Server: KQM | Genshin Impact (763583452762734592) Channel: hutao-blood-blossom-duration-on-charge-atk-reapplication (839858127825403904) Messages: 80 Yuehai Ticketing Secretary#4843 (557628352828014614) #)anny#0013 (303226506325262338) gimmeabreak#2712 (156096226721398786) Isu#6867 (159800021544337409) Artesians#0002 (185216727351558145) lostguru#5024 (84723399011622912) IMAGINE HAVING XL C4#9407 (217820099845947392) KQM | Genshin Impact - hutao-blood-blossom-duration-on-charge-atk-reapplication
KQM | Genshin Impact
80 messages
Yuehai Ticketing SecretaryBOTMay 6, 2021 1:36 PM
@#)anny - hutao blood blossom duration on charge atk reapplication As an author, It is your responsibility to complete the ticket - Take advice constructively - NO disrespectful behavior - The ticket will be scrapped if: No activity > 1 week or open for > 1 mo. - When done, type $close
Theory/Finding/Bug: Title of your submission Evidence: Explanations with calculations and/or Youtube/Imgur proofs Significance: Conclusion
#)annyMay 6, 2021 1:38 PM
Theory: Hutao Blood Blossom (BB) duration on CA reapplication. Commissioned by @gimmeabreak I found/confirmed 3 findings: 1. Hutao does reset the BB duration with her CA. Due to this, hit lag also "extend" the duration of BB quite significantly 2. Her CA, however, does not reset the BB tick timer 3. Her BB does not snapshot and can crit Evidence: Time stamps: + At 00;03;06: i first applied BB + At 00;06;13: i reapplied BB for the 1st time + At 00;07;17: BB tick for the 1st time. It was non-crit (also, its DMG wasn't 1846, it was 880 that popped right under the 1846) + At 00;07;24: i reapplied BB for the 2nd time + At 00:09:06, i reapplied BB for the 3rd time + At 00;10;25: i reapplied BB for the 4th time + At 00;12;01: BB tick for the 2nd time. It was a crit + At 00;15;28: BB tick for the 3rd time. The DMG was reduced because Hutao was no longer in Paramita Papilio (PP), also non-crit + At 00;19;29: BB tick for the 4th. Same DMG as above, without PP and non-crit + At 00;20;04: BB ended. Approximately 9s after i reapplied it at 00;10;25 Significance: I hope @gimmeabreak finds this useful. Also, if you reset BB right before your PP duration end, you can have a maximum of 4 BB tick for 1 PP activation. itterasshai HuTaoVibe(edited)
hutao bb test
gimmeabreakMay 6, 2021 1:43 PM
there's a bunch of vid isu did as well let me upload, maybe you can check it matches your findings?
we were contemplating if it's just refresh to 8s duration after reapply, but with hitlag it drags out to longer than 8 sec, OR visually BB is just slightly longer than 8 sec
#)annyMay 6, 2021 1:54 PM
sure, i'll take a look
yeah definitely hit lag
i managed to drag it to almost 10s and got the 4th tick
and seems like you did too
#)annyMay 6, 2021 2:10 PM
the frame when the visual 1st appeared
the frame when the visual ended
so yeah... unless we slack on our N1C, having 4 ticks for 1 E is pretty easy thanks to hit lag(edited)
gimmeabreakMay 6, 2021 2:45 PM
hmm, so it's probably just duration refresh but with hit lag then?
is there anything to hit that doesnt have significant hitlag?
#)annyMay 6, 2021 2:58 PM
uh... i could try CA from far away without N1 hitting to see if there's any difference
gimmeabreakMay 6, 2021 2:59 PM
was thinking if you hit someothing like a slime?
