ratio.

          Unlike Erudition, Abundance and Hunt, the Destruction path has 2 lightcones with the highest ATK of all Lightcones in the game (IL Dan Heng’s, and now Firefly’s), which means Firefly has the highest atk Base ATK in the game (the one used for ATK% calculations).

          I think it’s interesting.

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