54,879 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 59,376 DPS pour une rotation dans ses propres conditions.
Calculer votre propre build
Seuls les personnages de la vitrine des personnages de votre profil en jeu peuvent être chargés. Activez « Afficher les détails des personnages ».
Sources
Script de rotation (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();