Many "Genshin Impact" players may not yet know the recommended strategies for cultivating Fimini. Here you will find the "Recommended Strategies for Cultivating Genshin Impact Fimini" shared by the editor of Source Code.com. Children who are willing can continue to check it out. I believe it will be helpful.
Fimini, who belongs to the Fontainebleau Mansion, is the younger brother of Linny and Linnette. He likes to swim on the bottom of the sea, be with underwater creatures, like fairy tales, like to dismantle and repair small machinery, and occasionally Will confide his feelings to Hailuhua under the sea.
This also makes Fimini an excellent diver. Relying on his diving skills can reduce endurance consumption by 35% when diving:
This inherent talent effect only takes effect on your own character, and does not take effect on other characters while online. Currently, version 4.0 is the only character whose diving body consumption has been reduced.
You can purchase the recipe for "Baisong Soup" at the Fontainebleau Hotel "Sangnetti". When Fimini cooks the Baisong Soup, there is a chance of getting the special dish "Seabird's Stop".
Character favorability can be obtained by completing daily commissions, consuming physical energy, settling in the Dust Song Pot, completing unexpected tasks, etc. When Femini's favorability reaches level 10, you can receive the exclusive business card decoration - "March" on the character page.
As a 4-star ice-type two-handed sword character, its main positioning is stationary output, relying on E as the main output method. The general direction can be divided into physical style and ice damage style.
The following sections will be explained in detail from the major sections of talent, seat of destiny, weapons, holy relics, and lineup.
·【Talent Introduction】·
✦Talent·Normal attack
-Basic attack-
A has a total of four movements. Each time it hits the enemy, it will cause white physical damage.
The main function of Femini's A is to trigger the fourth-level "High Pressure Crush" of E with the highest magnification to maximize its damage. It is the main output mode other than E. It is recommended to upgrade E first and then A.
-Thump-
The heavy attack is "turning in circles", which is not commonly used in actual combat. The falling attack is the same and can be ignored.
✦Talent·Elemental combat skills
E is Fimini's main output source. After casting E, it enters the "Pey Plane State" (referred to as "Pey State" or "E State"). The E cast in this state is called "High Pressure Crush". Through A, the stages of high-pressure crushing can be superimposed. There are 4 stages in total. Different stages of high-pressure crushing will cause different damage. It is precisely because of this mechanism that Fimini can be divided into material damage flow and ice damage flow.
The cooldown time of E is 10 seconds, and the CD countdown will enter after casting E.
Casting E and hitting an enemy will drop 2 ice elemental particles and apply weak ice attachment to the enemy once. It also comes with a blast of ice elemental damage.
The new mechanism that appeared in 4.0 is currently Fontaine's exclusive energy mechanism - Mang Xing and Huang Xing. When the two come into contact or exist at the same time, powerful energy will be generated and the phenomenon of annihilation and incapacitation will occur. The two are antagonistic, and a simple understanding is Mang Kehuang and Huang Kemang.
The Shiji Power is mainly used to solve puzzles in the big world and to deal with enemies with the opposite Shiji Power during combat. It is specifically manifested in paralyzing the enemy. Currently, only clockwork-type enemies have Mang/Ara energy.
Enemies with radiant energy will display golden light, and enemies with wild energy will display purple light.
Although Femini's aura damage is ice elemental damage, it does not have the ability to attach to ice, but it can enjoy the [E damage bonus].
By casting E, you can enter the Pei time meter state that lasts for 10 seconds. There will be a "clockwork penguin" animation display in the upper right corner of the character to follow.
In Pei's state, Femini's A will come with ice element damage (frost cold). The initial damage is not high, and Q can be used to increase the frost damage.
Although Frostbite is triggered by Femini's A in Pei's state, it is an E injury and can enjoy [E damage bonus], but cannot enjoy [A damage bonus]. It shares the attachment CD with E. It follows the counting rules of the 1st, 4th, 7th... damage attachment and the attachment CD of about 2.5 seconds. It is a weak ice attachment.
The most important thing is that when using A in Pei's state, the pressure level can be increased, which is used to trigger different levels of damage mechanisms of the core's high-pressure crushing.
There are four levels of high-pressure crushing. The action of casting E at levels 0 to 3 is the same: vertical slash (as shown dynamically in the picture above). Only the action of casting E at level 4 is different: hitting Pei like a baseball. go out.
