86,315 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.
This team's rotation is not validated yet. The score may change.
No community gcsim config exists for this team yet, so its rotation was written from a community guide. The score may change.
Score your own build
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Sources
Rotation script (gcsim)
# KQM Iansan quick guide, Iansan / Varesa / Chevreuse / Mavuika:
# Varesa ECP1 > Chevreuse Q hE > Iansan ECQ > Mavuika Q C2D E / EQ C2D >
# Varesa (ECP sQ)1 ECP ECP (sQ) ECP ECP (sQ) CP CP
# 1 first rotation
# Varesa's combo in gcsim (ECP when her skill is ready, else CP; the
# 30-energy burst after a plunge out of Fiery Passion) is the one of the
# community config behind Varesa / Bennett / Mavuika / Chevreuse
# (db.kqm.gg), the same team with Bennett for Iansan.
fn varesa_combo(amt) {
for let j = 0; j < amt; j = j + 1 {
if .varesa.skill.ready {
varesa skill, attack, high_plunge[collision=1];
} else {
varesa charge, high_plunge[collision=1];
}
if .varesa.energy >= 30 && .varesa.status.apex-drive {
varesa burst;
}
}
}
# Iansan's burst restores Nightsoul points from the active character's
# movement, which gcsim counts only when the rotation reports it. The
# Iansan quick guide says Varesa easily keeps Iansan's Nightsoul points
# above 42 for the higher ATK buff (said of her Furina / Xianyun team;
# same carry and combo), so every action reports movement at 9 m/s since
# the previous one: the lowest speed tried (6, 9, 12) above which the
# score stops rising, so her higher ATK buff stays up (design §5.4).
let _last = f();
let _ea = execute_action;
fn execute_action(c number, a number, p map) {
let now = f();
movement(9 * (now - _last) / 60);
_last = now;
return _ea(c, a, p);
}
active varesa;
let first = 1;
if first == 1 {
varesa_combo(1);
}
if .chevreuse.burst.ready {
chevreuse burst;
}
chevreuse skill[hold=1];
iansan skill, charge, burst;
if first == 1 {
mavuika burst, charge:2, dash, skill;
varesa_combo(7);
} else {
mavuika skill, burst, charge:2, dash;
varesa_combo(6);
}
first = 0;