Honkai Star Rail Damage Calculation Simulator Beta version

  • I am writing very detailed information. Only people who want to do a thorough check should look at it.
  • By acquiring additional effects that increase energy, speed, and action order, there are cases where Ultimate does not mesh well with supporter buffs. (LightCones Effect, Kafka Eidolon, Topaz Eidolon, etc.)
    • I think the behavior patterns of each character are smarter than automatic, but stupider than optimized manual. (I'm working hard to adjust it)
    • However, even with complete optimization, there is a good chance that the damage increase in team play will be lower than the comparative damage increase in solo mode. (I made this because I actually want to know that kind of thing)
      • For example, Topaz's timing of using her ultimate is quite important in terms of damage efficiency. (That's what I think, but I couldn't pull her.) If you try to match an ultimate like Tingyun, for example, you may sacrifice Tingyun's energy efficiency. Whether you should increase Topaz's damage efficiency or Tingyun's energy efficiency is a case-by-case decision. And at present, simulations cannot accurately assess this.
      • Even if this evaluation were possible, it is true that there is a trade-off, so I think it is possible that the damage will not be as much as expected. Of course, it is also possible to do the opposite and cause more damage than expected.
      • To be more specific about Topaz, the most efficient move is to use Topaz's Ultimate and have Numby follow up at least twice before Topaz's next turn. However, this requires the remaining characters to attack the [Proof of Debt] enemy at least three times before Topaz moves. If the supporter uses a non-attack type skill, this movement may not work. As a result, damage efficiency decreases. (Even if I change things such as not using buff skills while Topaz is Enhancement, this also creates a trade-off. *Not considered at the moment)
    • In addition, by improving energy efficiency, attackers can now use their Ultimate one turn early. By using a Ultimate one turn early, he may not be able to receive buffs from supporters And if the total number of Ultimate does not change, the value will be low when viewed within the framework of 8R.
    • As expected, lowering the damage is no good, so I would like to do my best to adjust it.It's true that at least it's the same as before. (If you are playing in auto mode, it may be a good idea to keep in mind that cases like this may occur)
  • When defeat mode is enabled, increasing status and damage by increasing Eidolon etc. does not necessarily lead to good results. (This is not a bug, but also applies to the actual game. *I am not saying there are no bugs.)
  • Bronya and Yukong's speed adjustments are obvious examples, but there are others.
  • Example: Suppose the enemy has 30000 remaining HP and 1 skill point.
  • Case 1: Attacker performs a skill attack, deals 30000 damage, defeats the enemy, and moves on to the next wave.
  • Case 2: The attacker uses a skill attack and deals 29000 damage, and the supporter uses a normal attack to deal 1000 damage and move on to the next wave.
  • Comparing the two, case 2 has a benefit of 1 skill point and 20 energy for the supporter. As a result, attackers may not be able to use skills in the next wave, and supporters may not be able to use Ultimate.
  • Although this does not always happen, in such cases, the final damage may be higher in Case 2. It is especially easy to reverse the situation if the status has increased by only few percent.
  • In addition, as character's status improves, the speed at which he can defeat enemies becomes faster, the amount of energy gained from enemy attacks will be reduced, or the number of enemies will decrease. as a result, damage will be reduced.
  • I recommend that you try out several patterns, or if the situation is complicated, try simulating with Defeated mode turned off.
  • Of course, even if you don't think about it in detail, you won't have any trouble playing normally, and there are many cases where you can get better results by increasing damage, Energy efficiency, etc.
  • In the Weakness Breaking Teams, a slight change in status can cause a much greater change in damage than in the normal Teams.
  • A change in the Break effect value can produce very large changes, not only in Weakness broken damage, but also in the amount of delay (e.g., Ruan or imaginary/quantum element).
  • The order of action of enemies and allies, the enemy's Toughness value, speed, and even the weakest element can make a big difference.
  • This is because the result depends on "who", "in what order of action", and "at what time" the weakness broken.
  • A change of 1 in speed can significantly change the damage efficiency.
  • These are true for normal Teams as well, but the Weakness Breaking Teams are especially remarkable.

Select Battle Mode

Select Enemy Level

Select Scenario

Boss Weak

Boss2 Weak

Follower Weak

Defeated Mode

Enable Weakness Break

Fix the delay amount when weaknesses broken

Set Exo-Toughness

Calculate Round[2 - 8]

Distribute Energy when Enemy Attack or Enemy Defeated

Start SP

Team Information 


Relic Information

Mydei
!

Mydei (E0)

Relic

Demesne
Scholar
Scholar

Main Status

Sub Status

Speed 134.20

Additional Setting

Tribbie

Tribbie (E0)

Relic

Demesne
Poets
Poets

Main Status

Sub Status

Speed 88.32

Additional Setting

Sunday
!

Sunday (E0)

Relic

Lushakas
Ordeal
Ordeal

Main Status

Sub Status

Speed 133.66

Additional Setting

Luocha
!

Luocha (E0)

Relic

Lushakas
Musketeer
Musketeer

Main Status

Sub Status

Speed 159.66

Additional Setting

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2025 Honkai Star Rail Damage Calculation Simulator Beta version (asagi_game)