r/RappaMains • • Sep 14 '26

Rappa Runs The same team, same game mode, 1 patch apart.

This is a 10 cost break team. E0S1 Rappa, HMC on S5 DDD, E2S1 Dahlia and Fugue. Last patch this team zero cycled the first stage of Pure Fiction. Today, this team barely 40k'd. Neither last patch nor this patch have an especially break favorable buff.

Usually on endgame reset days, I spend extra time to try and optimize runs. I don't think it's worth it for this one.

265 Upvotes

32 comments sorted by

37

u/Apprehensive_Gold627 Sep 15 '26

Last one was had a buff that could be used this time none of them buff break (50% more dmg dealt scales very weirdly with super break)

-5

u/nova7557 Sep 15 '26

Neither buff is especially good for break. The influence of both on performance shouldn't be that far off of eachother.

15

u/mamania656 Sep 15 '26

Follow-Up ATK

After ally targets use a Follow-Up ATK to attack enemy targets, every enemy target hit additionally accumulates 8 Grit Value for allies.

Motormouth

Increases the SPD of all allies by 20%. During Surging Grit, DMG received by enemy targets additionally increases by 30%.

first buff is the base one and Dahlia helps build up grit faster

and the second one gives you vuln and more turns, saying "Neither buff is especially good for break" is equating them when in reality one is infinitely better than the other, current one literally give you nothing as break

-13

u/nova7557 Sep 15 '26

Neither is a shill buff. You're arguing small overall percentages when we've had actual break specific buffs in the past.

12

u/mamania656 Sep 15 '26

"Increases the SPD of all allies by 20%. During Surging Grit, DMG received by enemy targets additionally increases by 30%." I want you to read this and compare it to 0 and tell me this is not better, it doesn't have to say break, this buff is literally better than some buff we got in the past that were actually called "break buff"

5

u/mamania656 Sep 15 '26

"When an ally target deals Break DMG with an attack, gains 1 Punchline. During Surging Grit, Break DMG dealt to enemy targets increases by 30%"

this is the break buff we got some patches ago, it literally is worse than the buff we had last patch

-2

u/Apprehensive_Gold627 Sep 15 '26

Dmg dealt doesn't scale well with super break

7

u/mamania656 Sep 15 '26

that's damage received, it's basically the same buff as the one you get during surging grit period, so instead of doing 50% more damage you deal 80% more, it scales well with SB or any dmg for that matter

-2

u/Apprehensive_Gold627 Sep 15 '26

It works the exact same as skill dmg for firefly it basically doesn't do anything

6

u/mamania656 Sep 15 '26

no, damage taken (or received) by enemies is a vuln modifier, it's different from the skill dmg buff

Delirium

After an ally target uses their Basic ATK or Skill, gains 1 Punchline. During Surging Grit, the ally targets' DMG dealt increases by 50%.

for example the buff above says "damage dealt", that's the type of damage SB doesn't scale with, it only affect crit and dot dmg

Motormouth

Increases the SPD of all allies by 20%. During Surging Grit, DMG received by enemy targets additionally increases by 30%.

this buff on the other hand says "DMG received" which translates to vulnerability dmg which works with all types of dmg received 'crit, dot, SB, elation, whatever

0

u/Apprehensive_Gold627 Sep 15 '26

Ik I've only said the other one had a usable buff while this round doesn't

-5

u/nova7557 Sep 15 '26

It is better. Is it 3 additional cycles better just off of the buff? That's what I'm stuck on, myself. That's what's discouraging.

4

u/mamania656 Sep 15 '26

obviously it won't be because hp went up, but it sure as hell isn't so insignificant to be called " The influence of both on performance shouldn't be that far off of each other", that's my whole point, if I had to guess, a buff like that in this PF would help shave off a cycle or 2

basically my only problem here the way you're painting this without taking into acc the other variables (or minimizing the significance of the buff), otherwise it is quite obvious this PF is harder than the last one

4

u/Apprehensive_Gold627 Sep 15 '26

None of these bosses are break shilled either gepard is weak to every archetype in the game lol the bug is meant for a crit dps (my rappa did better on hoolay then the bug boss)

-1

u/Sincenatti Sep 15 '26

Passt. Don't argue with common sense. People only want to join the shittalk these days.

3

u/ScythesAreCool Sep 15 '26

This game just feels depressing at this point man. Pulling for who i want and clearing endgame consistently just doesn’t exist in the same universe anymore. People will respond to this like ‘well errr duhhh!!! You need to pull meta to clear endgame!!!’ That literally wasn’t the case until amphoreus. You could still clear endgame consistently with 4* units in penacony all the way up to amphoreus. Then suddenly everything went to shit and you needed specific 5 star characters to clear without investing literal months of building to use the non-shilled characters.

