Alhaitham / Furina / Albedo / Kuki Shinobu

59,248 DPS

Calculated like your results, against the same enemy with the rotation looped, using the build from the community gcsim config the rotation comes from. Your own build will score differently.

The source reports 64,103 DPS for one rotation under its own conditions.

This team's rotation is not validated yet. The score may change.

Score your own build

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Sources

Rotation script (gcsim)
active kuki;
fn doActionList() {
  for let r=0; r<3; r=r+1 {
    kuki skill;
    furina skill, dash, burst;
    albedo skill, burst;
    kuki burst;
    alhaitham skill[hold=1]; alhaithamLowPlunge();
    alhaitham attack:5, dash, 
              attack:1, charge, dash,
              attack:3;
    kuki skill;
    alhaitham burst;
    albedo skill, attack;
    alhaitham attack:5, dash, 
              attack:3, charge, dash,
              attack:4, charge, dash,
              attack:3, charge;
  }
}
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 .furina.onfield:
    prev_char_id = .keys.char.furina;
  case .albedo.onfield:
    prev_char_id = .keys.char.albedo;
  default:
    prev_char_id = .keys.char.kuki;
} 
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.dash {
    pick_up_crystallize("any");
  } 
  if action_id == .action.burst {
    while .alhaitham.onfield && !.alhaitham.burst.ready {
      alhaitham attack;
    }
    while .furina.onfield && !.furina.burst.ready {
      furina attack;
    }
    while .albedo.onfield && !.albedo.burst.ready {
      albedo attack;
    }
    while .kuki.onfield && !.kuki.burst.ready {
      kuki 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();
Calculating… This can take up to a minute.