Chapter 6 - 2 Damage Multiplication Area on Water Plants
1. A brief description of the bloom reaction
In the aquatic weed reaction, water is the restrained side. For example, 1 Elemental Grass consumes 2 Elemental Water, and 1 Elemental Water consumes 0.5 Elemental Grass, which blooms and generates a seed. A single monster/character only generates one seed in a single settlement. The maximum number of seeds can be 5. Having more than 5 seeds will cause the earlier seeds to detonate directly, keeping the number of seeds at the limit of 5.
When the seed is not affected by fire/lightning, the seed will explode after 6s. The explosion deals grass damage, and no grass is attached.
When the seed encounters a lightning/fire attack with a non-0 elemental amount during its existence (see the conditions for triggering hyper-intensification/vine intensification in "Thunder Grass Chapter" 4.1 for triggering super-exacerbation/vine intensification) during the existence of the seed), the seed can be detonated in advance, causing a super-bloom/blazing bloom with higher damage. The explosion deals grass damage, and no grass is attached.
2. Bloom damage
Blooming damage eats, after hand, and hits the real-time mastery of the character who reacts this time
Single Bloom Damage = (Bloom Base Damage) * Resistance
Original Bloom Damage = (Level Factor * 2 * [1 + (16 * Mastery) / (Mastery + 2000) + Reaction Factor Bonus]) * Resistance
Super Bloom Damage = (Level Factor * 3 * [1 + (16 * Mastery) / (Mastery + 2000) + Reaction Factor Bonus]) * Resistance
Bloom damage = (Level Factor * 3 * [1 + (16 * Mastery) / (Mastery + 2000) + Reaction Factor Bonus]) * Resistance
(For details of the level coefficient, see "Thundergrass Chapter" 5, Damage of Hyper Aggravation/Vine Aggravation)
Regardless of the enemy/character trigger, the seed only applies 5% of the character's bloom base damage, and the bloom base damage against enemies is 100%
Bloom damage cooldown: 0.5 seconds/2 times
(Original bloom, super bloom, hot bloom, cooldown between do not share)
−Explanation of the damage cooldown...
A common non-shared damage cooldown
1. Triggered by different roles
2. Character trigger and monster trigger
3. Character triggering and environment triggering
Common shared damage cooldowns
1. The same role for the same target
3. The mechanism of the seeds produced by the original bloom
3.1
Bloom damage damage radius, toughness, impact
3.2
The seeds generated by the bloom are also hit units, which can block the fire/thunder bow and arrow projectiles, and trigger the fierce/super bloom. Can be attacked by some auto-seeking attacks such as Sakura and Oz. However, it cannot be automatically claimed by the character's manual attacks.
3.3
Enemies existing in the seed itself and in a small area around the seed can be spawned when they are attacked by lightning/fire with a non-0 elemental amount. Due to the lack of specific data, this range is probably 1-1.5 hilichurls.
Under normal circumstances, only characters such as Hu Tao can physically level A on the seed alone, open E later, and continue to level A, and cannot burst the seed.
In other cases, the seeds burst at the first touch. So don't worry about it.
3.4
Seeds can be pulled by wind farms
3.5
The seed is played by the character Super Bloom, and the nearest enemy within the range is prioritized; The enemy's Super Bloom prioritizes the player character closest within the range.
(The range of the enemy is a cylinder with a radius and height of 15 meters[Source])
4. Special reaction order of mine + grass
There are specific steps for this reaction, and it is enough to follow the steps.
Step one, the mine and the grass react
The grass element preferentially reacts with the thunder element, and the original intensification occurs, producing the radical element.
The grass is not excessive, and the original intensification is preferentially generated, and the radical element is produced, and the second step is entered
The excess grass continues to react with the water element, and the first bloom occurs. If there is no hydrous element left after blooming, the reaction will stop;
After blooming, there is still water elemental remaining, and the second step is entered
In the second step, the stimulant and water react
If the first step is not too much grass, the grass element is not enough to react with the water element. However, the radical element only reacts with the water element, and the first bloom occurs.
If the first step is overloaded, and the first step has water residue. The radical element produced in the first step will continue to react with the water element, and the second bloom will occur.
Note that in the "Mine + Grass" reaction, the original bloom damage of the radical element + water element reaction is still eaten by the grass character's mastery
5. The advanced idea of original blooming/super blooming/fierce blooming
(The first edit here is 2022/9/19, and the second edit time is 11/01.
----5.1, about the original bloom "grass ice + water"
----5.1, about the original bloom "grass ice + water"
Water preferentially reacts with ice, and the little water left after freezing continues to react with the grass, causing a small amount of grass to be consumed each time. Because "only one seed is produced in a single settlement", each time a small amount of grass is consumed, the grass element will be used more efficiently. However, the gameplay of this team has yet to be developed.
---5.2, about Super Bloom "Mine + Grass"
---5.2, about Super Bloom "Mine + Grass"
When the monster is in the state of mine coexistence, use the high priority of the thundergrass reaction to convert the grass element into "radical element + grass element", both of which can participate in the bloom reaction, and if the radical element is left, it can be retained as an attached element
When the monster is attached to the grass element, a single weak water only consumes 0.5 grass element, and the thunder element only converts the grass element into the radical element, and the radical element in this system only reacts with the water element
Therefore, mine + grass, generally a single grass, can achieve at least 2 bloom judgments. Generate multiple times the number of seeds.
In actual combat, it can be used, double water + thunder + grass, double thunder + water + grass, thunder + water + wind / rock + grass. This kind of set, shock, bloom, intensify, all in one variant armed team.
-----5.3, about the bloom of the spirit
-----5.3, about the bloom of the spirit
The Blazing Bloom itself is a damage to the group's specialization, and there is no excessive requirement for the number of seeds, and when the number of monsters ≥ 2, it can play an advantageous role
References here:
The case of the Ice and Thunder element promoting the original bloom
Intensify the weed protection mechanism with super bloom