Fischl / Furina / Kirara / Bennett

54,879 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 59,376 DPS for one rotation under its own conditions.

Score your own build

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Sources

Rotation script (gcsim)
active kirara;
fn doActionList() {
  kirara skill;
  for let r=0; r<4; r=r+1 {
    furina skill, dash, burst;
    bennett burst, skill;
    fischl attack, skill;
    kirara skill, burst;
    fischl attack:2, dash, attack:2, dash, attack:2;
    bennett skill;
    fischl attack:2, dash, attack:2, burst;
    kirara skill[hold=180];
    bennett skill;
    fischl attack:2, dash, attack:2;
  }
}
fn printActiveHPRatio() {
  if .fischl.onfield {
    print("Fischl HP: ", .fischl.hpratio * 100, "%");
  } else if .furina.onfield {
    print("Furina HP: ", .furina.hpratio * 100, "%");
  } else if .kirara.onfield {
    print("Kirara HP: ", .kirara.hpratio * 100, "%");
  } else {
    print("Bennett HP: ", .bennett.hpratio * 100, "%");
  }
}
set_on_tick(printActiveHPRatio);
fn randy(mean, standardDeviation, min, max) {
  let value = randnorm() * standardDeviation + mean;
  if value < min {
    value = min;
  } else if value > max {
    value = max;
  }
  return value;
}
let prev_char_id = -1;
switch {
  case .fischl.onfield:
    prev_char_id = .keys.char.fischl;
  case .furina.onfield:
    prev_char_id = .keys.char.furina;
  case .kirara.onfield:
    prev_char_id = .keys.char.kirara;
  default:
    prev_char_id = .keys.char.bennett;
} 
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 .fischl.onfield && !.fischl.burst.ready {
      fischl attack;
    }
    while .furina.onfield && !.furina.burst.ready {
      furina attack;
    }
    while .kirara.onfield && !.kirara.burst.ready {
      kirara attack;
    }
    while .bennett.onfield && !.bennett.burst.ready {
      bennett attack;
    }
  }
  if action_id == .action.swap {
    delay(randy(9.5, 1.5, 8, 17)); 

  } else if prev_action_id == .action.attack && action_id != .action.attack && action_id != .action.charge {
    delay(randy(3, 1, 0, 6)); 
    
  } else if prev_action_id != .action.attack {
    delay(randy(3, 1, 0, 6)); 
  }
  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.