Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Include weapons in optimization #676

Open
StainAE86 opened this issue Oct 6, 2022 · 10 comments
Open

Include weapons in optimization #676

StainAE86 opened this issue Oct 6, 2022 · 10 comments
Assignees
Labels
enhancement New feature or request Pando To be implemented as a feature requirement for Pando

Comments

@StainAE86
Copy link
Collaborator

Now that more and more weapons with ever unique conditionals are being added to the game its getting harder to "solve" which weapon is the best for a character depending in your optimization target.

For exmaple my Xiangling with several popular 4* weapon options are all very close just with Vaped Pyronado AVG damage vs ER%.
This does not take into account setting certain minimum constraints or multi-target optimization.
image

A suggestion would be to add another button under "Use Equipped Artifacts" with a settings cog that allows you to enable all conditionals and include/exclude certain weapons for that character:
image
image

@StainAE86 StainAE86 added the enhancement New feature or request label Oct 6, 2022
@StainAE86
Copy link
Collaborator Author

Seems to be an influx of requests recently:

image
image
image
image
image
image
image
image
image
image

@StainAE86
Copy link
Collaborator Author

image
image
image
image
image
image
image
image
image
image

@StainAE86
Copy link
Collaborator Author

During the early days of Genshin there were fewer weapons and people had less of them simply because of how gacha works.
So there were less weapons to compare against each other and each archetype had some clearly superior weapons in them.

This meant working out which weapon is available to you for a certain character was pretty straight forward - pick that one and optimize your artifacts around it.

However now 2+ years into the game many new weapons have been added. Along with people getting an ever diverse selection of them and their refinements means that simply "knowing" which is the best Weapon for every circumstance isn't quite as simple anymore. Especially when a lot of this knowledge comes from character guides that may be out of date now so the "best" weapon for a certain situation has changed and the guide not updated to reflect this.

While adding Weapon Optimization into GO shouldn't be done to educate the user - since GO should still stand it's ground of "don't tell people how to play" and being a calculator that requires the user to have some knowledge of the game to begin with.

It should be done because it aligns with the same core reason for Artifact Optimization. To help the user quickly find the best output for what they have available to them without checking every combination themselves manually.

I now have 11 polearms available to me, with main stats ranging from ATK, to CRate, CDmg, ER, EM, Phys and passives that scale with ER, number of hits, current HP, party lineup. Some that increase crit of the skill alone, damage against certain elements and increase stats when a reaction is triggered, etc.

All of these stats and conditions will have an effect on which artifacts compliment the resulting optimized build.

Then the added bonus that it can be used to determin if additional refinements or new weapons would have a meaningful change to a user's specific account. No point pulling for a new weapon or refinements because YouTuber says it's a characters new BiS when on your account with your combination of artifacts it isn't actually any better than another option you already have.

I know there has been some reservation about Weapon Optimization when it comes to quantifying the non-damage contribution of a weapon (like the Favonious series or Crescent Pike, etc) but in these cases some responsibility must fall back on the user like when they are desciding on which Artifact sets to include in the build settings.

@StainAE86
Copy link
Collaborator Author

image
image
image
image
image
image
image
image
image
image
image
image

@StainAE86
Copy link
Collaborator Author

image
image
image
image
image
image

@frzyc frzyc added the Pando To be implemented as a feature requirement for Pando label Feb 22, 2023
@StainAE86 StainAE86 pinned this issue Feb 25, 2023
@StainAE86
Copy link
Collaborator Author

image

@Mars4it
Copy link

Mars4it commented Mar 22, 2023

HAHAHA I ALMOST POSTED THIS REQUEST XD
I feel a little bad for frzyc getting bombarded with requests for it but it's a very very wanted feature lol.

@Mars4it
Copy link

Mars4it commented Mar 22, 2023

For now, probably just switch from weapon to weapon then optimize artifact. After each one check which has the best damage!
Kind of like this:
Optimized Keqing's 5th NA for aggravate
Light of Foliar Incision
Screenshot 2023-04-12 9 55 02 AM
Primordial Jade Cutter
Screenshot 2023-04-12 9 56 25 AM

@StainAE86
Copy link
Collaborator Author

image

@StainAE86
Copy link
Collaborator Author

image
image
image
image
image
image
image

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
enhancement New feature or request Pando To be implemented as a feature requirement for Pando
Projects
Status: Low Priority
Development

No branches or pull requests

4 participants