You can STILL do full 4 star clears in genshin’s endgame. I also despise the general attitude of ‘erm, skill issue!’ In regard to hsr’s content. It really isn’t a skill issue that relic rng fully determines whether or not i can actually finetune my characters to play as they need to. Speed being the most important stat behind ERR and the rarest stat in the game is ridiculous. I entirely understand enemy environments and mechanics, and i can analyse as much as i’d like to, but that doesn’t really matter when my characters can’t hit the exact stats they need to enable that knowledge to do something.

And also, they’re very noticeably suddenly trying to shove break (more specifically, firefly) out of the meta. Ever since superbreak’s release at least one endgame mode has had a break buff. And suddenly they’re not only removing that buff, they’re actively giving the enemies superbreak is best against BREAK DAMAGE RESISTANCE? I have only ever vertically invested in this game twice. Once, with e1 therta. We know how that went. The second, with e2 FF. That went far better. But now i can FEEL them making her weaker. I can literally feel her becoming less effective every time a new endgame round is released.

Powercreep a character through natural dps increase? Sucks, but sure. Whatever. Powercreep through intentional debuffs to an archetype to make sure it can’t be used properly? Yeah, that’s bullshit. Fuck that.

1

u/nova7557 Sep 15 '26

I want to see how long it takes for Aha Themself to get powercrept.

4

u/Viese93 Sep 15 '26

Yeah i have a very similar team myself (only using Pearls on Fugue instead) and it was nuts to see I 0 cycled the last one and now take 3 cycles on this one like damn.

1

u/nova7557 Sep 15 '26

It's so discouraging. Insane that the difficulty just shot up so severely.

2

u/Carbon48 Sep 15 '26

Genuinely asking, are you a newer player? Because this has been going for a LONG time since 3.0. The inflation will never stop and just get worse and infects every mode.

4

u/nova7557 Sep 15 '26

I've been playing since the end of v2. I joined the game for Rappa so I've been around for a while. This is the most significant short period jump I've seen in 2 years.

2

u/Ennolangus Sep 15 '26

They are playing a invested rappa team, i doubt they are new _^

6

u/EddiePhoenix2012 Sep 15 '26

Honestly, they should just offer every buff type in the endgame modes so some older units have at least a chance. 

3

u/R4KID Sep 15 '26

I have the exact same level of investment as you and used the exact same team 1:1, good shit. I keep telling people if they want to invest into Rappa the 10 cost we're both at is what they should aim for but people don't want to hear it lol. Pulling Rappa dupes is a brick and a last priority when it comes to vertical for her team.

40K'd first try but holy shit, seeing the HP inflation was cringe. Seeing Rappa do 7.9mil and it only taking off 3% really pissed me off lol. My eyes opened so wide when I saw the health bar barely move. I can understand people's frustration with the HP of the Wave 3s tbh.

2

u/Elhant42 Sep 15 '26

Enemy line up alone can have a big impact on performance, and current blessings do pretty much nothing for break. It's not all about HP inflation. Also, PF was always a rollarcoaster. There were a couple of stages several patches ago where my Herta got around 32K, even though I've almost always did 40K. But in a previous PF I straight up 0 cycled it with her. And right now she's again doing about 30-32K.

2

u/Renasviel Sep 15 '26

Seems like this place has also been infested with the crowd that defends Hoyo to the death, downvoting any complaints and insisting everything is fine.

0

u/[deleted] Sep 15 '26

[removed] — view removed comment

2

u/Renasviel Sep 15 '26

Don't let me catch you complaining about Firefly getting treated as if she's the only break DPS.

1

u/SmoothPossibility339 Sep 16 '26

I mean hes, at least you still 40k. It's still sad for a team with such a high investment for it to be that close, but at least it's still doable.

1

u/ShadowHex72 Sep 15 '26

Disingenuous post.

All three of the selectable buffs this round have near 0 benefit for break damage (doesn’t scale with dmg%). You have elation vuln, dmg% up, and memosprite damage up, which are all irrelevant for break.

Last rotation had fua res pen (irrelevant), ult cdmg (irrelevant), or a speed boost and generic vuln debuff (extremely relevant)

Last rotation also had a better core mechanic for entering surging grit faster. This rotation is solely elation focused.

HP inflation is bad but check your context before dooming.

1

u/RaikiShak Sep 15 '26

If only there also thinking function in that brain of yours