The main difference between different stages of high-pressure crushing is the damage caused, the technique and the ball-producing mechanism:
PS: If the "e" below refers to the technique, it means the first time you cast E; and "E" means the second time you cast E, which is high-pressure crushing.
Level 0: Ice element damage. (no balls produced)
Cast E continuously, which is eE
Level 1~3: Ice element + physical damage. (no balls produced)
After casting e, A once and then E is the first level, A twice and then E is the second level, and A three times and then E is the third level.
Level 4: Physical damage. (Drops 1 ice elemental particle)
After casting e, A4 can be triggered by casting E or A.
Except for the fourth level, which can be triggered by A, the zero to third levels can only be triggered by E.
Then let’s take a look at the magnification distribution of each stage. Take the following figure as an example of level 10 E:
In terms of magnification, the highest magnification is the fourth-order high-pressure crush, which is physical damage, followed by the zero-order high-pressure crush, which is ice element damage.
The first to third levels are all ice + objects. Even if the two multipliers are added together, the total multiplier does not exceed the fourth level, and the damage polarization is not concentrated. Therefore, I personally recommend that in actual combat, either eE focuses on ice damage, or e5A or e4AE focus on physical damage.
Let’s look at the issue of elemental attachment. As mentioned above, casting E has a weak ice attachment, and melting reaction can be considered. However, subsequent frost damage and zero to third-level high-pressure crushing ice damage are all E injuries, and they are all the same. Enjoy attaching the CD and use the EE method to deal two ice wounds. Only the first low-magnification (upward attack) damage can achieve melting, but the second high-magnification (zero-order high-pressure crush) damage cannot achieve melting. Precisely because of the influence of the attached CD mechanism, it may not be particularly suitable for Fimini to play the melting flow of ice damage in the conventional system.
Because in the actual measurement, when the eEAAeEAA... method is used normally, due to the influence of the attached CD, the first section E triggers melting, and the second section E cannot trigger. Unless you wait about 2.5 seconds after the first E before casting the second E, or if the first E misses, the second E can be used to melt. Or you can use the second-level high-pressure crush, but it is not recommended. Look at the multiplier table. The ice damage multiplier of the second-level high-pressure crush is already lower than the physical magnification, which is not very realistic.
So melting flow is not particularly suitable, but it does not deny the gameplay of melting flow!
It can also be seen from the above picture that the cooling time of E is too long, and the triggering interval of the highest-magnification fourth-order high-pressure crush is also too long. It takes 4 times of A to trigger. The core auxiliary mechanism-Q state is here.
✦Talent·Elemental Burst
"No one loves a helmet once it's worn."
After casting Q, it will cause a high rate of ice element damage to surrounding enemies. If you are playing Melting Flow, you will be looking at the large number of damage this time, so it is recommended to upgrade to Q when playing Ice Damage or Melting. Upgrading Q only increases the damage multiplier and has no effect on other mechanisms, so there is no need to upgrade Q when playing physics.
The core of Q is that it provides a 10s stalking mode state (referred to as "Q state"), which mainly provides four major mechanisms:
First, it provides anti-interruption ability;
It can withstand attacks that are stun and knocked back, but cannot withstand powerful attacks that are knocked away. Since resistance to interruptions can be stacked, the team can be paired with characters that provide resistance to interruptions, such as Xingqiu or Beidou, so that they can withstand attacks that are knocked away and achieve worry-free operation of stationary output.
Second: Reset E’s CD;
Basically, conventional techniques suggest using eQ to improve the feel and ball production ability.
The cooldown time of third E is reduced by 70%;
The core part is mainly this CD reduction mechanism, which changes the CD of E from 10 seconds under normal conditions to 3 seconds. In actual combat, if the main focus is ice damage, the basic method of eEAAeEAAeEA... is used in a cycle.
The original CD of E here was 10 seconds, but it was shortened by 70% to 7 seconds, plus the inherent talent support unlocked after Femini's character level exceeded level 20.
When playing eE Ice Damage, the CD of E is only a short 2s, so it will be as smooth as the above technique display animation. It is precisely because of this kind of mechanism that the Ice Damage gameplay is also unique and feels good. And it is also a relatively simple gameplay. Compared with physical damage, the techniques and operations are simpler.
Regarding the CD reduction provided by inherent 1, the only drawback is that the fourth-level high-pressure smash, which focuses on physical damage, cannot enjoy this effect.
The main object damage is the method cycle of e3AAe3AA....
The operation of object damage is relatively difficult, mainly because you can't master the rhythm of E. Sometimes if your hands are fast, you press E before reaching the fourth level of pressure. You need to practice the rhythm.
