117,213 DPS
Calculé comme vos résultats, contre le même ennemi avec la rotation répétée, avec le build de la configuration gcsim de la communauté d'où vient la rotation. Votre propre build obtiendra un autre score.
La source indique 119,561 DPS pour une rotation dans ses propres conditions.
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Sources
Script de rotation (gcsim)
active yae;
fn doActionList() {
for let i=0; i<3; i=i+1 {
yae skill:3;
nahida skill[hold=12], burst;
fischl attack, skill;
alhaitham skill[hold=1]; alhaithamLowPlunge();
alhaitham attack:2, charge, dash,
attack:3, charge;
yae burst;
yae skill:3;
fischl attack:2, burst;
alhaitham burst,
attack:3, dash,
attack:4, charge, dash,
attack:3, charge, dash,
attack:3;
}
}
fn alhaithamLowPlunge() {
if rand() < 1/3 {
alhaitham low_plunge[short=1];
} else {
alhaitham low_plunge;
}
}
fn randy(mean, standardDeviation, min, max, display) {
let value = randnorm() * standardDeviation + mean;
if display {
print("initial roll: ", value);
}
if value > max {
value = max;
} else if value < min {
value = min;
}
if display {
print("final value: ", value);
}
return value;
}
let prev_char_id = -1;
switch {
case .alhaitham.onfield:
prev_char_id = .keys.char.alhaitham;
case .fischl.onfield:
prev_char_id = .keys.char.fischl;
case .yae.onfield:
prev_char_id = .keys.char.yae;
default:
prev_char_id = .keys.char.nahida;
}
let prev_action_id = -1;
let _execute_action = execute_action;
fn execute_action(char_id number, action_id number, p map) {
if prev_char_id != char_id && action_id != .action.swap {
execute_action(char_id, .action.swap, []);
}
if action_id == .action.burst {
while .alhaitham.onfield && !.alhaitham.burst.ready {
alhaitham attack;
}
while .fischl.onfield && !.fischl.burst.ready {
fischl attack;
}
while .yae.onfield && !.yae.burst.ready {
yae attack;
}
while .nahida.onfield && !.nahida.burst.ready {
nahida attack;
}
}
if action_id == .action.swap {
delay(randy(9.5, 1.5, 8, 17, 0));
} else if prev_action_id == .action.attack && action_id != .action.attack && action_id != .action.charge {
delay(randy(3, 1, 0, 6, 0));
} else if prev_action_id != .action.attack {
delay(randy(3, 1, 0, 6, 0));
}
prev_char_id = char_id;
prev_action_id = action_id;
return _execute_action(char_id, action_id, p);
}
doActionList();