#)annyMay 6, 2021 3:06 PM
yeah, less hit lag but it's still 9s
BB activated
BB reset
BB gone
gimmeabreakMay 6, 2021 3:36 PM
looks like it makes sense. let's see if anyone else w hutao can verify
i'd expect the extended duration would be longer the more CA you do and shorter the fewer CA you do
#)annyMay 6, 2021 5:43 PM
alright, let me know if you need anything else
tbh i'm not even sure how this would contribute to combat sim keqingderp
and this ticket doesn't actually find anything new anw
it only confirms what everyone already knew
so it might get nuked soon kekqing(edited)
gimmeabreakMay 6, 2021 5:45 PM
hmm i asked around and no one knew exactly how BB gets refreshed and how it affects the ticks
it's not in the library either
sim wise at least it means my implementation is correct (sort of) without accounting for hit lag
it'll undervalue c2 and bb damage a little due to hit lag not accounted for but that's ok i guess
IsuMay 7, 2021 2:03 AM
Hey, I tried doing frame counts on some of the tests I did, some clear patterns emerged even if the frame counts are not exact
CA damage at 2.17 BB appears at 2.18 1st BB damage at 6.26 2nd BB damage at 10.23 BB disappears at 11.53
CA damage pops up at 2.40 BB appears at 2.41 1st BB damage at 6.48 CA damage at 9.37 (extra hitlag from N1C) 2nd BB damage at 10.54 3rd BB damage at 14.51 4th BB damage at 18.42 BB disappears at 19.07
CA damage at 3.50 BB appears at 3.52 CA damage at 5.38 (extra hitlag from N1C) CA damage at 7.55 (extra hitlag from N1C) 1st BB damage at 8.19 CA damage at 10.16 (extra hitlag from N1C) CA damage at 12.20 (extra hitlag from N1C) 2nd BB damage at 12.38 3rd BB damage at 16.35 4th BB damage at 20.25 BB disappears at 21.50
CA melt at 3.58 BB appears at 4.10 1st BB melt at 8.07 2nd BB melt at 12.05 BB disappears at 13.45
CA damage at 2.12 BB appears at 2.12 1st BB damage at 7.16 2nd BB damage at 12.08 BB disappears at 13.37
I see a consistent base Blood Blossom duration of 9.5 seconds rather than the expected 8. Hitlag extends the duration, but also delays the next instance of damage (perhaps by different amounts? might extend the duration a bit longer than it delays)
Also, BB ticks seem to happen slightly faster than every 4 seconds, although I am not confident in stating an exact time
gimmeabreakMay 7, 2021 2:26 AM
hmm ya. i think that makes sense, i mean no reason not to make the animation slightly longer if it ticks only every 4s?
IsuMay 7, 2021 2:28 AM
To clarify, it's not just the animation, the "BB_4th_tick" recording shows a BB proc ~9 seconds after the last CA reapplication with minimal hitlag (no attacks after the CA, so the max amount of hitlag would be from the CA if that counts and from BB procs if they have hitlag, but I don't think they do?)(edited)
gimmeabreakMay 7, 2021 2:35 AM
i cant imagine BB proc triggering any hitlag...
IsuMay 7, 2021 4:18 AM
The walking animation was completely uninterrupted, so yeah there shouldn't be any hitlag from BB procs
#)annyMay 7, 2021 4:23 AM
alright, let's see
1st frame of BB
1st when BB gone
still 9s
IsuMay 7, 2021 4:25 AM
9.5s plus presumably a few frames for CA hitlag
since the TCL and in-game skill description both say 8s, I think it's good to get it clarified
gimmeabreakMay 7, 2021 12:37 PM
how do you tell the timestamp on this picture?
#)annyMay 7, 2021 12:39 PM
i went frame by frame until the BB flower appears/disappears
gimmeabreakMay 7, 2021 12:40 PM
ah so it doesnt show up on the screen you had to count it manually?
#)annyMay 7, 2021 12:40 PM
ah you meant the time stamp kekqing
look at the bottom left
gimmeabreakMay 7, 2021 12:44 PM
ooh sry im blind haha
ya it does look like it's all 9.5s duration + hitlag
looks good to me? could prob close for review?
hmm i wonder if that means u can refresh at t = 9s for a total for 18s duration vs 16 caps if we go by 8s
#)annyMay 7, 2021 12:48 PM
np, i was blind too, thought you asked frame kekqing
another thing i want to mention
i made sure i recorded everything with 60fps, and there was no freeze frame at all
so the delay 100% came from hit lag
i mean that's a given when you're doing frame counting(edited)
but i thought i should let you know
anw if you're good to go, i'll close this in 6 hours or so
in case anything comes up HuTaoVibe
Yuehai Ticketing SecretaryBOTMay 7, 2021 8:27 PM
Ticket Closed by @#)anny
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ArtesiansMay 22, 2021 1:36 AM
Thank you, verified. +1
We will assign youa vanity role at some point and remove the hunt.
lostguruMay 22, 2021 1:52 PM
looks like this hunt is still on the #theory-hunt list
unless there's more to test
gimmeabreakMay 22, 2021 3:30 PM
no this should be it, theory hunt can be removed
IMAGINE HAVING XL C4May 29, 2021 10:18 PM
working on pr
Yuehai Ticketing SecretaryBOTMay 29, 2021 10:19 PM
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