Here it should be e5A to trigger the fourth-level high-pressure crush, but in the Q state, you only need to use A 3 times to trigger the fourth-level high-pressure crush, because of the fourth mechanism of the Q state.
Fourth: When using A, the pressure level of Pei's meter can be increased by an additional level, and the damage caused by the frost triggered by A will be 200% of the original value.
This is equivalent to one click of A for two levels, and two clicks of A for level four. It can hit the fourth level of high-pressure smash more quickly.
In addition, the frost damage increase provided by Q is very large. If it is multiplied separately, it is directly multiplied by 2. However, the multiplier of frost itself is not high (E10 level is only 12.9%). The base multiplier is too low. Although the final damage is doubled, it is not high relatively speaking.
Overall, the Q state is a crucial auxiliary mechanism for Fimini. It requires 60 energy points to activate. It is recommended to add an ice character to the team to relieve the pressure of energy recovery.
In addition, Fimini's energy recovery mechanism (commonly known as "ball production") is different under normal conditions and Q state:
·Under normal conditions, when the first stage of E hits the enemy, 2 ice element particles will be dropped (tested many times, it is fixed). The second stage of E (high-pressure crushing) does not produce balls at the zero to third levels, and at the fourth level, Will drop 1 ice elemental particle.
·When in the Q state, the first stage E will only drop 1 ice element particle each time it hits the enemy (tested many times, it is fixed), the second stage E (high pressure crush) will also only drop at the fourth stage. Drops 1 ice elemental particle.
Here is a picture to compare material damage flow and ice damage flow in terms of magnification and energy recovery:
First of all, in the actual test, Femini, who was in Q state, used the ice injury method and object injury method mentioned above, and used the complete test method until e could not be released:
·Ice injury flow——eQEeEAAeEAAeEAAeEAAeE
·Material damage flow——eQ2AEe2AEAe2AEAe4AE
Here we still use "e" to represent the first E, which is an upward attack; "E" is used to represent the second E, which is a high-pressure smash.
It is not difficult to see from the picture above that the total ball production and total multiplier of ice damage flow are not as good as that of material damage flow, but both sides have their own advantages.
Ice damage flow can perfectly increase the number of times E is used and perfectly show that E is the main output mechanism. It feels good in the hand and will not cause panic in the technique. It has a strong sense of rhythm and is simple and brainless for novices to use. The main impact is that the ice damage flow follows the ice element damage, so the damage of A multiplier, which is mainly physical damage, does not increase much.
Because the material damage flow is more time-consuming to trigger the fourth-level high-pressure crushing, the number of times the high-pressure crushing is triggered is not as many as the ice-damage flow, so the total magnification does not even exceed A. However, fortunately, it is mainly physical damage, regardless of the fourth level. High-voltage smash is still A, and the damage can be increased. However, there may be panic in the operation, and it takes some time to practice the rhythm.
OK, there may be questions: the total magnification rate of high-pressure crushing of material damage flow is lower than the total magnification rate of A. Why is it still recommended to upgrade E first?
This problem is mainly affected by Fimini's [Inherent Talent·Parallel Flow Condensation Mechanism].
This 40% damage increase belongs to the [Elemental Damage Multiplication Zone], which is equivalent to the damage increase provided by a 1000 Mastery Manyo. The improvement is still good. The main limitation is that it needs to trigger the ice-breaking reaction, so that Femini needs to be paired with a character who can continuously draw water in the background (while enjoying the benefits, it will be restricted by the lineup), and Femini itself is a big sword character, and using A to hit is in the The frozen enemy can achieve the ice-breaking reaction, or you can directly use E to achieve the ice-breaking reaction, which is quite easy to trigger.
The only thing is that it is ineffective against enemies that cannot be frozen (I only remember BOSS enemies that cannot be frozen, and that Anni from Fontaine).
And it only has a damage-increasing effect on high-pressure crushing, and has no gain on other damage. This is the main reason why it is recommended to upgrade E.
Summary from the role mechanism:
·Fimini can be divided into two major schools, ice damage style and material damage style.
·Rely on E in Q state as the main damage method.
·Recommended techniques for ice injury flow: eQEeEAAeEAAeEA...; suggestions for material injury flow techniques: eQ3AAe3AAe3AA....
·It is necessary to bind a character who is constantly hung up in the background so that Femini can trigger the ice-breaking reaction to gain damage.