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Issue tracker for https://genshin-rotation.com/
The elemental res debuff initiated by the Viridescent Venerer 4-piece set bonus only applies when the character equipping it causes a swirl and is on the field. For things that only swirl once it shows the debuff timer as the correct length but when it applies multiple swirls (e.g. Venti or Sucrose burst) it shows the duration of the debuff as ending 10 seconds after the duration of the ability, even if the character would be off the field when the ability ends and therefore when the final swirl happens, as seen in the image below.
Additionally, since the elemental res debuff can't be triggered twice for the same element from the same source, if there are 2 characters using the set (I don't know why you would do that though) and Character B triggers a single swirl after the duration of Character A's ability applies it's final on-field swirl, the remaining duration of Character A's debuff should be overwritten.
Also, just as a readability thing, in a scenario like the image below where a character triggers a single swirl (like from Sucrose Normal Attack), waits a bit into the debuff duration, and then swirls again, the debuff from the first swirl (Swirl A) would be overwritten so the marker for the end of it's duration is no longer applicable and makes the chart harder to read.
Itto's frames are weird due to how he works in-game. Unclear to me how he should work - would need some feedback from someone who actually has him and knows what would look correct!
Similar to Itto #4 - unclear how accurate the current implementation is, or whether making it more accurate is actually valuable.
Lynette's C6 should infuse her attacks with anemo for 6s after her skill finishes!
Would love to have something that showed the exact total rotation length, as well as the amount of field time each character takes. Basically, just the statistics you need to funnel into the Energy Recharge Calculator. As someone who is new to optimization this tool has been a godsend. Keep up the great work!
It's difficult to know what each duration line is caused by - should add the icon to make it clear!
adding in Burst swap would allow for more accuracy when doing rotations for PC and mobile as there would be no action delay on a burst swap only Latency.
Using Trail of the Qilin causes the next Frostflake Arrow shot within 30s to not require charging.
Adds a cooldown reduction to her normal attacks
Currently just uses the normal attack icon - this should be changed to a specific plunge icon for legibility.
Within the radius of Signature Mix, Diona's charge time for aimed shots is reduced by 60%
Should be on skill not burst!
Same problem as #1 for her cooldown reduction passive...
In-game, Alhaitham has a short time window between using his burst, and gaining his chisel stacks. This window is long enough that it's possible to switch to another character, use their skill, and switch back in time for him to gain his stacks (for example, this is highly beneficial for getting maximum overlap with Fischl's skill).
Unclear how feasible this is in the current system - needs investigation.
Similar to #16 - should have two instances of the faster charge after skill!
Should be a simple fix!
Conditional on picking up item - could be worth including in customisable actions?
Manual overrides for placement would be beneficial - it would allow for tweaking rotations to be more accurate, especially if we include e.g. a toggle for Thundering Fury procs (see #1 ).
Would be great if this could potentially be a path to allowing gcsim -> rotation app imports!
Currently, the rotation repeat option is fairly basic and not super useful beyond just seeing whether the start lines up properly. An improved version would include the ability to pick a start point for the repetition, which would make it possible to show pre-rotation setup without it being included in the loop!
E.g. Yelan's skill - when sharing it just defaults to the minimum; instead it should pass the selected duration somehow.
Hi there, I am not sure if I am missing something. But to input Ayato E, I had to first put in E skill and then spam normal/charged attacks until they turned grey. There indicator for his E duration showed a way too short duration (I think that only happens when you don't put him first) and I had to just input loads of normal attacks to see how long it lasts. That wasn't very intuitive and involved a lot of clicking. Is there maybe a way to do something like Neuviellettes judgment attack? So when you select Ayato E it shows the right duration and then you can select under normal attacks/his E to do the special attack for the entire duration.
Honestly this little app is so helpful, thank you for all the time and effort put into it!
The gcsim export function mostly works, but doesn't quite match up for a lot of things. Should be improved so that it creates valid gcsim rotations!
Unfortunately the current drag/drop implementation doesn't support touch devices. Would need to either find an alternative which does and figure out a migration path, or write a custom one.
Currently, the app only has one implementation for holdable talents, which assumes you can re-cast the same talent button to cancel it. In some cases that is not true - e.g. Jean's skill. Should add a separate branch which doesn't allow for the recast version!
Currently not implemented at all.
Should reduce by 18%
It's not possible to exit Yelan's skill by switching characters, so we should set the frames to the max duration for that!
Has a couple of caveats to it which aren't implemented - certain actions should deplete its remaining duration (dash, jump, etc), and others should increase it (hydro infused attack should add 2s, c6 should also add 2s).
Might need the full implementation of gauge theory and ICDs mentioned in #1 for this to be accurate, though it'd be good to have something workable before then.
Tighnari's C6 should reduce the charged attack frames by 0.9 seconds.
This change will require adjusting the frames
and hitmarks
properties so that they can change per constellation!
Unfortunately this would be a lot of work to add, so unless people find it particularly important, it's unlikely to be added any time soon. A couple of implementation options:
I've explored a potential approach for the full rewrite, but just don't have the time to go ahead with it for now!
Currently C6 doesn't change the duration - it should increase by 2s!
Currently not implemented!
her NA duration is 8 second ? it suppose to not have any
For example, the Elegy for the End has a buff which lasts 12s, but which starts after a certain number of procs. Allowing the user to customise the buff start delay would be a decent solution to this!
Could be a separate feature, could be something to add for full manual overrides... (#15 )
Probably worth implementing a variable-duration hold version of Jean's skill, similar to Sayu's skill!
In-game it tracks both his cooldowns side-by-side and swaps depending on burst state. Rotation app doesn't quite function like that: after exiting burst, it should increase the cooldown slightly.
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